143 lines
4.4 KiB
Ucode
143 lines
4.4 KiB
Ucode
//=============================================================================
|
|
// KFExplosion_ZedativeCloud
|
|
//=============================================================================
|
|
// Used by projectiles and kismet to spawn an explosion
|
|
//=============================================================================
|
|
// Killing Floor 2
|
|
// Copyright (C) 2015 Tripwire Interactive LLC
|
|
//=============================================================================
|
|
|
|
class KFExplosion_ZedativeCloud extends KFExplosionActorLingering;
|
|
|
|
var transient private repnotify GameExplosion ReplicatedExploTemplate;
|
|
|
|
var() class<KFDamageType> HealingDamageType;
|
|
var() float HealingAmount;
|
|
|
|
var AkEvent SmokeLoopStartEvent;
|
|
var AkEvent SmokeLoopStopEvent;
|
|
|
|
var KFPerk CachedInstigatorPerk;
|
|
|
|
var float ExplosionDelay;
|
|
var int ZedativeHealth;
|
|
var int ZedativeDamage;
|
|
var class<KFDamageType> ZedativeDamageType;
|
|
var class<KFDamageType> ZedativeHealingType;
|
|
var int ZedativeEffectRadius;
|
|
|
|
replication
|
|
{
|
|
if(bNetInitial)
|
|
ReplicatedExploTemplate;
|
|
}
|
|
|
|
simulated event ReplicatedEvent(name VarName)
|
|
{
|
|
if (VarName == 'ReplicatedExploTemplate')
|
|
{
|
|
Explode(ReplicatedExploTemplate, ExplosionDirection);
|
|
}
|
|
else
|
|
{
|
|
super.ReplicatedEvent(VarName);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* @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)
|
|
{
|
|
Super.Explode( NewExplosionTemplate, Direction );
|
|
|
|
if (Role == Role_Authority)
|
|
{
|
|
ExplosionDelay = class'KFPerk_FieldMedic'.static.GetZedativeExplosionDelay();
|
|
ZedativeHealth = class'KFPerk_FieldMedic'.static.GetZedativeHealth();
|
|
ZedativeDamage = class'KFPerk_FieldMedic'.static.GetZedativeDamage();
|
|
ZedativeDamageType = class'KFPerk_FieldMedic'.static.GetZedativeDamageType();
|
|
ZedativeHealingType = class'KFPerk_FieldMedic'.static.GetZedativeHealingType();
|
|
ZedativeEffectRadius = class'KFPerk_FieldMedic'.static.GetZedativeEffectRadius();
|
|
|
|
SetTimer(ExplosionDelay, false, nameof(DelayedExplosionDamage), self);
|
|
|
|
ReplicatedExploTemplate = NewExplosionTemplate;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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( 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, ZedativeDamage * DamageScale, ZedativeEffectRadius,
|
|
ZedativeDamageType, ExplosionTemplate.MomentumTransferScale, Location, bDoFullDamage,
|
|
(Owner != None) ? Owner : self, ExplosionTemplate.DamageFalloffExponent);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
HumanVictim = KFPawn_Human(Victim);
|
|
if( HumanVictim != none && HumanVictim.GetExposureTo(Location) > 0 )
|
|
{
|
|
HumanVictim.HealDamage(ZedativeHealth, InstigatorController, ZedativeHealingType, false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
simulated function SpawnExplosionParticleSystem(ParticleSystem Template)
|
|
{
|
|
// If the template is none, grab the default
|
|
if( !ExplosionTemplate.bAllowPerMaterialFX && Template == none )
|
|
{
|
|
Template = KFGameExplosion(ExplosionTemplate).ExplosionEffects.DefaultImpactEffect.ParticleTemplate;
|
|
}
|
|
|
|
WorldInfo.MyEmitterPool.SpawnEmitter(Template, Location, rotator(ExplosionTemplate.HitNormal));
|
|
}
|
|
|
|
DefaultProperties
|
|
{
|
|
bExplodeMoreThanOnce=true
|
|
bDoFullDamage=false
|
|
bSkipLineCheckForPawns=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'
|
|
|
|
bNetTemporary=true
|
|
bAlwaysRelevant=true
|
|
RemoteRole=ROLE_SimulatedProxy
|
|
bNetInitialRotation=TRUE
|
|
}
|