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//============================================================================= // TracerStreak.uc // $Author: Deb $ // $Date: 4/23/99 12:13p $ // $Revision: 1 $ //============================================================================= //------------------------------------------------------------------------------ // Description: Effect for simulating a tracer bullet. //------------------------------------------------------------------------------ // How to use this class: // // + Spawn it. // + Set the endpoints for where the streak will be drawn from/to in the same tick. // + The fading process is automatically started on the next tick. //------------------------------------------------------------------------------ // How this class works: // // + Connects the two endpoints with large segments. // + Starting with the first segment, it is broken into two parts. // + Then of those two new segments, the first one is broken into two parts. // + Then of those two new segments, the first one is faded out. // (Using ScaleGlow/Translucency). // + Once the first segment is completely faded away, the second is faded out. // + Then the second (next larger) segment is broken in two and those are // faded out. // + This continues until all the segments are faded out. //------------------------------------------------------------------------------ class TracerStreak expands Effects; ////////////////////// // Member variables // ////////////////////// // Endpoints of streak. var() vector Start; var() vector End; var() class<TracerSeg> SegmentType; var TracerSeg CurrentSegment; var vector ObstructionLocation; var TracerSeg LastSegment; var bool bFinished; replication { reliable if( Role==ROLE_Authority ) Start, End; } //////////////// // Interfaces // //////////////// //------------------------------------------------------------------------------ // Returns true if the given vectors are aproximately equal. // Fix MWP: This should probably be added to the engine. //------------------------------------------------------------------------------ static function bool VectorAproxEqual( vector FirstVector, vector SecondVector ) { return ( ( FirstVector.x ~= SecondVector.x ) && ( FirstVector.y ~= SecondVector.y ) && ( FirstVector.z ~= SecondVector.z ) ); } //------------------------------------------------------------------------------ // This function must be called on the server in the same tick within which it // was spawned. The fading process will begin automatically on the next tick. //------------------------------------------------------------------------------ function SetEndpoints( vector StartPoint, vector EndPoint ) { Start = StartPoint; End = EndPoint; } //------------------------------------------------------------------------------ simulated function FinishedFading(); /////////// // Logic // /////////// //------------------------------------------------------------------------------ simulated function Tick( float DeltaTime ) { if( Start != End || bFinished ) { GotoState('Fading'); } else { Destroy(); } } //------------------------------------------------------------------------------ simulated state Fading { simulated function BeginState() { local vector i; local vector StreakDirection; local rotator StreakRotation; local TracerSeg FirstSegment, Seg; local Actor HitActor; local vector HitNormal, HitLocation; local vector X,Y,Z; StreakDirection = Normal(End - Start); StreakRotation = rotator(StreakDirection); FirstSegment = None; SegmentType = class'TracerSegSm'; for( i = Start; VectorAproxEqual( StreakDirection, Normal(End - i) ); i += StreakDirection * SegmentType.default.CollisionRadius ) { if( FirstSegment == None ) { FirstSegment = Spawn( SegmentType,,, i, StreakRotation ); Seg = FirstSegment; } GetAxes(Rotation,X,Y,Z); HitActor = Trace(HitLocation, HitNormal, Location + Seg.Default.CollisionRadius * X, Location, true); // log( "HITACTOR: "$HitActor ); if ( (HitActor != None) && (HitActor.bProjTarget || (HitActor == Level) || (HitActor.bBlockActors && HitActor.bBlockPlayers)) && ((Pawn(HitActor) == None) || (HitActor != Instigator) || !Pawn(HitActor).AdjustHitLocation(HitLocation, Velocity)) ) { // log( "HITWALL" ); Seg.NextSegment = None; LastSegment.Destroy(); bFinished = True; } else if( FirstSegment != None ) { // log( "Addding on" ); Seg.NextSegment = Spawn( class'TracerSegSM',,, i, StreakRotation ); Seg = Seg.NextSegment; LastSegment = Seg; } Seg.Parent = Self; } Seg.NextSegment = None; CurrentSegment = FirstSegment; CurrentSegment.Fade(); } // Notification for when our currently fading segment is finished. simulated function FinishedFading() { CurrentSegment = CurrentSegment.NextSegment; if( CurrentSegment != None ) { CurrentSegment.Fade(); } else { Destroy(); } } } defaultproperties { bHidden=True RemoteRole=ROLE_SimulatedProxy DrawType=DT_Sprite bAlwaysRelevant=True } |
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