Apply new formatting for NiceBullet

This commit is contained in:
Shtoyan 2023-04-09 01:35:25 +04:00
parent 33ce2f5ef5
commit 2f3385583c

View File

@ -12,6 +12,7 @@
// E-mail: dkanus@gmail.com // E-mail: dkanus@gmail.com
//====================================================================================================================== //======================================================================================================================
class NiceBullet extends Actor; class NiceBullet extends Actor;
// Link to interaction with the server // Link to interaction with the server
var NiceReplicationInfo niceRI; var NiceReplicationInfo niceRI;
// Controller of our instigator // Controller of our instigator
@ -20,7 +21,6 @@ var NicePlayerController nicePlayer;
var NicePlayerController localPlayer; var NicePlayerController localPlayer;
// Link to our mutator // Link to our mutator
var NicePack niceMutator; var NicePack niceMutator;
//====================================================================================================================== //======================================================================================================================
// Battle bullet characteristic // Battle bullet characteristic
var float charOrigDamage; var float charOrigDamage;
@ -180,22 +180,29 @@ var string ambientSoundRef;
//====================================================================================================================== //======================================================================================================================
// Functions // Functions
static function PreloadAssets() { static function PreloadAssets() {
if(default.ambientSound == none && default.ambientSoundRef != "") if (default.ambientSound == none && default.ambientSoundRef != "") {
default.ambientSound = sound(DynamicLoadObject(default.ambientSoundRef, class'Sound', true)); default.ambientSound = sound(DynamicLoadObject(default.ambientSoundRef, class'Sound', true));
if(default.staticMesh == none && default.staticMeshRef != "") }
if (default.staticMesh == none && default.staticMeshRef != "") {
UpdateDefaultStaticMesh(StaticMesh(DynamicLoadObject(default.staticMeshRef, class'StaticMesh', true))); UpdateDefaultStaticMesh(StaticMesh(DynamicLoadObject(default.staticMeshRef, class'StaticMesh', true)));
if(default.mesh == none && default.meshRef != "") }
if (default.mesh == none && default.meshRef != "") {
UpdateDefaultMesh(Mesh(DynamicLoadObject(default.meshRef, class'Mesh', true))); UpdateDefaultMesh(Mesh(DynamicLoadObject(default.meshRef, class'Mesh', true)));
if(default.regularImpact.noise == none && default.regularImpact.noiseRef != "") }
if (default.regularImpact.noise == none && default.regularImpact.noiseRef != "") {
default.regularImpact.noise = default.regularImpact.noise =
sound(DynamicLoadObject(default.regularImpact.noiseRef, class'Sound', true)); sound(DynamicLoadObject(default.regularImpact.noiseRef, class'Sound', true));
if(default.explosionImpact.noise == none && default.explosionImpact.noiseRef != "") }
if (default.explosionImpact.noise == none && default.explosionImpact.noiseRef != "") {
default.explosionImpact.noise = default.explosionImpact.noise =
sound(DynamicLoadObject(default.explosionImpact.noiseRef, class'Sound', true)); sound(DynamicLoadObject(default.explosionImpact.noiseRef, class'Sound', true));
if(default.disintegrationImpact.noise == none && default.disintegrationImpact.noiseRef != "") }
if (default.disintegrationImpact.noise == none && default.disintegrationImpact.noiseRef != "") {
default.disintegrationImpact.noise = default.disintegrationImpact.noise =
sound(DynamicLoadObject(default.disintegrationImpact.noiseRef, class'Sound', true)); sound(DynamicLoadObject(default.disintegrationImpact.noiseRef, class'Sound', true));
} }
}
static function bool UnloadAssets() { static function bool UnloadAssets() {
default.AmbientSound = none; default.AmbientSound = none;
UpdateDefaultStaticMesh(none); UpdateDefaultStaticMesh(none);
@ -205,20 +212,26 @@ static function bool UnloadAssets(){
default.disintegrationImpact.noise = none; default.disintegrationImpact.noise = none;
return true; return true;
} }
function PostBeginPlay() { function PostBeginPlay() {
super.PostBeginPlay(); super.PostBeginPlay();
bounceHeadMod = 1.0; bounceHeadMod = 1.0;
} }
function UpdateTrails() { function UpdateTrails() {
local Actor trailBase; local Actor trailBase;
// Do nothing on dedicated server // Do nothing on dedicated server
if(Level.NetMode == NM_DedicatedServer) if (Level.NetMode == NM_DedicatedServer) {
return; return;
}
// Spawn necessary trails first // Spawn necessary trails first
if(trailClass != none && bulletTrail == none) if (trailClass != none && bulletTrail == none) {
bulletTrail = Spawn(trailClass, self); bulletTrail = Spawn(trailClass, self);
if(trailXClass != none && bulletXTrail == none) }
if (trailXClass != none && bulletXTrail == none) {
bulletXTrail = Spawn(trailXClass, self); bulletXTrail = Spawn(trailXClass, self);
}
// Handle positioning differently for stuck and regular projectiles // Handle positioning differently for stuck and regular projectiles
if (bStuck && base != none) { if (bStuck && base != none) {
if (bUseBone) { if (bUseBone) {
@ -235,25 +248,30 @@ function UpdateTrails(){
bulletXTrail.SetRelativeRotation(relativeRotation); bulletXTrail.SetRelativeRotation(relativeRotation);
} }
} }
} } else {
else
trailBase = self; trailBase = self;
}
// Update lifetime and base (latter is for non-bone attachments only) // Update lifetime and base (latter is for non-bone attachments only)
if (bulletTrail != none) { if (bulletTrail != none) {
if(trailBase != none) if (trailBase != none) {
bulletTrail.SetBase(trailBase); bulletTrail.SetBase(trailBase);
}
bulletTrail.lifespan = lifeSpan; bulletTrail.lifespan = lifeSpan;
} }
if (bulletXTrail != none) { if (bulletXTrail != none) {
if(trailBase != none) if (trailBase != none) {
bulletXTrail.SetBase(trailBase); bulletXTrail.SetBase(trailBase);
}
bulletXTrail.lifespan = lifeSpan; bulletXTrail.lifespan = lifeSpan;
} }
} }
function ResetPathBuilding() { function ResetPathBuilding() {
finishedSegmentPart = -1.0; finishedSegmentPart = -1.0;
shiftPoint = location; shiftPoint = location;
} }
// Resets default values for this bullet. // Resets default values for this bullet.
// Must be called before each new use of a bullet. // Must be called before each new use of a bullet.
function Renew() { function Renew() {
@ -266,98 +284,136 @@ function Renew(){
ResetIgnoreList(); ResetIgnoreList();
ResetPathBuilding(); ResetPathBuilding();
} }
simulated function Tick(float delta) { simulated function Tick(float delta) {
super.Tick(delta); super.Tick(delta);
if(localPlayer == none)
if (localPlayer == none) {
localPlayer = NicePlayerController(Level.GetLocalPlayerController()); localPlayer = NicePlayerController(Level.GetLocalPlayerController());
}
if (charFuseTime > 0) { if (charFuseTime > 0) {
charFuseTime -= delta; charFuseTime -= delta;
if (charFuseTime < 0) { if (charFuseTime < 0) {
if (charExplodeOnFuse && !charIsDud) { if (charExplodeOnFuse && !charIsDud) {
GenerateImpactEffects(explosionImpact, location, movementDirection); GenerateImpactEffects(explosionImpact, location, movementDirection);
if(bStuck) if (bStuck) {
class'NiceBulletAdapter'.static.Explode(self, niceRI, location, base); class'NiceBulletAdapter'.static.Explode(self, niceRI, location, base);
else } else {
class'NiceBulletAdapter'.static.Explode(self, niceRI, location); class'NiceBulletAdapter'.static.Explode(self, niceRI, location);
} }
if(!charExplodeOnFuse) }
if (!charExplodeOnFuse) {
GenerateImpactEffects(disintegrationImpact, location, movementDirection); GenerateImpactEffects(disintegrationImpact, location, movementDirection);
}
KillBullet(); KillBullet();
} }
} }
if (bInitFinished && !bInitFinishDetected) { if (bInitFinished && !bInitFinishDetected) {
bInitFinishDetected = true; bInitFinishDetected = true;
UpdateTrails(); UpdateTrails();
} }
if(bInitFinished && !bBulletDead && !bStuck) if (bInitFinished && !bBulletDead && !bStuck) {
DoProcessMovement(delta); DoProcessMovement(delta);
}
if (bInitFinished && bStuck) { if (bInitFinished && bStuck) {
if(base == none || (KFMonster(base) != none && KFMonster(base).health <= 0)) if (base == none || (KFMonster(base) != none && KFMonster(base).health <= 0)) {
nicePlayer.ExplodeStuckBullet(stuckID); nicePlayer.ExplodeStuckBullet(stuckID);
} }
} }
}
// Extracts pawn actor from it's auxiliary collision // Extracts pawn actor from it's auxiliary collision
// @param other Actor we collided with // @param other Actor we collided with
// @return Pawn we're interested in // @return Pawn we're interested in
function Actor GetMainActor(Actor other) { function Actor GetMainActor(Actor other) {
if(other == none) if (other == none) {
return none; return none;
}
// Try owner // Try owner
if( KFPawn(other) == none && KFMonster(other) == none if (
&& (KFPawn(other.owner) != none || KFMonster(other.owner) != none) ) KFPawn(other) == none &&
KFMonster(other) == none &&
(KFPawn(other.owner) != none || KFMonster(other.owner) != none)
) {
other = other.owner; other = other.owner;
}
// Try base // Try base
if( KFPawn(other) == none && KFMonster(other) == none if (
&& (KFPawn(other.base) != none || KFMonster(other.base) != none) ) KFPawn(other) == none &&
KFMonster(other) == none &&
(KFPawn(other.base) != none || KFMonster(other.base) != none)
) {
other = other.base; other = other.base;
}
return other; return other;
} }
// Returns 'true' if passed actor is either world geometry, 'Level' itself or nothing ('none') // Returns 'true' if passed actor is either world geometry, 'Level' itself or nothing ('none')
// Neither of these related to pawn damage dealing // Neither of these related to pawn damage dealing
function bool IsLevelActor(Actor other) { function bool IsLevelActor(Actor other) {
if(other == none) if (other == none) {
return true; return true;
}
return (other.bWorldGeometry || other == Level); return (other.bWorldGeometry || other == Level);
} }
// Adds given actor and every colliding object connected to it to ignore list // Adds given actor and every colliding object connected to it to ignore list
// Removes their collision in case ignore is active (see 'bIgnoreIsActive') // Removes their collision in case ignore is active (see 'bIgnoreIsActive')
function TotalIgnore(Actor other) { function TotalIgnore(Actor other) {
// These mark what objects, associated with 'other' we also need to ignore // These mark what objects, associated with 'other' we also need to ignore
local KFPawn pawnOther; local KFPawn pawnOther;
local KFMonster zedOther; local KFMonster zedOther;
if(other == none)
if (other == none) {
return; return;
}
// Try to find main actor as KFPawn // Try to find main actor as KFPawn
pawnOther = KFPawn(other); pawnOther = KFPawn(other);
if(pawnOther == none) if (pawnOther == none) {
pawnOther = KFPawn(other.base); pawnOther = KFPawn(other.base);
if(pawnOther == none) }
if (pawnOther == none) {
pawnOther = KFPawn(other.owner); pawnOther = KFPawn(other.owner);
}
// Try to find main actor as KFMonster // Try to find main actor as KFMonster
zedOther = KFMonster(other); zedOther = KFMonster(other);
if(zedOther == none) if (zedOther == none) {
zedOther = KFMonster(other.base); zedOther = KFMonster(other.base);
if(zedOther == none) }
if (zedOther == none) {
zedOther = KFMonster(other.owner); zedOther = KFMonster(other.owner);
}
// Ignore everything that's associated with this actor and can have collision // Ignore everything that's associated with this actor and can have collision
IgnoreActor(other); IgnoreActor(other);
IgnoreActor(other.base); IgnoreActor(other.base);
IgnoreActor(other.owner); IgnoreActor(other.owner);
if(pawnOther != none) if (pawnOther != none) {
IgnoreActor(pawnOther.AuxCollisionCylinder); IgnoreActor(pawnOther.AuxCollisionCylinder);
if(zedOther != none) }
if (zedOther != none) {
IgnoreActor(zedOther.MyExtCollision); IgnoreActor(zedOther.MyExtCollision);
} }
}
// Adds a given actor to ignore list and removes it's collision in case ignore is active (see 'bIgnoreIsActive') // Adds a given actor to ignore list and removes it's collision in case ignore is active (see 'bIgnoreIsActive')
function IgnoreActor(Actor other) { function IgnoreActor(Actor other) {
local int i; local int i;
local IgnoreEntry newIgnoredEntry; local IgnoreEntry newIgnoredEntry;
// Check if that's a non-level actor and not already on the list // Check if that's a non-level actor and not already on the list
if(IsLevelActor(other)) if (IsLevelActor(other)) {
return; return;
for(i = 0;i < ignoredActors.Length;i ++) }
if(ignoredActors[i].ignored == other) for (i = 0; i < ignoredActors.Length; i ++) {
if (ignoredActors[i].ignored == other) {
return; return;
}
}
// Add actor to the ignore list & disable collision if needed // Add actor to the ignore list & disable collision if needed
if (other != none) { if (other != none) {
// Make entry // Make entry
@ -365,47 +421,63 @@ function IgnoreActor(Actor other){
newIgnoredEntry.bExtDisabled = !other.bCollideActors; newIgnoredEntry.bExtDisabled = !other.bCollideActors;
// Add and activate it // Add and activate it
ignoredActors[ignoredActors.Length] = newIgnoredEntry; ignoredActors[ignoredActors.Length] = newIgnoredEntry;
if(bIgnoreIsActive) if (bIgnoreIsActive) {
other.SetCollision(false); other.SetCollision(false);
} }
} }
}
// Restores ignored state of the actors and zeroes our ignored arrays // Restores ignored state of the actors and zeroes our ignored arrays
function ResetIgnoreList() { function ResetIgnoreList() {
SetIgnoreActive(false); SetIgnoreActive(false);
ignoredActors.Length = 0; ignoredActors.Length = 0;
} }
// Activates/deactivates ignore for actors on the ignore list. // Activates/deactivates ignore for actors on the ignore list.
// Ignore deactivation doesn't restore collision if actor was set to not collide prior most recent ignore activation. // Ignore deactivation doesn't restore collision if actor was set to not collide prior most recent ignore activation.
// Activating ignore when it's already active does nothing; same with deactivation. // Activating ignore when it's already active does nothing; same with deactivation.
// Ignore deactivation is supposed to be used in the same function call in which activation took place before. // Ignore deactivation is supposed to be used in the same function call in which activation took place before.
function SetIgnoreActive(bool bActive) { function SetIgnoreActive(bool bActive) {
local int i; local int i;
// Do nothing if we're already in a correct state // Do nothing if we're already in a correct state
if(bActive == bIgnoreIsActive) if (bActive == bIgnoreIsActive) {
return; return;
}
// Change ignore state & disable collision for ignored actors // Change ignore state & disable collision for ignored actors
bIgnoreIsActive = bActive; bIgnoreIsActive = bActive;
for(i = 0;i < ignoredActors.Length;i ++) for (i = 0; i < ignoredActors.Length; i ++) {
if (ignoredActors[i].ignored != none) { if (ignoredActors[i].ignored != none) {
// Mark actors that were set to not collide before activation // Mark actors that were set to not collide before activation
if(bActive && !ignoredActors[i].ignored.bCollideActors) if (bActive && !ignoredActors[i].ignored.bCollideActors) {
ignoredActors[i].bExtDisabled = true; ignoredActors[i].bExtDisabled = true;
}
// Change collision for actors that weren't externally modified // Change collision for actors that weren't externally modified
if(!ignoredActors[i].bExtDisabled) if (!ignoredActors[i].bExtDisabled) {
ignoredActors[i].ignored.SetCollision(!bActive); ignoredActors[i].ignored.SetCollision(!bActive);
}
// After we deactivated our rules - forget about external modifications // After we deactivated our rules - forget about external modifications
if(!bActive) if (!bActive) {
ignoredActors[i].bExtDisabled = false; ignoredActors[i].bExtDisabled = false;
} }
} }
}
}
function SetHumanPawnCollision(bool bEnable) { function SetHumanPawnCollision(bool bEnable) {
local int i; local int i;
if(niceMutator == none)
if (niceMutator == none) {
niceMutator = class'NicePack'.static.Myself(Level); niceMutator = class'NicePack'.static.Myself(Level);
for(i = 0;i < niceMutator.recordedHumanPawns.Length;i ++) }
if(niceMutator.recordedHumanPawns[i] != none)
for (i = 0; i < niceMutator.recordedHumanPawns.Length; i ++) {
if (niceMutator.recordedHumanPawns[i] != none) {
niceMutator.recordedHumanPawns[i].bBlockHitPointTraces = bEnable; niceMutator.recordedHumanPawns[i].bBlockHitPointTraces = bEnable;
} }
}
}
function float CheckHeadshot(KFMonster kfZed, Vector hitLocation, Vector hitDirection) { function float CheckHeadshot(KFMonster kfZed, Vector hitLocation, Vector hitDirection) {
local float hsMod; local float hsMod;
local float precision; local float precision;
@ -413,6 +485,7 @@ function float CheckHeadshot(KFMonster kfZed, Vector hitLocation, Vector hitDire
local NiceMonster niceZed; local NiceMonster niceZed;
local KFPlayerReplicationInfo KFPRI; local KFPlayerReplicationInfo KFPRI;
local class<NiceVeterancyTypes> niceVet; local class<NiceVeterancyTypes> niceVet;
niceZed = NiceMonster(kfZed); niceZed = NiceMonster(kfZed);
hitDirection = Normal(hitDirection); hitDirection = Normal(hitDirection);
bIsShotgunBullet = ClassIsChildOf(charDamageType, class'NiceDamageTypeVetEnforcer'); bIsShotgunBullet = ClassIsChildOf(charDamageType, class'NiceDamageTypeVetEnforcer');
@ -420,27 +493,36 @@ function float CheckHeadshot(KFMonster kfZed, Vector hitLocation, Vector hitDire
hsMod = bounceHeadMod; // NICETODO: Add bounce and perk and damage type head-shot zones bonuses hsMod = bounceHeadMod; // NICETODO: Add bounce and perk and damage type head-shot zones bonuses
hsMod *= charDamageType.default.headSizeModifier; hsMod *= charDamageType.default.headSizeModifier;
hsMod *= bounceHeadMod; hsMod *= bounceHeadMod;
if(nicePlayer != none) if (nicePlayer != none) {
KFPRI = KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo); KFPRI = KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo);
if(KFPRI != none) }
if (KFPRI != none) {
niceVet = class<NiceVeterancyTypes>(KFPRI.ClientVeteranSkill); niceVet = class<NiceVeterancyTypes>(KFPRI.ClientVeteranSkill);
if(niceVet != none) }
if (niceVet != none) {
hsMod *= niceVet.static.GetHeadshotCheckMultiplier(KFPRI, charDamageType); hsMod *= niceVet.static.GetHeadshotCheckMultiplier(KFPRI, charDamageType);
}
precision = niceZed.IsHeadshotClient(hitLocation, hitDirection, niceZed.clientHeadshotScale * hsMod); precision = niceZed.IsHeadshotClient(hitLocation, hitDirection, niceZed.clientHeadshotScale * hsMod);
if(precision <= 0.0 && bIsShotgunBullet && nicePlayer != none && class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillSupportGraze')){ if (
precision <= 0.0 &&
bIsShotgunBullet &&
nicePlayer != none &&
class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillSupportGraze')
) {
bGrazing = true; bGrazing = true;
hsMod *= class'NiceSkillSupportGraze'.default.hsBonusZoneMult; hsMod *= class'NiceSkillSupportGraze'.default.hsBonusZoneMult;
precision = niceZed.IsHeadshotClient(hitLocation, hitDirection, niceZed.clientHeadshotScale * hsMod); precision = niceZed.IsHeadshotClient(hitLocation, hitDirection, niceZed.clientHeadshotScale * hsMod);
} }
return precision; return precision;
} } else {
else{ if (kfZed.IsHeadShot(hitLocation, hitDirection, 1.0)) {
if(kfZed.IsHeadShot(hitLocation, hitDirection, 1.0))
return 1.0; return 1.0;
else } else {
return 0.0; return 0.0;
} }
} }
}
// Makes bullet trace a directed line segment given by start and end points. // Makes bullet trace a directed line segment given by start and end points.
// All traced actors and geometry are then properly affected by corresponding 'HandleHitPawn', 'HandleHitZed' and // All traced actors and geometry are then properly affected by corresponding 'HandleHitPawn', 'HandleHitZed' and
// 'HandleHitWall' functions. // 'HandleHitWall' functions.
@ -457,6 +539,7 @@ function DoTraceLine(Vector lineStart, Vector lineEnd){
local array<int> hitPoints; local array<int> hitPoints;
local KFMonster tracedZed; local KFMonster tracedZed;
local KFPawn tracedPawn; local KFPawn tracedPawn;
lineDirection = (lineEnd - lineStart); lineDirection = (lineEnd - lineStart);
lineDirection = (lineDirection) / VSize(lineDirection); lineDirection = (lineDirection) / VSize(lineDirection);
// Do not trace for disabled bullets and prevent infinite loops // Do not trace for disabled bullets and prevent infinite loops
@ -464,64 +547,79 @@ function DoTraceLine(Vector lineStart, Vector lineEnd){
iterationCount++; iterationCount++;
// Trace next object // Trace next object
if (!bGhost || localPlayer == none || localPlayer.tracesThisTick <= localPlayer.tracesPerTickLimit) { if (!bGhost || localPlayer == none || localPlayer.tracesThisTick <= localPlayer.tracesPerTickLimit) {
if(Instigator != none) if (Instigator != none) {
tracedActor = Instigator.Trace(hitLocation, hitNormal, lineEnd, lineStart, true); tracedActor = Instigator.Trace(hitLocation, hitNormal, lineEnd, lineStart, true);
else } else {
tracedActor = none; tracedActor = none;
localPlayer.tracesThisTick ++;
} }
else localPlayer.tracesThisTick++;
} else {
tracedActor = none; tracedActor = none;
if(charAffectedByScream && !charIsDud && localPlayer != none && localPlayer.localCollisionManager != none && localPlayer.localCollisionManager.IsCollidingWithAnything(lineStart, lineEnd)) }
if (
charAffectedByScream &&
!charIsDud &&
localPlayer != none &&
localPlayer.localCollisionManager != none &&
localPlayer.localCollisionManager.IsCollidingWithAnything(lineStart, lineEnd)
) {
HandleScream(lineStart, lineDirection); HandleScream(lineStart, lineDirection);
}
if (tracedActor != none && IsLevelActor(tracedActor)) { if (tracedActor != none && IsLevelActor(tracedActor)) {
HandleHitWall(tracedActor, hitLocation, hitNormal); HandleHitWall(tracedActor, hitLocation, hitNormal);
break; break;
} } else {
else{
TotalIgnore(tracedActor); TotalIgnore(tracedActor);
tracedActor = GetMainActor(tracedActor); tracedActor = GetMainActor(tracedActor);
} }
// If tracing between current trace points haven't found anything and tracing step is less than segment's length // If tracing between current trace points haven't found anything and tracing step is less than segment's length
// -- shift tracing bounds // -- shift tracing bounds
if(tracedActor == none) if (tracedActor == none) {
return; return;
}
// First, try to handle pawn like a zed; if fails, - try to handle it like 'KFPawn' // First, try to handle pawn like a zed; if fails, - try to handle it like 'KFPawn'
tracedZed = KFMonster(tracedActor); tracedZed = KFMonster(tracedActor);
tracedPawn = KFPawn(tracedActor); tracedPawn = KFPawn(tracedActor);
if(tracedPawn != none && NiceHumanPawn(instigator) != none && if (
(NiceHumanPawn(instigator).ffScale <= 0 && NiceMedicProjectile(self) == none) ) tracedPawn != none &&
NiceHumanPawn(instigator) != none &&
(NiceHumanPawn(instigator).ffScale <= 0 && NiceMedicProjectile(self) == none)
) {
continue; continue;
}
if (tracedZed != none) { if (tracedZed != none) {
if (tracedZed.Health > 0) { if (tracedZed.Health > 0) {
headshotLevel = CheckHeadshot(tracedZed, hitLocation, lineDirection); headshotLevel = CheckHeadshot(tracedZed, hitLocation, lineDirection);
HandleHitZed(tracedZed, hitLocation, lineDirection, headshotLevel); HandleHitZed(tracedZed, hitLocation, lineDirection, headshotLevel);
} }
} } else if (tracedPawn != none && tracedPawn.Health > 0) {
else if(tracedPawn != none && tracedPawn.Health > 0){ if (tracedPawn.Health > 0) {
if(tracedPawn.Health > 0)
HandleHitPawn(tracedPawn, hitLocation, lineDirection, hitPoints); HandleHitPawn(tracedPawn, hitLocation, lineDirection, hitPoints);
} }
else } else {
HandleHitWall(tracedActor, hitLocation, hitNormal); HandleHitWall(tracedActor, hitLocation, hitNormal);
} }
} }
}
// Replaces current path segment with the next one. // Replaces current path segment with the next one.
// Doesn't check whether or not we've finished with the current segment. // Doesn't check whether or not we've finished with the current segment.
function BuildNextPathSegment() { function BuildNextPathSegment() {
// Only set start point to our location when we build path segment for the first time // Only set start point to our location when we build path segment for the first time
// After that we can't even assume that bullet is exactly in the 'pathSegmentE' point // After that we can't even assume that bullet is exactly in the 'pathSegmentE' point
if(finishedSegmentPart < 0.0) if (finishedSegmentPart < 0.0) {
pathSegmentS = Location; pathSegmentS = Location;
else } else {
pathSegmentS = pathSegmentE; pathSegmentS = pathSegmentE;
}
movementDirection += (movementAcceleration * trajUpdFreq) / movementSpeed; movementDirection += (movementAcceleration * trajUpdFreq) / movementSpeed;
pathSegmentE = pathSegmentS + movementDirection * movementSpeed * trajUpdFreq; pathSegmentE = pathSegmentS + movementDirection * movementSpeed * trajUpdFreq;
finishedSegmentPart = 0.0; finishedSegmentPart = 0.0;
shiftPoint = pathSegmentS; shiftPoint = pathSegmentS;
} }
// Updates 'shiftPoint' to the next bullet position in current segment. // Updates 'shiftPoint' to the next bullet position in current segment.
// Does nothing if current segment is finished or no segment was built at all. // Does nothing if current segment is finished or no segment was built at all.
// @param delta Amount of time bullet has to move through the segment. // @param delta Amount of time bullet has to move through the segment.
@ -531,9 +629,11 @@ function float ShiftInSegment(float delta){
local float remainingTime; local float remainingTime;
// Part of segment we can pass in a given time // Part of segment we can pass in a given time
local float segmentPartWeCanPass; local float segmentPartWeCanPass;
// Exit if there's no segment in progress // Exit if there's no segment in progress
if(finishedSegmentPart < 0.0 || finishedSegmentPart > 1.0) if (finishedSegmentPart < 0.0 || finishedSegmentPart > 1.0) {
return delta; return delta;
}
// [movementSpeed * delta] / [movementSpeed * trajUpdFreq] = [delta / trajUpdFreq] // [movementSpeed * delta] / [movementSpeed * trajUpdFreq] = [delta / trajUpdFreq]
segmentPartWeCanPass = delta / trajUpdFreq; segmentPartWeCanPass = delta / trajUpdFreq;
// If we can move through the rest of the segment - move to end point and mark it finished // If we can move through the rest of the segment - move to end point and mark it finished
@ -541,19 +641,20 @@ function float ShiftInSegment(float delta){
remainingTime = delta - (1.0 - finishedSegmentPart) * trajUpdFreq; remainingTime = delta - (1.0 - finishedSegmentPart) * trajUpdFreq;
finishedSegmentPart = 1.1; finishedSegmentPart = 1.1;
shiftPoint = pathSegmentE; shiftPoint = pathSegmentE;
} } else {
// Otherwise compute new 'shiftPoint' normally // Otherwise compute new 'shiftPoint' normally
else{
remainingTime = 0.0; remainingTime = 0.0;
finishedSegmentPart += (delta / trajUpdFreq); finishedSegmentPart += (delta / trajUpdFreq);
shiftPoint = pathSegmentS + movementDirection * movementSpeed * trajUpdFreq * finishedSegmentPart; shiftPoint = pathSegmentS + movementDirection * movementSpeed * trajUpdFreq * finishedSegmentPart;
} }
return remainingTime; return remainingTime;
} }
// Moves bullet according to settings and decides when and how much tracing should it do. // Moves bullet according to settings and decides when and how much tracing should it do.
// @param delta Amount of time passed after previous bullet movement // @param delta Amount of time passed after previous bullet movement
function DoProcessMovement(float delta) { function DoProcessMovement(float delta) {
local Vector tempVect; local Vector tempVect;
SetIgnoreActive(true); SetIgnoreActive(true);
//SetHumanPawnCollision(true); //SetHumanPawnCollision(true);
// Simple linear movement // Simple linear movement
@ -567,12 +668,12 @@ function DoProcessMovement(float delta){
// If in future complex movement would be re-enabled, - we want to set first point of the path to // If in future complex movement would be re-enabled, - we want to set first point of the path to
// the location of bullet at a time and not use outdated information. // the location of bullet at a time and not use outdated information.
finishedSegmentPart = -1.0; finishedSegmentPart = -1.0;
} } else {
// Non-linear movement support // Non-linear movement support
else{
while(delta > 0.0) { while(delta > 0.0) {
if(finishedSegmentPart < 0.0 || finishedSegmentPart > 1.0) if (finishedSegmentPart < 0.0 || finishedSegmentPart > 1.0) {
BuildNextPathSegment(); BuildNextPathSegment();
}
// Remember current 'shiftPoint'. That's where we stopped tracing last time and where we must resume. // Remember current 'shiftPoint'. That's where we stopped tracing last time and where we must resume.
tempVect = shiftPoint; tempVect = shiftPoint;
// Update 'shiftPoint' (bullet position) // Update 'shiftPoint' (bullet position)
@ -585,11 +686,13 @@ function DoProcessMovement(float delta){
Move(shiftPoint - location); Move(shiftPoint - location);
} }
SetRotation(Rotator(movementDirection)); SetRotation(Rotator(movementDirection));
if(charMinExplosionDist > 0) if (charMinExplosionDist > 0) {
charMinExplosionDist -= VSize(tempVect); charMinExplosionDist -= VSize(tempVect);
}
SetIgnoreActive(false); SetIgnoreActive(false);
// SetHumanPawnCollision(false); // SetHumanPawnCollision(false);
} }
function Stick(Actor target, Vector hitLocation) { function Stick(Actor target, Vector hitLocation) {
local NiceMonster targetZed; local NiceMonster targetZed;
local name boneStick; local name boneStick;
@ -597,8 +700,10 @@ function Stick(Actor target, Vector hitLocation){
local float t; local float t;
local Vector boneStrickOrig; local Vector boneStrickOrig;
local ExplosionData expData; local ExplosionData expData;
if(bGhost)
if (bGhost) {
return; return;
}
expData.explosionDamageType = charExplosionDamageType; expData.explosionDamageType = charExplosionDamageType;
expData.explosionDamage = charExplosionDamage; expData.explosionDamage = charExplosionDamage;
expData.explosionRadius = charExplosionRadius; expData.explosionRadius = charExplosionRadius;
@ -609,22 +714,36 @@ function Stick(Actor target, Vector hitLocation){
expData.affectedByScream = charAffectedByScream; expData.affectedByScream = charAffectedByScream;
expData.sourceWeapon = sourceWeapon; expData.sourceWeapon = sourceWeapon;
targetZed = NiceMonster(target); targetZed = NiceMonster(target);
if (targetZed == none) { if (targetZed == none) {
expData.bulletClass = class; expData.bulletClass = class;
expData.instigator = instigator; expData.instigator = instigator;
niceRI.ServerStickProjectile(KFHumanPawn(instigator), target, 'None', hitLocation - target.location, niceRI.ServerStickProjectile(
Rotator(movementDirection), expData); KFHumanPawn(instigator),
class'NiceProjectileSpawner'.static.StickProjectile(KFHumanPawn(instigator), target, 'None', target,
hitLocation - target.location, Rotator(movementDirection), expData); 'None',
} hitLocation - target.location,
else{ Rotator(movementDirection),
expData
);
class'NiceProjectileSpawner'.static.StickProjectile(
KFHumanPawn(instigator),
target,
'None',
hitLocation - target.location,
Rotator(movementDirection),
expData
);
} else {
expData.bulletClass = class; expData.bulletClass = class;
expData.instigator = instigator; expData.instigator = instigator;
boneStick = targetZed.GetClosestBone(hitLocation, movementDirection, distToBone); boneStick = targetZed.GetClosestBone(hitLocation, movementDirection, distToBone);
if(CheckHeadshot(targetZed, hitLocation, movementDirection) > 0.0) if (CheckHeadshot(targetZed, hitLocation, movementDirection) > 0.0) {
boneStick = targetZed.HeadBone; boneStick = targetZed.HeadBone;
if(boneStick == targetZed.HeadBone) }
if (boneStick == targetZed.HeadBone) {
expData.stuckToHead = true; expData.stuckToHead = true;
}
boneStrickOrig = targetZed.GetBoneCoords(boneStick).origin; boneStrickOrig = targetZed.GetBoneCoords(boneStick).origin;
t = movementDirection.x * (boneStrickOrig.x - hitLocation.x) + t = movementDirection.x * (boneStrickOrig.x - hitLocation.x) +
movementDirection.y * (boneStrickOrig.y - hitLocation.y) + movementDirection.y * (boneStrickOrig.y - hitLocation.y) +
@ -632,37 +751,56 @@ function Stick(Actor target, Vector hitLocation){
t /= VSizeSquared(movementDirection); t /= VSizeSquared(movementDirection);
t *= 0.5; t *= 0.5;
hitLocation = hitLocation + t * movementDirection; hitLocation = hitLocation + t * movementDirection;
niceRI.ServerStickProjectile(KFHumanPawn(instigator), targetZed, boneStick, niceRI.ServerStickProjectile(
hitLocation - boneStrickOrig, Rotator(movementDirection), expData); KFHumanPawn(instigator),
class'NiceProjectileSpawner'.static.StickProjectile(KFHumanPawn(instigator), targetZed, boneStick, targetZed,
hitLocation - boneStrickOrig, Rotator(movementDirection), expData); boneStick,
hitLocation - boneStrickOrig,
Rotator(movementDirection),
expData
);
class'NiceProjectileSpawner'.static.StickProjectile(
KFHumanPawn(instigator),
targetZed,
boneStick,
hitLocation - boneStrickOrig,
Rotator(movementDirection),
expData
);
} }
KillBullet(); KillBullet();
} }
function DoExplode(Vector explLocation, Vector impactNormal) { function DoExplode(Vector explLocation, Vector impactNormal) {
if(charIsDud) if (charIsDud) {
return; return;
if(bStuck) }
if (bStuck) {
class'NiceBulletAdapter'.static.Explode(self, niceRI, explLocation, base); class'NiceBulletAdapter'.static.Explode(self, niceRI, explLocation, base);
else } else {
class'NiceBulletAdapter'.static.Explode(self, niceRI, explLocation); class'NiceBulletAdapter'.static.Explode(self, niceRI, explLocation);
}
GenerateImpactEffects(explosionImpact, explLocation, impactNormal, true, true); GenerateImpactEffects(explosionImpact, explLocation, impactNormal, true, true);
if(bShakeViewOnExplosion) if (bShakeViewOnExplosion) {
ShakeView(explLocation); ShakeView(explLocation);
}
KillBullet(); KillBullet();
} }
function HandleHitWall(Actor wall, Vector hitLocation, Vector hitNormal) { function HandleHitWall(Actor wall, Vector hitLocation, Vector hitNormal) {
local bool bBulletTooWeak; local bool bBulletTooWeak;
if (charExplodeOnWallHit && !charIsDud && charMinExplosionDist <= 0.0) { if (charExplodeOnWallHit && !charIsDud && charMinExplosionDist <= 0.0) {
DoExplode(hitLocation, hitNormal); DoExplode(hitLocation, hitNormal);
return; return;
} } else {
else{
class'NiceBulletAdapter'.static.HitWall(self, niceRI, wall, hitLocation, hitNormal); class'NiceBulletAdapter'.static.HitWall(self, niceRI, wall, hitLocation, hitNormal);
GenerateImpactEffects(regularImpact, hitLocation, hitNormal, true, true); GenerateImpactEffects(regularImpact, hitLocation, hitNormal, true, true);
if(charIsSticky) if (charIsSticky) {
Stick(wall, hitLocation); Stick(wall, hitLocation);
} }
}
if (bShouldBounce && !bDisableComplexMovement) { if (bShouldBounce && !bDisableComplexMovement) {
movementDirection = (movementDirection - 2.0 * hitNormal * (movementDirection dot hitNormal)); movementDirection = (movementDirection - 2.0 * hitNormal * (movementDirection dot hitNormal));
bBulletTooWeak = !class'NiceBulletAdapter'.static.ZedPenetration(charDamage, self, none, false, false); bBulletTooWeak = !class'NiceBulletAdapter'.static.ZedPenetration(charDamage, self, none, false, false);
@ -670,97 +808,133 @@ function HandleHitWall(Actor wall, Vector hitLocation, Vector hitNormal){
ResetPathBuilding(); ResetPathBuilding();
ResetIgnoreList(); ResetIgnoreList();
bounceHeadMod *= 2; bounceHeadMod *= 2;
} } else if (movementFallTime > 0.0) {
else if(movementFallTime > 0.0){
charIsDud = true; charIsDud = true;
lifeSpan = movementFallTime; lifeSpan = movementFallTime;
movementFallTime = 0.0; movementFallTime = 0.0;
movementDirection = vect(0, 0, 0); movementDirection = vect(0, 0, 0);
ResetPathBuilding(); ResetPathBuilding();
ResetIgnoreList(); ResetIgnoreList();
} } else {
else
bBulletTooWeak = true; bBulletTooWeak = true;
if(bBulletTooWeak) }
if (bBulletTooWeak) {
KillBullet(); KillBullet();
} }
}
function HandleHitPawn(KFPawn hitPawn, Vector hitLocation, Vector hitDirection, array<int> hitPoints) { function HandleHitPawn(KFPawn hitPawn, Vector hitLocation, Vector hitDirection, array<int> hitPoints) {
if (charExplodeOnPawnHit && !charIsDud && charMinExplosionDist <= 0.0) { if (charExplodeOnPawnHit && !charIsDud && charMinExplosionDist <= 0.0) {
DoExplode(hitLocation, hitDirection); DoExplode(hitLocation, hitDirection);
GenerateImpactEffects(explosionImpact, hitLocation, hitDirection); GenerateImpactEffects(explosionImpact, hitLocation, hitDirection);
return; return;
} } else {
else{
class'NiceBulletAdapter'.static.HitPawn(self, niceRI, hitPawn, hitLocation, hitDirection, hitPoints); class'NiceBulletAdapter'.static.HitPawn(self, niceRI, hitPawn, hitLocation, hitDirection, hitPoints);
if(bGenRegEffectOnPawn) if (bGenRegEffectOnPawn) {
GenerateImpactEffects(regularImpact, hitLocation, hitDirection, false, false); GenerateImpactEffects(regularImpact, hitLocation, hitDirection, false, false);
} }
}
if (!class'NiceBulletAdapter'.static.ZedPenetration(charDamage, self, none, false, false)) { if (!class'NiceBulletAdapter'.static.ZedPenetration(charDamage, self, none, false, false)) {
charPenetrationCount += 1; charPenetrationCount += 1;
KillBullet(); KillBullet();
} }
} }
function HandleHitZed(KFMonster targetZed, Vector hitLocation, Vector hitDirection, float headshotLevel) { function HandleHitZed(KFMonster targetZed, Vector hitLocation, Vector hitDirection, float headshotLevel) {
local bool bHitZedCalled; local bool bHitZedCalled;
if (class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillDemoDirectApproach')) { if (class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillDemoDirectApproach')) {
class'NiceBulletAdapter'.static.HitZed(self, niceRI, targetZed, hitLocation, hitDirection, headshotLevel); class'NiceBulletAdapter'.static.HitZed(self, niceRI, targetZed, hitLocation, hitDirection, headshotLevel);
if(bGenRegEffectOnPawn) if (bGenRegEffectOnPawn) {
GenerateImpactEffects(regularImpact, hitLocation, hitDirection, false, false); GenerateImpactEffects(regularImpact, hitLocation, hitDirection, false, false);
}
bHitZedCalled = true; bHitZedCalled = true;
} }
if (charExplodeOnPawnHit && !charIsDud && charMinExplosionDist <= 0.0) { if (charExplodeOnPawnHit && !charIsDud && charMinExplosionDist <= 0.0) {
class'NiceBulletAdapter'.static.Explode(self, niceRI, hitLocation, targetZed); class'NiceBulletAdapter'.static.Explode(self, niceRI, hitLocation, targetZed);
GenerateImpactEffects(explosionImpact, hitLocation, hitDirection); GenerateImpactEffects(explosionImpact, hitLocation, hitDirection);
if(bShakeViewOnExplosion) if (bShakeViewOnExplosion) {
ShakeView(hitLocation); ShakeView(hitLocation);
}
KillBullet(); KillBullet();
return; return;
} } else {
else{
if (!bHitZedCalled) { if (!bHitZedCalled) {
class'NiceBulletAdapter'.static.HitZed(self, niceRI, targetZed, hitLocation, hitDirection, headshotLevel); class'NiceBulletAdapter'.static.HitZed(
if(bGenRegEffectOnPawn) self,
niceRI,
targetZed,
hitLocation,
hitDirection,
headshotLevel
);
if (bGenRegEffectOnPawn) {
GenerateImpactEffects(regularImpact, hitLocation, hitDirection, false, false); GenerateImpactEffects(regularImpact, hitLocation, hitDirection, false, false);
} }
}
bHitZedCalled = true; bHitZedCalled = true;
if (!bGhost && !bAlreadyHitZed) { if (!bGhost && !bAlreadyHitZed) {
bAlreadyHitZed = true; bAlreadyHitZed = true;
if(nicePlayer != none && niceRI != none) if (nicePlayer != none && niceRI != none) {
niceRI.ServerJunkieExtension(nicePlayer, headshotLevel > 0.0); niceRI.ServerJunkieExtension(nicePlayer, headshotLevel > 0.0);
} }
if(charIsSticky) }
if (charIsSticky) {
Stick(targetZed, hitLocation); Stick(targetZed, hitLocation);
} }
if(!class'NiceBulletAdapter'.static.ZedPenetration(charDamage, self, targetZed, (headshotLevel > 0.0), (headshotLevel > charDamageType.default.prReqPrecise))){ }
if (!class'NiceBulletAdapter'.static.ZedPenetration(
charDamage,
self,
targetZed,
(headshotLevel > 0.0),
(headshotLevel > charDamageType.default.prReqPrecise)
)
) {
charPenetrationCount += 1; charPenetrationCount += 1;
KillBullet(); KillBullet();
} }
} }
function HandleScream(Vector disintegrationLocation, Vector entryDirection) { function HandleScream(Vector disintegrationLocation, Vector entryDirection) {
if(!charIsDud) if (!charIsDud) {
GenerateImpactEffects(disintegrationImpact, disintegrationLocation, entryDirection); GenerateImpactEffects(disintegrationImpact, disintegrationLocation, entryDirection);
}
class'NiceBulletAdapter'.static.HandleScream(self, niceRI, disintegrationLocation, entryDirection); class'NiceBulletAdapter'.static.HandleScream(self, niceRI, disintegrationLocation, entryDirection);
} }
function GenerateImpactEffects(ImpactEffect effect, Vector hitLocation, Vector hitNormal,
optional bool bWallImpact, optional bool bGenerateDecal){ function GenerateImpactEffects(
ImpactEffect effect,
Vector hitLocation,
Vector hitNormal,
optional bool bWallImpact,
optional bool bGenerateDecal
) {
local float actualCullDistance; local float actualCullDistance;
local float actualImpactShift; local float actualImpactShift;
local bool generatedEffect; local bool generatedEffect;
// No need to play visuals on a server, for a dead bullets or in case there's no local player at all // No need to play visuals on a server, for a dead bullets or in case there's no local player at all
if(Level.NetMode == NM_DedicatedServer || bBulletDead || localPlayer == none) if (Level.NetMode == NM_DedicatedServer || bBulletDead || localPlayer == none) {
return; return;
if(!localPlayer.CanSpawnEffect(bGhost) && !effect.bImportanEffect) }
if (!localPlayer.CanSpawnEffect(bGhost) && !effect.bImportanEffect) {
return; return;
}
// -- Classic effect // -- Classic effect
if(effect.bPlayROEffect && !bBulletDead) if (effect.bPlayROEffect && !bBulletDead) {
Spawn(class'ROBulletHitEffect',,, hitLocation, rotator(-hitNormal)); Spawn(class'ROBulletHitEffect',,, hitLocation, rotator(-hitNormal));
}
// -- Generate decal // -- Generate decal
if (bGenerateDecal && effect.decalClass != none) { if (bGenerateDecal && effect.decalClass != none) {
// Find appropriate cull distance for this decal // Find appropriate cull distance for this decal
actualCullDistance = effect.decalClass.default.cullDistance; actualCullDistance = effect.decalClass.default.cullDistance;
// Double cull distance if local player is an instigator // Double cull distance if local player is an instigator
if(instigator != none && localPlayer == instigator.Controller) if (instigator != none && localPlayer == instigator.Controller) {
actualCullDistance *= 2; // NICETODO: magic number actualCullDistance *= 2; // NICETODO: magic number
}
// Spawn decal // Spawn decal
if (!localPlayer.BeyondViewDistance(hitLocation, actualCullDistance)) { if (!localPlayer.BeyondViewDistance(hitLocation, actualCullDistance)) {
Spawn(effect.decalClass, self,, hitLocation, rotator(- hitNormal)); Spawn(effect.decalClass, self,, hitLocation, rotator(- hitNormal));
@ -769,10 +943,11 @@ function GenerateImpactEffects(ImpactEffect effect, Vector hitLocation, Vector h
} }
// -- Generate custom effect // -- Generate custom effect
if (effect.emitterClass != none && EffectIsRelevant(hitLocation, false)) { if (effect.emitterClass != none && EffectIsRelevant(hitLocation, false)) {
if(bWallImpact) if (bWallImpact) {
actualImpactShift = effect.emitterShiftWall; actualImpactShift = effect.emitterShiftWall;
else } else {
actualImpactShift = effect.emitterShiftPawn; actualImpactShift = effect.emitterShiftPawn;
}
Spawn(effect.emitterClass,,, hitLocation - movementDirection * actualImpactShift, rotator(movementDirection)); Spawn(effect.emitterClass,,, hitLocation - movementDirection * actualImpactShift, rotator(movementDirection));
generatedEffect = true; generatedEffect = true;
} }
@ -783,28 +958,43 @@ function GenerateImpactEffects(ImpactEffect effect, Vector hitLocation, Vector h
Spawn(class'NiceSoundCls',,, hitLocation); Spawn(class'NiceSoundCls',,, hitLocation);
generatedEffect = true; generatedEffect = true;
} }
if(generatedEffect) if (generatedEffect) {
localPlayer.AddEffect(); localPlayer.AddEffect();
} }
}
function ShakeView(Vector hitLocation) { function ShakeView(Vector hitLocation) {
local float distance, scale; local float distance, scale;
if(nicePlayer == none || shakeRadiusMult < 0.0)
if (nicePlayer == none || shakeRadiusMult < 0.0) {
return; return;
}
distance = VSize(hitLocation - nicePlayer.ViewTarget.Location); distance = VSize(hitLocation - nicePlayer.ViewTarget.Location);
if (distance < charExplosionRadius * shakeRadiusMult) { if (distance < charExplosionRadius * shakeRadiusMult) {
if(distance < charExplosionRadius) if (distance < charExplosionRadius) {
scale = 1.0; scale = 1.0;
else } else {
scale = (charExplosionRadius * ShakeRadiusMult - distance) / (charExplosionRadius); scale = (charExplosionRadius * ShakeRadiusMult - distance) / (charExplosionRadius);
nicePlayer.ShakeView(shakeRotMag*scale, shakeRotRate, shakeRotTime, shakeOffsetMag * scale, shakeOffsetRate, shakeOffsetTime); }
nicePlayer.ShakeView(
shakeRotMag * scale,
shakeRotRate,
shakeRotTime,
shakeOffsetMag * scale,
shakeOffsetRate,
shakeOffsetTime
);
} }
} }
function KillBullet() { function KillBullet() {
local int i; local int i;
if (bulletTrail != none) { if (bulletTrail != none) {
for (i = 0; i < bulletTrail.Emitters.Length; i ++) { for (i = 0; i < bulletTrail.Emitters.Length; i ++) {
if(bulletTrail.Emitters[i] == none) if (bulletTrail.Emitters[i] == none) {
continue; continue;
}
bulletTrail.Emitters[i].ParticlesPerSecond = 0; bulletTrail.Emitters[i].ParticlesPerSecond = 0;
bulletTrail.Emitters[i].InitialParticlesPerSecond = 0; bulletTrail.Emitters[i].InitialParticlesPerSecond = 0;
bulletTrail.Emitters[i].RespawnDeadParticles = false; bulletTrail.Emitters[i].RespawnDeadParticles = false;
@ -812,6 +1002,7 @@ function KillBullet(){
bulletTrail.SetBase(none); bulletTrail.SetBase(none);
bulletTrail.AutoDestroy = true; bulletTrail.AutoDestroy = true;
} }
if (bulletXTrail != none) { if (bulletXTrail != none) {
bulletXTrail.mRegen = false; bulletXTrail.mRegen = false;
bulletXTrail.LifeSpan = LifeSpan; bulletXTrail.LifeSpan = LifeSpan;
@ -821,12 +1012,12 @@ function KillBullet(){
SoundVolume = 0; SoundVolume = 0;
LifeSpan = FMin(LifeSpan, 0.1); LifeSpan = FMin(LifeSpan, 0.1);
} }
event Destroyed() { event Destroyed() {
KillBullet(); KillBullet();
} }
defaultproperties defaultproperties {
{
insideBouncesLeft=2 insideBouncesLeft=2
trajUpdFreq=0.100000 trajUpdFreq=0.100000
maxTraceCycles=128 maxTraceCycles=128