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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// SprayActor_Heal
//=============================================================================
// Base class for spray actor that heals teammates
//=============================================================================
// Killing Floor 2
// Copyright (C) 2019 Tripwire Interactive LLC
//=============================================================================
class SprayActor_Heal extends SprayActor_Flame
hidecategories(Object, Movement, Display, Attachment, Collision, Physics, Advanced, Debug, Mobile)
placeable;
var(SprayHeal) int DirectHitHealingAmount;
var(SprayHeal) int SplashHitHealingAmount;
var(SprayHeal) float HealInterval;
var class<DamageType> HealingDamageType;
var array<DamagedActorInfo> RecentlyHealedActors;
function bool CheckRecentlyHealed(Actor ActorToCheck)
{
local int i;
local bool bFoundHitActor, bHealedRecently;
for (i = RecentlyHealedActors.Length - 1; i >= 0; i--)
{
if ((WorldInfo.TimeSeconds - RecentlyHealedActors[i].HitTime) > 1.f)
{
RecentlyHealedActors.Remove(i, 1);
continue;
}
if (!bFoundHitActor && RecentlyHealedActors[i].HitActor == ActorToCheck)
{
bFoundHitActor = true;
// Only damage at a specified rate, so return if it's too soon
if ((WorldInfo.TimeSeconds - RecentlyHealedActors[i].HitTime) < HealInterval)
{
bHealedRecently = true;
}
}
}
return bHealedRecently;
}
event SprayMeshHit(Actor TouchActor)
{
local DamagedActorInfo NewActorInfo;
if (Role == ROLE_Authority)
{
if (Instigator != None && TouchActor != None && Instigator != TouchActor && Instigator.GetTeamNum() == TouchActor.GetTeamNum())
{
if (!CheckRecentlyHealed(TouchActor))
{
NewActorInfo.HitActor = TouchActor;
NewActorInfo.HitTime = WorldInfo.TimeSeconds;
// Store any actors that get damage
RecentlyHealedActors.AddItem(NewActorInfo);
TouchActor.HealDamage(DirectHitHealingAmount, Instigator.Controller, HealingDamageType);
return;
}
}
}
super.SprayMeshHit(TouchActor);
}
event SplashHit(Actor SplashTouchActor)
{
local DamagedActorInfo NewActorInfo;
if (Role == ROLE_Authority)
{
if (Instigator != None && SplashTouchActor != None && Instigator != SplashTouchActor && Instigator.GetTeamNum() == SplashTouchActor.GetTeamNum())
{
if (!CheckRecentlyHealed(SplashTouchActor))
{
NewActorInfo.HitActor = SplashTouchActor;
NewActorInfo.HitTime = WorldInfo.TimeSeconds;
// Store any actors that get damage
RecentlyHealedActors.AddItem(NewActorInfo);
SplashTouchActor.HealDamage(SplashHitHealingAmount, Instigator.Controller, HealingDamageType);
return;
}
}
}
super.SplashHit(SplashTouchActor);
}
defaultProperties
{
bCollideWithTeammates=true
DirectHitHealingAmount=2
SplashHitHealingAmount=1
HealInterval=0.1f
MyDamageType=class'KFDT_Toxic_MedicGrenade'
HealingDamageType=class'KFDT_Healing_MedicGrenade'
}