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//============================================================================= // $Workfile: DamageFilter.uc $ // Created By: Mark Poesch // Created On: 2/10/01 // $Author: Pcarlson $ // $Date: 7/15/02 4:15p $ // $Revision: 4 $ //============================================================================= class DamageFilter extends Info abstract; const MaxFilteredDamageTypes = 10; struct STRUCT_DamageFilter { var class<DamageType> DamageType; var float DamageMultiplier; var float MomentumMultiplier; }; var STRUCT_DamageFilter Filter[MaxFilteredDamageTypes]; /* !!mdf-tbd: couple of ideas: #1 Allow optionally instanced DamageFilter to support NPCs etc. modifying their damage filter dynamically -- e.g. shoot NPC, damage it initially but it "adapts" and after a while no longer hurt by that type of damage (alternatively, could just support multiple static filters which are swapped-in but this wouldn't be as flexible. Could be very cool for boss creatures. Just add support for instances of DamageFilter (MyDamageFilter) and support for adding/removing/modifying entries. #2 Allow damage filter to modify DamageType also (make this an "out" parameter). e.g. say, shian might react to leeches as though they are burning rather than causing biological damage. */ /*NEW 2002.07.15 PWC Added optional out parameter DamageFloat because precision was being lost by using int I didn't want to break anyone else's code so I just added an extra parameter which can be used if necessary */ static function ApplyFilter( out int Damage, out vector Momentum, class<DamageType> DamageType, optional out float DamageFloat ) { local int i; for( i = 0; i < ArrayCount(default.Filter) && default.Filter[i].DamageType != None; i++ ) { if( ClassIsChildOf( DamageType, default.Filter[i].DamageType ) ) { if( DamageFloat? ) { DamageFloat *= default.Filter[i].DamageMultiplier; } Damage *= default.Filter[i].DamageMultiplier; Momentum *= default.Filter[i].MomentumMultiplier; return; } } } defaultproperties { UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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