207 lines
5.5 KiB
Ucode
207 lines
5.5 KiB
Ucode
//=============================================================================
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// KFExplosionActorLingering
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//=============================================================================
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// Explosion actor class for ground fire
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// Greg Felber
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//=============================================================================
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class KFExplosionActorLingering extends KFExplosionActor;
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/** How often to do damage */
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var() float Interval;
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/** How long to do damage for total */
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var() float MaxTime;
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/** Use an AllPawns check rather than CollidingActors */
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var() bool bOnlyDamagePawns;
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/** If using bOnlyDamagePawns, controls whether or not to perform a world geometry trace */
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var() bool bSkipLineCheckForPawns;
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/** if true, damage will ignore fall off */
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var() bool bDoFullDamage;
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var float FadeOutTime;
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var bool bWasFadedOut;
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var AkEvent LoopStartEvent;
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var AkEvent LoopStopEvent;
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var() ParticleSystem LoopingParticleEffect;
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var transient ParticleSystemComponent LoopingPSC;
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/*
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* @param Direction For bDirectionalExplosion=true explosions, this is the forward direction of the blast.
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* Overridden to add the ability to spawn fragments from the explosion
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**/
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simulated function Explode(GameExplosion NewExplosionTemplate, optional vector Direction)
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{
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super.Explode(NewExplosionTemplate, Direction);
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LifeSpan = MaxTime;
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if (Role == Role_Authority)
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{
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SetTimer(Interval, true, nameof(DelayedExplosionDamage), self);
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}
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if( WorldInfo.NetMode != NM_DedicatedServer )
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{
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if( LoopStartEvent != none )
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{
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PlaySoundBase( LoopStartEvent, true );
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}
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if( LoopingParticleEffect != none )
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{
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StartLoopingParticleEffect();
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}
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SetTimer(Max(MaxTime - FadeOutTime, 0.1f), false, nameOf(FadeOut));
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}
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}
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simulated function StartLoopingParticleEffect()
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{
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LoopingPSC = new(self) class'ParticleSystemComponent';
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LoopingPSC.SetTemplate( LoopingParticleEffect );
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AttachComponent(LoopingPSC);
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}
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/** Fades explosion actor out over a couple seconds */
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simulated function FadeOut( optional bool bDestroyImmediately )
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{
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if( bWasFadedOut )
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{
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return;
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}
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bWasFadedOut = true;
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if( WorldInfo.NetMode != NM_DedicatedServer && LoopStopEvent != none )
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{
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PlaySoundBase( LoopStopEvent, true );
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}
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StopLoopingParticleEffect();
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if( !bDeleteMe && !bPendingDelete )
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{
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SetTimer(FadeOutTime, false, nameOf(Destroy));
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}
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}
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simulated event Destroyed()
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{
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FadeOut();
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super.Destroyed();
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}
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simulated function StopLoopingParticleEffect()
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{
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if( WorldInfo.NetMode != NM_DedicatedServer && LoopingPSC != none )
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{
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LoopingPSC.DeactivateSystem();
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}
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}
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/**
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* Does damage modeling and application for explosions
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* @PARAM bCauseDamage if true cause damage to actors within damage radius
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* @PARAM bCauseEffects if true apply other affects to actors within appropriate radii
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* @RETURN TRUE if at least one Pawn victim got hurt. (This is only valid if bCauseDamage == TRUE)
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*/
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protected simulated function bool DoExplosionDamage(bool bCauseDamage, bool bCauseEffects)
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{
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if( bWasFadedOut || bDeleteMe || bPendingDelete )
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{
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return false;
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}
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if(bOnlyDamagePawns)
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{
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return ExplodePawns();
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}
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return super.DoExplosionDamage(bCauseDamage, bCauseEffects);
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}
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/** Stripped down and optimized version of DoExplosionDamage that only checks for pawns */
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protected simulated function bool ExplodePawns()
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{
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local Pawn Victim;
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local float CheckRadius;
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local bool bDamageBlocked, bHitPawn;
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local Actor HitActor;
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local vector BBoxCenter;
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local float DamageScale;
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local Box BBox;
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if( bWasFadedOut || bDeleteMe || bPendingDelete )
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{
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return false;
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}
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// determine radius to check
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CheckRadius = GetEffectCheckRadius(true, false, false);
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if ( CheckRadius > 0.0 )
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{
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foreach WorldInfo.AllPawns(class'Pawn', Victim, Location, CheckRadius)
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{
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if ( (!Victim.bWorldGeometry || Victim.bCanBeDamaged)
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&& Victim != ExplosionTemplate.ActorToIgnoreForDamage
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&& (!ExplosionTemplate.bIgnoreInstigator || Victim != Instigator)
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&& !ClassIsChildOf(Victim.Class, ExplosionTemplate.ActorClassToIgnoreForDamage) )
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{
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if ( bSkipLineCheckForPawns )
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{
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bDamageBlocked = false;
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}
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else
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{
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Victim.GetComponentsBoundingBox(BBox);
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BBoxCenter = (BBox.Min + BBox.Max) * 0.5f;
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HitActor = TraceExplosive(BBoxCenter, Location + vect(0, 0, 20));
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bDamageBlocked = (HitActor != None && HitActor != Victim);
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}
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if( !bDamageBlocked )
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{
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DamageScale = (DamageScalePerStack < 1.f) ? CalcStackingDamageScale(KFPawn(Victim), Interval) : 1.f;
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if ( DamageScale > 0.f )
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{
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AffectsPawn(Victim, DamageScale);
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bHitPawn = true;
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}
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}
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}
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}
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}
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return bHitPawn;
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}
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protected simulated function AffectsPawn(Pawn Victim, float DamageScale)
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{
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if( bWasFadedOut|| bDeleteMe || bPendingDelete )
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{
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return;
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}
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Victim.TakeRadiusDamage(InstigatorController, ExplosionTemplate.Damage * DamageScale, ExplosionTemplate.DamageRadius,
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ExplosionTemplate.MyDamageType, ExplosionTemplate.MomentumTransferScale, Location, bDoFullDamage,
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(Owner != None) ? Owner : self, ExplosionTemplate.DamageFalloffExponent);
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}
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DefaultProperties
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{
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Interval=0.25
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MaxTime=2.0
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FadeOutTime=0.5
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bExplodeMoreThanOnce=true
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bDoFullDamage=false
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bOnlyDamagePawns=true
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}
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