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KF2-Dev-Scripts/KFGameContent/Classes/KFVolume_RagdollThrow.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFvolume_RagdollThrow
//=============================================================================
// Volume for ragdolling and throwing a pawn in a specified direction.
//=============================================================================
// Killing Floor 2
// Copyright (C) 2017 Tripwire Interactive LLC
// Dan Weiss
//=============================================================================
class KFvolume_RagdollThrow extends KFDynamicPhysicsVolume
placeable;
struct HitTracking
{
var Actor HitActor;
var float HitTime;
};
//Track hits to avoid doing multiple hits in a short period of time
var array<HitTracking> TrackedHits;
//Rate that limits how often a single zed can be hit
var() float RateLimiter;
//Whether or not to knockdown zeds
var() bool bKnockdownZeds;
//Whether or not to use a fixed direction for the throw. Uses Vector from center of Volume if false
var() bool bFixedThrowVector;
//Vector to use for throwing a zed in a fixed direction
var() Vector ThrowDirection <EditCondition=bFixedThrowVector>;
//List of classes to exclude from being hit
var() array<class<KFPawn> > HitExclusionList;
//Hard exclusion for anything listed as a boss (useful for weekly events where we may have non-boss bosses)
var() bool bExcludeAnyBoss;
simulated event Touch(Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal)
{
local KFPawn_Human KFPH;
local KFPawn_Monster KFPM;
local Vector HitDirection;
local int LastHitIdx;
local HitTracking NewHit;
super.Touch(Other, OtherComp, HitLocation, HitNormal);
if (Role != ROLE_Authority)
{
return;
}
LastHitIdx = TrackedHits.Find('HitActor', Other);
//Remove any tracked hits that have gone beyond the tracked limiter time
if (LastHitIdx != INDEX_NONE)
{
if (`TimeSince(TrackedHits[LastHitIdx].HitTime) < RateLimiter)
{
return;
}
TrackedHits.Remove(LastHitIdx, 1);
}
//Check for classes excluded from being hit
if(IsActorExcluded(Other))
{
return;
}
KFPH = KFPawn_Human(Other);
KFPM = KFPawn_Monster(Other);
if (KFPH != none || KFPM != none)
{
if (bFixedThrowVector)
{
HitDirection = Normal(ThrowDirection);
}
else
{
HitDirection = Other.Location - Location;
HitDirection.Z = DamageType.default.KDeathUpKick;
HitDirection = Normal(HitDirection);
}
//Humans can't ragdoll, simply throw them
if (KFPH != none)
{
KFPH.HandleMomentum(HitDirection * DamageType.default.KDamageImpulse, HitLocation, DamageType);
}
else if (KFPM != none)
{
//Catch any boss exclusions, including weekly non-boss bosses
if (bExcludeAnyBoss && KFPM.IsABoss())
{
return;
}
//If zeds can be knocked down, use that and have the damage impulse be based on the intended direction, otherwise just throw
if (bKnockdownZeds)
{
KFPM.Knockdown(HitDirection * DamageType.default.KDamageImpulse, vect(1, 1, 1), , , , DamageType.default.KDamageImpulse * HitDirection, Location);
}
else
{
KFPM.HandleMomentum(HitDirection * DamageType.default.KDamageImpulse, HitLocation, DamageType);
}
}
//Add tracked hit to engage limiter
NewHit.HitActor = Other;
NewHit.HitTime = WorldInfo.TimeSeconds;
TrackedHits.AddItem(NewHit);
}
}
simulated function CausePainTo(Actor Other)
{
if(!IsActorExcluded(Other))
{
super.CausePainTo(Other);
}
}
simulated function bool IsActorExcluded(Actor Other)
{
return HitExclusionList.Find(Other.class) != INDEX_NONE;
}
defaultproperties
{
RateLimiter=0.1
bKnockdownZeds=true
bExcludeAnyBoss=true
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}