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/****************************************************************************** UTPlusHitSounds Creation date: 2011-08-29 11:08 Last change: $Id$ Copyright © 2011, Wormbo Website: http://www.koehler-homepage.de/Wormbo/ Feel free to reuse this code. Send me a note if you found it helpful or want to report bugs/provide improvements. Please ask for permission first, if you intend to make money off reused code. ******************************************************************************/ class UTPlusHitSounds extends GameRules; //============================================================================= // Variables //============================================================================= var bool bAllowVariableHitSounds; var bool bLineOfSightHitSounds; var bool bObjectiveHitSounds; /** List of hit sound replicators. */ var UTPlusHitSoundTag firstTagHitSound; // Hit sound replicators are spawned in FindPlayerStart(). // These vars help reducing the number of checks. var float LastFindStartTime; var Controller LastFindStartPlayer; static function UTPlusHitSounds FindFor(LevelInfo Level) { local GameRules GR; if (Level.Game != None) { for (GR = Level.Game.GameRulesModifiers; GR != None; GR = GR.NextGameRules) { if (UTPlusHitSounds(GR) != None) return UTPlusHitSounds(GR); } } return None; } function PostBeginPlay() { local array<name> NodeEvents; local DestroyableObjective O; local UTPlusEventForwarder EF; local int i; bAllowVariableHitSounds = class'MutUTPlusHitSounds'.default.bAllowVariableHitSounds; bLineOfSightHitSounds = class'MutUTPlusHitSounds'.default.bLineOfSightHitSounds; bObjectiveHitSounds = class'MutUTPlusHitSounds'.default.bObjectiveHitSounds; Level.Game.AddGameModifier(Self); AddtoPackageMap(string(Class.Outer)); if (bObjectiveHitSounds) { // sweet little hack foreach AllActors(class'DestroyableObjective', O) { if (O.TakeDamageEvent == '') O.TakeDamageEvent = 'UTPlusObjectiveTakeDamage'; O.DamageEventThreshold = Max(O.DamageEventThreshold, 1); for (i = 0; i < NodeEvents.Length; ++i) { if (NodeEvents[i] == O.TakeDamageEvent) break; } if (i == NodeEvents.Length) { NodeEvents[i] = O.TakeDamageEvent; EF = Spawn(class'UTPlusEventForwarder',, O.TakeDamageEvent); EF.OnTrigger = CalcObjectiveDamage; } } } } /** Ensure the player has a hit sound replicator. */ /* function NavigationPoint FindPlayerStart(Controller Player, optional byte InTeam, optional string IncomingName) { if (Player != None && Player.PlayerReplicationInfo != None && (LastFindStartTime != Level.TimeSeconds || LastFindStartPlayer != Player)) { LastFindStartTime = Level.TimeSeconds; LastFindStartPlayer = Player; class'UTPlusHitSoundTag'.static.SpawnFor(Player.PlayerReplicationInfo); } return Super.FindPlayerStart(Player, InTeam, IncomingName); } */ /** Check for HitSound damage and add momentum to miniguns and linkguns. */ function int NetDamage(int OriginalDamage, int Damage, Pawn Injured, Pawn InstigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType) { local Controller InstigatorController; local byte InjuredTeam; Damage = Super.NetDamage(OriginalDamage, Damage, Injured, InstigatedBy, HitLocation, Momentum, DamageType); if (InstigatedBy != None && Injured != None && InstigatedBy != Injured && InstigatedBy.Health > 0) { InstigatorController = InstigatedBy.Controller; if (InstigatorController == None && DamageType != None && DamageType.default.bDelayedDamage) { InstigatorController = Injured.DelayedDamageInstigatorController; } if (InstigatorController != None) { if (Injured.Controller != None) InjuredTeam = Injured.Controller.GetTeamNum(); else if (Vehicle(Injured) != None) InjuredTeam = Vehicle(Injured).Team; else InjuredTeam = 255; if (Level.Game.IsOnTeam(InstigatorController, InjuredTeam)) { // original damage for friendly-fire CalcHitSoundsFor(InstigatorController, OriginalDamage, Injured); } else { // actual damage in all other cases CalcHitSoundsFor(InstigatorController, Damage, Injured); } } } return Damage; } /** Plays a hit sound on the player. */ function CalcHitSoundsFor(Controller Player, int Damage, Pawn Victim) { local UTPlusHitSoundTag PlayerTag; if (Player == None || Player.PlayerReplicationInfo == None || Damage < 0 || Victim == None || Victim.Health <= 0 || bLineOfSightHitSounds && !Player.LineOfSightTo(Victim)) { // ignore this hit return; } PlayerTag = class'UTPlusHitSoundTag'.static.SpawnFor(Player.PlayerReplicationInfo); if (PlayerTag != None) PlayerTag.AddDamage(Damage, Victim); if (TimerRate == 0) SetTimer(0.05, false); } function CalcObjectiveDamage(Actor Damaged, Pawn Attacker) { local DestroyableObjective Objective; local UTPlusHitSoundTag PlayerTag; Objective = DestroyableObjective(Damaged); if (Attacker != None && Attacker.PlayerReplicationInfo != None) PlayerTag = class'UTPlusHitSoundTag'.static.SpawnFor(Attacker.PlayerReplicationInfo); if (Objective == None || Objective.AccumulatedDamage <= 0 || PlayerTag == None) return; PlayerTag.AddObjectiveDamage(Objective); if (TimerRate == 0) SetTimer(0.05, false); } event Timer() { local UTPlusHitSoundTag PlayerTag; for (PlayerTag = firstTagHitSound; PlayerTag != None; PlayerTag = PlayerTag.nextTag) { PlayerTag.DispatchHitSound(bAllowVariableHitSounds); } } //============================================================================= // Default values //============================================================================= defaultproperties { bAllowVariableHitSounds = True bLineOfSightHitSounds = True bObjectiveHitSounds = True } |
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