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Engine.FlameDamager


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//=============================================================================
// flamedamager.uc
// $Author: Mfox $
// $Date: 12/14/02 10:49p $
// $Revision: 7 $
//=============================================================================
class FlameDamager extends Actor
	;

var float DamageTimeAccum;
var Pawn Victim;
var int Damage;		// Weapon damage will be spread out over a second
var Pawn Instigator; 
var Vector HitLocation; 
var Vector Momentum;
var class<DamageType> DamageType;
var float Duration;			// How long pawn stays on fire.
var float SecondsPerDamage; // How long it takes to do one point of damage
var bool beingdamaged;

//
// oh gee I seem to be on fire
//
 
function BeginDamaging (Pawn V, int Da, Pawn I, Vector H, Vector M, class<DamageType> DT, int Du)
{	
	Victim=V;
	Damage=Da;
	Instigator=I;
	HitLocation=H;
	Momentum=vect( 0, 0, 0 );
	DamageType=DT;
	Duration=Du;
	DamageTimeAccum = 0;
	Instigator=I;
	// Scale seconds per damage per difficulty dependent on whether player is giving or receiving damage
	if (Victim != None && Victim.bIsRealPlayer)
	{
		SecondsPerDamage=default.SecondsPerDamage*(1.0/Level.Game.GetDamageToPlayerScalar());
	}
	else if (Instigator != None && Instigator.bIsRealPlayer)
	{
		SecondsPerDamage=default.SecondsPerDamage*(1.0/Level.Game.GetDamageByPlayerScalar());
	}
//	sleep (Duration);
//	StopDamaging();
	//GotoState('');
	GotoState('DoingDamage');
}

function StopDamaging ()
{
	if( class'Pawn'.static.ValidPawn( Victim ) )
		Victim.TakeDamage( 1, Instigator, HitLocation, Momentum, DamageType );
GotoState('');
}

state DoingDamage 
{
event BeginState()
{
	enable ('Tick');
}
event EndState()
{
	disable ('Tick');
}
event Tick( float DeltaTime )
{
	local int DamageDealt;
	if (Victim!=None && Victim.Health>0 && !Victim.bDeleteMe && !bDeleteMe) 
	{

		DamageTimeAccum += DeltaTime;
		DamageDealt=0;
		// Accumulate damage for this tick.
		while( DamageTimeAccum > SecondsPerDamage )
		{
			DamageTimeAccum -= SecondsPerDamage;
			DamageDealt+=1;
		}
		if( DamageDealt>0 )
		{
			Victim.TakeDamage( DamageDealt, Instigator, HitLocation, Momentum, DamageType );	
		}
	} else Destroy();
}
Begin:
	sleep (Duration);
	StopDamaging();
}

defaultproperties
{
	Damage=20
	Duration=5.000000
	SecondsPerDamage=0.150000
	bHidden=true
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Class file time: sk 3-1-2016 10:38:40.000 - Creation time: sk 3-1-2016 10:48:38.854 - Created with UnCodeX