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This commit is contained in:
2023-05-11 18:55:04 +03:00
parent 688183c1f1
commit d0b2d125ff
108 changed files with 6906 additions and 307 deletions

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@ -2609,7 +2609,8 @@ simulated function TakeRadiusDamage
vector HurtOrigin,
bool bFullDamage,
Actor DamageCauser,
optional float DamageFalloffExponent=1.f
optional float DamageFalloffExponent=1.f,
optional bool bAdjustRadiusDamage=true
)
{
local float ColRadius, ColHeight;
@ -2636,9 +2637,13 @@ simulated function TakeRadiusDamage
if (DamageScale > 0.f)
{
`if(`__TW_)
AdjustRadiusDamage(BaseDamage, DamageScale, HurtOrigin);
if (bAdjustRadiusDamage)
{
AdjustRadiusDamage(BaseDamage, DamageScale, HurtOrigin);
}
`endif
ScaledDamage = DamageScale * BaseDamage;
TakeDamage
(
ScaledDamage,

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@ -84,8 +84,10 @@ simulated native function TakeRadiusDamage
vector HurtOrigin, /* The origin of the damage */
bool bFullDamage, /* Whether or not to apply full damage or attenuated damage */
Actor DamageCauser, /* The actor which caused the damage */
optional float DamageFalloffExponent=1.f
optional float DamageFalloffExponent=1.f,
optional bool bAdjustRadiusDamage=true
);
function OnSetMaterial(SeqAct_SetMaterial Action)
{
StaticDestructibleComponent.SetMaterial( Action.MaterialIndex, Action.NewMaterial );

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@ -295,7 +295,8 @@ simulated function TakeRadiusDamage
vector HurtOrigin,
bool bFullDamage,
Actor DamageCauser,
optional float DamageFalloffExponent=1.f
optional float DamageFalloffExponent=1.f,
optional bool bAdjustRadiusDamage=true
)
{
local int Idx;

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@ -165,7 +165,8 @@ simulated function TakeRadiusDamage
vector HurtOrigin,
bool bFullDamage,
Actor DamageCauser,
optional float DamageFalloffExponent=1.f
optional float DamageFalloffExponent=1.f,
optional bool bAdjustRadiusDamage=true
)
{
local int Idx;

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@ -136,7 +136,8 @@ simulated function TakeRadiusDamage
vector HurtOrigin,
bool bFullDamage,
Actor DamageCauser,
optional float DamageFalloffExponent=1.f
optional float DamageFalloffExponent=1.f,
optional bool bAdjustRadiusDamage=true
)
{
if ( bDamageAppliesImpulse && damageType.default.RadialDamageImpulse > 0 && (Role == ROLE_Authority) )

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@ -351,7 +351,8 @@ simulated function TakeRadiusDamage
vector HurtOrigin,
bool bFullDamage,
Actor DamageCauser,
optional float DamageFalloffExponent=1.f
optional float DamageFalloffExponent=1.f,
optional bool bAdjustRadiusDamage=true
)
{
local vector HitLocation, Dir, NewDir;

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@ -220,12 +220,13 @@ simulated function TakeRadiusDamage
vector HurtOrigin,
bool bFullDamage,
Actor DamageCauser,
optional float DamageFalloffExponent=1.f
optional float DamageFalloffExponent=1.f,
optional bool bAdjustRadiusDamage=true
)
{
if ( Role == ROLE_Authority )
{
Super.TakeRadiusDamage(InstigatedBy, BaseDamage, DamageRadius, DamageType, Momentum, HurtOrigin, bFullDamage, DamageCauser, DamageFalloffExponent);
Super.TakeRadiusDamage(InstigatedBy, BaseDamage, DamageRadius, DamageType, Momentum, HurtOrigin, bFullDamage, DamageCauser, DamageFalloffExponent, bAdjustRadiusDamage);
if (Health > 0)
{