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//============================================================================= // MercuryMissile // Copyright 2003-2011 by Wormbo <wormbo@online.de> // // High speed rocket. //============================================================================= class BetrayalMercuryMissile extends Projectile; //============================================================================= // Imports //============================================================================= // general package imports #exec obj load file=XGameShaders.utx #exec obj load file=XEffectMat.utx #exec obj load file=VMWeaponsSM.usx // preconstructed resource package with textures and staticmeshes #exec obj load file=BetrayalMercuryMissileResources.usx package=Betrayal #exec audio import file=Sounds\MercFly.wav #exec audio import file=Sounds\MercHitArmor.wav #exec audio import file=Sounds\MercPunchThrough.wav //============================================================================= // Structs //============================================================================= struct TVictimInfo { var Actor Actor; var vector HL, HN; }; struct TExplosionEffectInfo { var Actor Other; var vector HitLocation; var vector HitNormal; }; //============================================================================= // Properties //============================================================================= var class<WeaponDamageType> SplashDamageType; var float SplashMomentum; var float TransferDamageAmount, ImpactDamageAmount; var class<WeaponDamageType> HeadHitDamage, DirectHitDamage, PunchThroughDamage, ThroughHeadDamage; var class<WeaponDamageType> AirHeadHitDamage, AirHitDamage, AirPunchThroughDamage, AirThroughHeadDamage; var float AccelRate; var float HeadShotSizeAdjust; var float PunchThroughSpeed, PunchThroughVelocityLossPercent; var float RocketJumpBoost; var Sound ExplodeOnPlayerSound; var array<ParticleEmitter.ParticleColorScale> BetrayalThrusterColorScale; var rangevector TrailLineColor; var float DopplerStrength, DopplerBaseSpeed; var bool bSameTeamShot; //============================================================================= // Variables //============================================================================= /** Replicated direction of flight to get around inaccurate rotator replication. */ var int Direction; var BetrayalMercuryMissileTrail Trail; /** Hit count for multi-hit messages. */ var int EnemyHitCount; /** Spawn location for determining nice air hits. */ var vector SpawnLocation, PrevTouchLocation; var transient vector TouchLocation, TouchNormal; var transient vector WallLocation, WallNormal; var transient Actor PrevTouched; var TExplosionEffectInfo ExplosionEffectInfo; var bool bFakeDestroyed, bCanHitOwner, bWasHeadshot, bWasAirHit; //============================================================================= // Replication //============================================================================= replication { reliable if (bNetInitial) Direction, bFakeDestroyed, PunchThroughSpeed; reliable if (bNetDirty) ExplosionEffectInfo; } simulated function BeginPlay() { SpawnLocation = Location; Velocity = Speed * vector(Rotation); if (Role == ROLE_Authority) // replicate rotation with maximum precision Direction = (Rotation.Yaw & 0xffff) | (Rotation.Pitch << 16); Acceleration = AccelRate * vector(Rotation); Super.BeginPlay(); } simulated function PostBeginPlay() { if (!bSameTeamShot && BetrayalGame(Level.Game) != None && BetrayalGame(Level.Game).bBeamMultiHit) PunchThroughSpeed *= 0.75; if (PhysicsVolume.bWaterVolume) Velocity *= 0.6; if (Level.NetMode != NM_DedicatedServer) Trail = Spawn(class'BetrayalMercuryMissileTrail', self,, Location, Rotation); Super.PostBeginPlay(); PlaySound(SpawnSound, SLOT_Misc); } simulated function PostNetBeginPlay() { local rotator DirRot; if (Role < ROLE_Authority && Direction != -1) { // adjust direction of flight accordingly to prevent replication-related inaccuracies DirRot.Yaw = Direction & 0xffff; DirRot.Pitch = Direction >> 16; Acceleration = AccelRate * vector(DirRot); Velocity = VSize(Velocity) * vector(DirRot); } if (Trail != None) { if (bSameTeamShot) { Trail.Emitters[0].ColorScale = BetrayalThrusterColorScale; Trail.Emitters[2].ColorScale = BetrayalThrusterColorScale; } Trail.Emitters[1].ColorMultiplierRange = TrailLineColor; Trail.Emitters[1].Disabled = false; } if (bFakeDestroyed && Level.NetMode == NM_Client) { bFakeDestroyed = False; TornOff(); } } /** Sets the projectile in a "would-be destroyed" state. Doesn't differ from calling Destroy() if the prjectile has RemoteRole < ROLE_SimulatedProxy. NOTE: This function may not have the desired results if projectile is bNetTemporary! */ simulated function FakeDestroy() { if (Level.NetMode == NM_Standalone || Level.NetMode == NM_Client || RemoteRole < ROLE_SimulatedProxy) { Destroy(); } else { GotoState('WasFakeDestroyed'); } } /** Called after the projectile is FakeDestroy()ed. Do not rely on the projectile continuing to exist after this function call since FakeDestroy() may call Destroy() right after calling this function! */ simulated function FakeDestroyed() { local BetrayalPRI PRI; if (Trail != None) { Trail.Kill(); Trail = None; } if (InstigatorController == None || Role < ROLE_Authority) return; PRI = BetrayalPRI(InstigatorController.PlayerReplicationInfo); if (PRI != None) { if (EnemyHitCount > 0) PRI.Hits++; if (EnemyHitCount > 1) PRI.MultiHits++; if (EnemyHitCount > PRI.BestMultiHit) PRI.BestMultiHit = EnemyHitCount; if (bWasAirHit) PRI.EagleEyes++; } if (EnemyHitCount > 1 && PlayerController(InstigatorController) != None) PlayerController(InstigatorController).ReceiveLocalizedMessage(class'BetrayalSpecialKillMessage', EnemyHitCount); if (EnemyHitCount > 1 || bWasHeadshot || bWasAirHit) { if (BetrayalGame(Level.Game) != None) BetrayalGame(Level.Game).ScoreSpecialKill(InstigatorController); } } /** Called by the engine on clients after bTearOff was set to True, i.e. also when the projectile was FakeDestroy()ed. */ simulated function TornOff() { ProcessContact(false, ExplosionEffectInfo.Other, ExplosionEffectInfo.HitLocation, Normal(ExplosionEffectInfo.HitNormal)); Destroy(); } /** Wait a bit before allowing owner hits. Adjust ambient sound to fake doppler effect. */ auto simulated state Flying { /** Fake doppler effect. */ simulated event Tick(float DeltaTime) { local PlayerController LocalPlayer; local float ApproachSpeed; if (Level.NetMode != NM_DedicatedServer) { LocalPlayer = Level.GetLocalPlayerController(); if (LocalPlayer != None) { ApproachSpeed = (Velocity + LocalPlayer.ViewTarget.Velocity) dot Normal(LocalPlayer.ViewTarget.Location - Location); SoundPitch = default.SoundPitch * (DopplerStrength ** (ApproachSpeed / DopplerBaseSpeed)); } } } Begin: do { Sleep(0.1); } until (Instigator != None && VSize(Instigator.Location - Location) < 10.0 * (Instigator.CollisionRadius + Instigator.CollisionHeight)); SetOwner(None); bCanHitOwner = True; } /** The fake-destroyed state. The server enters this state after FakeDestroy() was called. */ state WasFakeDestroyed { ignores Touch, Bump, HitWall, TakeDamage, EncroachingOn, Timer; /** Hides the projectile and disables its collision and movement upon entering the fake-destroyed state. */ simulated function BeginState() { Assert(Level.NetMode != NM_Client && Level.NetMode != NM_Standalone); bFakeDestroyed = True; FakeDestroyed(); LifeSpan = 0.5; bHidden = True; SetPhysics(PHYS_None); SetCollision(False, False, False); bCollideWorld = False; LightType = LT_None; AmbientSound = None; } Begin: Sleep(0.0); bTearOff = True; } /** Unregister from any projectile modifiers and potential parent projectiles. */ simulated function Destroyed() { if (!bFakeDestroyed) { FakeDestroyed(); } } /** Returns how a contact with another object affects this projectile's movement. */ simulated function bool ShouldPenetrate(Actor Other, vector HitNormal) { return UnrealPawn(Other) != None && !Other.IsInState('Frozen') && VSize(Velocity) - Normal(Velocity) dot Other.Velocity > PunchThroughSpeed && UnrealPawn(Other).GetShieldStrength() == 0; } /** Called when the projectile hits a wall. This just sets HurtWall, the actual magic is in ProcessContact(). */ simulated singular function HitWall(vector HitNormal, Actor Wall) { HurtWall = Wall; WallLocation = Location; WallNormal = HitNormal; ProcessContact(ShouldPenetrate(Wall, HitNormal), Wall, Location, HitNormal); HurtWall = None; } /** Called when the projectile touches something. This just sets LastTouched, the actual magic is in ProcessContact(). */ simulated singular function Touch(Actor Other) { if (bTearOff || Other == None || PrevTouched == Other && VSize(Location - PrevTouchLocation) < 250.0 || Other == Instigator && !bCanHitOwner) return; if (Other.bProjTarget || Other.bBlockActors) { PrevTouched = Other; LastTouched = Other; if (Velocity == vect(0,0,0)) Velocity = vector(Rotation); if (Other.TraceThisActor(TouchLocation, TouchNormal, Location, Location - 0.5 * Velocity)) { TouchLocation = Location; TouchNormal = -Normal(Velocity); } PrevTouchLocation = TouchLocation; ProcessContact(ShouldPenetrate(Other, TouchNormal), Other, TouchLocation, TouchNormal); LastTouched = None; } } /** Obsolete. Use ProcessContact() instead. */ simulated function ClientSideTouch(Actor Other, vector HitLocation) { Assert(false); } /** Obsolete. Use ProcessContact() instead. */ simulated function ProcessTouch(Actor Other, vector HitLocation) { Assert(false); } /** Obsolete. Use ProcessContact() and related functions instead. */ simulated function BlowUp(vector HitLocation) { Assert(false); } /** Called by ONSPowerCoreShield.Touch(), detects actual hit location/normal and calls ProcessContact without penetration. */ simulated function Explode(vector HitLocation, vector HitNormal) { ProcessContact(False, Trace(HitLocation, HitNormal, HitLocation + 10 * HitNormal, HitLocation - 10 * HitNormal, True), HitLocation, HitNormal); } simulated function ProcessContact(bool bPenetrate, Actor Other, vector HitLocation, vector HitNormal) { local vector HN, HL, VDiff; local float HeightMult; local bool bAirHit, bNoDamage, bHeadshot; local PlayerController PC; local class<WeaponDamageType> DamageType; local Pawn HeadshotPawn, HitPawn; local BetrayalGame Game; local BetrayalPRI PRI, OtherPRI; // check for headshot if (Vehicle(Other) != None) { HeadShotPawn = Vehicle(Other).CheckForHeadShot(HitLocation, Normal(Velocity), HeadShotSizeAdjust); } if (HeadShotPawn != None) { if (LastTouched == Other) LastTouched = HeadShotPawn; bPenetrate = ShouldPenetrate(HeadShotPawn, HitNormal); Other = HeadShotPawn; } else if (Pawn(Other) != None && Pawn(Other).IsHeadShot(HitLocation, Normal(Velocity), HeadShotSizeAdjust)) { HeadShotPawn = Pawn(Other); } HitPawn = Pawn(Other); // check for nice air hit HeightMult = class'PhysicsVolume'.default.Gravity.Z / Other.PhysicsVolume.Gravity.Z; if (UnrealPawn(Other) != None && UnrealPawn(Other).Health > 0 && Other.Physics == PHYS_Falling && VSize(Other.Location - SpawnLocation) > 500 * HeightMult && Other.Trace(HL, HN, Other.Location - vect(0,0,200) * HeightMult, Other.Location, False, Other.GetCollisionExtent()) == None) { // far enough away and high enough in air if (Other.Velocity.Z > 100 / HeightMult) { Other.Trace(HL, HN, Other.Location - Normal(Other.Velocity) * (200 * HeightMult), Other.Location, False, Other.GetCollisionExtent()); } else if (Other.Velocity.Z < -100 / HeightMult) { Other.Trace(HL, HN, Other.Location + Normal(Other.Velocity) * (100 * HeightMult), Other.Location, False, Other.GetCollisionExtent()); } bAirHit = HN.Z < 0.7; } VDiff = Velocity - Normal(Velocity) * (Normal(Velocity) dot Other.Velocity); if (bPenetrate) { VDiff *= PunchThroughVelocityLossPercent; if (HeadShotPawn != None) { if (bAirHit) DamageType = AirThroughHeadDamage; else DamageType = ThroughHeadDamage; } else { if (bAirHit) DamageType = AirPunchThroughDamage; else DamageType = PunchThroughDamage; } } else { if (HeadShotPawn != None) { if (bAirHit) DamageType = AirHeadHitDamage; else DamageType = HeadHitDamage; } else { if (bAirHit) DamageType = AirHitDamage; else DamageType = DirectHitDamage; } } if (Role == ROLE_Authority) { Game = BetrayalGame(Level.Game); PRI = BetrayalPRI(Instigator.PlayerReplicationInfo); if (Pawn(Other) != None && PRI != None) { OtherPRI = BetrayalPRI(Pawn(Other).PlayerReplicationInfo); if (OtherPRI != None && OtherPRI.bIsRogue && PRI.Betrayer == OtherPRI && OtherPRI.RemainingRogueTime == OtherPRI.RogueTimePenalty) { // hit right after he betrayed the instigator, allow instant retribution bSameTeamShot = False; } } if (Game == None || Pawn(Other) != None && Game.OnSameTeam(Instigator, Pawn(Other)) == bSameTeamShot) { if (Game != None && Pawn(Other) != None && bSameTeamShot) { Game.ShotTeammate(PRI, OtherPRI, Instigator, Pawn(Other)); } if (Pawn(Other) != None) { CountHit(Pawn(Other)); } } else { bNoDamage = True; } if (HeadshotPawn != None) { bHeadshot = True; PC = PlayerController(HeadShotPawn.Controller); } } if (Role == ROLE_Authority && Level.NetMode == NM_Client) { // already torn off, do nothing return; } if (Role == ROLE_Authority) { MakeNoise(1.0); } ApplyDamage(HitLocation, VDiff, bPenetrate, DamageType, HeadshotPawn, bNoDamage); if (!bPenetrate) { SpawnExplosionEffects(Other, HitLocation, HitNormal); } if (bHeadshot && (HeadshotPawn == None || HeadshotPawn.bDeleteMe || HeadshotPawn.Health <= 0)) { if (PC != None) PC.ReceiveLocalizedMessage(class'BetrayalSpecialKillMessage',, InstigatorController.PlayerReplicationInfo); bWasHeadshot = True; } if (bAirHit && (HitPawn == None || HitPawn.bDeleteMe || HitPawn.Health <= 0)) { bWasAirHit = True; } if (Role == ROLE_Authority || Other == None || Other.Role < ROLE_Authority) { if (bPenetrate) { Velocity -= VDiff; SpawnPenetrationEffects(Other, HitLocation, HitNormal); } else { if (Role == ROLE_Authority) { ExplosionEffectInfo.Other = Other; ExplosionEffectInfo.HitLocation = HitLocation; ExplosionEffectInfo.HitNormal = HitNormal * 1000; ExplosionEffectInfo = ExplosionEffectInfo; SetLocation(HitLocation); FakeDestroy(); } else { Destroy(); } return; } } } /** Hurt all actors within the specified radius. */ simulated function ApplyDamage(vector HitLocation, vector VDiff, bool bPenetrate, class<WeaponDamageType> DamageType, Pawn HeadshotPawn, bool bNoDamage) { local array<TVictimInfo> Victims; local TVictimInfo VictimInfo; local float dist; local int i; local float DamageAmount; local vector Momentum; local bool bSplashHit; if (bHurtEntry) return; bHurtEntry = true; if (!bPenetrate) { foreach VisibleCollidingActors(class'Actor', VictimInfo.Actor, DamageRadius + 300, HitLocation) { if (VictimInfo.Actor.Role == ROLE_Authority && VictimInfo.Actor != LastTouched && VictimInfo.Actor != HurtWall && VictimInfo.Actor != Self && FluidSurfaceInfo(VictimInfo.Actor) == None && !VictimInfo.Actor.TraceThisActor(VictimInfo.HL, VictimInfo.HN, HitLocation + Normal(VictimInfo.Actor.Location - HitLocation) * DamageRadius, HitLocation)) { Victims[Victims.Length] = VictimInfo; } } } if (LastTouched != None) { VictimInfo.HL = TouchLocation; VictimInfo.HN = TouchNormal; VictimInfo.Actor = LastTouched; Victims[Victims.Length] = VictimInfo; } if (HurtWall != None) { VictimInfo.HL = WallLocation; VictimInfo.HN = WallNormal; VictimInfo.Actor = HurtWall; Victims[Victims.Length] = VictimInfo; } for (i = 0; i < Victims.Length; i++) { if (Victims[i].Actor != None) { bSplashHit = Victims[i].Actor != LastTouched && Victims[i].Actor != HurtWall; dist = VSize(Victims[i].HL - HitLocation); // splash momentum if (dist < DamageRadius && !bPenetrate) { Momentum = Normal(Victims[i].Actor.Location - HitLocation) * SplashMomentum * (1 - dist / DamageRadius); if (Victims[i].Actor == Instigator) { Momentum *= RocketJumpBoost; } } else { Momentum = vect(0,0,0); } if (bSplashHit || bNoDamage) { // no impact damage DamageAmount = 0; } else { // impact damage DamageAmount = Damage; // add impact momentum Momentum += VDiff * MomentumTransfer; } if (int(DamageAmount) > 0 || VSize(Momentum) > 0) { Victims[i].Actor.SetDelayedDamageInstigatorController(InstigatorController); if (bSplashHit) Victims[i].Actor.TakeDamage(DamageAmount, Instigator, Victims[i].HL, Momentum, SplashDamageType); else Victims[i].Actor.TakeDamage(DamageAmount, Instigator, Victims[i].HL, Momentum, DamageType); } } } bHurtEntry = false; } /** Count direct hits against enemies and team mates for multi-hit messages. */ function CountHit(Pawn Other) { if (InstigatorController == None || Other == None || Other.Health <= 0 || Other.Controller == None || Other.Controller == InstigatorController) return; EnemyHitCount++; } /** Spawns explosion/punch-through effects. */ simulated function SpawnExplosionEffects(Actor Other, vector HitLocation, vector HitNormal) { local PlayerController PC; local class<BetrayalMercuryExplosion> ExplosionClass; local rotator EffectRotationOffset; if (UnrealPawn(Other) != None && !Other.IsInState('Frozen')) { PlayBroadcastedSound(Other, ExplodeOnPlayerSound); } ExplosionClass = GetExplosionClass(Other, HitLocation, HitNormal, EffectRotationOffset); if (ExplosionClass != None) { Spawn(ExplosionClass,,, HitLocation, rotator(-HitNormal) + EffectRotationOffset).bWaterExplosion = PhysicsVolume.bWaterVolume; } if (ExplosionDecal != None && Level.NetMode != NM_DedicatedServer) { // spawn explosion decal with random Roll, if within view range PC = Level.GetLocalPlayerController(); if (!PC.BeyondViewDistance(Location, ExplosionDecal.Default.CullDistance)) Spawn(ExplosionDecal, self,, Location, rotator(-HitNormal) + rot(0,0,1) * Rand(0x10000)); else if (InstigatorController != None && PC == InstigatorController && !PC.BeyondViewDistance(Location, 2 * ExplosionDecal.Default.CullDistance)) Spawn(ExplosionDecal, self,, Location, rotator(-HitNormal) + rot(0,0,1) * Rand(0x10000)); } } /** Play penetration sound and spawn a lot of blood after penetrating an unprotected player. */ simulated function SpawnPenetrationEffects(Actor Other, vector HitLocation, vector HitNormal) { if (Other != None) { PlayBroadcastedSound(Other, ImpactSound); if (!class'GameInfo'.static.UseLowGore() && xPawn(Other) != None && xPawn(Other).GibGroupClass != None) { if ((HitLocation - Other.Location) dot Velocity < 0) HitLocation += Normal(Velocity) * Other.CollisionRadius; Spawn(xPawn(Other).GibGroupClass.default.BloodGibClass, Other,, HitLocation); } } } /** Called from simulated functions to trick PlaySound() into broadcasting the sound instead of playing it locally. */ function PlayBroadcastedSound(Actor SoundOwner, Sound Sound) { if (Level.NetMode != NM_Client && SoundOwner != None && Sound != None) { SoundOwner.PlaySound(Sound, SLOT_Misc, TransientSoundVolume, false, TransientSoundRadius); } } /** Return an explosion effect class with dirt or snow particles if a corresponding surface was hit. Non-simulated so effect is only spawned on server. */ simulated function class<BetrayalMercuryExplosion> GetExplosionClass(Actor HitActor, vector HitLocation, vector HitNormal, out rotator EffectRotationOffset) { local Material HitMaterial; local vector HL, HN; EffectRotationOffset = rot(16384,0,16384); if (PhysicsVolume.bWaterVolume) { return class'BetrayalMercuryExplosion'; } if (HitActor == None || HitActor.bWorldGeometry) { HitActor = Trace(HL, HN, HitLocation - 16 * HitNormal, HitLocation + HitNormal, True,, HitMaterial); } if (HitMaterial != None) { switch (HitMaterial.SurfaceType) { case EST_Rock: case EST_Dirt: case EST_Wood: case EST_Plant: return class'BetrayalMercuryExplosionDirt'; case EST_Ice: case EST_Snow: return class'BetrayalMercuryExplosionSnow'; } } else if (HitActor != None) { switch (HitActor.SurfaceType) { case EST_Rock: case EST_Dirt: case EST_Wood: case EST_Plant: return class'BetrayalMercuryExplosionDirt'; case EST_Ice: case EST_Snow: return class'BetrayalMercuryExplosionSnow'; } } return class'BetrayalMercuryExplosion'; } //============================================================================= // Default properties //============================================================================= defaultproperties { bBounce = True bFixedRotationDir = True RotationRate = (Roll=0) DesiredRotation = (Roll=0) ForceType = FT_Constant ForceRadius = 100.0 ForceScale = 5.0 Mass = 4.0 LifeSpan = 6.0 Speed = 3000.0 MaxSpeed = 25000.0 AccelRate = 10000.0 PunchThroughSpeed = 7000.0 PunchThroughVelocityLossPercent = 0.4 ImpactSound = Sound'MercPunchThrough' ExplodeOnPlayerSound = Sound'MercHitArmor' AmbientSound = Sound'MercFly' SoundRadius = 300.0 SoundVolume = 160 SoundPitch = 64 DopplerBaseSpeed = 3000.0 DopplerStrength = 1.5 TransientSoundRadius = 500.0 TransientSoundVolume = 1.0 RocketJumpBoost = 3.0 HeadShotSizeAdjust = 1.2 Damage = 1000.0 DamageRadius = 150.0 SplashMomentum = 10000.0 MomentumTransfer = 4.0 ExplosionDecal = Class'BetrayalMercuryImpactMark' SplashDamageType = Class'BetrayalDamTypeMercurySplashDamage' MyDamageType = Class'BetrayalDamTypeMercuryDirectHit' HeadHitDamage = Class'BetrayalDamTypeMercuryHeadHit' DirectHitDamage = Class'BetrayalDamTypeMercuryDirectHit' ThroughHeadDamage = Class'BetrayalDamTypeMercuryPunchThroughHead' PunchThroughDamage = Class'BetrayalDamTypeMercuryPunchThrough' AirHeadHitDamage = Class'BetrayalDamTypeMercuryAirHeadHit' AirHitDamage = Class'BetrayalDamTypeMercuryAirHit' AirThroughHeadDamage = Class'BetrayalDamTypeMercuryAirPunchThroughHead' AirPunchThroughDamage = Class'BetrayalDamTypeMercuryAirPunchThrough' Direction = -1 LightType = LT_Steady LightEffect = LE_QuadraticNonIncidence LightBrightness = 255.0 LightRadius = 5.0 LightHue = 20 bDynamicLight = True Skins(0) = TexScaler'MercuryMissileTexRed' AmbientGlow = 96 DrawType = DT_StaticMesh StaticMesh = StaticMesh'VMWeaponsSM.AVRiLGroup.AVRiLprojectileSM' DrawScale = 0.2 DrawScale3D = (X=1.1,Y=0.5,Z=0.5) SurfaceType = EST_Metal BetrayalThrusterColorScale = ((Color=(R=96,G=128,B=255,A=255)),(RelativeTime=1.0,Color=(R=0,G=32,B=128))) TrailLineColor = (X=(Min=1.0,Max=1.0),Y=(Min=0.3,Max=0.3),Z=(Min=0.3,Max=0.3)) bReplicateInstigator = True } |
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