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U2Weapons.projectileTakkra


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// projectileTakkra.uc -- spawned by the weaponTakkra Fire()
// Created by: Mark Poesch
// Created on: 1/31/2001
// $Author: Aleiby $
// $Date: 12/09/02 5:48p $
// $Revision: 29 $
//=============================================================================
class projectileTakkra extends U2Projectile;

#exec OBJ LOAD File=..\StaticMeshes\TakkraM.usx
#exec OBJ LOAD File=..\System\ParticleRes\takkraFX.u
#exec OBJ LOAD File=..\Sounds\U2AmbientA.uax

var() float AccelerationRate;			// used when accelerating toward the target
var() float AccelerationRatio;			// used to decelerate when closing with the target
var() float MaxAttackRadius;			//
var() float HeightAboveTarget;			//
var() float MovementDelay;				//
var() float AttackDelay;				//
var() bool bTargetAcquired;				// set once TargetLocation has been set
var() Sound MoveSound;
var() Sound ActivateSound;
var() Sound ExplodeSound;
var() Sound RampUpSound;

var bool bReturningToPlayer;			//
var Pawn Target;						//
var vector TargetLocation;				//
var float NextMovementTime;				//
var float LastMovementTime;				//
var float SelfDestructTimeout;			// blow up if unable to find target after this time
var float NextAttackTime;				//
var int Health;

var ParticleGenerator EnergyGlow;

var() float RampUpTime;
var float NextWarnTime;

var PawnProxyTarget MyPawnProxy;		// tbd: use to help takkra with pathing?

event Replication()
{
	// Does not call Super
	// Super.Replication();
	
	DOREP('Velocity');
	DOREP('Location');
}


event PreBeginPlay()
{
	Super.PreBeginPlay();
	InitPawnProxy();
}

event PostBeginPlay()
{
	Super.PostBeginPlay();
//	PlayAnim( 'Fire' );
	EnergyGlow = class'ParticleGenerator'.static.CreateNew( self, ParticleGenerator'TakkraFX.ParticleSalamander1', Location );
	EnergyGlow.SetBase( self );
	EnergyGlow.Trigger( self, Instigator );

	// NOTE: (mdf) keeping the weapon owner (which is owned by the Instigator) 
	// prevents projectiles	from touching the Instigator.
	SetOwner( None );
}


function InitPawnProxy()
{
	MyPawnProxy = Spawn( class'PawnProxyZeroSize' );
	if( MyPawnProxy != None )
	{
		MyPawnProxy.SetBase( Self );
		MyPawnProxy.SetTeam( Instigator.GetTeam() );
		MyPawnProxy.SetCollisionSize( CollisionRadius + 1, CollisionHeight + 1 );
		MyPawnProxy.SetDamageTarget( Self );
	}
	else
	{
		Warn( "Couldn't spawn a PawnProxy for " $ Self );
	}
}


function AttackTarget()
{
	if( NextWarnTime > 0 && Level.TimeSeconds > NextWarnTime )
	{
		RampUp();
		NextWarnTime = 0;
	}
	if( Level.TimeSeconds > NextAttackTime )
	{
		if( VSize( Target.Location - Location ) < MaxAttackRadius )
		{
			AttackEffect( Target.Location );
			Target.TakeDamage( Damage, Instigator, Target.Location, Vect(0,0,0), MyDamageType );
			if( Target.Controller != None )
			{
				// let NPC possibly acquire pawn proxy as an enemy (shoot takkra)
				Target.Controller.DamageAttitudeTo( MyPawnProxy, Damage, MyDamageType );
			}
			NextAttackTime = Level.TimeSeconds + AttackDelay;
			NextWarnTime = NextAttackTime - RampUpTime;
		}
		else RampDown();
	}
}


function Pawn FindTarget() // used only when the Takkra is spawned by a ProjectileTrigger
{
	local Pawn P;

	foreach DynamicActors( class'Pawn', P )
	{
		if( P.Health > 0 && ( ( Tag != '' && Tag == P.Tag ) || ( Tag == '' && P.IsHumanControlled() ) ) )
		{
			return P;
		}
	}

	return None;
}


function SetTarget( Pawn Other, optional bool bReturning )
{
	bTargetAcquired = false;
	bReturningToPlayer = bReturning;
	Target = Other;
	TargetLocation = Location; // initialize TargetLocation as current Location until Target is acquired
	LastMovementTime = Level.TimeSeconds;
}


function bool ComputeNewTargetLocation()
{
	local vector TestTarget;
	local vector TargetOffset;
	local Actor.CheckResult	Hit;

	if( Level.TimeSeconds >= NextMovementTime )
	{
		NextMovementTime = Level.TimeSeconds + MovementDelay;

		// compute the target location to test below
		TestTarget = Target.Location;
		if( !bReturningToPlayer )
		{
			TargetOffset = 0.5 * MaxAttackRadius * VRand();
			TargetOffset.Z = HeightAboveTarget;
			TestTarget += TargetOffset;
		}

		// verify that Target is reachable, set new TargetLocation and LastMovementTime;
		SingleLineCheck( Hit, Self, TestTarget, Location, TRACE_AllBlocking );
		if( Hit.Actor == None || Hit.Actor == Target )
		{
			TargetLocation = TestTarget;
			return true;
		}
	}

	return false;
}


event Tick( float DeltaTime )
{
	local vector TestVelocity;
	local rotator NewRotation;

	// identify and attack the target, or return to player if target is dead
	if( !bReturningToPlayer )
	{
		if( Target == None )
		{
			SetTarget( FindTarget(), false );
		}

		AttackTarget();

		if( Target.Health <= 0 )
		{
			SetTarget( Instigator, true );
		}
	}

	// compute new TargetLocation as long as Target is alive
	if( Target != None && Target.Health > 0 )
	{
		if( ComputeNewTargetLocation() )
		{
			LastMovementTime = Level.TimeSeconds;

			if( bTargetAcquired )
				PlaySound( MoveSound );
			else
				PlaySound( ActivateSound );
			bTargetAcquired = true;
		}
	}

	// self destruct if unable to spot Target within specified time limit
	if( Level.TimeSeconds - LastMovementTime >= SelfDestructTimeout )
	{
		Destroy();
	}

	// compute Velocity to reach TargetLocation from current location -- use distance from target for deceleration, and AccelerationRate for acceleration
	TestVelocity = ( TargetLocation - Location ) * AccelerationRatio;
	if( VSize( TestVelocity ) < VSize( Velocity ) )
	{
		Velocity = TestVelocity;
	}
	else
	{
		Velocity += ( TargetLocation - Location ) * AccelerationRate * DeltaTime;
	}

	// Velocity limited to MaxSpeed in UnPhysic.cpp AProjectile::BoundProjectileVelocity()

	// adjust rotation to "face" velocity
	NewRotation = rotator(Velocity);
	NewRotation.Yaw += 16384; // rotate model 90 degrees
	SetRotation( NewRotation );
}


function AttackEffect( vector HitLocation )
{
	//ARL special effect to show interception of instant hit shot, zapping the pawn, zapping the projectile
	local PulseLineGenerator Beam;
	local ParticleGenerator Sparks;

	Beam = PulseLineGenerator(class'ParticleGenerator'.static.CreateNew( self, ParticleGenerator'TakkraFX.PulseLineGenerator0', Location ));
	Beam.Connections[0].StartActor = self;
	Beam.Connections[0].End = HitLocation;
	Beam.Trigger( self, Instigator );
	Beam.ParticleLifespan = Beam.GetMaxLifeSpan() + Beam.TimerDuration;

	Sparks = class'ParticleGenerator'.static.CreateNew( self, ParticleGenerator'TakkraFX.ParticleSalamander2', Location );
	Sparks.SetRotation( rotator(HitLocation-Location) );
	Sparks.Trigger( self, Instigator );
	Sparks.ParticleLifespan = Sparks.GetMaxLifeSpan() + Sparks.TimerDuration;

	PlaySound( ExplodeSound,SLOT_Misc );
}


function RampUp()
{
	//ARL visual indicator for about to shoot.
	local ParticleGenerator P;
	P = class'ParticleGenerator'.static.CreateNew( self, ParticleGenerator'TakkraFX.ParticleSalamander0', Location );
	P.SetBase( self );
	P.TimerDuration = RampUpTime;
	P.Trigger( self, Instigator );
	P.ParticleLifespan = P.GetMaxLifeSpan() + P.TimerDuration;

	PlaySound( RampUpSound,SLOT_Misc );
}


function RampDown()
{
	//ARL visual indicator if shooting/rampup is aborted.
}


simulated event HitWallEx( CheckResult Hit )
{
	// bounce away
	Velocity = Hit.Normal * Speed;
}


simulated function ProcessTouch( Actor Other, vector HitLocation )
{
	// ignore contact except for return
	if( bReturningToPlayer && Other == Instigator )
	{
		HandleTakkraReturn();
	}
	//!!ARL (mdf) I think that not having this call the super is hosing 
	// things -- projectile goes through force fields -- but enabling 
	// this causes assertion in destroyed and generally breaks the takkra
	// as soon as its fired -- I'm not sure why...
	//else 
	//{
	//	Super.ProcessTouch( Other, HitLocation );
	//}
}

function HandleTakkraReturn()
{
	Destroy();
}


function TakeDamage( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType )
{
	Health -= Damage;
	
	if( Health <= 0 )
		Destroy();
}


event Destroyed()
{
	if( MyPawnProxy != None )
	{
		MyPawnProxy.Destroy();
		MyPawnProxy = None;
	}
	
	if( EnergyGlow!=None )
	{
		EnergyGlow.ParticleDestroy();
		EnergyGlow = None;
	}

	bExploded = true; // avoid Explode() call in U2Projectile.Destroyed();
	Super.Destroyed();
}

defaultproperties
{
	AccelerationRate=500.000000
	AccelerationRatio=4.000000
	MaxAttackRadius=512.000000
	HeightAboveTarget=128.000000
	MovementDelay=0.800000
	AttackDelay=1.750000
	MoveSound=Sound'U2WeaponsA.Takkra.T_Move'
	ActivateSound=Sound'U2WeaponsA.Takkra.T_Activate'
	ExplodeSound=Sound'U2WeaponsA.Takkra.T_Explode'
	RampUpSound=Sound'U2WeaponsA.Takkra.T_RampUp'
	SelfDestructTimeout=10.000000
	Health=30
	RampUpTime=0.500000
	speed=500.000000
	MaxSpeed=1000.000000
	Damage=10.000000
	MomentumTransfer=10000.000000
	MyDamageType=Class'U2.DamageTypeTakkra'
	DrawType=DT_StaticMesh
	StaticMesh=StaticMesh'TakkraM.temp.Takkra_open'
	LifeSpan=0.000000
	AmbientSound=Sound'U2WeaponsA.Takkra.T_Ambient'
	CollisionRadius=16.000000
	CollisionHeight=16.000000
	bCollideWorld=false
	bNoStaticMeshCollide=true
	bAllowClipping=true
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Class file time: sk 3-1-2016 10:38:42.000 - Creation time: sk 3-1-2016 10:48:41.279 - Created with UnCodeX