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//============================================================================= // Projectile. // // A delayed-hit projectile moves around for some time after it is created. // An instant-hit projectile acts immediately. //============================================================================= class Projectile extends Actor abstract native; #exec Texture Import File=Textures\S_Camera.pcx Name=S_Camera Mips=Off Flags=2 //----------------------------------------------------------------------------- // Projectile variables. // Motion information. var() float Speed; // Initial speed of projectile. var() float MaxSpeed; // Limit on speed of projectile (0 means no limit) // Damage attributes. var() float Damage; var() int MomentumTransfer; // Momentum imparted by impacting projectile. var() name MyDamageType; // Projectile sound effects var() sound SpawnSound; // Sound made when projectile is spawned. var() sound ImpactSound; // Sound made when projectile hits something. var() sound MiscSound; // Miscellaneous Sound. var() float ExploWallOut; // distance to move explosions out from wall // explosion decal var() class<Decal> ExplosionDecal; //============== // Encroachment function bool EncroachingOn( actor Other ) { if ( (Other.Brush != None) || (Brush(Other) != None) ) return true; return false; } //============== // Touching simulated singular function Touch(Actor Other) { local actor HitActor; local vector HitLocation, HitNormal, TestLocation; if ( Other.IsA('BlockAll') ) { HitWall( Normal(Location - Other.Location), Other); return; } if ( Other.bProjTarget || (Other.bBlockActors && Other.bBlockPlayers) ) { //get exact hitlocation HitActor = Trace(HitLocation, HitNormal, Location, OldLocation, true); if (HitActor == Other) { if ( Other.bIsPawn && !Pawn(Other).AdjustHitLocation(HitLocation, Velocity) ) return; ProcessTouch(Other, HitLocation); } else ProcessTouch(Other, Other.Location + Other.CollisionRadius * Normal(Location - Other.Location)); } } simulated function ProcessTouch(Actor Other, Vector HitLocation) { //should be implemented in subclass } simulated function HitWall (vector HitNormal, actor Wall) { if ( Role == ROLE_Authority ) { if ( (Mover(Wall) != None) && Mover(Wall).bDamageTriggered ) Wall.TakeDamage( Damage, instigator, Location, MomentumTransfer * Normal(Velocity), ''); MakeNoise(1.0); } Explode(Location + ExploWallOut * HitNormal, HitNormal); if ( ExplosionDecal != None ) Spawn(ExplosionDecal,self,,Location, rotator(HitNormal)); } simulated function Explode(vector HitLocation, vector HitNormal) { Destroy(); } simulated final function RandSpin(float spinRate) { DesiredRotation = RotRand(); RotationRate.Yaw = spinRate * 2 *FRand() - spinRate; RotationRate.Pitch = spinRate * 2 *FRand() - spinRate; RotationRate.Roll = spinRate * 2 *FRand() - spinRate; } defaultproperties { MaxSpeed=2000.000000 bReplicateInstigator=True Physics=PHYS_Projectile LifeSpan=140.000000 bDirectional=True DrawType=DT_Mesh Texture=Texture'Engine.S_Camera' bGameRelevant=True SoundVolume=0 CollisionRadius=0.000000 CollisionHeight=0.000000 bCollideActors=True bCollideWorld=True NetPriority=2.500000 } |
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