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KF2-Dev-Scripts/Engine/Classes/KActorFromStatic.uc

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2020-12-13 15:01:13 +00:00
/**
* Version of KActor that can be dynamically spawned and destroyed during gameplay
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
**/
class KActorFromStatic extends KActor
native(Physics)
notplaceable
transient;
/** Actor from whome this static mesh came */
var Actor MyStaticMeshActor;
/** Max speed from an impulse */
var float MaxImpulseSpeed;
cpptext
{
virtual void NotifyBump(AActor *Other, UPrimitiveComponent* OtherComp, const FVector &HitNormal);
virtual UBOOL IgnoreBlockingBy( const AActor *Other ) const;
#if __TW_PHYSICS_
virtual UBOOL ShouldTrace(UPrimitiveComponent* Primitive,AActor *SourceActor, DWORD TraceFlags);
#endif
}
/** Disable precomputed lighting when become dynamic */
final native function DisablePrecomputedLighting();
auto state Initializing
{
/** Delay disabling lightmaps by one tick to avoid lighting pop */
event Tick(float DeltaTime)
{
DisablePreComputedLighting();
GotoState('');
}
}
/**
* A little while after it goes to sleep, make the static mesh static again
*/
event OnSleepRBPhysics()
{
`if(`__TW_PERFORMANCE_)
// Skip timer (unnecessary with our lighting) and go straight to sleep
MakeStatic();
Destroy();
return;
`endif
BecomeStatic();
}
/**
* Cancel becoming static
*/
event OnWakeRBPhysics()
{
ClearTimer('BecomeStatic');
}
/** If still asleep, make static */
function BecomeStatic()
{
if ( !WorldInfo.bDropDetail && (WorldInfo.TimeSeconds - LastRenderTime < 0.15) )
{
// wait till not rendered to avoid having lighting pop be visible
SetTimer(1.0, false, 'BecomeStatic');
return;
}
// if woke up again, don't make static
if ( StaticMeshComponent.RigidBodyIsAwake() )
{
return;
}
MakeStatic();
Destroy();
}
/**
* Move the StaticMeshComponent back to its original actor owner (MyStaticMeshActor), and fix its position again.
*/
static native function MakeStatic();
/**
* @PARAM MovableMesh: Move this StaticMeshComponent to a KActorFromStatic
* @RETURNS a KActorSpawnable actor with MovableMesh as its mesh (removing MovableMesh from its current owner)
*/
static native function KActorFromStatic MakeDynamic(StaticMeshComponent MovableMesh);
/**
* Figure out velocity change here so we can bound it.
*/
event ApplyImpulse( Vector ImpulseDir, float ImpulseMag, Vector HitLocation, optional TraceHitInfo HitInfo, optional class<DamageType> DamageType )
{
local float BodyMass;
BodyMass = StaticMeshComponent.BodyInstance.GetBodyMass();
if ( (BodyMass > 0.0) && ((DamageType == None) || !DamageType.default.bRadialDamageVelChange) )
{
if ( BodyMass < 1.0 )
{
BodyMass = Sqrt(BodyMass);
}
ImpulseMag = FMin(ImpulseMag/BodyMass, MaxImpulseSpeed);
}
CollisionComponent.AddImpulse( Normal(ImpulseDir) * ImpulseMag, HitLocation,, TRUE );
`if(`__TW_PERFORMANCE_)
// reset the default lifespan everytime a new impulse is applied
LifeSpan = default.LifeSpan;
`endif
}
/**
* Bumped or touched by pawn, so take impulse from it.
*/
function ReceiveImpulse(Pawn Other, Vector HitLocation, Vector HitNormal)
{
local vector HitDir;
local float ImpulseMag;
HitDir = Location - HitLocation;
HitDir.Z = FMax(HitDir.Z, 0.0);
HitDir = Normal(HitDir);
ImpulseMag = FMax( 0.5*Other.GroundSpeed, ((Other.Velocity - Velocity) dot HitDir));
`if(`__TW_PHYSICS_)
// apply a factor of pawn mass to get momentum
ImpulseMag *= (Other.Mass / 75.f) * 5.0;
`endif
ApplyImpulse(HitDir, ImpulseMag, Location);
}
/**
* Bump event is only called for KActorFromStatic if Other is a Pawn
*/
event Bump( Actor Other, PrimitiveComponent OtherComp, Vector HitNormal )
{
ReceiveImpulse(Pawn(Other), Other.Location, HitNormal);
}
/**
* Pawns will Touch rather than Bump
*/
event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )
{
if ( Pawn(Other) != None )
{
ReceiveImpulse(Pawn(Other), HitLocation, HitNormal);
}
}
/**
* Respond to radial damage as well.
*/
simulated function TakeRadiusDamage
(
Controller InstigatedBy,
float BaseDamage,
float DamageRadius,
class<DamageType> DamageType,
float Momentum,
vector HurtOrigin,
bool bFullDamage,
Actor DamageCauser,
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optional float DamageFalloffExponent=1.f,
optional bool bAdjustRadiusDamage=true
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)
{
local int Idx;
local SeqEvent_TakeDamage DmgEvt;
// search for any damage events
for (Idx = 0; Idx < GeneratedEvents.Length; Idx++)
{
DmgEvt = SeqEvent_TakeDamage(GeneratedEvents[Idx]);
if (DmgEvt != None)
{
// notify the event of the damage received
DmgEvt.HandleDamage(self, InstigatedBy, DamageType, BaseDamage);
}
}
if ( bDamageAppliesImpulse && DamageType.default.RadialDamageImpulse > 0 && (Role == ROLE_Authority) )
{
ApplyImpulse(Location-HurtOrigin, DamageType.default.RadialDamageImpulse, Location,, DamageType);
}
}
`if(`__TW_PHYSICS_)
simulated function Reset();
`endif
`if(`__TW_PERFORMANCE_)
simulated event Destroyed()
{
Super.Destroyed();
if ( bRigidBodyWasAwake )
{
`log(self@"destroyed for not going to sleep. Lost static actor"@MyStaticMeshActor);
}
}
`endif
defaultproperties
{
RemoteRole=ROLE_None
bNoDelete=false
bCallRigidBodyWakeEvents=true
MaxImpulseSpeed=900.0
bCanStepUpOn=false
CollisionComponent=None
StaticMeshComponent=None
Components.Remove(StaticMeshComponent0)
LightEnvironment=None
Components.Remove(MyLightEnvironment)
`if(`__TW_PERFORMANCE_)
// If this KActor is having trouble going to sleep delete it (static will be lost!)
LifeSpan=15.f
`endif
}