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//============================================================================= // UTranslocator Target. //============================================================================= Class UTranslocatorTarget extends Projectile; #exec MESH IMPORT MESH=TeleportProj ANIVFILE=Models\telemo_a.3D DATAFILE=Models\telemo_d.3D X=0 Y=0 Z=0 mlod=0 #exec MESH ORIGIN MESH=TeleportProj X=0 Y=0 Z=0 YAW=64 PITCH=0 #exec MESH SEQUENCE MESH=TeleportProj SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Ahand1 FILE=Models\hand.PCX #exec MESHMAP SCALE MESHMAP=TeleportProj X=0.03 Y=0.03 Z=0.06 #exec MESHMAP SETTEXTURE MESHMAP=TeleportProj NUM=0 TEXTURE=Ahand1 var UTranslocator MyTranslocator; var bool bCantPickup; var vector RepLandedPosition; replication { // Variables the server should send to the client. reliable if ( Role==ROLE_Authority ) RepLandedPosition; } simulated function ProcessTouch(Actor Other, Vector HitLocation) { if ( MyTranslocator==None || Other!=MyTranslocator.Owner ) { if( Level.NetMode==NM_Client && Other==Instigator ) return; if ( Level.NetMode!=NM_Client && MyTranslocator!=None && Other.bIsPawn && PlayerPawn(MyTranslocator.Owner)==None && !MyTranslocator.IsTeamMate(Pawn(Other)) ) { MyTranslocator.BotPausingTime = 0; MyTranslocator.AltFire(0); // Try to telefrag. } else HitWall(Normal(Other.Location - Location), Other); } else if ( !bCantPickup ) { PlaySound(Sound'AmmoSnd'); Destroy(); } } simulated function Landed( vector HitNormal ) { HitWall( HitNormal, None ); } simulated function HitWall( vector HitNormal, actor Wall ) { local rotator R; bCantPickup = false; SetPhysics(PHYS_Falling); MakeNoise(0.6); Velocity = 0.8*MirrorVectorByNormal(Velocity,HitNormal); // Reflect off Wall w/damping if ( Wall!=None && Wall.Physics!=PHYS_None ) Velocity+=Wall.Velocity; if ( VSize(Velocity)<40 ) { R = Rotation; R.Pitch = 0; SetRotation(R); bFixedRotationDir = false; SetPhysics(PHYS_None); if ( Level.NetMode!=NM_Client ) RepLandedPosition = Location; } else if ( Level.NetMode!=NM_DedicatedServer ) { PlaySound(ImpactSound); RandSpin(60000); } } simulated function PostBeginPlay() { local vector X,Y,Z; if ( Level.NetMode!=NM_DedicatedServer ) RandSpin(100000); if ( Level.NetMode==NM_Client || Instigator==None ) return; GetAxes(Instigator.ViewRotation,X,Y,Z); Velocity = (X dot Instigator.Velocity) * X + // Impart ONLY forward Vector(Rotation) * Speed; // Velocity Velocity.Z += 250; RandSpin(100000); } function Destroyed() { if ( MyTranslocator!=None ) { MyTranslocator.TargetDestroyed(); MyTranslocator = None; } } simulated function PostNetReceive() { local rotator R; if ( RepLandedPosition!=vect(0,0,0) ) { SetLocation(RepLandedPosition); if ( Physics!=PHYS_None ) { R = Rotation; R.Pitch = 0; SetRotation(R); bFixedRotationDir = false; SetPhysics(PHYS_None); } RepLandedPosition = vect(0,0,0); } } defaultproperties { bCantPickup=True speed=900.000000 MyDamageType="Gibbed" ImpactSound=Sound'UnrealShare.Eightball.GrenadeFloor' bNetNotify=True bNetTemporary=False Physics=PHYS_Falling RemoteRole=ROLE_SimulatedProxy LifeSpan=0.000000 Mesh=Mesh'UnrealShare.TeleportProj' CollisionRadius=4.000000 CollisionHeight=4.000000 bBounce=True bFixedRotationDir=True } |
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