This patch reverts first step of global weapon conversion that would have halted the release of the next version for too long.
73 lines
6.9 KiB
Ucode
73 lines
6.9 KiB
Ucode
class NiceM79IncGrenadeProjectile extends ScrnM79IncGrenadeProjectile;
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#exec OBJ LOAD FILE=KF_GrenadeSnd.uax
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simulated function HurtRadius( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation )
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{
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local actor Victims;
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local float damageScale, dist;
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local vector dirs;
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local int NumKilled;
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local KFMonster KFMonsterVictim;
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local Pawn P;
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local KFPawn KFP;
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local array<Pawn> CheckedPawns;
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local int i;
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local bool bAlreadyChecked;
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if ( bHurtEntry )
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return;
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bHurtEntry = true;
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foreach CollidingActors (class 'Actor', Victims, DamageRadius, HitLocation)
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{
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// null pawn variables here just to be sure they didn't left from previous iteration
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// and waste another day of my life to looking for this fucking bug -- PooSH /totallyPissedOff!!!
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P = none;
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KFMonsterVictim = none;
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KFP = none;
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// don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag
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if( (Victims != self) && (Hurtwall != Victims) && (Victims.Role == ROLE_Authority) && !Victims.IsA('FluidSurfaceInfo')
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&& ExtendedZCollision(Victims)==none )
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{
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dirs = Victims.Location - HitLocation;
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dist = FMax(1,VSize(dirs));
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dirs = dirs/dist;
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damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius);
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if ( Instigator == none || Instigator.Controller == none )
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Victims.SetDelayedDamageInstigatorController( InstigatorController );
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if ( Victims == LastTouched )
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LastTouched = none;
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P = Pawn(Victims);
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if( P != none )
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{
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for (i = 0; i < CheckedPawns.Length; i++)
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{
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if (CheckedPawns[i] == P)
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{
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bAlreadyChecked = true;
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break;
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}
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}
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if( bAlreadyChecked )
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{
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bAlreadyChecked = false;
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P = none; // and if you forget to re-null it somewhere?!! and then look for a bug during 2 days?!! Damned Tripwire, I hate you so much
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continue;
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}
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KFMonsterVictim = KFMonster(Victims);
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if( KFMonsterVictim != none && KFMonsterVictim.Health <= 0 )
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{
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KFMonsterVictim = none;
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}
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KFP = KFPawn(Victims);
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if( KFMonsterVictim != none )
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{
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damageScale *= KFMonsterVictim.GetExposureTo(HitLocation/*Location + 15 * -Normal(PhysicsVolume.Gravity)*/);
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}
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else if( KFP != none )
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{
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damageScale *= KFP.GetExposureTo(HitLocation/*Location + 15 * -Normal(PhysicsVolume.Gravity)*/);
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}
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CheckedPawns[CheckedPawns.Length] = P;
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if ( damageScale <= 0)
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{
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P = none;
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continue;
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}
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else
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{
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//Victims = P;
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P = none;
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}
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}
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Victims.TakeDamage
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(
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damageScale * DamageAmount,
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Instigator,
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Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dirs,
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(damageScale * Momentum * dirs),
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DamageType
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);
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if (Vehicle(Victims) != none && Vehicle(Victims).Health > 0)
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Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController, DamageType, Momentum, HitLocation);
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if( Role == ROLE_Authority && KFMonsterVictim != none && KFMonsterVictim.Health <= 0 )
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{
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NumKilled++;
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}
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}
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}
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/*
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if ( (LastTouched != none) && (LastTouched != self) && (LastTouched.Role == ROLE_Authority) && !LastTouched.IsA('FluidSurfaceInfo') )
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{
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Victims = LastTouched;
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LastTouched = none;
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dirs = Victims.Location - HitLocation;
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dist = FMax(1,VSize(dirs));
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dirs = dirs/dist;
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damageScale = FMax(Victims.CollisionRadius/(Victims.CollisionRadius + Victims.CollisionHeight),1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius));
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if ( Instigator == none || Instigator.Controller == none )
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Victims.SetDelayedDamageInstigatorController(InstigatorController);
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Victims.TakeDamage
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(
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damageScale * DamageAmount,
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Instigator,
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Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dirs,
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(damageScale * Momentum * dirs),
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DamageType
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);
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if (Vehicle(Victims) != none && Vehicle(Victims).Health > 0)
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Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController, DamageType, Momentum, HitLocation);
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}
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*/
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if( Role == ROLE_Authority )
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{
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if( NumKilled >= 4 )
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{
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KFGameType(Level.Game).DramaticEvent(0.05);
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}
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else if( NumKilled >= 2 )
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{
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KFGameType(Level.Game).DramaticEvent(0.03);
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}
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}
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bHurtEntry = false;
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}
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simulated function ProcessTouch(Actor Other, Vector HitLocation)
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{
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// Don't let it hit this player, or blow up on another player
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if ( Other == none || Other == Instigator || Other.Base == Instigator )
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return;
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// Don't collide with bullet whip attachments
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if( KFBulletWhipAttachment(Other) != none )
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{
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return;
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}
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// Don't allow hits on people on the same team - except hardcore mode
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if( !class'ScrnBalance'.default.Mut.bHardcore && KFHumanPawn(Other) != none && Instigator != none
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&& KFHumanPawn(Other).PlayerReplicationInfo.Team.TeamIndex == Instigator.PlayerReplicationInfo.Team.TeamIndex )
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{
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return;
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}
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// Use the instigator's location if it exists. This fixes issues with
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// the original location of the projectile being really far away from
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// the real Origloc due to it taking a couple of milliseconds to
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// replicate the location to the client and the first replicated location has
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// already moved quite a bit.
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if( Instigator != none )
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{
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OrigLoc = Instigator.Location;
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}
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if( !bDud && ((VSizeSquared(Location - OrigLoc) < ArmDistSquared) || OrigLoc == vect(0,0,0)) )
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{
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if( Role == ROLE_Authority )
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{
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AmbientSound=none;
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PlaySound(Sound'ProjectileSounds.PTRD_deflect04',,2.0);
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Other.TakeDamage( ImpactDamage, Instigator, HitLocation, Normal(Velocity), ImpactDamageType );
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}
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bDud = true;
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Velocity = vect(0,0,0);
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LifeSpan=1.0;
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SetPhysics(PHYS_Falling);
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}
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if( !bDud )
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{
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Explode(HitLocation,Normal(HitLocation-Other.Location));
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}
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}
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defaultproperties
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{
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MyDamageType=Class'NicePack.NiceDamTypeFlameNade'
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}
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