NicePack/sources/Weapons/NiceProjectileSpawner.uc
Anton Tarasenko 501662a7d7 Fix harpoon badly attaching to some static meshes
Just needed to add proper computation of relative location, that takes
into account mesh's own rotation.
2024-10-30 03:21:47 +07:00

270 lines
9.6 KiB
Ucode

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
) {
local int i;
local NicePack niceMut;
niceMut = class'NicePack'.static.Myself(fireContext.Instigator.Level);
if (niceMut == none) {
return;
}
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
);
}
}
}
}
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) {
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 && 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
);
}
}
}
}
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) {
return none;
}
// Try to spawn
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) {
Start = HitLocation;
}
niceProj = fireContext.Instigator.Spawn(shotParams.bulletClass,,, Start, Dir);
}
// Give up if failed after these two attempts
if (niceProj == none) {
return none;
}
niceProj.Renew();
// Initialize projectile
if (fireContext.Instigator != none) {
nicePlayer = NicePlayerController(fireContext.Instigator.Controller);
}
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')
) {
niceProj.charDamage *= class'NiceSkillCommandoExplosivePower'.default.dmgMod;
}
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;
niceProj.charExplosionDamage = shotParams.explosionDamage;
niceProj.charExplosionRadius = shotParams.explosionRadius;
niceProj.charExplosionExponent = shotParams.explosionExponent;
niceProj.charExplosionMomentum = shotParams.explosionMomentum;
niceProj.charFuseTime = shotParams.fuseTime;
niceProj.charExplodeOnFuse = shotParams.explodeOnFuse;
niceProj.charExplodeOnPawnHit = shotParams.explodeOnPawnHit;
niceProj.charExplodeOnWallHit = shotParams.explodeOnWallHit;
niceProj.charMomentumTransfer = shotParams.momentum;
niceProj.charWasHipFired = fireContext.bHipfire;
niceProj.charCausePain = shotParams.bCausePain;
niceProj.lockonTime = fireContext.lockonTime;
niceProj.lockonZed = fireContext.lockonZed;
niceProj.instigator = fireContext.instigator;
niceProj.sourceWeapon = fireContext.sourceWeapon;
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')) {
niceProj.movementSpeed *= class'NiceSkillDemoOnperk'.default.speedBonus;
}
niceProj.movementDirection = Vector(niceProj.rotation);
niceProj.charAffectedByScream = shotParams.projAffectedByScream;
niceProj.charIsSticky = shotParams.bShouldStick;
niceProj.nicePlayer = nicePlayer;
if (niceVet != none && niceVet.static.hasSkill(nicePlayer, class'NiceSkillDemoVolatile')) {
niceProj.charExplosionRadius *= class'NiceSkillDemoVolatile'.default.explRangeMult;
niceProj.charExplosionExponent *= class'NiceSkillDemoVolatile'.default.falloffMult;
niceProj.charMinExplosionDist *= class'NiceSkillDemoVolatile'.default.safeDistanceMult;
}
if (
niceVet != none &&
niceVet.static.hasSkill(nicePlayer, class'NiceSkillDemoZEDFullBlast') &&
nicePlayer.IsZedTimeActive()
) {
niceProj.charExplosionRadius *= class'NiceSkillDemoZEDFullBlast'.default.explRadiusMult;
niceProj.charExplosionExponent = 0.0;
}
if (bForceComplexTraj) {
niceProj.bDisableComplexMovement = false;
}
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
) {
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) {
return;
}
justPawn = Pawn(base);
fireContext.instigator = NiceHumanPawn(instigator);
fireContext.sourceWeapon = expData.sourceWeapon;
shotParams.bulletClass = expData.bulletClass;
shotParams.explosionDamageType = expData.explosionDamageType;
shotParams.explosionDamage = expData.explosionDamage;
shotParams.explosionRadius = expData.explosionRadius;
shotParams.explosionExponent = expData.explosionExponent;
shotParams.explosionMomentum = expData.explosionMomentum;
shotParams.fuseTime = expData.fuseTime;
shotParams.explodeOnFuse = expData.explodeOnFuse;
shotParams.projAffectedByScream = expData.affectedByScream;
spawnedBullet = SpawnProjectile(base.location, direction, shotParams, fireContext, bIsGhost);
if (spawnedBullet == none) {
return;
}
spawnedBullet.stuckID = stuckID;
spawnedBullet.bStuck = true;
nicePlayer.RegisterStuckBullet(spawnedBullet);
if (justPawn != none) {
spawnedBullet.bStuckToHead = expData.stuckToHead;
spawnedBullet.SetBase(base);
justPawn.AttachToBone(spawnedBullet, bone);
spawnedBullet.SetRelativeLocation(shift);
spawnedBullet.SetRelativeRotation(Rotator(Vector(direction) << justPawn.GetBoneRotation(bone, 0)));
spawnedBullet.bUseBone = true;
spawnedBullet.stuckBone = bone;
} else {
spawnedBullet.SetBase(base);
spawnedBullet.SetRelativeLocation(shift);
spawnedBullet.SetRelativeRotation(direction - base.rotation);
}
}
defaultproperties {
bHidden=True
RemoteRole=ROLE_SimulatedProxy
LifeSpan=1.000000
}