NicePack/sources/Weapons/NiceBullet.uc

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//======================================================================================================================
// NicePack / NiceBullet
//======================================================================================================================
// Bullet class that's supposed to take care of all damage-dealing projectile needs.
// Functionality:
// - Simulation of both linear and piece-wise motion
// - Collision detection that can be handled through the adapter class
//======================================================================================================================
// 'Nice pack' source
// Do whatever the fuck you want with it
// Author: dkanus
// E-mail: dkanus@gmail.com
//======================================================================================================================
class NiceBullet extends Actor;
// Link to interaction with the server
var NiceReplicationInfo niceRI;
// Controller of our instigator
var NicePlayerController nicePlayer;
// Controller of local player
var NicePlayerController localPlayer;
// Link to our mutator
var NicePack niceMutator;
//======================================================================================================================
// Battle bullet characteristic
var float charOrigDamage;
var float charDamage;
var float decapMod;
var float incapMod;
var int charPenetrationCount;
var float charMomentumTransfer;
var class<NiceWeaponDamageType> charDamageType;
var class<NiceWeaponDamageType> charExplosionDamageType;
var float charExplosionDamage;
var float charExplosionRadius;
var float charExplosionExponent;
var float charExplosionMomentum;
var bool charIsDud;
var float charFuseTime;
var bool charExplodeOnFuse;
var bool charExplodeOnPawnHit;
var bool charExplodeOnWallHit;
var bool charAffectedByScream;
var float charMinExplosionDist;
var bool charWasHipFired;
var bool charCausePain;
var bool charIsSticky;
var float charContiniousBonus;
var bool bAlreadyHitZed;
var NiceWeapon sourceWeapon;
var NiceMonster lockonZed;
var float lockonTime;
var float bounceHeadMod;
var int insideBouncesLeft;
var bool bGrazing;
//======================================================================================================================
// Sticky projectile-related variables
var bool bStuck, bUseBone, bStuckToHead;
var name stuckBone;
var int stuckID;
// Data about explosive characteristics that must be transfered after projectile sticks on something
struct ExplosionData{
var Pawn instigator;
var NiceWeapon sourceWeapon;
var class<NiceBullet> bulletClass;
var class<NiceWeaponDamageType> explosionDamageType;
var float explosionDamage;
var float explosionRadius;
var float explosionExponent;
var float explosionMomentum;
var float fuseTime;
var bool explodeOnFuse;
var bool affectedByScream;
var bool stuckToHead;
};
//======================================================================================================================
// Temporary variables that either need to be moved into config or generalized later
// How often trajectory is allowed to change direction?
var const float trajUpdFreq;
// How much tracing cycles to endure before declaring an infinite cycle?
var const int maxTraceCycles;
var bool bCanAngleDamage;
//======================================================================================================================
// State variables
// Indicates that all necessary values were recorded and we can process this bullet normally
var bool bInitFinished;
var bool bInitFinishDetected;
// Disables all the interaction of this bullet with the world and removes it / marks it for removal
var bool bBulletDead;
var bool bGhost;
//======================================================================================================================
// Collision management
// Describes an actor that we don't wish to collide with
struct IgnoreEntry{
var Actor ignored;
// Set to true when 3rd party already disabled this actor before we had the chance
// Used to avoid re-enabling it later
var bool bExtDisabled;
};
var array<IgnoreEntry> ignoredActors;
// 'true' if we're enforcing our collision rules on actors to ignore them
var bool bIgnoreIsActive;
//======================================================================================================================
// Movement
// If 'true' disables any modifications to the bullet's movement, making it travel in a simple, linear path
var bool bDisableComplexMovement;
// Linear motion
var float movementSpeed;
var Vector movementDirection;
// Added vector acceleration
var Vector movementAcceleration;
var bool bShouldBounce;
// Amount of time our bullet should fall down after hitting a wall
var float movementFallTime;
//======================================================================================================================
// Path building
// We will be building a piecewise linear path for projectiles, where each linear segment should be passable by
// projectile in time 'trajUpdFreq'.
// By changing trajectory in only preset point allow client to emulate non-linear paths,
// while keeping them more or less independent from the frame rate.
// Start and End point of the current linear segment
var Vector pathSegmentS, pathSegmentE;
// Point in the segment, at which we've stopped after last movement
var Vector shiftPoint;
// The part of current segment that we've already covered, changes from 0.0 to 1.0.
// Values above 1.0 indicate that segment was finished and we need to build another one.
// Values below 0.0 indicate that no segment has yet been built.
var float finishedSegmentPart;
//======================================================================================================================
// Visual effects
var class<Emitter> trailClass;
var class<xEmitter> trailXClass;
var Emitter bulletTrail;
var xEmitter bulletXTrail;
// Describes effect that projectile should produce on hit
struct ImpactEffect {
// Is this effect too important to cut it due to effect limit?
var bool bImportanEffect;
// Should we play classic KF's hit effect ('ROBulletHitEffect')?
var bool bPlayROEffect;
// Decal to spawn; null to skip
var class<Projector> decalClass;
// Emitter to spawn; null to skip
var class<Emitter> emitterClass;
// How much back (against direction of the shot) should we spawn emitter? Can be used to avoid clipping with walls
var float emitterShiftWall; // Shift for wall-hits
var float emitterShiftPawn; // Shift for pawn-hits
// Impact noise parameters
var Sound noise;
var string noiseRef; // Reference to 'Sound' to allow dynamic resource allocation
var float noiseVolume;
};
var ImpactEffect regularImpact;
var ImpactEffect explosionImpact;
var ImpactEffect disintegrationImpact;
var bool bGenRegEffectOnPawn;
var bool bShakeViewOnExplosion;
var Vector shakeRotMag; // how far to rot view
var Vector shakeRotRate; // how fast to rot view
var float shakeRotTime; // how much time to rot the instigator's view
var Vector shakeOffsetMag; // max view offset vertically
var Vector shakeOffsetRate; // how fast to offset view vertically
var float shakeOffsetTime; // how much time to offset view
var float shakeRadiusMult;
//======================================================================================================================
// References
// References to allow pre-loading of some resource objects, declared in parent classes
var string meshRef;
var string staticMeshRef;
var string ambientSoundRef;
//======================================================================================================================
// Functions
static function PreloadAssets() {
if (default.ambientSound == none && default.ambientSoundRef != "") {
default.ambientSound = sound(DynamicLoadObject(default.ambientSoundRef, class'Sound', true));
}
if (default.staticMesh == none && default.staticMeshRef != "") {
UpdateDefaultStaticMesh(StaticMesh(DynamicLoadObject(default.staticMeshRef, class'StaticMesh', true)));
}
if (default.mesh == none && default.meshRef != "") {
UpdateDefaultMesh(Mesh(DynamicLoadObject(default.meshRef, class'Mesh', true)));
}
if (default.regularImpact.noise == none && default.regularImpact.noiseRef != "") {
default.regularImpact.noise =
sound(DynamicLoadObject(default.regularImpact.noiseRef, class'Sound', true));
}
if (default.explosionImpact.noise == none && default.explosionImpact.noiseRef != "") {
default.explosionImpact.noise =
sound(DynamicLoadObject(default.explosionImpact.noiseRef, class'Sound', true));
}
if (default.disintegrationImpact.noise == none && default.disintegrationImpact.noiseRef != "") {
default.disintegrationImpact.noise =
sound(DynamicLoadObject(default.disintegrationImpact.noiseRef, class'Sound', true));
}
}
static function bool UnloadAssets() {
default.AmbientSound = none;
UpdateDefaultStaticMesh(none);
UpdateDefaultMesh(none);
default.regularImpact.noise = none;
default.explosionImpact.noise = none;
default.disintegrationImpact.noise = none;
return true;
}
function PostBeginPlay() {
super.PostBeginPlay();
bounceHeadMod = 1.0;
}
function UpdateTrails() {
local Actor trailBase;
// Do nothing on dedicated server
if (Level.NetMode == NM_DedicatedServer) {
return;
}
// Spawn necessary trails first
if (trailClass != none && bulletTrail == none) {
bulletTrail = Spawn(trailClass, self);
}
if (trailXClass != none && bulletXTrail == none) {
bulletXTrail = Spawn(trailXClass, self);
}
// Handle positioning differently for stuck and regular projectiles
if (bStuck && base != none) {
if (bUseBone) {
if (bulletTrail != none) {
bulletTrail.SetBase(base);
base.AttachToBone(bulletTrail, stuckBone);
bulletTrail.SetRelativeLocation(relativeLocation);
bulletTrail.SetRelativeRotation(relativeRotation);
}
if (bulletXTrail != none) {
bulletXTrail.SetBase(base);
base.AttachToBone(bulletTrail, stuckBone);
bulletXTrail.SetRelativeLocation(relativeLocation);
bulletXTrail.SetRelativeRotation(relativeRotation);
}
}
} else {
trailBase = self;
}
// Update lifetime and base (latter is for non-bone attachments only)
if (bulletTrail != none) {
if (trailBase != none) {
bulletTrail.SetBase(trailBase);
}
bulletTrail.lifespan = lifeSpan;
}
if (bulletXTrail != none) {
if (trailBase != none) {
bulletXTrail.SetBase(trailBase);
}
bulletXTrail.lifespan = lifeSpan;
}
}
function ResetPathBuilding() {
finishedSegmentPart = -1.0;
shiftPoint = location;
}
// Resets default values for this bullet.
// Must be called before each new use of a bullet.
function Renew() {
bInitFinished = false;
bBulletDead = false;
bCanAngleDamage = true;
SoundVolume = default.SoundVolume;
decapMod = 1.0f;
incapMod = 1.0f;
ResetIgnoreList();
ResetPathBuilding();
}
simulated function Tick(float delta) {
super.Tick(delta);
if (localPlayer == none) {
localPlayer = NicePlayerController(Level.GetLocalPlayerController());
}
if (charFuseTime > 0) {
charFuseTime -= delta;
if (charFuseTime < 0) {
if (charExplodeOnFuse && !charIsDud) {
GenerateImpactEffects(explosionImpact, location, movementDirection);
if (bStuck) {
class'NiceBulletAdapter'.static.Explode(self, niceRI, location, base);
} else {
class'NiceBulletAdapter'.static.Explode(self, niceRI, location);
}
}
if (!charExplodeOnFuse) {
GenerateImpactEffects(disintegrationImpact, location, movementDirection);
}
KillBullet();
}
}
if (bInitFinished && !bInitFinishDetected) {
bInitFinishDetected = true;
UpdateTrails();
}
if (bInitFinished && !bBulletDead && !bStuck) {
DoProcessMovement(delta);
}
if (bInitFinished && bStuck) {
if (base == none || (KFMonster(base) != none && KFMonster(base).health <= 0)) {
nicePlayer.ExplodeStuckBullet(stuckID);
}
}
}
// Extracts pawn actor from it's auxiliary collision
// @param other Actor we collided with
// @return Pawn we're interested in
function Actor GetMainActor(Actor other) {
if (other == none) {
return none;
}
// Try owner
if (
KFPawn(other) == none &&
KFMonster(other) == none &&
(KFPawn(other.owner) != none || KFMonster(other.owner) != none)
) {
other = other.owner;
}
// Try base
if (
KFPawn(other) == none &&
KFMonster(other) == none &&
(KFPawn(other.base) != none || KFMonster(other.base) != none)
) {
other = other.base;
}
return other;
}
// Returns 'true' if passed actor is either world geometry, 'Level' itself or nothing ('none')
// Neither of these related to pawn damage dealing
function bool IsLevelActor(Actor other) {
if (other == none) {
return true;
}
return (other.bWorldGeometry || other == Level);
}
// Adds given actor and every colliding object connected to it to ignore list
// Removes their collision in case ignore is active (see 'bIgnoreIsActive')
function TotalIgnore(Actor other) {
// These mark what objects, associated with 'other' we also need to ignore
local KFPawn pawnOther;
local KFMonster zedOther;
if (other == none) {
return;
}
// Try to find main actor as KFPawn
pawnOther = KFPawn(other);
if (pawnOther == none) {
pawnOther = KFPawn(other.base);
}
if (pawnOther == none) {
pawnOther = KFPawn(other.owner);
}
// Try to find main actor as KFMonster
zedOther = KFMonster(other);
if (zedOther == none) {
zedOther = KFMonster(other.base);
}
if (zedOther == none) {
zedOther = KFMonster(other.owner);
}
// Ignore everything that's associated with this actor and can have collision
IgnoreActor(other);
IgnoreActor(other.base);
IgnoreActor(other.owner);
if (pawnOther != none) {
IgnoreActor(pawnOther.AuxCollisionCylinder);
}
if (zedOther != none) {
IgnoreActor(zedOther.MyExtCollision);
}
}
// Adds a given actor to ignore list and removes it's collision in case ignore is active (see 'bIgnoreIsActive')
function IgnoreActor(Actor other) {
local int i;
local IgnoreEntry newIgnoredEntry;
// Check if that's a non-level actor and not already on the list
if (IsLevelActor(other)) {
return;
}
for (i = 0; i < ignoredActors.Length; i ++) {
if (ignoredActors[i].ignored == other) {
return;
}
}
// Add actor to the ignore list & disable collision if needed
if (other != none) {
// Make entry
newIgnoredEntry.ignored = other;
newIgnoredEntry.bExtDisabled = !other.bCollideActors;
// Add and activate it
ignoredActors[ignoredActors.Length] = newIgnoredEntry;
if (bIgnoreIsActive) {
other.SetCollision(false);
}
}
}
// Restores ignored state of the actors and zeroes our ignored arrays
function ResetIgnoreList() {
SetIgnoreActive(false);
ignoredActors.Length = 0;
}
// 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.
// 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.
function SetIgnoreActive(bool bActive) {
local int i;
// Do nothing if we're already in a correct state
if (bActive == bIgnoreIsActive) {
return;
}
// Change ignore state & disable collision for ignored actors
bIgnoreIsActive = bActive;
for (i = 0; i < ignoredActors.Length; i ++) {
if (ignoredActors[i].ignored != none) {
// Mark actors that were set to not collide before activation
if (bActive && !ignoredActors[i].ignored.bCollideActors) {
ignoredActors[i].bExtDisabled = true;
}
// Change collision for actors that weren't externally modified
if (!ignoredActors[i].bExtDisabled) {
ignoredActors[i].ignored.SetCollision(!bActive);
}
// After we deactivated our rules - forget about external modifications
if (!bActive) {
ignoredActors[i].bExtDisabled = false;
}
}
}
}
function SetHumanPawnCollision(bool bEnable) {
local int i;
if (niceMutator == none) {
niceMutator = class'NicePack'.static.Myself(Level);
}
for (i = 0; i < niceMutator.recordedHumanPawns.Length; i ++) {
if (niceMutator.recordedHumanPawns[i] != none) {
niceMutator.recordedHumanPawns[i].bBlockHitPointTraces = bEnable;
}
}
}
function float CheckHeadshot(KFMonster kfZed, Vector hitLocation, Vector hitDirection) {
local float hsMod;
local float precision;
local bool bIsShotgunBullet;
local NiceMonster niceZed;
local KFPlayerReplicationInfo KFPRI;
local class<NiceVeterancyTypes> niceVet;
niceZed = NiceMonster(kfZed);
hitDirection = Normal(hitDirection);
bIsShotgunBullet = ClassIsChildOf(charDamageType, class'NiceDamageTypeVetEnforcer');
if (niceZed != none) {
hsMod = bounceHeadMod; // NICETODO: Add bounce and perk and damage type head-shot zones bonuses
hsMod *= charDamageType.default.headSizeModifier;
hsMod *= bounceHeadMod;
if (nicePlayer != none) {
KFPRI = KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo);
}
if (KFPRI != none) {
niceVet = class<NiceVeterancyTypes>(KFPRI.ClientVeteranSkill);
}
if (niceVet != none) {
hsMod *= niceVet.static.GetHeadshotCheckMultiplier(KFPRI, charDamageType);
}
precision = niceZed.IsHeadshotClient(hitLocation, hitDirection, niceZed.clientHeadshotScale * hsMod);
if (
precision <= 0.0 &&
bIsShotgunBullet &&
nicePlayer != none &&
class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillSupportGraze')
) {
bGrazing = true;
hsMod *= class'NiceSkillSupportGraze'.default.hsBonusZoneMult;
precision = niceZed.IsHeadshotClient(hitLocation, hitDirection, niceZed.clientHeadshotScale * hsMod);
}
return precision;
} else {
if (kfZed.IsHeadShot(hitLocation, hitDirection, 1.0)) {
return 1.0;
} else {
return 0.0;
}
}
}
// 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
// 'HandleHitWall' functions.
// Might have to do several traces in case it either hits a (several) target(s)
function DoTraceLine(Vector lineStart, Vector lineEnd) {
local float headshotLevel;
// Amount of tracing iterations we had to do
local int iterationCount;
// Direction and length of traced line
local Vector lineDirection;
// Auxiliary variables for retrieving results of tracing
local Vector hitLocation, hitNormal;
local Actor tracedActor;
local array<int> hitPoints;
local KFMonster tracedZed;
local KFPawn tracedPawn;
lineDirection = (lineEnd - lineStart);
lineDirection = (lineDirection) / VSize(lineDirection);
// Do not trace for disabled bullets and prevent infinite loops
while (!bBulletDead && iterationCount < maxTraceCycles) {
iterationCount++;
// Trace next object
if (!bGhost || localPlayer == none || localPlayer.tracesThisTick <= localPlayer.tracesPerTickLimit) {
if (Instigator != none) {
tracedActor = Instigator.Trace(hitLocation, hitNormal, lineEnd, lineStart, true);
} else {
tracedActor = none;
}
localPlayer.tracesThisTick++;
} else {
tracedActor = none;
}
if (
charAffectedByScream &&
!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 {
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) {
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)
) {
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) {
HandleHitPawn(tracedPawn, hitLocation, lineDirection, hitPoints);
}
} 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) {
pathSegmentS = Location;
} 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.
// @return Amount of time left for bullet to move after this segment
function float ShiftInSegment(float delta) {
// Time that bullet still has available to move after this segment
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) {
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
if (segmentPartWeCanPass >= (1.0 - finishedSegmentPart)) {
remainingTime = delta - (1.0 - finishedSegmentPart) * trajUpdFreq;
finishedSegmentPart = 1.1;
shiftPoint = pathSegmentE;
} else {
// Otherwise compute new 'shiftPoint' normally
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
if (bDisableComplexMovement) {
// Use 'traceStart' as a shift variable here
// Naming is bad in this case, but it avoids
tempVect = movementDirection * movementSpeed * delta;
DoTraceLine(location, location + tempVect);
Move(tempVect);
// Reset path building
// 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
while(delta > 0.0) {
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)
// and update how much time we've got left after we wasted some to move.
delta = ShiftInSegment(delta);
// Trace between end point of previous tracing and end point of the new one.
DoTraceLine(tempVect, shiftPoint);
}
tempVect = shiftPoint - location;
Move(shiftPoint - location);
}
SetRotation(Rotator(movementDirection));
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) {
return;
}
expData.explosionDamageType = charExplosionDamageType;
expData.explosionDamage = charExplosionDamage;
expData.explosionRadius = charExplosionRadius;
expData.explosionExponent = charExplosionExponent;
expData.explosionMomentum = charExplosionMomentum;
expData.fuseTime = charFuseTime;
expData.explodeOnFuse = charExplodeOnFuse;
expData.affectedByScream = charAffectedByScream;
expData.sourceWeapon = sourceWeapon;
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) {
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) +
movementDirection.z * (boneStrickOrig.z - hitLocation.z);
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
);
}
KillBullet();
}
function DoExplode(Vector explLocation, Vector impactNormal) {
if (charIsDud) {
return;
}
if (bStuck) {
class'NiceBulletAdapter'.static.Explode(self, niceRI, explLocation, base);
} else {
class'NiceBulletAdapter'.static.Explode(self, niceRI, explLocation);
}
GenerateImpactEffects(explosionImpact, explLocation, impactNormal, true, true);
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 {
class'NiceBulletAdapter'.static.HitWall(self, niceRI, wall, hitLocation, hitNormal);
GenerateImpactEffects(regularImpact, hitLocation, hitNormal, true, true);
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);
charPenetrationCount += 1;
ResetPathBuilding();
ResetIgnoreList();
bounceHeadMod *= 2;
} else if (movementFallTime > 0.0) {
charIsDud = true;
lifeSpan = movementFallTime;
movementFallTime = 0.0;
movementDirection = vect(0, 0, 0);
ResetPathBuilding();
ResetIgnoreList();
} else {
bBulletTooWeak = true;
}
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 {
class'NiceBulletAdapter'.static.HitPawn(self, niceRI, hitPawn, hitLocation, hitDirection, hitPoints);
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) {
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) {
ShakeView(hitLocation);
}
KillBullet();
return;
} else {
if (!bHitZedCalled) {
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) {
niceRI.ServerJunkieExtension(nicePlayer, headshotLevel > 0.0);
}
}
if (charIsSticky) {
Stick(targetZed, hitLocation);
}
}
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) {
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
) {
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) {
return;
}
if (!localPlayer.CanSpawnEffect(bGhost) && !effect.bImportanEffect) {
return;
}
// -- Classic effect
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) {
actualCullDistance *= 2; // NICETODO: magic number
}
// Spawn decal
if (!localPlayer.BeyondViewDistance(hitLocation, actualCullDistance)) {
Spawn(effect.decalClass, self,, hitLocation, rotator(- hitNormal));
generatedEffect = true;
}
}
// -- Generate custom effect
if (effect.emitterClass != none && EffectIsRelevant(hitLocation, false)) {
if (bWallImpact) {
actualImpactShift = effect.emitterShiftWall;
} else {
actualImpactShift = effect.emitterShiftPawn;
}
Spawn(effect.emitterClass,,, hitLocation - movementDirection * actualImpactShift, rotator(movementDirection));
generatedEffect = true;
}
// -- Generate custom sound
if (effect.noise != none) {
class'NiceSoundCls'.default.effectSound = effect.noise;
class'NiceSoundCls'.default.effectVolume = effect.noiseVolume;
Spawn(class'NiceSoundCls',,, hitLocation);
generatedEffect = true;
}
if (generatedEffect) {
localPlayer.AddEffect();
}
}
function ShakeView(Vector hitLocation) {
local float distance, scale;
if (nicePlayer == none || shakeRadiusMult < 0.0) {
return;
}
distance = VSize(hitLocation - nicePlayer.ViewTarget.Location);
if (distance < charExplosionRadius * shakeRadiusMult) {
if (distance < charExplosionRadius) {
scale = 1.0;
} else {
scale = (charExplosionRadius * ShakeRadiusMult - distance) / (charExplosionRadius);
}
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) {
continue;
}
bulletTrail.Emitters[i].ParticlesPerSecond = 0;
bulletTrail.Emitters[i].InitialParticlesPerSecond = 0;
bulletTrail.Emitters[i].RespawnDeadParticles = false;
}
bulletTrail.SetBase(none);
bulletTrail.AutoDestroy = true;
}
if (bulletXTrail != none) {
bulletXTrail.mRegen = false;
bulletXTrail.LifeSpan = LifeSpan;
}
bBulletDead = true;
bHidden = true;
SoundVolume = 0;
LifeSpan = FMin(LifeSpan, 0.1);
}
event Destroyed() {
KillBullet();
}
defaultproperties {
insideBouncesLeft=2
trajUpdFreq=0.100000
maxTraceCycles=128
bDisableComplexMovement=True
trailXClass=Class'KFMod.KFTracer'
regularImpact=(bPlayROEffect=True)
StaticMeshRef="kf_generic_sm.Shotgun_Pellet"
DrawType=DT_StaticMesh
bAcceptsProjectors=False
LifeSpan=15.000000
Texture=Texture'Engine.S_Camera'
bGameRelevant=True
bCanBeDamaged=True
SoundVolume=255
}