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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTProj_StingerShard extends UTProjectile; /** We need a pointer to our mesh component so we can switch collision when we create the constraint */ var StaticMeshComponent MyMesh; /** This holds a link to our Constraint Actor */ var RB_ConstraintActor ShardVictimConstraint; /** This is true if this projectile is currently spiking a victim */ var bool bSpiked; /** Used to keep track of what actor to base ourselves on */ var Actor BaseActor; var vector OldLocation; var() float SpikeVictimVelFactor; /** Used to prevent rare infinite recursion when spiking overlapping dead bodies */ var bool bCanCreateSpike; simulated function PostBeginPlay() { Super.PostBeginPlay(); bCanCreateSpike = true; } /** * Insure that our constraint is destroyed when we are destroyed */ simulated event Destroyed() { if (ShardVictimConstraint != none) { ShardVictimConstraint.Destroy(); } Super.Destroyed(); } static function bool FindNearestBone(UTPawn DeadPawn, vector InitialHitLocation, out name BestBone, out vector BestHitLocation) { local int i, dist, BestDist; local vector BoneLoc; local name BoneName; if (DeadPawn.Mesh.PhysicsAsset != none) { for (i=0;i<DeadPawn.Mesh.PhysicsAsset.BodySetup.Length;i++) { BoneName = DeadPawn.Mesh.PhysicsAsset.BodySetup[i].BoneName; // If name is not empty and bone exists in this mesh if ( BoneName != '' && DeadPawn.Mesh.MatchRefBone(BoneName) != INDEX_NONE) { BoneLoc = DeadPawn.Mesh.GetBoneLocation(BoneName); Dist = VSize(InitialHitLocation - BoneLoc); if ( i==0 || Dist < BestDist ) { BestDist = Dist; BestBone = DeadPawn.Mesh.PhysicsAsset.BodySetup[i].BoneName; BestHitLocation = BoneLoc; } } } if (BestBone != '') { return true; } } return false; } /** * This function creates the actual spike in the world. A duplicate Shard projectile is spawned * and that projectile is used to spike the pawn. We use a secondary actor in order to avoid * having to wait for replication to occur since this actor is spawned client-side */ static function bool CreateSpike(UTPawn DeadPawn, vector InitialHitLocation, vector Direction) { local UTProj_StingerShard Shard; local vector BoneLoc; local name BoneName; local TraceHitInfo HitInfo; local vector Start, End, HitLocation, HitNormal; if ( DeadPawn != None && !class'GameInfo'.static.UseLowGore(DeadPawn.WorldInfo) && !DeadPawn.bDeleteMe && DeadPawn.Health <= 0 && DeadPawn.Physics == PHYS_RigidBody && DeadPawn.Mesh != None && DeadPawn.Mesh.PhysicsAssetInstance != None ) { Start = InitialHitLocation - (256.0 * Normal(Direction)); End = Start + (512.0 * Normal(Direction)); if ( DeadPawn.WorldInfo.TraceComponent(HitLocation, HitNormal, DeadPawn.Mesh, End, Start, vect(0,0,0), HitInfo) ) { if (HitInfo.BoneName != '') { BoneLoc = DeadPawn.Mesh.GetBoneLocation(HitInfo.BoneName); BoneName = HitInfo.BoneName; } } // Begin by tracing towards just this component, looking for the nearest bone it collides with (if any) if ( BoneName != '' || FindNearestBone(DeadPawn, InitialHitLocation, BoneName, BoneLoc) ) { // Spawn a shard BoneLoc -= (32 * Direction); Shard = DeadPawn.Spawn(class'UTProj_StingerShard',,, BoneLoc, rotator(Direction)); if (Shard != None) { // Give this shard a push Shard.bCanCreateSpike = false; Shard.Speed = 800; Shard.AccelRate = 0.0f; Shard.Init(Direction); // Attach the victim to this shard Shard.SpikeVictim(DeadPawn,BoneName); return true; } } } return false; } /** * This function is called when the touch occurs locally in a remote client. It checks * to see if the pawn is already ragdolling and if so, spikes it again */ simulated function ClientSideTouch(Actor Other, Vector HitLocation) { local UTPawn DeadPawn; DeadPawn = UTPawn(Other); if ( bCanCreateSpike && CreateSpike(DeadPawn, HitLocation, Normal(Vector(Rotation)))) { Destroy(); } else { Other.TakeDamage(Damage, InstigatorController, Location, MomentumTransfer * Normal(Velocity), MyDamageType,, self); } } /** * We have to override HitWall in order to store a pointer to the actor * that we hit (in the case of non-world geometry). This way we can * be stuck to tanks, etc. */ simulated singular function HitWall(vector HitNormal, actor Wall, PrimitiveComponent WallComp) { if (Wall != Instigator) { if (!Wall.bStatic && !Wall.bWorldGeometry) { if (DamageRadius == 0) { Wall.TakeDamage(Damage, InstigatorController, Location, MomentumTransfer * Normal(Velocity), MyDamageType,, self); } ImpactedActor = Wall; } else { BaseActor = Wall; } Explode(Location, HitNormal); ImpactedActor = None; } // If we are already spiked, stick in to the wall if (bSpiked) { // can't stick to blocking volumes if (BlockingVolume(Wall) != None) { Destroy(); } else { Velocity = vect(0,0,0); SetBase(Wall); SetPhysics(PHYS_None); } } } /** * This function is responsible for creating the constraint between the projectile * and the victim. */ simulated function SpikeVictim(UTPawn Victim, name VictimBone) { local UTProj_StingerShard OtherShard; // destroy any previous shards on the victim so we don't get nasty fighting between the two constraints foreach DynamicActors(class'UTProj_StingerShard', OtherShard) { if (OtherShard.ShardVictimConstraint != None && OtherShard.ShardVictimConstraint.ConstraintActor2 == Victim) { OtherShard.Destroy(); } } CollisionComponent = MyMesh; // give projectile extent so that it collides the same way the pawn does // (so we don't get the ragdoll stuck in a blocking volume, etc) bSwitchToZeroCollision = false; CylinderComponent.SetCylinderSize(1.0, 1.0); CylinderComponent.SetActorCollision(true, false); SetLocation(Victim.Mesh.GetBoneLocation(VictimBone)); ShardVictimConstraint = Spawn(class'RB_ConstraintActorSpawnable',,,Location); ShardVictimConstraint.SetBase(self); ShardVictimConstraint.InitConstraint( self, Victim, '', VictimBone, 2000.f); ShardVictimConstraint.LifeSpan = 8.0; // Add some velocity to the victim overall, to avoid the spike having to do all the work of pulling them Victim.Mesh.SetRBLinearVelocity(Velocity*SpikeVictimVelFactor, TRUE); if (WorldInfo.NetMode != NM_DedicatedServer) { Victim.LifeSpan += 8.0; } LifeSpan = 8.0; bSpiked = true; AdjustPhysicsForHit(); } /** * We only want to process the touch if we are not spike and we are not a remote client. In the case of * a remote client, ClientTouch should be used. */ simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal) { local UTPawn P; if (!bSpiked && Role == ROLE_Authority) { if ( Other != Instigator ) { P = UTPawn(Other); Other.TakeDamage(Damage, InstigatorController, HitLocation, MomentumTransfer * Normal(Velocity), MyDamageType,, self); if (P != None && (WorldInfo.NetMode == NM_DedicatedServer || !bCanCreateSpike || !CreateSpike(P, HitLocation, Normal(Velocity)))) { if (P != None && P.Health <= 0) { P.TearOffMomentum = Velocity; if (WorldInfo.NetMode != NM_DedicatedServer && bCanCreateSpike) { CreateSpike(P, HitLocation, Normal(Velocity)); } } } Shutdown(); } } if ( (Role < ROLE_Authority) && (Other.Role == ROLE_Authority) ) { ClientSideTouch(Other, HitLocation); } } /** * Make sure to set our base properly */ simulated function Shutdown() { if (BaseActor != none) { SetBase(BaseActor); } if (!bSpiked) { Super.ShutDown(); } } /** * Setup this projectile's physics after it has spiked a victim */ simulated function AdjustPhysicsForHit() { Velocity = Speed * Normal(vector(Rotation)); Velocity.Z += 100.0; SetPhysics(PHYS_Falling); Acceleration = vect(0,0,0); CustomGravityScaling = 0.5; } defaultproperties { Begin Object Class=StaticMeshComponent Name=ProjectileMesh ObjName=ProjectileMesh Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent' StaticMesh=StaticMesh'WP_Stinger.Mesh.S_WP_StingerShard' CullDistance=12000.000000 CachedCullDistance=12000.000000 bUseAsOccluder=False CastShadow=False bAcceptsLights=False CollideActors=False BlockActors=False BlockRigidBody=False Scale=1.500000 Name="ProjectileMesh" ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent' End Object MyMesh=ProjectileMesh SpikeVictimVelFactor=0.500000 ProjExplosionTemplate=ParticleSystem'WP_Stinger.Particles.P_WP_Stinger_AltFire_Surface_Impact' MaxEffectDistance=7000.000000 AccelRate=4500.000000 CheckRadius=27.000000 Speed=2500.000000 MaxSpeed=4000.000000 Damage=38.000000 MomentumTransfer=70000.000000 MyDamageType=Class'UTGame.UTDmgType_StingerShard' Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTProjectile:CollisionCylinder' ObjectArchetype=CylinderComponent'UTGame.Default__UTProjectile:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Components(0)=CollisionCylinder Components(1)=ProjectileMesh LifeSpan=10.000000 CollisionComponent=CollisionCylinder Name="Default__UTProj_StingerShard" ObjectArchetype=UTProjectile'UTGame.Default__UTProjectile' } |
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