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/** * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. */ class UTEMPMine extends UTDeployedActor; var SoundCue ExplosionSound; var ParticleSystem ExplosionEffect; var float EMPRadius; /** used to tell client to play explosion effect */ var repnotify byte ExplosionCount; replication { if (bNetDirty) ExplosionCount; } event Landed(vector HitNormal, Actor HitActor) { if ( UTVehicle(HitActor) != None ) { LifeSpan = FMin(LifeSpan, 30.0); } PerformDeploy(); if ( !bDeleteMe ) { SetTimer(0.1, true, 'CheckEMP'); } } simulated function PerformDeploy() { bDeployed = true; SkeletalMeshComponent(Mesh).PlayAnim('Deploy'); } function CheckEmp() { local UTVehicle V; local bool bActivated; local UTPlayerController OldDriver; ForEach CollidingActors(class'UTVehicle', V, EMPRadius,, true) { if (!V.bIsDisabled && (!WorldInfo.GRI.OnSameTeam(self, V) || ((UTTeamGame(WorldInfo.Game) != None) && (UTTeamGame(WorldInfo.Game).FriendlyFireScale > 0) && (UTStealthVehicle(V) == None) && (UTVehicle_Leviathan(V) == None))) ) { OldDriver = UTPlayerController(V.Controller); if ( V.DisableVehicle() ) { bActivated = true; OldDriver.ClientPlaySound(ExplosionSound); } } } if (bActivated) { ExplosionCount++; SetTimer(3.0, false, 'ClearExplosionCount'); PlayExplosionEffect(); MakeNoise(1.0); // always leave some delay after last explosion to give time to replicate effect to clients if (LifeSpan > 0.5) { LifeSpan = FMax(LifeSpan - 4.0, 0.5); } } } function ClearExplosionCount() { ExplosionCount = 0; } simulated function PlayExplosionEffect() { local vector SpawnLocation; local rotator SpawnRotation; if (WorldInfo.NetMode != NM_DedicatedServer) { PlaySound(ExplosionSound, true); SkeletalMeshComponent(Mesh).GetSocketWorldLocationAndRotation( 'EMPBurst', SpawnLocation, SpawnRotation ); WorldInfo.MyEmitterPool.SpawnEmitter(ExplosionEffect, SpawnLocation, SpawnRotation); } } simulated event ReplicatedEvent(name VarName) { if (VarName == 'ExplosionCount') { if (ExplosionCount != 0) { PlayExplosionEffect(); } } else { Super.ReplicatedEvent(VarName); } } defaultproperties { ExplosionSound=SoundCue'A_Pickups_Deployables.EMPMine.EMPMine_ShockCue' ExplosionEffect=ParticleSystem'PICKUPS.Deployables.Effects.P_Deployables_EMP_Mine_Pulse' EMPRadius=500.000000 Begin Object Class=SkeletalMeshComponent Name=DeployableMesh ObjName=DeployableMesh Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent' SkeletalMesh=SkeletalMesh'PICKUPS.Deployables.Mesh.SK_Deployables_EMP_Mine' Begin Object Class=AnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=AnimNodeSequence'Engine.Default__AnimNodeSequence' Name="MeshSequenceA" ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence' End Object Animations=AnimNodeSequence'UTGameContent.Default__UTEMPMine:MeshSequenceA' AnimSets(0)=AnimSet'PICKUPS.Deployables.Anims.K_Deployables_EMP_Mine' LightEnvironment=DynamicLightEnvironmentComponent'UTGameContent.Default__UTEMPMine:DeployedLightEnvironment' bUseAsOccluder=False Translation=(X=0.000000,Y=0.000000,Z=-20.000000) Name="DeployableMesh" ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent' End Object Mesh=DeployableMesh Begin Object Class=DynamicLightEnvironmentComponent Name=DeployedLightEnvironment ObjName=DeployedLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTDeployedActor:DeployedLightEnvironment' ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTDeployedActor:DeployedLightEnvironment' End Object LightEnvironment=DeployedLightEnvironment Components(0)=DeployedLightEnvironment Components(1)=DeployableMesh Begin Object Class=CylinderComponent Name=ColComp ObjName=ColComp Archetype=CylinderComponent'Engine.Default__CylinderComponent' Name="ColComp" ObjectArchetype=CylinderComponent'Engine.Default__CylinderComponent' End Object Components(2)=ColComp bOrientOnSlope=True LifeSpan=60.000000 CollisionComponent=ColComp Name="Default__UTEMPMine" ObjectArchetype=UTDeployedActor'UTGame.Default__UTDeployedActor' } |
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