NicePack/sources/Weapons/NiceBullet.uc
2020-02-16 19:53:59 +07:00

944 lines
37 KiB
Ucode

//==============================================================================
// 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
// - Ability to 'stick' to zeds and walls
// - Ability to explode upon reaching various conditions
// - Ability to detect collisions from 'NiceCollisionManager'
//==============================================================================
// Class hierarchy: Object > Actor > NiceBullet
//==============================================================================
// 'Nice pack' source
// Do whatever the fuck you want with it
// Author: dkanus
// E-mail: dkanus@gmail.com
//==============================================================================
class NiceBullet extends Actor
dependson(NiceFire);
//==============================================================================
//==============================================================================
// > State of this bullet
//==============================================================================
// >> Implementation-level state details
// Link to interaction with the server
var NiceReplicationInfo niceRI;
// Controller of our instigator
var NicePlayerController nicePlayer;
// Controller of local player
var NicePlayerController localPlayer;
// Indicates that all necessary values were recorded and
// we can process this bullet normally
var bool bInitFinished;
// Disables all the interaction of this bullet with the world
// and removes it / marks it for removal
var bool bBulletDead;
// Ghost bullets produce visual effects, get stuck, but never deal damage;
// they're used for emulating shooting effects of other players
var bool bGhost;
// How often trajectory is allowed to change direction?
var float trajUpdFreq;
//==============================================================================
// >> Gameplay-related state details
// Info and state, inherited from weapon that fired us
var NiceFire.NWFireType fireType;
var NiceFire.NWCFireState fireState;
// Damage our bullet deals can decrease as we
// penetrate enemies or bounce off the walls;
// this variable reflects that by recording current damage we can deal
var float damage;
// For some of the skills we need to distinguish the first bullet target from
// everything else
var bool bAlreadyHitZed;
// 'true' means that this bullet cannot explode
var bool bIsDud;
// Count-down until our projectile explodes
var float fuseCountDown;
// Head-shot detection multiplier, introduced to allow projectiles that
// have bounced off the walls to hit more reliably
var float bounceHeadMod;
// Used for a support zed-time skill 'Bore', denotes how many more times
// our bullet can 'bounce' between it's head and body
var int insideBouncesLeft;
// Can bullet still perform angle damage?
var bool bCanAngleDamage;
//==============================================================================
// >> Details about bullet's 'stuck' state
// Are we stuck in something?
var bool bStuck;
// (For sticking in zeds only) Data about where exactly we got stuck
var bool bStuckToHead;
var name stuckBone;
//==============================================================================
//==============================================================================
// > Collision management
// Sole role of these variables is to remember actors
// we've already hit to avoid them in future
// 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
// This class of bullets supports both linear
// and piece-wise movement, which allows to emulate bullets
// bouncing off the walls and falling down because of gravity;
// but system can be extended to reflect any kinds of changes to the trajectory
// by altering it's direction at certain points in time
//==============================================================================
// >> Movement 'settings'
// If 'true' disables any modifications to the bullet's movement,
// making it travel in a simple, linear path,
// but reducing amount of performed computation
var bool bDisableComplexMovement;
//==============================================================================
// >> Movement state
// Linear motion
var float speed;
var Vector direction;
// Acceleration that affects this bullet
// Different naming scheme is due to 'acceleration' being already taken and
// not suiting our needs, since we wanted to handle movement on our own
var Vector bulletAccel;
var float distancePassed;
//==============================================================================
// >> Path building
// We will be building a piecewise linear path for projectiles,
// where each linear segment should be passable by projectile
// in time 'NBulletState.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
// This class allows to set 3 different type of effect for 3 distinct cases:
// 1. When bullet exploded
// 2. When bullet hit actor without explosion
// 3. When bullet was disintegrated (usually by siren's scream)
//==============================================================================
// >> Impact effects
// Describes effect that projectile can 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;
// Reference to 'Sound' to allow dynamic resource allocation
var string noiseRef;
var float noiseVolume;
};
var ImpactEffect regularImpact; // Effect on imact, no eplosion
var ImpactEffect explosionImpact; // Effect in case of the explosion
var ImpactEffect disintegrationImpact; // Disintegration, nuff said
// Should we play 'regularImpact' (when bullet hit actor without explosion)
// effects after hitting a 'Pawn'?
// It normally produces badly looking results,
// but if set this flag to 'true' if you want it to anyway
var bool bGenRegEffectOnPawn;
//==============================================================================
// >> Bullet trails
// Bullet supports 2 different types of trails: 'Emitter' and 'xEmitter'.
// Just define class for the one (or both) you want to use.
var class<Emitter> trailClass;
var class<xEmitter> trailXClass;
var Emitter bulletTrail;
var xEmitter bulletXTrail;
//==============================================================================
// >> Explosion view shaking
// Should we even do any shaking at all?
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;
//==============================================================================
//==============================================================================
// > Functions
// Initialises bullet before it's use
function InitBullet(){
// Easy references to 'NiceReplicationInfo'
// + local and instigator controllers
localPlayer = NicePlayerController(Level.GetLocalPlayerController());
instigator = fireState.base.instigator;
nicePlayer = fireState.base.instigatorCtrl;
if(nicePlayer != none)
niceRI = nicePlayer.niceRI;
// Bullet should only replicate damage on instigator's side
bGhost = (localPlayer != nicePlayer);
// We haven't yet do anything,
// so our damage is maxed out and we can do angle damage,
// but still dealing with regular head sizes
bCanAngleDamage = true;
damage = fireType.bullet.damage;
bounceHeadMod = 1.0;
// No countdown could yet take place
fuseCountDown = fireType.explosion.fuseTime;
// Setup movement
speed = fireType.movement.speed;
direction = Vector(rotation);
//bDisableComplexMovement = NICETODO: update as necessary
bDisableComplexMovement = true;
ResetPathBuilding();
// Setup visual effects
UpdateTrails();
// Allow tick to handle the bullet
bInitFinished = true;
}
function UpdateTrails(){
local Actor trailBase;
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 non-stuck projectiles
if(bStuck && base != none){
if(stuckBone != ''){
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;
}
simulated function Tick(float delta){
local bool bBaseIsDead;
local bool bFuseJustRunOut;
super.Tick(delta);
// Fuse didn't run out before this tick, but should after
if(fireType.explosion.bOnFuse){
bFuseJustRunOut = (fuseCountDown > 0) && (fuseCountDown < delta);
fuseCountDown -= delta;
}
// Explode when fuse runs out
if(bFuseJustRunOut)
DoExplode(location, direction);
// Explode stuck bullet if the target it was attached to died
if(bInitFinished && bStuck){
bBaseIsDead = (base == none);
if(NiceMonster(base) != none)
bBaseIsDead = NiceMonster(base).health <= 0;
/*if(bBaseIsDead) NICETODO: finish it
nicePlayer.ExplodeStuckBullet(stuckID);*/
}
// Progress movemnt
if(bInitFinished && !bBulletDead && !bStuck)
DoProcessMovement(delta);
}
// 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
// to avoid unwanted editing of the collision flags
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 float CheckHeadshot( KFMonster kfZed,
Vector hitLocation,
Vector hitDirection){
local float hsMod;
local NiceMonster niceZed;
local KFPlayerReplicationInfo KFPRI;
local class<NiceVeterancyTypes> niceVet;
// If one of these variables is 'none' -
// something went terribly wrong and we might as well bail
niceZed = NiceMonster(kfZed);
if(niceZed == none || nicePlayer == none) return 0.0;
KFPRI = KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo);
if(KFPRI == none) return 0.0;
niceVet = class<NiceVeterancyTypes>(KFPRI.ClientVeteranSkill);
if(niceVet == none) return 0.0;
hitDirection = Normal(hitDirection);
// Compute proper head-shot check multiplier
hsMod = bounceHeadMod;
hsMod *= fireType.bullet.shotDamageType.default.headSizeModifier;
hsMod *= niceVet.static.
GetHeadshotCheckMultiplier(KFPRI, fireType.bullet.shotDamageType);
return niceZed.IsHeadshotClient(hitLocation, hitDirection,
niceZed.clientHeadshotScale * hsMod);
}
function bool CheckSirenBallCollision(Vector lineStart, Vector lineEnd){
if(localPlayer == none || localPlayer.localCollisionManager == none)
return false;
return localPlayer.localCollisionManager.
IsCollidingWithAnything(lineStart, lineEnd);
}
// Makes bullet trace a directed line segment given by start and end points.
// All traced actors and geometry are then properly
// affected by either 'HandleHitActor' or 'HandleHitWall'.
// Might have to do several traces in case it either hits a (several) target(s)
function DoTraceLine(Vector lineStart, Vector lineEnd){
// 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;
if(localPlayer == none || instigator == none) return;
lineDirection = (lineEnd - lineStart);
lineDirection = (lineDirection) / VSize(lineDirection);
// Do not trace for disabled bullets and prevent infinite loops
while(!bBulletDead && iterationCount < 128){
iterationCount ++;
// Find next collision.
// > Trace next object.
// But only if:
// 1. It isn't a ghost and can actually deal damage;
// 2. It's a ghost projectile,
// but we still haven't gone over our traces per tick limit.
if( !bGhost
|| localPlayer.tracesThisTick <= localPlayer.tracesPerTickLimit){
tracedActor = instigator.Trace( hitLocation, hitNormal,
lineEnd, lineStart, true);
localPlayer.tracesThisTick ++;
}
else
tracedActor = none;
// > Check and handle collision with siren's scream ball
if( fireType.bullet.bAffectedByScream && !bIsDud
&& CheckSirenBallCollision(lineStart, lineEnd))
HandleScream(lineStart, lineDirection);
// If we hit level actor (wall) - bail
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;
HandleHitActor(tracedActor, hitLocation, lineDirection, hitNormal);
}
}
// Handles bullet collision with an actor,
// it calls 'HandleHitPawn', 'HandleHitZed' or 'HandleHitWall',
// depending on the type of the actor.
// This function takes two direction parameters:
// - 'hitDirection' is bullet's direction before the impact
// - 'hitNormal' normal of the surface we've hit,
// used to handle effects upon wall hits
function HandleHitActor(Actor hitActor,
Vector hitLocation,
Vector hitDirection,
Vector hitNormal){
local float headshotLevel;
local KFPawn hitPawn;
local NiceMonster hitZed;
hitZed = NiceMonster(hitActor);
hitPawn = KFPawn(hitActor);
if( hitPawn != none && NiceHumanPawn(instigator).ffScale <= 0
/* && NiceMedicProjectile(self) == none */) return;//MEANTODO
if(hitZed != none){
if(hitZed.health > 0){
headshotLevel = CheckHeadshot(hitZed, hitLocation, hitDirection);
HandleHitZed(hitZed, hitLocation, hitDirection, headshotLevel);
}
}
else if(hitPawn != none && hitPawn.health > 0){
if(hitPawn.health > 0)
HandleHitPawn(hitPawn, hitLocation, hitDirection);
}
else
HandleHitWall(hitActor, 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;
direction += (bulletAccel * trajUpdFreq) / speed;
pathSegmentE = pathSegmentS + direction * speed * 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;
// [speed * delta] / [speed * 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;
}
// Otherwise compute new 'shiftPoint' normally
else{
remainingTime = 0.0;
finishedSegmentPart += (delta / trajUpdFreq);
shiftPoint = pathSegmentS +
direction * speed * trajUpdFreq * finishedSegmentPart;
}
return remainingTime;
}
// Moves bullet according to settings,
// 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);
// Simple linear movement
if(bDisableComplexMovement){
// Use 'traceStart' as a shift variable here
// Naming is bad in this case, but it avoids
tempVect = direction * speed * 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;
}
// Non-linear movement support
else{
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(direction));
if(distancePassed > 0)
distancePassed -= VSize(tempVect);
SetIgnoreActive(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){
local ImpactEffect visualEffect;
if(!bIsDud){
class'NiceBulletAdapter'.static.Explode(self, explLocation);
if(bShakeViewOnExplosion)
ShakeView(explLocation);
visualEffect = explosionImpact;
}
else
visualEffect = disintegrationImpact;
GenerateImpactEffects(visualEffect, explLocation, impactNormal, true, true);
KillBullet();
}
function HandleHitWall(Actor wall, Vector hitLocation, Vector hitNormal){
local bool bCanExplode;
local bool bBulletTooWeak;
bCanExplode = !bIsDud && distancePassed < fireType.explosion.minArmDistance;
if(fireType.explosion.bOnWallHit && bCanExplode){
DoExplode(hitLocation, hitNormal);
return;
}
class'NiceBulletAdapter'.static.HitWall(self, wall,
hitLocation, hitNormal);
GenerateImpactEffects(regularImpact, hitLocation, hitNormal, true, true);
if(fireType.bullet.bStickToWalls)
Stick(wall, hitLocation);
else if(bBounce && !bDisableComplexMovement){
direction = direction - 2.0 * hitNormal * (direction dot hitNormal);
bBulletTooWeak = !class'NiceBulletAdapter'.static.
ZedPenetration(damage, self, none, 0.0);
ResetPathBuilding();
ResetIgnoreList();
bounceHeadMod *= 2;
}
else if(fireType.movement.fallTime > 0.0){
bIsDud = true;
lifeSpan = fireType.movement.fallTime;
fireType.movement.fallTime = 0.0;
direction = vect(0,0,0);
ResetPathBuilding();
ResetIgnoreList();
}
else
bBulletTooWeak = true;
if(bBulletTooWeak)
KillBullet();
}
// Decide whether to explode or just hit after non-zed pawn collision
function HandleHitPawn(KFPawn hitPawn, Vector hitLocation, Vector hitDirection){
local bool bCanExplode;
// Deal damage due to impact + effects
class'NiceBulletAdapter'.static.HitPawn(self, hitPawn, hitLocation,
hitDirection);
if(bGenRegEffectOnPawn)
GenerateImpactEffects( regularImpact, hitLocation, hitDirection,
false, false);
// Explode if you can
bCanExplode = !bIsDud && distancePassed < fireType.explosion.minArmDistance;
if(fireType.explosion.bOnPawnHit && bCanExplode){
DoExplode(hitLocation, hitDirection);
return;
}
// Kill weakened bullets
if(!class'NiceBulletAdapter'.static.
ZedPenetration(damage, self, none, 0.0))
KillBullet();
}
// Decide whether to explode or just hit after zed collision;
// Kill the bullet on explosion or when can't penetrate anymore
function HandleHitZed( NiceMonster targetZed,
Vector hitLocation,
Vector hitDirection,
float headshotLevel){
local bool bCanExplode;
if(nicePlayer == none || niceRI == none) return;
// Deal damage due to impact + effects +
// some skill-related stuff ('ServerJunkieExtension')
class'NiceBulletAdapter'.static.HitZed( self, targetZed,
hitLocation, hitDirection,
headshotLevel);
if(!bGhost && !bAlreadyHitZed){
bAlreadyHitZed = true;// NICETODO: send only when actually used
niceRI.ServerJunkieExtension(nicePlayer, headshotLevel > 0.0);
}
if(bGenRegEffectOnPawn)
GenerateImpactEffects( regularImpact, hitLocation, hitDirection,
false, false);
// Explode if you can...
bCanExplode = !bIsDud && distancePassed < fireType.explosion.minArmDistance;
if(fireType.explosion.bOnPawnHit && bCanExplode){
DoExplode(hitLocation, hitDirection);
return;
}
// ...otherwise try sticking
else if(fireType.bullet.bStickToZeds)
Stick(targetZed, hitLocation);
// Kill weakened bullets
if(!class'NiceBulletAdapter'.static.
ZedPenetration(damage, self, targetZed, headshotLevel))
KillBullet();
}
function HandleScream(Vector disintegrationLocation, Vector entryDirection){
if(!bIsDud)
GenerateImpactEffects( disintegrationImpact, disintegrationLocation,
entryDirection);
class'NiceBulletAdapter'.static.HandleScream( self,
disintegrationLocation,
entryDirection);
}
function GenerateImpactEffects( ImpactEffect effect,
Vector hitLocation,
Vector hitNormal,
optional bool bWallImpact,
optional bool bGenerateDecal){
local bool generatedEffect;
local float actualCullDistance, actualImpactShift;
if(localPlayer == none) return;
// No need to play visuals on a server or for dead bullets
if(Level.NetMode == NM_DedicatedServer || bBulletDead) 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 - direction * actualImpactShift,
Rotator(direction));
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 explRadius;
local float distance, scale;
if(nicePlayer == none || shakeRadiusMult < 0.0) return;
explRadius = fireType.explosion.radius;
distance = VSize(hitLocation - nicePlayer.ViewTarget.Location);
if(distance < explRadius * shakeRadiusMult){
if(distance < explRadius)
scale = 1.0;
else
scale = (explRadius * ShakeRadiusMult - distance) / explRadius;
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
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
}