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class ONSAutoBomber extends Actor; var vector BombTargetCenter; var float Speed, MinSpeed, BombRange; var class<Projectile> BombClass; var int Health; var byte Team; var Controller DelayedDamageInstigatorController; var bool bShotDown; // Damage attributes. var float Damage; var float DamageRadius; var float MomentumTransfer; var class<DamageType> MyDamageType; // camera shakes // var() vector ShakeRotMag; // how far to rot view var() vector ShakeRotRate; // how fast to rot view var() float ShakeRotTime; // how much time to rot the instigator's view var() vector ShakeOffsetMag; // max view offset vertically var() vector ShakeOffsetRate; // how fast to offset view vertically var() float ShakeOffsetTime; // how much time to offset view var class<Emitter> DyingEffectClass; var Emitter DyingEffect; replication { reliable if (bNetInitial && Role == ROLE_Authority) BombTargetCenter; reliable if (bNetDirty && Role == ROLE_Authority) bShotDown; } function Touch(Actor Other) { if (Vehicle(Other) != None) { Vehicle(Other).TakeDamage(Vehicle(Other).Health, None, Other.Location, vect(0,0,0), class'DamTypeONSVehicle'); TakeDamage(Health, Pawn(Other), Location, vect(0,0,0), class'DamTypeONSVehicle'); } } function Bump(Actor Other) { Touch(Other); } function SetDelayedDamageInstigatorController(Controller C) { DelayedDamageInstigatorController = C; } function TakeDamage(int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType) { local Controller InstigatorController; if (EventInstigator != None) InstigatorController = EventInstigator.Controller; else InstigatorController = DelayedDamageInstigatorController; if (InstigatorController == None || InstigatorController.GetTeamNum() == Team) return; Health -= Damage; if (Health <= 0) GotoState('ShotDown'); } simulated function PostBeginPlay() { Super.PostBeginPlay(); if (Role == ROLE_Authority && Instigator != None) Team = Instigator.GetTeamNum(); if (Level.NetMode != NM_DedicatedServer) { spawn(class'ONSAutoBomberWarpEffect',,,, Rotation + rot(0,16384,0)); Level.GetLocalPlayerController().PlayStatusAnnouncement('Incoming_air', 0, true); } } function Bomb(vector Target) { BombTargetCenter = Target; SetRotation(rotator(Target - Location)); Velocity = vector(Rotation) * ((VSize(Location - BombTargetCenter) - BombRange) / 100000 * Speed + MinSpeed); SetTimer(0.33, true); } simulated event HitWall(vector HitNormal, Actor HitWall) { if (Level.NetMode != NM_DedicatedServer) spawn(class'ONSAutoBomberWarpEffect',,,, Rotation + rot(0,16384,0)); Destroy(); } function Timer() { local Controller C; if (FRand() < 0.5) { //high skill enemies who don't have anything else to shoot at will try to shoot bomber down for (C = Level.ControllerList; C != None; C = C.NextController) if ( AIController(C) != None && C.Pawn != None && C.GetTeamNum() != Team && AIController(C).Skill >= 5.0 && !C.Pawn.IsFiring() && (C.Enemy == None || !C.LineOfSightTo(C.Enemy)) && C.Pawn.CanAttack(self) ) { C.Focus = self; C.FireWeaponAt(self); } } if (VSize(Location - BombTargetCenter) < BombRange) { //drop a bomb spawn(BombClass,,, Location - ((CollisionHeight + BombClass.default.CollisionHeight) * vect(0,0,2)), rotator(vect(0,0,-1))); Velocity = Normal(Velocity) * MinSpeed; Acceleration = vect(0,0,0); } } simulated function Tick(float deltaTime) { local float TargetDist; //start out really fast, slow down when near target TargetDist = VSize(Location - BombTargetCenter); if (TargetDist > BombRange) Velocity = vector(Rotation) * ((TargetDist - BombRange) / 100000 * Speed + MinSpeed); } simulated function PostNetReceive() { if (bShotDown) GotoState('ShotDown'); } simulated function Destroyed() { if (DyingEffect != None) DyingEffect.Kill(); } function bool IsStationary() { return false; } state ShotDown { simulated function BeginState() { bShotDown = true; bNetNotify = false; SetPhysics(PHYS_Falling); if (Level.NetMode != NM_DedicatedServer) { DyingEffect = spawn(DyingEffectClass, self); if (DyingEffect != None) DyingEffect.SetBase(self); } } simulated function HitWall(vector HitNormal, Actor HitWall) { Landed(HitNormal); } simulated function Landed(vector HitNormal) { GotoState('BlowingUp'); } simulated function Tick(float deltaTime) { SetRotation(rotator(Velocity)); } function Timer() {} function TakeDamage(int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType) {} } state BlowingUp extends ShotDown { simulated function Landed(vector HitNormal) {} simulated function BeginState() { local PlayerController PC; local float Dist, Scale; InitialState = 'BlowingUp'; if (Level.NetMode != NM_DedicatedServer) { Spawn(class'RedeemerExplosion',,, Location - 100 * Normal(Velocity), Rot(0,16384,0)); Spawn(class'IonCore',,, Location, Rotation); } MakeNoise(1.0); bHidden = true; SetPhysics(PHYS_None); SetCollision(false,false,false); //shakeview PC = Level.GetLocalPlayerController(); if (PC != None && PC.ViewTarget != None) { Dist = VSize(Location - PC.ViewTarget.Location); if (Dist < DamageRadius * 2.0) { if (Dist < DamageRadius) Scale = 1.0; else Scale = (DamageRadius*2.0 - Dist) / (DamageRadius); PC.ShakeView(ShakeRotMag*Scale, ShakeRotRate, ShakeRotTime, ShakeOffsetMag*Scale, ShakeOffsetRate, ShakeOffsetTime); } } } Begin: PlaySound(sound'WeaponSounds.redeemer_explosionsound'); HurtRadius(Damage, DamageRadius*0.125, MyDamageType, MomentumTransfer, Location); Sleep(0.5); HurtRadius(Damage, DamageRadius*0.300, MyDamageType, MomentumTransfer, Location); Sleep(0.2); HurtRadius(Damage, DamageRadius*0.475, MyDamageType, MomentumTransfer, Location); Sleep(0.2); HurtRadius(Damage, DamageRadius*0.650, MyDamageType, MomentumTransfer, Location); Sleep(0.2); HurtRadius(Damage, DamageRadius*0.825, MyDamageType, MomentumTransfer, Location); Sleep(0.2); HurtRadius(Damage, DamageRadius*1.000, MyDamageType, MomentumTransfer, Location); Destroy(); } defaultproperties { Speed=10000.000000 MinSpeed=2000.000000 BombRange=5000.000000 BombClass=Class'OnslaughtFull.ONSAutoBomberBomb' Health=150 Team=255 Damage=250.000000 DamageRadius=2000.000000 MomentumTransfer=200000.000000 MyDamageType=Class'XWeapons.DamTypeRedeemer' ShakeRotMag=(Z=250.000000) ShakeRotRate=(Z=2500.000000) ShakeRotTime=6.000000 ShakeOffsetMag=(Z=10.000000) ShakeOffsetRate=(Z=200.000000) ShakeOffsetTime=10.000000 DyingEffectClass=Class'OnslaughtFull.ONSAutoBomberDeathFlames' DrawType=DT_Mesh bAlwaysRelevant=Wahr bUpdateSimulatedPosition=Wahr Physics=PHYS_Flying RemoteRole=ROLE_SimulatedProxy Mesh=SkeletalMesh'ONSFullAnimations.Bomber' CollisionRadius=200.000000 CollisionHeight=75.000000 bCollideActors=Wahr bCollideWorld=Wahr bBlockActors=Wahr bBlockKarma=Wahr bNetNotify=Wahr } |
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