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class ExplosiveProjectile extends Projectile; var bool bEndedLife; var() float radiusDamageAmt; var() float radiusDamageSize; var() float radiusDamageMomentum; var() class<Explosion> ExplosionClass; var() bool orientDecalToVelocity; var EDrawType storedDrawType; simulated function PostBeginPlay() { super.PostBeginPlay(); storedDrawType = DrawType; } simulated function PostNetReceive() { super.PostNetReceive(); if (bHidden) { SetPhysics(PHYS_None); bEndedLife = true; Destroy(); } } simulated function bool ShouldHit(Actor Other, vector TouchLocation) { if (ClientDetectDeflection(Other, TouchLocation)) { SetDrawType(DT_None); SetPhysics(PHYS_None); SetCollision(false, false, false); SetLocation(TouchLocation); return false; } return super.ShouldHit(Other, TouchLocation); } simulated function Destroyed() { if (!bEndedLife) { SetDrawType(storedDrawType); endLife(None, Location); } super.Destroyed(); } function PostBounce(Projectile newProjectile) { makeHarmless(); bHidden = true; bEndedLife = true; LifeSpan = 5.0; } simulated function ProjectileHit(Actor Other, vector TouchLocation, vector TouchNormal) { victim = Other.Name; endLife(Other, TouchLocation, TouchNormal); } simulated function triggerHitEffect(Actor HitActor, vector TouchLocation, vector TouchNormal, optional Name HitEffect) { local vector pushBack; if (HitEffect == '') HitEffect = 'Hit'; TriggerEffectEvent(HitEffect, None, None, TouchLocation); if (orientDecalToVelocity) { pushBack = Normal(-Velocity); TriggerEffectEvent('Decal', None, None, TouchLocation + 100.f * pushback, Rotator(pushBack)); } else { if (vsize(TouchNormal) > 0.5) TriggerEffectEvent('Decal', None, None, TouchLocation, Rotator(TouchNormal)); else TriggerEffectEvent('Decal', None, None, TouchLocation, Rotator(vect(0,0,1))); } } // endLife simulated function endLife(Actor HitActor, vector TouchLocation, Optional vector TouchNormal) { local float speed; local Vector direction; if (bEndedLife) return; bEndedLife = true; if(ExplosionClass != None) { // this explosive damage case does not have a "direct hit" concept // therefore should only be used for things like grenades and mortars. spawn(ExplosionClass, , , TouchLocation, Rotation).Trigger(self, None); } else { // this hurt radius case includes "direct hit" handling code that applies // knockback momentum in the direction that the projectile was travelling for direct hits, // otherwise standard radial knockback is applied. this is ideal for spinfusor projectiles. speed = FMax(1,VSize(Velocity)); direction = Velocity / speed; HurtRadius(radiusDamageAmt, radiusDamageSize, damageTypeClass, radiusDamageMomentum, TouchLocation, HitActor, direction); } Super.endLife(None, TouchLocation, TouchNormal); } // makeHarmless function makeHarmless() { Super.MakeHarmless(); radiusDamageAmt = 0; radiusDamageSize = 0; radiusDamageMomentum = 0; } defaultproperties { damageTypeClass = class'DamageType' knockback = 0 // note that knockback is applied via HurtRadius instead knockbackAliveScale = 1 // must apply full knockback to characters while alive } |
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