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//============================================================================= // Projectile. // // A delayed-hit projectile that moves around for some time after it is created. //============================================================================= class Projectile extends Actor abstract native; //----------------------------------------------------------------------------- // Projectile variables. // Motion information. var float Speed; // Initial speed of projectile. var float MaxSpeed; // Limit on speed of projectile (0 means no limit) var float TossZ; // Damage attributes. var float Damage; var float DamageRadius; var float MomentumTransfer; // Momentum magnitude imparted by impacting projectile. var class<DamageType> MyDamageType; // Projectile sound effects var sound SpawnSound; // Sound made when projectile is spawned. var sound ImpactSound; // Sound made when projectile hits something. // explosion effects var class<Projector> ExplosionDecal; var float ExploWallOut; // distance to move explosions out from wall var int RicochetCount; //NEW (mdf) incremented when a ricochet projectile is spawned by an ImpactHandler var bool bExploded; //NEW /* replication { } */ event Replication() { // Super.Replication(); if( bNetInitial ) DOREP('Velocity'); } //NEW MJL simulated function PostRecvVelocity() { SetRotation(rotator(Velocity)); } //============== // Encroachment event bool EncroachingOn( actor Other ) { //NEW: Account for blocking volumes. if ( Volume(Other) != None ) return false; //OLD if ( (Other.Brush != None) || (Brush(Other) != None) ) return true; return false; } //============== // Touching simulated singular event Touch(Actor Other) { local actor HitActor; local vector HitLocation, HitNormal, VelDir; local bool bBeyondOther; local float BackDist, DirZ; if ( Other.bProjTarget || (Other.bBlockActors && Other.bBlockPlayers) ) { if ( Velocity == vect(0,0,0) ) { ProcessTouch(Other,Location); return; } //get exact hitlocation - trace back along velocity vector bBeyondOther = ( (Velocity Dot (Location - Other.Location)) > 0 ); VelDir = Normal(Velocity); //NEW (arl) if( VelDir.Z >= 0 ) DirZ = sqrt(VelDir.Z); else DirZ = -sqrt(-VelDir.Z); /*OLD DirZ = sqrt(VelDir.Z); */ BackDist = Other.CollisionRadius * (1 - DirZ) + Other.CollisionHeight * DirZ; if ( bBeyondOther ) BackDist += VSize(Location - Other.Location); else BackDist -= VSize(Location - Other.Location); HitActor = Trace(HitLocation, HitNormal, Location, Location - 1.1 * BackDist * VelDir, true); if (HitActor == Other) ProcessTouch(Other, HitLocation); else if ( bBeyondOther ) ProcessTouch(Other, Other.Location - Other.CollisionRadius * VelDir); else ProcessTouch(Other, Location); } } simulated function ProcessTouch(Actor Other, Vector HitLocation) { if ( Other != Instigator ) Explode(HitLocation,Normal(HitLocation-Other.Location)); } //NEW MJL: Native code calls HitWallEx, not HitWall /*OLD simulated event HitWall (vector HitNormal, actor Wall) { if ( Role == ROLE_Authority ) { if ( Mover(Wall) != None ) Wall.TakeDamage( Damage, instigator, Location, MomentumTransfer * Normal(Velocity), MyDamageType); MakeNoise(1.0); } Explode(Location + ExploWallOut * HitNormal, HitNormal); if ( (ExplosionDecal != None) && (Level.NetMode != NM_DedicatedServer) ) Spawn(ExplosionDecal,self,,Location, rotator(-HitNormal)); } */ simulated function BlowUp(vector HitLocation) { HurtRadius(Damage,DamageRadius, MyDamageType, MomentumTransfer, HitLocation ); if ( Role == ROLE_Authority ) MakeNoise(1.0); } simulated function Explode(vector HitLocation, vector HitNormal) { Destroy(); } simulated final function RandSpin(float spinRate) { DesiredRotation = RotRand(); RotationRate.Yaw = spinRate * 2 *FRand() - spinRate; RotationRate.Pitch = spinRate * 2 *FRand() - spinRate; RotationRate.Roll = spinRate * 2 *FRand() - spinRate; } static function vector GetTossVelocity(Pawn P, Rotator R) { local vector V; V = Vector(R); V *= ((P.Velocity Dot V)*0.4 + Default.Speed); V.Z += Default.TossZ; return V; } defaultproperties { MaxSpeed=2000.000000 TossZ=100.000000 DamageRadius=220.000000 MyDamageType=Class'Engine.DamageType' Physics=PHYS_Projectile DrawType=DT_Mesh bCanTeleport=true bIgnoreSingularityDamage=false bIgnoreSingularityForces=false bNetTemporary=true RemoteRole=ROLE_SimulatedProxy LifeSpan=140.000000 Texture=Texture'Engine.S_Camera' bUnlit=true bGameRelevant=true bDisturbFluidSurface=true SoundVolume=0 CollisionRadius=0.000000 CollisionHeight=0.000000 bCollideActors=true bCollideWorld=true NetPriority=2.500000 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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