355 lines
10 KiB
Ucode
355 lines
10 KiB
Ucode
//=============================================================================
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// NailGunProjectile
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//=============================================================================
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// Nail Gun projectile class
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//=============================================================================
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// Killing Floor Source
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// Copyright (C) 2012 Tripwire Interactive LLC
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// - John "Ramm-Jaeger" Gibson and IJC
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//=============================================================================
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class NailGunProjectile extends ShotgunBullet;
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var String ImpactSoundRefs[6];
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var String StaticMeshRef;
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var byte Bounces;
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var bool bFinishedPenetrating;
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var KFMonster MonsterHeadAttached;
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var ProjectileBodyPart Giblet;
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replication
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{
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reliable if (bNetInitial && Role == ROLE_Authority)
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Bounces;
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reliable if (Role == ROLE_Authority)
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MonsterHeadAttached, bFinishedPenetrating;
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}
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static function PreloadAssets()
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{
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//default.AmbientSound = sound(DynamicLoadObject(default.AmbientSoundRef, class'Sound', true));
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default.ImpactSounds[0] = sound(DynamicLoadObject(default.ImpactSoundRefs[0], class'Sound', true));
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default.ImpactSounds[1] = sound(DynamicLoadObject(default.ImpactSoundRefs[1], class'Sound', true));
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default.ImpactSounds[2] = sound(DynamicLoadObject(default.ImpactSoundRefs[2], class'Sound', true));
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default.ImpactSounds[3] = sound(DynamicLoadObject(default.ImpactSoundRefs[3], class'Sound', true));
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default.ImpactSounds[4] = sound(DynamicLoadObject(default.ImpactSoundRefs[4], class'Sound', true));
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default.ImpactSounds[5] = sound(DynamicLoadObject(default.ImpactSoundRefs[5], class'Sound', true));
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UpdateDefaultStaticMesh(StaticMesh(DynamicLoadObject(default.StaticMeshRef, class'StaticMesh', true)));
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}
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static function bool UnloadAssets()
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{
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default.ImpactSounds[0] = none;
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default.ImpactSounds[1] = none;
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default.ImpactSounds[2] = none;
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default.ImpactSounds[3] = none;
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default.ImpactSounds[4] = none;
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default.ImpactSounds[5] = none;
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UpdateDefaultStaticMesh(none);
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return true;
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}
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simulated function PostBeginPlay()
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{
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super(Projectile).PostBeginPlay();
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Velocity = Speed * Vector(Rotation); // starts off slower so combo can be done closer
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SetTimer(0.4, false);
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if ( Level.NetMode != NM_DedicatedServer )
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{
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if ( !PhysicsVolume.bWaterVolume )
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{
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Trail = Spawn(class'NailGunTracer',self);
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Trail.Lifespan = Lifespan;
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}
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}
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}
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simulated function PostNetReceive()
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{
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local Coords boneCoords;
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super.PostNetReceive();
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if( Giblet == none && MonsterHeadAttached != none )
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{
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boneCoords = MonsterHeadAttached.GetBoneCoords( 'head' );
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Giblet = Spawn( Class'ProjectileBodyPart',,, boneCoords.Origin, Rotator(boneCoords.XAxis) );
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Giblet.SetStaticMesh(MonsterHeadAttached.DetachedHeadClass.default.StaticMesh);
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Giblet.SetLocation(Location);
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Giblet.SetPhysics( PHYS_None );
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Giblet.SetBase(self);
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Giblet.Lifespan = Lifespan;
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}
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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 X;
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local Vector TempHitLocation, HitNormal;
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local array<int> HitPoints;
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local KFPawn HitPawn;
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local bool bWasDecapitated;
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local KFMonster KFM;
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if ( Other == none || Other == Instigator || Other.Base == Instigator || !Other.bBlockHitPointTraces )
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return;
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if( bFinishedPenetrating )
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{
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return;
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}
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X = Vector(Rotation);
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if( ROBulletWhipAttachment(Other) != none )
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{
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if(!Other.Base.bDeleteMe)
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{
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Other = Instigator.HitPointTrace(TempHitLocation, HitNormal, HitLocation + (200 * X), HitPoints, HitLocation,, 1);
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if( Other == none || HitPoints.Length == 0 )
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return;
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HitPawn = KFPawn(Other);
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if (Role == ROLE_Authority)
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{
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if ( HitPawn != none )
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{
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// Hit detection debugging
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/*log("Bullet hit "$HitPawn.PlayerReplicationInfo.PlayerName);
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HitPawn.HitStart = HitLocation;
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HitPawn.HitEnd = HitLocation + (65535 * X);*/
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if( !HitPawn.bDeleteMe )
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HitPawn.ProcessLocationalDamage(Damage, Instigator, TempHitLocation, MomentumTransfer * Normal(Velocity), MyDamageType,HitPoints);
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// Hit detection debugging
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//if( Level.NetMode == NM_Standalone)
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// HitPawn.DrawBoneLocation();
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}
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}
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}
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}
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else
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{
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if (Pawn(Other) != none && Pawn(Other).IsHeadShot(HitLocation, X, 1.0))
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{
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KFM = KFMonster(Other);
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if( KFM != none )
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{
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bWasDecapitated = KFM.bDecapitated;
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}
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Pawn(Other).TakeDamage(Damage * HeadShotDamageMult, Instigator, HitLocation, MomentumTransfer * Normal(Velocity), MyDamageType);
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if( Role == ROLE_Authority && Bounces > 0 && MonsterHeadAttached == none &&
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KFM != none && !bWasDecapitated && KFM.Health < 0 )
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{
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MonsterHeadAttached = KFM;
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if( Level.NetMode == NM_ListenServer || Level.NetMode == NM_StandAlone )
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{
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PostNetReceive();
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}
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Bounces=0;
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}
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}
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else
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{
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KFM = KFMonster(Other.Base);
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if( KFM != none )
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{
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bWasDecapitated = KFM.bDecapitated;
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}
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Other.TakeDamage(Damage, Instigator, HitLocation, MomentumTransfer * Normal(Velocity), MyDamageType);
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if( Role == ROLE_Authority && Bounces > 0 && MonsterHeadAttached == none &&
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KFM != none && !bWasDecapitated && KFM.Health < 0 && KFM.IsHeadShot(HitLocation, X, 1.0))
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{
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MonsterHeadAttached = KFM;
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if( Level.NetMode == NM_ListenServer || Level.NetMode == NM_StandAlone )
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{
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PostNetReceive();
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}
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Bounces=0;
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}
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}
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}
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if ( KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none )
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{
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PenDamageReduction = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.static.GetShotgunPenetrationDamageMulti(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo),default.PenDamageReduction);
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}
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else
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{
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PenDamageReduction = default.PenDamageReduction;
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}
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Damage *= PenDamageReduction; // Keep going, but lose effectiveness each time.
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// if we've struck through more than the max number of foes, destroy.
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if ( Damage / default.Damage <= PenDamageReduction / MaxPenetrations )
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{
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bFinishedPenetrating = true;
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Velocity = PhysicsVolume.Gravity;
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SetPhysics(PHYS_Falling);
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Bounces=0;
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}
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speed = VSize(Velocity);
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if( Speed < (default.Speed * 0.25) )
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{
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bFinishedPenetrating = true;
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Velocity = PhysicsVolume.Gravity;
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SetPhysics(PHYS_Falling);
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Bounces=0;
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}
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}
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simulated function Tick( float DeltaTime )
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{
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if ( Level.NetMode != NM_DedicatedServer && Physics != PHYS_None )
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{
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SetRotation(Rotator(Normal(Velocity)));
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}
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}
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simulated function HitWall( vector HitNormal, actor Wall )
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{
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if ( !Wall.bStatic && !Wall.bWorldGeometry
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&& ((Mover(Wall) == None) || Mover(Wall).bDamageTriggered) )
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{
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if ( Level.NetMode != NM_Client )
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{
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if ( Instigator == None || Instigator.Controller == None )
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Wall.SetDelayedDamageInstigatorController( InstigatorController );
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Wall.TakeDamage( Damage, instigator, Location, MomentumTransfer * Normal(Velocity), MyDamageType);
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}
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Destroy();
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return;
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}
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SetRotation(rotator(Normal(Velocity)));
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SetPhysics(PHYS_Falling);
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if (Bounces > 0)
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{
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if ( !Level.bDropDetail && (FRand() < 0.4) )
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Playsound(ImpactSounds[Rand(6)]);
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Velocity = 0.65 * (Velocity - 2.0*HitNormal*(Velocity dot HitNormal));
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Bounces = Bounces - 1;
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if ( !Level.bDropDetail && (Level.NetMode != NM_DedicatedServer))
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{
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Spawn(class'ROEffects.ROBulletHitMetalEffect',,,Location, rotator(hitnormal));
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}
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return;
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}
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else
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{
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if (ImpactEffect != None && (Level.NetMode != NM_DedicatedServer))
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{
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Spawn(ImpactEffect,,, Location, rotator(-HitNormal));
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}
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SetPhysics(PHYS_None);
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LifeSpan = 5.0;
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}
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bBounce = false;
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if (Trail != None)
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{
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Trail.mRegen=False;
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Trail.SetPhysics(PHYS_None);
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//Trail.mRegenRange[0] = 0.0;//trail.mRegenRange[0] * 0.6;
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//Trail.mRegenRange[1] = 0.0;//trail.mRegenRange[1] * 0.6;
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}
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}
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simulated function PhysicsVolumeChange( PhysicsVolume Volume )
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{
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if (Volume.bWaterVolume)
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{
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if ( Trail != None )
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Trail.mRegen=False;
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Velocity *= 0.65;
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}
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}
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simulated function Landed( Vector HitNormal )
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{
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SetPhysics(PHYS_None);
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LifeSpan = 5.0;
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}
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simulated function Destroyed()
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{
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super.Destroyed();
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if( Giblet != none )
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{
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Giblet.Destroy();
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Giblet = none;
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}
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if( MonsterHeadAttached != none )
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{
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MonsterHeadAttached = none;
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}
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}
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defaultproperties
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{
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DamageAtten=5.000000
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MaxPenetrations=2
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PenDamageReduction=0.750000
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HeadShotDamageMult=1.500000
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Speed=3500.000000
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MaxSpeed=4000.000000
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bSwitchToZeroCollision=True
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Damage=35.000000
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DamageRadius=0.000000
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MomentumTransfer=50000.000000
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MyDamageType=Class'KFMod.DamTypeNailGun'
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ExplosionDecal=Class'KFMod.NailGunDecal'
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DrawType=DT_StaticMesh
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StaticMeshRef="EffectsSM.Weapons.Vlad_9000_Nail"
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CullDistance=3000.000000
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LifeSpan=10.000000
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DrawScale=1.0
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Style=STY_Alpha
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ImpactEffect=class'ROBulletHitEffect'
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ImpactSoundRefs[0]="ProjectileSounds.Bullets.Impact_Metal"
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ImpactSoundRefs[1]="ProjectileSounds.Bullets.Impact_Metal"
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ImpactSoundRefs[2]="ProjectileSounds.Bullets.Impact_Metal"
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ImpactSoundRefs[3]="ProjectileSounds.Bullets.Impact_Metal"
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ImpactSoundRefs[4]="ProjectileSounds.Bullets.Impact_Metal"
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ImpactSoundRefs[5]="ProjectileSounds.Bullets.Impact_Metal"
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bBounce=true
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Bounces=2
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NetPriority=2.500000
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bNetTemporary=false
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bNetNotify=true
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}
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