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//============================================================================= // projectileBlackHole.uc -- spawned by the weaponSingularityCannon Fire() // $Author: Mfox $ // $Date: 12/06/02 7:43p $ // $Revision: 29 $ //============================================================================= class projectileBlackHole extends U2Projectile; #exec OBJ LOAD File=..\Meshes\GlmWeaponsG.ugx #exec OBJ LOAD File=..\System\ParticleRes\SC_FX.u var() float FieldRadius; var() float PainRadius; var() float DistortionRadius; var() float GravityRadius; var() float KillRadius; var() float GravityStrength; var() float DamagePerSecond; var ParticleGenerator EffectA,EffectB,EffectC; var rotator EffectRotation; var SC_Sucker Sucker[2]; /*!!ARL Fatness is gone (and pbly need to use a golem approach anyway event Replication() { Super.Replication(); DOREP('Fatness'); } */ simulated event PreBeginPlay() { Super.PreBeginPlay(); EffectRotation.Pitch = RandRange(20000,40000); if(!bDeleteMe) { EffectA = class'ParticleGenerator'.static.CreateNew( self, ParticleGenerator'SC_FX.ParticleSalamander1', Location ); //green EffectB = class'ParticleGenerator'.static.CreateNew( self, ParticleGenerator'SC_FX.ParticleSalamander0', Location ); //black EffectC = class'ParticleGenerator'.static.CreateNew( self, ParticleGenerator'SC_FX.ParticleSalamander7', Location ); //center Sucker[0] = Spawn( class'SC_Sucker', , , Location, Rotation ); Sucker[0].SetBase( Self ); Sucker[1] = Spawn( class'SC_Sucker', , , Location, rotator( -Vector( Rotation ) ) ); Sucker[1].SetBase( Self ); } } simulated event Destroyed() { if(EffectA?) { EffectA.Destroy(); EffectA=None; } if(EffectB?) { EffectB.Destroy(); EffectB=None; } if(EffectC?) { EffectC.ParticleDestroy(); EffectC=None; } if( Sucker[0] != None ) { Sucker[0].Destroy(); Sucker[0] = None; } if( Sucker[1] != None ) { Sucker[1].Destroy(); Sucker[1] = None; } Super.Destroyed(); } simulated event PhysicsVolumeChange( PhysicsVolume NewVolume ) { // do nothing } simulated function bool Immune( Actor A ) { if( A == Instigator ) return true; if( A.bStatic ) return true; if( A.bNoDelete ) return true; if( A.default.bHidden ) return true; /*tbd: don't move anything that could block AI/player? but shooting these with RL could do same thing, no? if( Pawn(A) != None && (A.bBlockActors || A.bBlockPlayers) ) return true; */ // tbd: this will allow placed pickups in singleplayer to be sucked in if( Pickup(A) != None && U2DeathMatch(Level.Game) != None && A.bEditorPlaced ) return true; return false; } event Tick( float DeltaTime ) { local Actor A, SatActor; local Vector Delta, AttractionForce; local float Distance; local int GravityChannel; local int ApplyDamage; local int OldTeam; // Update particle attachments. EffectRotation = EffectRotation + (rot(-1800,48000,3150) * DeltaTime); EffectA.SetLocation( Location - (vect(0,32,0) >> EffectRotation) ); EffectB.SetLocation( Location + (vect(0,32,0) >> EffectRotation) ); EffectB.SetRotation( rotator(Location - EffectB.Location) ); EffectC.SetLocation( Location ); foreach VisibleActors( class'Actor', A, FieldRadius, Location ) { if( A != Self && !Immune( A ) ) { //DMTNS( "affecting " $ A ); if (Pawn(A)? && Pawn(A).Controller?) Pawn(A).Controller.FearThisSpot(self); // suck everything toward Location Delta = Location - A.Location; Distance = FMax( VSize( Delta ), 1.0 ); if( !A.bIgnoreSingularityForces ) { if( Distance < DistortionRadius && A.Mesh != None ) { SatActor = A.MeshGetSatelliteActor('Sat_GravityWell'); if ((SatActor!=self) && ((SatActor==None) || (VSize(Location-A.Location) < VSize(SatActor.Location-A.Location)))) A.MeshSetSatellite('Sat_GravityWell', self); /* GravityChannel = A.MeshAgentGetChannelCount() + 5; A.LoopAnim('SHARED_GravityWell', 1.0, 0.0, GravityChannel); */ A.MeshAgentImmediateAction("force AuxGravity { keepset 1 1; script "$Quotes("SHARED_GravityWell")$"; blend 1.0; blendin 0; }"); } if (!projectileBlackHole(A)) { if (true) { if( Distance < GravityRadius ) { AttractionForce = GravityStrength * DeltaTime * Normal( Delta ) / Distance; if (!A.IsRealPlayer()) AttractionForce *= 2.0; A.Velocity += AttractionForce; A.SetPhysics( PHYS_Falling ); } } } } if( !A.bIgnoreSingularityDamage && Distance < PainRadius ) { if (!Pawn(A) || Pawn(A).Health > 0) { //A.TakeDamage( DamagePerSecond * DeltaTime, Instigator, A.Location, Vect(0,0,0), MyDamageType ); if (Distance < KillRadius) { // instakill ApplyDamage = 9999; } else { ApplyDamage = (DamagePerSecond * DeltaTime) / (Distance / PainRadius); } if (Instigator?) { OldTeam = Instigator.TeamNumber; Instigator.TeamNumber = Pawn.Team_None; // the black hole knows no friends } A.TakeDamage( ApplyDamage, Instigator, A.Location, Vect(0,0,0), MyDamageType ); if (Instigator?) Instigator.TeamNumber = OldTeam; } if (Pawn(A)? && Pawn(A).Health <= 0) { A.bHidden = true; // let the normal death process take care of the corpse (Died() will have already been called), but hide it if (U2Pawn(A)?) U2Pawn(A).RemainingPowerSuitEnergy = -1; // no powersuit glow thank you very much } } } } } simulated function ExplodeEx( CheckResult Hit ) { local ParticleGenerator Explosion; Explosion=class'ParticleGenerator'.static.CreateNew( self, ParticleGenerator'SC_FX.ParticleSalamander2', Hit.Location + (Hit.Normal*16.0) ); Explosion.SetRotation( rotator(Hit.Normal) ); Explosion.Trigger(Self,Instigator); Explosion.ParticleLifespan = Explosion.GetMaxLifeSpan() + 2.0; PlaySound( ImpactSound, SLOT_Interact ); MakeNoise( 1.0 ); Super.ExplodeEx(Hit); } defaultproperties { FieldRadius=512.000000 PainRadius=192.000000 DistortionRadius=512.000000 GravityRadius=512.000000 KillRadius=64.000000 GravityStrength=500000.000000 DamagePerSecond=300.000000 ShakeRadius=2048.000000 ShakeMagnitude=30.000000 ShakeDuration=1.250000 speed=400.000000 MaxSpeed=400.000000 Damage=50.000000 MyDamageType=Class'U2.DamageTypeSingularityCannon' DrawType=DT_None bIgnoreSingularityDamage=true bIgnoreSingularityForces=true LifeSpan=10.000000 AmbientSound=Sound'U2WeaponsA.SingularityCannon.SC_BlackHole' bCollideActors=false UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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