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KF2-Dev-Scripts/KFGame/Classes/KFProj_ExplosiveSubmunition_HX25.uc
2023-05-11 18:55:04 +03:00

141 lines
4.3 KiB
Ucode

//=============================================================================
// KFProj_ExplosiveSubmunition_HX25
//=============================================================================
// Explosive submunition projectile for the HX25
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - John "Ramm-Jaeger" Gibso
//=============================================================================
class KFProj_ExplosiveSubmunition_HX25 extends KFProj_BallisticExplosive
hidedropdown;
/** Cached reference to owner weapon */
var protected KFWeapon OwnerWeapon;
var bool bCanNuke;
/** Initialize the projectile */
function Init( vector Direction )
{
super.Init( Direction );
OwnerWeapon = KFWeapon( Owner );
if( OwnerWeapon != none )
{
OwnerWeapon.LastPelletFireTime = WorldInfo.TimeSeconds;
}
}
/** Don't allow more than one pellet projectile to perform this check in a single frame */
function bool ShouldWarnAIWhenFired()
{
return super.ShouldWarnAIWhenFired() && OwnerWeapon != none && OwnerWeapon.LastPelletFireTime < WorldInfo.TimeSeconds;
}
/**
* Force the fire not to burn the instigator, since setting it in the default props is not working for some reason - Ramm
*/
simulated protected function PrepareExplosionTemplate()
{
ExplosionTemplate.bIgnoreInstigator = true;
super.PrepareExplosionTemplate();
}
simulated event HitWall(vector HitNormal, actor Wall, PrimitiveComponent WallComp)
{
// For some reason on clients up close shots with this projectile
// get HitWall calls instead of Touch calls. This little hack fixes
// the problem. TODO: Investigate why this happens - Ramm
// If we hit a pawn with a HitWall call on a client, do touch instead
if( WorldInfo.NetMode == NM_Client && Pawn(Wall) != none )
{
Touch( Wall, WallComp, Location, HitNormal );
return;
}
Super.HitWall(HitNormal, Wall, WallComp);
}
simulated function bool AllowNuke()
{
return bCanNuke;
}
defaultproperties
{
Physics=PHYS_Falling
Speed=4000
MaxSpeed=4000
TerminalVelocity=4000
TossZ=150
GravityScale=0.5
MomentumTransfer=50000.0
ArmDistSquared=0 // Arm instantly
LifeSpan=25.0f
bWarnAIWhenFired=true
ProjFlightTemplate=ParticleSystem'WEP_HX25_Pistol_EMIT.FX_HX25_Pistol_Projectile_small'
ProjFlightTemplateZedTime=ParticleSystem'WEP_HX25_Pistol_EMIT.FX_HX25_Pistol_Projectile_small_ZEDTIME'
AltExploEffects=KFImpactEffectInfo'WEP_HX25_Pistol_ARCH.HX25_Pistol_Submunition_Explosion_Concussive_Force'
ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
// Grenade explosion light
Begin Object Class=PointLightComponent Name=ExplosionPointLight
LightColor=(R=252,G=218,B=171,A=255)
Brightness=4.f
Radius=250.f
FalloffExponent=10.f
CastShadows=False
CastStaticShadows=FALSE
CastDynamicShadows=False
bCastPerObjectShadows=false
bEnabled=FALSE
LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
End Object
// explosion
Begin Object Class=KFGameExplosion Name=ExploTemplate0
Damage=30
DamageRadius=150
DamageFalloffExponent=1.0f
DamageDelay=0.f
MomentumTransferScale=1.f
// Damage Effects
MyDamageType=class'KFDT_ExplosiveSubmunition_HX25'
KnockDownStrength=10
FractureMeshRadius=200.0
FracturePartVel=500.0
ExplosionEffects=KFImpactEffectInfo'WEP_HX25_Pistol_ARCH.HX25_Pistol_Submunition_Explosion'
ExplosionSound=AkEvent'WW_WEP_SA_HX25.Play_WEP_SA_HX25_Mini_Explosion'
bIgnoreInstigator=true
ActorClassToIgnoreForDamage=class'KFProj_ExplosiveSubmunition_HX25'
// Dynamic Light
ExploLight=ExplosionPointLight
ExploLightStartFadeOutTime=0.0
ExploLightFadeOutTime=0.3
// Camera Shake
CamShake=KFCameraShake'FX_CameraShake_Arch.Misc_Explosions.Light_Explosion_Rumble'
CamShakeInnerRadius=0
CamShakeOuterRadius=300
CamShakeFalloff=1.5f
bOrientCameraShakeTowardsEpicenter=true
End Object
ExplosionTemplate=ExploTemplate0
//AmbientSoundPlayEvent=AkEvent'WW_WEP_Bullet_FlyBys.Play_WEP_Bullet_Flyby_Small'
//AmbientSoundStopEvent=AkEvent'WW_WEP_Bullet_FlyBys.Stop_WEP_Bullet_Flyby_Small'
AlwaysRelevantDistanceSquared=2250000 // 15m
bCanNuke = true
}