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/* Projectile A object fired from a weapon for the purpose of hurting things. Could be propelled (bullet) or hit instantly (beam). */ class Projectile extends Engine.Actor native; cpptext { virtual UBOOL Tick(FLOAT DeltaTime, enum ELevelTick TickType); virtual void performPhysics(FLOAT DeltaSeconds); virtual void BoundProjectileVelocity(); } var int SpawnTick; var Vector InitialVelocity; var bool bReceivedInitialVelocity; var bool bReplicateInitialVelocity; var() float AccelerationMagtitude; var() float MaxVelocity; // Damage and messages var Name deathMessage; var() float damageAmt; // Internals var Name victim; var Rook rookAttacker; var int bounceCount; var() class<DamageType> damageTypeClass; var() bool bScaleProjectile; var() float initialXDrawScale; var() float xDrawScalePerSecond; var() bool bDeflectable; var (Knockback) float knockback; // knockback impulse to apply to object when hits (unreal units * kilograms) var (Knockback) float knockbackAliveScale; // use this to reduce knockback applied while the character is alive without reducing the effects of the knockback on ragdolls and dynamic objects [0,1]. designed so the chaingun doesnt push people back so much while they are alive. it looks dumb. replication { reliable if (Role == ROLE_Authority && bReplicateInitialVelocity) InitialVelocity; } // construct overloaded function construct(Rook attacker, optional actor Owner, optional name Tag, optional vector Location, optional rotator Rotation) { rookAttacker = attacker; super.construct(Owner, Tag, Location, Rotation); } static simulated function PrecacheProjectileRenderData(LevelInfo Level, class<Projectile> ProjectileClass) { // projectile stuff if (ProjectileClass.default.DrawType == DT_StaticMesh) Level.AddPrecacheStaticMesh(ProjectileClass.default.StaticMesh); if (ProjectileClass.default.DrawType == DT_Mesh) Level.AddPrecacheMesh(ProjectileClass.default.Mesh); // mp sturf if (Level.NetMode != NM_Standalone) { if (ProjectileClass.default.damageTypeClass != None && ProjectileClass.default.damageTypeClass.default.deathMessageIconMaterial != None) Level.AddPrecacheMaterial(ProjectileClass.default.damageTypeClass.default.deathMessageIconMaterial); } } simulated function PostNetBeginPlay() { local Vector initDrawScale3D; super.PostNetBeginPlay(); if (bScaleProjectile) { initDrawScale3D = Vect(0.0, 1.0, 1.0); initDrawScale3D.X = initialXDrawScale; SetDrawScale3D(initDrawScale3D); } } simulated function Tick(float Delta) { local Vector newDrawScale; if (bScaleProjectile && DrawScale3D.X < 1.0) { newDrawScale = Vect(0.0, 1.0, 1.0); newDrawScale.X = DrawScale3D.X + xDrawScalePerSecond * Delta; newDrawScale.Y = 1.0; newDrawScale.Z = 1.0; SetDrawScale3D(newDrawScale); } } simulated function PostNetReceive() { if (rookAttacker == None) rookAttacker = Rook(Instigator); if (!bReceivedInitialVelocity && InitialVelocity != Vect(0.0, 0.0, 0.0)) { Velocity = InitialVelocity; Acceleration = Normal(Velocity) * AccelerationMagtitude; SetRotation(Rotator(Velocity)); bReceivedInitialVelocity = true; } } simulated function triggerHitEffect(Actor HitActor, vector TouchLocation, vector TouchNormal, optional Name HitEffect) { local Material HitMaterial; local Vector HitLocation; local Rotator HitRotator; local Rotator DecalRotator; if (HitEffect == '') HitEffect = 'Hit'; if (HitActor != None && resolveImpactEffect(HitActor, TouchLocation, TouchNormal, HitMaterial, HitLocation, HitRotator, DecalRotator)) { TriggerEffectEvent(HitEffect, None, HitMaterial, HitLocation, HitRotator); TriggerEffectEvent('Decal', None, HitMaterial, HitLocation, DecalRotator); } else TriggerEffectEvent(HitEffect, None, None, TouchLocation); } // endLife simulated function endLife(Actor HitActor, vector TouchLocation, vector TouchNormal) { triggerHitEffect(HitActor, TouchLocation, TouchNormal); Destroy(); } native final function bool resolveImpactEffect(Actor HitActor, vector TouchLocation, vector TouchNormal, out material hitMaterial, out vector hitLocation, out rotator hitRotator, out rotator decalRotator); function Projectile bounce(Vector HitNormal, vector HitLocation, Vector TargetVelocity) { local Projectile p; local class<Projectile> projClass; local vector newVelDir; local float preBounceVelSize; local Vector newVelocity; ++bounceCount; newVelDir = MirrorVectorByNormal(Normal(Velocity), HitNormal); projClass = class; p = new projClass(Rook(Instigator), , , (HitLocation + newVelDir * (VSize(TargetVelocity) / 10)), Rotator(newVelDir)); preBounceVelSize = VSize(Velocity); p.bounceCount = bounceCount; newVelocity = preBounceVelSize * newVelDir + TargetVelocity; // Bouncing never reduces the size of the velocity if (VSize(newVelocity) < preBounceVelSize) newVelocity = preBounceVelSize * newVelDir; p.InitialVelocity = newVelocity; p.Velocity = newVelocity; Acceleration = Normal(Velocity) * AccelerationMagtitude; PostBounce(p); return p; } function PostBounce(Projectile newProjectile) { Destroy(); } // HitWall simulated function HitWall(Vector HitNormal, Actor HitWall) { endLife(HitWall, Location, HitNormal); } simulated function bool ShouldHit(Actor Other, vector TouchLocation) { if (Equipment(Other) != None) return false; return Other.ShouldProjectileHit(Instigator) && (Other != Instigator || bounceCount > 0); } function bool ShouldDeflect(Actor Other, Vector TouchLocation, out Vector deflectionNormal) { local Character c; local Buckler b; local Vector bucklerHeight; c = Character(Other); if (bDeflectable && c != None) { b = Buckler(c.weapon); if (b != None && b.hasAmmo()) { deflectionNormal = Normal(Vector(c.motor.GetViewRotation())); bucklerHeight = c.Location + Vect(0.0, 0.0, 50.0); if (Normal(bucklerHeight - TouchLocation) Dot deflectionNormal < -b.cosDeflectionAngle) { b.TriggerEffectEvent('BucklerDeflect'); b.bDeflected = !b.bDeflected; Instigator = c; return true; } } } return false; } simulated function bool ClientDetectDeflection(Actor Other, vector TouchLocation) { local Character c; local Buckler b; local Rotator r; if (Level.NetMode == NM_Client) { c = Character(Other); if (c != None) { b = Buckler(c.weapon); if (b != None && b.hasAmmo()) { r.Pitch = 257 * c.movementSimProxyPitch - 32768; r.Yaw = c.Rotation.Yaw; if (Normal(c.Location - TouchLocation) Dot Normal(Vector(r)) < -b.cosDeflectionAngle) return true; } } } return false; } // Touch singular simulated function ProjectileTouch(Actor Other, vector TouchLocation, vector TouchNormal) { local Projectile p; local Vector HitNormal; if (!projectileTouchProcessing(Other, TouchLocation, TouchNormal)) return; if (ShouldHit(Other, TouchLocation)) { if (!ShouldDeflect(Other, TouchLocation, HitNormal)) { ProjectileHit(Other, TouchLocation, TouchNormal); } else { p = bounce(HitNormal, TouchLocation, Other.Velocity); p.bounceCount = 0; // Deflection doesn't count as a bounce } } } // Give sub-classes a chance to do processing. If false is returned do not continue touch processing. simulated function bool projectileTouchProcessing(Actor Other, vector TouchLocation, vector TouchNormal) { return true; } simulated function ProjectileHit(Actor Other, vector TouchLocation, vector TouchNormal) { local Vector momentum; momentum = normal(velocity) * knockback; victim = Other.Name; Other.TakeDamage(damageAmt, Instigator, TouchLocation, momentum, damageTypeClass, 1.0-knockbackAliveScale); endLife(Other, TouchLocation, TouchNormal); } // makeHarmless // Call this to make the projectile deal no damage function makeHarmless() { damageAmt = 0; } defaultproperties { bDeflectable = true bNetNotify = true CullDistance = 5000 bReplicateInitialVelocity = true bReplicateMovement = false RemoteRole = ROLE_SimulatedProxy DrawType = DT_StaticMesh StaticMesh = StaticMesh'Weapons.Disc' Physics = PHYS_Projectile deathMessage = '%s killed %s' damageTypeClass = class'ProjectileDamageType' bCollideWorld = true bCollideActors = true bReplicateInstigator = true bNetTemporary = true bProjectile = true bUseCylinderCollision = true bSkipEncroachment = false bNeedLifetimeEffectEvents = true NetPriority=2.5 bUnlit = true knockback = 10000 // note that knockback is applied via HurtRadius instead knockbackAliveScale = 0 //1.0 // disabled by default for safety this close out from gold } |
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