1
0
KF2-Dev-Scripts/Engine/Classes/Projectile.uc

368 lines
11 KiB
Ucode
Raw Normal View History

2020-12-13 15:01:13 +00:00
//=============================================================================
// 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
}