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

192 lines
5.3 KiB
Ucode

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