NicePack/sources/Weapons/Playable/Grenades/NiceMedicNadePoison.uc
2022-01-21 14:25:59 +04:00

366 lines
12 KiB
Ucode

class NiceMedicNadePoison extends Nade;
#exec OBJ LOAD FILE=KF_GrenadeSnd.uax
#exec OBJ LOAD FILE=Inf_WeaponsTwo.uax
#exec OBJ LOAD FILE=KF_LAWSnd.uax
var() int HealBoostAmount;// How much we heal a player by default with the medic nade
var int TotalHeals; // The total number of times this nade has healed (or hurt enemies)
var() int MaxHeals; // The total number of times this nade will heal (or hurt enemies) until its done healing
var float NextHealTime; // The next time that this nade will heal friendlies or hurt enemies
var() float HealInterval; // How often to do healing
var() sound ExplosionSound; // The sound of the rocket exploding
var localized string SuccessfulHealMessage;
var int MaxNumberOfPlayers;
var bool bNeedToPlayEffects; // Whether or not effects have been played yet
replication
{
reliable if (Role==ROLE_Authority)
bNeedToPlayEffects;
}
simulated function PostNetReceive()
{
super.PostNetReceive();
if( !bHasExploded && bNeedToPlayEffects )
{
bNeedToPlayEffects = false;
Explode(Location, vect(0,0,1));
}
}
simulated function Explode(vector HitLocation, vector HitNormal)
{
bHasExploded = True;
BlowUp(HitLocation);
PlaySound(ExplosionSound,,TransientSoundVolume);
if( Role == ROLE_Authority )
{
bNeedToPlayEffects = true;
AmbientSound=Sound'Inf_WeaponsTwo.smoke_loop';
}
if ( EffectIsRelevant(Location,false) )
{
Spawn(class'NiceNadeHealingFast',,, HitLocation, rotator(vect(0,0,1)));
}
}
function Timer()
{
if( !bHidden )
{
if( !bHasExploded )
{
Explode(Location, vect(0,0,1));
}
}
else if( bDisintegrated )
{
AmbientSound=none;
Destroy();
}
}
simulated function BlowUp(vector HitLocation)
{
HealOrHurt(Damage,DamageRadius, MyDamageType, MomentumTransfer, HitLocation);
if ( Role == ROLE_Authority )
MakeNoise(1.0);
}
function HealOrHurt(float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation)
{
local actor Victims;
local float damageScale;
local vector dir;
local int NumKilled;
local KFMonster KFMonsterVictim;
local Pawn P;
local KFPawn KFP;
local array<Pawn> CheckedPawns;
local int i;
local bool bAlreadyChecked;
// Healing
local KFPlayerReplicationInfo PRI;
local int MedicReward;
local float HealSum; // for modifying based on perks
local int PlayersHealed;
local NiceMonster niceZed;
if ( bHurtEntry )
return;
NextHealTime = Level.TimeSeconds + HealInterval;
bHurtEntry = true;
if( Fear != none )
{
Fear.StartleBots();
}
foreach CollidingActors (class 'Actor', Victims, DamageRadius, HitLocation)
{
// don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag
if( (Victims != self) && (Hurtwall != Victims) && (Victims.Role == ROLE_Authority) && !Victims.IsA('FluidSurfaceInfo')
&& ExtendedZCollision(Victims)==none )
{
if( (Instigator==none || Instigator.Health<=0) && KFPawn(Victims)!=none )
Continue;
damageScale = 1.0;
if ( Instigator == none || Instigator.Controller == none )
{
Victims.SetDelayedDamageInstigatorController( InstigatorController );
}
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;
}
KFMonsterVictim = KFMonster(Victims);
if( KFMonsterVictim != none && KFMonsterVictim.Health <= 0 )
{
KFMonsterVictim = none;
}
KFP = KFPawn(Victims);
if( KFMonsterVictim != none )
{
damageScale *= KFMonsterVictim.GetExposureTo(Location + 15 * -Normal(PhysicsVolume.Gravity));
}
else if( KFP != none )
{
damageScale *= KFP.GetExposureTo(Location + 15 * -Normal(PhysicsVolume.Gravity));
}
CheckedPawns[CheckedPawns.Length] = P;
if ( damageScale <= 0)
{
P = none;
continue;
}
else
{
//Victims = P;
P = none;
}
}
else
{
continue;
}
if( KFP == none )
{
//log(Level.TimeSeconds@"Hurting "$Victims$" for "$(damageScale * DamageAmount)$" damage");
if(Pawn(Victims) != none && Pawn(Victims).Health > 0){
niceZed = NiceMonster(Victims);
if(niceZed != none && niceZed.default.Health <= 500){
niceZed.madnessCountDown = FMax(5.0, niceZed.madnessCountDown);
KFMonsterController(niceZed.Controller).FindNewEnemy();
}
Victims.TakeDamage(damageScale * DamageAmount,Instigator,Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius)
* dir,(damageScale * Momentum * dir),DamageType);
if(Role == ROLE_Authority && KFMonsterVictim != none && KFMonsterVictim.Health <= 0)
NumKilled ++;
}
}
else
{
if( Instigator != none && KFP.Health > 0 && KFP.Health < KFP.HealthMax )
{
if ( KFP.bCanBeHealed )
{
PlayersHealed += 1;
MedicReward = HealBoostAmount;
PRI = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo);
if ( PRI != none && PRI.ClientVeteranSkill != none )
{
MedicReward *= PRI.ClientVeteranSkill.Static.GetHealPotency(PRI);
}
HealSum = MedicReward;
if ( (KFP.Health + KFP.healthToGive + MedicReward) > KFP.HealthMax )
{
MedicReward = KFP.HealthMax - (KFP.Health + KFP.healthToGive);
if ( MedicReward < 0 )
{
MedicReward = 0;
}
}
//log(Level.TimeSeconds@"Healing "$KFP$" for "$HealSum$" base healamount "$HealBoostAmount$" health");
KFP.GiveHealth(HealSum, KFP.HealthMax);
if ( PRI != none )
{
if ( MedicReward > 0 && KFSteamStatsAndAchievements(PRI.SteamStatsAndAchievements) != none )
{
KFSteamStatsAndAchievements(PRI.SteamStatsAndAchievements).AddDamageHealed(MedicReward, false, true);
}
// Give the medic reward money as a percentage of how much of the person's health they healed
MedicReward = int((FMin(float(MedicReward),KFP.HealthMax)/KFP.HealthMax) * 60);
PRI.ReceiveRewardForHealing( MedicReward, KFP );
if ( KFHumanPawn(Instigator) != none )
{
KFHumanPawn(Instigator).AlphaAmount = 255;
}
if( PlayerController(Instigator.Controller) != none )
{
PlayerController(Instigator.Controller).ClientMessage(SuccessfulHealMessage$KFP.GetPlayerName(), 'CriticalEvent');
}
}
}
}
}
KFP = none;
}
if (PlayersHealed >= MaxNumberOfPlayers)
{
if (PRI != none)
{
KFSteamStatsAndAchievements(PRI.SteamStatsAndAchievements).HealedTeamWithMedicGrenade();
}
}
}
bHurtEntry = false;
}
// Shoot nades in mid-air
// Alex
function TakeDamage( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex)
{
if ( Monster(instigatedBy) != none || instigatedBy == Instigator )
{
if( damageType == class'SirenScreamDamage')
{
Disintegrate(HitLocation, vect(0,0,1));
}
}
}
// Overridden to tweak the handling of the impact sound
simulated function HitWall( vector HitNormal, actor Wall )
{
local Vector VNorm;
local PlayerController PC;
if ( (Pawn(Wall) != none) || (GameObjective(Wall) != none) )
{
Explode(Location, HitNormal);
return;
}
if (!bTimerSet)
{
SetTimer(ExplodeTimer, false);
bTimerSet = true;
}
// Reflect off Wall w/damping
VNorm = (Velocity dot HitNormal) * HitNormal;
Velocity = -VNorm * DampenFactor + (Velocity - VNorm) * DampenFactorParallel;
RandSpin(100000);
DesiredRotation.Roll = 0;
RotationRate.Roll = 0;
Speed = VSize(Velocity);
if ( Speed < 20 )
{
bBounce = False;
PrePivot.Z = -1.5;
SetPhysics(PHYS_none);
Timer();
SetTimer(0.0,False);
DesiredRotation = Rotation;
DesiredRotation.Roll = 0;
DesiredRotation.Pitch = 0;
SetRotation(DesiredRotation);
if( Fear == none )
{
//(jc) Changed to use MedicNade-specific grenade that's overridden to not make the ringmaster fear it
Fear = Spawn(class'AvoidMarker_MedicNade');
Fear.SetCollisionSize(DamageRadius,DamageRadius);
Fear.StartleBots();
}
if ( Trail != none )
Trail.mRegen = false; // stop the emitter from regenerating
}
else
{
if ( (Level.NetMode != NM_DedicatedServer) && (Speed > 50) )
PlaySound(ImpactSound, SLOT_Misc );
else
{
bFixedRotationDir = false;
bRotateToDesired = true;
DesiredRotation.Pitch = 0;
RotationRate.Pitch = 50000;
}
if ( !Level.bDropDetail && (Level.DetailMode != DM_Low) && (Level.TimeSeconds - LastSparkTime > 0.5) && EffectIsRelevant(Location,false) )
{
PC = Level.GetLocalPlayerController();
if ( (PC.ViewTarget != none) && VSize(PC.ViewTarget.Location - Location) < 6000 )
Spawn(HitEffectClass,,, Location, Rotator(HitNormal));
LastSparkTime = Level.TimeSeconds;
}
}
}
function Tick( float DeltaTime )
{
if( Role < ROLE_Authority )
{
return;
}
// if( class'ROEngine.ROLevelInfo'.static.RODebugMode() )
// {
// DrawDebugSphere( Location, DamageRadius, 12, 255, 0, 0);
// }
if( TotalHeals < MaxHeals && NextHealTime > 0 && NextHealTime < Level.TimeSeconds )
{
TotalHeals += 1;
HealOrHurt(Damage,DamageRadius, MyDamageType, MomentumTransfer, Location);
if( TotalHeals >= MaxHeals )
{
AmbientSound=none;
}
}
}
defaultproperties
{
HealBoostAmount=10
MaxHeals=4
HealInterval=1.000000
ExplosionSound=SoundGroup'KF_GrenadeSnd.NadeBase.MedicNade_Explode'
SuccessfulHealMessage="You healed "
MaxNumberOfPlayers=6
Damage=50.000000
DamageRadius=175.000000
MyDamageType=Class'KFMod.DamTypeMedicNade'
StaticMesh=StaticMesh'KF_pickups5_Trip.nades.MedicNade_Pickup'
LifeSpan=8.000000
DrawScale=1.000000
SoundVolume=150
SoundRadius=100.000000
TransientSoundVolume=2.000000
TransientSoundRadius=200.000000
}