nicezombiesiren iterator optimization

This commit is contained in:
Shtoyan 2022-01-19 16:36:12 +04:00
parent f2b65b61ad
commit f5634b2025

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@ -202,6 +202,7 @@ simulated function DoShakeEffect()
}
}
}
simulated function HurtRadius(float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation)
{
local actor Victims;
@ -211,43 +212,57 @@ simulated function HurtRadius(float DamageAmount, float DamageRadius, class<Dama
local float UsedDamageAmount;
local KFHumanPawn humanPawn;
local class<NiceVeterancyTypes> niceVet;
if(bHurtEntry || Health <= 0 || HeadHealth <= 0 || bIsStunned)
if (bHurtEntry || Health <= 0 || HeadHealth <= 0 || bIsStunned)
return;
bHurtEntry = true;
InitMomentum = Momentum;
if(screamStartTime > 0 && currScreamTiming == 0)
if (screamStartTime > 0 && currScreamTiming == 0)
MakeNewScreamBall();
foreach VisibleCollidingActors(class 'Actor', Victims, DamageRadius, HitLocation){
Momentum = InitMomentum;
// don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag
// Or Karma actors in this case. Self inflicted Death due to flying chairs is uncool for a zombie of your stature.
if((Victims != self) && !Victims.IsA('FluidSurfaceInfo') && !Victims.IsA('KFMonster') && !Victims.IsA('ExtendedZCollision')){
dir = Victims.Location - HitLocation;
dist = FMax(1,VSize(dir));
dir = dir/dist;
damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius);
humanPawn = KFHumanPawn(Victims);
if(humanPawn == none) // If it aint human, don't pull the vortex crap on it.
Momentum = 0;
else{ // Also don't do it if we're sharpshooter with a right skill
niceVet = class'NiceVeterancyTypes'.static.GetVeterancy(humanPawn.PlayerReplicationInfo);
if(niceVet != none && !niceVet.static.CanBePulled(KFPlayerReplicationInfo(humanPawn.PlayerReplicationInfo)))
Momentum = 0;
}
if(Victims.IsA('KFGlassMover')) // Hack for shattering in interesting ways.
UsedDamageAmount = 100000; // Siren always shatters glass
else
UsedDamageAmount = DamageAmount;
// was VisibleCollidingActors
foreach CollidingActors(class'Actor', Victims, DamageRadius, HitLocation)
{
// some optimizations
// https://wiki.beyondunreal.com/Legacy:Code_Optimization#Optimize_iterator_use
if (Victims.bStatic || Victims.Physics == PHYS_None || !FastTrace(Victims.Location, Location) )
continue; // skip this actor
Victims.TakeDamage(damageScale * UsedDamageAmount,Instigator, Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir, (damageScale * Momentum * dir), DamageType);
Momentum = InitMomentum;
// don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag
// Or Karma actors in this case. Self inflicted Death due to flying chairs is uncool for a zombie of your stature.
if ((Victims != self) && !Victims.IsA('FluidSurfaceInfo') && !Victims.IsA('KFMonster') && !Victims.IsA('ExtendedZCollision'))
{
dir = Victims.Location - HitLocation;
dist = FMax(1,VSize(dir));
dir = dir/dist;
damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius);
humanPawn = KFHumanPawn(Victims);
if (humanPawn == none) // If it aint human, don't pull the vortex crap on it.
Momentum = 0;
else
{ // Also don't do it if we're sharpshooter with a right skill
niceVet = class'NiceVeterancyTypes'.static.GetVeterancy(humanPawn.PlayerReplicationInfo);
if (niceVet != none && !niceVet.static.CanBePulled(KFPlayerReplicationInfo(humanPawn.PlayerReplicationInfo)))
Momentum = 0;
}
if (Instigator != none && Vehicle(Victims) != none && Vehicle(Victims).Health > 0)
Vehicle(Victims).DriverRadiusDamage(UsedDamageAmount, DamageRadius, Instigator.Controller, DamageType, Momentum, HitLocation);
}
if (Victims.IsA('KFGlassMover')) // Hack for shattering in interesting ways.
UsedDamageAmount = 100000; // Siren always shatters glass
else
UsedDamageAmount = DamageAmount;
Victims.TakeDamage(damageScale * UsedDamageAmount,Instigator, Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir, (damageScale * Momentum * dir), DamageType);
if (Instigator != none && Vehicle(Victims) != none && Vehicle(Victims).Health > 0)
Vehicle(Victims).DriverRadiusDamage(UsedDamageAmount, DamageRadius, Instigator.Controller, DamageType, Momentum, HitLocation);
}
}
bHurtEntry = false;
}
// When siren loses her head she's got nothin' Kill her.
function RemoveHead(){
Super.RemoveHead();