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//============================================================================= // Projectile. // // A delayed-hit projectile that moves around for some time after it is created. // Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. //============================================================================= class Projectile extends Actor abstract native; //----------------------------------------------------------------------------- // Projectile variables. // Motion information. /** Initial speed of projectile. */ var float Speed; /** Limit on speed of projectile (0 means no limit). */ var float MaxSpeed; /** If collisionextent nonzero, and hit actor with bBlockNonZeroExtents=0, switch to zero extent collision. */ var bool bSwitchToZeroCollision; /** The actor that the switch to zero collision occurred on (WorldInfo in the case of BSP). */ var Actor ZeroCollider; /** The component that the switch to zero collision occurred on (NULL in the case of BSP). */ var PrimitiveComponent ZeroColliderComponent; /** If false, instigator does not collide with this projectile */ var bool bBlockedByInstigator; var bool bBegunPlay; // Damage attributes. var float Damage; var float DamageRadius; var float MomentumTransfer; // Momentum magnitude imparted by impacting projectile. var class<DamageType> MyDamageType; // Projectile sound effects var SoundCue SpawnSound; // Sound made when projectile is spawned. var SoundCue ImpactSound; // Sound made when projectile hits something. // explosion effects var Controller InstigatorController; var Actor ImpactedActor; // Actor hit or touched by this projectile. Gets full damage, even if radius effect projectile, and then ignored in HurtRadius // network culling var float NetCullDistanceSquared; // Projectile not relevant to client if further from viewer than this var CylinderComponent CylinderComponent; /** If true, this projectile will have its rotation updated each frame to match its velocity */ var bool bRotationFollowsVelocity; /** If true, init projectiles rotation when a velocity is received */ var bool bInitRotationFromVelocity; /** if true, not blocked by vehicle shields with bIgnoreFlaggedProjectiles*/ var bool bNotBlockedByShield; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) //============== // Encroachment event bool EncroachingOn( actor Other ) { if ( Brush(Other) != None ) return true; return false; } event PreBeginPlay() { if (Instigator != None) { InstigatorController = Instigator.Controller; } Super.PreBeginPlay(); if (!bDeleteMe && InstigatorController != None && InstigatorController.ShotTarget != None && InstigatorController.ShotTarget.Controller != None) { InstigatorController.ShotTarget.Controller.ReceiveProjectileWarning( Self ); } } simulated event PostBeginPlay() { bBegunPlay = true; } /* Init() initialize velocity and rotation of projectile */ function Init(vector Direction) { SetRotation(Rotator(Direction)); Velocity = Speed * Direction; } /* * Queries the Instigator and returns his current team index. */ simulated native function byte GetTeamNum(); simulated function bool CanSplash() { return bBegunPlay; } function Reset() { Destroy(); } /** * HurtRadius() * Hurt locally authoritative actors within the radius. */ simulated function bool HurtRadius( float DamageAmount, float InDamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, optional actor IgnoredActor, optional Controller InstigatedByController = Instigator != None ? Instigator.Controller : None, optional bool bDoFullDamage ) { local bool bCausedDamage, bResult; if ( bHurtEntry ) return false; bCausedDamage = false; if (InstigatedByController == None) { InstigatedByController = InstigatorController; } // if ImpactedActor is set, we actually want to give it full damage, and then let him be ignored by super.HurtRadius() if ( (ImpactedActor != None) && (ImpactedActor != self) ) { ImpactedActor.TakeRadiusDamage(InstigatedByController, DamageAmount, InDamageRadius, DamageType, Momentum, HurtOrigin, true, self); bCausedDamage = ImpactedActor.bProjTarget; } bResult = Super.HurtRadius(DamageAmount, InDamageRadius, DamageType, Momentum, HurtOrigin, ImpactedActor, InstigatedByController, bDoFullDamage); return ( bResult || bCausedDamage ); } //============== // Touching simulated singular event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ) { if ( (Other == None) || Other.bDeleteMe ) // Other just got destroyed in its touch? return; // don't allow projectiles to explode while spawning on clients // because if that were accurate, the projectile would've been destroyed immediately on the server // and therefore it wouldn't have been replicated to the client if ( Other.StopsProjectile(self) && (Role == ROLE_Authority || bBegunPlay) && (bBlockedByInstigator || (Other != Instigator)) ) { ImpactedActor = Other; ProcessTouch(Other, HitLocation, HitNormal); ImpactedActor = None; } } simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal) { if ( Other != Instigator ) Explode( HitLocation, HitNormal ); } simulated singular event HitWall(vector HitNormal, actor Wall, PrimitiveComponent WallComp) { ImpactedActor = Wall; if ( !Wall.bStatic && !Wall.bWorldGeometry ) { if ( DamageRadius == 0 ) { Wall.TakeDamage( Damage, InstigatorController, Location, MomentumTransfer * Normal(Velocity), MyDamageType,, self); } } Explode(Location, HitNormal); ImpactedActor = None; } simulated event EncroachedBy(Actor Other) { HitWall(Normal(Location - Other.Location), Other, None); } simulated function Explode(vector HitLocation, vector HitNormal) { if (Damage > 0 && DamageRadius > 0) { if ( Role == ROLE_Authority ) { MakeNoise(1.0); } HurtRadius(Damage, DamageRadius, MyDamageType, MomentumTransfer, HitLocation); } Destroy(); } simulated final function RandSpin(float spinRate) { DesiredRotation = RotRand(); RotationRate.Yaw = spinRate * 2 *FRand() - spinRate; RotationRate.Pitch = spinRate * 2 *FRand() - spinRate; RotationRate.Roll = spinRate * 2 *FRand() - spinRate; } function bool IsStationary() { return false; } simulated event FellOutOfWorld(class<DamageType> dmgType) { Explode(Location, vect(0,0,1)); } /** returns the amount of time it would take the projectile to get to the specified location */ simulated function float GetTimeToLocation(vector TargetLoc) { return (VSize(TargetLoc - Location) / Speed); } /** static version of GetTimeToLocation() */ static simulated function float StaticGetTimeToLocation(vector TargetLoc, vector StartLoc, Controller RequestedBy) { return (VSize(TargetLoc - StartLoc) / default.Speed); } /** returns the maximum distance this projectile can travel */ simulated static function float GetRange() { if (default.LifeSpan == 0.0) { return 15000.0; } else { return (default.MaxSpeed * default.LifeSpan); } } defaultproperties { Speed=2000.000000 MaxSpeed=2000.000000 bBlockedByInstigator=True DamageRadius=220.000000 MyDamageType=Class'Engine.DamageType' NetCullDistanceSquared=400000000.000000 Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__CylinderComponent' CollisionHeight=0.000000 CollisionRadius=0.000000 Name="CollisionCylinder" ObjectArchetype=CylinderComponent'Engine.Default__CylinderComponent' End Object CylinderComponent=CollisionCylinder Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__SpriteComponent' HiddenGame=True AlwaysLoadOnClient=False AlwaysLoadOnServer=False Name="Sprite" ObjectArchetype=SpriteComponent'Engine.Default__SpriteComponent' End Object Components(0)=Sprite Components(1)=CollisionCylinder Physics=PHYS_Projectile RemoteRole=ROLE_SimulatedProxy bNetTemporary=True bReplicateInstigator=True bGameRelevant=True bCanBeDamaged=True bCollideActors=True bCollideWorld=True NetPriority=2.500000 LifeSpan=14.000000 CollisionComponent=CollisionCylinder CollisionType=COLLIDE_CustomDefault Name="Default__Projectile" ObjectArchetype=Actor'Engine.Default__Actor' } |
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