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//============================================================================= // Cloud. //============================================================================= class Cloud extends DeusExProjectile; var bool bFloating; var float cloudRadius; var float damageInterval; var vector CloudLocation; //to make sure location is updated w/o making it dumb proxy replication { reliable if ( Role == ROLE_Authority ) CloudLocation; } auto simulated state Flying { function HitWall(vector HitNormal, actor Wall) { // do nothing Velocity = vect(0,0,0); } function ProcessTouch (Actor Other, Vector HitLocation) { // do nothing } } event ZoneChange(ZoneInfo NewZone) { Super.ZoneChange(NewZone); // clouds can't live underwater, so kill us quickly if we enter the water if ((NewZone.bWaterZone) && (LifeSpan > 2.0)) LifeSpan = 2.0; } function Timer() { local Actor A; local Vector offset, dist; local Pawn apawn; if ( Level.NetMode != NM_Standalone ) { // Use PawnList for multiplayer apawn = Level.PawnList; while ( apawn != None ) { dist = apawn.Location - Location; if ( VSize(dist) < cloudRadius ) { offset = apawn.Location; apawn.TakeDamage( Damage, Instigator, offset, vect(0,0,0), damageType ); } apawn = apawn.nextPawn; } } else { // check to see if anything has entered our effect radius // don't damage our owner foreach VisibleActors(class'Actor', A, cloudRadius) if (A != Owner) { // be sure to damage the torso offset = A.Location; A.TakeDamage(Damage, Instigator, offset, vect(0,0,0), damageType); } } } simulated function Tick(float deltaTime) { local float value; local float sizeMult; local float NewDrawScale; if (Role == ROLE_Authority) CloudLocation = Location; else SetLocation(CloudLocation); // don't Super.Tick() becuase we don't want gravity to affect the stream time += deltaTime; value = 1.0+time; if (MinDrawScale > 0) sizeMult = MaxDrawScale/MinDrawScale; else sizeMult = 1; // DEUS_EX AMSD Update drawscale less often in mp, to reduce bandwidth hit. // Effect won't look quite as good for listen server client... but will otherwise // help tremendously (one gas grenade was 3k a sec in traffic). NewDrawScale = (-sizeMult/(value*value) + (sizeMult+1))*MinDrawScale; if (Level.Netmode == NM_Standalone) { DrawScale = NewDrawScale; } else if (Level.Netmode == NM_Client) { DrawScale = NewDrawScale; } else if (Level.Netmode == NM_DedicatedServer) { //Do nothing } else { //On a listen server, just start it full size. DrawScale = (-sizeMult/(50*50) + (sizeMult+1))*MinDrawScale; } // DrawScale = (-sizeMult/(value*value) + (sizeMult+1))*MinDrawScale; if (Role == ROLE_Authority) ScaleGlow = FClamp(LifeSpan*0.5, 0.0, 1.0); // make it swim around a bit at random if (bFloating) { Acceleration = VRand() * 15; Acceleration.Z = 0; } } function BeginPlay() { Super.BeginPlay(); // set the cloud damage timer SetTimer(damageInterval, True); } defaultproperties { cloudRadius=128.000000 damageInterval=1.000000 blastRadius=1.000000 DamageType=PoisonGas AccurateRange=100 maxRange=100 maxDrawScale=5.000000 bIgnoresNanoDefense=True ItemName="Gas Cloud" ItemArticle="a" speed=300.000000 MaxSpeed=300.000000 Damage=1.000000 MomentumTransfer=100 LifeSpan=1.000000 DrawType=DT_Sprite Style=STY_Translucent Texture=None DrawScale=0.010000 bUnlit=True CollisionRadius=16.000000 CollisionHeight=16.000000 } |
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