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Engine.Projectile


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//=============================================================================
// Projectile.
//
// A delayed-hit projectile that moves around for some time after it is created.
//=============================================================================
class Projectile extends Actor
    abstract
    native;

//-----------------------------------------------------------------------------
// Projectile variables.

// Motion information.
var     float   Speed;               // Initial speed of projectile.
var     float   MaxSpeed;            // Limit on speed of projectile (0 means no limit)
var     float   TossZ;
var     Actor   ZeroCollider;

var     bool    bSwitchToZeroCollision; // if collisionextent nonzero, and hit actor with bBlockNonZeroExtents=0, switch to zero extent collision
var     bool    bNoFX;                  // used to prevent effects when projectiles are destroyed (see LimitationVolume)
var     bool    bReadyToSplash;
var     bool    bSpecialCalcView;       // Use the projectile's SpecialCalcView function instead of letting the playercontroller handle the camera

// Damage attributes.
var   float    Damage;
var   float    DamageRadius;
var   float    MomentumTransfer; // Momentum magnitude imparted by impacting projectile.
var   class<DamageType>    MyDamageType;

// Projectile sound effects
var   sound    SpawnSound;      // Sound made when projectile is spawned.
var   sound    ImpactSound;     // Sound made when projectile hits something.

// explosion effects
var   class<Projector> ExplosionDecal;
var   float     ExploWallOut;   // distance to move explosions out from wall
var Controller  InstigatorController;

var Actor LastTouched;
var Actor HurtWall;
var float MaxEffectDistance;

var bool bScriptPostRender;     // if true, PostRender2D() gets called

simulated function PostBeginPlay()
{
    local PlayerController PC;

    if ( Role == ROLE_Authority && Instigator != None && Instigator.Controller != None )
    {
        if ( Instigator.Controller.ShotTarget != None && Instigator.Controller.ShotTarget.Controller != None )
            Instigator.Controller.ShotTarget.Controller.ReceiveProjectileWarning( Self );

        InstigatorController = Instigator.Controller;
    }

    if ( bDynamicLight && Level.NetMode != NM_DedicatedServer )
    {
        PC = Level.GetLocalPlayerController();
        if ( (PC == None) || (PC.ViewTarget == None) || (VSize(PC.ViewTarget.Location - Location) > 4000) )
        {
            LightType = LT_None;
            bDynamicLight = false;
        }
    }
    bReadyToSplash = true;
}

function bool SpecialCalcView(out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation, bool bBehindView);

simulated function bool CanSplash()
{
    return bReadyToSplash;
}

function Reset()
{
    Destroy();
}

simulated function bool CheckMaxEffectDistance(PlayerController P, vector SpawnLocation)
{
    return !P.BeyondViewDistance(SpawnLocation,MaxEffectDistance);
}

/* 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 )
    {
        // don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag
        if( (Victims != self) && (Hurtwall != Victims) && (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( InstigatorController );
            if ( Victims == LastTouched )
                LastTouched = None;
            Victims.TakeDamage
            (
                damageScale * DamageAmount,
                Instigator,
                Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir,
                (damageScale * Momentum * dir),
                DamageType
            );
            if (Vehicle(Victims) != None && Vehicle(Victims).Health > 0)
                Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController, DamageType, Momentum, HitLocation);

        }
    }
    if ( (LastTouched != None) && (LastTouched != self) && (LastTouched.Role == ROLE_Authority) && !LastTouched.IsA('FluidSurfaceInfo') )
    {
        Victims = LastTouched;
        LastTouched = None;
        dir = Victims.Location - HitLocation;
        dist = FMax(1,VSize(dir));
        dir = dir/dist;
        damageScale = FMax(Victims.CollisionRadius/(Victims.CollisionRadius + Victims.CollisionHeight),1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius));
        if ( Instigator == None || Instigator.Controller == None )
            Victims.SetDelayedDamageInstigatorController(InstigatorController);
        Victims.TakeDamage
        (
            damageScale * DamageAmount,
            Instigator,
            Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir,
            (damageScale * Momentum * dir),
            DamageType
        );
        if (Vehicle(Victims) != None && Vehicle(Victims).Health > 0)
            Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController, DamageType, Momentum, HitLocation);
    }

    bHurtEntry = false;
}

/* HurtRadius()
 Hurt locally authoritative actors within the radius.
*/
simulated function DelayedHurtRadius( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation )
{
    HurtRadius(DamageAmount, DamageRadius, DamageType, Momentum, HitLocation);
}

//==============
// Encroachment
function bool EncroachingOn( actor Other )
{
    if ( (Other.Brush != None) || (Brush(Other) != None) )
        return true;

    return false;
}

//==============
// Touching
simulated singular function Touch(Actor Other)
{
    local vector    HitLocation, HitNormal;

    if ( Other == None ) // Other just got destroyed in its touch?
        return;
    if ( Other.bProjTarget || Other.bBlockActors )
    {
        LastTouched = Other;
        if ( Velocity == vect(0,0,0) || Other.IsA('Mover') )
        {
            ProcessTouch(Other,Location);
            LastTouched = None;
            return;
        }

        if ( Other.TraceThisActor(HitLocation, HitNormal, Location, Location - 2*Velocity, GetCollisionExtent()) )
            HitLocation = Location;

        ProcessTouch(Other, HitLocation);
        LastTouched = None;
        if ( (Role < ROLE_Authority) && (Other.Role == ROLE_Authority) && (Pawn(Other) != None) )
            ClientSideTouch(Other, HitLocation);
    }
}

simulated function ClientSideTouch(Actor Other, Vector HitLocation)
{
    Other.TakeDamage(Damage, instigator, Location, MomentumTransfer * Normal(Velocity), MyDamageType);
}

simulated function ProcessTouch(Actor Other, Vector HitLocation)
{
    if ( Other != Instigator )
        Explode(HitLocation,Normal(HitLocation-Other.Location));
}

simulated singular function HitWall(vector HitNormal, actor Wall)
{
    local PlayerController PC;

    if ( Role == ROLE_Authority )
    {
        if ( !Wall.bStatic && !Wall.bWorldGeometry )
        {
            if ( Instigator == None || Instigator.Controller == None )
                Wall.SetDelayedDamageInstigatorController( InstigatorController );
            Wall.TakeDamage( Damage, instigator, Location, MomentumTransfer * Normal(Velocity), MyDamageType);
            if (DamageRadius > 0 && Vehicle(Wall) != None && Vehicle(Wall).Health > 0)
                Vehicle(Wall).DriverRadiusDamage(Damage, DamageRadius, InstigatorController, MyDamageType, MomentumTransfer, Location);
            HurtWall = Wall;
        }
        MakeNoise(1.0);
    }
    Explode(Location + ExploWallOut * HitNormal, HitNormal);
    if ( (ExplosionDecal != None) && (Level.NetMode != NM_DedicatedServer)  )
    {
        if ( ExplosionDecal.Default.CullDistance != 0 )
        {
            PC = Level.GetLocalPlayerController();
            if ( !PC.BeyondViewDistance(Location, ExplosionDecal.Default.CullDistance) )
                Spawn(ExplosionDecal,self,,Location, rotator(-HitNormal));
            else if ( (Instigator != None) && (PC == Instigator.Controller) && !PC.BeyondViewDistance(Location, 2*ExplosionDecal.Default.CullDistance) )
                Spawn(ExplosionDecal,self,,Location, rotator(-HitNormal));
        }
        else
            Spawn(ExplosionDecal,self,,Location, rotator(-HitNormal));
    }
    HurtWall = None;
}

simulated function BlowUp(vector HitLocation)
{
    HurtRadius(Damage,DamageRadius, MyDamageType, MomentumTransfer, HitLocation );
    if ( Role == ROLE_Authority )
        MakeNoise(1.0);
}

simulated function Explode(vector HitLocation, vector HitNormal)
{
    Destroy();
}

simulated final function RandSpin(float spinRate)
{
    DesiredRotation = RotRand();
    RotationRate.Yaw = spinRate * 2 *FRand() - spinRate;
    RotationRate.Pitch = spinRate * 2 *FRand() - spinRate;
    RotationRate.Roll = spinRate * 2 *FRand() - spinRate;
}

simulated static function float GetRange()
{
    if (default.LifeSpan == 0.0)
        return 15000;
    else
        return (default.MaxSpeed * default.LifeSpan);
}

function bool IsStationary()
{
    return false;
}

// called if bScriptPostRender is true
simulated event PostRender2D(Canvas C, float ScreenLocX, float ScreenLocY);

defaultproperties
{
     MaxSpeed=2000.000000
     TossZ=100.000000
     DamageRadius=220.000000
     MyDamageType=Class'Engine.DamageType'
     DrawType=DT_Mesh
     bAcceptsProjectors=False
     bNetTemporary=True
     bReplicateInstigator=True
     bNetInitialRotation=True
     Physics=PHYS_Projectile
     RemoteRole=ROLE_SimulatedProxy
     NetPriority=2.500000
     LifeSpan=14.000000
     Texture=Texture'Engine.S_Camera'
     bUnlit=True
     bGameRelevant=True
     bCanBeDamaged=True
     bDisturbFluidSurface=True
     SoundVolume=0
     CollisionRadius=0.000000
     CollisionHeight=0.000000
     bCollideActors=True
     bCollideWorld=True
     bUseCylinderCollision=True
}

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Class file time: Mon 23/10/2006 20:25:18.000 - Creation time: Wed 7/2/2007 19:16:49.500 - Created with UnCodeX