2020-12-13 15:01:13 +00:00
|
|
|
//=============================================================================
|
|
|
|
// KFExplosionActorLingering
|
|
|
|
//=============================================================================
|
|
|
|
// Explosion actor class for ground fire
|
|
|
|
//=============================================================================
|
|
|
|
// Killing Floor 2
|
|
|
|
// Copyright (C) 2015 Tripwire Interactive LLC
|
|
|
|
// Greg Felber
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
class KFExplosionActorLingering extends KFExplosionActor;
|
|
|
|
|
|
|
|
/** How often to do damage */
|
|
|
|
var() float Interval;
|
|
|
|
/** How long to do damage for total */
|
|
|
|
var() float MaxTime;
|
|
|
|
/** Use an AllPawns check rather than CollidingActors */
|
|
|
|
var() bool bOnlyDamagePawns;
|
|
|
|
/** If using bOnlyDamagePawns, controls whether or not to perform a world geometry trace */
|
|
|
|
var() bool bSkipLineCheckForPawns;
|
|
|
|
/** if true, damage will ignore fall off */
|
|
|
|
var() bool bDoFullDamage;
|
|
|
|
|
|
|
|
var float FadeOutTime;
|
|
|
|
var bool bWasFadedOut;
|
|
|
|
|
|
|
|
var AkEvent LoopStartEvent;
|
|
|
|
var AkEvent LoopStopEvent;
|
|
|
|
|
|
|
|
var() ParticleSystem LoopingParticleEffect;
|
|
|
|
var transient ParticleSystemComponent LoopingPSC;
|
|
|
|
|
|
|
|
/*
|
|
|
|
* @param Direction For bDirectionalExplosion=true explosions, this is the forward direction of the blast.
|
|
|
|
* Overridden to add the ability to spawn fragments from the explosion
|
|
|
|
**/
|
|
|
|
simulated function Explode(GameExplosion NewExplosionTemplate, optional vector Direction)
|
|
|
|
{
|
|
|
|
super.Explode(NewExplosionTemplate, Direction);
|
|
|
|
|
|
|
|
LifeSpan = MaxTime;
|
|
|
|
|
|
|
|
if (Role == Role_Authority)
|
|
|
|
{
|
|
|
|
SetTimer(Interval, true, nameof(DelayedExplosionDamage), self);
|
|
|
|
}
|
|
|
|
|
|
|
|
if( WorldInfo.NetMode != NM_DedicatedServer )
|
|
|
|
{
|
|
|
|
if( LoopStartEvent != none )
|
|
|
|
{
|
|
|
|
PlaySoundBase( LoopStartEvent, true );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( LoopingParticleEffect != none )
|
|
|
|
{
|
|
|
|
StartLoopingParticleEffect();
|
|
|
|
}
|
|
|
|
|
|
|
|
SetTimer(Max(MaxTime - FadeOutTime, 0.1f), false, nameOf(FadeOut));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function StartLoopingParticleEffect()
|
|
|
|
{
|
|
|
|
LoopingPSC = new(self) class'ParticleSystemComponent';
|
|
|
|
LoopingPSC.SetTemplate( LoopingParticleEffect );
|
|
|
|
AttachComponent(LoopingPSC);
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Fades explosion actor out over a couple seconds */
|
|
|
|
simulated function FadeOut( optional bool bDestroyImmediately )
|
|
|
|
{
|
|
|
|
if( bWasFadedOut )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
bWasFadedOut = true;
|
|
|
|
|
|
|
|
if( WorldInfo.NetMode != NM_DedicatedServer && LoopStopEvent != none )
|
|
|
|
{
|
|
|
|
PlaySoundBase( LoopStopEvent, true );
|
|
|
|
}
|
|
|
|
|
|
|
|
StopLoopingParticleEffect();
|
|
|
|
|
|
|
|
if( !bDeleteMe && !bPendingDelete )
|
|
|
|
{
|
|
|
|
SetTimer(FadeOutTime, false, nameOf(Destroy));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated event Destroyed()
|
|
|
|
{
|
|
|
|
FadeOut();
|
|
|
|
|
|
|
|
super.Destroyed();
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function StopLoopingParticleEffect()
|
|
|
|
{
|
|
|
|
if( WorldInfo.NetMode != NM_DedicatedServer && LoopingPSC != none )
|
|
|
|
{
|
|
|
|
LoopingPSC.DeactivateSystem();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Does damage modeling and application for explosions
|
|
|
|
* @PARAM bCauseDamage if true cause damage to actors within damage radius
|
|
|
|
* @PARAM bCauseEffects if true apply other affects to actors within appropriate radii
|
|
|
|
* @RETURN TRUE if at least one Pawn victim got hurt. (This is only valid if bCauseDamage == TRUE)
|
|
|
|
*/
|
|
|
|
protected simulated function bool DoExplosionDamage(bool bCauseDamage, bool bCauseEffects)
|
|
|
|
{
|
|
|
|
if( bWasFadedOut || bDeleteMe || bPendingDelete )
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(bOnlyDamagePawns)
|
|
|
|
{
|
2022-09-01 15:58:51 +00:00
|
|
|
return ExplodePawns(bCauseDamage);
|
2020-12-13 15:01:13 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return super.DoExplosionDamage(bCauseDamage, bCauseEffects);
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Stripped down and optimized version of DoExplosionDamage that only checks for pawns */
|
2022-09-01 15:58:51 +00:00
|
|
|
protected simulated function bool ExplodePawns(bool bCauseDamage)
|
2020-12-13 15:01:13 +00:00
|
|
|
{
|
|
|
|
local Pawn Victim;
|
|
|
|
local float CheckRadius;
|
|
|
|
local bool bDamageBlocked, bHitPawn;
|
|
|
|
local Actor HitActor;
|
|
|
|
local vector BBoxCenter;
|
|
|
|
local float DamageScale;
|
|
|
|
local Box BBox;
|
|
|
|
|
|
|
|
if( bWasFadedOut || bDeleteMe || bPendingDelete )
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// determine radius to check
|
|
|
|
CheckRadius = GetEffectCheckRadius(true, false, false);
|
|
|
|
if ( CheckRadius > 0.0 )
|
|
|
|
{
|
|
|
|
foreach WorldInfo.AllPawns(class'Pawn', Victim, Location, CheckRadius)
|
|
|
|
{
|
|
|
|
if ( (!Victim.bWorldGeometry || Victim.bCanBeDamaged)
|
|
|
|
&& Victim != ExplosionTemplate.ActorToIgnoreForDamage
|
|
|
|
&& (!ExplosionTemplate.bIgnoreInstigator || Victim != Instigator)
|
|
|
|
&& !ClassIsChildOf(Victim.Class, ExplosionTemplate.ActorClassToIgnoreForDamage) )
|
|
|
|
{
|
|
|
|
if ( bSkipLineCheckForPawns )
|
|
|
|
{
|
|
|
|
bDamageBlocked = false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Victim.GetComponentsBoundingBox(BBox);
|
|
|
|
BBoxCenter = (BBox.Min + BBox.Max) * 0.5f;
|
|
|
|
HitActor = TraceExplosive(BBoxCenter, Location + vect(0, 0, 20));
|
|
|
|
bDamageBlocked = (HitActor != None && HitActor != Victim);
|
|
|
|
}
|
|
|
|
|
|
|
|
if( !bDamageBlocked )
|
|
|
|
{
|
|
|
|
DamageScale = (DamageScalePerStack < 1.f) ? CalcStackingDamageScale(KFPawn(Victim), Interval) : 1.f;
|
|
|
|
if ( DamageScale > 0.f )
|
|
|
|
{
|
2022-09-01 15:58:51 +00:00
|
|
|
if (bCauseDamage == false)
|
|
|
|
{
|
|
|
|
DamageScale = 0.f; // We still want effects
|
|
|
|
}
|
|
|
|
|
2020-12-13 15:01:13 +00:00
|
|
|
AffectsPawn(Victim, DamageScale);
|
|
|
|
bHitPawn = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return bHitPawn;
|
|
|
|
}
|
|
|
|
|
|
|
|
protected simulated function AffectsPawn(Pawn Victim, float DamageScale)
|
|
|
|
{
|
|
|
|
if( bWasFadedOut|| bDeleteMe || bPendingDelete )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
Victim.TakeRadiusDamage(InstigatorController, ExplosionTemplate.Damage * DamageScale, ExplosionTemplate.DamageRadius,
|
|
|
|
ExplosionTemplate.MyDamageType, ExplosionTemplate.MomentumTransferScale, Location, bDoFullDamage,
|
|
|
|
(Owner != None) ? Owner : self, ExplosionTemplate.DamageFalloffExponent);
|
|
|
|
}
|
|
|
|
|
|
|
|
DefaultProperties
|
|
|
|
{
|
|
|
|
Interval=0.25
|
|
|
|
MaxTime=2.0
|
|
|
|
FadeOutTime=0.5
|
|
|
|
|
|
|
|
bExplodeMoreThanOnce=true
|
|
|
|
bDoFullDamage=false
|
|
|
|
bOnlyDamagePawns=true
|
|
|
|
}
|