403 lines
12 KiB
Ucode
403 lines
12 KiB
Ucode
class stub_Nade extends Nade;
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function PostNetBeginPlay()
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{
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SetTimer(ExplodeTimer, false);
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}
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simulated function PostNetReceive()
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{
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if (bHidden && !bDisintegrated)
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{
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Disintegrate(Location, vect(0,0,1));
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}
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}
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function Timer()
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{
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if (!bHidden)
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{
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Explode(Location, vect(0,0,1));
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}
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else
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{
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Destroy();
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}
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}
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// Shoot nades in mid-air
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// Alex
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function TakeDamage( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex)
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{
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if (Monster(instigatedBy) != none || instigatedBy == Instigator)
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{
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if (damageType == class'SirenScreamDamage')
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{
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Disintegrate(HitLocation, vect(0,0,1));
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}
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else
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{
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Explode(HitLocation, vect(0,0,1));
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}
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}
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}
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// cut-n-paste to remove grenade smoke trail
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simulated function PostBeginPlay()
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{
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if (Role == ROLE_Authority)
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{
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Velocity = Speed * Vector(Rotation);
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RandSpin(25000);
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bCanHitOwner = false;
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if (Instigator.HeadVolume.bWaterVolume)
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{
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bHitWater = true;
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Velocity = 0.6*Velocity;
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}
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}
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}
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simulated function Explode(vector HitLocation, vector HitNormal)
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{
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local PlayerController LocalPlayer;
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local Projectile P;
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local byte i;
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bHasExploded = True;
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BlowUp(HitLocation);
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PlaySound(ExplodeSounds[rand(ExplodeSounds.length)],,2.0);
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// Shrapnel
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for (i=Rand(6); i<10; i++)
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{
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P = Spawn(ShrapnelClass,,,,RotRand(True));
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if (P != none)
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P.RemoteRole = ROLE_None;
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}
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if (EffectIsRelevant(Location,false))
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{
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Spawn(Class'KFmod.KFNadeExplosion',,, HitLocation, rotator(vect(0,0,1)));
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Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal));
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}
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// Shake nearby players screens
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LocalPlayer = Level.GetLocalPlayerController();
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if ( (LocalPlayer != None) && (VSize(Location - LocalPlayer.ViewTarget.Location) < (DamageRadius * 1.5)) )
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LocalPlayer.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime);
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Destroy();
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}
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// Make the projectile distintegrate, instead of explode
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simulated function Disintegrate(vector HitLocation, vector HitNormal)
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{
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bDisintegrated = true;
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bHidden = true;
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if( Role == ROLE_Authority )
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{
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SetTimer(0.1, false);
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NetUpdateTime = Level.TimeSeconds - 1;
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}
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PlaySound(DisintegrateSound,,2.0);
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if ( EffectIsRelevant(Location,false) )
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{
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Spawn(Class'KFMod.SirenNadeDeflect',,, HitLocation, rotator(vect(0,0,1)));
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}
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}
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simulated function Destroyed()
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{
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if ( Trail != None )
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Trail.mRegen = false; // stop the emitter from regenerating
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if( !bHasExploded && !bHidden )
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Explode(Location,vect(0,0,1));
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if( bHidden && !bDisintegrated )
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Disintegrate(Location,vect(0,0,1));
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if ( Fear != None )
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Fear.Destroy();
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Super.Destroyed();
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}
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simulated function ProcessTouch( actor Other, vector HitLocation )
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{
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// local vector Other2dLocation, TwoDLocation;
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// local float DistToOtherCenter;
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// local bool bHitIsCloseToCenter;
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if( KFBulletWhipAttachment(Other) != none )
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{
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return;
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}
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// Don't allow hits on poeple on the same team
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if( KFHumanPawn(Other) != none && Instigator != none
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&& KFHumanPawn(Other).PlayerReplicationInfo.Team.TeamIndex == Instigator.PlayerReplicationInfo.Team.TeamIndex )
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{
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return;
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}
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// more realistic interactions with karma objects.
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if (Other.IsA('NetKActor'))
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KAddImpulse(Velocity,HitLocation,);
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// Failed attempt at making nades only stop if they are close to the center of the
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// collision. When I have more time, try and do a closest point along the ray test - Ramm
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// if ( !Other.bWorldGeometry && Other != Instigator )
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// {
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// Other2dLocation = Other.Location;
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// Other2dLocation.Z = 0;
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// TwoDLocation = Location;
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// TwoDLocation.Z = 0;
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// DistToOtherCenter = VSize(Other2dLocation - TwoDLocation);
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// bHitIsCloseToCenter = DistToOtherCenter < Other.CollisionRadius/2.0;
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// log("DistToOtherCenter = "$DistToOtherCenter$" Other.CollisionRadius/2.0 "$Other.CollisionRadius/2.0 );
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// }
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// Stop the grenade in its tracks if it hits an enemy.
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if ( !Other.bWorldGeometry && ((Other != Instigator && Other.Base != Instigator /*&& bHitIsCloseToCenter*/ )|| bCanHitOwner) )
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Velocity = Vect(0,0,0);
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}
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/* HurtRadius()
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Hurt locally authoritative actors within the radius.
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*/
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simulated function HurtRadius( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation )
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{
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local actor Victims;
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local float damageScale, dist;
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local vector dir;
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local int NumKilled;
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local KFMonster KFMonsterVictim;
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local Pawn P;
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local KFPawn KFP;
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local array<Pawn> CheckedPawns;
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local int i;
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local bool bAlreadyChecked;
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if ( bHurtEntry )
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return;
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bHurtEntry = true;
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foreach CollidingActors (class 'Actor', Victims, DamageRadius, HitLocation)
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{
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// don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag
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if( (Victims != self) && (Hurtwall != Victims) && (Victims.Role == ROLE_Authority) && !Victims.IsA('FluidSurfaceInfo')
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&& ExtendedZCollision(Victims)==None )
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{
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if( (Instigator==None || Instigator.Health<=0) && KFPawn(Victims)!=None )
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Continue;
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dir = Victims.Location - HitLocation;
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dist = FMax(1,VSize(dir));
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dir = dir/dist;
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damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius);
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if ( Instigator == None || Instigator.Controller == None )
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{
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Victims.SetDelayedDamageInstigatorController( InstigatorController );
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}
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P = Pawn(Victims);
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if( P != none )
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{
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for (i = 0; i < CheckedPawns.Length; i++)
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{
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if (CheckedPawns[i] == P)
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{
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bAlreadyChecked = true;
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break;
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}
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}
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if( bAlreadyChecked )
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{
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bAlreadyChecked = false;
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P = none;
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continue;
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}
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KFMonsterVictim = KFMonster(Victims);
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if( KFMonsterVictim != none && KFMonsterVictim.Health <= 0 )
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{
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KFMonsterVictim = none;
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}
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KFP = KFPawn(Victims);
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if( KFMonsterVictim != none )
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{
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damageScale *= KFMonsterVictim.GetExposureTo(Location + 15 * -Normal(PhysicsVolume.Gravity));
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}
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else if( KFP != none )
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{
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damageScale *= KFP.GetExposureTo(Location + 15 * -Normal(PhysicsVolume.Gravity));
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}
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CheckedPawns[CheckedPawns.Length] = P;
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if ( damageScale <= 0)
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{
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P = none;
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continue;
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}
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else
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{
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//Victims = P;
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P = none;
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}
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}
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Victims.TakeDamage(damageScale * DamageAmount,Instigator,Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius)
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* dir,(damageScale * Momentum * dir),DamageType);
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if( Role == ROLE_Authority && KFMonsterVictim != none && KFMonsterVictim.Health <= 0 )
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{
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NumKilled++;
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}
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if (Vehicle(Victims) != None && Vehicle(Victims).Health > 0)
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{
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Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController, DamageType, Momentum, HitLocation);
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}
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}
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}
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if( Role == ROLE_Authority )
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{
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if ( NumKilled >= 8 && Instigator != none && Instigator.PlayerReplicationInfo != none &&
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KFSteamStatsAndAchievements(Instigator.PlayerReplicationInfo.SteamStatsAndAchievements) != none )
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{
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KFSteamStatsAndAchievements(Instigator.PlayerReplicationInfo.SteamStatsAndAchievements).Killed8ZedsWithGrenade();
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}
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if ( NumKilled >= 4 )
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{
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KFGameType(Level.Game).DramaticEvent(0.05);
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}
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else if ( NumKilled >= 2 )
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{
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KFGameType(Level.Game).DramaticEvent(0.03);
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}
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}
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bHurtEntry = false;
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}
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// Overridden to tweak the handling of the impact sound
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simulated function HitWall( vector HitNormal, actor Wall )
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{
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local Vector VNorm;
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local PlayerController PC;
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if ( (Pawn(Wall) != None) || (GameObjective(Wall) != None) )
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{
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Explode(Location, HitNormal);
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return;
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}
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if (!bTimerSet)
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{
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SetTimer(ExplodeTimer, false);
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bTimerSet = true;
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}
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// Reflect off Wall w/damping
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VNorm = (Velocity dot HitNormal) * HitNormal;
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Velocity = -VNorm * DampenFactor + (Velocity - VNorm) * DampenFactorParallel;
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RandSpin(100000);
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DesiredRotation.Roll = 0;
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RotationRate.Roll = 0;
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Speed = VSize(Velocity);
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if ( Speed < 20 )
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{
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bBounce = False;
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PrePivot.Z = -1.5;
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SetPhysics(PHYS_None);
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DesiredRotation = Rotation;
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DesiredRotation.Roll = 0;
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DesiredRotation.Pitch = 0;
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SetRotation(DesiredRotation);
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if( Fear == none )
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{
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Fear = Spawn(class'AvoidMarker');
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Fear.SetCollisionSize(DamageRadius,DamageRadius);
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Fear.StartleBots();
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}
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if ( Trail != None )
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Trail.mRegen = false; // stop the emitter from regenerating
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}
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else
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{
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if ( (Level.NetMode != NM_DedicatedServer) && (Speed > 50) )
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PlaySound(ImpactSound, SLOT_Misc );
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else
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{
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bFixedRotationDir = false;
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bRotateToDesired = true;
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DesiredRotation.Pitch = 0;
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RotationRate.Pitch = 50000;
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}
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if ( !Level.bDropDetail && (Level.DetailMode != DM_Low) && (Level.TimeSeconds - LastSparkTime > 0.5) && EffectIsRelevant(Location,false) )
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{
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PC = Level.GetLocalPlayerController();
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if ( (PC.ViewTarget != None) && VSize(PC.ViewTarget.Location - Location) < 6000 )
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Spawn(HitEffectClass,,, Location, Rotator(HitNormal));
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LastSparkTime = Level.TimeSeconds;
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}
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}
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}
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defaultproperties
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{
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RotMag=(X=600.000000,Y=600.000000,Z=600.000000)
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RotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000)
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RotTime=6.000000
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OffsetMag=(X=5.000000,Y=10.000000,Z=5.000000)
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OffsetRate=(X=300.000000,Y=300.000000,Z=300.000000)
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OffsetTime=3.500000
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ShrapnelClass=Class'KFShrapnel'
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DampenFactor=0.250000
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DampenFactorParallel=0.400000
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HitEffectClass=None
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Speed=160.000000
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MaxSpeed=850//350.000000
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Damage=300.000000 // Increased in Balance Round 2
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DamageRadius=420.000000 // Increased in Balance Round 2
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MomentumTransfer=100000.000000
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MyDamageType=Class'KFMod.DamTypeFrag'
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ExplosionDecal=Class'KFMod.KFScorchMark'
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StaticMesh=StaticMesh'KillingFloorStatics.FragProjectile'
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DrawScale=0.400000
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AmbientGlow=0
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bUnlit=False
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TransientSoundVolume=200.000000
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bNetTemporary=False
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bNetNotify=true
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ImpactSound=sound'KF_GrenadeSnd.Nade_HitSurf'
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ExplodeSounds(0)=sound'KF_GrenadeSnd.Nade_Explode_1'
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ExplodeSounds(1)=sound'KF_GrenadeSnd.Nade_Explode_2'
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ExplodeSounds(2)=sound'KF_GrenadeSnd.Nade_Explode_3'
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DisintegrateSound=Sound'Inf_Weapons.faust_explode_distant02'
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bBlockHitPointTraces=false
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}
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