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//============================================================================= // projectileAssaultExplosion.uc // $Author: Mfox $ // $Date: 4/30/02 3:39p $ // $Revision: 5 $ //============================================================================= class projectileAssaultExplosion extends U2Projectile; #exec OBJ LOAD File=..\System\ParticleRes\AssaultFX.u var float<0.00,5.00,0.01> TimePassed; var bool bGotRotation, bGotTimePassed; /*networking: this projectile is spawned on all clients since particlesystems have no replication, we must ensure it is spawned correctly on all the clients since particlesystems cannot easily be adjusted to any point in their lifetime, we must spawn it when it really starts balwaysrelevant lets us spawn it on all the clients, and TimePassed gives us a judge for how much time to push-it-in, since it's not replicated instantaneously */ event Replication() { Super.Replication(); //force these to replicate on bnetinitial, even if rot(0,0,0), for the purposes of the bGotRotation bool if( bNetInitial ) { FORCEREP('Rotation'); FORCEREP('TimePassed'); } } simulated function PostRecvRotation() { bGotRotation = true; CheckExplode(); } simulated function PostRecvTimePassed() { bGotTimePassed = true; CheckExplode(); } //check if we have the data we need to spawn the effect simulated function CheckExplode() { local CheckResult Hit; if( bGotRotation && bGotTimePassed ) { Explode( Location, vector(Rotation) ); } } simulated function ExplodeEx( CheckResult Hit ) { local ParticleGenerator P; // ** Restrict angle of reflection (2 -> 1.8 or so ... so particles never go into the ground) // ** Invert angle of reflection based on incidence (so particle never reflect <45 degrees... if V dot Hit.Normal < 0.5 ... DrawScale3D.X = -CS.X) // Fix ARL: Move to impact handler? P = class'ParticleGenerator'.static.CreateNew( self, ParticleRadiator'AssaultFX.ParticleRadiator0', Hit.Location + Hit.Normal * 5 ); P.SetRotation( rotator(Hit.Normal) ); P.Trigger( self, Instigator ); P.ParticleLifeSpan = P.GetMaxLifeSpan() + P.TimerDuration; //start counting if( Role == ROLE_Authority ) Enable('Tick'); P.PrimeTime = TimePassed; //don't destroy ourselves //Super.ExplodeEx(Hit); } event Tick( float DeltaTime ) { Super.Tick(DeltaTime); TimePassed += DeltaTime; } defaultproperties { bAlwaysRelevant=true LifeSpan=5.000000 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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