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/////////////////////////////////////////////////////////////////////////////// // Catapult // // Applies an impulse to certain objects when they touch it - Characters, time delayed // projectiles, and inventory items. // class Catapult extends BaseDevice dependsOn(Character); var(Catapult) float throwForce "How much force is imparted to an actor that uses the catapult?"; var(Catapult) float actorInfluence "How much does the linear velocity of the actor influence the throw direction?"; var(Catapult) float catapultInfluence "How much does the catapult's orientation influence the throw direction?"; var(Catapult) bool bDirectional "Does the catapult only throw in a forward direction (x axis)?"; var(Catapult) float verticalInfluence "(Directional only) What is the vertical influence of catapult? (0.0 = horizontal, 1.0 = vertical)"; var(Catapult) bool bIgnoreActorVelocity "Set to ignore the actor velocity when it hits the catapult (ie: force the actor in the direction the catapult throws)"; var(Catapult) bool bReflective "Does the catapult reflect the actor velocity in to the velocity out? (Setting this to true results in all other variables being ignored)"; replication { reliable if(Role == ROLE_Authority) throwForce, actorInfluence, catapultInfluence, bDirectional, verticalInfluence, bIgnoreActorVelocity, bReflective; } simulated function Touch(actor Other) { // arc projectiles handle catapult touching from their end if (Other.IsA('ArcProjectile')) return; TouchProcessing(Other); } simulated function TouchProcessing(actor Other) { local float actorMass; // mass of actor in kilos local Vector actorVelocity; // incoming actor velocity local Vector desiredVelocity; // desired outgoing actor velocity (minus throw impulse) local Vector desiredDirection; // desired outgoing direction vector (zero if ignoring incoming velocity) local Vector throwImpulse, throwDirection; local Vector catapultForward, catapultRight, catapultUp; if(! isFunctional() || isAnimating()) return; if(Other.Role != ROLE_AutonomousProxy && Other.Role != ROLE_Authority && !Other.IsA('ArcProjectile')) return; // // Check that we have a throwable actor // if(! (Other.IsA('Character') || Other.IsA('KActor') || Other.IsA('ArcProjectile'))) return; // // Get the zAxis of the catapult for the throw Impulse direction // GetAxes(Rotation, catapultForward, catapultRight, catapultUp); actorVelocity = other.unifiedGetVelocity(); if(! bReflective) { // // Get the adjusted actor velocity (remove components facing towards // the catapult throw direction) and store a normalized version. // if(bIgnoreActorVelocity) { desiredVelocity = vect(0,0,0); desiredDirection = vect(0,0,0); } else { // remove velocity component into catapult (inelastic collision) desiredVelocity = actorVelocity - (actorVelocity dot catapultUp) * catapultUp; desiredDirection = Normal(actorVelocity); } if(bDirectional) { // // If this is a directional catapult we want to restrict the throw // direction to the plane of the catapult. // // note: throw will always be in the direction of the forward axis. // throwDirection = (catapultUp * verticalInfluence) + (catapultForward * (1.0 - verticalInfluence)); } else { // // Use a throw direction calculated from the catapult influence and the // actor influence (inelastic collision response outgoing direction) // throwDirection = Normal((catapultUp * catapultInfluence) + (desiredDirection * actorInfluence)); } } else { // // A collision with a reflective catapult should result in the outgoing // velocity of the player to be an opposite reflection of the incoming // velocity, around the plane of the catapult base. This should be perfectly elestic. // desiredVelocity = MirrorVectorByNormal(actorVelocity, catapultUp); throwDirection = Normal(desiredVelocity); } // calc the throw impulse throwImpulse = throwForce * throwDirection; // extra step to even out the impulse so that all objects // behave the same way when they touch a catapult (may filter // this step by class later if required). actorMass = other.unifiedGetMass(); throwImpulse = (throwImpulse * actorMass) / 100; if (Character(other)!=None) Character(other).blockMovementDamage = true; other.unifiedAddImpulse(throwImpulse + (desiredVelocity - actorVelocity) * actorMass); PlayBDAnim('Fire'); TriggerEffectEvent('CatapaultTriggered', Other, None, Location, Rotation); } defaultproperties { Mesh = SkeletalMesh'BaseObjects.Catapult' DrawType = Mesh RemoteRole=ROLE_DumbProxy bBlockActors = false bBlockPlayers = false bReplicateAnimations = true; bBlockKarma = false bBlockHavok = false bIgnoreActorVelocity = false; throwForce = 400000.0 actorInfluence = 0.0 // default to no actor influence catapultInfluence = 1.0 // full catapult influence bDirectional = false; // default to a non-directional catapult verticalInfluence = 0.5; // default to 45 degrees bReflective = false; bWorldGeometry = false } |
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