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KF2-Dev-Scripts/UDKBase/classes/UDKProjectile.uc

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2020-12-13 15:01:13 +00:00
/**
* This is our base projectile class.
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class UDKProjectile extends Projectile
abstract
native
nativereplication;
/** for console games (wider collision w/ enemy players) */
var bool bWideCheck;
var float CheckRadius;
/** Acceleration magnitude. By default, acceleration is in the same direction as velocity */
var float AccelRate;
/** if true, the shutdown function has been called and 'new' effects shouldn't happen */
var bool bShuttingDown;
//=======================================================
// Seeking Projectile Support
/** Currently tracked target - if set, projectile will seek it */
var actor SeekTarget;
/** Tracking strength for normal targets.*/
var float BaseTrackingStrength;
/** Tracking strength for vehicle targets with bHomingTarget=true */
var float HomingTrackingStrength;
/** Initial direction of seeking projectile */
var vector InitialDir;
/** The last time a lock message was sent (to vehicle with bHomingTarget=true) */
var float LastLockWarningTime;
/** How long before re-sending the next Lock On message update */
var float LockWarningInterval;
/** TerminalVelocity for this projectile when falling */
var float TerminalVelocity;
/** Water buoyancy. A ratio (1.0 = neutral buoyancy, 0.0 = no buoyancy) */
var float Buoyancy;
/** custom gravity multiplier */
var float CustomGravityScaling;
/** if this projectile is fired by a vehicle passenger gun, this is the base vehicle
* considered the same as Instigator for purposes of bBlockedByInstigator
*/
var Vehicle InstigatorBaseVehicle;
/** Make true if want to spawn ProjectileLight. Set false in TickSpecial() once it's been determined whether Instigator is local player. Done there to make sure instigator has been replicated */
var bool bCheckProjectileLight;
/** if true, not blocked by vehicle shields with bIgnoreFlaggedProjectiles*/
var bool bNotBlockedByShield;
cpptext
{
virtual void TickSpecial( FLOAT DeltaSeconds );
virtual void GetNetBuoyancy(FLOAT &NetBuoyancy, FLOAT &NetFluidFriction);
virtual FLOAT GetGravityZ();
virtual UBOOL IgnoreBlockingBy(const AActor* Other) const;
virtual INT* GetOptimizedRepList(BYTE* InDefault, FPropertyRetirement* Retire, INT* Ptr, UPackageMap* Map, UActorChannel* Channel);
}
replication
{
if (bNetInitial)
bWideCheck, SeekTarget, InitialDir;
if (bNetDirty && bReplicateInstigator)
InstigatorBaseVehicle;
}
/** returns terminal velocity (max speed while falling) for this actor. Unless overridden, it returns the TerminalVelocity of the PhysicsVolume in which this actor is located.
*/
native function float GetTerminalVelocity();
/** CreateProjectileLight() called from TickSpecial() once if Instigator is local player
*/
simulated event CreateProjectileLight();