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/////////////////////////////////////////////////////////////////////////////// // // Explosion // class Explosion extends Engine.Actor placeable; // Physics & Force properties var (Explosion) float RadialForce "Force of explosion out radially from center"; var (Explosion) float LiftForce "Force of explosion applied directly upwards"; var (Explosion) float ChaoticForce "Chaotic force of explosion (random direction) *NOT CURRENTLY IMPLEMENTED*"; var (Explosion) float StartRadialVelocity "Starting Radial velocity of explosion outwards"; var (Explosion) float RadialAcceleration "Radial acceleration of explosion outwards"; var (Explosion) float RadialAccelerationChange "Change in acceleration over time"; var (Explosion) bool AllowDownforce "Whether to allow down forces on the explosion"; var (Explosion) bool AllowForceRepeat "Whether to allow the force to be applied repeatedly to objects which remain in the explosion radius"; // Falloff properties var (Explosion) float StartRadius "What radius the explosion starts at (immediate area of effect)"; var (Explosion) float EndRadius "The end radius of the explosion"; var (Explosion) float FalloffStartRadius "At what radius the falloff begins"; var (Explosion) float LingerTime "How long the explosion 'lingers' for after it reaches it's max radius"; // Damage properties var (Explosion) float MaxDamage "The maximum amount of damage to apply to an affected object (changes with falloff)"; var (Explosion) class<DamageType> DamageTypeClass "The damage type infliced on victims of the explosion"; // FX properties var (Explosion) float ShakeTime "Duration of camera shake"; var (Explosion) float ShakeMagnitude "Magnitude of camera shake"; var (Explosion) float ShakeRadius "Radius to be added to the explosion area of effect"; var (Explosion) Name Effect "Effect for explosion"; // Unaffected classes var (Explosion) Array<Name> UnaffectedActorTypes "Array of class names which are unaffected by the explosion"; // Debug Properties var (Explosion) bool DestroyOnFinish "Whether to destroy the explosion when it has exploded"; var (Explosion) bool ShowVisualisation "Show the debug explosion visualisation"; var float Radius; // current radius of explosion var float RadialVelocity; // current velocity of explosion var float LingerCounter; // how long we have been lingering for var Array<Actor> Affected; // array of already affected actors var Pawn StoredEventInstigator; var ExplosionVisualisation vis; // debug vis object function PostBeginPlay() { super.PostBeginPlay(); } function Trigger(Actor Other, Pawn EventInstigator) { StoredEventInstigator = EventInstigator; GotoState('Exploding'); } function DoExplosion() { } state Exploding { function BeginState() { TriggerEffectEvent(Effect); Radius = StartRadius; RadialVelocity = StartRadialVelocity; LingerCounter = 0; if(Affected.Length > 0) Affected.Remove(0, Affected.Length); // Clear the Affected Array // Init Debug visualisation if(vis == None && ShowVisualisation) { vis = spawn(class'ExplosionVisualisation', , , Location, Rot(0, 0, 0)); vis.owner = self; vis.unifiedSetPosition(Location); vis.SetPhysics(PHYS_None); } } function Tick(float Delta) { local Vector Impulse; local Vector HitLocation; local Vector Direction; local Vector CenterOfMass; local Vector Offset; local Actor Object; local Controller C; local Pawn P; local float FalloffPercent; local float HitLocationRadius; local bool DontAffect; local int i; DontAffect = false; // Integrate values RadialAcceleration += RadialAccelerationChange * Delta; RadialVelocity += RadialAcceleration * Delta; Radius += RadialVelocity * Delta; // cap the Radius if(Radius > EndRadius) Radius = EndRadius; // Update debug visualisation if(ShowVisualisation) { vis.bHidden = false; vis.UpdateVis(); } // find all objects in radius foreach VisibleCollidingActors(class'Actor', Object, Radius, Location, true, true, self, true) { if(IsAffected(Object)) { // search the affected objects to ensure we arent // applying explosive effects more than once for(i = 0; i < Affected.Length; i++) { if(Affected[i] == Object) { DontAffect = true; break; } } Affected.Length = Affected.Length + 1; Affected[Affected.Length - 1] = Object; // calculate the force to be applied CenterOfMass = Object.unifiedGetNaturalCOMPosition(); Offset = VRand() * 5; HitLocation = Offset + CenterOfMass; // calc the falloff percentage based on the hit location FalloffPercent = 1.0; HitLocationRadius = VSize(HitLocation - Location); if(Radius > FalloffStartRadius) FalloffPercent = fClamp(1.0 - (HitLocationRadius - FalloffStartRadius) / (EndRadius - FalloffStartRadius), 0.0, 1.0); Direction = Normal(HitLocation - Location); Impulse += RadialForce * Direction; Impulse.Z += LiftForce; // restrict the downforce if configured so if(! AllowDownforce && Impulse.Z < 0) Impulse.Z = 0; // respect character knockback scale if (Character(object)!=None && object.Physics==PHYS_Movement) Impulse *= Character(object).movementKnockbackScale; // apply impulse - respecing the AllowForceRepeat & DontAffect flags if(AllowForceRepeat) Object.unifiedAddImpulseAtPosition(Impulse * FalloffPercent, HitLocation); else if(! DontAffect) Object.unifiedAddImpulseAtPosition(Impulse * FalloffPercent, HitLocation); if(! DontAffect) { // apply damage if not in hurt radius family or parent of hurt radius family if (Object.getHurtRadiusParent() == None || Object.getHurtRadiusParent() == Object) Object.TakeDamage(MaxDamage * FalloffPercent, StoredEventInstigator, HitLocation, vect(0,0,0), DamageTypeClass); // shake camera view P = Pawn(Object); if (P!=None && P.Controller!=None) { for ( C=Level.ControllerList; C!=None; C=C.NextController ) if ( (PlayerController(C) != None) && (VSize(Location - PlayerController(C).ViewTarget.Location) < ShakeRadius) ) P.Controller.ShakeView(ShakeTime, 10 * ShakeMagnitude, ShakeMagnitude * vect(0.0,0.0,1.00000), 12000, ShakeMagnitude * vect(10,10,10), 1 + 0.1f * ShakeMagnitude); } } DontAffect = false; } } if(Radius >= EndRadius) { if(LingerCounter >= LingerTime) { // hide debug visualisation if(ShowVisualisation) vis.bHidden = true; GotoState('None'); if(DestroyOnFinish) { if (vis != None) vis.Destroy(); Destroy(); } } else { LingerCounter += Delta; } } } } // returns whether the given object will be affected // by the explosion function bool IsAffected(Actor Object) { local int i; // dont affect the explosion object - it's just wrong if(Object == self || Object == vis) return false; for(i = 0; i < UnaffectedActorTypes.Length; i++) { if(Object.IsA(UnaffectedActorTypes[i])) { return false; } } // only affect authorities if (Object.Role != ROLE_Authority) return false; return true; } defaultproperties { DrawType = DT_None Physics = PHYS_None bCollideWorld = false bCollideActors = false bBlockActors = false bBlockPlayers = false RadialForce = 105000 LiftForce = 105000 ChaoticForce = 0 StartRadialVelocity = 10 RadialAcceleration = 10000 RadialAccelerationChange = 0 AllowDownforce = false AllowForceRepeat = false; StartRadius = 50 EndRadius = 900 FalloffStartRadius = 450 LingerTime = 0.0 MaxDamage = 10 DamageTypeClass = class'ExplosionDamageType' ShakeMagnitude = 25 ShakeTime = 15 ShakeRadius = 1000 DestroyOnFinish = true ShowVisualisation = false UnaffectedActorTypes(0) = "Projectile" Effect = "Exploded"; RemoteRole = ROLE_None } |
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