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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTProj_ShockBall extends UTProjectile; var class<UTDamageType> ComboDamageType; var class<UTDamageType> ComboTriggerType; var ParticleSystem ComboTemplate; var float ComboRadius; var int ComboDamage; var float ComboMomentumTransfer; var int ComboAmmoCost; var SoundCue ComboExplosionSound; var class<UTReplicatedEmitter> ComboExplosionEffect; /** true if we have been combo'ed (so don't play normal explosion effects) */ var repnotify bool bComboed; var Pawn ComboTarget; // for AI use replication { if (Role == ROLE_Authority) bComboed; } simulated event ReplicatedEvent(name VarName) { if (VarName == 'bComboed') { bSuppressExplosionFX = true; } else { Super.ReplicatedEvent(VarName); } } /** CreateProjectileLight() called from TickSpecial() once if Instigator is local player always create shock light, even at low frame rates (since critical for timing combos) */ simulated event CreateProjectileLight() { ProjectileLight = new(Outer) ProjectileLightClass; AttachComponent(ProjectileLight); } function ComboExplosion() { HurtRadius(ComboDamage, ComboRadius, ComboDamageType, ComboMomentumTransfer, Location ); Spawn(ComboExplosionEffect); PlaySound(ComboExplosionSound); bSuppressExplosionFX = true; bComboed = true; Shutdown(); } simulated function ProcessTouch(Actor Other, vector HitLocation, vector HitNormal) { local UTProj_ShockBall ShockProj; Super.ProcessTouch(Other, HitLocation, HitNormal); // when shock projectiles collide, make sure they both blow up ShockProj = UTProj_ShockBall(Other); if (ShockProj != None) { ShockProj.Explode(HitLocation, -HitNormal); } } event TakeDamage(int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) { if ( DamageType==ComboTriggerType ) { InstigatorController = EventInstigator; Instigator = EventInstigator.Pawn; ComboExplosion(); if (EventInstigator.Pawn != None && EventInstigator.Pawn.Weapon != None) { EventInstigator.Pawn.Weapon.AddAmmo(-ComboAmmoCost); } } else { Super.TakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType, HitInfo, DamageCauser); } } function Monitor(Pawn P) { ComboTarget = P; if ( ComboTarget != None ) { GotoState('WaitForCombo'); } } state WaitForCombo { function Tick(float DeltaTime) { local float Dist; local UTBot B; if ( (ComboTarget == None) || ComboTarget.bDeleteMe || (Instigator == None) || (UTWeap_ShockRifle(Instigator.Weapon) == None) ) { if (Instigator != None && UTWeap_ShockRifle(Instigator.Weapon) != None) { UTWeap_ShockRifle(Instigator.Weapon).ClearCombo(); } GotoState(''); return; } // if I'm close enough or have passed target, do combo Dist = VSize(ComboTarget.Location - Location); if ( Dist <= 0.5 * ComboRadius + ComboTarget.GetCollisionRadius() || (Velocity Dot (ComboTarget.Location - Location)) <= 0.0 ) { UTWeap_ShockRifle(Instigator.Weapon).DoCombo(); GotoState(''); return; } else if (Dist <= ComboRadius + ComboTarget.GetCollisionRadius()) { // if close to combo time, make bot look at me B = UTBot(Instigator.Controller); if (B != None) { B.TemporaryFocus = self; } } if ( PointDistToLine(ComboTarget.Location, Normal(Velocity), Location) > ComboRadius + FMax(ComboTarget.GroundSpeed,VSize(ComboTarget.Velocity)) ) { UTWeap_ShockRifle(Instigator.Weapon).ClearCombo(); GotoState(''); return; } } event EndState(name NextStateName) { local UTBot B; if (Instigator != None) { B = UTBot(Instigator.Controller); if (B != None && B.TemporaryFocus == self) { B.TemporaryFocus = None; } } } } defaultproperties { ComboDamageType=Class'UTGame.UTDmgType_ShockCombo' ComboTriggerType=Class'UTGame.UTDmgType_ShockPrimary' ComboTemplate=ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Explo' ComboRadius=275.000000 ComboDamage=215 ComboMomentumTransfer=150000.000000 ComboAmmoCost=3 ComboExplosionSound=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_ComboExplosionCue' ComboExplosionEffect=Class'UTGame.UTEmit_ShockCombo' bCheckProjectileLight=True AmbientSound=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_AltFireTravelCue' ExplosionSound=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_AltFireImpactCue' ProjFlightTemplate=ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Ball' ProjExplosionTemplate=ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Ball_Impact' MaxEffectDistance=7000.000000 CheckRadius=40.000000 ProjectileLightClass=Class'UTGame.UTShockBallLight' Speed=1150.000000 MaxSpeed=1150.000000 Damage=55.000000 DamageRadius=120.000000 MomentumTransfer=70000.000000 MyDamageType=Class'UTGame.UTDmgType_ShockBall' Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTProjectile:CollisionCylinder' CollisionHeight=16.000000 CollisionRadius=16.000000 CollideActors=True BlockActors=True ObjectArchetype=CylinderComponent'UTGame.Default__UTProjectile:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Components(0)=CollisionCylinder bNetTemporary=False bCollideComplex=False bProjTarget=True LifeSpan=8.000000 CollisionComponent=CollisionCylinder Name="Default__UTProj_ShockBall" ObjectArchetype=UTProjectile'UTGame.Default__UTProjectile' } |
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