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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFExplosion_ReplicatedMedicGrenade
//=============================================================================
// Used by projectiles and kismet to spawn an explosion
// Extends KFExplosion_MedicGrenade and uses functionality from KFExplosionActorReplicated
//=============================================================================
// Killing Floor 2
// Copyright (C) 2018 Tripwire Interactive LLC
//=============================================================================
class KFExplosion_ReplicatedMedicGrenade extends KFExplosion_MedicGrenade;
/** Should be a serializable object, like in the level or something (as is the case for kismet actions). */
var transient private repnotify GameExplosion ExploTemplateRef;
/** Does a trace to find hitactor, hitlocation, hitnormal for directional explosions */
var bool bTraceForHitActorWhenDirectionalExplosion;
/** If true, spawn particle system at the weapon muzzle even actor location is not */
var bool bSyncParticlesToMuzzle;
/** The pawn the explosion should attach to */
var transient repnotify Pawn BlastAttachee;
/** Where the explosion will attach if there's a BlastAttachee */
var name AttachPointName;
replication
{
if (bNetDirty)
ExploTemplateRef, bTraceForHitActorWhenDirectionalExplosion, bSyncParticlesToMuzzle, BlastAttachee;
}
simulated event ReplicatedEvent(Name VarName)
{
if (VarName == 'ExploTemplateRef')
{
Explode(ExploTemplateRef, ExplosionDirection);
}
else
{
super.ReplicatedEvent(VarName);
}
}
simulated function Explode(GameExplosion NewExplosionTemplate, optional vector ExploDirection)
{
local vector MyHitLocation, MyHitNormal;
local vector TraceStart, TraceDest;
Local Actor MyHitActor;
// Trace to find where the directional blast would hit for applying effects
if (NewExplosionTemplate.bDirectionalExplosion && bTraceForHitActorWhenDirectionalExplosion)
{
TraceStart = Location;
TraceDest = Location + (ExploDirection * NewExplosionTemplate.DamageRadius);
MyHitActor = Trace(MyHitLocation, MyHitNormal, TraceDest, TraceStart, TRUE, , , TRACEFLAG_Bullet);
if (MyHitActor != none)
{
NewExplosionTemplate.HitLocation = MyHitLocation;
NewExplosionTemplate.HitNormal = MyHitNormal;
}
}
if (Role == ROLE_Authority)
{
BlastAttachee = Pawn(Attachee);
ExploTemplateRef = NewExplosionTemplate;
}
super.Explode(NewExplosionTemplate, ExploDirection);
LifeSpan = FMax(LifeSpan, 1.0);
}
/** Use actor rotation instead of HitNormal! */
simulated function SpawnExplosionParticleSystem(ParticleSystem Template)
{
if (BlastAttachee != none)
{
WorldInfo.MyEmitterPool.SpawnEmitterMeshAttachment(Template, BlastAttachee.Mesh, AttachPointName);
}
else if (bSyncParticlesToMuzzle)
{
WorldInfo.MyEmitterPool.SpawnEmitter(Template, GetMuzzleEffectLocation(), Rotation, None);
}
else
{
WorldInfo.MyEmitterPool.SpawnEmitter(Template, Location, Rotation, None);
}
}
simulated function SetSyncToMuzzleLocation(bool bSync)
{
bSyncParticlesToMuzzle = bSync;
}
/**
* Get muzzle location for currently equipped weapon
* This is visual only! Damage is done from ExplosionActor location
*/
simulated function vector GetMuzzleEffectLocation()
{
local KFPawn KFP;
if (WorldInfo.NetMode != NM_DedicatedServer && Instigator != None)
{
// Try third person attachment
if (!Instigator.IsFirstPerson())
{
KFP = KFPawn(Instigator);
if (KFP != None && KFP.WeaponAttachment != None)
{
return KFP.WeaponAttachment.GetMuzzleLocation(0);
}
}
// Otherwise use first person muzzle
else if (Instigator.Weapon != None)
{
return Instigator.Weapon.GetMuzzleLoc();
}
}
return Location;
}
defaultproperties
{
bNetTemporary = true
bAlwaysRelevant = TRUE
RemoteRole = ROLE_SimulatedProxy
bNetInitialRotation = TRUE
HealingAmount=5
Interval=1
MaxTime=8
AttachPointName=Hips
}