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KF2-Dev-Scripts/KFGame/Classes/KFProjectileStickHelper_HRGScorcher.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFProjectileStickHelper_HRGScorcher
//=============================================================================
// Manages projectile sticking and pinning functionality for HRG Scorcher primary fire.
// Overriding stick functionality to not do any damage
//=============================================================================
// Killing Floor 2
// Copyright (C) 2020 Tripwire Interactive LLC
//=============================================================================
class KFProjectileStickHelper_HRGScorcher extends KFProjectileStickHelper;
/** Stops movement of projectile and calculates orientation to surface */
simulated function Stick(Actor HitActor, vector HitLocation, vector HitNormal, const out TraceHitInfo HitInfo)
{
local int BoneIdx;
local KFPawn_Monster HitMonster;
local array<ImpactInfo> HitZoneImpactList;
local vector StartTrace, EndTrace, Direction, ClosestBoneLocation;
local name BoneName;
BoneName = HitInfo.BoneName;
HitMonster = KFPawn_Monster(HitActor);
if (HitMonster != none)
{
// get injury hit zone
StartTrace = HitLocation;
Direction = Normal(Velocity);
EndTrace = StartTrace + Direction * (HitMonster.CylinderComponent.CollisionRadius * 6.0);
TraceProjHitZones(HitMonster, EndTrace, StartTrace, HitZoneImpactList);
if (BoneName == '')
{
// get the best bone to attach to
ClosestBoneLocation = HitMonster.Mesh.GetClosestCollidingBoneLocation(HitLocation, true, false);
BoneName = HitMonster.Mesh.FindClosestBone(ClosestBoneLocation, ClosestBoneLocation);
}
//Deleted damage to monster code, we don't want to do damage on sticking
}
if (!IsZero(HitLocation))
{
SetLocation(HitLocation);
}
SetStickOrientation(HitNormal);
BoneIdx = INDEX_NONE;
if (BoneName != '')
{
BoneIdx = GetBoneIndexFromActor(HitActor, BoneName);
}
StickToActor(HitActor, HitInfo.HitComponent, BoneIdx, true);
if (Role < ROLE_Authority)
{
Outer.ServerStick(HitActor, BoneIdx, StuckToLocation, StuckToRotation);
}
if (WorldInfo.NetMode != NM_DedicatedServer && StickAkEvent != none)
{
PlaySoundBase(StickAkEvent);
}
}
simulated function bool GetImpactResult(Actor HitActor, PrimitiveComponent HitComp)
{
local KFPawn_Human KFP;
local KFDestructibleActor D;
local StaticMeshComponent StaticMeshComp;
if (HitActor == none)
{
return true;
}
if (HitActor.RemoteRole == ROLE_None && !HitActor.bWorldGeometry && InterpActor(HitActor) == None)//Added InterpActor to be able to stick to those actors (KII-51625)
{
return false;
}
// if we've already been dislodged from an actor, don't keep trying to stick to it while falling
if (HitActor.bTearOff || HitActor.bDeleteMe || HitActor.bPendingDelete || HitActor == PrevStuckToActor)
{
return false;
}
StaticMeshComp = StaticMeshComponent(HitComp);
if (StaticMeshComp != none)
{
// NOTE: Door actors fall into this category!
// pass through meshes that can move
return !StaticMeshComp.CanBecomeDynamic();
}
KFP = KFPawn_Human(HitActor);
if (KFP != none)
{
// bounce off of player pawns, stick to other pawns
return false;
}
D = KFDestructibleActor(HitActor);
if (D != none)
{
// don't react to client-side-only destructibles, stick to others
return D.ReplicationMode != RT_ClientSide;
}
return true;
}