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

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2021-06-02 20:06:18 +00:00
//=============================================================================
// KFProj_Rocket_ThermiteBore
//=============================================================================
// Thermite Bore Rifle rocket launcher harpoon
//=============================================================================
// Killing Floor 2
// Copyright (C) 2012 Tripwire Interactive LLC
//=============================================================================
class KFProj_Rocket_ThermiteBore extends KFProjectile;
var float FuseTime;
/** This is the effect indicator that is played for the current user **/
var(Projectile) ParticleSystem ProjIndicatorTemplate;
var ParticleSystemComponent ProjIndicatorEffects;
var bool IndicatorActive;
/**
Fire effects
*/
var class<KFProjectile> ResidualFlameProjClass;
var int NumResidualFlames;
/** Cone Angle to determine residual flame directions */
var float ResidualFlameHalfConeAngle;
/** Impulse modiffier apply to residual forces*/
var float ResidualFlameForceMultiplier;
simulated function TryActivateIndicator()
{
if(!IndicatorActive && Instigator != None)
{
IndicatorActive = true;
if(WorldInfo.NetMode == NM_Standalone || Instigator.Role == Role_AutonomousProxy ||
(Instigator.Role == ROLE_Authority && WorldInfo.NetMode == NM_ListenServer && Instigator.IsLocallyControlled() ))
{
if( ProjIndicatorTemplate != None )
{
ProjIndicatorEffects = WorldInfo.MyEmitterPool.SpawnEmitterCustomLifetime(ProjIndicatorTemplate);
}
if(ProjIndicatorEffects != None)
{
ProjIndicatorEffects.SetAbsolute(false, false, false);
ProjIndicatorEffects.SetLODLevel(WorldInfo.bDropDetail ? 1 : 0);
ProjIndicatorEffects.bUpdateComponentInTick = true;
AttachComponent(ProjIndicatorEffects);
}
}
}
}
/**
* Set the initial velocity and cook time
*/
simulated event PostBeginPlay()
{
Super.PostBeginPlay();
if (Role == ROLE_Authority)
{
SetTimer(FuseTime, false, 'Timer_Detonate');
}
AdjustCanDisintigrate();
}
/**
* Explode after a certain amount of time
*/
function Timer_Detonate()
{
Detonate();
}
/** Called when the owning instigator controller has left a game */
simulated function OnInstigatorControllerLeft()
{
if( WorldInfo.NetMode != NM_Client )
{
SetTimer( 1.f + Rand(5) + fRand(), false, nameOf(Timer_Detonate) );
}
}
/**
* Trace down and get the location to spawn the explosion effects and decal
*/
simulated function GetExplodeEffectLocation(out vector HitLocation, out vector HitRotation, out Actor HitActor)
{
local vector EffectStartTrace, EffectEndTrace;
local TraceHitInfo HitInfo;
EffectStartTrace = Location + vect(0,0,1) * 4.f;
EffectEndTrace = EffectStartTrace - vect(0,0,1) * 32.f;
// Find where to put the decal
HitActor = Trace(HitLocation, HitRotation, EffectEndTrace, EffectStartTrace, false,, HitInfo, TRACEFLAG_Bullet);
// If the locations are zero (probably because this exploded in the air) set defaults
if (IsZero(HitLocation))
{
HitLocation = Location;
}
if (IsZero(HitRotation))
{
HitRotation = vect(0,0,1);
}
}
/** Used to check current status of StuckTo actor (to figure out if we should fall) */
simulated event Tick(float DeltaTime)
{
super.Tick(DeltaTime);
StickHelper.Tick(DeltaTime);
if (!IsZero(Velocity))
{
SetRelativeRotation(rotator(Velocity));
}
TryActivateIndicator();
}
/** Causes charge to explode */
function Detonate()
{
local KFWeap_RocketLauncher_ThermiteBore WeaponOwner;
local vector ExplosionNormal;
if (Role == ROLE_Authority)
{
WeaponOwner = KFWeap_RocketLauncher_ThermiteBore(Owner);
if (WeaponOwner != none)
{
WeaponOwner.RemoveDeployedHarpoon(, self);
}
}
ExplosionNormal = vect(0,0,1) >> Rotation;
Explode(Location, ExplosionNormal);
}
simulated function Explode(vector HitLocation, vector HitNormal)
{
local vector HitVelocity;
HitVelocity = Velocity;
StickHelper.UnPin();
super.Explode(HitLocation, HitNormal);
// Spawn fire projectiles
if(Role < Role_Authority)
{
return;
}
SpawnResidualFlames(HitLocation, HitNormal, HitVelocity);
SpawnResidualFlame(ResidualFlameProjClass, Location, HitVelocity);
}
simulated function Disintegrate( rotator InDisintegrateEffectRotation )
{
local KFWeap_RocketLauncher_ThermiteBore WeaponOwner;
if (Role == ROLE_Authority)
{
WeaponOwner = KFWeap_RocketLauncher_ThermiteBore(Owner);
if (WeaponOwner != none)
{
WeaponOwner.RemoveDeployedHarpoon(, self);
}
}
super.Disintegrate(InDisintegrateEffectRotation);
}
// for nukes && concussive force
simulated protected function PrepareExplosionTemplate()
{
class'KFPerk_Demolitionist'.static.PrepareExplosive(Instigator, self);
super.PrepareExplosionTemplate();
}
simulated function SyncOriginalLocation()
{
// IMPORTANT NOTE: We aren't actually syncing to the original location (or calling the super).
// We just want to receive the original location so we can do a trace between that location and
// our current location to determine if we hit any zeds between those two locations.
// KFII-45464
local Actor HitActor;
local vector HitLocation, HitNormal;
local TraceHitInfo HitInfo;
if (Role < ROLE_Authority && Instigator != none && Instigator.IsLocallyControlled())
{
HitActor = Trace(HitLocation, HitNormal, OriginalLocation, Location,,, HitInfo, TRACEFLAG_Bullet);
if (HitActor != none)
{
StickHelper.TryStick(HitNormal, HitLocation, HitActor);
}
}
}
simulated protected function StopSimulating()
{
super.StopSimulating();
if (ProjIndicatorEffects!=None)
{
ProjIndicatorEffects.DeactivateSystem();
}
}
/** Spawn several projectiles that explode and linger on impact */
function SpawnResidualFlames( vector HitLocation, vector HitNormal, vector HitVelocity )
{
local int i;
local vector HitVelDir;
local float HitVelMag;
local vector SpawnLoc, SpawnVel;
HitVelMag = VSize( HitVelocity );
HitVelDir = Normal( HitVelocity );
SpawnLoc = HitLocation + (HitNormal * 10.f);
// spawn random lingering fires (rather, projectiles that cause little fires)
for( i = 0; i < NumResidualFlames; ++i )
{
SpawnVel = CalculateResidualFlameVelocity( HitNormal, HitVelDir, HitVelMag );
SpawnResidualFlame( ResidualFlameProjClass, SpawnLoc, SpawnVel );
}
}
function vector CalculateResidualFlameVelocity( vector HitNormal, vector HitVelDir, float HitVelMag )
{
local vector SpawnDir;
// apply some spread
SpawnDir = VRandCone( HitNormal, ResidualFlameHalfConeAngle * DegToRad );
/*
// make HitVelDir parallel to contact surface by subtracting component parallel to HitNormal
SpawnDir = SpawnDir + (-(SpawnDir dot HitNormal) * HitNormal);
// apply some more spread to get some of the flames to stick to the wall and others the ground beneath the wall
// (makes it looks kind of smeared down the wall, like a real molotov)
SpawnDir = VRandCone( SpawnDir, PI/4 );
*/
return SpawnDir * ResidualFlameForceMultiplier;
}
defaultproperties
{
ProjFlightTemplate=ParticleSystem'WEP_Thermite_EMIT.FX_Harpoon_Projectile'
ProjIndicatorTemplate=ParticleSystem'WEP_Thermite_EMIT.FX_Harpoon_Projectile_Indicator'
bWarnAIWhenFired=true
MaxSpeed=5000.0 //4000.0
Speed=5000.0 //4000.0
TerminalVelocity=5000 //4000
Physics=PHYS_Falling
TossZ=0 //150
GravityScale=0.36 //0.5//0.7
GlassShatterType=FMGS_ShatterAll
bCollideComplex=true
bIgnoreFoliageTouch=true
bBlockedByInstigator=false
bAlwaysReplicateExplosion=true
FuseTime=4.0
bNetTemporary=false
NetPriority=5
NetUpdateFrequency=200
bNoReplicationToInstigator=false
bUseClientSideHitDetection=true
bUpdateSimulatedPosition=true
bSyncToOriginalLocation=true
bSyncToThirdPersonMuzzleLocation=true
PinBoneIdx=INDEX_None
bCanBeDamaged=true
bCanDisintegrate=true
Begin Object Name=CollisionCylinder
BlockNonZeroExtent=false
// for siren scream
CollideActors=true
End Object
// explosion light
Begin Object Class=PointLightComponent Name=ExplosionPointLight
LightColor=(R=252,G=218,B=171,A=255)
Brightness=4.f
Radius=2000.f
FalloffExponent=10.f
CastShadows=False
CastStaticShadows=FALSE
CastDynamicShadows=False
bCastPerObjectShadows=false
bEnabled=FALSE
LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
End Object
// explosion
Begin Object Class=KFGameExplosion Name=ExploTemplate0 // @todo: change me
Damage=150 //250
DamageRadius=500 //600
DamageFalloffExponent=1.f
DamageDelay=0.f
// Damage Effects
MyDamageType=class'KFDT_Explosive_Thermite'
KnockDownStrength=0
FractureMeshRadius=200.0
FracturePartVel=500.0
ExplosionEffects=KFImpactEffectInfo'WEP_Thermite_ARCH.ThermiteHarpoon_Explosion'
ExplosionSound=AkEvent'WW_WEP_SealSqueal.Play_WEP_SealSqueal_Shoot_Explode'
// Dynamic Light
ExploLight=ExplosionPointLight
ExploLightStartFadeOutTime=0.0
ExploLightFadeOutTime=0.2
// Camera Shake
CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.Light_Explosion_Rumble'
CamShakeInnerRadius=200
CamShakeOuterRadius=900
CamShakeFalloff=1.5f
bOrientCameraShakeTowardsEpicenter=true
End Object
ExplosionTemplate=ExploTemplate0
ExplosionActorClass=class'KFExplosionActor'
bCanStick=true
bCanPin=true
Begin Object Class=KFProjectileStickHelper Name=StickHelper0
End Object
StickHelper=StickHelper0
ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
ResidualFlameProjClass=class'KFProj_ThermiteSplash'
NumResidualFlames=4 //it always spawn 1 more than this parameter, so 5
ResidualFlameHalfConeAngle=72
ResidualFlameForceMultiplier=700f; //1000f;
}