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UnrealShare.Grenade


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//=============================================================================
// Grenade.
//=============================================================================
class Grenade extends Projectile;

#exec MESH IMPORT MESH=GrenadeM ANIVFILE=MODELS\rocket_a.3D DATAFILE=MODELS\rocket_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=GrenadeM X=0 Y=0 Z=0 YAW=-64

#exec MESH SEQUENCE MESH=GrenadeM SEQ=All       STARTFRAME=0   NUMFRAMES=6
#exec MESH SEQUENCE MESH=GrenadeM SEQ=Still     STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=GrenadeM SEQ=WingIn    STARTFRAME=1   NUMFRAMES=1
#exec MESH SEQUENCE MESH=GrenadeM SEQ=Armed     STARTFRAME=1   NUMFRAMES=3
#exec MESH SEQUENCE MESH=GrenadeM SEQ=SpinCCW   STARTFRAME=4   NUMFRAMES=1
#exec MESH SEQUENCE MESH=GrenadeM SEQ=SpinCW    STARTFRAME=5   NUMFRAMES=1

#exec TEXTURE IMPORT NAME=JRocket1 FILE=MODELS\Rocket.PCX
#exec MESHMAP SCALE MESHMAP=GrenadeM X=0.025 Y=0.025 Z=0.05 YAW=128
#exec MESHMAP SETTEXTURE MESHMAP=GrenadeM NUM=1 TEXTURE=JRocket1 TLOD=50

#exec AUDIO IMPORT FILE="Sounds\EightBal\grenflor.wav" NAME="GrenadeFloor" GROUP="Eightball"

var bool bCanHitOwner, bHitWater;
var float Count, SmokeRate;
var ScriptedPawn WarnTarget;    // warn this pawn away
var int NumExtraGrenades;

simulated function PostBeginPlay()
{
    local vector X,Y,Z;
    local rotator RandRot;

    Super.PostBeginPlay();
    if ( Level.NetMode != NM_DedicatedServer )
        PlayAnim('WingIn');
    SetTimer(2.5+FRand()*0.5,false);                  //Grenade begins unarmed

    if ( Role == ROLE_Authority )
    {
        GetAxes(Instigator.ViewRotation,X,Y,Z); 
        Velocity = X * (Instigator.Velocity Dot X)*0.4 + Vector(Rotation) * (Speed +
            FRand() * 100);
        Velocity.z += 210;
        RandRot.Pitch = FRand() * 1400 - 700;
        RandRot.Yaw = FRand() * 1400 - 700;
        RandRot.Roll = FRand() * 1400 - 700;
        MaxSpeed = 1000;
        Velocity = Velocity >> RandRot;
        RandSpin(50000);    
        bCanHitOwner = False;
        if (Instigator.HeadRegion.Zone.bWaterZone)
        {
            bHitWater = True;
            Disable('Tick');
            Velocity=0.6*Velocity;          
        }
    }   
}

simulated function BeginPlay()
{
    if (Level.bHighDetailMode) SmokeRate = 0.03;
    else SmokeRate = 0.15;
}

simulated function ZoneChange( Zoneinfo NewZone )
{
    local waterring w;
    
    if (!NewZone.bWaterZone || bHitWater) Return;

    bHitWater = True;
    w = Spawn(class'WaterRing',,,,rot(16384,0,0));
    w.DrawScale = 0.2;
    w.RemoteRole = ROLE_None;
    Velocity=0.6*Velocity;
}

simulated function Timer()
{
    Explosion(Location+Vect(0,0,1)*16);
}

simulated function Tick(float DeltaTime)
{
    local BlackSmoke b;

    if (bHitWater) 
    {
        Disable('Tick');
        Return;
    }
    Count += DeltaTime;
    if ( (Count>Frand()*SmokeRate+SmokeRate+NumExtraGrenades*0.03) && (Level.NetMode!=NM_DedicatedServer) ) 
    {
        b = Spawn(class'BlackSmoke');
        b.RemoteRole = ROLE_None;       
        Count=0;
    }
}

simulated function Landed( vector HitNormal )
{
    HitWall( HitNormal, None );
}

simulated function ProcessTouch( actor Other, vector HitLocation )
{
    if ( (Other!=instigator) || bCanHitOwner )
        Explosion(HitLocation);
}

simulated function HitWall( vector HitNormal, actor Wall )
{
    bCanHitOwner = True;
    Velocity = 0.8*(( Velocity dot HitNormal ) * HitNormal * (-2.0) + Velocity);   // Reflect off Wall w/damping
    RandSpin(100000);
    speed = VSize(Velocity);
    if ( Level.NetMode != NM_DedicatedServer )
        PlaySound(ImpactSound, SLOT_Misc, FMax(0.5, speed/800) );
    if ( Velocity.Z > 400 )
        Velocity.Z = 0.5 * (400 + Velocity.Z);  
    else if ( speed < 20 ) 
    {
        bBounce = False;
        SetPhysics(PHYS_None);
    }
}

///////////////////////////////////////////////////////
function BlowUp(vector HitLocation)
{
    HurtRadius(damage, 200, 'exploded', MomentumTransfer, HitLocation);
    MakeNoise(1.0);
}

simulated function Explosion(vector HitLocation)
{
    local SpriteBallExplosion s;

    BlowUp(HitLocation);
    s = spawn(class'SpriteBallExplosion',,,HitLocation);
    s.RemoteRole = ROLE_None;
    Destroy();
}

defaultproperties
{
     speed=600.000000
     MaxSpeed=1000.000000
     Damage=100.000000
     MomentumTransfer=50000
     ImpactSound=Sound'UnrealShare.Eightball.GrenadeFloor'
     Physics=PHYS_Falling
     RemoteRole=ROLE_SimulatedProxy
     AnimSequence=WingIn
     Mesh=LodMesh'UnrealShare.GrenadeM'
     AmbientGlow=64
     bUnlit=True
     bBounce=True
     bFixedRotationDir=True
     DesiredRotation=(Pitch=12000,Yaw=5666,Roll=2334)
}

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Class file time: za 22-4-2006 13:00:12.000 - Creation time: za 22-4-2006 13:01:32.171 - Created with UnCodeX