rott/kf_sources/KFMod/Classes/PipeBombProjectile.uc
2026-07-14 20:27:09 +07:00

571 lines
17 KiB
Ucode

//=============================================================================
// PipeBombProjectile
//=============================================================================
class PipeBombProjectile extends Projectile;
//var float ExplodeTimer;
var bool bCanHitOwner, bHitWater;
var() float DampenFactor, DampenFactorParallel;
var class<xEmitter> HitEffectClass;
var float LastSparkTime;
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() class<Projectile> ShrapnelClass;
var bool bHasExploded;
var bool bDisintegrated; // This nade has been disintegrated by a siren scream.
var() sound DisintegrateSound;// The sound of this projectile disintegrating
var() sound BeepSound; // A beeping sound this projectile makes
var bool bEnemyDetected; // We've found an enemy
var int Countdown; // Countdown to explosion after enemy detected
var() float DetectionRadius;// How far away to detect enemies
var bool bArmed; // Landed on the ground and armed
var() float ArmingCountDown;// How long before arming after it lands on the ground
var() array<Sound> ExplodeSounds;
var int PlacedTeam; // TeamIndex of the team that placed this projectile
var() float ThreatThreshhold;// How much of a threat to detect before we blow up
var PipebombLight BombLight; // Flashing light
var() vector BombLightOffset; // Offset for flashing light
var bool bTriggered; // This thing has exploded
var() array<string> ExplodeSoundRefs;
var string StaticMeshRef;
replication
{
reliable if(Role == ROLE_Authority)
bTriggered;
}
static function PreloadAssets()
{
default.ExplodeSounds[0] = sound(DynamicLoadObject(default.ExplodeSoundRefs[0], class'Sound', true));
UpdateDefaultStaticMesh(StaticMesh(DynamicLoadObject(default.StaticMeshRef, class'StaticMesh', true)));
}
static function bool UnloadAssets()
{
default.ExplodeSounds[0] = none;
UpdateDefaultStaticMesh(none);
return true;
}
simulated function Destroyed()
{
if( !bHasExploded && !bHidden && bTriggered)
Explode(Location,vect(0,0,1));
if( bHidden && !bDisintegrated )
Disintegrate(Location,vect(0,0,1));
if( BombLight != none )
{
BombLight.Destroy();
}
Super.Destroyed();
}
// cut-n-paste to remove grenade smoke trail
simulated function PostBeginPlay()
{
if ( Level.NetMode != NM_DedicatedServer)
{
BombLight = Spawn(class'PipebombLight',self);
BombLight.SetBase(self);
}
if ( Role == ROLE_Authority )
{
Velocity = Speed * Vector(Rotation);
RandSpin(25000);
bCanHitOwner = false;
if (Instigator.HeadVolume.bWaterVolume)
{
bHitWater = true;
Velocity = 0.6*Velocity;
}
}
}
simulated function PostNetReceive()
{
if( bHidden && !bDisintegrated )
{
Disintegrate(Location, vect(0,0,1));
}
else if( bTriggered && !bHasExploded )
{
Explode(Location,vect(0,0,1));
}
}
function Timer()
{
local Pawn CheckPawn;
local float ThreatLevel;
if( !bHidden && !bTriggered )
{
if( ArmingCountDown >= 0 )
{
ArmingCountDown -= 0.1;
if( ArmingCountDown <= 0 )
{
SetTimer(1.0,True);
}
}
else
{
// Check for enemies
if( !bEnemyDetected )
{
bAlwaysRelevant=false;
PlaySound(BeepSound,,0.5,,50.0);
foreach VisibleCollidingActors( class 'Pawn', CheckPawn, DetectionRadius, Location )
{
if( CheckPawn == Instigator || KFGameType(Level.Game).FriendlyFireScale > 0 &&
CheckPawn.PlayerReplicationInfo != none &&
CheckPawn.PlayerReplicationInfo.Team.TeamIndex == PlacedTeam )
{
// Make the thing beep if someone on our team is within the detection radius
// This gives them a chance to get out of the way
ThreatLevel += 0.001;
}
else
{
if( (CheckPawn != Instigator) && (CheckPawn.Role == ROLE_Authority) &&
((CheckPawn.PlayerReplicationInfo != none && CheckPawn.PlayerReplicationInfo.Team.TeamIndex != PlacedTeam) ||
CheckPawn.GetTeamNum() != PlacedTeam))
{
if( KFMonster(CheckPawn) != none )
{
ThreatLevel += KFMonster(CheckPawn).MotionDetectorThreat;
if( ThreatLevel >= ThreatThreshhold )
{
bEnemyDetected=true;
SetTimer(0.15,True);
}
}
else
{
bEnemyDetected=true;
SetTimer(0.15,True);
}
}
}
}
if( ThreatLevel >= ThreatThreshhold )
{
bEnemyDetected=true;
SetTimer(0.15,True);
}
else if( ThreatLevel > 0 )
{
SetTimer(0.5,True);
}
else
{
SetTimer(1.0,True);
}
}
// Play some fast beeps and blow up
else
{
bAlwaysRelevant=true;
Countdown--;
if( CountDown > 0 )
{
PlaySound(BeepSound,SLOT_Misc,2.0,,150.0);
}
else
{
Explode(Location, vector(Rotation));
}
}
}
}
else
{
Destroy();
}
}
simulated function Landed( vector HitNormal )
{
SetTimer(1.0,True);
HitWall( HitNormal, none );
}
simulated function ProcessTouch( actor Other, vector HitLocation )
{
// Don't bounce off of bullet whiz cylinders
if( Other.bBlockHitPointTraces )
{
return;
}
// more realistic interactions with karma objects.
if (Other.IsA('NetKActor'))
KAddImpulse(Velocity,HitLocation,);
// Stop the grenade in its tracks if it hits an enemy.
if ( !Other.bWorldGeometry && ((Other != Instigator && Other.Base != Instigator )|| bCanHitOwner) )
Velocity = Vect(0,0,0);
}
// Overridden to tweak the handling of the impact sound
simulated function HitWall( vector HitNormal, actor Wall )
{
local Vector VNorm;
local PlayerController PC;
// Reflect off Wall w/damping
VNorm = (Velocity dot HitNormal) * HitNormal;
Velocity = -VNorm * DampenFactor + (Velocity - VNorm) * DampenFactorParallel;
RandSpin(100000);
DesiredRotation.Roll = 0;
RotationRate.Roll = 0;
Speed = VSize(Velocity);
if ( Speed < 20 )
{
bBounce = False;
PrePivot.Z = 3.5;
SetPhysics(PHYS_None);
DesiredRotation = Rotation;
DesiredRotation.Roll = 0;
DesiredRotation.Pitch = 0;
SetRotation(DesiredRotation);
SetTimer(0.1,True);
}
else
{
if ( (Level.NetMode != NM_DedicatedServer) && (Speed > 50) )
PlaySound(ImpactSound, SLOT_Misc );
else
{
bFixedRotationDir = false;
bRotateToDesired = true;
DesiredRotation.Pitch = 0;
RotationRate.Pitch = 50000;
}
if ( !Level.bDropDetail && (Level.DetailMode != DM_Low) && (Level.TimeSeconds - LastSparkTime > 0.5) && EffectIsRelevant(Location,false) )
{
PC = Level.GetLocalPlayerController();
if ( (PC.ViewTarget != None) && VSize(PC.ViewTarget.Location - Location) < 6000 )
Spawn(HitEffectClass,,, Location, Rotator(HitNormal));
LastSparkTime = Level.TimeSeconds;
}
}
}
simulated function BlowUp(vector HitLocation)
{
DelayedHurtRadius(Damage,DamageRadius, MyDamageType, MomentumTransfer, HitLocation );
if ( Role == ROLE_Authority )
MakeNoise(1.0);
}
simulated function Explode(vector HitLocation, vector HitNormal)
{
local PlayerController LocalPlayer;
local Projectile P;
local byte i;
bHasExploded = True;
BlowUp(HitLocation);
bTriggered = true;
if( Role == ROLE_Authority )
{
SetTimer(0.1, false);
NetUpdateTime = Level.TimeSeconds - 1;
}
PlaySound(ExplodeSounds[rand(ExplodeSounds.length)],,2.0);
// Shrapnel
for( i=Rand(6); i<10; i++ )
{
P = Spawn(ShrapnelClass,,,,RotRand(True));
if( P!=None )
P.RemoteRole = ROLE_None;
}
if ( EffectIsRelevant(Location,false) )
{
Spawn(Class'KFMod.KFNadeLExplosion',,, HitLocation, rotator(vect(0,0,1)));
Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal));
}
// Shake nearby players screens
LocalPlayer = Level.GetLocalPlayerController();
if ( (LocalPlayer != None) && (VSize(Location - LocalPlayer.ViewTarget.Location) < (DamageRadius * 1.5)) )
LocalPlayer.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime);
// Clear Explosive Detonation Flag
// if ( KFPlayerController(Instigator.Controller) != none && KFSteamStatsAndAchievements(KFPlayerController(Instigator.Controller).SteamStatsAndAchievements) != none )
// {
// KFSteamStatsAndAchievements(KFPlayerController(Instigator.Controller).SteamStatsAndAchievements).OnGrenadeExploded();
// }
if( Role < ROLE_Authority )
{
Destroy();
}
}
// 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)));
}
}
/* HurtRadius()
Hurt locally authoritative actors within the radius.
*/
simulated function HurtRadius( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation )
{
local actor Victims;
local float damageScale, dist;
local vector dir;
local int NumKilled;
local KFMonster KFMonsterVictim;
local Pawn P;
local KFPawn KFP;
local array<Pawn> 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 )
{
if( (Instigator==None || Instigator.Health<=0) && KFPawn(Victims)!=None )
Continue;
dir = Victims.Location - HitLocation;
dist = FMax(1,VSize(dir));
dir = dir/dist;
damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius);
if ( Instigator == None || Instigator.Controller == None )
{
Victims.SetDelayedDamageInstigatorController( InstigatorController );
}
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(Location + 15 * -Normal(PhysicsVolume.Gravity));
}
else if( KFP != none )
{
damageScale *= KFP.GetExposureTo(Location + 15 * -Normal(PhysicsVolume.Gravity));
// Reduce damage to poeple so I can make the damage radius a bit bigger for killing zeds
damageScale *= 0.5;
}
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)
* dir,(damageScale * Momentum * dir),DamageType);
if( Role == ROLE_Authority && KFMonsterVictim != none && KFMonsterVictim.Health <= 0 )
{
NumKilled++;
}
if (Vehicle(Victims) != None && Vehicle(Victims).Health > 0)
{
Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController, DamageType, Momentum, HitLocation);
}
}
}
if( Role == ROLE_Authority )
{
if ( NumKilled >= 10 && Instigator != none && Instigator.PlayerReplicationInfo != none &&
KFSteamStatsAndAchievements(Instigator.PlayerReplicationInfo.SteamStatsAndAchievements) != none )
{
KFSteamStatsAndAchievements(Instigator.PlayerReplicationInfo.SteamStatsAndAchievements).Killed10ZedsWithPipebomb();
}
if( NumKilled >= 4 )
{
KFGameType(Level.Game).DramaticEvent(0.05);
}
else if( NumKilled >= 2 )
{
KFGameType(Level.Game).DramaticEvent(0.03);
}
}
bHurtEntry = false;
}
// Shoot nades in mid-air
// Alex
function TakeDamage( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex)
{
if ( damageType == class'DamTypePipeBomb' ||
ClassIsChildOf(damageType, class'DamTypeMelee') ||
(Damage < 25 && damageType.IsA('SirenScreamDamage')) )
{
return;
}
// Don't let our own explosives blow this up!!!
if ( InstigatedBy == none || InstigatedBy != none &&
InstigatedBy.PlayerReplicationInfo != none &&
InstigatedBy.PlayerReplicationInfo.Team != none &&
InstigatedBy.PlayerReplicationInfo.Team.TeamIndex == PlacedTeam &&
Class<KFWeaponDamageType>(damageType) != none &&
(Class<KFWeaponDamageType>(damageType).default.bIsExplosive ||
InstigatedBy != Instigator) )
{
return;
}
if ( damageType == class'SirenScreamDamage')
{
if ( Damage >= 5 )
{
Disintegrate(HitLocation, vect(0,0,1));
}
}
else
{
Explode(HitLocation, vect(0,0,1));
}
}
defaultproperties
{
TossZ=+0.0
RotMag=(X=600.000000,Y=600.000000,Z=600.000000)
RotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000)
RotTime=6.000000
OffsetMag=(X=5.000000,Y=10.000000,Z=5.000000)
OffsetRate=(X=300.000000,Y=300.000000,Z=300.000000)
OffsetTime=3.500000
ShrapnelClass=Class'PipeBombShrapnel'
DampenFactor=0.250000
DampenFactorParallel=0.400000
HitEffectClass=None
Speed=50.000000
MaxSpeed=50//350.000000
Damage=1500.000000
DamageRadius=350.000000
MomentumTransfer=100000.000000
MyDamageType=Class'KFMod.DamTypePipeBomb'
ExplosionDecal=Class'KFMod.KFScorchMark'
Physics=PHYS_Falling
DrawType=DT_StaticMesh
StaticMeshRef="KF_pickups2_Trip.Pipebomb_Pickup"
DrawScale=1.000000
AmbientGlow=0
bUnlit=False
TransientSoundVolume=200.000000
bNetTemporary=False
bNetNotify=true
bBounce=True
bFixedRotationDir=True
DesiredRotation=(Pitch=12000,Yaw=5666,Roll=2334)
FluidSurfaceShootStrengthMod=3.f
ImpactSound=sound'KF_GrenadeSnd.Nade_HitSurf'
ExplodeSoundRefs(0)="Inf_Weapons.antitankmine_explode01"
ExplodeSoundRefs(1)="Inf_Weapons.antitankmine_explode02"
ExplodeSoundRefs(2)="Inf_Weapons.antitankmine_explode03"
DisintegrateSound=Sound'Inf_Weapons.faust_explode_distant02'
BeepSound=Sound'KF_FoundrySnd.Keypad_beep01'
bBlockHitPointTraces=true
LifeSpan=0.000000
CollisionRadius=+0008.000000
CollisionHeight=+00003.000000
bProjTarget=True
Countdown=5
DetectionRadius=150
ArmingCountDown=1
ThreatThreshhold=1.0
}