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Engine.Projectile


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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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Class file time: sk 3-1-2016 10:38:40.000 - Creation time: sk 3-1-2016 10:48:41.099 - Created with UnCodeX