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//============================================================================= // FX_Turret_IonCannon_BeamFire //============================================================================= // Created by Laurent Delayen // © 2003, Epic Games, Inc. All Rights Reserved //============================================================================= class FX_Turret_IonCannon_BeamFire extends Actor; var() Sound FireSound; var() float MinRange, MaxRange; var() float MaxAngle; var() int Damage; // per wave var() float MomentumTransfer; // per wave var() float DamageRadius; // of final wave var() class<DamageType> DamageType; var Vector BeamDirection; var Vector DamageLocation; var Vector HitNormal; var() Vector MarkLocation; var AvoidMarker Fear; var() class<FX_Turret_IonCannon_FireEffect> IonEffectClass; // 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 function AimAt(Vector HL, Vector HN) { HitNormal = HN; MarkLocation = HL; if ( Role == Role_Authority ) GotoState('FireSequence'); } simulated function HurtRadius( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation ) { local actor Victims; local float damageScale, dist; local vector dir; if( bHurtEntry ) return; bHurtEntry = true; foreach VisibleCollidingActors( class 'Actor', Victims, DamageRadius, HitLocation ) { // don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag if( (Victims != instigator) && (Victims != self) && (Victims.Role == ROLE_Authority) && (!Victims.IsA('FluidSurfaceInfo')) ) { dir = Victims.Location - HitLocation; dist = FMax(1,VSize(dir)); dir = dir/dist; damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius); Victims.TakeDamage ( damageScale * DamageAmount, Instigator, Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir, (damageScale * Momentum * dir), DamageType ); if (Instigator != None && Vehicle(Victims) != None && Vehicle(Victims).Health > 0) Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, Instigator.Controller, DamageType, Momentum, HitLocation); } } bHurtEntry = false; } state FireSequence { function BeginState() { BeamDirection = Normal(MarkLocation - Location); DamageLocation = MarkLocation - BeamDirection * 200.0; } function SpawnEffect() { local FX_Turret_IonCannon_FireEffect IonBeamEffect; IonBeamEffect = Spawn(IonEffectClass,,, Location, Rotation); if ( IonBeamEffect != None ) { IonBeamEffect.AimAt(MarkLocation, HitNormal ); //Normal(-1.f*BeamDirection) } } function ShakeView() { local Controller C; local PlayerController PC; local float Dist, Scale; for ( C=Level.ControllerList; C!=None; C=C.NextController ) { PC = PlayerController(C); if ( PC != None && PC.ViewTarget != None && PC.ViewTarget.Base != None ) { Dist = VSize(DamageLocation - PC.ViewTarget.Location); if ( Dist < DamageRadius * 2.0) { if (Dist < DamageRadius) Scale = 1.0; else Scale = (DamageRadius*2.0 - Dist) / (DamageRadius); C.ShakeView(ShakeRotMag*Scale, ShakeRotRate, ShakeRotTime, ShakeOffsetMag*Scale, ShakeOffsetRate, ShakeOffsetTime); } } } } Begin: if ( Fear == None ) Fear = Spawn(class'AvoidMarker',,, MarkLocation); if ( (Instigator != None) && (Instigator.PlayerReplicationInfo != None) && (Instigator.PlayerReplicationInfo.Team != None) ) Fear.TeamNum = Instigator.PlayerReplicationInfo.Team.TeamIndex; Fear.SetCollisionSize(DamageRadius, 200); Fear.StartleBots(); //Sleep(0.5); SpawnEffect(); PlaySound(FireSound); Sleep(0.5); ShakeView(); HurtRadius(Damage, DamageRadius*0.125, DamageType, MomentumTransfer, DamageLocation); Sleep(0.5); PlaySound(sound'WeaponSounds.redeemer_explosionsound'); HurtRadius(Damage, DamageRadius*0.300, DamageType, MomentumTransfer, DamageLocation); Sleep(0.2); HurtRadius(Damage, DamageRadius*0.475, DamageType, MomentumTransfer, DamageLocation); Sleep(0.2); HurtRadius(Damage, DamageRadius*0.650, DamageType, MomentumTransfer, DamageLocation); Sleep(0.2); HurtRadius(Damage, DamageRadius*0.825, DamageType, MomentumTransfer, DamageLocation); Sleep(0.2); HurtRadius(Damage, DamageRadius*1.000, DamageType, MomentumTransfer, DamageLocation); if ( Fear != None ) Fear.Destroy(); Destroy(); } defaultproperties { FireSound=Sound'WeaponSounds.TAGRifle.IonCannonBlast' MinRange=1000.000000 MaxRange=10000.000000 MaxAngle=45.000000 Damage=150 MomentumTransfer=150000.000000 DamageRadius=2000.000000 DamageType=Class'UT2k4AssaultFull.DamTypeIonCannonBlast' IonEffectClass=Class'UT2k4AssaultFull.FX_Turret_IonCannon_FireEffect' ShakeRotMag=(Z=250.000000) ShakeRotRate=(Z=2500.000000) ShakeRotTime=6.000000 ShakeOffsetMag=(Z=10.000000) ShakeOffsetRate=(Z=200.000000) ShakeOffsetTime=10.000000 DrawType=DT_None RemoteRole=ROLE_None TransientSoundVolume=1.000000 TransientSoundRadius=2000.000000 } |
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