284 lines
8.1 KiB
Ucode
284 lines
8.1 KiB
Ucode
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//=============================================================================
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// KFExplosion_HRG_BallisticBouncer
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2022 Tripwire Interactive LLC
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//=============================================================================
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class KFExplosion_HRG_BallisticBouncer extends KFExplosionActorLingering;
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var() class<KFDamageType> HealingDamageType;
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var() float HealingAmount;
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var AkEvent SmokeLoopStartEvent;
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var AkEvent SmokeLoopStopEvent;
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var KFPerk CachedInstigatorPerk;
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var float fChargePercentage;
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var float fMinAmmoutHealing;
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var float fMaxAmmoutHealing;
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var float fAltMinAmmoutHealing;
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var float fAltMaxAmmoutHealing;
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var bool bHealsInstigator;
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var bool bHealsDifferentAmmoutToInstigator;
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/* Only used if bOnlyDamagePawns is active to create fractures in walls */
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var bool bAllowFractureDamage;
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simulated function SpawnExplosionParticleSystem(ParticleSystem Template)
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{
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local ParticleSystemComponent PSC;
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local vector vec;
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// If the template is none, grab the default
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if( !ExplosionTemplate.bAllowPerMaterialFX && Template == none )
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{
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Template = KFGameExplosion(ExplosionTemplate).ExplosionEffects.DefaultImpactEffect.ParticleTemplate;
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}
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// Use custom pool
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PSC = WorldInfo.MyEmitterPool.SpawnEmitter(Template, Location, rotator(ExplosionTemplate.HitNormal), None);
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//fChargePercentage
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vec.X = fChargePercentage;
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vec.Y = fChargePercentage;
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vec.Z = fChargePercentage;
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PSC.SetVectorParameter( name("BlobCharge"), vec);
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PSC.SetFloatParameter( name("MineFxControlParam"), fChargePercentage);
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}
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/*
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* @param Direction For bDirectionalExplosion=true explosions, this is the forward direction of the blast.
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* Overridden to add the ability to spawn fragments from the explosion
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**/
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simulated function Explode(GameExplosion NewExplosionTemplate, optional vector Direction)
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{
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local KFPawn KFP;
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super.Explode(NewExplosionTemplate, Direction);
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if( Instigator != none )
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{
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KFP = KFPawn(Instigator);
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if( KFP != none )
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{
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CachedInstigatorPerk = KFP.GetPerk();
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}
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}
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if (Role == Role_Authority)
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{
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//DelayedExplosionDamage();
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SetTimer(Interval, false, nameof(DelayedExplosionDamage), self);
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}
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}
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/**
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* Deal damage or heal players
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*/
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protected simulated function AffectsPawn(Pawn Victim, float DamageScale)
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{
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local KFPawn_Human HumanVictim;
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local KFPawn_Monster MonsterVictim;
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local KFProj_MedicGrenade OwnerProjectile;
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local bool bCanRepairArmor;
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local Box BBox;
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local vector BBoxCenter;
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local Actor HitActor;
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local bool bDamageBlocked;
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if( Victim != none && Victim.IsAliveAndWell() )
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{
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MonsterVictim = KFPawn_Monster(Victim);
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if( MonsterVictim != none )
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{
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if( bWasFadedOut|| bDeleteMe || bPendingDelete )
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{
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return;
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}
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Victim.GetComponentsBoundingBox(BBox);
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BBoxCenter = (BBox.Min + BBox.Max) * 0.5f;
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HitActor = TraceExplosive(BBoxCenter, Location + vect(0, 0, 20));
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bDamageBlocked = (HitActor != None && HitActor != Victim);
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if(bDamageBlocked && HitActor.IsA('KFDoorActor'))
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{
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bDamageBlocked = false;
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}
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if( !bDamageBlocked )
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{
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Victim.TakeRadiusDamage(InstigatorController, ExplosionTemplate.Damage * DamageScale, ExplosionTemplate.DamageRadius,
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ExplosionTemplate.MyDamageType, ExplosionTemplate.MomentumTransferScale, Location, bDoFullDamage,
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(Owner != None) ? Owner : self, ExplosionTemplate.DamageFalloffExponent);
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}
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}
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else
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{
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Victim.GetComponentsBoundingBox(BBox);
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BBoxCenter = (BBox.Min + BBox.Max) * 0.5f;
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HitActor = TraceExplosive(BBoxCenter, Location + vect(0, 0, 20));
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bDamageBlocked = (HitActor != None && HitActor != Victim);
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if(bDamageBlocked && HitActor.IsA('KFDoorActor'))
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{
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bDamageBlocked = false;
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}
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if(!bDamageBlocked)
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{
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if(!bHealsInstigator && Victim == Instigator)
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{
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return;
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}
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HumanVictim = KFPawn_Human(Victim);
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if( HumanVictim != none && HumanVictim.GetExposureTo(Location) > 0 )
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{
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OwnerProjectile = KFProj_MedicGrenade(Owner);
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if( OwnerProjectile != none )
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{
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bCanRepairArmor = OwnerProjectile.HealedPawns.Find( HumanVictim ) == INDEX_NONE;
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}
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if(bHealsDifferentAmmoutToInstigator && bHealsInstigator && Victim == Instigator)
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{
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HumanVictim.HealDamage( Lerp(fAltMinAmmoutHealing, fAltMaxAmmoutHealing, fChargePercentage), InstigatorController, HealingDamageType, bCanRepairArmor);
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}
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else
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{
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HumanVictim.HealDamage( Lerp(fMinAmmoutHealing, fMaxAmmoutHealing, fChargePercentage), InstigatorController, HealingDamageType, bCanRepairArmor);
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}
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if( bCanRepairArmor )
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{
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OwnerProjectile.HealedPawns.AddItem( HumanVictim );
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}
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}
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}
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}
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}
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}
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protected simulated function bool DoExplosionDamage(bool bCauseDamage, bool bCauseEffects)
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{
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if( bWasFadedOut || bDeleteMe || bPendingDelete )
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{
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return false;
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}
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if( bOnlyDamagePawns && bAllowFractureDamage )
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{
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ExplodeFractures();
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}
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if( bOnlyDamagePawns )
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{
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return ExplodePawns(bCauseDamage);
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}
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return super(KFExplosionActor).DoExplosionDamage(bCauseDamage, bCauseEffects);
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}
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/** Check fractures only if */
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protected simulated function ExplodeFractures()
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{
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local Actor Victim;
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local bool bCauseFractureEffects;
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local float CheckRadius, VictimDist;
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local Box BBox;
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local FracturedStaticMeshActor FracActor;
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local byte WantPhysChunksAndParticles;
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local TraceHitInfo HitInfo;
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if( bWasFadedOut || bDeleteMe || bPendingDelete )
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{
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return;
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}
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bCauseFractureEffects = WorldInfo.NetMode != NM_DedicatedServer && ExplosionTemplate.bCausesFracture;
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if( !bCauseFractureEffects )
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{
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return;
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}
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// determine radius to check
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CheckRadius = GetEffectCheckRadius(true, bCauseFractureEffects, WorldInfo.NetMode != NM_Client);
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if ( CheckRadius > 0.0 )
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{
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foreach CollidingActors(class'Actor', Victim, CheckRadius, Location, ExplosionTemplate.bUseOverlapCheck,,HitInfo )
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{
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if ( Victim != Self
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&& (!Victim.bWorldGeometry || Victim.bCanBeDamaged)
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&& (NavigationPoint(Victim) == None)
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&& Victim != ExplosionTemplate.ActorToIgnoreForDamage
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&& (!ExplosionTemplate.bIgnoreInstigator || Victim != Instigator)
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&& !ClassIsChildOf(Victim.Class, ExplosionTemplate.ActorClassToIgnoreForDamage)
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&& !IsBehindExplosion(Victim) )
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{
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// return if this is a pawn
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if(GamePawn(Victim) != none)
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{
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return;
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}
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// check if visible, unless physics object
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// note: using bbox center instead of location, because that's what visiblecollidingactors does
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Victim.GetComponentsBoundingBox(BBox);
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// adjust distance if using overlap check
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VictimDist = ExplosionTemplate.bUseOverlapCheck ? BoxDistanceToPoint(Location, BBox) : VSize(Location - Victim.Location);
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FracActor = FracturedStaticMeshActor(Victim);
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if ( (FracActor != None)
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&& (VictimDist < ExplosionTemplate.FractureMeshRadius)
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&& (FracActor.Physics == PHYS_None)
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&& FracActor.IsFracturedByDamageType(ExplosionTemplate.MyDamageType)
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&& FracActor.FractureEffectIsRelevant( false, Instigator, WantPhysChunksAndParticles) )
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{
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// Let kismet know that we were hit by an explosion
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FracActor.NotifyHitByExplosion(InstigatorController, ExplosionTemplate.Damage, ExplosionTemplate.MyDamageType);
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FracActor.BreakOffPartsInRadius(Location, ExplosionTemplate.FractureMeshRadius, ExplosionTemplate.FracturePartVel, WantPhysChunksAndParticles == 1 ? true : false);
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}
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}
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}
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}
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}
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DefaultProperties
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{
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HealingDamageType=class'KFDT_Healing'
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HealingAmount=0;
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fMinAmmoutHealing=5; //4;
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fMaxAmmoutHealing=50; //40
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Interval=0
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MaxTime=0.0
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FadeOutTime=0.0
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bExplodeMoreThanOnce=false
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bDoFullDamage=false
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bOnlyDamagePawns=true
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bAllowFractureDamage=true
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bSkipLineCheckForPawns=true
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LoopStartEvent=none
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LoopStopEvent=none
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//EXPERIMENTAL FEATURES FOR DESIGN
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bHealsInstigator = false;
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bHealsDifferentAmmoutToInstigator = false;
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fAltMinAmmoutHealing=1;
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fAltMaxAmmoutHealing=5;
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}
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