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//============================================================================= // MercuryMissile // Copyright 2003-2010 by Wormbo <wormbo@online.de> // // High speed rocket. //============================================================================= class PersesMercuryMissile extends PersesProjectileBase; //============================================================================= // Imports //============================================================================= #exec audio import file=Sounds\MercPunchThrough.wav #exec audio import file=Sounds\MercHitArmor.wav //============================================================================= // Properties //============================================================================= var float ImpactDamageAmount; var class<DamageType> PunchThroughDamage; var float PunchThroughSpeed, PunchThroughVelocityLossPercent; var Sound ExplodeOnPlayerSound; var float DopplerStrength, DopplerBaseSpeed; /** Adjust ambient sound to fake doppler effect. */ auto simulated state Flying { simulated event Tick(float DeltaTime) { local PlayerController LocalPlayer; local float ApproachSpeed; if (Level.NetMode != NM_DedicatedServer && ProjEffects != None) { LocalPlayer = Level.GetLocalPlayerController(); if (LocalPlayer != None) { ApproachSpeed = (Velocity + LocalPlayer.ViewTarget.Velocity) dot Normal(LocalPlayer.ViewTarget.Location - Location); ProjEffects.SoundPitch = ProjEffects.default.SoundPitch * (DopplerStrength ** (ApproachSpeed / DopplerBaseSpeed)); } } } } /** Returns how a contact with another object affects this projectile's movement. */ simulated function bool ShouldPenetrate(Actor Other, vector HitLocation, vector HitNormal) { local vector RefNormal; return xPawn(Other) != None && !Other.IsInState('Frozen') && VSize(Velocity) - Normal(Velocity) dot Other.Velocity > PunchThroughSpeed && xPawn(Other).GetShieldStrength() == 0 && !xPawn(Other).CheckReflect(HitLocation, RefNormal, 0); } simulated function ProcessContact(Actor Other, vector HitLocation, vector HitNormal) { if (ShouldPenetrate(Other, HitLocation, HitNormal)) { Penetrate(Other, HitLocation); } else { if (UnrealPawn(Other) != None && !Other.IsInState('Frozen')) PlayBroadcastedSound(Other, ExplodeOnPlayerSound); ExplosionParticleSystem = GetExplosionClass(Other, HitLocation, HitNormal); Explode(HitLocation, HitNormal); } } simulated function Penetrate(Actor Other, vector HitLocation) { local vector VDiff, Momentum; local float DamageAmount; VDiff = Velocity - Normal(Velocity) * (Normal(Velocity) dot Other.Velocity); VDiff *= PunchThroughVelocityLossPercent; if (Role == ROLE_Authority) MakeNoise(1.0); DamageAmount = TransferDamageAmount * 0.5 * (VSize(VDiff) + PunchThroughSpeed) + ImpactDamageAmount; Momentum = VDiff * MomentumTransfer; // apply UDamage factor if UDamage wore off or owner died if (bAmped && (Instigator == None || !Instigator.HasUDamage())) DamageAmount *= 2; if (int(DamageAmount) > 0 || VSize(Momentum) > 0) { Other.SetDelayedDamageInstigatorController(InstigatorController); Other.TakeDamage(DamageAmount, Instigator, HitLocation, Momentum, PunchThroughDamage); } if (Role == ROLE_Authority || Other == None || Other.Role < ROLE_Authority) { Velocity -= VDiff; SpawnPenetrationEffects(Other, HitLocation); } } /** Play penetration sound and spawn a lot of blood after penetrating an unprotected player. */ simulated function SpawnPenetrationEffects(Actor Other, vector HitLocation) { 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<PersesMercuryExplosion> GetExplosionClass(Actor HitActor, vector HitLocation, vector HitNormal) { local Material HitMaterial; local vector HL, HN; if (PhysicsVolume.bWaterVolume) { return class'PersesMercuryExplosion'; } 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'PersesMercuryExplosionDirt'; case EST_Ice: case EST_Snow: return class'PersesMercuryExplosionSnow'; } } else if (HitActor != None) { switch (HitActor.SurfaceType) { case EST_Rock: case EST_Dirt: case EST_Wood: case EST_Plant: return class'PersesMercuryExplosionDirt'; case EST_Ice: case EST_Snow: return class'PersesMercuryExplosionSnow'; } } return class'PersesMercuryExplosion'; } //============================================================================= // Default properties //============================================================================= defaultproperties { ProjectileName = "Mercury Missile" bAutoInit = True ForceType = FT_Constant ForceRadius = 100.0 ForceScale = 5.0 Mass = 3.0 LifeSpan = 6.0 Speed = 8000.0 MaxSpeed = 30000.0 AccelRate = 12000.0 PunchThroughSpeed = 10000.0 PunchThroughVelocityLossPercent = 0.4 ImpactSound = Sound'MercPunchThrough' ExplodeOnPlayerSound = Sound'MercHitArmor' DopplerBaseSpeed = 3000.0 DopplerStrength = 1.5 TransientSoundRadius = 500.0 TransientSoundVolume = 1.0 Damage = 30.0 DamageRadius = 150.0 SplashMomentum = 10000.0 ImpactDamageAmount = 50.0 TransferDamageAmount = 0.003 MomentumTransfer = 4.0 ExplosionDecal = Class'PersesMercuryImpactMark' SplashDamageType = Class'DamTypePersesMercurySplashDamage' MyDamageType = Class'DamTypePersesMercuryDirectHit' PunchThroughDamage = Class'DamTypePersesMercuryPunchThrough' LightType = LT_Steady LightEffect = LE_QuadraticNonIncidence LightBrightness = 255.0 LightRadius = 5.0 LightHue = 20 bDynamicLight = True FlightParticleSystem = class'PersesMercuryMissileFlightEffects' FlightParticleSystemBlue = class'PersesMercuryMissileFlightEffectsBlue' bReplicateInstigator = True } |
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