Fix formatting #1 #27
@ -12,6 +12,7 @@
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// E-mail: dkanus@gmail.com
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//======================================================================================================================
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class NiceBullet extends Actor;
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// Link to interaction with the server
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var NiceReplicationInfo niceRI;
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// Controller of our instigator
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@ -20,7 +21,6 @@ var NicePlayerController nicePlayer;
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var NicePlayerController localPlayer;
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// Link to our mutator
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var NicePack niceMutator;
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//======================================================================================================================
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// Battle bullet characteristic
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var float charOrigDamage;
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@ -180,22 +180,29 @@ var string ambientSoundRef;
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//======================================================================================================================
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// Functions
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static function PreloadAssets() {
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if(default.ambientSound == none && default.ambientSoundRef != "")
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if (default.ambientSound == none && default.ambientSoundRef != "") {
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default.ambientSound = sound(DynamicLoadObject(default.ambientSoundRef, class'Sound', true));
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if(default.staticMesh == none && default.staticMeshRef != "")
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}
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if (default.staticMesh == none && default.staticMeshRef != "") {
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UpdateDefaultStaticMesh(StaticMesh(DynamicLoadObject(default.staticMeshRef, class'StaticMesh', true)));
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if(default.mesh == none && default.meshRef != "")
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}
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if (default.mesh == none && default.meshRef != "") {
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UpdateDefaultMesh(Mesh(DynamicLoadObject(default.meshRef, class'Mesh', true)));
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if(default.regularImpact.noise == none && default.regularImpact.noiseRef != "")
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}
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if (default.regularImpact.noise == none && default.regularImpact.noiseRef != "") {
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default.regularImpact.noise =
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sound(DynamicLoadObject(default.regularImpact.noiseRef, class'Sound', true));
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if(default.explosionImpact.noise == none && default.explosionImpact.noiseRef != "")
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}
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if (default.explosionImpact.noise == none && default.explosionImpact.noiseRef != "") {
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default.explosionImpact.noise =
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sound(DynamicLoadObject(default.explosionImpact.noiseRef, class'Sound', true));
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if(default.disintegrationImpact.noise == none && default.disintegrationImpact.noiseRef != "")
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}
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if (default.disintegrationImpact.noise == none && default.disintegrationImpact.noiseRef != "") {
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default.disintegrationImpact.noise =
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sound(DynamicLoadObject(default.disintegrationImpact.noiseRef, class'Sound', true));
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}
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}
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static function bool UnloadAssets() {
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default.AmbientSound = none;
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UpdateDefaultStaticMesh(none);
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@ -205,20 +212,26 @@ static function bool UnloadAssets(){
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default.disintegrationImpact.noise = none;
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return true;
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}
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function PostBeginPlay() {
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super.PostBeginPlay();
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bounceHeadMod = 1.0;
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}
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function UpdateTrails() {
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local Actor trailBase;
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// Do nothing on dedicated server
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if(Level.NetMode == NM_DedicatedServer)
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if (Level.NetMode == NM_DedicatedServer) {
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return;
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}
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// Spawn necessary trails first
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if(trailClass != none && bulletTrail == none)
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if (trailClass != none && bulletTrail == none) {
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bulletTrail = Spawn(trailClass, self);
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if(trailXClass != none && bulletXTrail == none)
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}
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if (trailXClass != none && bulletXTrail == none) {
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bulletXTrail = Spawn(trailXClass, self);
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}
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// Handle positioning differently for stuck and regular projectiles
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if (bStuck && base != none) {
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if (bUseBone) {
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@ -235,25 +248,30 @@ function UpdateTrails(){
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bulletXTrail.SetRelativeRotation(relativeRotation);
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}
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}
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}
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else
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} else {
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trailBase = self;
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}
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// Update lifetime and base (latter is for non-bone attachments only)
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if (bulletTrail != none) {
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if(trailBase != none)
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if (trailBase != none) {
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bulletTrail.SetBase(trailBase);
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}
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bulletTrail.lifespan = lifeSpan;
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}
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if (bulletXTrail != none) {
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if(trailBase != none)
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if (trailBase != none) {
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bulletXTrail.SetBase(trailBase);
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}
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bulletXTrail.lifespan = lifeSpan;
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}
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}
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function ResetPathBuilding() {
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finishedSegmentPart = -1.0;
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shiftPoint = location;
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}
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// Resets default values for this bullet.
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// Must be called before each new use of a bullet.
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function Renew() {
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@ -266,98 +284,129 @@ function Renew(){
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ResetIgnoreList();
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ResetPathBuilding();
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}
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simulated function Tick(float delta) {
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super.Tick(delta);
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if(localPlayer == none)
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if (localPlayer == none) {
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localPlayer = NicePlayerController(Level.GetLocalPlayerController());
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}
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if (charFuseTime > 0) {
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charFuseTime -= delta;
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if (charFuseTime < 0) {
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if (charExplodeOnFuse && !charIsDud) {
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GenerateImpactEffects(explosionImpact, location, movementDirection);
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if(bStuck)
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if (bStuck) {
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class'NiceBulletAdapter'.static.Explode(self, niceRI, location, base);
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else
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} else {
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class'NiceBulletAdapter'.static.Explode(self, niceRI, location);
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}
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if(!charExplodeOnFuse)
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}
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if (!charExplodeOnFuse) {
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GenerateImpactEffects(disintegrationImpact, location, movementDirection);
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}
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KillBullet();
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}
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}
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if (bInitFinished && !bInitFinishDetected) {
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bInitFinishDetected = true;
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UpdateTrails();
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}
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if(bInitFinished && !bBulletDead && !bStuck)
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if (bInitFinished && !bBulletDead && !bStuck) {
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DoProcessMovement(delta);
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}
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if (bInitFinished && bStuck) {
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if(base == none || (KFMonster(base) != none && KFMonster(base).health <= 0))
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if (base == none || (KFMonster(base) != none && KFMonster(base).health <= 0)) {
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nicePlayer.ExplodeStuckBullet(stuckID);
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}
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}
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}
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// Extracts pawn actor from it's auxiliary collision
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// @param other Actor we collided with
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// @return Pawn we're interested in
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function Actor GetMainActor(Actor other) {
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if(other == none)
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if (other == none) {
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return none;
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}
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if (!other.IsA('KFPawn') && !other.IsA('KFMonster')) {
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// Try owner
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if( KFPawn(other) == none && KFMonster(other) == none
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&& (KFPawn(other.owner) != none || KFMonster(other.owner) != none) )
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other = other.owner;
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if (other.owner.IsA('KFPawn') || other.owner.IsA('KFMonster')) {
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return other.owner;
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}
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// Try base
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if( KFPawn(other) == none && KFMonster(other) == none
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&& (KFPawn(other.base) != none || KFMonster(other.base) != none) )
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other = other.base;
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if (other.base.IsA('KFPawn') || other.base.IsA('KFMonster')) {
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return other.base;
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}
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}
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return other;
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}
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// Returns 'true' if passed actor is either world geometry, 'Level' itself or nothing ('none')
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// Neither of these related to pawn damage dealing
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function bool IsLevelActor(Actor other) {
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if(other == none)
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if (other == none) {
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return true;
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}
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return (other.bWorldGeometry || other == Level);
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}
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// Adds given actor and every colliding object connected to it to ignore list
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// Removes their collision in case ignore is active (see 'bIgnoreIsActive')
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function TotalIgnore(Actor other) {
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// These mark what objects, associated with 'other' we also need to ignore
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local KFPawn pawnOther;
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local KFMonster zedOther;
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if(other == none)
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if (other == none) {
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return;
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}
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// Try to find main actor as KFPawn
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pawnOther = KFPawn(other);
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if(pawnOther == none)
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if (pawnOther == none) {
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pawnOther = KFPawn(other.base);
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if(pawnOther == none)
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}
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if (pawnOther == none) {
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pawnOther = KFPawn(other.owner);
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}
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// Try to find main actor as KFMonster
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zedOther = KFMonster(other);
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if(zedOther == none)
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if (zedOther == none) {
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zedOther = KFMonster(other.base);
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if(zedOther == none)
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}
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if (zedOther == none) {
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zedOther = KFMonster(other.owner);
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}
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// Ignore everything that's associated with this actor and can have collision
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IgnoreActor(other);
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IgnoreActor(other.base);
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IgnoreActor(other.owner);
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if(pawnOther != none)
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if (pawnOther != none) {
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IgnoreActor(pawnOther.AuxCollisionCylinder);
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if(zedOther != none)
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}
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if (zedOther != none) {
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IgnoreActor(zedOther.MyExtCollision);
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}
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}
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// Adds a given actor to ignore list and removes it's collision in case ignore is active (see 'bIgnoreIsActive')
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function IgnoreActor(Actor other) {
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local int i;
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local IgnoreEntry newIgnoredEntry;
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// Check if that's a non-level actor and not already on the list
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if(IsLevelActor(other))
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if (IsLevelActor(other)) {
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return;
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for(i = 0;i < ignoredActors.Length;i ++)
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if(ignoredActors[i].ignored == other)
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}
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for (i = 0; i < ignoredActors.Length; i ++) {
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if (ignoredActors[i].ignored == other) {
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return;
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}
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}
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// Add actor to the ignore list & disable collision if needed
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if (other != none) {
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// Make entry
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@ -365,47 +414,63 @@ function IgnoreActor(Actor other){
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newIgnoredEntry.bExtDisabled = !other.bCollideActors;
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// Add and activate it
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ignoredActors[ignoredActors.Length] = newIgnoredEntry;
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if(bIgnoreIsActive)
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if (bIgnoreIsActive) {
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other.SetCollision(false);
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}
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}
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}
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// Restores ignored state of the actors and zeroes our ignored arrays
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function ResetIgnoreList() {
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SetIgnoreActive(false);
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ignoredActors.Length = 0;
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}
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// Activates/deactivates ignore for actors on the ignore list.
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// Ignore deactivation doesn't restore collision if actor was set to not collide prior most recent ignore activation.
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// Activating ignore when it's already active does nothing; same with deactivation.
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// Ignore deactivation is supposed to be used in the same function call in which activation took place before.
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function SetIgnoreActive(bool bActive) {
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local int i;
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// Do nothing if we're already in a correct state
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if(bActive == bIgnoreIsActive)
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if (bActive == bIgnoreIsActive) {
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return;
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}
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// Change ignore state & disable collision for ignored actors
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bIgnoreIsActive = bActive;
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for(i = 0;i < ignoredActors.Length;i ++)
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for (i = 0; i < ignoredActors.Length; i ++) {
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if (ignoredActors[i].ignored != none) {
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// Mark actors that were set to not collide before activation
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if(bActive && !ignoredActors[i].ignored.bCollideActors)
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if (bActive && !ignoredActors[i].ignored.bCollideActors) {
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ignoredActors[i].bExtDisabled = true;
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}
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// Change collision for actors that weren't externally modified
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if(!ignoredActors[i].bExtDisabled)
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if (!ignoredActors[i].bExtDisabled) {
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ignoredActors[i].ignored.SetCollision(!bActive);
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}
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// After we deactivated our rules - forget about external modifications
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if(!bActive)
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if (!bActive) {
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ignoredActors[i].bExtDisabled = false;
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}
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}
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}
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}
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function SetHumanPawnCollision(bool bEnable) {
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local int i;
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if(niceMutator == none)
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if (niceMutator == none) {
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niceMutator = class'NicePack'.static.Myself(Level);
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for(i = 0;i < niceMutator.recordedHumanPawns.Length;i ++)
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if(niceMutator.recordedHumanPawns[i] != none)
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}
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for (i = 0; i < niceMutator.recordedHumanPawns.Length; i ++) {
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if (niceMutator.recordedHumanPawns[i] != none) {
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niceMutator.recordedHumanPawns[i].bBlockHitPointTraces = bEnable;
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}
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}
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}
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function float CheckHeadshot(KFMonster kfZed, Vector hitLocation, Vector hitDirection) {
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local float hsMod;
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local float precision;
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@ -413,6 +478,7 @@ function float CheckHeadshot(KFMonster kfZed, Vector hitLocation, Vector hitDire
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local NiceMonster niceZed;
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local KFPlayerReplicationInfo KFPRI;
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local class<NiceVeterancyTypes> niceVet;
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niceZed = NiceMonster(kfZed);
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hitDirection = Normal(hitDirection);
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bIsShotgunBullet = ClassIsChildOf(charDamageType, class'NiceDamageTypeVetEnforcer');
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@ -420,27 +486,36 @@ function float CheckHeadshot(KFMonster kfZed, Vector hitLocation, Vector hitDire
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hsMod = bounceHeadMod; // NICETODO: Add bounce and perk and damage type head-shot zones bonuses
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hsMod *= charDamageType.default.headSizeModifier;
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hsMod *= bounceHeadMod;
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if(nicePlayer != none)
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if (nicePlayer != none) {
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KFPRI = KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo);
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if(KFPRI != none)
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}
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if (KFPRI != none) {
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niceVet = class<NiceVeterancyTypes>(KFPRI.ClientVeteranSkill);
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if(niceVet != none)
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}
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if (niceVet != none) {
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hsMod *= niceVet.static.GetHeadshotCheckMultiplier(KFPRI, charDamageType);
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}
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precision = niceZed.IsHeadshotClient(hitLocation, hitDirection, niceZed.clientHeadshotScale * hsMod);
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if(precision <= 0.0 && bIsShotgunBullet && nicePlayer != none && class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillSupportGraze')){
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if (
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precision <= 0.0 &&
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bIsShotgunBullet &&
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nicePlayer != none &&
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class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillSupportGraze')
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) {
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bGrazing = true;
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hsMod *= class'NiceSkillSupportGraze'.default.hsBonusZoneMult;
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precision = niceZed.IsHeadshotClient(hitLocation, hitDirection, niceZed.clientHeadshotScale * hsMod);
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}
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return precision;
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}
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else{
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if(kfZed.IsHeadShot(hitLocation, hitDirection, 1.0))
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} else {
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if (kfZed.IsHeadShot(hitLocation, hitDirection, 1.0)) {
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return 1.0;
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||||
else
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} else {
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return 0.0;
|
||||
}
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||||
}
|
||||
}
|
||||
|
||||
// Makes bullet trace a directed line segment given by start and end points.
|
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// All traced actors and geometry are then properly affected by corresponding 'HandleHitPawn', 'HandleHitZed' and
|
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// 'HandleHitWall' functions.
|
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@ -457,6 +532,7 @@ function DoTraceLine(Vector lineStart, Vector lineEnd){
|
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local array<int> hitPoints;
|
||||
local KFMonster tracedZed;
|
||||
local KFPawn tracedPawn;
|
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|
||||
lineDirection = (lineEnd - lineStart);
|
||||
lineDirection = (lineDirection) / VSize(lineDirection);
|
||||
// Do not trace for disabled bullets and prevent infinite loops
|
||||
@ -464,64 +540,79 @@ function DoTraceLine(Vector lineStart, Vector lineEnd){
|
||||
iterationCount++;
|
||||
// Trace next object
|
||||
if (!bGhost || localPlayer == none || localPlayer.tracesThisTick <= localPlayer.tracesPerTickLimit) {
|
||||
if(Instigator != none)
|
||||
if (Instigator != none) {
|
||||
tracedActor = Instigator.Trace(hitLocation, hitNormal, lineEnd, lineStart, true);
|
||||
else
|
||||
} else {
|
||||
tracedActor = none;
|
||||
localPlayer.tracesThisTick ++;
|
||||
}
|
||||
else
|
||||
localPlayer.tracesThisTick++;
|
||||
} else {
|
||||
tracedActor = none;
|
||||
if(charAffectedByScream && !charIsDud && localPlayer != none && localPlayer.localCollisionManager != none && localPlayer.localCollisionManager.IsCollidingWithAnything(lineStart, lineEnd))
|
||||
}
|
||||
if (
|
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charAffectedByScream &&
|
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!charIsDud &&
|
||||
localPlayer != none &&
|
||||
localPlayer.localCollisionManager != none &&
|
||||
localPlayer.localCollisionManager.IsCollidingWithAnything(lineStart, lineEnd)
|
||||
) {
|
||||
HandleScream(lineStart, lineDirection);
|
||||
}
|
||||
if (tracedActor != none && IsLevelActor(tracedActor)) {
|
||||
HandleHitWall(tracedActor, hitLocation, hitNormal);
|
||||
break;
|
||||
}
|
||||
else{
|
||||
} else {
|
||||
TotalIgnore(tracedActor);
|
||||
tracedActor = GetMainActor(tracedActor);
|
||||
}
|
||||
|
||||
// If tracing between current trace points haven't found anything and tracing step is less than segment's length
|
||||
// -- shift tracing bounds
|
||||
if(tracedActor == none)
|
||||
if (tracedActor == none) {
|
||||
return;
|
||||
}
|
||||
|
||||
// First, try to handle pawn like a zed; if fails, - try to handle it like 'KFPawn'
|
||||
tracedZed = KFMonster(tracedActor);
|
||||
tracedPawn = KFPawn(tracedActor);
|
||||
if(tracedPawn != none && NiceHumanPawn(instigator) != none &&
|
||||
(NiceHumanPawn(instigator).ffScale <= 0 && NiceMedicProjectile(self) == none) )
|
||||
if (
|
||||
tracedPawn != none &&
|
||||
NiceHumanPawn(instigator) != none &&
|
||||
(NiceHumanPawn(instigator).ffScale <= 0 && NiceMedicProjectile(self) == none)
|
||||
) {
|
||||
continue;
|
||||
}
|
||||
if (tracedZed != none) {
|
||||
if (tracedZed.Health > 0) {
|
||||
headshotLevel = CheckHeadshot(tracedZed, hitLocation, lineDirection);
|
||||
HandleHitZed(tracedZed, hitLocation, lineDirection, headshotLevel);
|
||||
}
|
||||
}
|
||||
else if(tracedPawn != none && tracedPawn.Health > 0){
|
||||
if(tracedPawn.Health > 0)
|
||||
} else if (tracedPawn != none && tracedPawn.Health > 0) {
|
||||
if (tracedPawn.Health > 0) {
|
||||
HandleHitPawn(tracedPawn, hitLocation, lineDirection, hitPoints);
|
||||
}
|
||||
else
|
||||
} else {
|
||||
HandleHitWall(tracedActor, hitLocation, hitNormal);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Replaces current path segment with the next one.
|
||||
// Doesn't check whether or not we've finished with the current segment.
|
||||
function BuildNextPathSegment() {
|
||||
// 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
|
||||
if(finishedSegmentPart < 0.0)
|
||||
if (finishedSegmentPart < 0.0) {
|
||||
pathSegmentS = Location;
|
||||
else
|
||||
} else {
|
||||
pathSegmentS = pathSegmentE;
|
||||
}
|
||||
movementDirection += (movementAcceleration * trajUpdFreq) / movementSpeed;
|
||||
pathSegmentE = pathSegmentS + movementDirection * movementSpeed * trajUpdFreq;
|
||||
finishedSegmentPart = 0.0;
|
||||
shiftPoint = pathSegmentS;
|
||||
}
|
||||
|
||||
// Updates 'shiftPoint' to the next bullet position in current segment.
|
||||
// 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.
|
||||
@ -531,9 +622,11 @@ function float ShiftInSegment(float delta){
|
||||
local float remainingTime;
|
||||
// Part of segment we can pass in a given time
|
||||
local float segmentPartWeCanPass;
|
||||
|
||||
// Exit if there's no segment in progress
|
||||
if(finishedSegmentPart < 0.0 || finishedSegmentPart > 1.0)
|
||||
if (finishedSegmentPart < 0.0 || finishedSegmentPart > 1.0) {
|
||||
return delta;
|
||||
}
|
||||
// [movementSpeed * delta] / [movementSpeed * trajUpdFreq] = [delta / trajUpdFreq]
|
||||
segmentPartWeCanPass = delta / trajUpdFreq;
|
||||
// If we can move through the rest of the segment - move to end point and mark it finished
|
||||
@ -541,19 +634,20 @@ function float ShiftInSegment(float delta){
|
||||
remainingTime = delta - (1.0 - finishedSegmentPart) * trajUpdFreq;
|
||||
finishedSegmentPart = 1.1;
|
||||
shiftPoint = pathSegmentE;
|
||||
}
|
||||
} else {
|
||||
// Otherwise compute new 'shiftPoint' normally
|
||||
else{
|
||||
remainingTime = 0.0;
|
||||
finishedSegmentPart += (delta / trajUpdFreq);
|
||||
shiftPoint = pathSegmentS + movementDirection * movementSpeed * trajUpdFreq * finishedSegmentPart;
|
||||
}
|
||||
return remainingTime;
|
||||
}
|
||||
|
||||
// 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
|
||||
function DoProcessMovement(float delta) {
|
||||
local Vector tempVect;
|
||||
|
||||
SetIgnoreActive(true);
|
||||
//SetHumanPawnCollision(true);
|
||||
// Simple linear movement
|
||||
@ -567,12 +661,12 @@ function DoProcessMovement(float delta){
|
||||
// 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.
|
||||
finishedSegmentPart = -1.0;
|
||||
}
|
||||
} else {
|
||||
// Non-linear movement support
|
||||
else{
|
||||
while(delta > 0.0) {
|
||||
if(finishedSegmentPart < 0.0 || finishedSegmentPart > 1.0)
|
||||
if (finishedSegmentPart < 0.0 || finishedSegmentPart > 1.0) {
|
||||
BuildNextPathSegment();
|
||||
}
|
||||
// Remember current 'shiftPoint'. That's where we stopped tracing last time and where we must resume.
|
||||
tempVect = shiftPoint;
|
||||
// Update 'shiftPoint' (bullet position)
|
||||
@ -585,20 +679,27 @@ function DoProcessMovement(float delta){
|
||||
Move(shiftPoint - location);
|
||||
}
|
||||
SetRotation(Rotator(movementDirection));
|
||||
if(charMinExplosionDist > 0)
|
||||
if (charMinExplosionDist > 0) {
|
||||
charMinExplosionDist -= VSize(tempVect);
|
||||
}
|
||||
SetIgnoreActive(false);
|
||||
// SetHumanPawnCollision(false);
|
||||
}
|
||||
|
||||
function Stick(Actor target, Vector hitLocation) {
|
||||
local NiceMonster targetZed;
|
||||
local name boneStick;
|
||||
local float distToBone;
|
||||
local float t;
|
||||
local Vector boneStrickOrig;
|
||||
local ExplosionData expData;
|
||||
if(bGhost)
|
||||
local Actor resultTarget;
|
||||
local NiceMonster targetZed;
|
||||
local name boneStick;
|
||||
local float distToBone, t;
|
||||
|
||||
if (bGhost) {
|
||||
return;
|
||||
}
|
||||
expData.instigator = instigator;
|
||||
expData.sourceWeapon = sourceWeapon;
|
||||
expData.bulletClass = class;
|
||||
expData.explosionDamageType = charExplosionDamageType;
|
||||
expData.explosionDamage = charExplosionDamage;
|
||||
expData.explosionRadius = charExplosionRadius;
|
||||
@ -607,24 +708,20 @@ function Stick(Actor target, Vector hitLocation){
|
||||
expData.fuseTime = charFuseTime;
|
||||
expData.explodeOnFuse = charExplodeOnFuse;
|
||||
expData.affectedByScream = charAffectedByScream;
|
||||
expData.sourceWeapon = sourceWeapon;
|
||||
|
||||
if (!target.IsA('NiceMonster')) {
|
||||
hitLocation -= target.location;
|
||||
boneStick = 'None';
|
||||
resultTarget = target;
|
||||
} else {
|
||||
targetZed = NiceMonster(target);
|
||||
if(targetZed == none){
|
||||
expData.bulletClass = class;
|
||||
expData.instigator = instigator;
|
||||
niceRI.ServerStickProjectile(KFHumanPawn(instigator), target, 'None', hitLocation - target.location,
|
||||
Rotator(movementDirection), expData);
|
||||
class'NiceProjectileSpawner'.static.StickProjectile(KFHumanPawn(instigator), target, 'None',
|
||||
hitLocation - target.location, Rotator(movementDirection), expData);
|
||||
}
|
||||
else{
|
||||
expData.bulletClass = class;
|
||||
expData.instigator = instigator;
|
||||
boneStick = targetZed.GetClosestBone(hitLocation, movementDirection, distToBone);
|
||||
if(CheckHeadshot(targetZed, hitLocation, movementDirection) > 0.0)
|
||||
if (CheckHeadshot(targetZed, hitLocation, movementDirection) > 0.0) {
|
||||
boneStick = targetZed.HeadBone;
|
||||
if(boneStick == targetZed.HeadBone)
|
||||
}
|
||||
if (boneStick == targetZed.HeadBone) {
|
||||
expData.stuckToHead = true;
|
||||
}
|
||||
boneStrickOrig = targetZed.GetBoneCoords(boneStick).origin;
|
||||
t = movementDirection.x * (boneStrickOrig.x - hitLocation.x) +
|
||||
movementDirection.y * (boneStrickOrig.y - hitLocation.y) +
|
||||
@ -632,37 +729,60 @@ function Stick(Actor target, Vector hitLocation){
|
||||
t /= VSizeSquared(movementDirection);
|
||||
t *= 0.5;
|
||||
hitLocation = hitLocation + t * movementDirection;
|
||||
niceRI.ServerStickProjectile(KFHumanPawn(instigator), targetZed, boneStick,
|
||||
hitLocation - boneStrickOrig, Rotator(movementDirection), expData);
|
||||
class'NiceProjectileSpawner'.static.StickProjectile(KFHumanPawn(instigator), targetZed, boneStick,
|
||||
hitLocation - boneStrickOrig, Rotator(movementDirection), expData);
|
||||
hitLocation -= boneStrickOrig;
|
||||
resultTarget = targetZed;
|
||||
}
|
||||
|
||||
niceRI.ServerStickProjectile(
|
||||
KFHumanPawn(instigator),
|
||||
resultTarget,
|
||||
boneStick,
|
||||
hitLocation,
|
||||
Rotator(movementDirection),
|
||||
expData
|
||||
);
|
||||
class'NiceProjectileSpawner'.static.StickProjectile(
|
||||
KFHumanPawn(instigator),
|
||||
resultTarget,
|
||||
boneStick,
|
||||
hitLocation,
|
||||
Rotator(movementDirection),
|
||||
expData
|
||||
);
|
||||
|
||||
KillBullet();
|
||||
}
|
||||
|
||||
function DoExplode(Vector explLocation, Vector impactNormal) {
|
||||
if(charIsDud)
|
||||
if (charIsDud) {
|
||||
return;
|
||||
if(bStuck)
|
||||
}
|
||||
if (bStuck) {
|
||||
class'NiceBulletAdapter'.static.Explode(self, niceRI, explLocation, base);
|
||||
else
|
||||
} else {
|
||||
class'NiceBulletAdapter'.static.Explode(self, niceRI, explLocation);
|
||||
}
|
||||
GenerateImpactEffects(explosionImpact, explLocation, impactNormal, true, true);
|
||||
if(bShakeViewOnExplosion)
|
||||
if (bShakeViewOnExplosion) {
|
||||
ShakeView(explLocation);
|
||||
}
|
||||
KillBullet();
|
||||
}
|
||||
|
||||
function HandleHitWall(Actor wall, Vector hitLocation, Vector hitNormal) {
|
||||
local bool bBulletTooWeak;
|
||||
|
||||
if (charExplodeOnWallHit && !charIsDud && charMinExplosionDist <= 0.0) {
|
||||
DoExplode(hitLocation, hitNormal);
|
||||
return;
|
||||
}
|
||||
else{
|
||||
} else {
|
||||
class'NiceBulletAdapter'.static.HitWall(self, niceRI, wall, hitLocation, hitNormal);
|
||||
GenerateImpactEffects(regularImpact, hitLocation, hitNormal, true, true);
|
||||
if(charIsSticky)
|
||||
if (charIsSticky) {
|
||||
Stick(wall, hitLocation);
|
||||
}
|
||||
}
|
||||
|
||||
if (bShouldBounce && !bDisableComplexMovement) {
|
||||
movementDirection = (movementDirection - 2.0 * hitNormal * (movementDirection dot hitNormal));
|
||||
bBulletTooWeak = !class'NiceBulletAdapter'.static.ZedPenetration(charDamage, self, none, false, false);
|
||||
@ -670,97 +790,133 @@ function HandleHitWall(Actor wall, Vector hitLocation, Vector hitNormal){
|
||||
ResetPathBuilding();
|
||||
ResetIgnoreList();
|
||||
bounceHeadMod *= 2;
|
||||
}
|
||||
else if(movementFallTime > 0.0){
|
||||
} else if (movementFallTime > 0.0) {
|
||||
charIsDud = true;
|
||||
lifeSpan = movementFallTime;
|
||||
movementFallTime = 0.0;
|
||||
movementDirection = vect(0, 0, 0);
|
||||
ResetPathBuilding();
|
||||
ResetIgnoreList();
|
||||
}
|
||||
else
|
||||
} else {
|
||||
bBulletTooWeak = true;
|
||||
if(bBulletTooWeak)
|
||||
}
|
||||
|
||||
if (bBulletTooWeak) {
|
||||
KillBullet();
|
||||
}
|
||||
}
|
||||
|
||||
function HandleHitPawn(KFPawn hitPawn, Vector hitLocation, Vector hitDirection, array<int> hitPoints) {
|
||||
if (charExplodeOnPawnHit && !charIsDud && charMinExplosionDist <= 0.0) {
|
||||
DoExplode(hitLocation, hitDirection);
|
||||
GenerateImpactEffects(explosionImpact, hitLocation, hitDirection);
|
||||
return;
|
||||
}
|
||||
else{
|
||||
} else {
|
||||
class'NiceBulletAdapter'.static.HitPawn(self, niceRI, hitPawn, hitLocation, hitDirection, hitPoints);
|
||||
if(bGenRegEffectOnPawn)
|
||||
if (bGenRegEffectOnPawn) {
|
||||
GenerateImpactEffects(regularImpact, hitLocation, hitDirection, false, false);
|
||||
}
|
||||
}
|
||||
if (!class'NiceBulletAdapter'.static.ZedPenetration(charDamage, self, none, false, false)) {
|
||||
charPenetrationCount += 1;
|
||||
KillBullet();
|
||||
}
|
||||
}
|
||||
|
||||
function HandleHitZed(KFMonster targetZed, Vector hitLocation, Vector hitDirection, float headshotLevel) {
|
||||
local bool bHitZedCalled;
|
||||
|
||||
if (class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillDemoDirectApproach')) {
|
||||
class'NiceBulletAdapter'.static.HitZed(self, niceRI, targetZed, hitLocation, hitDirection, headshotLevel);
|
||||
if(bGenRegEffectOnPawn)
|
||||
if (bGenRegEffectOnPawn) {
|
||||
GenerateImpactEffects(regularImpact, hitLocation, hitDirection, false, false);
|
||||
}
|
||||
bHitZedCalled = true;
|
||||
}
|
||||
|
||||
if (charExplodeOnPawnHit && !charIsDud && charMinExplosionDist <= 0.0) {
|
||||
class'NiceBulletAdapter'.static.Explode(self, niceRI, hitLocation, targetZed);
|
||||
GenerateImpactEffects(explosionImpact, hitLocation, hitDirection);
|
||||
if(bShakeViewOnExplosion)
|
||||
if (bShakeViewOnExplosion) {
|
||||
ShakeView(hitLocation);
|
||||
}
|
||||
KillBullet();
|
||||
return;
|
||||
}
|
||||
else{
|
||||
} else {
|
||||
if (!bHitZedCalled) {
|
||||
class'NiceBulletAdapter'.static.HitZed(self, niceRI, targetZed, hitLocation, hitDirection, headshotLevel);
|
||||
if(bGenRegEffectOnPawn)
|
||||
class'NiceBulletAdapter'.static.HitZed(
|
||||
self,
|
||||
niceRI,
|
||||
targetZed,
|
||||
hitLocation,
|
||||
hitDirection,
|
||||
headshotLevel
|
||||
);
|
||||
if (bGenRegEffectOnPawn) {
|
||||
GenerateImpactEffects(regularImpact, hitLocation, hitDirection, false, false);
|
||||
}
|
||||
}
|
||||
bHitZedCalled = true;
|
||||
if (!bGhost && !bAlreadyHitZed) {
|
||||
bAlreadyHitZed = true;
|
||||
if(nicePlayer != none && niceRI != none)
|
||||
if (nicePlayer != none && niceRI != none) {
|
||||
niceRI.ServerJunkieExtension(nicePlayer, headshotLevel > 0.0);
|
||||
}
|
||||
if(charIsSticky)
|
||||
}
|
||||
if (charIsSticky) {
|
||||
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;
|
||||
KillBullet();
|
||||
}
|
||||
}
|
||||
|
||||
function HandleScream(Vector disintegrationLocation, Vector entryDirection) {
|
||||
if(!charIsDud)
|
||||
if (!charIsDud) {
|
||||
GenerateImpactEffects(disintegrationImpact, 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 actualImpactShift;
|
||||
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
|
||||
if(Level.NetMode == NM_DedicatedServer || bBulletDead || localPlayer == none)
|
||||
if (Level.NetMode == NM_DedicatedServer || bBulletDead || localPlayer == none) {
|
||||
return;
|
||||
if(!localPlayer.CanSpawnEffect(bGhost) && !effect.bImportanEffect)
|
||||
}
|
||||
if (!localPlayer.CanSpawnEffect(bGhost) && !effect.bImportanEffect) {
|
||||
return;
|
||||
}
|
||||
// -- Classic effect
|
||||
if(effect.bPlayROEffect && !bBulletDead)
|
||||
if (effect.bPlayROEffect && !bBulletDead) {
|
||||
Spawn(class'ROBulletHitEffect',,, hitLocation, rotator(-hitNormal));
|
||||
}
|
||||
// -- Generate decal
|
||||
if (bGenerateDecal && effect.decalClass != none) {
|
||||
// Find appropriate cull distance for this decal
|
||||
actualCullDistance = effect.decalClass.default.cullDistance;
|
||||
// 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
|
||||
}
|
||||
// Spawn decal
|
||||
if (!localPlayer.BeyondViewDistance(hitLocation, actualCullDistance)) {
|
||||
Spawn(effect.decalClass, self,, hitLocation, rotator(- hitNormal));
|
||||
@ -769,10 +925,11 @@ function GenerateImpactEffects(ImpactEffect effect, Vector hitLocation, Vector h
|
||||
}
|
||||
// -- Generate custom effect
|
||||
if (effect.emitterClass != none && EffectIsRelevant(hitLocation, false)) {
|
||||
if(bWallImpact)
|
||||
if (bWallImpact) {
|
||||
actualImpactShift = effect.emitterShiftWall;
|
||||
else
|
||||
} else {
|
||||
actualImpactShift = effect.emitterShiftPawn;
|
||||
}
|
||||
Spawn(effect.emitterClass,,, hitLocation - movementDirection * actualImpactShift, rotator(movementDirection));
|
||||
generatedEffect = true;
|
||||
}
|
||||
@ -783,28 +940,43 @@ function GenerateImpactEffects(ImpactEffect effect, Vector hitLocation, Vector h
|
||||
Spawn(class'NiceSoundCls',,, hitLocation);
|
||||
generatedEffect = true;
|
||||
}
|
||||
if(generatedEffect)
|
||||
if (generatedEffect) {
|
||||
localPlayer.AddEffect();
|
||||
}
|
||||
}
|
||||
|
||||
function ShakeView(Vector hitLocation) {
|
||||
local float distance, scale;
|
||||
if(nicePlayer == none || shakeRadiusMult < 0.0)
|
||||
|
||||
if (nicePlayer == none || shakeRadiusMult < 0.0) {
|
||||
return;
|
||||
}
|
||||
distance = VSize(hitLocation - nicePlayer.ViewTarget.Location);
|
||||
if (distance < charExplosionRadius * shakeRadiusMult) {
|
||||
if(distance < charExplosionRadius)
|
||||
if (distance < charExplosionRadius) {
|
||||
scale = 1.0;
|
||||
else
|
||||
} else {
|
||||
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() {
|
||||
local int i;
|
||||
|
||||
if (bulletTrail != none) {
|
||||
for (i = 0; i < bulletTrail.Emitters.Length; i ++) {
|
||||
if(bulletTrail.Emitters[i] == none)
|
||||
if (bulletTrail.Emitters[i] == none) {
|
||||
continue;
|
||||
}
|
||||
bulletTrail.Emitters[i].ParticlesPerSecond = 0;
|
||||
bulletTrail.Emitters[i].InitialParticlesPerSecond = 0;
|
||||
bulletTrail.Emitters[i].RespawnDeadParticles = false;
|
||||
@ -812,6 +984,7 @@ function KillBullet(){
|
||||
bulletTrail.SetBase(none);
|
||||
bulletTrail.AutoDestroy = true;
|
||||
}
|
||||
|
||||
if (bulletXTrail != none) {
|
||||
bulletXTrail.mRegen = false;
|
||||
bulletXTrail.LifeSpan = LifeSpan;
|
||||
@ -821,12 +994,12 @@ function KillBullet(){
|
||||
SoundVolume = 0;
|
||||
LifeSpan = FMin(LifeSpan, 0.1);
|
||||
}
|
||||
|
||||
event Destroyed() {
|
||||
KillBullet();
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
defaultproperties {
|
||||
insideBouncesLeft=2
|
||||
trajUpdFreq=0.100000
|
||||
maxTraceCycles=128
|
||||
|
@ -9,57 +9,132 @@
|
||||
// E-mail: dkanus@gmail.com
|
||||
//======================================================================================================================
|
||||
class NiceBulletAdapter extends Object;
|
||||
|
||||
var const int BigZedMinHealth; // If zed's base Health >= this value, zed counts as Big
|
||||
var const int MediumZedMinHealth; // If zed's base Health >= this value, zed counts as Medium-size
|
||||
static function Explode(NiceBullet bullet, NiceReplicationInfo niceRI, Vector hitLocation, optional Actor explosionTarget){
|
||||
|
||||
static function Explode(
|
||||
NiceBullet bullet,
|
||||
NiceReplicationInfo niceRI,
|
||||
Vector hitLocation,
|
||||
optional Actor explosionTarget
|
||||
) {
|
||||
if (!bullet.bGhost) {
|
||||
niceRI.ServerExplode(bullet.charExplosionDamage, bullet.charExplosionRadius, bullet.charExplosionExponent,
|
||||
bullet.charExplosionDamageType, bullet.charExplosionMomentum, hitLocation, bullet.instigator, true,
|
||||
explosionTarget, Vector(bullet.Rotation));
|
||||
if(KFMonster(bullet.base) != none && bullet.bStuck && bullet.bStuckToHead)
|
||||
niceRI.ServerDealDamage(KFMonster(bullet.base), bullet.charExplosionDamage, bullet.instigator, hitLocation,
|
||||
bullet.charExplosionMomentum * vect(0,0,-1), bullet.charExplosionDamageType, 1.0);
|
||||
niceRI.ServerExplode(
|
||||
bullet.charExplosionDamage,
|
||||
bullet.charExplosionRadius,
|
||||
bullet.charExplosionExponent,
|
||||
bullet.charExplosionDamageType,
|
||||
bullet.charExplosionMomentum,
|
||||
hitLocation,
|
||||
bullet.instigator,
|
||||
true,
|
||||
explosionTarget,
|
||||
Vector(bullet.Rotation)
|
||||
);
|
||||
|
||||
if (KFMonster(bullet.base) != none && bullet.bStuck && bullet.bStuckToHead) {
|
||||
niceRI.ServerDealDamage(
|
||||
KFMonster(bullet.base),
|
||||
bullet.charExplosionDamage,
|
||||
bullet.instigator,
|
||||
hitLocation,
|
||||
bullet.charExplosionMomentum * vect(0, 0, -1),
|
||||
bullet.charExplosionDamageType,
|
||||
1.0
|
||||
);
|
||||
}
|
||||
}
|
||||
static function HandleCalibration
|
||||
(
|
||||
}
|
||||
|
||||
static function HandleCalibration (
|
||||
bool isHeadshot,
|
||||
NiceHumanPawn nicePawn,
|
||||
NiceMonster targetZed
|
||||
) {
|
||||
if(nicePawn == none) return;
|
||||
if(nicePawn.currentCalibrationState != CALSTATE_ACTIVE) return;
|
||||
if (nicePawn == none || nicePawn.currentCalibrationState != CALSTATE_ACTIVE) {
|
||||
return;
|
||||
}
|
||||
|
||||
nicePawn.ServerUpdateCalibration(isHeadshot, targetZed);
|
||||
}
|
||||
static function HitWall(NiceBullet bullet, NiceReplicationInfo niceRI, Actor targetWall,
|
||||
Vector hitLocation, Vector hitNormal){
|
||||
|
||||
static function HitWall(
|
||||
NiceBullet bullet,
|
||||
NiceReplicationInfo niceRI,
|
||||
Actor targetWall,
|
||||
Vector hitLocation,
|
||||
Vector hitNormal
|
||||
) {
|
||||
local NicePlayerController nicePlayer;
|
||||
|
||||
nicePlayer = NicePlayerController(bullet.Instigator.Controller);
|
||||
if(nicePlayer == none)
|
||||
if (nicePlayer == none) {
|
||||
return;
|
||||
if(!bullet.bAlreadyHitZed)
|
||||
}
|
||||
if (!bullet.bAlreadyHitZed) {
|
||||
HandleCalibration(false, NiceHumanPawn(bullet.Instigator), none);
|
||||
if(!targetWall.bStatic && !targetWall.bWorldGeometry && nicePlayer != none && (nicePlayer.wallHitsLeft > 0 || Projectile(targetWall) != none)){
|
||||
niceRI.ServerDealDamage(targetWall, bullet.charOrigDamage, bullet.Instigator, hitLocation,
|
||||
bullet.charMomentumTransfer * hitNormal, bullet.charDamageType);
|
||||
}
|
||||
if (
|
||||
!targetWall.bStatic &&
|
||||
!targetWall.bWorldGeometry &&
|
||||
nicePlayer != none &&
|
||||
(nicePlayer.wallHitsLeft > 0 || Projectile(targetWall) != none)
|
||||
) {
|
||||
niceRI.ServerDealDamage(
|
||||
targetWall,
|
||||
bullet.charOrigDamage,
|
||||
bullet.Instigator,
|
||||
hitLocation,
|
||||
bullet.charMomentumTransfer * hitNormal,
|
||||
bullet.charDamageType
|
||||
);
|
||||
nicePlayer.wallHitsLeft --;
|
||||
}
|
||||
}
|
||||
static function HandleScream(NiceBullet bullet, NiceReplicationInfo niceRI, Vector location, Vector entryDirection){
|
||||
|
||||
static function HandleScream(
|
||||
NiceBullet bullet,
|
||||
NiceReplicationInfo niceRI,
|
||||
Vector location,
|
||||
Vector entryDirection
|
||||
) {
|
||||
bullet.charIsDud = true;
|
||||
}
|
||||
static function HitPawn(NiceBullet bullet, NiceReplicationInfo niceRI, KFPawn targetPawn, Vector hitLocation,
|
||||
Vector hitNormal, array<int> hitPoints){
|
||||
|
||||
static function HitPawn(
|
||||
NiceBullet bullet,
|
||||
NiceReplicationInfo niceRI,
|
||||
KFPawn targetPawn,
|
||||
Vector hitLocation,
|
||||
Vector hitNormal,
|
||||
array<int> hitPoints
|
||||
) {
|
||||
local NiceMedicProjectile niceDart;
|
||||
|
||||
niceDart = NiceMedicProjectile(bullet);
|
||||
if(niceDart == none)
|
||||
niceRI.ServerDealDamage(targetPawn, bullet.charDamage, bullet.instigator, HitLocation,
|
||||
hitNormal * bullet.charMomentumTransfer, bullet.charDamageType);
|
||||
else
|
||||
if (niceDart == none) {
|
||||
niceRI.ServerDealDamage(
|
||||
targetPawn,
|
||||
bullet.charDamage,
|
||||
bullet.instigator,
|
||||
HitLocation,
|
||||
hitNormal * bullet.charMomentumTransfer,
|
||||
bullet.charDamageType
|
||||
);
|
||||
} else {
|
||||
niceRI.ServerHealTarget(NiceHumanPawn(targetPawn), bullet.charDamage, bullet.instigator);
|
||||
}
|
||||
static function HitZed(NiceBullet bullet, NiceReplicationInfo niceRI, KFMonster kfZed, Vector hitLocation,
|
||||
Vector hitNormal, float headshotLevel){
|
||||
}
|
||||
|
||||
static function HitZed(
|
||||
NiceBullet bullet,
|
||||
NiceReplicationInfo niceRI,
|
||||
KFMonster kfZed,
|
||||
Vector hitLocation,
|
||||
Vector hitNormal,
|
||||
float headshotLevel
|
||||
) {
|
||||
local bool bIsHeadshot, bIsPreciseHeadshot;
|
||||
local float actualDamage;
|
||||
local int lockonTicks;
|
||||
@ -68,37 +143,54 @@ static function HitZed(NiceBullet bullet, NiceReplicationInfo niceRI, KFMonster
|
||||
local NiceHumanPawn nicePawn;
|
||||
local NicePlayerController nicePlayer;
|
||||
local class<NiceVeterancyTypes> niceVet;
|
||||
|
||||
nicePlayer = NicePlayerController(bullet.Instigator.Controller);
|
||||
if ( nicePlayer != none && nicePlayer.abilityManager != none
|
||||
&& nicePlayer.abilityManager.IsAbilityActive(class'NiceSkillEnforcerBruteA'.default.abilityID)) {
|
||||
if (
|
||||
nicePlayer != none &&
|
||||
nicePlayer.abilityManager != none &&
|
||||
nicePlayer.abilityManager.IsAbilityActive(class'NiceSkillEnforcerBruteA'.default.abilityID)
|
||||
) {
|
||||
headshotLevel = 0.0;
|
||||
}
|
||||
bIsHeadshot = (headshotLevel > 0.0);
|
||||
bIsPreciseHeadshot = (headshotLevel > bullet.charDamageType.default.prReqPrecise);
|
||||
if(!bullet.bAlreadyHitZed || bIsHeadshot)
|
||||
if (!bullet.bAlreadyHitZed || bIsHeadshot) {
|
||||
HandleCalibration(bIsHeadshot, NiceHumanPawn(bullet.Instigator), NiceMonster(kfZed));
|
||||
if(bIsHeadshot && bullet.sourceWeapon != none)
|
||||
}
|
||||
if (bIsHeadshot && bullet.sourceWeapon != none) {
|
||||
bullet.sourceWeapon.lastHeadshotTime = bullet.Level.TimeSeconds;
|
||||
if(nicePlayer == none)
|
||||
}
|
||||
if (nicePlayer == none) {
|
||||
return;
|
||||
}
|
||||
nicePawn = NiceHumanPawn(bullet.instigator);
|
||||
if( !bIsHeadshot
|
||||
&& nicePawn != none
|
||||
&& nicePlayer.abilityManager != none
|
||||
&& nicePlayer.abilityManager.IsAbilityActive(class'NiceSkillSharpshooterReaperA'.default.abilityID))
|
||||
if (
|
||||
!bIsHeadshot &&
|
||||
nicePawn != none &&
|
||||
nicePlayer.abilityManager != none &&
|
||||
nicePlayer.abilityManager.IsAbilityActive(class'NiceSkillSharpshooterReaperA'.default.abilityID)
|
||||
) {
|
||||
nicePawn.ServerCooldownAbility(class'NiceSkillSharpshooterReaperA'.default.abilityID);
|
||||
}
|
||||
niceVet = class'NiceVeterancyTypes'.static.GetVeterancy(KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo));
|
||||
if(bullet.charCausePain)
|
||||
if (bullet.charCausePain) {
|
||||
actualDamage = bullet.charOrigDamage;
|
||||
else
|
||||
} else {
|
||||
actualDamage = bullet.charDamage;
|
||||
if(headshotLevel > 0)
|
||||
}
|
||||
if (headshotLevel > 0) {
|
||||
actualDamage *= bullet.charContiniousBonus;
|
||||
if(bullet.bGrazing)
|
||||
}
|
||||
if (bullet.bGrazing) {
|
||||
actualDamage *= class'NiceSkillSupportGraze'.default.grazeDamageMult;
|
||||
}
|
||||
bullet.bGrazing = false;
|
||||
if(kfZed == bullet.lockonZed && bullet.lockonTime > bullet.sourceWeapon.stdFireRate
|
||||
&& niceVet != none && niceVet.static.hasSkill(nicePlayer, class'NiceSkillSharpshooterKillConfirmed')){
|
||||
if (
|
||||
kfZed == bullet.lockonZed &&
|
||||
bullet.lockonTime > bullet.sourceWeapon.stdFireRate &&
|
||||
niceVet != none &&
|
||||
niceVet.static.hasSkill(nicePlayer, class'NiceSkillSharpshooterKillConfirmed')
|
||||
) {
|
||||
lockOnTickRate =class'NiceSkillSharpshooterKillConfirmed'.default.stackDelay;
|
||||
lockonTicks = Ceil(bullet.lockonTime / lockOnTickRate) - 1;
|
||||
lockonTicks = Min(class'NiceSkillSharpshooterKillConfirmed'.default.maxStacks, lockonTicks);
|
||||
@ -107,35 +199,57 @@ static function HitZed(NiceBullet bullet, NiceReplicationInfo niceRI, KFMonster
|
||||
// damageMod *= 1.0 + lockonTicks * class'NiceSkillSharpshooterKillConfirmed'.default.damageBonus;
|
||||
actualDamage *= 1.0 + lockonTicks * class'NiceSkillSharpshooterKillConfirmed'.default.damageBonus;
|
||||
}
|
||||
if(!bullet.bGhost)
|
||||
niceRI.ServerDealDamage(kfZed, actualDamage, bullet.instigator, hitLocation,
|
||||
bullet.charMomentumTransfer * hitNormal, bullet.charDamageType, headshotLevel, bullet.lockonTime);
|
||||
if (!bullet.bGhost) {
|
||||
niceRI.ServerDealDamage(
|
||||
kfZed,
|
||||
actualDamage,
|
||||
bullet.instigator,
|
||||
hitLocation,
|
||||
bullet.charMomentumTransfer * hitNormal,
|
||||
bullet.charDamageType,
|
||||
headshotLevel,
|
||||
bullet.lockonTime
|
||||
);
|
||||
}
|
||||
//// Handle angled shots
|
||||
angle = asin(hitNormal.Z);
|
||||
// Apply angled shots
|
||||
if ((angle > 0.8 || angle < -0.45) && bullet.bCanAngleDamage && kfZed != none) {
|
||||
bullet.bCanAngleDamage = false;
|
||||
bullet.bAlreadyHitZed = true;
|
||||
if(ZedPenetration(bullet.charDamage, bullet, kfZed, bIsHeadshot, bIsPreciseHeadshot))
|
||||
if (ZedPenetration(bullet.charDamage, bullet, kfZed, bIsHeadshot, bIsPreciseHeadshot)) {
|
||||
HitZed(bullet, niceRI, kfZed, hitLocation, hitNormal, headshotLevel);
|
||||
}
|
||||
}
|
||||
//// 'Bore' support skill
|
||||
if( niceVet != none && nicePlayer.IsZedTimeActive() && bullet.insideBouncesLeft > 0
|
||||
&& niceVet.static.hasSkill(nicePlayer, class'NiceSkillSupportZEDBore')){
|
||||
if (
|
||||
niceVet != none &&
|
||||
nicePlayer.IsZedTimeActive() &&
|
||||
bullet.insideBouncesLeft > 0 &&
|
||||
niceVet.static.hasSkill(nicePlayer, class'NiceSkillSupportZEDBore')
|
||||
) {
|
||||
// Count one bounce
|
||||
bullet.insideBouncesLeft --;
|
||||
// Swap head-shot level
|
||||
if(headshotLevel <= 0.0)
|
||||
if (headshotLevel <= 0.0) {
|
||||
headshotLevel = class'NiceSkillSupportZEDBore'.default.minHeadshotPrecision;
|
||||
else
|
||||
} else {
|
||||
headshotLevel = -headshotLevel;
|
||||
}
|
||||
// Deal next batch of damage
|
||||
ZedPenetration(bullet.charDamage, bullet, kfZed, false, false);
|
||||
HitZed(bullet, niceRI, kfZed, hitLocation, hitNormal, headshotLevel);
|
||||
}
|
||||
bullet.insideBouncesLeft = 2;
|
||||
}
|
||||
static function bool ZedPenetration(out float Damage, NiceBullet bullet, KFMonster targetZed, bool bIsHeadshot, bool bIsPreciseHeadshot){
|
||||
|
||||
static function bool ZedPenetration(
|
||||
out float Damage,
|
||||
NiceBullet bullet,
|
||||
KFMonster targetZed,
|
||||
bool bIsHeadshot,
|
||||
bool bIsPreciseHeadshot
|
||||
) {
|
||||
local float reductionMod;
|
||||
local NiceMonster niceZed;
|
||||
local NicePlayerController nicePlayer;
|
||||
@ -144,31 +258,49 @@ static function bool ZedPenetration(out float Damage, NiceBullet bullet, KFMonst
|
||||
local class<NiceWeaponDamageType> niceDmgType;
|
||||
// True if we can penetrate even body, but now penetrating a head and shouldn't reduce damage too much
|
||||
local bool bEasyHeadPenetration;
|
||||
|
||||
// Init variables
|
||||
niceZed = NiceMonster(targetZed);
|
||||
nicePlayer = NicePlayerController(bullet.Instigator.Controller);
|
||||
niceVet = none;
|
||||
if(nicePlayer != none)
|
||||
if (nicePlayer != none) {
|
||||
niceVet = class'NiceVeterancyTypes'.static.GetVeterancy(KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo));
|
||||
}
|
||||
niceDmgType = bullet.charDamageType;
|
||||
bEasyHeadPenetration = bIsHeadshot && !niceDmgType.default.bPenetrationHSOnly;
|
||||
reductionMod = 1.0f;
|
||||
// Apply zed reduction and perk reduction of reduction`
|
||||
if (niceZed != none) {
|
||||
// Railgun skill exception
|
||||
if(niceVet != none && niceVet.static.hasSkill(nicePlayer, class'NiceSkillSharpshooterZEDRailgun') && nicePlayer.IsZedTimeActive())
|
||||
if (
|
||||
niceVet != none &&
|
||||
niceVet.static.hasSkill(nicePlayer, class'NiceSkillSharpshooterZEDRailgun') &&
|
||||
nicePlayer.IsZedTimeActive()
|
||||
) {
|
||||
return true;
|
||||
if(niceZed.default.Health >= default.BigZedMinHealth && !bEasyHeadPenetration)
|
||||
}
|
||||
if (niceZed.default.Health >= default.BigZedMinHealth && !bEasyHeadPenetration) {
|
||||
reductionMod *= niceDmgType.default.BigZedPenDmgReduction;
|
||||
else if(niceZed.default.Health >= default.MediumZedMinHealth && !bEasyHeadPenetration)
|
||||
} else if (niceZed.default.Health >= default.MediumZedMinHealth && !bEasyHeadPenetration) {
|
||||
reductionMod *= niceDmgType.default.MediumZedPenDmgReduction;
|
||||
}
|
||||
else
|
||||
} else {
|
||||
reductionMod *= niceDmgType.default.BigZedPenDmgReduction;
|
||||
if(niceVet != none)
|
||||
reductionMod = niceVet.static.GetPenetrationDamageMulti(KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo), reductionMod, niceDmgType);
|
||||
}
|
||||
if (niceVet != none) {
|
||||
reductionMod = niceVet.static.GetPenetrationDamageMulti(
|
||||
KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo),
|
||||
reductionMod,
|
||||
niceDmgType
|
||||
);
|
||||
}
|
||||
actualMaxPenetrations = niceDmgType.default.maxPenetrations;
|
||||
if(niceVet != none && !bullet.charWasHipFired && niceVet.static.hasSkill(nicePlayer, class'NiceSkillSharpshooterSurgical') && bIsHeadshot){
|
||||
if (
|
||||
niceVet != none &&
|
||||
!bullet.charWasHipFired &&
|
||||
niceVet.static.hasSkill(nicePlayer, class'NiceSkillSharpshooterSurgical') &&
|
||||
bIsHeadshot
|
||||
) {
|
||||
actualMaxPenetrations += 1;
|
||||
reductionMod = FMax(reductionMod, class'NiceSkillSharpshooterSurgical'.default.penDmgReduction);
|
||||
}
|
||||
@ -176,20 +308,24 @@ static function bool ZedPenetration(out float Damage, NiceBullet bullet, KFMonst
|
||||
Damage *= reductionMod * niceDmgType.default.PenDmgReduction;
|
||||
bullet.decapMod *= reductionMod * niceDmgType.default.PenDecapReduction;
|
||||
bullet.incapMod *= reductionMod * niceDmgType.default.PenIncapReduction;
|
||||
if(niceVet != none && actualMaxPenetrations >= 0)
|
||||
if (niceVet != none && actualMaxPenetrations >= 0) {
|
||||
actualMaxPenetrations +=
|
||||
niceVet.static.GetAdditionalPenetrationAmount(KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo));
|
||||
if(!bIsHeadshot && niceDmgType.default.bPenetrationHSOnly)
|
||||
}
|
||||
if (!bIsHeadshot && niceDmgType.default.bPenetrationHSOnly) {
|
||||
return false;
|
||||
if(actualMaxPenetrations < 0)
|
||||
}
|
||||
if (actualMaxPenetrations < 0) {
|
||||
return true;
|
||||
if(Damage / bullet.charOrigDamage < (niceDmgType.default.PenDmgReduction ** (actualMaxPenetrations + 1)) + 0.0001 || Damage < 1)
|
||||
}
|
||||
if (Damage / bullet.charOrigDamage < (niceDmgType.default.PenDmgReduction ** (actualMaxPenetrations + 1)) + 0.0001 || Damage < 1) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
defaultproperties {
|
||||
BigZedMinHealth=1000
|
||||
MediumZedMinHealth=500
|
||||
}
|
@ -1,76 +1,160 @@
|
||||
class NiceProjectileSpawner extends Actor
|
||||
dependson(NiceBullet);
|
||||
|
||||
// NICETODO: use flags correctly
|
||||
static function MakeProjectile(Vector start, Rotator dir, NiceFire.ShotType shotParams, NiceFire.FireModeContext fireContext, optional bool bForceComplexTraj,
|
||||
optional bool bDuplReal, optional bool bSkipGhosts){
|
||||
static function MakeProjectile(
|
||||
Vector start,
|
||||
Rotator dir,
|
||||
NiceFire.ShotType shotParams,
|
||||
NiceFire.FireModeContext fireContext,
|
||||
optional bool bForceComplexTraj,
|
||||
optional bool bDuplReal,
|
||||
optional bool bSkipGhosts
|
||||
) {
|
||||
local int i;
|
||||
local NicePack niceMut;
|
||||
|
||||
niceMut = class'NicePack'.static.Myself(fireContext.Instigator.Level);
|
||||
if(niceMut == none)
|
||||
if (niceMut == none) {
|
||||
return;
|
||||
if(fireContext.Instigator.Role < ROLE_Authority || bDuplReal)
|
||||
}
|
||||
if (fireContext.Instigator.Role < ROLE_Authority || bDuplReal) {
|
||||
SpawnProjectile(Start, Dir, shotParams, fireContext, false, bForceComplexTraj);
|
||||
}
|
||||
if (fireContext.Instigator.Role == ROLE_Authority && niceMut != none && !bSkipGhosts) {
|
||||
for (i = 0; i < niceMut.playersList.Length; i++) {
|
||||
if(niceMut.playersList[i] != fireContext.Instigator.Controller)
|
||||
niceMut.playersList[i].ClientSpawnGhostProjectile(start, dir.pitch, dir.yaw, dir.roll, shotParams, fireContext, bForceComplexTraj);
|
||||
if (niceMut.playersList[i] != fireContext.Instigator.Controller) {
|
||||
niceMut.playersList[i].ClientSpawnGhostProjectile(
|
||||
start,
|
||||
dir.pitch,
|
||||
dir.yaw,
|
||||
dir.roll,
|
||||
shotParams,
|
||||
fireContext,
|
||||
bForceComplexTraj
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
static function StickProjectile(KFHumanPawn instigator, Actor base, name bone, Vector shift, Rotator direction,
|
||||
NiceBullet.ExplosionData expData, optional bool bDuplReal, optional bool bSkipGhosts){
|
||||
}
|
||||
|
||||
static function StickProjectile(
|
||||
KFHumanPawn instigator,
|
||||
Actor base,
|
||||
name bone,
|
||||
Vector shift,
|
||||
Rotator direction,
|
||||
NiceBullet.ExplosionData expData,
|
||||
optional bool bDuplReal,
|
||||
optional bool bSkipGhosts
|
||||
) {
|
||||
local int i;
|
||||
local NicePack niceMut;
|
||||
|
||||
niceMut = class'NicePack'.static.Myself(expData.Instigator.Level);
|
||||
if(niceMut == none)
|
||||
if (niceMut == none) {
|
||||
return;
|
||||
}
|
||||
niceMut.stuckCounter ++;
|
||||
if(expData.Instigator.Role < ROLE_Authority)
|
||||
SpawnStuckProjectile(instigator, base, bone, shift, direction, expData, false, niceMut.stuckCounter);
|
||||
if (expData.Instigator.Role < ROLE_Authority) {
|
||||
SpawnStuckProjectile(
|
||||
instigator,
|
||||
base,
|
||||
bone,
|
||||
shift,
|
||||
direction,
|
||||
expData,
|
||||
false,
|
||||
niceMut.stuckCounter
|
||||
);
|
||||
}
|
||||
if (expData.Instigator.Role == ROLE_Authority && niceMut != none) {
|
||||
for (i = 0; i < niceMut.playersList.Length; i++) {
|
||||
if( (niceMut.playersList[i] != expData.Instigator.Controller && !bSkipGhosts)
|
||||
|| (niceMut.playersList[i] == expData.Instigator.Controller && bDuplReal) )
|
||||
niceMut.playersList[i].ClientStickGhostProjectile(instigator, base, bone, shift, direction, expData,
|
||||
niceMut.stuckCounter);
|
||||
if (
|
||||
(niceMut.playersList[i] != expData.Instigator.Controller && !bSkipGhosts) ||
|
||||
(niceMut.playersList[i] == expData.Instigator.Controller && bDuplReal)
|
||||
) {
|
||||
niceMut.playersList[i].ClientStickGhostProjectile(
|
||||
instigator,
|
||||
base,
|
||||
bone,
|
||||
shift,
|
||||
direction,
|
||||
expData,
|
||||
niceMut.stuckCounter
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
static function NiceBullet SpawnProjectile(Vector Start, Rotator Dir, NiceFire.ShotType shotParams, NiceFire.FireModeContext fireContext, optional bool bIsGhost, optional bool bForceComplexTraj){
|
||||
}
|
||||
|
||||
static function NiceBullet SpawnProjectile(
|
||||
Vector Start,
|
||||
Rotator Dir,
|
||||
NiceFire.ShotType shotParams,
|
||||
NiceFire.FireModeContext fireContext,
|
||||
optional bool bIsGhost,
|
||||
optional bool bForceComplexTraj
|
||||
) {
|
||||
local Actor other;
|
||||
local NiceBullet niceProj;
|
||||
local Vector HitLocation, HitNormal;
|
||||
local NicePlayerController nicePlayer;
|
||||
local class<NiceVeterancyTypes> niceVet;
|
||||
|
||||
// No class - no projectile
|
||||
if(shotParams.bulletClass == none)
|
||||
if (shotParams.bulletClass == none) {
|
||||
return none;
|
||||
}
|
||||
// Try to spawn
|
||||
if(fireContext.Instigator != none)
|
||||
if (fireContext.Instigator != none) {
|
||||
niceProj = fireContext.Instigator.Spawn(shotParams.bulletClass,,, Start, Dir);
|
||||
}
|
||||
// Try harder
|
||||
if (niceProj == none && fireContext.Instigator != none) {
|
||||
other = fireContext.Instigator.Trace(HitLocation, HitNormal, Start, fireContext.Instigator.Location + fireContext.Instigator.EyePosition(), false, Vect(0,0,1));
|
||||
if(other != none)
|
||||
other = fireContext.Instigator.Trace(
|
||||
HitLocation,
|
||||
HitNormal,
|
||||
Start,
|
||||
fireContext.Instigator.Location + fireContext.Instigator.EyePosition(),
|
||||
false,
|
||||
Vect(0, 0, 1)
|
||||
);
|
||||
if (other != none) {
|
||||
Start = HitLocation;
|
||||
}
|
||||
niceProj = fireContext.Instigator.Spawn(shotParams.bulletClass,,, Start, Dir);
|
||||
}
|
||||
// Give up if failed after these two attempts
|
||||
if(niceProj == none)
|
||||
if (niceProj == none) {
|
||||
return none;
|
||||
}
|
||||
niceProj.Renew();
|
||||
// Initialize projectile
|
||||
if(fireContext.Instigator != none)
|
||||
if (fireContext.Instigator != none) {
|
||||
nicePlayer = NicePlayerController(fireContext.Instigator.Controller);
|
||||
if(nicePlayer != none)
|
||||
}
|
||||
if (nicePlayer != none) {
|
||||
niceVet = class'NiceVeterancyTypes'.static.GetVeterancy(nicePlayer.PlayerReplicationInfo);
|
||||
}
|
||||
niceProj.bGhost = bIsGhost;
|
||||
// Fill-up data about what damage should projectile deal
|
||||
niceProj.charDamage = shotParams.damage;
|
||||
if(niceVet != none && fireContext.bIsBursting && niceVet.static.hasSkill(nicePlayer, class'NiceSkillCommandoExplosivePower'))
|
||||
if (
|
||||
niceVet != none &&
|
||||
fireContext.bIsBursting &&
|
||||
niceVet.static.hasSkill(nicePlayer, class'NiceSkillCommandoExplosivePower')
|
||||
) {
|
||||
niceProj.charDamage *= class'NiceSkillCommandoExplosivePower'.default.dmgMod;
|
||||
if(niceVet != none && niceVet.static.hasSkill(nicePlayer, class'NiceSkillSupportZEDBulletStorm') && nicePlayer.IsZedTimeActive())
|
||||
}
|
||||
if (
|
||||
niceVet != none &&
|
||||
niceVet.static.hasSkill(nicePlayer, class'NiceSkillSupportZEDBulletStorm') &&
|
||||
nicePlayer.IsZedTimeActive()
|
||||
) {
|
||||
niceProj.charDamage = shotParams.damage * class'NiceSkillSupportZEDBulletStorm'.default.damageCut;
|
||||
}
|
||||
|
||||
niceProj.charOrigDamage = niceProj.charDamage;
|
||||
niceProj.charDamageType = shotParams.shotDamageType;
|
||||
niceProj.charExplosionDamageType = shotParams.explosionDamageType;
|
||||
@ -92,8 +176,9 @@ static function NiceBullet SpawnProjectile(Vector Start, Rotator Dir, NiceFire.S
|
||||
niceProj.charContiniousBonus = fireContext.continiousBonus;
|
||||
// Fill-up data about at what speed should projectile travel
|
||||
niceProj.movementSpeed = shotParams.projSpeed;
|
||||
if(niceVet != none && niceVet.static.hasSkill(nicePlayer, class'NiceSkillDemoOnperk'))
|
||||
if (niceVet != none && niceVet.static.hasSkill(nicePlayer, class'NiceSkillDemoOnperk')) {
|
||||
niceProj.movementSpeed *= class'NiceSkillDemoOnperk'.default.speedBonus;
|
||||
}
|
||||
niceProj.movementDirection = Vector(niceProj.rotation);
|
||||
niceProj.charAffectedByScream = shotParams.projAffectedByScream;
|
||||
niceProj.charIsSticky = shotParams.bShouldStick;
|
||||
@ -103,29 +188,47 @@ static function NiceBullet SpawnProjectile(Vector Start, Rotator Dir, NiceFire.S
|
||||
niceProj.charExplosionExponent *= class'NiceSkillDemoVolatile'.default.falloffMult;
|
||||
niceProj.charMinExplosionDist *= class'NiceSkillDemoVolatile'.default.safeDistanceMult;
|
||||
}
|
||||
if(niceVet != none && niceVet.static.hasSkill(nicePlayer, class'NiceSkillDemoZEDFullBlast') && nicePlayer.IsZedTimeActive()){
|
||||
if (
|
||||
niceVet != none &&
|
||||
niceVet.static.hasSkill(nicePlayer, class'NiceSkillDemoZEDFullBlast') &&
|
||||
nicePlayer.IsZedTimeActive()
|
||||
) {
|
||||
niceProj.charExplosionRadius *= class'NiceSkillDemoZEDFullBlast'.default.explRadiusMult;
|
||||
niceProj.charExplosionExponent = 0.0;
|
||||
}
|
||||
if(bForceComplexTraj)
|
||||
if (bForceComplexTraj) {
|
||||
niceProj.bDisableComplexMovement = false;
|
||||
if(niceProj.Instigator != none && NicePlayerController(niceProj.Instigator.Controller) != none)
|
||||
}
|
||||
if (niceProj.Instigator != none && NicePlayerController(niceProj.Instigator.Controller) != none) {
|
||||
niceProj.niceRI = NicePlayerController(niceProj.Instigator.Controller).NiceRI;
|
||||
}
|
||||
// And some leftovers
|
||||
//niceProj.bShouldBounce = shotParams.bShouldBounce;
|
||||
niceProj.bInitFinished = true;
|
||||
|
||||
return niceProj;
|
||||
}
|
||||
static function SpawnStuckProjectile(KFHumanPawn instigator, Actor base, name bone, Vector shift, Rotator direction,
|
||||
NiceBullet.ExplosionData expData, bool bIsGhost, int stuckID){
|
||||
|
||||
static function SpawnStuckProjectile(
|
||||
KFHumanPawn instigator,
|
||||
Actor base,
|
||||
name bone,
|
||||
Vector shift,
|
||||
Rotator direction,
|
||||
NiceBullet.ExplosionData expData,
|
||||
bool bIsGhost,
|
||||
int stuckID
|
||||
) {
|
||||
local Pawn justPawn;
|
||||
local NiceFire.ShotType shotParams;
|
||||
local NiceFire.FireModeContext fireContext;
|
||||
local NiceBullet spawnedBullet;
|
||||
local NicePlayerController nicePlayer;
|
||||
|
||||
nicePlayer = NicePlayerController(instigator.Controller);
|
||||
if(base == none || nicePlayer == none)
|
||||
if (base == none || nicePlayer == none) {
|
||||
return;
|
||||
}
|
||||
justPawn = Pawn(base);
|
||||
fireContext.instigator = NiceHumanPawn(instigator);
|
||||
fireContext.sourceWeapon = expData.sourceWeapon;
|
||||
@ -139,8 +242,9 @@ static function SpawnStuckProjectile(KFHumanPawn instigator, Actor base, name bo
|
||||
shotParams.explodeOnFuse = expData.explodeOnFuse;
|
||||
shotParams.projAffectedByScream = expData.affectedByScream;
|
||||
spawnedBullet = SpawnProjectile(base.location, direction, shotParams, fireContext, bIsGhost);
|
||||
if(spawnedBullet == none)
|
||||
if (spawnedBullet == none) {
|
||||
return;
|
||||
}
|
||||
spawnedBullet.stuckID = stuckID;
|
||||
spawnedBullet.bStuck = true;
|
||||
nicePlayer.RegisterStuckBullet(spawnedBullet);
|
||||
@ -152,15 +256,13 @@ static function SpawnStuckProjectile(KFHumanPawn instigator, Actor base, name bo
|
||||
spawnedBullet.SetRelativeRotation(Rotator(Vector(direction) << justPawn.GetBoneRotation(bone, 0)));
|
||||
spawnedBullet.bUseBone = true;
|
||||
spawnedBullet.stuckBone = bone;
|
||||
}
|
||||
else{
|
||||
} else {
|
||||
spawnedBullet.SetBase(base);
|
||||
spawnedBullet.SetRelativeLocation(shift);
|
||||
}
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
defaultproperties {
|
||||
bHidden=True
|
||||
RemoteRole=ROLE_SimulatedProxy
|
||||
LifeSpan=1.000000
|
||||
|
Loading…
Reference in New Issue
Block a user