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//============================================================================= // U2Decoration.uc //============================================================================= class U2Decoration extends Decoration abstract; #exec OBJ LOAD FILE=..\Sounds\U2DecorationsA.uax var() class<DamageFilter> DamageFilterClass; //var(Animation) name AnimSequence; // CDH: commented out, already exists in Actor (override is unnecessary & problematic) var(Animation) float MinAnimRate, MaxAnimRate; //CDH... var(Animation) bool bMultiAnimEnabled; var(Animation) name MultiAnimSequence[4]; var(Animation) float MultiAnimMinRate[4]; var(Animation) float MultiAnimMaxRate[4]; //...CDH var(Breakable) int HitPoints; // if > 0, decoration is breakable var(Breakable) class<Fragment> FragmentClass; var(Breakable) Texture FragmentSkin; var(Breakable) float FragmentSize; var(Breakable) int FragmentCount; var(Breakable) int MinDamageVelocityZ; var(Bounceable) bool bBounceable; // if true, decoration bounces var(Bounceable) float HitDamage; var(Bounceable) float HitMomentum; var(Bounceable) class<DamageType> HitDamageType; var(Bounceable) sound LandSound1; var(Bounceable) float MinBounceSoundSpeed; var(Bounceable) float MinFirstHitSpeed; var(Bounceable) float MinBounceSpeed; var(Bounceable) float BounceDamping; var(Bounceable) float RotationDamping; var(Bounceable) float VolumePerturbPercent; var(Bounceable) float PitchPerturbPercent; var(Bounceable) float BaseBounceVolume; var(Bounceable) float BaseBouncePitch; var(Bounceable) float LandedYaw; // if > 0, final (landed) yaw is set to this var(Bounceable) float LandedRoll; // if > 0, final (landed) roll is set to this var(Bounceable) float LandedPitch; // if > 0, final (landed) pitch is set to this var bool bFirstHit; simulated function PostEditChange() { if( HitPoints != 0 || bBounceable ) { // Fix ARL: Figure out a way to pop up a dialog (or use the rebuild error log). if( bStatic ) Log( "WARNING: bStatic should be false!" ); bPushable = true; bProjTarget = true; bCollideWorld=true; } else { // Fix ARL: Figure out a way to pop up a dialog (or use the rebuild error log). if( !bStatic ) Log( "WARNING: bStatic should be true!" ); bPushable = false; bProjTarget = false; bCollideWorld=false; } } simulated event PreBeginPlay() { //CDH... local int i; //...CDH Super.PreBeginPlay(); //CDH... if( bMultiAnimEnabled ) { for( i = 0; i < 4; i++ ) { if( MultiAnimSequence[i] != '' ) { LoopAnim( MultiAnimSequence[i], RandRange( MultiAnimMinRate[i], MultiAnimMaxRate[i] ), , i ); } } } else //...CDH if( AnimSequence != '' ) { LoopAnim( AnimSequence, RandRange( MinAnimRate, MaxAnimRate ) ); } } // lets us control minimum drop needed for decorations to take damage // the base version in Decoration cuts off at -500 (hard-coded value) singular event BaseChange() { local float decorMass, decorMass2; decormass= FMax(1, Mass); if( Velocity.Z <= -MinDamageVelocityZ ) { TakeDamage( (1-Velocity.Z/30),Instigator,Location,vect(0,0,0) , class'Crushed' ); } if( base == None && bPushable && Physics == PHYS_None ) { SetPhysics( PHYS_Falling ); } else if( Pawn(base) != None ) { Base.TakeDamage( ( 1 - Velocity.Z / 400 )* decormass / Base.Mass,Instigator, Location,0.5 * Velocity, class'Crushed' ); Velocity.Z = 100; if( FRand() < 0.5) { Velocity.X += 70; } else { Velocity.Y += 70; } SetPhysics( PHYS_Falling ); } else if( Decoration(Base) != None && Velocity.Z < -500 ) { decorMass2 = FMax(Decoration(Base).Mass, 1); Base.TakeDamage( ( 1 - decorMass / decorMass2 * Velocity.Z / 30 ), Instigator, Location, 0.2 * Velocity, class'Crushed' ); Velocity.Z = 100; if( FRand() < 0.5 ) { Velocity.X += 70; } else { Velocity.Y += 70; } SetPhysics( PHYS_Falling ); } else { Instigator = None; } } function SetupBounce() { SetPhysics( PHYS_Falling ); bBounce = true; RotationRate.Yaw = 128000 * FRand() - 64000; RotationRate.Pitch = 128000 * FRand() - 64000; RotationRate.Roll = 128000 * FRand() - 64000; DesiredRotation = RotRand(); bRotateToDesired = false; bFixedRotationDir = true; bFirstHit = true; } function InitFor( Actor Other ) { local int i; // If Other is a weapon attached to a weapon triangle, the decoration // probably won't be initially positioned the same as the weapon was. // We can inherit the velocity though. Velocity = Other.Velocity; Tag = Other.Tag; if( Pawn(Other) != None || Weapon(Other) != None ) { // make sure any damage skins are inherited for( i=0; i<Skins.length; i++ ) Skins[i] = Other.Skins[i]; Texture = Other.Texture; } // make sure decoration bounces/makes a noise at least once SetupBounce(); } simulated event Landed( vector HitNormal ) { local rotator FinalRot; local float Delta, Speed; local rotator SurfaceRotator; local float Volume, Pitch; Speed = VSize( Velocity ); FinalRot = Rotation; if( LandedYaw >= 0 ) { class'util'.static.SetLandedRotParam( FinalRot.Yaw, LandedYaw ); } else { // allow any Yaw } if( LandedRoll >= 0 ) { class'util'.static.SetLandedRotParam( FinalRot.Roll, LandedRoll ); } else { // force vertical Roll (upside-down or rightside-up) Delta = FinalRot.Roll & 32767; if( Delta < 16384 ) FinalRot.Roll -= Delta; else FinalRot.Roll += Delta; } if( LandedPitch >= 0 ) { class'util'.static.SetLandedRotParam( FinalRot.Pitch, LandedPitch ); } else { // allow any orthogonal Pitch Delta = FinalRot.Pitch & 16383; if( Delta < 8192 ) FinalRot.Pitch -= Delta; else FinalRot.Pitch += Delta; } SurfaceRotator = Rotator( Normal(vect(0,0,1) - HitNormal) ); FinalRot += SurfaceRotator; SetRotation( FinalRot ); DesiredRotation = FinalRot; RotationRate = rot(0,0,0); Velocity = vect(0,0,0); SetPhysics( PHYS_None ); if( Speed > MinBounceSoundSpeed ) { Volume = class'util'.static.PerturbFloatPercent( BaseBounceVolume, VolumePerturbPercent ); Pitch = class'util'.static.PerturbFloatPercent( BaseBouncePitch, PitchPerturbPercent ); PlaySound( LandSound1, SLOT_Misc, Volume, , , Pitch ); } else if( bPushSoundPlaying ) { PlaySound( EndPushSound, SLOT_Misc, 0.1 ); } bPushSoundPlaying = false; } singular event Touch( Actor Other ) { if( HitDamage > 0 && VSize( Velocity ) > MinBounceSpeed ) { Other.TakeDamage( HitDamage, None, Location, Normal( Other.Location - Location ) * HitMomentum, HitDamageType ); } } event Timer() { if( VSize( Velocity ) < MinBounceSoundSpeed ) { if( bPushSoundPlaying ) { PlaySound( EndPushSound, SLOT_Misc, 0.1 ); bPushSoundPlaying = false; } } else { SetTimer( 1.0, false ); } } event Bump( Actor Other ) { local vector HitNormal; local float Mass1, Mass2, Speed; local float OldZ; if( bPushable ) { OldZ = Velocity.Z; HitNormal = Normal( Location - Other.Location ); if( Pawn(Other) != None ) { HitNormal.Z = 0.0; } Speed = VSize( Other.Velocity ); Velocity += HitNormal * FMin( 120.0, 20 + Speed ); //ARL convert to "real" physics and implement PHYS_Sliding/Rolling if( Physics == PHYS_None ) { Velocity.Z = 25; // make object moveable if( !bPushSoundPlaying ) { PlaySound( PushSound, SLOT_Misc, 0.25 ); bPushSoundPlaying = true; } } else { Velocity.Z = OldZ; // avoid floating decorations caused by pushing } SetPhysics( PHYS_Falling ); //ARL replace w/ PHYS_Sliding/Rolling SetTimer( 0.3,False ); Instigator = Pawn(Other); } } event HitWall( vector HitNormal, Actor Wall ) { local float Speed; local float Volume, Pitch; //DM( Self$".HitWall()" ); // breakable handling if( HitPoints > 0 ) { if( Velocity.Z < -200 ) { TakeDamage( 100, Pawn(Owner), HitNormal, HitNormal * 10000, class'Crushed' ); } bBounce = false; Velocity = vect( 0, 0, 0 ); return; } // record speed before changing velocity Speed = VSize(Velocity); if( bBounce && Speed > MinBounceSoundSpeed ) { Volume = class'util'.static.PerturbFloatPercent( BaseBounceVolume, VolumePerturbPercent ); Pitch = class'util'.static.PerturbFloatPercent( BaseBouncePitch, PitchPerturbPercent ); PlaySound( LandSound1, SLOT_Misc, Volume, , , Pitch ); } if( bFirstHit && Speed < MinFirstHitSpeed ) { bFirstHit = false; bRotatetoDesired = true; bFixedRotationDir = false; DesiredRotation.Pitch = 0; DesiredRotation.Yaw = FRand() * 65536; DesiredRotation.Roll = 0; } RotationRate.Yaw = RotationRate.Yaw * RotationDamping; RotationRate.Roll = RotationRate.Roll * RotationDamping; RotationRate.Pitch = RotationRate.Pitch * RotationDamping; if( Speed * BounceDamping >= MinBounceSpeed ) { // elastic reflection off surface, with damping Velocity = BounceDamping * ( Velocity - 2.0 * HitNormal * ( Velocity dot HitNormal ) ); } else { // stop bouncing bBounce = false; if( bCanStickIntoWalls ) Landed( HitNormal ); } } function TakeDamage( int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType ) { if( bStatic ) { return; } DamageFilterClass.static.ApplyFilter( Damage, Momentum, DamageType ); // mdf-tbd: no reaction if all damage/momentum filtered out if( Damage > 0.0 || VSize(Momentum) > 0.0 ) { Instigator = InstigatedBy; if( Instigator != None ) { MakeNoise( 1.0 ); } // bounceable handling if( bBounceable ) { Velocity += Momentum / 100.0; Velocity.Z += 25; SetupBounce(); SetTimer( 1.0, false ); } // breakable handling if( HitPoints > 0 ) { HitPoints -= Damage; if( HitPoints <= 0 ) { /*ARL if( FragmentClass != None ) { if( FragmentSkin != None ) { skinnedFrag( FragmentClass, FragmentSkin, Momentum, FragmentSize, FragmentCount ); } else { Frag( FragmentClass, Momentum / 100.0, FragmentSize, FragmentCount ); //ARL 100.0 factor due to Decoration.uc asymmetry } } else { Destroy(); } */ Destroy(); } } else if( !bIgnoreSingularityDamage && DamageType == class'DamageTypeSingularityCannon' && Damage > 500 ) { Destroy(); } } } defaultproperties { DamageFilterClass=Class'U2.DamageFilterDecoration' MinAnimRate=1.000000 MaxAnimRate=1.000000 FragmentCount=12 MinDamageVelocityZ=500 HitDamageType=Class'U2.DamageTypePhysical' MinBounceSoundSpeed=200.000000 MinFirstHitSpeed=400.000000 MinBounceSpeed=200.000000 BounceDamping=0.300000 RotationDamping=0.300000 VolumePerturbPercent=30.000000 PitchPerturbPercent=10.000000 BaseBounceVolume=1.000000 BaseBouncePitch=1.000000 LandedYaw=-1.000000 LandedRoll=-1.000000 LandedPitch=-1.000000 bCanTeleport=true bIgnoreSingularityDamage=false bIgnoreSingularityForces=false bCollideActors=true bBlockActors=true bBlockPlayers=true Mass=50.000000 Buoyancy=60.000000 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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