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//============================================================================= // rocket. //============================================================================= class RedeemerProjectile extends Projectile; var NewRedeemerTrail SmokeTrail; // 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> ExplosionEffectClass; var byte Team; simulated function Destroyed() { if ( SmokeTrail != None ) SmokeTrail.Destroy(); Super.Destroyed(); } function BeginPlay() { Super.BeginPlay(); if (Instigator != None) Team = Instigator.GetTeamNum(); SetTimer(0.5, true); } simulated function PostBeginPlay() { local vector Dir; if ( bDeleteMe || IsInState('Dying') ) return; Dir = vector(Rotation); Velocity = speed * Dir; if ( Level.NetMode != NM_DedicatedServer) { SmokeTrail = Spawn(class'NewRedeemerTrail',self,,Location - 40 * Dir, Rotation); SmokeTrail.SetBase(self); } Super.PostBeginPlay(); } event bool EncroachingOn( actor Other ) { if ( Other.bWorldGeometry ) return true; return false; } simulated function ProcessTouch (Actor Other, Vector HitLocation) { if ( Other != instigator ) Explode(HitLocation,Vect(0,0,1)); } simulated function Explode(vector HitLocation, vector HitNormal) { BlowUp(HitLocation); } simulated function PhysicsVolumeChange( PhysicsVolume Volume ) { } simulated function Landed( vector HitNormal ) { BlowUp(Location); } simulated function HitWall(vector HitNormal, actor Wall) { BlowUp(Location); } function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) { if ( (Damage > 0) && ((InstigatedBy == None) || (InstigatedBy.Controller == None) || (Instigator == None) || (Instigator.Controller == None) || !InstigatedBy.Controller.SameTeamAs(Instigator.Controller)) ) { if ( (InstigatedBy == None) || DamageType.Default.bVehicleHit || (DamageType == class'Crushed') ) BlowUp(Location); else { Spawn(class'SmallRedeemerExplosion'); SetCollision(false,false,false); HurtRadius(Damage, DamageRadius*0.125, MyDamageType, MomentumTransfer, Location); Destroy(); } } } simulated event FellOutOfWorld(eKillZType KillType) { BlowUp(Location); } function BlowUp(vector HitLocation) { local Emitter E; E = Spawn(ExplosionEffectClass,,, HitLocation - 100 * Normal(Velocity), Rot(0,16384,0)); if ( Level.NetMode == NM_DedicatedServer ) { E.LifeSpan = 0.7; } MakeNoise(1.0); SetPhysics(PHYS_None); bHidden = true; GotoState('Dying'); } function Timer() { local Controller C; //Enemies who don't have anything else to shoot at will try to shoot redeemer down for (C = Level.ControllerList; C != None; C = C.NextController) if ( AIController(C) != None && C.Pawn != None && C.GetTeamNum() != Team && AIController(C).Skill >= 2.0 && !C.Pawn.IsFiring() && (C.Enemy == None || !C.LineOfSightTo(C.Enemy)) && C.Pawn.CanAttack(self) ) { C.Focus = self; C.FireWeaponAt(self); } } state Dying { function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) {} function Timer() {} function BeginState() { bHidden = true; SetPhysics(PHYS_None); SetCollision(false,false,false); Spawn(class'IonCore',,, Location, Rotation); ShakeView(); InitialState = 'Dying'; if ( SmokeTrail != None ) SmokeTrail.Destroy(); SetTimer(0, false); } 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 ) { Dist = VSize(Location - 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: 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 { ShakeRotMag=(Z=250.000000) ShakeRotRate=(Z=2500.000000) ShakeRotTime=6.000000 ShakeOffsetMag=(Z=10.000000) ShakeOffsetRate=(Z=200.000000) ShakeOffsetTime=10.000000 ExplosionEffectClass=Class'XEffects.RedeemerExplosion' Team=255 Speed=1000.000000 MaxSpeed=1000.000000 Damage=250.000000 DamageRadius=2000.000000 MomentumTransfer=200000.000000 MyDamageType=Class'XWeapons.DamTypeRedeemer' LightType=LT_Steady LightEffect=LE_QuadraticNonIncidence LightHue=28 LightBrightness=255.000000 LightRadius=6.000000 DrawType=DT_StaticMesh StaticMesh=StaticMesh'WeaponStaticMesh.RedeemerMissile' bDynamicLight=Wahr bNetTemporary=Falsch AmbientSound=Sound'WeaponSounds.Misc.redeemer_flight' LifeSpan=20.000000 DrawScale=0.500000 AmbientGlow=96 bUnlit=Falsch SoundVolume=255 SoundRadius=100.000000 TransientSoundVolume=1.000000 TransientSoundRadius=5000.000000 CollisionRadius=24.000000 CollisionHeight=12.000000 bProjTarget=Wahr bFixedRotationDir=Wahr RotationRate=(Roll=50000) DesiredRotation=(Roll=30000) ForceType=FT_DragAlong ForceRadius=100.000000 ForceScale=5.000000 } |
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