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class ExtendedStat extends Stat; var() int minTargetAltitude; var() float minTargetSpeed; var() float maxTargetSpeed; var() int minDistance; var() int maxDistance; var() float minDamage; var() bool bAllowTargetInVehicleOrTurret; // Some other parameters that could be implemented. // To do this properly, you'd have to take a snapshot of the source's relevant movement stats // at the time the projectile was fired, otherwise it wouldn't be entirely accurate (especially // for slow-moving projectiles). That would be a lot of effort though. //var() int minSourceAltitude; //var() int minTargetAltitudeRelative; //var() float minSourceSpeed; //var() float minTargetSpeedRelative; //var() int maxSourceAltitude; //var() int maxTargetAltitude; //var() int maxTargetAltitudeRelative; //var() float maxSourceSpeed; //var() float maxTargetSpeedRelative; static function bool isEligible(Controller Source, Controller Target, float damageAmount) { local vector hitLocation, hitNormal, startTrace, endTrace; local int relativeDistance; local Character targetCharacter; local PlayerCharacterController pcc; if (Target == None || Source == None) return false; // Damage check, but only if target is alive if (Target.Pawn.IsAlive() && damageAmount < default.minDamage) return false; // Vehicle/turret check pcc = PlayerCharacterController(Target); if (!default.bAllowTargetInVehicleOrTurret && pcc != None && !pcc.IsInState('CharacterMovement')) return false; // Minimum distance check relativeDistance = VSize(Source.Pawn.Location - Target.Pawn.Location); if (relativeDistance < default.minDistance) return false; // Maximum distance check if (default.maxDistance != 0 && relativeDistance >= default.maxDistance) return false; // Minimum target altitude check startTrace = Target.Pawn.Location; endTrace = Target.Pawn.Location; endTrace.z -= default.minTargetAltitude; if (Target.Trace(hitLocation, hitNormal, endTrace, startTrace) != None) return false; // Minimum target speed check targetCharacter = Character(Target.Pawn); if (targetCharacter.movementSpeed < default.minTargetSpeed) return false; // Maximum target speed check if (default.maxTargetSpeed != 0 && targetCharacter.movementSpeed >= default.maxTargetSpeed) return false; // If this point is reached, all tests passed and the stat is awarded return true; } defaultproperties { } |
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