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KF2-Dev-Scripts/KFGame/Classes/KFExplosion_AirborneAgent.uc
2020-12-13 18:01:13 +03:00

317 lines
8.2 KiB
Ucode

//=============================================================================
// KFExplosion_AirborneAgent
//=============================================================================
// Used by projectiles and kismet to spawn an explosion
//=============================================================================
// Killing Floor 2
// Copyright (C) 2016 Tripwire Interactive LLC
// - Christian "schneidzekk" Schneider
//=============================================================================
class KFExplosion_AirborneAgent extends KFExplosionActorReplicated;
var() class<KFDamageType> HealingDamageType;
var() float HealingAmount;
var AkEvent LoopStartEvent;
var AkEvent LoopStopEvent;
/** 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 bool bWasFadedOut;
var KFPerk CachedInstigatorPerk;
var() ParticleSystem LoopingParticleEffect;
var transient ParticleSystemComponent LoopingPSC;
var private const string AAHealingDamageTypePath;
var transient ParticleSystemComponent PSC;
var Pawn MyPawn;
replication
{
if( bNetInitial )
MyPawn;
}
simulated event ReplicatedEvent(Name VarName)
{
if( Instigator == none && MyPawn != none )
{
Instigator = MyPawn;
InstigatorController = MyPawn.Controller;
Attachee = MyPawn;
SetPhysics( PHYS_NONE );
SetBase( MyPawn,, MyPawn.Mesh );
}
super.ReplicatedEvent(VarName);
}
/**
* Deal damage or heal players
*/
protected simulated function AffectsPawn(Pawn Victim, float DamageScale)
{
local KFPawn_Human HumanVictim;
local KFPawn_Monster MonsterVictim;
local Box BBox;
local vector BBoxCenter;
local Actor HitActor;
local bool bDamageBlocked;
if( HealingDamageType == none )
{
HealingDamageType = class<KFDamageType>(DynamicLoadObject(default.AAHealingDamageTypePath, class'Class'));
}
if( Victim != none && Victim.IsAliveAndWell() )
{
MonsterVictim = KFPawn_Monster(Victim);
if( MonsterVictim != none )
{
if( bWasFadedOut|| bDeleteMe || bPendingDelete )
{
return;
}
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 && HitActor.IsA('KFDoorActor'))
{
bDamageBlocked = false;
}
if( !bDamageBlocked )
{
Victim.TakeRadiusDamage(InstigatorController, ExplosionTemplate.Damage * DamageScale, ExplosionTemplate.DamageRadius,
ExplosionTemplate.MyDamageType, ExplosionTemplate.MomentumTransferScale, Location, bDoFullDamage,
(Owner != None) ? Owner : self, ExplosionTemplate.DamageFalloffExponent);
}
}
else
{
HumanVictim = KFPawn_Human(Victim);
if( HumanVictim != none && HumanVictim.GetExposureTo(Location) > 0 )
{
HumanVictim.HealDamage(HealingAmount, InstigatorController, HealingDamageType);
}
}
}
}
simulated function SpawnExplosionParticleSystem(ParticleSystem Template)
{
local KFPawn_Human KFPH;
if( WorldInfo.NetMode == NM_DedicatedServer )
{
return;
}
// If the template is none, grab the default
if( !ExplosionTemplate.bAllowPerMaterialFX && Template == none )
{
Template = KFGameExplosion(ExplosionTemplate).ExplosionEffects.DefaultImpactEffect.ParticleTemplate;
}
KFPH = KFPawn_Human(Instigator);
if( KFPH != none )
{
KFPH.PerkFXEmitterPool.SpawnEmitter(Template, Location, rotator(vect(0,0,0)), Instigator);
}
}
/*
* @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)
{
local KFPawn KFP;
super.Explode(NewExplosionTemplate, Direction);
LifeSpan = MaxTime;
if( Role == Role_Authority )
{
SetTimer( Interval, true, nameof(DelayedExplosionDamage), self );
}
if( Instigator != none )
{
KFP = KFPawn(Instigator);
if( KFP != none )
{
CachedInstigatorPerk = KFP.GetPerk();
}
}
if( WorldInfo.NetMode != NM_DedicatedServer )
{
if( LoopStartEvent != none )
{
PlaySoundBase( LoopStartEvent, true );
}
if( LoopingParticleEffect != none )
{
StartLoopingParticleEffect();
}
}
}
simulated function StartLoopingParticleEffect()
{
LoopingPSC = new(self) class'ParticleSystemComponent';
LoopingPSC.SetTemplate( LoopingParticleEffect );
AttachComponent(LoopingPSC);
SetTimer( Max(MaxTime - 0.5f, 0.1f), false, nameof(StopLoopingParticleEffect), self);
}
/** 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( 2.f, 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 )
{
return ExplodePawns();
}
return super.DoExplosionDamage(bCauseDamage, bCauseEffects);
}
/** Stripped down and optimized version of DoExplosionDamage that only checks for pawns */
protected simulated function bool ExplodePawns()
{
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 )
{
AffectsPawn(Victim, DamageScale);
bHitPawn = true;
}
}
}
}
}
return bHitPawn;
}
DefaultProperties
{
AAHealingDamageTypePath="KFGameContent.KFDT_Healing_MedicGrenade"
HealingAmount=5
Interval=1
MaxTime=8
bExplodeMoreThanOnce=true
bDoFullDamage=true
bSkipLineCheckForPawns=true
bOnlyDamagePawns=true
LoopStartEvent=AkEvent'WW_WEP_EXP_Grenade_Medic.Play_WEP_EXP_Grenade_Medic_Smoke_Loop'
LoopStopEvent=AkEvent'WW_WEP_EXP_Grenade_Medic.Stop_WEP_EXP_Grenade_Medic_Smoke_Loop'
}