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/** * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. */ class UTProj_VehicleShockBallBase extends UTProj_ShockBall; /** Holds a link to the weapon that fired this gun */ var repnotify UTVWeap_ShockTurretBase InstigatorWeapon; /** How long to wait before continuing the chain */ var float ChainReactionDelay; /** The maximum distance to search for a combo */ var float MaxChainReactionDist; var repnotify vector EndPoint; /** template for the beam during a chain reaction */ var ParticleSystem BeamTemplate; /** cached cast of InstigatorController for replication test */ var PlayerController InstigatorPlayerController; replication { if (bNetDirty) EndPoint; // replicate InstigatorWeapon only to the player that fired it if (bNetInitial && (InstigatorWeapon == None || WorldInfo.ReplicationViewers.Find('InViewer', InstigatorPlayerController) != INDEX_NONE)) InstigatorWeapon; } simulated event PostBeginPlay() { Super.PostBeginPlay(); InstigatorPlayerController = PlayerController(InstigatorController); } simulated event ReplicatedEvent(name VarName) { if (VarName == 'EndPoint') { SpawnBeam(); } else if (VarName == 'InstigatorWeapon') { if (InstigatorWeapon != None) { InstigatorWeapon.AimingTraceIgnoredActors[InstigatorWeapon.AimingTraceIgnoredActors.Length] = self; } } else { Super.ReplicatedEvent(VarName); } } simulated event Destroyed() { Super.Destroyed(); if (InstigatorWeapon != None) { InstigatorWeapon.AimingTraceIgnoredActors.RemoveItem(self); } } simulated function SpawnBeam() { local ParticleSystemComponent ShockBeam; ShockBeam = WorldInfo.MyEmitterPool.SpawnEmitter(BeamTemplate, Location); ShockBeam.SetVectorParameter('ShockBeamEnd', EndPoint); } /** * Look to see if this should be combo */ 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 != None) ? EventInstigator.Pawn : None; GotoState('ChainReaction'); } else { Super.TakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType, HitInfo, DamageCauser); } } state ChainReaction { /** * Explode this ball and then find a new one to explode */ function BeginState(name PreviousStateName) { ComboExplosion(); SetTimer(ChainReactionDelay,false,'ComboNextBall'); } simulated function ShutDown() { } /** * Explode the next ShockBall */ function ComboNextBall() { local int x; local UTProj_VehicleShockBallBase ChainTarget; local float BestDist; if (InstigatorWeapon != None) { BestDist = MaxChainReactionDist; for (x = 0; x < InstigatorWeapon.ShockBalls.length; x++) { if ( InstigatorWeapon.ShockBalls[x] == None || InstigatorWeapon.ShockBalls[x] == self || InstigatorWeapon.ShockBalls[x].Physics == PHYS_None ) { InstigatorWeapon.ShockBalls.Remove(x, 1); x--; } else if (VSize(Location - InstigatorWeapon.ShockBalls[x].Location) < BestDist) { if ( FastTrace(Location, InstigatorWeapon.ShockBalls[x].Location) ) { ChainTarget = InstigatorWeapon.ShockBalls[x]; BestDist = VSize(Location - InstigatorWeapon.ShockBalls[x].Location); } } } if (ChainTarget != None) { ChainTarget.EndPoint = Location; if (WorldInfo.NetMode == NM_StandAlone || WorldInfo.NetMode == NM_ListenServer) { ChainTarget.SpawnBeam(); } ChainTarget.TakeDamage(1,InstigatorController, ChainTarget.Location, vect(0,0,0), ComboTriggerType,, self); } } Global.ShutDown(); } } state WaitForCombo { function Tick(float DeltaTime) { if (ComboTarget == None || ComboTarget.bDeleteMe || Instigator == None || InstigatorWeapon == None) { GotoState(''); } // if I'm close enough or have passed target, do combo else if ( VSize(ComboTarget.Location - Location) <= 0.75 * ComboRadius + ComboTarget.GetCollisionRadius() || (Velocity Dot (ComboTarget.Location - Location)) <= 0 ) { InstigatorWeapon.bDoCombo = true; GotoState(''); } } } defaultproperties { ChainReactionDelay=0.250000 MaxChainReactionDist=2500.000000 BeamTemplate=ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Beam' ComboRadius=525.000000 ComboDamage=200 ComboAmmoCost=0 ComboExplosionEffect=Class'UTGameContent.UTEmit_VehicleShockCombo' Speed=1100.000000 MaxSpeed=1100.000000 Damage=25.000000 MomentumTransfer=25000.000000 Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTProj_ShockBall:CollisionCylinder' ObjectArchetype=CylinderComponent'UTGame.Default__UTProj_ShockBall:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Components(0)=CollisionCylinder DrawScale=0.700000 CollisionComponent=CollisionCylinder Name="Default__UTProj_VehicleShockBallBase" ObjectArchetype=UTProj_ShockBall'UTGame.Default__UTProj_ShockBall' } |
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