KF2-Server-Extension/ServerExt/Classes/ExtProj_HighExplosive_M16M203.uc

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class ExtProj_HighExplosive_M16M203 extends KFProj_HighExplosive_M16M203;
simulated protected function PrepareExplosionTemplate()
{
local ExtPlayerReplicationInfo MyPRI;
local Ext_PerkDemolition DemoPerk;
Super(KFProjectile).PrepareExplosionTemplate();
if(Instigator == None)
return;
MyPRI = ExtPlayerReplicationInfo(Instigator.PlayerReplicationInfo);
if( MyPRI != none )
{
if( bWasTimeDilated && MyPRI.bNukeIsOn && class'KFPerk_Demolitionist'.static.ProjectileShouldNuke( self ) )
{
ExplosionTemplate = class'KFPerk_Demolitionist'.static.GetNukeExplosionTemplate();
ExplosionTemplate.Damage = default.ExplosionTemplate.Damage * class'KFPerk_Demolitionist'.static.GetNukeDamageModifier();
ExplosionTemplate.DamageRadius = default.ExplosionTemplate.DamageRadius * class'KFPerk_Demolitionist'.static.GetNukeRadiusModifier();
ExplosionTemplate.DamageFalloffExponent = default.ExplosionTemplate.DamageFalloffExponent;
}
else if( MyPRI.bConcussiveIsOn )
{
ExplosionTemplate.ExplosionEffects = AltExploEffects;
ExplosionTemplate.ExplosionSound = class'KFPerk_Demolitionist'.static.GetConcussiveExplosionSound();
}
DemoPerk = Ext_PerkDemolition(MyPRI.FCurrentPerk);
if( DemoPerk == none )
return;
ExplosionTemplate.DamageRadius *= DemoPerk.GetAoERadiusModifier();
}
}
simulated protected function SetExplosionActorClass()
{
local ExtPlayerReplicationInfo MyPRI;
Super(KFProjectile).SetExplosionActorClass();
if(Instigator == None)
return;
MyPRI = ExtPlayerReplicationInfo(Instigator.PlayerReplicationInfo);
if( MyPRI != none )
{
if( bWasTimeDilated && MyPRI.bNukeIsOn && class'KFPerk_Demolitionist'.static.ProjectileShouldNuke( self ) )
ExplosionActorClass = class'KFPerk_Demolitionist'.static.GetNukeExplosionActorClass();
}
}
simulated function TriggerExplosion(Vector HitLocation, Vector HitNormal, Actor HitActor)
{
local vector NudgedHitLocation, ExplosionDirection;
local Pawn P;
local ExtPlayerReplicationInfo MyPRI;
if( bHasDisintegrated )
{
return;
}
if (!bHasExploded)
{
// On local player or server, we cache off our time dilation setting here
if( WorldInfo.NetMode == NM_ListenServer || WorldInfo.NetMode == NM_DedicatedServer || InstigatorController != None )
{
bWasTimeDilated = WorldInfo.TimeDilation < 1.f;
}
// Stop ambient sounds when this projectile explodes
if( bStopAmbientSoundOnExplode )
{
StopAmbientSound();
}
if (ExplosionTemplate != None)
{
StopSimulating();
// using a hit location slightly away from the impact point is nice for certain things
NudgedHitLocation = HitLocation + (HitNormal * 32.f);
SetExplosionActorClass();
if( ExplosionActorClass == class'KFPerk_Demolitionist'.static.GetNukeExplosionActorClass() )
{
P = Pawn(HitActor);
if( P != none )
{
NudgedHitLocation = P.Location - vect(0,0,1) * P.GetCollisionHeight();
}
}
ExplosionActor = Spawn(ExplosionActorClass, self,, NudgedHitLocation, rotator(HitNormal));
if (ExplosionActor != None)
{
ExplosionActor.Instigator = Instigator;
ExplosionActor.InstigatorController = InstigatorController;
PrepareExplosionTemplate();
// If the locations are zero (probably because this exploded in the air) set defaults
if( IsZero(HitLocation) )
{
HitLocation = Location;
}
if( IsZero(HitNormal) )
{
HitNormal = vect(0,0,1);
}
// these are needed for the decal tracing later in GameExplosionActor.Explode()
ExplosionTemplate.HitLocation = HitLocation;// NudgedHitLocation
ExplosionTemplate.HitNormal = HitNormal;
// If desired, attach to mover if we hit one
if(bAttachExplosionToHitMover && InterpActor(HitActor) != None)
{
ExplosionActor.Attachee = HitActor;
ExplosionTemplate.bAttachExplosionEmitterToAttachee = TRUE;
ExplosionActor.SetBase(HitActor);
}
// directional?
if (ExplosionTemplate.bDirectionalExplosion)
{
ExplosionDirection = GetExplosionDirection(HitNormal);
//DrawDebugLine(ExplosionActor.Location, ExplosionActor.Location+ExplosionDirection*64, 255, 255, 0, TRUE);
}
// @todo: make this function responsible for setting explosion instance parameters, and take instance parameters
// out of GearExplosion (e.g. Attachee)
PrepareExplosionActor(ExplosionActor);
MyPRI = ExtPlayerReplicationInfo(Instigator.PlayerReplicationInfo);
if( MyPRI != none && KFExplosionActorLingering(ExplosionActor) != None )
{
KFExplosionActorLingering(ExplosionActor).MaxTime *= MyPRI.NukeTimeMult;
KFExplosionActorLingering(ExplosionActor).LifeSpan *= MyPRI.NukeTimeMult;
}
ExplosionActor.Explode(ExplosionTemplate, ExplosionDirection); // go bewm
}
// done with it
if (!bPendingDelete && !bDeleteMe)
{
// defer destruction so any replication of explosion stuff can happen if necessary
DeferredDestroy(PostExplosionLifetime);
}
}
bHasExploded = true;
}
}
defaultproperties
{
}