class M79GrenadeProjectile extends ROBallisticProjectile; #exec OBJ LOAD FILE=WeaponSounds.uax #exec OBJ LOAD FILE=ProjectileSounds.uax // camera shakes // var() vector ShakeRotMag; // how far to rot view var() vector ShakeRotRate; // how fast to rot view var() float ShakeRotTime; // how much time to rot the instigator's view var() vector ShakeOffsetMag; // max view offset vertically var() vector ShakeOffsetRate; // how fast to offset view vertically var() float ShakeOffsetTime; // how much time to offset view var() vector RotMag; // how far to rot view var() vector RotRate; // how fast to rot view var() float RotTime; // how much time to rot the instigator's view var() vector OffsetMag; // max view offset vertically var() vector OffsetRate; // how fast to offset view vertically var() float OffsetTime; // how much time to offset view var PanzerfaustTrail SmokeTrail; var vector Dir; var bool bRing,bHitWater,bWaterStart; var() sound ExplosionSound; // The sound of the rocket exploding var bool bDisintegrated; // This nade has been disintegrated by a siren scream. var() sound DisintegrateSound; // The sound of this projectile disintegrating var bool bDud; // This rocket is a dud, it hit too soon var() float ArmDistSquared; // Distance this rocket arms itself at var class ImpactDamageType; // Damagetype of this rocket hitting something, but not exploding var int ImpactDamage; // How much damage to do if this rocket impacts something without exploding // Physics var() float StraightFlightTime; // How long the projectile and flies straight var float TotalFlightTime; // How long the rocket has been in flight var bool bOutOfPropellant; // Projectile is out of propellant // Physics debugging var vector OuttaPropLocation; var bool bHasExploded; var string StaticMeshRef; var string ExplosionSoundRef; var string DisintegrateSoundRef; replication { reliable if(Role == ROLE_Authority) bDud; } static function PreloadAssets() { default.ExplosionSound = sound(DynamicLoadObject(default.ExplosionSoundRef, class'Sound', true)); default.DisintegrateSound = sound(DynamicLoadObject(default.DisintegrateSoundRef, class'Sound', true)); UpdateDefaultStaticMesh(StaticMesh(DynamicLoadObject(default.StaticMeshRef, class'StaticMesh', true))); } static function bool UnloadAssets() { default.ExplosionSound = none; default.DisintegrateSound = none; UpdateDefaultStaticMesh(none); return true; } simulated function PostNetReceive() { if( bHidden && !bDisintegrated ) { Disintegrate(Location, vect(0,0,1)); } } function Timer() { Destroy(); } function ShakeView() { local Controller C; local PlayerController PC; local float Dist, Scale; for ( C=Level.ControllerList; C!=None; C=C.NextController ) { PC = PlayerController(C); if ( PC != None && PC.ViewTarget != None ) { Dist = VSize(Location - PC.ViewTarget.Location); if ( Dist < DamageRadius * 2.0) { if (Dist < DamageRadius) Scale = 1.0; else Scale = (DamageRadius*2.0 - Dist) / (DamageRadius); C.ShakeView(ShakeRotMag*Scale, ShakeRotRate, ShakeRotTime, ShakeOffsetMag*Scale, ShakeOffsetRate, ShakeOffsetTime); } } } } simulated function HitWall(vector HitNormal, actor Wall) { if( Instigator != none ) { OrigLoc = Instigator.Location; } if( !bDud && ((VSizeSquared(Location - OrigLoc) < ArmDistSquared) || OrigLoc == vect(0,0,0)) ) { bDud = true; LifeSpan=1.0; Velocity = vect(0,0,0); SetPhysics(PHYS_Falling); } if( !bDud ) { super(Projectile).HitWall(HitNormal,Wall); } } simulated function Explode(vector HitLocation, vector HitNormal) { local Controller C; local PlayerController LocalPlayer; bHasExploded = True; // Don't explode if this is a dud if( bDud ) { Velocity = vect(0,0,0); LifeSpan=1.0; SetPhysics(PHYS_Falling); } PlaySound(ExplosionSound,,2.0); if ( EffectIsRelevant(Location,false) ) { Spawn(class'KFMod.KFNadeLExplosion',,,HitLocation + HitNormal*20,rotator(HitNormal)); Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal)); } BlowUp(HitLocation); Destroy(); // Shake nearby players screens LocalPlayer = Level.GetLocalPlayerController(); if ( (LocalPlayer != None) && (VSize(Location - LocalPlayer.ViewTarget.Location) < DamageRadius) ) LocalPlayer.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime); for ( C=Level.ControllerList; C!=None; C=C.NextController ) if ( (PlayerController(C) != None) && (C != LocalPlayer) && (VSize(Location - PlayerController(C).ViewTarget.Location) < DamageRadius) ) C.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime); } // Make the projectile distintegrate, instead of explode simulated function Disintegrate(vector HitLocation, vector HitNormal) { bDisintegrated = true; bHidden = true; if( Role == ROLE_Authority ) { SetTimer(0.1, false); NetUpdateTime = Level.TimeSeconds - 1; } PlaySound(DisintegrateSound,,2.0); if ( EffectIsRelevant(Location,false) ) { Spawn(Class'KFMod.SirenNadeDeflect',,, HitLocation, rotator(vect(0,0,1))); } } simulated function PostBeginPlay() { local rotator SmokeRotation; BCInverse = 1 / BallisticCoefficient; if ( Level.NetMode != NM_DedicatedServer) { SmokeTrail = Spawn(class'PanzerfaustTrail',self); SmokeTrail.SetBase(self); SmokeRotation.Pitch = 32768; SmokeTrail.SetRelativeRotation(SmokeRotation); //Corona = Spawn(class'KFMod.KFLAWCorona',self); } OrigLoc = Location; if( !bDud ) { Dir = vector(Rotation); Velocity = speed * Dir; } if (PhysicsVolume.bWaterVolume) { bHitWater = True; Velocity=0.6*Velocity; } super(Projectile).PostBeginPlay(); } function TakeDamage( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class damageType, optional int HitIndex) { if( damageType == class'SirenScreamDamage') { Disintegrate(HitLocation, vect(0,0,1)); } else { if( !bDud ) { Explode(HitLocation, vect(0,0,0)); } } } simulated function Destroyed() { if ( SmokeTrail != None ) { SmokeTrail.HandleOwnerDestroyed(); } if( !bHasExploded && !bHidden && !bDud ) Explode(Location,vect(0,0,1)); if( bHidden && !bDisintegrated ) Disintegrate(Location,vect(0,0,1)); Super.Destroyed(); } /* HurtRadius() Hurt locally authoritative actors within the radius. */ simulated function HurtRadius( float DamageAmount, float DamageRadius, class DamageType, float Momentum, vector HitLocation ) { local actor Victims; local float damageScale, dist; local vector dirs; local int NumKilled; local KFMonster KFMonsterVictim; local Pawn P; local KFPawn KFP; local array CheckedPawns; local int i; local bool bAlreadyChecked; if ( bHurtEntry ) return; bHurtEntry = true; foreach CollidingActors (class 'Actor', Victims, DamageRadius, HitLocation) { // don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag if( (Victims != self) && (Hurtwall != Victims) && (Victims.Role == ROLE_Authority) && !Victims.IsA('FluidSurfaceInfo') && ExtendedZCollision(Victims)==None ) { dirs = Victims.Location - HitLocation; dist = FMax(1,VSize(dirs)); dirs = dirs/dist; damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius); if ( Instigator == None || Instigator.Controller == None ) Victims.SetDelayedDamageInstigatorController( InstigatorController ); if ( Victims == LastTouched ) LastTouched = None; P = Pawn(Victims); if( P != none ) { for (i = 0; i < CheckedPawns.Length; i++) { if (CheckedPawns[i] == P) { bAlreadyChecked = true; break; } } if( bAlreadyChecked ) { bAlreadyChecked = false; P = none; continue; } KFMonsterVictim = KFMonster(Victims); if( KFMonsterVictim != none && KFMonsterVictim.Health <= 0 ) { KFMonsterVictim = none; } KFP = KFPawn(Victims); if( KFMonsterVictim != none ) { damageScale *= KFMonsterVictim.GetExposureTo(HitLocation/*Location + 15 * -Normal(PhysicsVolume.Gravity)*/); } else if( KFP != none ) { damageScale *= KFP.GetExposureTo(HitLocation/*Location + 15 * -Normal(PhysicsVolume.Gravity)*/); } CheckedPawns[CheckedPawns.Length] = P; if ( damageScale <= 0) { P = none; continue; } else { //Victims = P; P = none; } } Victims.TakeDamage ( damageScale * DamageAmount, Instigator, Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dirs, (damageScale * Momentum * dirs), DamageType ); if (Vehicle(Victims) != None && Vehicle(Victims).Health > 0) Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController, DamageType, Momentum, HitLocation); if( Role == ROLE_Authority && KFMonsterVictim != none && KFMonsterVictim.Health <= 0 ) { NumKilled++; } } } if ( (LastTouched != None) && (LastTouched != self) && (LastTouched.Role == ROLE_Authority) && !LastTouched.IsA('FluidSurfaceInfo') ) { Victims = LastTouched; LastTouched = None; dirs = Victims.Location - HitLocation; dist = FMax(1,VSize(dirs)); dirs = dirs/dist; damageScale = FMax(Victims.CollisionRadius/(Victims.CollisionRadius + Victims.CollisionHeight),1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius)); if ( Instigator == None || Instigator.Controller == None ) Victims.SetDelayedDamageInstigatorController(InstigatorController); Victims.TakeDamage ( damageScale * DamageAmount, Instigator, Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dirs, (damageScale * Momentum * dirs), DamageType ); if (Vehicle(Victims) != None && Vehicle(Victims).Health > 0) Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController, DamageType, Momentum, HitLocation); } if( Role == ROLE_Authority ) { if( NumKilled >= 4 ) { KFGameType(Level.Game).DramaticEvent(0.05); } else if( NumKilled >= 2 ) { KFGameType(Level.Game).DramaticEvent(0.03); } } bHurtEntry = false; } simulated function ProcessTouch(Actor Other, Vector HitLocation) { // Don't let it hit this player, or blow up on another player if ( Other == none || Other == Instigator || Other.Base == Instigator ) return; // Don't collide with bullet whip attachments if( KFBulletWhipAttachment(Other) != none ) { return; } // Don't allow hits on poeple on the same team if( KFHumanPawn(Other) != none && Instigator != none && KFHumanPawn(Other).PlayerReplicationInfo.Team.TeamIndex == Instigator.PlayerReplicationInfo.Team.TeamIndex ) { return; } // Use the instigator's location if it exists. This fixes issues with // the original location of the projectile being really far away from // the real Origloc due to it taking a couple of milliseconds to // replicate the location to the client and the first replicated location has // already moved quite a bit. if( Instigator != none ) { OrigLoc = Instigator.Location; } if( !bDud && ((VSizeSquared(Location - OrigLoc) < ArmDistSquared) || OrigLoc == vect(0,0,0)) ) { if( Role == ROLE_Authority ) { AmbientSound=none; PlaySound(Sound'ProjectileSounds.PTRD_deflect04',,2.0); Other.TakeDamage( ImpactDamage, Instigator, HitLocation, Normal(Velocity), ImpactDamageType ); } bDud = true; Velocity = vect(0,0,0); LifeSpan=1.0; SetPhysics(PHYS_Falling); } if( !bDud ) { Explode(HitLocation,Normal(HitLocation-Other.Location)); } } simulated function Tick( float DeltaTime ) { SetRotation(Rotator(Normal(Velocity))); if( !bOutOfPropellant ) { if ( TotalFlightTime <= StraightFlightTime ) { TotalFlightTime += DeltaTime; } else { OuttaPropLocation = Location; bOutOfPropellant = true; } } if( bOutOfPropellant && Physics != PHYS_Falling ) { //log(" Projectile flew "$(VSize(OrigLoc - OuttaPropLocation)/50.0)$" meters before running out of juice"); SetPhysics(PHYS_Falling); } } simulated function Landed( vector HitNormal ) { SetPhysics(PHYS_None); if( !bDud ) { Explode(Location,HitNormal); } else { Destroy(); } } defaultproperties { ArmDistSquared=90000 // 6 meters ShakeRotMag=(X=600.000000,Y=600.000000,Z=600.000000) ShakeRotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000) ShakeRotTime=6.000000 ShakeOffsetMag=(X=5.000000,Y=10.000000,Z=5.000000) ShakeOffsetRate=(X=300.000000,Y=300.000000,Z=300.000000) ShakeOffsetTime=3.500000 RotMag=(X=700.000000,Y=700.000000,Z=700.000000) RotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000) RotTime=6.000000 OffsetMag=(X=5.000000,Y=10.000000,Z=7.000000) OffsetRate=(X=300.000000,Y=300.000000,Z=300.000000) OffsetTime=3.500000 Speed=8000.000000 MaxSpeed=8000.000000 Damage=350 DamageRadius=400 MomentumTransfer=75000.000000 MyDamageType=Class'KFMod.DamTypeM79Grenade' ImpactDamageType=Class'KFMod.DamTypeM79GrenadeImpact' ImpactDamage=200 ExplosionDecal=Class'KFMod.KFScorchMark' // LightHue=25 // LightSaturation=100 // LightBrightness=250.000000 // LightRadius=10.000000 DrawType=DT_StaticMesh StaticMeshRef="kf_generic_sm.40mm_Warhead" LifeSpan=10.000000 DrawScale=1.000000 bUnlit=False ForceRadius=300.000000 ForceScale=10.000000 ExplosionSoundRef="KF_GrenadeSnd.Nade_Explode_1" bTrueBallistics=true AmbientSound=none//sound'KF_LAWSnd.Rocket_Propel' SoundVolume=255 SoundRadius=250 AmbientVolumeScale=5.0 TransientSoundVolume=2.0 TransientSoundRadius=500 bFullVolume=false DisintegrateSoundRef="Inf_Weapons.faust_explode_distant02" bNetNotify=true bBlockHitPointTraces=false Physics = PHYS_Projectile StraightFlightTime=0.25 bUpdateSimulatedPosition=true }