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//============================================================================= // Projectile. // // A delayed-hit projectile moves around for some time after it is created. // An instant-hit projectile acts immediately. //============================================================================= class Projectile extends Actor abstract native; #exec Texture Import File=Textures\S_Camera.pcx Name=S_Camera Mips=Off Flags=2 //----------------------------------------------------------------------------- // Projectile variables. // Motion information. var() float Speed; // Initial speed of projectile. var() float MaxSpeed; // Limit on speed of projectile (0 means no limit) // Damage attributes. var() float Damage; var() int MomentumTransfer; // Momentum imparted by impacting projectile. var() name MyDamageType; // Projectile sound effects var() sound SpawnSound; // Sound made when projectile is spawned. var() sound ImpactSound; // Sound made when projectile hits something. var() sound MiscSound; // Miscellaneous Sound. var() float ExploWallOut; // distance to move explosions out from wall // explosion decal var() class<Decal> ExplosionDecal; var Actor LastHitActor; //============== // Encroachment function bool EncroachingOn( actor Other ) { if ( (Other.Brush != None) || (Brush(Other) != None) ) return true; return false; } //============== // Touching simulated singular function Touch(Actor Other) { local vector HitNormal,HitLocation; if ( Other.bWorldGeometry || Other.IsA('BlockAll') ) { LastHitActor = Other; if( Other.TraceThisActor(Location,OldLocation,HitLocation,HitNormal,GetExtent()) ) { SetLocation(HitLocation); HitWall( HitNormal, Other); } else HitWall( Normal(Location - Other.Location), Other); LastHitActor = None; return; } if ( Other.bProjTarget || (Other.bBlockActors && Other.bBlockPlayers) ) { //get exact hitlocation if( Other.TraceThisActor(Location+Velocity,OldLocation,HitLocation,,GetExtent()) ) { if ( Other.bIsPawn && !Pawn(Other).AdjustHitLocation(HitLocation, Velocity) ) return; LastHitActor = Other; ProcessTouch(Other, HitLocation); } else { LastHitActor = Other; ProcessTouch(Other, Other.Location + Other.CollisionRadius * Normal(Location - Other.Location)); } LastHitActor = None; } } simulated function ProcessTouch(Actor Other, Vector HitLocation) { //should be implemented in subclass } simulated function HitWall (vector HitNormal, actor Wall) { LastHitActor = Wall; if ( Role == ROLE_Authority ) { if ( (Mover(Wall) != None) && Mover(Wall).bDamageTriggered ) Wall.TakeDamage( Damage, instigator, Location, MomentumTransfer * Normal(Velocity), ''); MakeNoise(1.0); } Explode(Location + ExploWallOut * HitNormal, HitNormal); if ( (ExplosionDecal!=None) && EffectIsRelevant(Location) ) Spawn(ExplosionDecal,self,,Location, rotator(HitNormal)); } simulated function Explode(vector HitLocation, vector HitNormal) { Destroy(); } simulated final function RandSpin(float spinRate) { DesiredRotation = RotRand(); RotationRate.Yaw = spinRate * 2 *FRand() - spinRate; RotationRate.Pitch = spinRate * 2 *FRand() - spinRate; RotationRate.Roll = spinRate * 2 *FRand() - spinRate; } // Additional 227g functions: // Hurt actors within the radius. simulated final function HurtRadiusProj( float DamageAmount, float DamageRadius, name DamageName, float Momentum, vector HitLocation ) { local actor Victims; local float damageScale, dist; local vector dir; if ( bHurtEntry ) return; bHurtEntry = true; foreach VisibleCollidingActors( class 'Actor', Victims, DamageRadius, HitLocation ) { if( Victims!=self && Victims!=LastHitActor ) { dir = Victims.Location - HitLocation; dist = FMax(1,VSize(dir)); dir = dir/dist; damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius); Victims.TakeDamage ( damageScale * DamageAmount, Instigator, Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir, (damageScale * Momentum * dir), DamageName ); } } if( LastHitActor!=None ) { dir = LastHitActor.Location - HitLocation; dist = FMax(1,VSize(dir)); dir = dir/dist; damageScale = FMin(FMax(LastHitActor.CollisionRadius/(LastHitActor.CollisionRadius + LastHitActor.CollisionHeight), 1 - FMax(0,(dist - LastHitActor.CollisionRadius)/DamageRadius)),1.f); LastHitActor.TakeDamage ( damageScale * DamageAmount, Instigator, LastHitActor.Location - 0.5 * (LastHitActor.CollisionHeight + LastHitActor.CollisionRadius) * dir, (damageScale * Momentum * dir), DamageName ); } bHurtEntry = false; } simulated final function bool EffectIsRelevant( vector SpawnLocation, optional bool bForceDedicated ) { local PlayerPawn P; local bool bResult; if ( Level.NetMode == NM_DedicatedServer ) return bForceDedicated; if ( Level.NetMode != NM_Client ) bResult = true; else if ( PlayerPawn(Instigator)!=None && Viewport(PlayerPawn(Instigator).Player)!=None ) return true; else if ( SpawnLocation == Location ) bResult = (Level.TimeSeconds-LastRenderedTime < 3); else if ( (Instigator != None) && (Level.TimeSeconds-Instigator.LastRenderedTime < 3) ) bResult = true; if ( bResult ) { P = Level.GetLocalPlayerPawn(); if ( P == None ) bResult = false; else if ( (Vector(P.CalcCameraRotation) Dot (SpawnLocation - P.CalcCameraLocation)) < 0.0 ) bResult = (VSize(P.CalcCameraLocation - SpawnLocation) < 1000); } return bResult; } simulated final function Texture GetHitTexture() // Get the impact texture on HitWall { local vector Dir; local Texture T; local int F; Dir = Normal(Velocity); if( !TraceSurfHitInfo(Location-Dir*5.f,Location+Dir*50.f,,,T,F) || (F & PF_FakeBackdrop)!=0 ) // Did not hit or did hit skybox texture. return None; return T; } defaultproperties { MaxSpeed=2000.000000 bNetTemporary=True bReplicateInstigator=True Physics=PHYS_Projectile LifeSpan=140.000000 bDirectional=True DrawType=DT_Mesh Texture=Texture'Engine.S_Camera' bGameRelevant=True SoundVolume=0 CollisionRadius=0.000000 CollisionHeight=0.000000 bCollideActors=True bCollideWorld=True NetPriority=6.000000 } |
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