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

225 lines
11 KiB
Ucode

//==============================================================================
// NicePack / NiceBulletAdapter
//==============================================================================
// Temporary stand-in for future functionality.
//==============================================================================
// Class hierarchy: Object > NiceBulletAdapter
//==============================================================================
// 'Nice pack' source
// Do whatever the fuck you want with it
// Author: dkanus
// 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, Vector hitLocation){
/*local NiceReplicationInfo niceRI;
niceRI = bullet.niceRI;
if(!bullet.bGhost){
niceRI.ServerExplode(bullet.fireType.explosion.damage, bullet.fireType.explosion.radius, bullet.fireType.explosion.exponent,
bullet.fireType.explosion.damageType, bullet.fireType.explosion.momentum, hitLocation, bullet.instigator, true,
Vector(bullet.Rotation));
if(KFMonster(bullet.base) != none && bullet.bStuck && bullet.bStuckToHead)
niceRI.ServerDealDamage(KFMonster(bullet.base), bullet.fireType.explosion.damage, bullet.instigator, hitLocation,
bullet.fireType.explosion.momentum * vect(0,0,-1), bullet.fireType.explosion.damageType, 1.0);
}*/
}
/*static function HitWall(NiceBullet bullet, Actor targetWall,
Vector hitLocation, Vector hitNormal){
local NicePlayerController nicePlayer;
local NiceReplicationInfo niceRI;
niceRI = bullet.niceRI;
nicePlayer = NicePlayerController(bullet.Instigator.Controller);
if(nicePlayer == none)
return;
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);
nicePlayer.wallHitsLeft --;
}
}*/
static function HitWall//Actor
(
NiceBullet bullet,
Actor targetWall,
Vector hitLocation,
Vector hitNormal
)
{
local NicePlayerController nicePlayer;
local NiceReplicationInfo niceRI;
if(bullet == none || bullet.instigator == none)
return;
niceRI = bullet.niceRI;
nicePlayer = NicePlayerController(bullet.instigator.controller);
if(nicePlayer == none)
return;
// No need to deal damage to geometry or static actors
if(targetWall.bStatic || targetWall.bWorldGeometry)
return;
// If target is a projectile - we must send message about damage,
// otherwise it's probably a wall. And if we hit our limits of reporting
// about wall damages - avoid sending too many replication messages
// about damage.
// NICETODO: should probably find another way to solve the
// `ServerDealDamage` spam issue, this is bullshit.
if(Projectile(targetWall) == none && nicePlayer.wallHitsLeft <= 0)
return;
niceRI.ServerDealDamage(targetWall, bullet.fireType.bullet.damage, bullet.instigator, hitLocation,
bullet.fireType.bullet.momentum * hitNormal, bullet.fireType.bullet.shotDamageType);
// We've sent a reliable message about hitting a wall
nicePlayer.wallHitsLeft --;
}
static function HandleScream(NiceBullet bullet, Vector location, Vector entryDirection){
bullet.bIsDud = true;
}
static function HitPawn(NiceBullet bullet, KFPawn targetPawn, Vector hitLocation,
Vector hitNormal){
// local NiceMedicProjectile niceDart;
local NiceReplicationInfo niceRI;
niceRI = bullet.niceRI;
/*niceDart = NiceMedicProjectile(bullet);
if(niceDart == none)
niceRI.ServerDealDamage(targetPawn, bullet.damage, bullet.instigator, HitLocation,
hitNormal * bullet.fireType.bullet.momentum, bullet.fireType.bullet.shotDamageType);
else*/ //MEANTODO
//niceRI.ServerHealTarget(targetPawn, bullet.damage, bullet.instigator);
}
static function HitZed(NiceBullet bullet, NiceMonster niceZed, Vector hitLocation,
Vector hitNormal, float headshotLevel){
local bool bIsHeadshot;
local float actualDamage;
local int lockonTicks;
local float angle;
local NicePlayerController nicePlayer;
local class<NiceVeterancyTypes> niceVet;
local NiceReplicationInfo niceRI;
niceRI = bullet.niceRI;
bIsHeadshot = (headshotLevel > 0.0);
/* if(bIsHeadshot && bullet.fireState.base.sourceWeapon != none){
if(bullet.level.TimeSeconds - bullet.fireState.base.sourceWeapon.lastHeadshotTime <=
class'NiceSkillGunslingerPlayful'.default.quickWindow)
bullet.fireState.base.sourceWeapon.quickHeadshots ++;
bullet.fireState.base.sourceWeapon.lastHeadshotTime = bullet.Level.TimeSeconds;
}*/
// Try to get necessary variables and bail in case they're unaccessible
nicePlayer = NicePlayerController(bullet.Instigator.Controller);
if(nicePlayer == none)
return;
niceVet = class'NiceVeterancyTypes'.static.GetVeterancy(KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo));
if(bullet.fireType.bullet.bCausePain)
actualDamage = bullet.fireType.bullet.damage;
else
actualDamage = bullet.damage;
if(niceZed == bullet.fireState.lockon.target && bullet.fireState.lockon.time > 0.5
&& niceVet != none && niceVet.static.hasSkill(nicePlayer, class'NiceSkillSharpshooterKillConfirmed')){
lockonTicks = Ceil(2 * bullet.fireState.lockon.time) - 1;
//actualDamage *= 1.0 +
// 0.5 * lockonTicks * (lockonTicks + 1) * class'NiceSkillSharpshooterKillConfirmed'.default.damageBonus;
//damageMod *= 1.0 + lockonTicks * class'NiceSkillSharpshooterKillConfirmed'.default.damageBonus;
actualDamage *= 1.0 + lockonTicks * class'NiceSkillSharpshooterKillConfirmed'.default.damageBonus;
}/*
if(niceVet == class'NiceVetGunslinger' && !bullet.bAlreadyHitZed)
niceRI.ServerGunslingerConfirm(niceZed, actualDamage, bullet.instigator, hitLocation,
bullet.fireType.bullet.momentum * hitNormal, bullet.fireType.bullet.shotDamageType, headshotLevel, bullet.fireState.lockon.time);*/
if(!bullet.bGhost)
niceRI.ServerDealDamage(niceZed, actualDamage, bullet.instigator, hitLocation,
bullet.fireType.bullet.momentum * hitNormal, bullet.fireType.bullet.shotDamageType, headshotLevel, bullet.fireState.lockon.time);
//// Handle angled shots
angle = asin(hitNormal.Z);
// Gunslinger skill check
/*bGunslingerAngleShot = class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillGunslingerCloseAndPersonal');
if(bGunslingerAngleShot)
bGunslingerAngleShot =
VSizeSquared(bullet.instigator.location - niceZed.location) <=
class'NiceSkillGunslingerCloseAndPersonal'.default.closeDistance ** 2;*/
// Apply angled shots
if((angle > 0.8 || angle < -0.45) && bullet.bCanAngleDamage && niceZed != none){
bullet.bCanAngleDamage = false;
bullet.bAlreadyHitZed = true;
if(ZedPenetration(bullet.damage, bullet, niceZed, headshotLevel))
HitZed(bullet, niceZed, hitLocation, hitNormal, headshotLevel);
}
//// 'Bore' support skill
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)
headshotLevel = class'NiceSkillSupportZEDBore'.default.minHeadshotPrecision;
else
headshotLevel = -headshotLevel;
// Deal next batch of damage
ZedPenetration(bullet.damage, bullet, niceZed, 0.0);
HitZed(bullet, niceZed, hitLocation, hitNormal, headshotLevel);
}
bullet.insideBouncesLeft = 2;
}
static function bool ZedPenetration(out float Damage, NiceBullet bullet, NiceMonster niceZed, float headshotLevel){
local float penReduction;
local bool bIsHeadshot, bIsPreciseHeadshot;
local NicePlayerController nicePlayer;
local int actualMaxPenetrations;
local class<NiceVeterancyTypes> niceVet;
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
nicePlayer = NicePlayerController(bullet.Instigator.Controller);
niceVet = class'NiceVeterancyTypes'.static.GetVeterancy(KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo));
niceDmgType = bullet.fireType.bullet.shotDamageType;
bIsHeadshot = (headshotLevel > 0.0);
bIsPreciseHeadshot = (headshotLevel > bullet.fireType.bullet.shotDamageType.default.prReqPrecise);
bEasyHeadPenetration = bIsHeadshot && !niceDmgType.default.bPenetrationHSOnly;
penReduction = niceDmgType.default.PenDmgReduction;
// 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())
return true;
if(niceZed.default.Health >= default.BigZedMinHealth && !bEasyHeadPenetration)
penReduction *= niceDmgType.default.BigZedPenDmgReduction;
else if(niceZed.default.Health >= default.MediumZedMinHealth && !bEasyHeadPenetration)
penReduction *= niceDmgType.default.MediumZedPenDmgReduction;
}
else
penReduction *= niceDmgType.default.BigZedPenDmgReduction;
if(niceVet != none)
penReduction = niceVet.static.GetPenetrationDamageMulti(KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo), penReduction, niceDmgType);
if(niceVet != none && nicePlayer.pawn.bIsCrouched && niceVet.static.hasSkill(nicePlayer, class'NiceSkillSharpshooterSurgical') && bIsHeadshot)
penReduction = FMax(penReduction, class'NiceSkillSharpshooterSurgical'.default.penDmgReduction);
// Assign new damage value and tell us if we should stop with penetration
Damage *= penReduction;
actualMaxPenetrations = niceDmgType.default.maxPenetrations;
if(actualMaxPenetrations >= 0)
actualMaxPenetrations +=
niceVet.static.GetAdditionalPenetrationAmount(KFPlayerReplicationInfo(nicePlayer.PlayerReplicationInfo));
if(!bIsHeadshot && niceDmgType.default.bPenetrationHSOnly)
return false;
if(actualMaxPenetrations < 0)
return true;
if(Damage / bullet.fireType.bullet.damage < (niceDmgType.default.PenDmgReduction ** (actualMaxPenetrations + 1)) + 0.0001 || Damage < 1)
return false;
return true;
}
defaultproperties
{
BigZedMinHealth=1000
MediumZedMinHealth=500
}