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class RocketPodProjectile extends ExplosiveProjectile; var Vector xAxis, yAxis, zAxis; // The player's view axes struct InitVec { var float X, Y, Z; }; var InitVec initialZAxis; var Vector rotationVec; // The vector towards which the projectile velocity needs to be rotated var Vector prevRotationVec; var float offset; // The offset from the players view vector var float offsetVecAngle; // The angle of the offset vector (the offset vector is the z axis of the players view var() float spiralRate "The rate, in degrees, at which the projectiles rotate around each other"; // Converted to radians at run time var bool armed; // Set to true after the armingPeriod has expired var() float armingPeriod "The period after which the projectile will become armed"; var() float spreadRadius "The radius to which the projectile will spread out to after launch"; var() float spreadPeriod "The amount of time it will take the projectile the reach the spreadRadius"; var() float convergeRadius "The radius to which the projectile will converge in to after spreadRadius is reached"; var() float convergePeriod "The amount of time it will take the projectile the reach the convergeRadius"; var() float postSpreadVelocity "The velocity the projectile will accelerate to after reaching the spreadRadius"; var() float postSpreadAcceleration "The rate at which the projectile will accelerate to postSpreadVelocity"; var() float maxAnglePerSecond "Rate of turn in degrees"; // Converted to radians at run time var() float rotationModifier "Modifier applied to the angle before rotation"; var float timeCounter; replication { reliable if (Role == ROLE_Authority) rotationVec, initialZAxis; } simulated function PostBeginPlay() { super.PostBeginPlay(); SetTimer(armingPeriod, false); } simulated function Timer() { armed = true; } simulated function endLife(Actor HitActor, vector TouchLocation, vector TouchNormal) { if (armed) { Super.endLife(HitActor, TouchLocation, TouchNormal); } else { if (!bEndedLife) TriggerEffectEvent('Dud', None, None, TouchLocation, Rotator(TouchNormal)); bEndedLife = true; Destroy(); } } simulated function Destroyed() { UntriggerEffectEvent('Jet'); super.Destroyed(); } auto state Spread { simulated function BeginState() { maxAnglePerSecond = (maxAnglePerSecond / 180.0) * Pi; // convert angle from degress to radians spiralRate = (spiralRate / 180.0) * Pi; // convert angle from degress to radians timeCounter = 0.0; } simulated function spreadAlongAxis(float Delta) { zAxis.X = initialZAxis.X; zAxis.Y = initialZAxis.Y; zAxis.Z = initialZAxis.Z; Move(zAxis * (Delta / spreadPeriod) * spreadRadius); } simulated function Tick(float Delta) { if (timeCounter < spreadPeriod) { spreadAlongAxis(Delta); timeCounter += Delta; } else { offset = spreadRadius; GotoState('Converge'); } } } state Converge { simulated function BeginState() { TriggerEffectEvent('Jet'); timeCounter = 0.0; } simulated function Tick(float Delta) { accelerateProjectile(Delta); controlProjectile(Delta); if (Level.NetMode != NM_Client) offset -= (Delta / convergePeriod) * convergeRadius; timeCounter += Delta; if (timeCounter > convergePeriod) { // If we haven't hit terminal velocity yet continue accelerating if (VSize(Velocity) < postSpreadVelocity) GotoState('Accelerate'); else GotoState('Control'); } } } simulated function accelerateProjectile(float Delta) { Velocity += Normal(Velocity) * (postSpreadAcceleration * Delta); } state Accelerate { simulated function Tick(float Delta) { accelerateProjectile(Delta); controlProjectile(Delta); if (VSize(Velocity) > postSpreadVelocity) GotoState('Control'); } } simulated function controlProjectile(float Delta) { local Character firer; local Vector projectileVec; // Vector from the players location to the projectiles location local float angle; if (Level.NetMode != NM_Client) { if (Instigator == None) return; firer = Character(Instigator); if (RocketPod(firer.weapon) == None) return; GetAxes(firer.motor.getViewRotation(), xAxis, yAxis, zAxis); projectileVec = Location - firer.weapon.rookMotor.getFirstPersonEquippableLocation(firer.weapon); offsetVecAngle += spiralRate * Delta; if (offsetVecAngle > 2 * Pi) offsetVecAngle -= 2 * Pi; // The projectileVec is projected onto the xAxis and extended by the magnitude of the projectile velocity. // Then we add the offset vector (which is calculated with those quat operations and scaled by the offset value). // Then we subtract the projectileVec from the value to get a vector from the projectiles location to its ideal location. rotationVec = ((((projectileVec Dot xAxis) + VSize(Velocity)) * xAxis) + QuatRotateVector(QuatFromAxisAndAngle(xAxis, offsetVecAngle), zAxis) * offset) - projectileVec; } angle = ACos(FClamp(Normal(Velocity) Dot Normal(rotationVec), -1.0, 1.0)); if (angle > maxAnglePerSecond) angle = maxAnglePerSecond; Velocity = QuatRotateVector(QuatFromAxisAndAngle(Velocity Cross rotationVec, angle * Delta * rotationModifier), Velocity); prevRotationVec = rotationVec; SetRotation(Rotator(Velocity)); } state Control { simulated function Tick(float Delta) { controlProjectile(Delta); } } defaultproperties { bDeflectable = false bNetNotify = true bNetTemporary = false damageAmt = 0 radiusDamageAmt = 15 radiusDamageSize = 50 radiusDamageMomentum = 10000 spiralRate = 120.0 armed = false armingPeriod = 0.5 spreadRadius = 75.0 spreadPeriod = 0.5 convergeRadius = 25.0 convergePeriod = 1.5 postSpreadVelocity = 2000 postSpreadAcceleration = 500 maxAnglePerSecond = 90.0 rotationModifier = 1.0 StaticMesh = StaticMesh'Weapons.Rocket' DrawScale3D = (X=0.5,Y=0.5,Z=0.5) deathMessage = '%s copped it off %s\'s RocketPod' } |
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