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class ONSRVWebProjectile extends Projectile native nativereplication; var class<Emitter> ProjectileEffectClass; // Assumes Emitter 0 is the beam to next projectile. var Emitter ProjectileEffect; var ONSRVWebProjectileLeader Leader; var int ProjNumber; var float LastTickTime; var bool bBeingSucked; var Actor StuckActor; var vector StuckNormal; var() int BeamSubEmitterIndex; // Emitter index of BeamEmitter than connects projectiles. var() float ExplodeDelay; var() sound StuckSound; var() class<Actor> ExplodeEffect; var() sound ExplodeSound; var() class<Actor> ExtraDamageClass; // If we stick to this class, do more damage. var() float ExtraDamageMultiplier; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) replication { reliable if (bNetInitial && Role == ROLE_Authority) Leader, ProjNumber; } simulated function Destroyed() { if (ProjectileEffect != None) ProjectileEffect.Destroy(); if ( Level.NetMode != NM_DedicatedServer && EffectIsRelevant(Location, false) ) { Spawn(ExplodeEffect,,, Location, rotator(StuckNormal)); PlaySound(ExplodeSound,,2.5*TransientSoundVolume); } Super.Destroyed(); } simulated function PostBeginPlay() { Super.PostBeginPlay(); Velocity = Speed * Vector(Rotation); if (Level.NetMode != NM_DedicatedServer) { ProjectileEffect = spawn(ProjectileEffectClass, self,, Location, Rotation); ProjectileEffect.SetBase(self); } // On client - add this projectile in next free slot leaders list of projectiles. if( Role < ROLE_Authority ) { if(Leader != None && ProjNumber != -1) { if(Leader.Projectiles.Length < ProjNumber + 1) Leader.Projectiles.Length = ProjNumber + 1; Leader.Projectiles[ ProjNumber ] = self; } else { bNetNotify = true; // We'll need the PostNetReceive to add this projectile to its leader. } } } simulated event PostNetReceive() { if( Leader != None && ProjNumber != -1 ) { if(Leader.Projectiles.Length < ProjNumber + 1) Leader.Projectiles.Length = ProjNumber + 1; Leader.Projectiles[ ProjNumber ] = self; bNetNotify = false; // Don't need PostNetReceive any more. } } simulated function ProcessTouch(actor Other, vector HitLocation) { //Don't hit the player that fired me if (Other == Instigator || (Vehicle(Instigator) != None && Other == Vehicle(Instigator).Driver)) return; // If we hit some stuff - just blow up straight away. if( Other.IsA('Projectile') || Other.bBlockProjectiles ) { if(Role == ROLE_Authority) Leader.DetonateWeb(); } else { StuckActor = Other; if ( (Level.NetMode != NM_Client) && (StuckActor != None) && ClassIsChildOf(StuckActor.Class, ExtraDamageClass) && (Bot(Pawn(StuckActor).Controller) != None) && (Level.Game.GameDifficulty > 4 + 2 * FRand()) ) { //about to blow up, so bot will bail Vehicle(StuckActor).VehicleLostTime = Level.TimeSeconds + 10; Vehicle(StuckActor).KDriverLeave(false); } StuckNormal = normal(HitLocation - Other.Location); GotoState('Stuck'); } } simulated function HitWall(vector HitNormal, Actor Wall) { if (Wall.bBlockProjectiles) { if (Role == ROLE_Authority) Leader.DetonateWeb(); return; } StuckActor = Wall; StuckNormal = HitNormal; GoToState('Stuck'); } // Server-side only function Explode(vector HitLocation, vector HitNormal) { BlowUp(HitLocation); Destroy(); } function BlowUp(vector HitLocation) { NetUpdateTime = Level.TimeSeconds - 1; if (StuckActor != None && ClassIsChildOf(StuckActor.Class, ExtraDamageClass)) Damage *= ExtraDamageMultiplier; HurtRadius(Damage, DamageRadius, MyDamageType, MomentumTransfer, HitLocation); MakeNoise(1.0); } state Stuck { simulated function BeginState() { if (Leader != None) Leader.NotifyStuck(); NetPriority = 1.5; NetUpdateTime = Level.TimeSeconds - 1; SetPhysics(PHYS_None); PlaySound(StuckSound,,2.5*TransientSoundVolume); if (StuckActor != None) { LastTouched = StuckActor; SetBase(StuckActor); } SetCollision(false, false); bCollideWorld = false; if (Role == ROLE_Authority) SetTimer(ExplodeDelay, false); } function Timer() { // Should only happen on Authority, where Leader should always be valid. if ( Leader != None ) Leader.DetonateWeb(); else Explode(Location,StuckNormal); NetUpdateTime = Level.TimeSeconds - 1; } } defaultproperties { ProjectileEffectClass=Class'Onslaught.ONSRVWebProjectileEffect' ProjNumber=-1 BeamSubEmitterIndex=2 ExplodeDelay=3.000000 StuckSound=Sound'ONSVehicleSounds-S.WebLauncher.WebStick' ExplodeEffect=Class'XEffects.GoopSparks' ExplodeSound=SoundGroup'WeaponSounds.BioRifle.BioRifleGoo1' ExtraDamageClass=Class'Onslaught.ONSHoverBike' ExtraDamageMultiplier=1.500000 Speed=1750.000000 Damage=65.000000 DamageRadius=150.000000 MomentumTransfer=10000.000000 MyDamageType=Class'Onslaught.DamTypeONSWeb' DrawType=DT_None bNetTemporary=Falsch bUpdateSimulatedPosition=Wahr NetUpdateFrequency=10.000000 } |
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