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// the ragdoll class extends a pawn derived class to add support for ragdoll physics on death. class Ragdoll extends Rook native; var(Ragdoll) float ragdollLifeSpan; // Maximum time the ragdoll will be around. var(Ragdoll) class<HavokSkeletalSystem> HavokParamsClass; var bool bPlayedDeath; var (Ragdoll) float jetpackDuration; // amount of time to apply the jets for on death var (Ragdoll) float jetpackLinearForce; // amount of jetpack force to apply to jetpack bone with linear only var (Ragdoll) float jetpackTwirlyForce; // amount of jetpack force to apply to jetpack bone with rotational component var (Ragdoll) float ragdollScale; // scale factor between ragdoll mass and actual mass. eg. 10 means that actual mass is 10x ragdoll mass (ragdoll 10 -> actually 100kilos) var (Ragdoll) float ragdollMaximumImpulse; // any impulse above this amount is clamped. stops retarded ragdolls from oversized explosions from the designers =/ var (Ragdoll) bool disableJetpackDeath; // flag to disable jetpack death var (Ragdoll) float ragdollDeathLift; // ragdoll lift on death impulse var bool jetpack; // true if jetpack is applying force var float jetpackTime; // time spend applying jetpack force to ragdoll so far var bool ragdollTouchedGround; // true if the ragdoll has hit ground (go into twirly mode) var int ragdollTickCount; // tick count since ragdoll started var vector TearOffLocation; // set on server to replicate a location change at the instant of death var bool bTearOffLocationValid; var vector ragdollInheritedVelocity; // stored velocity for initial ragdoll velocity inheritance enum MovementState { MovementState_Stand, MovementState_Walk, MovementState_Run, MovementState_Sprint, MovementState_Ski, MovementState_Slide, MovementState_Stop, MovementState_Airborne, MovementState_AirControl, MovementState_Thrust, MovementState_Swim, MovementState_Float, MovementState_Skim, MovementState_ZeroGravity, MovementState_Elevator, }; var MovementState movement; // current movement state replication { // infrequently changing variables reliable if (ROLE == ROLE_Authority) HavokParamsClass; reliable if (bTearOff && bNetDirty && (Role==ROLE_Authority)) TearOffLocation, bTearOffLocationValid; } simulated function Tick(float DeltaTime) { local vector jetpackForce; local rotator jetpackRotation; local coords jetpackCoords; super.Tick(DeltaTime); if (Level.NetMode == NM_DedicatedServer) return; // assume dead if bTearOff if (bTearOff) { if ( !bPlayedDeath ) PlayDying(HitDamageType, TakeHitLocation); } // cool thrust on ragdoll if (bPlayedDeath && jetpack) { // start thrust effect on second tick into ragdoll (after physics change stops effects) ragdollTickCount++; if (ragdollTickCount==2) StartLoopingEffect("MovementThrust"); // apply ragdoll thrust forces jetpackTime += deltaTime; if (jetpackTime<jetpackDuration) { // apply linear jetpack force if (havokSkeletalRotationSpeed<500 && vsize(velocity)<2000) { jetpackRotation = GetBoneRotation('Bip01 Spine'); jetpackForce = (jetpackLinearForce / ragdollScale) * vector(jetpackRotation); HavokImpartLinearForceAll(jetpackForce); } // apply twirly jetpack force if collided last update if (havokSkeletalRotationSpeed<50 || vsize(velocity)<500) { jetpackCoords = GetBoneCoords('JetpackBone'); jetpackRotation = GetBoneRotation('JetpackBone'); if (jetpackCoords.origin==jetpackCoords.origin) HavokImpartForce((-jetpackTwirlyForce / ragdollScale) * vector(jetpackRotation), jetpackCoords.origin); } } else { StopLoopingEffect("MovementThrust"); jetpack = false; } } } // Notes about how this replicates to clients: // - The server will get PlayDying called and go into ragdoll here. This function sets bTearOff to true // - bTearOff is replicated to clients, who in their Tick function detect it set to true and call PlayDying locally // - Dedicated servers need to just keep the player hanging around without it going into ragdoll simulated function PlayDying(class<DamageType> DamageType, vector HitLoc) { if (bPlayedDeath) return; bCanTeleport = false; bReplicateMovement = false; bTearOff = true; bPlayedDeath = true; HitDamageType = DamageType; // these are replicated TakeHitLocation = HitLoc; GotoState('Dying'); if ( Level.NetMode != NM_DedicatedServer ) { if (StartHavokRagdoll()) return; } SetPhysics(PHYS_None); } simulated function bool StartHavokRagdoll() { local HavokSkeletalSystem HavokSkeletal; local Vector RagdollVelocity; local vector lift; if (HavokParamsClass == None) return false; HavokSkeletal = new HavokParamsClass; HavokData = HavokSkeletal; // inherit velocity and add extra upwards kick velocity = ragdollInheritedVelocity; // work around zeroed velocity bug in MP if (velocity==velocity) { RagdollVelocity = Velocity; } else { // NaN in velocity RagdollVelocity = vect(0,0,0); } // apply tear off location if (bTearOffLocationValid && TearOffLocation == TearOffLocation) SetLocation(TearOffLocation); // ragdoll physics are a client side visual effect bClientHavokPhysics = true; bEnableHavokBackstep = true; // help with tunnelling probs // disable collision cylinder proxy when in ragdoll bHavokCharacterCollisions = false; StopAnimating(true); SetPhysics(PHYS_HavokSkeletal); HavokSetLinearVelocityAll(RagdollVelocity); //log("ragdoll velocity = "$ragdollVelocity); //log("tear off = "$tearOffMomentum); if (tearOffMomentum!=tearOffMomentum) // NaN tearOffMomentum = vect(0,0,0); if (vsize(tearOffMomentum)<1) { //log("no tear off momentum: pushing forward to fall on face"); tearOffMomentum = (vect(5000,0,0) >> rotation); } unifiedAddImpulse(HavokSkeletal.TearOffImpulseScale * TearOffMomentum); velocity = unifiedGetVelocity(); //log("lift velocity: "$velocity.z); if (velocity.Z > -10 && vsize(TearOffMomentum) > 5000) { lift.x = 0; lift.y = 0; lift.z = ragdollDeathLift * rand(10000) / 10000.0; unifiedAddImpulse(lift); //log("ragdoll lift applied: "$lift.z); } // check for jetpack ragdoll if (!disableJetpackDeath && (movement==MovementState_Thrust || movement==MovementState_ZeroGravity)) { jetpack = true; jetpackTime = 0; // randomize jetpack duration jetpackDuration = jetpackDuration*0.25 + jetpackDuration*0.75*rand(1000)/1000.0; //log("jetpack death: duration="$jetpackDuration); } return true; } State Dying { function PostLoadGame() { Destroy(); } simulated function PostTakeDamage( float Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional float projectileFactor) { //log("ragdoll take damage: "$damage); ragdollTouchedGround = true; unifiedAddImpulse(Momentum); } simulated function BeginState() { local Character character; Super.BeginState(); character = Character(self); // Minimum life time of 4 seconds for client local ragdolls to guarantee it is not culled due to replication inefficiencies. // Pre-matrure ragdoll cull causes the the controller spectating the death to go to 0, 0, 0. if (Level.NetMode == NM_Client && character != None && character.bIsLocalCharacter) SetTimer(4.0, false); else SetTimer(1.0, false); } simulated function Timer() { ragdollLifespan -= 1.0; if (Level.NetMode==NM_DedicatedServer) { Destroy(); } else if (ragdollLifespan > 0) { SetTimer(1.0, false); } else { if (!PlayerCanSeeMe()) { // destroy ragdoll if not seen Destroy(); } else { // set timer and check again later SetTimer(1.0, false); } } } } // override unified physics methods to take ragdoll mass scale into account simulated function unifiedAddImpulse(Vector impulse) { if (vsize(impulse)>ragdollMaximumImpulse) impulse = normal(impulse) * ragdollMaximumImpulse; super.unifiedAddImpulse(impulse/ragdollScale); } simulated function unifiedAddImpulseAtPosition(Vector impulse, Vector position) { if (vsize(impulse)>ragdollMaximumImpulse) impulse = normal(impulse) * ragdollMaximumImpulse; super.unifiedAddImpulseAtPosition(impulse/ragdollScale, position); } simulated function unifiedAddForce(Vector force) { super.unifiedAddForce(force/ragdollScale); } simulated function unifiedAddForceAtPosition(Vector force, Vector position) { super.unifiedAddForceAtPosition(force/ragdollScale, position); } defaultproperties { ragdollLifeSpan=10 jetpackDuration = 4 jetpackLinearForce = 20000 jetpackTwirlyForce = 250000 ragdollScale = 20 ragdollMaximumImpulse = 200000 ragdollDeathLift = 50000 } |
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