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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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