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//============================================================================== // Created on: 12/20/2003 // Checks all dying pawns for UDamage time, and spawns a new pickup if the pawn // still had time remaining // // Written by Ron Prestenback // © 2003, Epic Games, Inc. All Rights Reserved //============================================================================== class UDamageRules extends GameRules; // This is called whenever a player is killed by another player // Check if the dying player had any UDamage time remaining function ScoreKill(Controller Killer, Controller Killed) { local xPawn Dying; if ( Killer != None && Killer != Killed && HasUDamage(Killed) ) { Dying = xPawn(Killed.Pawn); // If the player had UDamage time remaining, toss out another // UDamage pickup that is worth the remaining time if ( Dying != None && Dying.UDamageTime > Level.TimeSeconds + 3 ) ThrowUDamage(Killer, Dying); } Super.ScoreKill(Killer, Killed); } function bool HasUDamage(Controller Killed) { if ( Killed != None && Killed.Pawn != None && Killed.Pawn.HasUDamage() ) return true; return false; } function ThrowUDamage( Controller Killer, xPawn Killed ) { local vector tossdir, x, y, z; local UDamageReward Reward; if ( Killer == None || Killed == None ) return; // This chain of events based on the way that weapon pickups are dropped when a pawn dies // See Pawn.Died() Reward = Spawn( class'UDamageReward', , , Killed.Location ); // Find out which direction the new pickup should be thrown tossdir = GetThrowVector(Killer, Killed); Killed.GetAxes(Killed.Rotation, X,Y,Z); // Set the pickup's location to a realistic position outside of the dying pawn's collision cylinder Reward.SetLocation( Killed.Location + 0.8 * Killed.CollisionRadius * X + -0.5 * Killed.CollisionRadius * Y ); // Now apply the throwing velocity to the position of the pickup Reward.velocity = tossdir; // Since we are spawning this pickup on the server only, tweak the pickup's replication-related properties // so that the new pickup appears for clients Reward.InitDrop(Killed.UDamageTime - Level.TimeSeconds); } // based from the way weapons are thrown when a player dies ( see Pawn.Died() ) function vector GetThrowVector( Controller Killer, xPawn Killed ) { local vector v; if ( Killer == None || Killed == None ) return v; // Get a vector indicating direction the dying pawn was looking v = Vector(Killed.GetViewRotation()); // Adding coordinates to the directional vector v = v * // Clamp the "aiming spot" to a point that is in the dying pawn's point of view (I think) ((Killed.Velocity Dot v) // this controls how far away we're aiming for + 100) + // And this controls how high to aim the throw Vect(0,0,200); return v; } |
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