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//============================================================================= // U2Projectile.uc // $Author: Ascheidecker $ // $Date: 11/28/02 10:11p $ // $Revision: 32 $ //============================================================================= class U2Projectile extends Projectile abstract; #exec OBJ LOAD FILE=..\Sounds\U2WeaponsA.uax var() float BounceDamping; var() float SplashDrawScale; var() class<ImpactHandler> ImpactHandlerClass; var() class<Actor> ExplosionEffect; var() sound ExplosionSound; var() float BounceSoundRadius; var() ParticleSalamander ParticleEffect, WaterParticleEffect, MoveParticleEffect; var() float Health; // if non-0 projectile can take damage and get destroyed //viewshake var() float ShakeRadius, ShakeMagnitude, ShakeDuration; var float FirstTick; var float StopNormalZ; var float LifeSpanOnBounce; var ParticleSalamander HitSal, MoveSal; var bool bGotVelocity; var bool bExplodeImpactSound; // whether to play impact sound when exploding (e.g. false for grenades) var() bool bNoFalloff; // Falloff parm for HurtRadius. simulated event PostBeginPlay() { Super.PostBeginPlay(); SpawnEffect(); // testing -- draw flight path //AddTimer( 'DrawSelf', 0.05, true ); } function SetLifespanOnBounce( float DesiredLifeSpan ) { LifeSpanOnBounce = DesiredLifeSpan; LifeSpan = 0.0; } simulated function ParticleSalamander SpawnEffect() { if( ShouldSpawnEffect() ) { MoveSal = ParticleSalamander( class'ParticleGenerator'.static.CreateNew( Self, MoveParticleEffect, Location ) ); MoveSal.SetRotation( Rotation ); MoveSal.SetBase( Self ); } return MoveSal; } simulated function bool ShouldSpawnEffect() { return ( ( bGotVelocity || (Level.NetMode != NM_DedicatedServer && Level.NetMode != NM_Client) ) && ( MoveParticleEffect != None ) ); } simulated function PostRecvVelocity() { Super.PostRecvVelocity(); bGotVelocity = true; SpawnEffect(); } simulated event PreBeginPlay() { Super.PreBeginPlay(); Velocity = vector(Rotation) * Speed; if( PhysicsVolume.bWaterVolume ) //ARL improved water impact handling (see ZoneChange() below) { Velocity = 0.6 * Velocity; } ResetLifeSeconds(); //!!ARL tbd if( SpawnSound != None ) PlaySound( SpawnSound ); } simulated function ResetLifeSeconds() { FirstTick = Level.TimeSeconds; } simulated function float GetLifeSeconds() { return Level.TimeSeconds - FirstTick; } simulated event PhysicsVolumeChange( PhysicsVolume NewVolume ) { local U2WaterRing Ring; local U2BubbleTrail Trail; if( NewVolume.bWaterVolume ) { // slow down the projectile Velocity = 0.6 * Velocity; // make a splash and water ring Spawn( class'U2Splash',,, Location ); // attach bubble trail Trail = Spawn( class'U2BubbleTrail',,, Location ); Trail.SetRotation( Rotation ); Trail.SetBase( Self ); // don't draw explosions under water ExplosionDecal = None; } } function AdjustTraceFireHit( out CheckResult Hit ); // function not simulated because we don't want client-side explosions // when a projectile hits an actor, because it can be different from the server function ProcessTouch( Actor Other, vector HitLocation ) { local CheckResult Hit; if( Other != Instigator || RicochetCount > 0 ) { Hit.Actor = Other; Hit.Location = HitLocation; // Hit.Normal = Normal( HitLocation - Other.Location ); Hit.Normal = -Velocity; if( VSize2D(Hit.Location - Other.Location)<(Other.CollisionRadius-1) ) // if we hit the top/bottom { Hit.Normal.X = 0; Hit.Normal.Y = 0; } else // otherwise we hit the side { Hit.Normal.Z = 0; } Hit.Normal = Normal( Hit.Normal ); if( bBounce && Pawn(Other)==None ) { HitWallEx( Hit ); } else { if( Role==ROLE_Authority ) TryExplodeEx( Hit ); } } } simulated event LandedEx( CheckResult Hit ) { if( bBounce ) { // do nothing // 2002.11.21 (mdf) NPC support if( LifeSpanOnBounce > 0.0 ) { Lifespan = LifeSpanOnBounce; LifeSpanOnBounce = 0.0; } } else { HitWallEx( Hit ); } } simulated event HitWallEx( CheckResult Hit ) { local Sound BounceSound; local float BounceSpeed; local Material.CheckResult MaterialHit; MaterialHit.Next = Hit.Next; MaterialHit.Actor = Hit.Actor; MaterialHit.Location = Hit.Location; MaterialHit.Normal = Hit.Normal; MaterialHit.Primitive = Hit.Primitive; MaterialHit.Time = Hit.Time; MaterialHit.Item = Hit.Item; MaterialHit.Material = Hit.Material; if( bBounce ) { // 2002.11.21 (mdf) NPC support if( LifeSpanOnBounce > 0.0 ) { Lifespan = LifeSpanOnBounce; LifeSpanOnBounce = 0.0; } BounceSpeed = VSize(Velocity); if( Level.NetMode != NM_DedicatedServer && ImpactHandlerClass != None ) { BounceSound = ImpactHandlerClass.static.DetermineImpactSound( U2Pawn(Instigator), MaterialHit, true ); PlaySound( BounceSound, SLOT_Misc, FMin( 800.0, 800.0 * BounceSpeed/256.0), false, BounceSoundRadius ); } Velocity = BounceDamping * ( ( Velocity dot Hit.Normal ) * Hit.Normal * (-2.0) + Velocity ); // Reflect off Wall w/damping RandSpin( 100000 ); //DMTNS( "BounceSpeed: " $ BounceSpeed $ " Z: " $ Hit.Normal.Z ); if( BounceSpeed < 16 && Hit.Normal.Z > StopNormalZ ) { SetPhysics( PHYS_None ); Velocity = Vect(0,0,0); //why are we passing to LandedEx, if LandedEx is explicitly designed to do nothing? LandedEx( Hit ); } } else { TryExplodeEx( Hit ); } } function TakeDamage( int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType ) { if( default.Health > 0 ) { Health -= Damage; if( Health <= 0 ) Destroy(); } } simulated event Destroyed() { if( MoveSal!=None ) { MoveSal.ParticleDestroy(); MoveSal.SetPhysics(PHYS_None); MoveSal.LightType = LT_None; MoveSal = None; } //explode handles the case of ensuring it doesn't explode twice Explode( Location, vect(0,0,1) ); Super.Destroyed(); } simulated function Explode( vector HitLocation, vector HitNormal ) { local CheckResult Hit; Hit.Location = HitLocation; Hit.Normal = HitNormal; TryExplodeEx( Hit ); } simulated function TryExplodeEx( CheckResult Hit ) { if( bExploded ) return; bExploded = true; ExplodeEx( Hit ); } simulated function ExplodeEx( CheckResult Hit ) { local Actor Explosion; local Projector Decal; local ParticleGenerator Particles; local Material.CheckResult MaterialHit; if( Role == ROLE_Authority ) { MakeNoise( 1.0 ); if( Damage > 0 && DamageRadius > 0 ) { HurtRadius( Damage, DamageRadius, MyDamageType, MomentumTransfer, Hit.Location, bNoFalloff ); class'DestroyOnDamage'.static.Notify(XLevel,Hit.Location,DamageRadius,MyDamageType); } else if ( Hit.Actor != None ) { Hit.Actor.TakeDamage( Damage, Instigator, Hit.Location, MomentumTransfer * Normal(Velocity), MyDamageType ); } } if( Level.NetMode != NM_DedicatedServer ) { if( ExplosionSound != None ) { PlaySound( ExplosionSound, SLOT_Interact ); } if( ExplosionEffect != None ) { Explosion = Spawn( ExplosionEffect, self, , Location + ExploWallOut * Hit.Normal, rotator(Hit.Normal) ); Explosion.RemoteRole = ROLE_None; } if( ExplosionDecal != None ) { Decal = Spawn( ExplosionDecal, self,, Location, rotator(-Hit.Normal)); Decal.RemoteRole = ROLE_None; } if( WaterParticleEffect != None && PhysicsVolume.bWaterVolume ) { Particles = class'ParticleGenerator'.static.CreateNew( self, WaterParticleEffect, Hit.Location ); Particles.SetRotation( rotator(Hit.Normal) ); Particles.Trigger( self, Instigator ); Particles.ParticleLifeSpan = Particles.GetMaxLifeSpan() + Particles.TimerDuration + Particles.RampUpTime + Particles.RampDownTime; } else if( ParticleEffect != None ) { Particles = class'ParticleGenerator'.static.CreateNew( self, ParticleEffect, Hit.Location ); Particles.SetRotation( rotator(Hit.Normal) ); Particles.Trigger( self, Instigator ); Particles.ParticleLifeSpan = Particles.GetMaxLifeSpan() + Particles.TimerDuration + Particles.RampUpTime + Particles.RampDownTime; } class'UtilGame'.static.MakeShake( Self, Hit.Location, ShakeRadius, ShakeMagnitude, ShakeDuration ); } if( ImpactHandlerClass != None ) { MaterialHit.Next = Hit.Next; MaterialHit.Actor = Hit.Actor; MaterialHit.Location = Hit.Location; MaterialHit.Normal = Hit.Normal; MaterialHit.Primitive = Hit.Primitive; MaterialHit.Time = Hit.Time; MaterialHit.Item = Hit.Item; MaterialHit.Material = Hit.Material; // allow the impact handler to reuse the projectile or destroy it, as required ImpactHandlerClass.static.ProjectileImpact( self, MaterialHit, bExplodeImpactSound ); } else { Destroy(); } } /* testing -- draw flight path function DrawSelf() { AddCylinder( Location, 1, 1, ColorMagenta() ); } */ defaultproperties { SplashDrawScale=0.200000 StopNormalZ=0.500000 bExplodeImpactSound=true bNetTemporary=false TransientSoundRadius=500.000000 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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