Merge pull request 'Limit Bloat Vomit super damage' (#29) from BloatBileBullshit into dev

Reviewed-on: https://insultplayers.ru/git/dkanus/NicePack/pulls/29
This commit is contained in:
dkanus 2023-05-23 12:17:29 +03:00
commit dcc35d767b
2 changed files with 35 additions and 4 deletions

View File

@ -0,0 +1,30 @@
class NiceBloatVomit extends KFBloatVomit;
// limit how much you can damage zeds
const DAMAGECOUNT=10;
var private transient int DamageTicked;
auto state Flying {
simulated function ProcessTouch(Actor Other, Vector HitLocation) {
// add damage limit
if (DamageTicked >= DAMAGECOUNT) {
BlowUp(HitLocation);
return;
}
if (ExtendedZCollision(Other) != none) {
return;
}
if (
Other != Instigator &&
(Other.IsA('Pawn') || Other.IsA('DestroyableObjective') || Other.bProjTarget)
) {
DamageTicked += 1;
// warn("DamageTicked: " $ DamageTicked);
// use server DelayedHurtRadius() instead?
HurtRadius(Damage, DamageRadius, MyDamageType, MomentumTransfer, HitLocation);
}
else if (Other != Instigator && Other.bBlockActors) {
HitWall(Normal(HitLocation - Location), Other);
}
}
}

View File

@ -173,7 +173,8 @@ function SpawnTwoShots()
if ( !SavedFireProperties.bInitialized )
{
SavedFireProperties.AmmoClass = Class'SkaarjAmmo';
SavedFireProperties.ProjectileClass = Class'KFBloatVomit';
// use fixed bile class, to prevent super high damage to zeds
SavedFireProperties.ProjectileClass = Class'NiceBloatVomit';
SavedFireProperties.WarnTargetPct = 1;
SavedFireProperties.MaxRange = 500;
SavedFireProperties.bTossed = False;
@ -185,13 +186,13 @@ function SpawnTwoShots()
// Turn off extra collision before spawning vomit, otherwise spawn fails
ToggleAuxCollision(false);
FireRotation = Controller.AdjustAim(SavedFireProperties,FireStart,600);
Spawn(Class'KFBloatVomit',,,FireStart,FireRotation);
Spawn(SavedFireProperties.ProjectileClass,,,FireStart,FireRotation);
FireStart-=(0.5*CollisionRadius*Y);
FireRotation.Yaw -= 1200;
spawn(Class'KFBloatVomit',,,FireStart, FireRotation);
spawn(SavedFireProperties.ProjectileClass,,,FireStart, FireRotation);
FireStart+=(CollisionRadius*Y);
FireRotation.Yaw += 2400;
spawn(Class'KFBloatVomit',,,FireStart, FireRotation);
spawn(SavedFireProperties.ProjectileClass,,,FireStart, FireRotation);
// Turn extra collision back on
ToggleAuxCollision(true);
}