168 lines
5.0 KiB
Ucode
168 lines
5.0 KiB
Ucode
//=============================================================================
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// KFProj_Explosive_HRG_Kaboomstick
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//=============================================================================
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// Shotgun explosive pellet class
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2019 Tripwire Interactive LLC
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// Tulio Beloqui (Saber Interactive)
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//=============================================================================
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class KFProj_Explosive_HRG_Kaboomstick extends KFProj_BallisticExplosive
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hidedropdown;
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/** Cached reference to owner weapon */
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var protected KFWeapon OwnerWeapon;
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/** Initialize the projectile */
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function Init( vector Direction )
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{
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super.Init( Direction );
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OwnerWeapon = KFWeapon( Owner );
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if( OwnerWeapon != none )
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{
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OwnerWeapon.LastPelletFireTime = WorldInfo.TimeSeconds;
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}
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}
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/** Don't allow more than one pellet projectile to perform this check in a single frame */
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function bool ShouldWarnAIWhenFired()
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{
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return super.ShouldWarnAIWhenFired() && OwnerWeapon != none && OwnerWeapon.LastPelletFireTime < WorldInfo.TimeSeconds;
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}
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/**
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* Force the fire not to burn the instigator, since setting it in the default props is not working for some reason - Ramm
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*/
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simulated protected function PrepareExplosionTemplate()
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{
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local KFPawn KFP;
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local KFPerk CurrentPerk;
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ExplosionTemplate.bIgnoreInstigator = true;
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super.PrepareExplosionTemplate();
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if( ExplosionActorClass == class'KFPerk_Demolitionist'.static.GetNukeExplosionActorClass() )
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{
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KFP = KFPawn( Instigator );
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if( KFP != none )
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{
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CurrentPerk = KFP.GetPerk();
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if( CurrentPerk != none )
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{
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CurrentPerk.SetLastHX25NukeTime( WorldInfo.TimeSeconds );
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}
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}
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}
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}
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simulated event HitWall(vector HitNormal, actor Wall, PrimitiveComponent WallComp)
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{
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// For some reason on clients up close shots with this projectile
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// get HitWall calls instead of Touch calls. This little hack fixes
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// the problem. TODO: Investigate why this happens - Ramm
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// If we hit a pawn with a HitWall call on a client, do touch instead
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if( WorldInfo.NetMode == NM_Client && Pawn(Wall) != none )
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{
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Touch( Wall, WallComp, Location, HitNormal );
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return;
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}
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Super.HitWall(HitNormal, Wall, WallComp);
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}
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/** Only allow this projectile to cause a nuke if there hasn't been another nuke very recently */
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simulated function bool AllowNuke()
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{
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local KFPawn KFP;
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local KFPerk CurrentPerk;
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KFP = KFPawn( Instigator );
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if( KFP != none )
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{
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CurrentPerk = KFP.GetPerk();
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if( CurrentPerk != none && `TimeSince(CurrentPerk.GetLastHX25NukeTime()) < 0.25f )
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{
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return false;
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}
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}
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return super.AllowNuke();
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}
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defaultproperties
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{
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Physics=PHYS_Falling
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bBounce=false
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MaxSpeed=7000.0
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Speed=7000.0
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TerminalVelocity=7000.0
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TossZ=150
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GravityScale=1
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MomentumTransfer=50000.0
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ArmDistSquared=0 //87500 //2.5 meters - //122500 // 3.5 meters
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bWarnAIWhenFired=true
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ProjFlightTemplate=ParticleSystem'WEP_HRG_Kaboomstick_EMIT.FX_HRG_Kaboomstick_Projectile'
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ProjFlightTemplateZedTime=ParticleSystem'WEP_HRG_Kaboomstick_EMIT.FX_HRG_Kaboomstick_Projectile_ZEDTIME'
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ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
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AltExploEffects=KFImpactEffectInfo'WEP_HRG_Kaboomstick_ARCH.WEP_HRG_Kaboomstick_Explosion_Concussive_Force'
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AssociatedPerkClass(0)=class'KFPerk_Demolitionist'
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// Grenade explosion light
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Begin Object Class=PointLightComponent Name=ExplosionPointLight
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LightColor=(R=252,G=218,B=171,A=255)
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Brightness=0.5f
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Radius=400.f
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FalloffExponent=10.f
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CastShadows=False
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CastStaticShadows=FALSE
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CastDynamicShadows=False
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bCastPerObjectShadows=false
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bEnabled=FALSE
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LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
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End Object
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// explosion
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Begin Object Class=KFGameExplosion Name=ExploTemplate0
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Damage=38 //30
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DamageRadius=200 //150
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DamageFalloffExponent=1.0f
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DamageDelay=0.f
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MomentumTransferScale=22500
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// Damage Effects
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MyDamageType=class'KFDT_Explosive_HRG_Kaboomstick'
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KnockDownStrength=0
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FractureMeshRadius=200.0
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FracturePartVel=500.0
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//ExplosionEffects=KFImpactEffectInfo'WEP_HX25_Pistol_ARCH.HX25_Pistol_Submunition_Explosion'
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ExplosionSound=AkEvent'ww_wep_hrg_kaboomstick.WEP_HRG_Kaboomstick_Projectile_Explo'
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ExplosionEffects=KFImpactEffectInfo'WEP_HRG_Kaboomstick_ARCH.WEP_HRG_Kaboomstick_Explosion'
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//ExplosionSound=AkEvent'WW_WEP_Seeker_6.Play_WEP_Seeker_6_Explosion'
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// Dynamic Light
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ExploLight=ExplosionPointLight
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ExploLightStartFadeOutTime=0.0
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ExploLightFadeOutTime=0.3
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bIgnoreInstigator=true
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// Camera Shake
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CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.Light_Explosion_Rumble'
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CamShakeInnerRadius=0
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CamShakeOuterRadius=300
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CamShakeFalloff=1.5f
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bOrientCameraShakeTowardsEpicenter=true
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End Object
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ExplosionTemplate=ExploTemplate0
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AmbientSoundPlayEvent=none
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AmbientSoundStopEvent=none
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}
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