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UnrealShare.rocket


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//=============================================================================
// rocket.
//=============================================================================
class rocket extends Projectile;

#exec MESH IMPORT MESH=RocketM ANIVFILE=Models\rocket_a.3d DATAFILE=Models\rocket_d.3d LODSTYLE=2 LODFRAME=3
#exec MESH LODPARAMS MESH=RocketM STRENGTH=0.2

#exec MESH ORIGIN MESH=RocketM X=0 Y=-240 Z=0 YAW=-64

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

#exec TEXTURE IMPORT NAME=JRocket1 FILE=Models\rocket.pcx
#exec OBJ LOAD FILE=Textures\fireeffect16.utx PACKAGE=UnrealShare.Effect16
#exec MESHMAP SCALE MESHMAP=rocketM X=0.5 Y=0.5 Z=1.0 YAW=128
#exec MESHMAP SETTEXTURE MESHMAP=rocketM NUM=1 TEXTURE=Jrocket1 TLOD=50

#exec AUDIO IMPORT FILE="Sounds\Eightbal\Ignite.wav" NAME="Ignite" GROUP="Eightball"
#exec AUDIO IMPORT FILE="Sounds\Eightbal\grenflor.wav" NAME="GrenadeFloor" GROUP="Eightball"
#exec AUDIO IMPORT FILE="Sounds\General\brufly1.wav" NAME="Brufly1" GROUP="General"

var Actor Seeking;
var float MagnitudeVel,Count,SmokeRate;
var vector InitialDir;
var bool bRing,bHitWater,bWaterStart;
var int NumExtraRockets;

simulated function PostBeginPlay()
{
	Count = -0.1;
	if (Level.bHighDetailMode) SmokeRate = 0.035;
	else SmokeRate = 0.15;
}

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

	if( bHitWater || Level.NetMode==NM_DedicatedServer )
	{
		Disable('Tick');
		Return;
	}
	Count += DeltaTime;
	if ( (Count>(SmokeRate+FRand()*(SmokeRate+NumExtraRockets*0.035))) )
	{
		b = Spawn(class'SpriteSmokePuff');
		b.RemoteRole = ROLE_None;
		if( Level.bDropDetail || (Level.TimeSeconds-LastRenderedTime)>1 )
			Count= -0.5; // Reduce detail.
		else Count = 0;
	}
}

auto state Flying
{

	simulated function ZoneChange( Zoneinfo NewZone )
	{
		local waterring w;

		if (!NewZone.bWaterZone || bHitWater) Return;

		bHitWater = True;
		Disable('Tick');
		if ( EffectIsRelevant(Location) )
		{
			w = Spawn(class'WaterRing',,,,rot(16384,0,0));
			w.DrawScale = 0.2;
			w.RemoteRole = ROLE_None;
			PlayAnim( 'Still', 3.0 );
		}
		Velocity=0.6*Velocity;
	}

	simulated function ProcessTouch (Actor Other, Vector HitLocation)
	{
		if ((Other != instigator) && (Rocket(Other) == none))
			Explode(HitLocation,Normal(HitLocation-Other.Location));
	}

	function BlowUp(vector HitLocation, RingExplosion r)
	{
		if ( Level.Game.IsA('DeathMatchGame') ) //bigger damage radius
			HurtRadiusProj(0.9 * Damage,240.0, 'exploded', MomentumTransfer, HitLocation );
		else
			HurtRadiusProj(Damage,200.0, 'exploded', MomentumTransfer, HitLocation );
		MakeNoise(1.0);

		if ( r != None )
			r.PlaySound(r.ExploSound,,6);
	}

	simulated function Explode(vector HitLocation, vector HitNormal)
	{
		local SpriteBallExplosion s;
		local RingExplosion3 r;

		s = spawn(class'SpriteBallExplosion',,,HitLocation + HitNormal*16);
		if ( RemoteRole!=ROLE_DumbProxy ) // 227: Make sure it's replicated on seeking rocket!
			s.RemoteRole = ROLE_None;

		if (bRing)
			r = Spawn(class'RingExplosion3',,,HitLocation + HitNormal*16,rotator(HitNormal));
		BlowUp(HitLocation, r);

		Destroy();
	}

	function BeginState()
	{
		initialDir = vector(Rotation);
		if ( Role == ROLE_Authority )
			Velocity = speed*initialDir;
		Acceleration = initialDir*50;
		PlaySound(SpawnSound, SLOT_None, 2.3);
		PlayAnim( 'Armed', 0.2 );
		if (Region.Zone.bWaterZone)
		{
			bHitWater = True;
			Velocity=0.6*Velocity;
		}
	}
}

defaultproperties
{
				speed=900.000000
				MaxSpeed=1600.000000
				Damage=85.000000
				MomentumTransfer=80000
				MyDamageType="exploded"
				SpawnSound=Sound'UnrealShare.Eightball.Ignite'
				ImpactSound=Sound'UnrealShare.Eightball.GrenadeFloor'
				ExplosionDecal=Class'UnrealShare.BlastMark'
				RemoteRole=ROLE_SimulatedProxy
				LifeSpan=6.000000
				AnimSequence="Armed"
				Skin=FireTexture'UnrealShare.Effect16.fireeffect16'
				Mesh=LodMesh'UnrealShare.RocketM'
				DrawScale=0.050000
				AmbientGlow=96
				bUnlit=True
				SoundRadius=9
				SoundVolume=255
				AmbientSound=Sound'UnrealShare.General.Brufly1'
				LightType=LT_Steady
				LightEffect=LE_NonIncidence
				LightBrightness=126
				LightHue=28
				LightSaturation=64
				LightRadius=6
				bCorona=True
				bBounce=True
}

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Class file time: zo 11-11-2012 21:10:28.000 - Creation time: zo 11-11-2012 21:14:19.944 - Created with UnCodeX