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UT2k4Assault.DECO_ExplodingBarrel


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//=============================================================================
// DECO_ExplodingBarrel
//=============================================================================
// Created by Laurent Delayen
// © 2003, Epic Games, Inc.  All Rights Reserved
//=============================================================================

class DECO_ExplodingBarrel extends Decoration;

#exec OBJ LOAD FILE=..\StaticMeshes\CP_MechStaticPack1.usx

var int         Backup_Health;
var VolumeTimer VT;
var Controller  DelayedDamageInstigatorController;
var float       RadiusDamage;
var bool        bCheckForStackedBarrels;

function Landed(vector HitNormal);
function HitWall (vector HitNormal, actor Wall);
singular function PhysicsVolumeChange( PhysicsVolume NewVolume );
singular function BaseChange();

function PostBeginPlay()
{
    super.PostBeginPlay();
    Backup_Health = Health;
}

function SetDelayedDamageInstigatorController(Controller C)
{
    DelayedDamageInstigatorController = C;
}

function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, 
                    Vector momentum, class<DamageType> damageType)
{
    if ( !bDamageable || (Health<0) ) 
        return;

    if ( damagetype == None )
        DamageType = class'DamageType';

    if ( InstigatedBy != None )
        Instigator = InstigatedBy;
    else if ((instigatedBy == None || instigatedBy.Controller == None) && DamageType.default.bDelayedDamage && DelayedDamageInstigatorController != None)
        instigatedBy = DelayedDamageInstigatorController.Pawn;

    if ( Instigator != None )
        MakeNoise(1.0);

    Health -= NDamage;
    FragMomentum = Momentum;
    
    if ( Health < 0 )   
    {
        NetUpdateTime = Level.TimeSeconds - 1;
        CheckNearbyBarrels();

        if ( EffectWhenDestroyed != None )
            Spawn( EffectWhenDestroyed, Owner,, Location );
        
        bHidden = true;
        SetCollision(false, false, false);
        VT = Spawn(class'VolumeTimer', Self);
        VT.SetTimer(0.2, false);
    }
}

/* Barrels stacked on top, are set off instantly. Sides and below are set off with a slight delay */
function CheckNearbyBarrels()
{
    bCheckForStackedBarrels = true;
    HurtRadius( 100, RadiusDamage, class'DamTypeExploBarrel', 256, Location );
}

// delayed explosion for barrel chain reaction explosions
function TimerPop( VolumeTimer T )
{
    VT.Destroy();
    bCheckForStackedBarrels = false;
    HurtRadius( 100, RadiusDamage, class'DamTypeExploBarrel', 256, Location );
}

/* HurtRadius()
 Hurt locally authoritative actors within the radius.
*/
simulated function HurtRadius( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation )
{
    local actor Victims;
    local float damageScale, dist;
    local vector dir;

    if( bHurtEntry )
        return;

    bHurtEntry = true;
    foreach VisibleCollidingActors( class 'Actor', Victims, DamageRadius, HitLocation )
    {
        /* Set off top barrels instantly, side and below are set off with a delay*/
        if ( bCheckForStackedBarrels && Victims.IsA('DECO_ExplodingBarrel') && Victims.Location.Z <= HitLocation.Z )
            continue;

        /* limit damage radius to right next barrel, so we can set them of one after the other */
        if ( Victims.IsA('DECO_ExplodingBarrel') && !IsNearbyBarrel(Victims) )
            continue;

        // don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag
        if( (Victims != self) && (Victims.Role == ROLE_Authority) && (!Victims.IsA('FluidSurfaceInfo')) )
        {
            dir = Victims.Location - HitLocation;
            dist = FMax(1,VSize(dir));
            dir = dir/dist;
            damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius);
            if ( Instigator == None || Instigator.Controller == None )
                Victims.SetDelayedDamageInstigatorController( DelayedDamageInstigatorController );
            Victims.TakeDamage
            (
                damageScale * DamageAmount,
                Instigator,
                Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir,
                (damageScale * Momentum * dir),
                DamageType
            );
            if (Instigator != None && Vehicle(Victims) != None && Vehicle(Victims).Health > 0)
                Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, Instigator.Controller, DamageType, Momentum, HitLocation);
        }
    }
    bHurtEntry = false;
}

simulated final function bool IsNearbyBarrel(Actor A)
{
    local vector Dir;

    Dir = Location - A.Location;
    if ( abs(Dir.Z) > CollisionHeight*2.67 )
        return false;

    Dir.Z = 0;
    return ( VSize(Dir) <= CollisionRadius*2.25 );
}

function Reset()
{
    super.Reset();

    NetUpdateTime = Level.TimeSeconds - 1;
    Health  = Backup_Health;
    bHidden = false;
    SetCollision(true, true, true);
}

function Bump( actor Other )
{
    if ( Mover(Other) != None && Mover(Other).bResetting )
        return;

    if ( VSize(Other.Velocity) > 500 )
    {
        Instigator = Pawn(Other);
        if ( Instigator != None && Instigator.Controller != None )
            SetDelayedDamageInstigatorController( Instigator.Controller );
        TakeDamage( VSize(Other.Velocity)*0.03, Instigator, Location, vect(0,0,0), class'Crushed');
    }
}

event EncroachedBy(Actor Other) 
{
    if ( Mover(Other) != None && Mover(Other).bResetting )
        return;

    Instigator = Pawn(Other);
    if ( Instigator != None && Instigator.Controller != None )
        SetDelayedDamageInstigatorController( Instigator.Controller );
    TakeDamage( 1000, Instigator, Location, vect(0,0,0), class'Crushed');
}

function bool EncroachingOn(Actor Other)
{
    if ( Mover(Other) != None && Mover(Other).bResetting )
        return false;

    Instigator = Pawn(Other);
    if ( Instigator != None && Instigator.Controller != None )
        SetDelayedDamageInstigatorController( Instigator.Controller );
    TakeDamage( 1000, Instigator, Location, vect(0,0,0), class'Crushed');
    return false;
}

//=============================================================================
// defaultproperties
//=============================================================================

defaultproperties
{
     RadiusDamage=256.000000
     EffectWhenDestroyed=Class'UT2k4Assault.FX_ExplodingBarrel'
     bDamageable=True
     Health=25
     DrawType=DT_StaticMesh
     StaticMesh=StaticMesh'AS_Decos.ExplodingBarrel'
     bStatic=False
     NetUpdateFrequency=1.000000
     AmbientGlow=48
     CollisionHeight=32.000000
     bCollideActors=True
     bCollideWorld=True
     bBlockActors=True
     bUseCylinderCollision=True
     bBlockKarma=True
     bEdShouldSnap=True
}

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Class file time: Tue 24/10/2006 17:00:14.000 - Creation time: Wed 7/2/2007 19:16:37.062 - Created with UnCodeX