//============================================================================= // HuntingRifleFire //============================================================================= class HuntingRifleFire extends KFFire; var vector ScopedShakeOffsetMag; //Shake offset mag used for 3d scopes var vector ScopedShakeOffsetRate; //Shake offset rate used for 3d scopes //adds limited shot penetration function DoTrace(Vector Start, Rotator Dir) { local Vector X,Y,Z, End, HitLocation, HitNormal, ArcEnd; local Actor Other; local byte HitCount,HCounter; local float HitDamage; local array HitPoints; local KFPawn HitPawn; local array IgnoreActors; local Actor DamageActor; local int i; MaxRange(); Weapon.GetViewAxes(X, Y, Z); if ( Weapon.WeaponCentered() ) { ArcEnd = (Instigator.Location + Weapon.EffectOffset.X * X + 1.5 * Weapon.EffectOffset.Z * Z); } else { ArcEnd = (Instigator.Location + Instigator.CalcDrawOffset(Weapon) + Weapon.EffectOffset.X * X + Weapon.Hand * Weapon.EffectOffset.Y * Y + Weapon.EffectOffset.Z * Z); } X = Vector(Dir); End = Start + TraceRange * X; HitDamage = DamageMax; While( (HitCount++)<10 ) { DamageActor = none; Other = Instigator.HitPointTrace(HitLocation, HitNormal, End, HitPoints, Start,, 1); if( Other==None ) { Break; } else if( Other==Instigator || Other.Base == Instigator ) { IgnoreActors[IgnoreActors.Length] = Other; Other.SetCollision(false); Start = HitLocation; Continue; } if( ExtendedZCollision(Other)!=None && Other.Owner!=None ) { IgnoreActors[IgnoreActors.Length] = Other; IgnoreActors[IgnoreActors.Length] = Other.Owner; Other.SetCollision(false); Other.Owner.SetCollision(false); DamageActor = Pawn(Other.Owner); } if ( !Other.bWorldGeometry && Other!=Level ) { HitPawn = KFPawn(Other); if ( HitPawn != none ) { // Hit detection debugging /*log("PreLaunchTrace hit "$HitPawn.PlayerReplicationInfo.PlayerName); HitPawn.HitStart = Start; HitPawn.HitEnd = End;*/ if(!HitPawn.bDeleteMe) HitPawn.ProcessLocationalDamage(int(HitDamage), Instigator, HitLocation, Momentum*X,DamageType,HitPoints); // Hit detection debugging /*if( Level.NetMode == NM_Standalone) HitPawn.DrawBoneLocation();*/ IgnoreActors[IgnoreActors.Length] = Other; IgnoreActors[IgnoreActors.Length] = HitPawn.AuxCollisionCylinder; Other.SetCollision(false); HitPawn.AuxCollisionCylinder.SetCollision(false); DamageActor = Other; } else { if( KFMonster(Other)!=None ) { IgnoreActors[IgnoreActors.Length] = Other; Other.SetCollision(false); DamageActor = Other; } else if( DamageActor == none ) { DamageActor = Other; } Other.TakeDamage(int(HitDamage), Instigator, HitLocation, Momentum*X, DamageType); } if( (HCounter++)>=5 || Pawn(DamageActor)==None ) { Break; } HitDamage*=0.75; Start = HitLocation; } else if ( HitScanBlockingVolume(Other)==None ) { if( KFWeaponAttachment(Weapon.ThirdPersonActor)!=None ) KFWeaponAttachment(Weapon.ThirdPersonActor).UpdateHit(Other,HitLocation,HitNormal); Break; } } // Turn the collision back on for any actors we turned it off for (i=0; i