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//============================================================================= // PhysicsVolume: a bounding volume which affects actor physics // Each Actor is affected at any time by one PhysicsVolume // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class PhysicsVolume extends Volume native nativereplication; var() bool bPainCausing; // Zone causes pain. var() vector ZoneVelocity; var() vector Gravity; var() float GroundFriction; var() float TerminalVelocity; var() float DamagePerSec; var() class<DamageType> DamageType; var() int Priority; // determines which PhysicsVolume takes precedence if they overlap var() sound EntrySound; // only if waterzone var() sound ExitSound; // only if waterzone var() string UnderwaterSoundStr; // ambient sound to play when player is underwater var() class<actor> EntryActor; // e.g. a splash (only if water zone) var() class<actor> ExitActor; // e.g. a splash (only if water zone) var() float FluidFriction; var() vector ViewFlash, ViewFog; var() bool bDestructive; // Destroys most actors which enter it. var() bool bNoInventory; var() bool bMoveProjectiles;// this velocity zone should impart velocity to projectiles and effects var() bool bBounceVelocity; // this velocity zone should bounce actors that land in it var() bool bNeutralZone; // Players can't take damage in this zone. var() bool bWaterVolume; //NEW (mwp) allow bWaterVolume to be edited on the DefaultPhysicsVolume var Info PainTimer; // Distance Fog var(VolumeFog) bool bDistanceFog; // There is distance fog in this physicsvolume. var(VolumeFog) color DistanceFogColor; var(VolumeFog) float DistanceFogStart; var(VolumeFog) float DistanceFogEnd; // NEW (mw): Support for different fog settings depending on detaillevel. var(ZoneLight) float DetailDistanceFogStart[5]; var(ZoneLight) float DetailDistanceFogEnd[5]; var PhysicsVolume NextPhysicsVolume; event Replication() { Super.Replication(); if( bSkipActorPropertyReplication && !bNetInitial ) { DOREP('Location'); DOREP('Rotation'); DOREP('Base'); if( Base != None && !Base.bWorldGeometry ) { DOREP('RelativeLocation'); DOREP('RelativeRotation'); DOREP('AttachmentBone'); } } } simulated event PostBeginPlay() { local int i, j; Super.PostBeginPlay(); if ( Role < ROLE_Authority ) return; if ( bPainCausing ) PainTimer = Spawn(class'VolumeTimer', self); //NEW (mw): Check the DetailDistanceFogStart/End arrays and update DistanceFogStart/End according to DetailLevel. if( Level.NetMode == NM_DedicatedServer ) return; for( i=GetMaxDetailLevel(); i<5; i++ ) { if( DetailDistanceFogStart[i] != 0 ) { DistanceFogStart = DetailDistanceFogStart[i]; break; } } for( j=GetMaxDetailLevel(); j<5; j++ ) { if( DetailDistanceFogEnd[j] != 0 ) { DistanceFogEnd = DetailDistanceFogEnd[j]; break; } } } /* Called when an actor in this PhysicsVolume changes its physics mode */ event PhysicsChangedFor(Actor Other); event ActorEnteredVolume(Actor Other); event ActorLeavingVolume(Actor Other); event PawnEnteredVolume(Pawn Other) { if ( Other.IsPlayerPawn() ) TriggerEvent(Event,Other, Other); } event PawnLeavingVolume(Pawn Other) { if ( Other.IsPlayerPawn() ) UntriggerEvent(Event,Other, Other); } /* TimerPop damage touched actors if pain causing. since PhysicsVolume is static, this function is actually called by a volumetimer */ function TimerPop(VolumeTimer T) { local actor A; if ( T == PainTimer ) { if ( !bPainCausing ) return; ForEach TouchingActors(class'Actor', A) CausePainTo(A); } } //NEW (mdf) function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) /*OLD function Trigger( Actor Other, Pawn EventInstigator ) */ { // turn zone damage on and off if (DamagePerSec != 0) { bPainCausing = !bPainCausing; if ( bPainCausing && (PainTimer == None) ) PainTimer = spawn(class'VolumeTimer', self); } } event touch(Actor Other) { Super.Touch(Other); if ( bNoInventory && Other.IsA('Inventory') && (Other.Owner == None) ) { Other.LifeSpan = 1.5; return; } if ( bMoveProjectiles && (ZoneVelocity != vect(0,0,0)) ) { if ( Other.Physics == PHYS_Projectile ) Other.Velocity += ZoneVelocity; else if ( Other.IsA('Effects') && (Other.Physics == PHYS_None) ) { Other.SetPhysics(PHYS_Projectile); Other.Velocity += ZoneVelocity; } } if ( bPainCausing ) { if ( Other.bDestroyInPainVolume ) { Other.Destroy(); return; } CausePainTo(Other); } if ( bWaterVolume && Other.CanSplash() ) PlayEntrySplash(Other); } function PlayEntrySplash(Actor Other) { local float SplashSize; local actor splash; splashSize = FClamp(0.00003 * Other.Mass * (250 - 0.5 * FMax(-600,Other.Velocity.Z)), 0.1, 1.0 ); if( EntrySound != None ) { //NEW (mdf) fix Other.PlaySound(EntrySound, SLOT_Interact, splashSize); if ( Other.Instigator != None ) Other.MakeNoise(SplashSize); /*OLD PlaySound(EntrySound, SLOT_Interact, splashSize); if ( Other.Instigator != None ) MakeNoise(SplashSize); */ } if( EntryActor != None ) { //NEW (mdf) fix splash = Spawn( EntryActor, , , Other.Location - vect(0,0,1)*Other.CollisionHeight ); /*OLD splash = Spawn(EntryActor); */ if ( splash != None ) splash.SetDrawScale(splashSize); } } event untouch(Actor Other) { if ( bWaterVolume && Other.CanSplash() ) PlayExitSplash(Other); } function PlayExitSplash(Actor Other) { local float SplashSize; local actor splash; splashSize = FClamp(0.003 * Other.Mass, 0.1, 1.0 ); if( ExitSound != None ) //NEW (mdf) fix Other.PlaySound(ExitSound, SLOT_Interact, splashSize); /*OLD PlaySound(ExitSound, SLOT_Interact, splashSize); */ if( ExitActor != None ) { //NEW (mdf) fix splash = Spawn( ExitActor, , , Other.Location - vect(0,0,1)*Other.CollisionHeight ); /*OLD splash = Spawn(ExitActor); */ if ( splash != None ) splash.SetDrawScale(splashSize); } } function CausePainTo(Actor Other) { local float depth; local Pawn P; // FIXMEZONE figure out depth of actor, and base pain on that!!! depth = 1; P = Pawn(Other); if ( DamagePerSec > 0 ) { Other.TakeDamage(int(DamagePerSec * depth), None, Location, vect(0,0,0), DamageType); if ( (P != None) && (P.Controller != None) ) P.Controller.PawnIsInPain(self); } else { if ( (P != None) && (P.Health < P.Default.Health) ) P.Health = Min(P.Default.Health, P.Health - depth * DamagePerSec); } } defaultproperties { Gravity=(Z=-1250.000000) GroundFriction=8.000000 TerminalVelocity=4096.000000 UnderwaterSoundStr="U2AmbientA.Underwater_08" FluidFriction=0.300000 bAlwaysRelevant=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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