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//============================================================================= // rocket. //============================================================================= class RocketProj extends Projectile; var bool bRing,bHitWater,bWaterStart; var int NumExtraRockets; var xEmitter SmokeTrail; var Effects Corona; var byte FlockIndex; var RocketProj Flock[2]; var() float FlockRadius; var() float FlockStiffness; var() float FlockMaxForce; var() float FlockCurlForce; var bool bCurl; var vector Dir; replication { reliable if ( bNetInitial && (Role == ROLE_Authority) ) FlockIndex, bCurl; } simulated function Destroyed() { if ( SmokeTrail != None ) SmokeTrail.mRegen = False; if ( Corona != None ) Corona.Destroy(); Super.Destroyed(); } simulated function PostBeginPlay() { if ( Level.NetMode != NM_DedicatedServer) { SmokeTrail = Spawn(class'RocketTrailSmoke',self); Corona = Spawn(class'RocketCorona',self); } Dir = vector(Rotation); Velocity = speed * Dir; if (PhysicsVolume.bWaterVolume) { bHitWater = True; Velocity=0.6*Velocity; } Super.PostBeginPlay(); } simulated function PostNetBeginPlay() { local RocketProj R; local int i; local PlayerController PC; Super.PostNetBeginPlay(); if ( FlockIndex != 0 ) { SetTimer(0.1, true); // look for other rockets if ( Flock[1] == None ) { ForEach DynamicActors(class'RocketProj',R) if ( R.FlockIndex == FlockIndex ) { Flock[i] = R; if ( R.Flock[0] == None ) R.Flock[0] = self; else if ( R.Flock[0] != self ) R.Flock[1] = self; i++; if ( i == 2 ) break; } } } if ( Level.NetMode == NM_DedicatedServer ) return; if ( Level.bDropDetail || (Level.DetailMode == DM_Low) ) { bDynamicLight = false; LightType = LT_None; } else { PC = Level.GetLocalPlayerController(); if ( (Instigator != None) && (PC == Instigator.Controller) ) return; if ( (PC == None) || (PC.ViewTarget == None) || (VSize(PC.ViewTarget.Location - Location) > 3000) ) { bDynamicLight = false; LightType = LT_None; } } } simulated function Landed( vector HitNormal ) { Explode(Location,HitNormal); } simulated function ProcessTouch (Actor Other, Vector HitLocation) { if ( (Other != instigator) && (!Other.IsA('Projectile') || Other.bProjTarget) ) Explode(HitLocation, vector(rotation)*-1 ); } function BlowUp(vector HitLocation) { HurtRadius(Damage, DamageRadius, MyDamageType, MomentumTransfer, HitLocation ); MakeNoise(1.0); } simulated function Explode(vector HitLocation, vector HitNormal) { local PlayerController PC; PlaySound(sound'WeaponSounds.BExplosion3',,2.5*TransientSoundVolume); if ( EffectIsRelevant(Location,false) ) { Spawn(class'NewExplosionA',,,HitLocation + HitNormal*20,rotator(HitNormal)); PC = Level.GetLocalPlayerController(); if ( (PC.ViewTarget != None) && VSize(PC.ViewTarget.Location - Location) < 5000 ) Spawn(class'ExplosionCrap',,, HitLocation + HitNormal*20, rotator(HitNormal)); // if ( (ExplosionDecal != None) && (Level.NetMode != NM_DedicatedServer) ) // Spawn(ExplosionDecal,self,,Location, rotator(-HitNormal)); } BlowUp(HitLocation); Destroy(); } simulated function Timer() { local vector ForceDir, CurlDir; local float ForceMag; local int i; Velocity = Default.Speed * Normal(Dir * 0.5 * Default.Speed + Velocity); // Work out force between flock to add madness for(i=0; i<2; i++) { if(Flock[i] == None) continue; // Attract if distance between rockets is over 2*FlockRadius, repulse if below. ForceDir = Flock[i].Location - Location; ForceMag = FlockStiffness * ( (2 * FlockRadius) - VSize(ForceDir) ); Acceleration = Normal(ForceDir) * Min(ForceMag, FlockMaxForce); // Vector 'curl' CurlDir = Flock[i].Velocity Cross ForceDir; if ( bCurl == Flock[i].bCurl ) Acceleration += Normal(CurlDir) * FlockCurlForce; else Acceleration -= Normal(CurlDir) * FlockCurlForce; } } defaultproperties { FlockRadius=12.000000 FlockStiffness=-40.000000 FlockMaxForce=600.000000 FlockCurlForce=450.000000 Speed=1350.000000 MaxSpeed=1350.000000 Damage=90.000000 MomentumTransfer=50000.000000 MyDamageType=Class'XWeapons.DamTypeRocket' ExplosionDecal=Class'XEffects.RocketMark' LightType=LT_Steady LightEffect=LE_QuadraticNonIncidence LightHue=28 LightBrightness=255.000000 LightRadius=5.000000 DrawType=DT_StaticMesh StaticMesh=StaticMesh'WeaponStaticMesh.RocketProj' CullDistance=7500.000000 bDynamicLight=True AmbientSound=Sound'WeaponSounds.RocketLauncher.RocketLauncherProjectile' LifeSpan=8.000000 AmbientGlow=96 FluidSurfaceShootStrengthMod=10.000000 SoundVolume=255 SoundRadius=100.000000 bFixedRotationDir=True RotationRate=(Roll=50000) DesiredRotation=(Roll=30000) ForceType=FT_Constant ForceRadius=100.000000 ForceScale=5.000000 } |
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