179 lines
5.0 KiB
Ucode
179 lines
5.0 KiB
Ucode
//=============================================================================
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// KFProj_DynamiteGrenade
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//=============================================================================
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// Dynamite projectile class
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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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// - John "Ramm-Jaeger" Gibson and Jeff Robinson
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//=============================================================================
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class KFProj_DynamiteGrenade extends KFProj_Grenade
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hidedropdown;
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/** On Contact demo skill can turn our grenade into an insta boom device */
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var bool bExplodeOnContact;
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/** Ambient sound to play */
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var AkEvent FuseEvent;
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/** Dynamic light */
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var PointLightComponent FuseLight;
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/**
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* Set the initial velocity and cook time
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*/
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simulated function PostBeginPlay()
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{
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PlaySoundBase( FuseEvent, true,, true );
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Super.PostBeginPlay();
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}
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/** Overridden to turn off dynamic light */
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simulated function TriggerExplosion(Vector HitLocation, Vector HitNormal, Actor HitActor)
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{
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super.TriggerExplosion( HitLocation, HitNormal, HitActor );
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FuseLight.SetEnabled( false );
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}
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//==============
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// Touching
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simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal)
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{
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local Pawn ActorPawn;
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if( Other != Instigator && !Other.bWorldGeometry )
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{
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ActorPawn = Pawn(other);
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if ( ActorPawn != None )
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{
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// For opposing team, make the grenade explode instantly
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if( ActorPawn.GetTeamNum() != GetTeamNum() )
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{
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if (!bHasExploded && !bHasDisintegrated)
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{
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GetExplodeEffectLocation( HitLocation, HitNormal, Other );
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TriggerExplosion( HitLocation, HitNormal, Other );
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}
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}
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}
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}
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super.ProcessTouch( Other, HitLocation, HitNormal );
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}
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// for nukes && concussive force
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simulated protected function PrepareExplosionTemplate()
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{
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class'KFPerk_Demolitionist'.static.PrepareExplosive( Instigator, self );
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GetRadialDamageValues(ExplosionTemplate.Damage, ExplosionTemplate.DamageRadius, ExplosionTemplate.DamageFalloffExponent);
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// super.PrepareExplosionTemplate();
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}
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simulated protected function SetExplosionActorClass()
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{
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local KFPlayerReplicationInfo InstigatorPRI;
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if( WorldInfo.TimeDilation < 1.f && Instigator != none )
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{
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InstigatorPRI = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo);
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if( InstigatorPRI != none )
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{
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if( InstigatorPRI.bNukeActive && class'KFPerk_Demolitionist'.static.ProjectileShouldNuke( self ) )
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{
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ExplosionActorClass = class'KFPerk_Demolitionist'.static.GetNukeExplosionActorClass();
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}
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}
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}
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super.SetExplosionActorClass();
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}
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defaultproperties
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{
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bWarnAIWhenFired=true
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Speed=1500
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TossZ=400
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LandedTranslationOffset=(X=-8)
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FuseTime=3.0
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DampenFactor=0.200000
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DampenFactorParallel=0.300000
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ProjFlightTemplate=ParticleSystem'WEP_Dynamite_EMIT.FX_Dynamite_Grenade_Mesh'
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ExplosionActorClass=class'KFExplosionActor'
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WeaponSelectTexture=Texture2D'wep_ui_dynamite_tex.UI_WeaponSelect_Dynamite'
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AltExploEffects=KFImpactEffectInfo'WEP_Dynamite_ARCH.Dynamite_Explosion_Concussive_Force'
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// fuse light
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Begin Object Class=PointLightComponent Name=FusePointLight
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LightColor=(R=255,G=200,B=63,A=255)
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Brightness=1.f
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Radius=300.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=TRUE
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LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
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Translation=(Z=6)
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// light anim
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AnimationType=1 // LightAnim_Flicker
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AnimationFrequency=2.f
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MinBrightness=0.5f
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MaxBrightness=1.5f
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End Object
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FuseLight=FusePointLight
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Components.Add(FusePointLight);
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// explosion
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Begin Object Class=KFGameExplosion Name=ExploTemplate0
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Damage=300 //400
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DamageRadius=400 //900
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DamageFalloffExponent=2 //3
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DamageDelay=0.f
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// Damage Effects
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MyDamageType=class'KFDT_Explosive_DynamiteGrenade'
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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_Dynamite_ARCH.Dynamite_Explosion'
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ExplosionSound=AkEvent'WW_WEP_EXP_Dynamite.Play_WEP_EXP_Dynamite_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=0.2
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// Camera Shake
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CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade'
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CamShakeInnerRadius=200
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CamShakeOuterRadius=900
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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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// Temporary effect (5.14.14)
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ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
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GlassShatterType=FMGS_ShatterNone
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FuseEvent=AkEvent'WW_WEP_EXP_Dynamite.Play_WEP_EXP_Dynamite_Fuse_LP'
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AssociatedPerkClass=class'KFPerk_Demolitionist'
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}
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