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//============================================================================= // ImpactHandler.uc // $Author: Mfox $ // $Date: 1/05/03 8:46p $ // $Revision: 24 $ //============================================================================= class ImpactHandler extends Object abstract native; #exec OBJ LOAD FILE=..\Sounds\U2WeaponsA.uax // NOTE: U2DamageType.uc handles spewing blood for Pawns and PlayerPawns, so blood effects for TT_Skin should be disabled struct native TMaterialSounds // list must be terminated with TT_Default definition { var() Material.ETextureType TextureType; var() sound ImpactSound; var() sound RicochetSound; // optional as long as ImpactSound is specified // not implmented: Volume Range // not implmented: Pitch Range // not implmented: Odds -- of this sound being used (to support multiple sounds for the same type) }; struct native TMaterialEffects // list must be terminated with TT_Default definition { var() Material.ETextureType TextureType; var() Texture DecalTexture; var() float DecalScale; var() class<Actor> HitEffectClass; var() ParticleGenerator ParticleEffect; var() float RicochetProbability; var() float RicochetIncidenceThreshold; // surface normal dot projectile direction normal must be less than one minus this value. (0=any angle bounces, 1=nothing bounces) var() int MaxRicochetCount; var() float RicochetDamping; var() float RicochetSpreadAngle; var() float Lifespan; //optional, used for ParticleEffect and HitEffectClass actors // not implmented: Odds -- of this decal/effect being used (to support multiple effects for the same type) }; var() array<TMaterialSounds> MaterialSounds; var() array<TMaterialEffects> MaterialEffects; var() class<U2Projectile> RicochetProjectile; var() float ReturnDefaultEffectOdds; static native final function Sound GetImpactSound( Material.ETextureType TextureType, bool bRicochet ); static native final function HandleImpact( Actor Source, vector HitDirection, Material.CheckResult Hit, bool bImpactSound ); static native final function Init( Actor ContextActor ); // optional TextureType passed in on client-side in multiplayer only (optimization to avoid replicating CheckResult) static function TraceImpact( U2Weapon Source, Material.CheckResult Hit ) { // caller is on either the client or the server, no need to implement replication or spawn a new ImpactHandler // we pass vect(0,0,0) instead of vector(Pawn(Weapon.Owner).GetViewRotation()) because the viewrotation could differ on the client and the server if( (Source.Level.Game.GameFlags & U2GameInfo.GF_NOIMPACTS) == 0 ) HandleImpact( Source, vect(0,0,0), Hit, true ); } static function ProjectileImpact( U2Projectile Source, Material.CheckResult Hit, bool bImpactSound ) { // caller is on either the client or the server, no need to implement replication or spawn a new ImpactHandler if( (Source.Level.Game.GameFlags & U2GameInfo.GF_NOIMPACTS) == 0 ) HandleImpact( Source, Normal( Source.Velocity ), Hit, bImpactSound ); } static function ParticleImpact( ParticleGenerator Source, ParticleHandle P, Material.CheckResult Hit ) { // caller is on either the client or the server, no need to implement replication or spawn a new ImpactHandler if( (Source.Level.Game.GameFlags & U2GameInfo.GF_NOIMPACTS) == 0 ) HandleImpact( Source, Normal( class'ParticleGenerator'.static.ParticleGetVelocity(P) ), Hit, true ); } static function Sound DetermineImpactSound( Actor Source, Material.CheckResult Hit, bool bRicochet ) { //2002.12.19 (mdf) warning fix if( Source != None && (Source.Level.Game.GameFlags & U2GameInfo.GF_NOIMPACTS) == 0 ) return GetImpactSound( class'Material'.static.GetHitTextureType( Hit ), bRicochet ); return None; } function ForceClassToExist() { local Class C; C = class'U2Decal'; C = class'ProjectileSoundProxy'; } defaultproperties { } |
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