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KF2-Dev-Scripts/KFGame/Classes/KFExplosionActorLingering.uc

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//=============================================================================
// KFExplosionActorLingering
//=============================================================================
// Explosion actor class for ground fire
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// Greg Felber
//=============================================================================
class KFExplosionActorLingering extends KFExplosionActor;
/** How often to do damage */
var() float Interval;
/** How long to do damage for total */
var() float MaxTime;
/** Use an AllPawns check rather than CollidingActors */
var() bool bOnlyDamagePawns;
/** If using bOnlyDamagePawns, controls whether or not to perform a world geometry trace */
var() bool bSkipLineCheckForPawns;
/** if true, damage will ignore fall off */
var() bool bDoFullDamage;
var float FadeOutTime;
var bool bWasFadedOut;
var AkEvent LoopStartEvent;
var AkEvent LoopStopEvent;
var() ParticleSystem LoopingParticleEffect;
var transient ParticleSystemComponent LoopingPSC;
/*
* @param Direction For bDirectionalExplosion=true explosions, this is the forward direction of the blast.
* Overridden to add the ability to spawn fragments from the explosion
**/
simulated function Explode(GameExplosion NewExplosionTemplate, optional vector Direction)
{
super.Explode(NewExplosionTemplate, Direction);
LifeSpan = MaxTime;
if (Role == Role_Authority)
{
SetTimer(Interval, true, nameof(DelayedExplosionDamage), self);
}
if( WorldInfo.NetMode != NM_DedicatedServer )
{
if( LoopStartEvent != none )
{
PlaySoundBase( LoopStartEvent, true );
}
if( LoopingParticleEffect != none )
{
StartLoopingParticleEffect();
}
SetTimer(Max(MaxTime - FadeOutTime, 0.1f), false, nameOf(FadeOut));
}
}
simulated function StartLoopingParticleEffect()
{
LoopingPSC = new(self) class'ParticleSystemComponent';
LoopingPSC.SetTemplate( LoopingParticleEffect );
AttachComponent(LoopingPSC);
}
/** Fades explosion actor out over a couple seconds */
simulated function FadeOut( optional bool bDestroyImmediately )
{
if( bWasFadedOut )
{
return;
}
bWasFadedOut = true;
if( WorldInfo.NetMode != NM_DedicatedServer && LoopStopEvent != none )
{
PlaySoundBase( LoopStopEvent, true );
}
StopLoopingParticleEffect();
if( !bDeleteMe && !bPendingDelete )
{
SetTimer(FadeOutTime, false, nameOf(Destroy));
}
}
simulated event Destroyed()
{
FadeOut();
super.Destroyed();
}
simulated function StopLoopingParticleEffect()
{
if( WorldInfo.NetMode != NM_DedicatedServer && LoopingPSC != none )
{
LoopingPSC.DeactivateSystem();
}
}
/**
* Does damage modeling and application for explosions
* @PARAM bCauseDamage if true cause damage to actors within damage radius
* @PARAM bCauseEffects if true apply other affects to actors within appropriate radii
* @RETURN TRUE if at least one Pawn victim got hurt. (This is only valid if bCauseDamage == TRUE)
*/
protected simulated function bool DoExplosionDamage(bool bCauseDamage, bool bCauseEffects)
{
if( bWasFadedOut || bDeleteMe || bPendingDelete )
{
return false;
}
if(bOnlyDamagePawns)
{
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return ExplodePawns(bCauseDamage);
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}
return super.DoExplosionDamage(bCauseDamage, bCauseEffects);
}
/** Stripped down and optimized version of DoExplosionDamage that only checks for pawns */
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protected simulated function bool ExplodePawns(bool bCauseDamage)
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{
local Pawn Victim;
local float CheckRadius;
local bool bDamageBlocked, bHitPawn;
local Actor HitActor;
local vector BBoxCenter;
local float DamageScale;
local Box BBox;
if( bWasFadedOut || bDeleteMe || bPendingDelete )
{
return false;
}
// determine radius to check
CheckRadius = GetEffectCheckRadius(true, false, false);
if ( CheckRadius > 0.0 )
{
foreach WorldInfo.AllPawns(class'Pawn', Victim, Location, CheckRadius)
{
if ( (!Victim.bWorldGeometry || Victim.bCanBeDamaged)
&& Victim != ExplosionTemplate.ActorToIgnoreForDamage
&& (!ExplosionTemplate.bIgnoreInstigator || Victim != Instigator)
&& !ClassIsChildOf(Victim.Class, ExplosionTemplate.ActorClassToIgnoreForDamage) )
{
if ( bSkipLineCheckForPawns )
{
bDamageBlocked = false;
}
else
{
Victim.GetComponentsBoundingBox(BBox);
BBoxCenter = (BBox.Min + BBox.Max) * 0.5f;
HitActor = TraceExplosive(BBoxCenter, Location + vect(0, 0, 20));
bDamageBlocked = (HitActor != None && HitActor != Victim);
}
if( !bDamageBlocked )
{
DamageScale = (DamageScalePerStack < 1.f) ? CalcStackingDamageScale(KFPawn(Victim), Interval) : 1.f;
if ( DamageScale > 0.f )
{
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if (bCauseDamage == false)
{
DamageScale = 0.f; // We still want effects
}
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AffectsPawn(Victim, DamageScale);
bHitPawn = true;
}
}
}
}
}
return bHitPawn;
}
protected simulated function AffectsPawn(Pawn Victim, float DamageScale)
{
if( bWasFadedOut|| bDeleteMe || bPendingDelete )
{
return;
}
Victim.TakeRadiusDamage(InstigatorController, ExplosionTemplate.Damage * DamageScale, ExplosionTemplate.DamageRadius,
ExplosionTemplate.MyDamageType, ExplosionTemplate.MomentumTransferScale, Location, bDoFullDamage,
(Owner != None) ? Owner : self, ExplosionTemplate.DamageFalloffExponent);
}
DefaultProperties
{
Interval=0.25
MaxTime=2.0
FadeOutTime=0.5
bExplodeMoreThanOnce=true
bDoFullDamage=false
bOnlyDamagePawns=true
}