NicePack/sources/Weapons/Playable/Incendiary/HuskGun/NiceHuskGunProjectile.uc
2022-01-21 14:25:59 +04:00

189 lines
6.6 KiB
Ucode

class NiceHuskGunProjectile extends ScrnHuskGunProjectile;
simulated function ProcessTouch(Actor Other, Vector HitLocation)
{
local vector X;
local Vector TempHitLocation, HitNormal;
local array<int> HitPoints;
local KFPawn HitPawn;
// Don't let it hit this player, or blow up on another player
if ( Other == none || Other == Instigator || Other.Base == Instigator )
return;
// Don't collide with bullet whip attachments
if( KFBulletWhipAttachment(Other) != none )
{
return;
}
// Don't allow hits on poeple on the same team
if( KFHumanPawn(Other) != none && Instigator != none
&& KFHumanPawn(Other).PlayerReplicationInfo.Team.TeamIndex == Instigator.PlayerReplicationInfo.Team.TeamIndex )
{
return;
}
if( !bDud )
{
Explode(HitLocation,Normal(HitLocation-Other.Location));
}
// Use the instigator's location if it exists. This fixes issues with
// the original location of the projectile being really far away from
// the real Origloc due to it taking a couple of milliseconds to
// replicate the location to the client and the first replicated location has
// already moved quite a bit.
if( Instigator != none )
{
OrigLoc = Instigator.Location;
}
X = Vector(Rotation);
if( Role == ROLE_Authority )
{
if( ROBulletWhipAttachment(Other) != none )
{
if(!Other.Base.bDeleteMe)
{
Other = Instigator.HitPointTrace(TempHitLocation, HitNormal, HitLocation + (200 * X), HitPoints, HitLocation,, 1);
if( Other == none || HitPoints.Length == 0 )
return;
HitPawn = KFPawn(Other);
if (Role == ROLE_Authority)
{
if ( HitPawn != none )
{
// Hit detection debugging
/*log("Bullet hit "$HitPawn.PlayerReplicationInfo.PlayerName);
HitPawn.HitStart = HitLocation;
HitPawn.HitEnd = HitLocation + (65535 * X);*/
if( !HitPawn.bDeleteMe )
HitPawn.ProcessLocationalDamage(ImpactDamage, Instigator, TempHitLocation, MomentumTransfer * Normal(Velocity), ImpactDamageType,HitPoints);
// Hit detection debugging
//if( Level.NetMode == NM_Standalone)
// HitPawn.DrawBoneLocation();
}
}
}
}
else
{
if (Pawn(Other) != none && Pawn(Other).IsHeadShot(HitLocation, X, 1.0))
{
Pawn(Other).TakeDamage(ImpactDamage * HeadShotDamageMult, Instigator, HitLocation, MomentumTransfer * Normal(Velocity), ImpactDamageType);
}
else
{
Other.TakeDamage(ImpactDamage, Instigator, HitLocation, MomentumTransfer * Normal(Velocity), ImpactDamageType);
}
}
}
}
// Overrided to not use alternate burning mechanism
simulated function HurtRadius( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation )
{
local actor Victims;
local float damageScale, dist;
local vector dirs;
local int NumKilled;
local Pawn P;
local KFMonster KFMonsterVictim;
local KFPawn KFP;
local array<Pawn> CheckedPawns;
local int i;
local bool bAlreadyChecked;
//local int OldHealth;
if ( bHurtEntry )
return;
bHurtEntry = true;
foreach CollidingActors (class 'Actor', Victims, DamageRadius, HitLocation) {
// null pawn variables here just to be sure they didn't left from previous iteration
// and waste another day of my life to looking for this fucking bug -- PooSH /totallyPissedOff!!!
P = none;
KFMonsterVictim = none;
KFP = none;
if(Victims == none)
continue;
// don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag
if( (Victims != self) && (Victims != Instigator) &&(Hurtwall != Victims)
&& (Victims.Role == ROLE_Authority) && !Victims.IsA('FluidSurfaceInfo')
&& ExtendedZCollision(Victims)==none && KFBulletWhipAttachment(Victims)==none )
{
dirs = Victims.Location - HitLocation;
dist = FMax(1,VSize(dirs));
dirs = dirs/dist;
damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius);
if ( Instigator == none || Instigator.Controller == none )
Victims.SetDelayedDamageInstigatorController( InstigatorController );
if ( Victims == LastTouched )
LastTouched = none;
P = Pawn(Victims);
if( P != none ) {
for (i = 0; i < CheckedPawns.Length; i++) {
if (CheckedPawns[i] == P) {
bAlreadyChecked = true;
break;
}
}
if( bAlreadyChecked )
{
bAlreadyChecked = false;
P = none;
continue;
}
if( KFMonsterVictim != none && KFMonsterVictim.Health <= 0 ) {
KFMonsterVictim = none;
}
KFMonsterVictim = KFMonster(Victims);
KFP = KFPawn(Victims);
if( KFMonsterVictim != none )
damageScale *= KFMonsterVictim.GetExposureTo(HitLocation);
else if( KFP != none )
damageScale *= KFP.GetExposureTo(HitLocation);
CheckedPawns[CheckedPawns.Length] = P;
if ( damageScale <= 0)
continue;
}
Victims.TakeDamage
(
damageScale * DamageAmount,
Instigator,
Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dirs,
(damageScale * Momentum * dirs),
DamageType
);
if( Role == ROLE_Authority && KFMonsterVictim != none && KFMonsterVictim.Health <= 0 )
{
NumKilled++;
}
}
}
if( Role == ROLE_Authority )
{
if( NumKilled >= 4 )
{
KFGameType(Level.Game).DramaticEvent(0.05);
}
else if( NumKilled >= 2 )
{
KFGameType(Level.Game).DramaticEvent(0.03);
}
}
bHurtEntry = false;
}
defaultproperties
{
HeadShotDamageMult=1.500000
ImpactDamageType=class'NiceDamTypeHuskGunProjectileImpact'
ImpactDamage=50
}