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OnslaughtBP.ONSMortarShell


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//-----------------------------------------------------------
//
//-----------------------------------------------------------
class ONSMortarShell extends Projectile;

//#exec TEXTURE  IMPORT NAME=NewFlakSkin FILE=textures\jflakslugel1.bmp GROUP="Skins" DXT=5

var xemitter trail;
var actor Glow;
var class<Emitter> ExplosionEffectClass;
var class<Emitter> AirExplosionEffectClass;
var bool bExploded;

simulated function PostBeginPlay()
{
    local Rotator R;
    local PlayerController PC;

    if ( !PhysicsVolume.bWaterVolume && (Level.NetMode != NM_DedicatedServer) )
    {
        PC = Level.GetLocalPlayerController();
        if ( (PC.ViewTarget != None) && VSize(PC.ViewTarget.Location - Location) < 6000 )
            Trail = Spawn(class'FlakShellTrail',self);
        Glow = Spawn(class'FlakGlow', self);
    }

    Super.PostBeginPlay();
    R = Rotation;
    R.Roll = 32768;
    SetRotation(R);
}

simulated function StartTimer(float Fuse)
{
    SetTimer(Fuse, False);
}

simulated function Timer()
{
    local int i;
    local ONSArtilleryShellSmall SmallShell;


    PlaySound(sound'ONSBPSounds.Artillery.ShellBrakingExplode');
    if ( Level.NetMode != NM_DedicatedServer )
        spawn(class'ONSArtilleryShellSplit', self, , Location, Rotation);

    for (i=0; i<5; i++)
    {
        SmallShell = spawn(class'ONSArtilleryShellSmall', self, , Location, Rotation);
        if ( SmallShell != None )
            SmallShell.Velocity = Velocity + (VRand() * 500.0);
    }
    Destroy();
}

simulated function Destroyed()
{
    if ( !bExploded )
        ExplodeInAir();
    if ( Trail != None )
        Trail.mRegen=False;
    if ( glow != None )
        Glow.Destroy();
    Super.Destroyed();
}


simulated function ProcessTouch(Actor Other, Vector HitLocation)
{
    if (Other != Instigator && !Other.IsA('ONSMortarShell'))
    {
        SpawnEffects(HitLocation, -1 * Normal(Velocity) );
        Explode(HitLocation,Normal(HitLocation-Other.Location));
    }
}

simulated function SpawnEffects( vector HitLocation, vector HitNormal )
{
    local PlayerController PC;

    PlaySound(sound'ONSBPSounds.Artillery.ShellFragmentExplode', SLOT_None, 2.0);
    if ( EffectIsRelevant(Location,false) )
    {
        PC = Level.GetLocalPlayerController();
        if ( (PC.ViewTarget != None) && VSize(PC.ViewTarget.Location - Location) < 3000 )
            spawn(ExplosionEffectClass,,,HitLocation + HitNormal*16 );
        spawn(ExplosionEffectClass,,,HitLocation + HitNormal*16 );
        spawn(class'RocketSmokeRing',,,HitLocation + HitNormal*16, rotator(HitNormal) );
        if ( (ExplosionDecal != None) && (Level.NetMode != NM_DedicatedServer) )
            Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal));
    }
}

simulated function Landed( vector HitNormal )
{
    SpawnEffects( Location, HitNormal );
    Explode(Location,HitNormal);
}

simulated function HitWall (vector HitNormal, actor Wall)
{
    Landed(HitNormal);
}

simulated function Explode(vector HitLocation, vector HitNormal)
{
    bExploded = true;
    HurtRadius(Damage, DamageRadius, MyDamageType, MomentumTransfer, HitLocation);
    Destroy();
}

simulated function ExplodeInAir()
{
    bExploded = true;
    PlaySound(sound'ONSBPSounds.Artillery.ShellFragmentExplode', SLOT_None, 2.0);
    if ( Level.NetMode != NM_DedicatedServer )
        spawn(AirExplosionEffectClass);

    Explode(Location, Location - Instigator.Location);
    Destroy();
}

event TakeDamage(int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType)
{
    if (Damage > 0 && (EventInstigator == None || EventInstigator.Controller == None ||
                       Instigator == None || Instigator.Controller == None ||
                       !EventInstigator.Controller.SameTeamAs(Instigator.Controller)))
        ExplodeInAir();
}

defaultproperties
{
     ExplosionEffectClass=Class'OnslaughtBP.ONSArtilleryGroundExplosion'
     AirExplosionEffectClass=Class'Onslaught.ONSSmallVehicleExplosionEffect'
     Speed=4000.000000
     MaxSpeed=4000.000000
     Damage=250.000000
     DamageRadius=660.000000
     MomentumTransfer=575000.000000
     MyDamageType=Class'OnslaughtBP.DamTypeArtilleryShell'
     ExplosionDecal=Class'XEffects.ShockAltDecal'
     DrawType=DT_StaticMesh
     StaticMesh=StaticMesh'ONS-BPJW1.Meshes.LargeShell'
     CullDistance=10000.000000
     bNetTemporary=False
     Physics=PHYS_Falling
     AmbientSound=Sound'ONSBPSounds.Artillery.ShellAmbient'
     LifeSpan=8.000000
     DrawScale=2.500000
     AmbientGlow=100
     SoundVolume=255
     SoundRadius=100.000000
     bProjTarget=True
     bIgnoreTerminalVelocity=True
     bOrientToVelocity=True
     ForceType=FT_Constant
     ForceRadius=60.000000
     ForceScale=5.000000
}

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Class file time: Wed 7/2/2007 19:12:36.000 - Creation time: Wed 7/2/2007 19:16:47.281 - Created with UnCodeX