2020-12-13 15:01:13 +00:00
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//=============================================================================
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// KFProj_Bullet
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//=============================================================================
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// Base class for small arms projectiles
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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//=============================================================================
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class KFProj_Bullet extends KFProjectile
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native
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abstract;
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/** Store the current scale of the ProjEffects for procedurally ramping them up/down */
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var float ProjEffectsScale;
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cpptext
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{
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virtual void TickSpecial( FLOAT DeltaTime );
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}
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/**
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* Initialize the Projectile
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*/
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function Init(vector Direction)
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{
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super.Init( Direction );
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// Scale lifespan by time dilation
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if( LifeSpan == default.LifeSpan && WorldInfo.TimeDilation < 1.f )
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{
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LifeSpan *= WorldInfo.TimeDilation;
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}
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}
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/** Call ProcessBulletTouch */
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simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal)
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{
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local KFPawn KFP;
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local bool bPassThrough, bNoPenetrationDmgReduction;
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local KFPerk CurrentPerk;
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local InterpCurveFloat PenetrationCurve;
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local KFWeapon KFW;
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2023-02-24 17:06:51 +00:00
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bPassThrough = false;
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2020-12-13 15:01:13 +00:00
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if (Other != Instigator)
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{
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if(IgnoreTouchActor == Other)
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{
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return;
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}
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if (!Other.bStatic && DamageRadius == 0.0)
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{
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// check/ignore repeat touch events
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if( CheckRepeatingTouch(Other) )
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{
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return;
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}
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KFW = KFWeapon(Instigator.Weapon);
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// Keep going if we need to keep penetrating
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if (KFW == none || KFW.GetInitialPenetrationPower(Instigator.FiringMode) > 0.0f)
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{
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if (PenetrationPower > 0 || PassThroughDamage(Other))
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{
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if (KFW != none)
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{
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CurrentPerk = KFW.GetPerk();
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if (CurrentPerk != none)
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{
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bNoPenetrationDmgReduction = CurrentPerk.IgnoresPenetrationDmgReduction();
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}
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PenetrationCurve = KFW.PenetrationDamageReductionCurve[Instigator.FiringMode];
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if (!bNoPenetrationDmgReduction)
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{
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Damage *= EvalInterpCurveFloat(PenetrationCurve, PenetrationPower / KFW.GetInitialPenetrationPower(Instigator.FiringMode));
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}
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}
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ProcessBulletTouch(Other, HitLocation, HitNormal);
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// Reduce penetration power for every KFPawn penetrated
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KFP = KFPawn(Other);
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if (KFP != none)
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{
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PenetrationPower -= KFP.PenetrationResistance;
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}
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bPassThrough = TRUE;
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}
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}
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else
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{
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ProcessBulletTouch(Other, HitLocation, HitNormal);
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}
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}
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// handle water pass through damage/hitfx
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else if ( DamageRadius == 0.f && !Other.bBlockActors && Other.IsA('KFWaterMeshActor') )
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{
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if ( WorldInfo.NetMode != NM_DedicatedServer )
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{
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`ImpactEffectManager.PlayImpactEffects(HitLocation, Instigator,, ImpactEffects);
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}
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bPassThrough = TRUE;
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}
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if ( !bPassThrough )
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{
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Super.ProcessTouch(Other, HitLocation, HitNormal);
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}
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}
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}
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/** Damage without stopping the projectile (see also Weapon.PassThroughDamage)*/
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simulated function bool PassThroughDamage(Actor HitActor)
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{
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// Don't stop this projectile for interactive foliage
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if ( !HitActor.bBlockActors && HitActor.IsA('InteractiveFoliageActor') )
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{
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return true;
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}
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return FALSE;
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}
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/**
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* Explode this Projectile
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*/
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simulated function TriggerExplosion(Vector HitLocation, Vector HitNormal, Actor HitActor)
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{
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// If there is an explosion template do the parent version
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if ( ExplosionTemplate != None )
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{
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Super.TriggerExplosion(HitLocation, HitNormal, HitActor);
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return;
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}
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// otherwise use the ImpactEffectManager for material based effects
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if ( WorldInfo.NetMode != NM_DedicatedServer )
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{
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`ImpactEffectManager.PlayImpactEffects(HitLocation, Instigator,, ImpactEffects);
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}
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}
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defaultproperties
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{
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// TEMP: Set the speed really high so it looks like a instant fire, but it won't replicate properly at
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// this speed. With a high ping it will spawn/destroy on the server and never get bNetInitial on the client
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MaxSpeed=50000.0
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Speed=50000.0
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LifeSpan=4.0f
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Damage=10
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DamageRadius=0
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bWaitForEffects=true
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ProjEffectsFadeOutDuration=0.25
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bSyncToOriginalLocation=true
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bSyncToThirdPersonMuzzleLocation=true
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bRotationFollowsVelocity=true
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bNoReplicationToInstigator=true
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bUseClientSideHitDetection=true
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bCollideComplex=TRUE // Ignore simple collision on StaticMeshes, and collide per poly (same as InstantFire)
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bAutoStartAmbientSound=true
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bStopAmbientSoundOnExplode=true
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bAmbientSoundZedTimeOnly=true
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AmbientSoundPlayEvent=AkEvent'WW_WEP_Bullet_FlyBys.Play_WEP_Bullet_Flyby_Small'
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AmbientSoundStopEvent=AkEvent'WW_WEP_Bullet_FlyBys.Stop_WEP_Bullet_Flyby_Small'
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ImpactEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Light_bullet_impact'
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Begin Object Class=AkComponent name=AmbientAkSoundComponent
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bStopWhenOwnerDestroyed=true
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bForceOcclusionUpdateInterval=true
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OcclusionUpdateInterval=0.1f
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End Object
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AmbientComponent=AmbientAkSoundComponent
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Components.Add(AmbientAkSoundComponent)
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TouchTimeThreshhold=0.15
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bDamageDestructiblesOnTouch=true
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}
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