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DeusEx.ProjectileGenerator


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//=============================================================================
// ProjectileGenerator.
//=============================================================================
class ProjectileGenerator extends Effects;

var() float Frequency;               // what's the chance of spewing an actor every checkTime seconds
var() float EjectSpeed;              // how fast do the actors get ejected
var() class<actor> ProjectileClass;  // class to project
var() float ProjectileLifeSpan;      // how long each projectile lives
var() bool bTriggered;               // start by triggering?
var() float SpewTime;                // how long do I spew after I am triggered?
var() bool bRandomEject;             // random eject velocity vector
var() float CheckTime;               // how often should I spit out particles?
var() sound SpawnSound;              // sound to play when spawned
var() float SpawnSoundRadius;        // radius of sound
var() bool bAmbientSound;            // play the ambient sound?
var() int NumPerSpawn;               // number of particles to spawn per puff
var() name AttachTag;                // attach us to this actor
var() bool bSpewUnseen;              // spew stuff when players can't see us
var() float WaitTime;                // amount of time between bursts
var() bool bOnlyOnce;               // fire projectiles one time only
var() bool bInitiallyOn;            // if triggered, start on instead of off
var bool bSpewing;                  // am I spewing?
var bool bFrozen;                   // are we out of the player's sight?
var float period;
var float time;

function Trigger(Actor Other, Pawn EventInstigator)
{
    Super.Trigger(Other, EventInstigator);

    // if we are spewing, turn us off
    if (bSpewing)
    {
        bSpewing = False;
        period = 0;
        time   = 0;
        if (bAmbientSound && (AmbientSound != None))
            SoundVolume = 0;
    }
    else if (!bOnlyOnce)     // otherwise, turn us on
    {
        bSpewing = True;
        period = 0;
        time   = 0;
        if (bAmbientSound && (AmbientSound != None))
            SoundVolume = 255;
    }
}

simulated function Tick(float deltaTime)
{
    local int    i, j;
    local int    count;
    local actor  spawnee;
    local float  speed;
    local float  timeVal;
    local vector dir;

    Super.Tick(deltaTime);

    // If the owner that I'm attached to is dead, kill me
    if ((attachTag != '') && (Owner == None))
        Destroy();

    // Update timers
    time += deltaTime;
    period += deltaTime;

    // If we're spewing and it's time to stop, stop
    if (bSpewing)
    {
        if (SpewTime > 0)
        {
            if (period >= SpewTime)
            {
                period = 0;
                time   = 0;
                bSpewing = False;
            }
        }
        else
            period = 0;
    }

    // If we're not spewing and it's time to start, start
    else if (!bOnlyOnce)
    {
        if (WaitTime > 0)
        {
            if (period >= WaitTime)
            {
                period = 0;
                time   = 0;
                bSpewing = True;
            }
        }
        else
            period = 0;
    }

    // CNN - remove optimizaions to fix strange behavior of PlayerCanSeeMe()
/*
    // Should we freeze the spewage?
    if (bSpewUnseen)
        bFrozen = False;
    else if (PlayerCanSeeMe())
        bFrozen = False;
    else
        bFrozen = True;
*/
    // Are we spewing?
    if (!bSpewing || bFrozen)
        return;

    // Is it time to start spewing?
    if (time >= CheckTime)
    {
        // How many projectiles must we spew?
        if (CheckTime > 0)
        {
            count = int(time/CheckTime);
            time = time - count*CheckTime;
        }
        else
        {
            count = 1;
            time  = 0;
        }
        timeVal = time;

        // Sanity check
        if (count > 5)
            count = 5;

        // If frequency < 1, make spewage random
        if (FRand() <= frequency)
        {
            if (spawnSound != None)
                PlaySound(spawnSound, SLOT_Misc,,, SpawnSoundRadius);

            // Spawn an appropriate number of projectiles
            for (i=0; i<count; i++)  // Number of spews for this tick
            {
                for (j=0; j<numPerSpawn; j++)  // Number of spawns per spew
                {
                    // Wayyy down upon the spawnee river...
                    spawnee = spawn(ProjectileClass, Owner);
                    if (spawnee != None)
                    {
                        if (bRandomEject)
                            dir = VRand();
                        else
                            dir = vector(Rotation);

                        speed = EjectSpeed;
                        if (bRandomEject)
                            speed *= FRand();

                        spawnee.SetRotation(rotator(dir));
                        spawnee.Velocity = speed*dir;
                        spawnee.Acceleration = dir;
                        spawnee.SetLocation(spawnee.Velocity*timeVal+Location);

                        if (ProjectileLifeSpan > 0)
                            spawnee.LifeSpan = ProjectileLifeSpan;
                    }
                }
                timeVal += CheckTime;
            }
        }
    }

}

function PostBeginPlay()
{
    local Actor A;

    Super.PostBeginPlay();

    if (bTriggered && !bInitiallyOn)
        bSpewing = False;

    // Attach us to the actor that was tagged
    if (attachTag != '')
        foreach AllActors(class'Actor', A, attachTag)
            if (A != None)
            {
                SetOwner(A);
                SetBase(A);
            }
}

defaultproperties
{
     Frequency=1.000000
     ejectSpeed=300.000000
     ProjectileClass=Class'DeusEx.Fireball'
     checkTime=0.250000
     SpawnSoundRadius=1024.000000
     numPerSpawn=1
     bInitiallyOn=True
     bSpewing=True
     bHidden=True
     bDirectional=True
     DrawType=DT_Sprite
     Texture=Texture'Engine.S_Inventory'
     CollisionRadius=40.000000
     CollisionHeight=40.000000
}

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Class file time: Mon 8/11/2021 16:22:50.000 - Creation time: Mon 8/11/2021 16:31:31.569 - Created with UnCodeX