368 lines
11 KiB
Ucode
368 lines
11 KiB
Ucode
|
//=============================================================================
|
||
|
// Projectile.
|
||
|
//
|
||
|
// A delayed-hit projectile that moves around for some time after it is created.
|
||
|
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
|
||
|
//=============================================================================
|
||
|
class Projectile extends Actor
|
||
|
abstract
|
||
|
native
|
||
|
notplaceable;
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Projectile variables.
|
||
|
|
||
|
// Motion information.
|
||
|
/** Initial speed of projectile. */
|
||
|
var(Projectile) float Speed;
|
||
|
/** Limit on speed of projectile (0 means no limit). */
|
||
|
var(Projectile) float MaxSpeed;
|
||
|
|
||
|
/** If collisionextent nonzero, and hit actor with bBlockNonZeroExtents=0, switch to zero extent collision. */
|
||
|
var bool bSwitchToZeroCollision;
|
||
|
/** The actor that the switch to zero collision occurred on (WorldInfo in the case of BSP). */
|
||
|
var Actor ZeroCollider;
|
||
|
/** The component that the switch to zero collision occurred on (NULL in the case of BSP). */
|
||
|
var PrimitiveComponent ZeroColliderComponent;
|
||
|
|
||
|
/** If false, instigator does not collide with this projectile */
|
||
|
var bool bBlockedByInstigator;
|
||
|
|
||
|
var bool bBegunPlay;
|
||
|
|
||
|
// Damage parameters
|
||
|
/** Damage done by the projectile */
|
||
|
var(Projectile) float Damage;
|
||
|
/** Radius of effect in which damage is applied. */
|
||
|
var(Projectile) float DamageRadius;
|
||
|
/** Momentum magnitude imparted by impacting projectile. */
|
||
|
var(Projectile) float MomentumTransfer;
|
||
|
var class<DamageType> MyDamageType;
|
||
|
|
||
|
// Projectile sound effects
|
||
|
/** Sound made when projectile is spawned. */
|
||
|
var(Projectile) SoundCue SpawnSound;
|
||
|
/** Sound made when projectile hits something. */
|
||
|
var(Projectile) SoundCue ImpactSound;
|
||
|
|
||
|
// explosion effects
|
||
|
var Controller InstigatorController;
|
||
|
var Actor ImpactedActor; // Actor hit or touched by this projectile. Gets full damage, even if radius effect projectile, and then ignored in HurtRadius
|
||
|
|
||
|
// network culling
|
||
|
var float NetCullDistanceSquared; // Projectile not relevant to client if further from viewer than this
|
||
|
|
||
|
var CylinderComponent CylinderComponent;
|
||
|
|
||
|
/** If true, this projectile will have its rotation updated each frame to match its velocity */
|
||
|
var bool bRotationFollowsVelocity;
|
||
|
|
||
|
/** If true, ignore foliage entirely */
|
||
|
var bool bIgnoreFoliageTouch;
|
||
|
|
||
|
cpptext
|
||
|
{
|
||
|
void BoundProjectileVelocity();
|
||
|
virtual UBOOL ShrinkCollision(AActor *HitActor, UPrimitiveComponent* HitComponent, const FVector &StartLocation);
|
||
|
virtual void GrowCollision();
|
||
|
virtual AProjectile* GetAProjectile() { return this; }
|
||
|
virtual const AProjectile* GetAProjectile() const { return this; }
|
||
|
virtual void processHitWall(FCheckResult const& Hit, FLOAT TimeSlice=0.f);
|
||
|
virtual UBOOL IsNetRelevantFor(APlayerController* RealViewer, AActor* Viewer, const FVector& SrcLocation);
|
||
|
virtual FLOAT GetNetPriority(const FVector& ViewPos, const FVector& ViewDir, APlayerController* Viewer, UActorChannel* InChannel, FLOAT Time, UBOOL bLowBandwidth);
|
||
|
virtual UBOOL IgnoreBlockingBy( const AActor *Other) const;
|
||
|
virtual void physProjectile(FLOAT DeltaTime, INT Iterations);
|
||
|
}
|
||
|
|
||
|
//==============
|
||
|
// Encroachment
|
||
|
event bool EncroachingOn( actor Other )
|
||
|
{
|
||
|
if ( Brush(Other) != None )
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
event PreBeginPlay()
|
||
|
{
|
||
|
if (Instigator != None)
|
||
|
{
|
||
|
InstigatorController = Instigator.Controller;
|
||
|
}
|
||
|
|
||
|
Super.PreBeginPlay();
|
||
|
|
||
|
if (!bDeleteMe && InstigatorController != None && InstigatorController.ShotTarget != None && InstigatorController.ShotTarget.Controller != None)
|
||
|
{
|
||
|
InstigatorController.ShotTarget.Controller.ReceiveProjectileWarning( Self );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
simulated event PostBeginPlay()
|
||
|
{
|
||
|
bBegunPlay = true;
|
||
|
}
|
||
|
|
||
|
/* Init()
|
||
|
initialize velocity and rotation of projectile
|
||
|
*/
|
||
|
native function Init( Vector Direction );
|
||
|
|
||
|
/*
|
||
|
* Queries the Instigator and returns his current team index.
|
||
|
*/
|
||
|
simulated native function byte GetTeamNum();
|
||
|
|
||
|
simulated function bool CanSplash()
|
||
|
{
|
||
|
return bBegunPlay;
|
||
|
}
|
||
|
|
||
|
function Reset()
|
||
|
{
|
||
|
Destroy();
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Adjusts HurtOrigin up to avoid world geometry, so more traces to actors around explosion will succeed
|
||
|
*/
|
||
|
simulated function bool ProjectileHurtRadius( vector HurtOrigin, vector HitNormal)
|
||
|
{
|
||
|
local vector AltOrigin, TraceHitLocation, TraceHitNormal;
|
||
|
local Actor TraceHitActor;
|
||
|
|
||
|
// early out if already in the middle of hurt radius
|
||
|
if ( bHurtEntry )
|
||
|
return false;
|
||
|
|
||
|
AltOrigin = HurtOrigin;
|
||
|
|
||
|
if ( (ImpactedActor != None) && ImpactedActor.bWorldGeometry )
|
||
|
{
|
||
|
// try to adjust hit position out from hit location if hit world geometry
|
||
|
AltOrigin = HurtOrigin + 2.0 * class'Pawn'.Default.MaxStepHeight * HitNormal;
|
||
|
TraceHitActor = Trace(TraceHitLocation, TraceHitNormal, AltOrigin, HurtOrigin, false,,,TRACEFLAG_Bullet);
|
||
|
if ( TraceHitActor == None )
|
||
|
{
|
||
|
// go half way if hit nothing
|
||
|
AltOrigin = HurtOrigin + class'Pawn'.Default.MaxStepHeight * HitNormal;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
AltOrigin = HurtOrigin + 0.5*(TraceHitLocation - HurtOrigin);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return HurtRadius(Damage, DamageRadius, MyDamageType, MomentumTransfer, AltOrigin);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* HurtRadius()
|
||
|
* Hurt locally authoritative actors within the radius.
|
||
|
*/
|
||
|
simulated function bool HurtRadius( float DamageAmount,
|
||
|
float InDamageRadius,
|
||
|
class<DamageType> DamageType,
|
||
|
float Momentum,
|
||
|
vector HurtOrigin,
|
||
|
optional actor IgnoredActor,
|
||
|
optional Controller InstigatedByController = Instigator != None ? Instigator.Controller : None,
|
||
|
optional bool bDoFullDamage
|
||
|
)
|
||
|
{
|
||
|
local bool bCausedDamage, bResult;
|
||
|
|
||
|
if ( bHurtEntry )
|
||
|
return false;
|
||
|
|
||
|
bCausedDamage = false;
|
||
|
if (InstigatedByController == None)
|
||
|
{
|
||
|
InstigatedByController = InstigatorController;
|
||
|
}
|
||
|
|
||
|
// if ImpactedActor is set, we actually want to give it full damage, and then let him be ignored by super.HurtRadius()
|
||
|
if ( (ImpactedActor != None) && (ImpactedActor != self) )
|
||
|
{
|
||
|
ImpactedActor.TakeRadiusDamage(InstigatedByController, DamageAmount, InDamageRadius, DamageType, Momentum, HurtOrigin, true, self);
|
||
|
bCausedDamage = ImpactedActor.bProjTarget;
|
||
|
}
|
||
|
|
||
|
bResult = Super.HurtRadius(DamageAmount, InDamageRadius, DamageType, Momentum, HurtOrigin, ImpactedActor, InstigatedByController, bDoFullDamage);
|
||
|
return ( bResult || bCausedDamage );
|
||
|
}
|
||
|
|
||
|
//==============
|
||
|
// Touching
|
||
|
simulated singular event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )
|
||
|
{
|
||
|
if ( (Other == None) || Other.bDeleteMe ) // Other just got destroyed in its touch?
|
||
|
return;
|
||
|
|
||
|
if (bIgnoreFoliageTouch && InteractiveFoliageActor(Other) != None ) // Ignore foliage if desired
|
||
|
return;
|
||
|
|
||
|
// don't allow projectiles to explode while spawning on clients
|
||
|
// because if that were accurate, the projectile would've been destroyed immediately on the server
|
||
|
// and therefore it wouldn't have been replicated to the client
|
||
|
if ( Other.StopsProjectile(self) && (Role == ROLE_Authority || bBegunPlay) && (bBlockedByInstigator || (Other != Instigator)) )
|
||
|
{
|
||
|
ImpactedActor = Other;
|
||
|
ProcessTouch(Other, HitLocation, HitNormal);
|
||
|
ImpactedActor = None;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal)
|
||
|
{
|
||
|
if (Other != Instigator)
|
||
|
{
|
||
|
if (!Other.bStatic && DamageRadius == 0.0)
|
||
|
{
|
||
|
Other.TakeDamage(Damage, InstigatorController, Location, MomentumTransfer * Normal(Velocity), MyDamageType,, self);
|
||
|
}
|
||
|
Explode(HitLocation, HitNormal);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
simulated singular event HitWall(vector HitNormal, actor Wall, PrimitiveComponent WallComp)
|
||
|
{
|
||
|
local KActorFromStatic NewKActor;
|
||
|
local StaticMeshComponent HitStaticMesh;
|
||
|
|
||
|
Super.HitWall(HitNormal, Wall, WallComp);
|
||
|
|
||
|
if ( Wall.bWorldGeometry )
|
||
|
{
|
||
|
HitStaticMesh = StaticMeshComponent(WallComp);
|
||
|
if ( (HitStaticMesh != None) && HitStaticMesh.CanBecomeDynamic() )
|
||
|
{
|
||
|
NewKActor = class'KActorFromStatic'.Static.MakeDynamic(HitStaticMesh);
|
||
|
if ( NewKActor != None )
|
||
|
{
|
||
|
Wall = NewKActor;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
ImpactedActor = Wall;
|
||
|
if ( !Wall.bStatic && (DamageRadius == 0) )
|
||
|
{
|
||
|
Wall.TakeDamage( Damage, InstigatorController, Location, MomentumTransfer * Normal(Velocity), MyDamageType,, self);
|
||
|
}
|
||
|
|
||
|
Explode(Location, HitNormal);
|
||
|
ImpactedActor = None;
|
||
|
}
|
||
|
|
||
|
simulated event EncroachedBy(Actor Other)
|
||
|
{
|
||
|
HitWall(Normal(Location - Other.Location), Other, None);
|
||
|
}
|
||
|
|
||
|
simulated function Explode(vector HitLocation, vector HitNormal)
|
||
|
{
|
||
|
if (Damage > 0 && DamageRadius > 0)
|
||
|
{
|
||
|
if ( Role == ROLE_Authority )
|
||
|
{
|
||
|
MakeNoise(1.0);
|
||
|
}
|
||
|
ProjectileHurtRadius(HitLocation, HitNormal);
|
||
|
}
|
||
|
Destroy();
|
||
|
}
|
||
|
|
||
|
simulated final function RandSpin(float spinRate)
|
||
|
{
|
||
|
RotationRate.Yaw = spinRate * 2 *FRand() - spinRate;
|
||
|
RotationRate.Pitch = spinRate * 2 *FRand() - spinRate;
|
||
|
RotationRate.Roll = spinRate * 2 *FRand() - spinRate;
|
||
|
}
|
||
|
|
||
|
function bool IsStationary()
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
simulated event FellOutOfWorld(class<DamageType> dmgType)
|
||
|
{
|
||
|
Explode(Location, vect(0,0,1));
|
||
|
}
|
||
|
|
||
|
/** returns the amount of time it would take the projectile to get to the specified location */
|
||
|
simulated function float GetTimeToLocation(vector TargetLoc)
|
||
|
{
|
||
|
return (VSize(TargetLoc - Location) / Speed);
|
||
|
}
|
||
|
|
||
|
/** static version of GetTimeToLocation() */
|
||
|
static simulated function float StaticGetTimeToLocation(vector TargetLoc, vector StartLoc, Controller RequestedBy)
|
||
|
{
|
||
|
return (VSize(TargetLoc - StartLoc) / default.Speed);
|
||
|
}
|
||
|
|
||
|
/** returns the maximum distance this projectile can travel */
|
||
|
simulated static function float GetRange()
|
||
|
{
|
||
|
if (default.LifeSpan == 0.0)
|
||
|
{
|
||
|
return 15000.0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return (default.MaxSpeed * default.LifeSpan);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/** Called when this actor touches a fluid surface */
|
||
|
simulated function ApplyFluidSurfaceImpact( FluidSurfaceActor Fluid, vector HitLocation)
|
||
|
{
|
||
|
Super.ApplyFluidSurfaceImpact(Fluid, HitLocation);
|
||
|
|
||
|
if ( CanSplash() )
|
||
|
{
|
||
|
if ( WorldInfo.NetMode != NM_DedicatedServer &&
|
||
|
(Instigator != None) &&
|
||
|
Instigator.IsPlayerPawn() &&
|
||
|
Instigator.IsLocallyControlled() )
|
||
|
{
|
||
|
WorldInfo.MyEmitterPool.SpawnEmitter(Fluid.ProjectileEntryEffect, HitLocation, rotator(vect(0,0,1)), self);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
defaultproperties
|
||
|
{
|
||
|
TickGroup=TG_PreAsyncWork
|
||
|
|
||
|
Begin Object Class=CylinderComponent Name=CollisionCylinder
|
||
|
CollisionRadius=0
|
||
|
CollisionHeight=0
|
||
|
AlwaysLoadOnClient=True
|
||
|
AlwaysLoadOnServer=True
|
||
|
End Object
|
||
|
CollisionComponent=CollisionCylinder
|
||
|
CylinderComponent=CollisionCylinder
|
||
|
Components.Add(CollisionCylinder)
|
||
|
|
||
|
bCanBeDamaged=true
|
||
|
DamageRadius=+220.0
|
||
|
MaxSpeed=+02000.000000
|
||
|
Speed=+02000.000000
|
||
|
bRotationFollowsVelocity=false
|
||
|
bCollideActors=true
|
||
|
bCollideWorld=true
|
||
|
bNetTemporary=true
|
||
|
bGameRelevant=true
|
||
|
bReplicateInstigator=true
|
||
|
Physics=PHYS_Projectile
|
||
|
LifeSpan=+0014.000000
|
||
|
NetPriority=+00002.500000
|
||
|
MyDamageType=class'DamageType'
|
||
|
RemoteRole=ROLE_SimulatedProxy
|
||
|
NetCullDistanceSquared=+400000000.0
|
||
|
bBlockedByInstigator=true
|
||
|
}
|