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@ -11,13 +11,21 @@ class GravityVolume extends PhysicsVolume
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/** Gravity along Z axis applied to objects inside this volume. */
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var() float GravityZ;
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/** Scaling GravityZ and being used different function (GetGravityZHuman) to retrieve GravityZ */
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var() float ScaleGravityHuman;
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/** Scaling GravityZ and being used different function (GetGravityZMonster) to retrieve GravityZ */
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var() float ScaleGravityMonster;
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cpptext
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{
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virtual FLOAT GetGravityZ() { return GravityZ; }
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virtual FLOAT GetGravityZHuman() { return GravityZ * ScaleGravityHuman; }
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virtual FLOAT GetGravityZMonster() { return GravityZ * ScaleGravityMonster; }
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}
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defaultproperties
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{
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GravityZ = -520.0
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ScaleGravityHuman = 1.0
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ScaleGravityMonster = 1.0
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}
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@ -2596,10 +2596,17 @@ event TakeDamage(int Damage, Controller InstigatedBy, vector HitLocation, vector
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Killer = SetKillInstigator(InstigatedBy, DamageType);
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TearOffMomentum = momentum;
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Died(Killer, damageType, HitLocation);
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// using the passed in damage type instead of the hitfxinfo since that doesn't get updated when zero damage is done
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HandleAfflictionsOnHit(InstigatedBy, Normal(Momentum), DamageType, DamageCauser);
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}
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else
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{
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HandleMomentum( momentum, HitLocation, DamageType, HitInfo );
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// using the passed in damage type instead of the hitfxinfo since that doesn't get updated when zero damage is done
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HandleAfflictionsOnHit(InstigatedBy, Normal(Momentum), DamageType, DamageCauser);
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NotifyTakeHit(InstigatedBy, HitLocation, ActualDamage, DamageType, Momentum, DamageCauser);
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if (DrivenVehicle != None)
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{
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@ -2619,6 +2626,8 @@ event TakeDamage(int Damage, Controller InstigatedBy, vector HitLocation, vector
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`endif
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}
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function HandleAfflictionsOnHit(Controller DamageInstigator, vector HitDir, class<DamageType> DamageType, Actor DamageCauser);
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/*
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* Queries the PRI and returns our current team index.
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*/
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@ -79,6 +79,8 @@ cpptext
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}
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native function float GetGravityZ();
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native function float GetGravityZHuman();
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native function float GetGravityZMonster();
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native function vector GetZoneVelocityForActor(Actor TheActor);
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simulated event PostBeginPlay()
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