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// This is a special Door mover which can be "sealed" if in a closed state. // By: Alex // Fixed by .:..: class KFDoorMover extends Mover; #exec OBJ LOAD FILE="..\StaticMeshes\PatchStatics.usx" #exec OBJ LOAD FILE=KF_EnvAmbientSnd2.uax var bool bSealed; var float WeldStrength; var float MaxWeld; var float Health; // How much life does the door have when Unwelded? var() bool bNoSeal; var() bool bElevOuterDoorTop, bElevOuterDoorBottom; var() bool bStartSealed; // Just like it sounds. var() float StartSealedWeldPrc; // Start welded percent. var() bool bSmallArmsDamage; // If true, this door will take damage from non explosive weapons //var () int DamageThreshold; // The amount of damage this door can take before it actually....takes damage :P var() bool bKeyLocked; // Is the door locked to a specific key item? var() edfindable NavigationPoint DoorPathNode; var() bool bDisallowWeld; // no welding.. var() bool bBlockDamagingOfWeld; // No using other weapons to unweld var KFUseTrigger MyTrigger; var vector WeldIconLocation; var() sound MetalBreakSound,WoodBreakSound; var float LastZombieHitSoundTime; // The last time we played a zombie hit sound for this door. var sound ZombieHitSound; // THe sound that will be used when a zombie hits this door var() sound MetalZombieHitSound; // The metal hit sound that will be used when a zombie hits this door var() class<Emitter> WoodDoorExplodeEffectClass; var() class<Emitter> MetalDoorExplodeEffectClass; var () float ZombieDamageReductionFactor; // Multiply the base damage the door takes by this amount (less than one, or it will take MORE dmg) var bool bZedHittingDoor; // when true, our welder is ALOT less effective at sealing the door shut. This will help // resolve a noted issue where a small team is able to keep a door up against a hoard of zombies - indefinitely. var float LastZombieDamageTime; // when was the last time we took damage from a zed? (used to resolve bZedHittingDoor in the timer func) var float PathUdpTimer; var int InitExtraCost; var bool bDoorIsDead; var () bool bZombiesIgnore; // if true, zombies ignore this door, when its welded. var bool bShouldBeOpen; var byte DesiredOpenToKey; // If true, this door does not block actors when in an open state. var (Collision) const bool bNoBlockWhileOpen; var private bool bInitialCollideActors, bInitialBlockActors; replication { reliable if( ROLE==ROLE_AUTHORITY ) WeldStrength, MaxWeld, bDoorIsDead, WeldIconLocation; } function PostBeginPlay() { local KFUseTrigger KFUTit; local NavigationPoint N; local int i; local float D; local vector HL,HN; bInitialCollideActors = bCollideActors; bInitialBlockActors = bBlockActors; if( DoorPathNode==None ) // Attempt to find one passing through this doorway. { For( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint ) { D = VSize(N.Location-Location); if( D<800 ) { For( i=0; i<N.PathList.Length; i++ ) { if( N.PathList[i].End==None ) Continue; // Should happen.. but what the heck... if( TraceThisActor(HL,HN,N.PathList[i].End.Location,N.Location) ) Continue; // This path isnt passing through this doorway.. if( D<VSize(N.PathList[i].End.Location-Location) ) DoorPathNode = N; else DoorPathNode = N.PathList[i].End; // Pick the node closer to door. Break; } if( DoorPathNode!=None ) Break; } } } if( DoorPathNode!=None ) { InitExtraCost = DoorPathNode.ExtraCost; PathUdpTimer = Level.TimeSeconds+FRand(); // Randomize this to improve preformace. } else Disable('Tick'); foreach DynamicActors(class'KFUseTrigger', KFUTit) { if( KFUTit.Event==Tag ) { if(MyTrigger!=none) Warn("Multiple triggers found!"); MyTrigger = KFUTit; KFUTit.AddDoor(Self); MaxWeld = MyTrigger.MaxWeldStrength; Health = MaxWeld; WeldIconLocation = MyTrigger.Location; } } // Establish hit Sounds based on material if (SurfaceType == EST_Metal) { ZombieHitSound = MetalZombieHitSound; } if( bStartSealed ) { bSealed = true; MyTrigger.WeldStrength = 0; MyTrigger.AddWeld(MaxWeld*(StartSealedWeldPrc/100.f),False,None); } super.PostBeginPlay(); } simulated function PostNetBeginPlay() { bDoorIsDead = false; // Make sure client spawns no FX for this here yet. bNetNotify = true; Super.PostNetBeginPlay(); } function PlayZombieHitSound() { LastZombieHitSoundTime = Level.TimeSeconds; PlaySound(ZombieHitSound,SLOT_None, 2.0, false,200,,true); //, SoundPitch / 64.0); } function TakeDamage( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex) { if( bHidden || instigatedBy==None || MyTrigger==None ) Return; // Or else we see a lot of warnings on log. if (bNoSeal) { if ( bDamageTriggered && (Damage >= DamageThreshold) ) { if ( (AIController(instigatedBy.Controller) != None) && (instigatedBy.Controller.Focus == self) ) instigatedBy.Controller.StopFiring(); Trigger(self, instigatedBy); if ( (AIController(instigatedBy.Controller) != None) && (instigatedBy.Controller.Target == self) ) instigatedBy.Controller.StopFiring(); if (bTriggerOnceOnly) bDamageTriggered = false; } } if (!instigatedBy.IsA('KFMonster') && damageType != class'DamTypeWelder' && damageType != class'DamTypeUnWeld') { if(!bSmallArmsDamage && damageType != class'DamTypeFrag' || Damage < DamageThreshold ) return; } // Hack for damage reduction with zombies : Alex if ( instigatedBy.IsA('KFMonster') && instigatedBy!=none ) { Damage = Max(5,Damage*ZombieDamageReductionFactor); // do at LEAST 5 damage per hit. LastZombieDamageTime = Level.TimeSeconds; bZedHittingDoor = true; // Only play the sound if the door is welded!!!. This prevents hearing // damage sounds for doors when sirens scream, bloats puke, etc that aren't welded if (bSealed && (Level.TimeSeconds - LastZombieHitSoundTime) >= 0.5) PlayZombieHitSound(); } //Unsealed damage-dealing. if( !bSealed && damageType!=class'DamTypeWelder' ) { Damage *= 0.5; Health -= Damage; if( Health<=0 ) GoBang(instigatedBy,hitlocation,momentum,damageType); } if ( bClosed && damageType == class 'DamTypeWelder' && !bDisallowWeld) { bSealed = true; MyTrigger.AddWeld(damage,bZedHittingDoor,instigatedBy); } else if(bSealed) { if( damageType==class'DamTypeUnWeld' ) MyTrigger.UnWeld(damage,bZedHittingDoor,instigatedBy); else if ( !bBlockDamagingOfWeld ) MyTrigger.DamageWeld(damage,instigatedBy,hitlocation,momentum,damageType); } } function Bump( Actor Other ) { Super.Bump(Other); if( (bSealed || bClosed) && KFMonster(Other)!=None ) // Notify zombie to break this door. { KFMonsterController(KFMonster(Other).Controller).BreakUpDoor(Self, false); } else if( (bSealed || bClosed) && ExtendedZCollision(Other)!=None && Other.Base != none && KFMonster(Other.Base) != none ) { KFMonsterController(KFMonster(Other.Base).Controller).BreakUpDoor(Self, false); } else if( bSealed && bStartSealed && Pawn(Other)!=None && KFInvasionBot(Pawn(Other).Controller)!=None ) { KFInvasionBot(Pawn(Other).Controller).SealUpDoor(Self); } } function SetWeldStrength(float NewStrength) { WeldStrength = NewStrength; if(WeldStrength>0) bSealed = true; else { bSealed = false; if (UV2Texture != none) UV2Texture = none; } } simulated function GoBang(pawn instigatedBy, vector hitlocation,Vector momentum, class<DamageType> damageType) { if( Level.NetMode==NM_Client ) return; SetCollision(false,false,false); bHidden = true; bDoorIsDead = true; NetUpdateTime = Level.TimeSeconds - 1; if( Level.NetMode==NM_DedicatedServer ) Return; if (SurfaceType == EST_Metal) { if( (Level.TimeSeconds-LastRenderTime)<5 ) Spawn(MetalDoorExplodeEffectClass,,, Location, rotator(vect(0,0,1))); PlaySound(MetalBreakSound, SLOT_None, 2.0, false, 5000,,false); } else { if( (Level.TimeSeconds-LastRenderTime)<5 ) Spawn(WoodDoorExplodeEffectClass,,, Location, rotator(vect(0,0,1))); PlaySound(WoodBreakSound, SLOT_None, 2.0, false, 5000,,false); } } simulated event PostNetReceive() { if( bDoorIsDead ) { if (SurfaceType == EST_Metal) { if( (Level.TimeSeconds-LastRenderTime)<5 ) Spawn(MetalDoorExplodeEffectClass,,, Location, rotator(vect(0,0,1))); PlaySound(MetalBreakSound, SLOT_None, 2.0, false, 5000,,false); } else { if( (Level.TimeSeconds-LastRenderTime)<5 ) Spawn(WoodDoorExplodeEffectClass,,, Location, rotator(vect(0,0,1))); PlaySound(WoodBreakSound, SLOT_None, 2.0, false, 5000,,false); } bDoorIsDead = false; } } simulated function Timer() { Super.Timer(); if(Level.TimeSeconds - LastZombieDamageTime > 1.0) // reset our bool if it's not taking anymore dmg after one second. bZedHittingDoor = false; } function Tick( float Delta ) { if( DoorPathNode!=None && PathUdpTimer<Level.TimeSeconds ) { PathUdpTimer = Level.TimeSeconds+0.5; DoorPathNode.ExtraCost = InitExtraCost; if( bSealed ) { if(MyTrigger != none) DoorPathNode.ExtraCost+=500+MyTrigger.WeldStrength*6; } } } function RespawnDoor() { if( bDoorIsDead ) { bHidden = false; SetCollision(true, true, true); bDoorIsDead = false; Reset(); if( bShouldBeOpen ) { if( KeyNum!=(NumKeys-1) ) InterpolateTo(NumKeys-1,0.001); } else if( KeyNum!=0 ) InterpolateTo(0,0.001); if( bStartSealed ) { bSealed = true; MyTrigger.WeldStrength = 0; MyTrigger.AddWeld(MaxWeld*(StartSealedWeldPrc/100.f),False,None); } } Health = MaxWeld; } function MakeGroupStop() { MakeGroupReturn(); } function DoOpen() { if(bNoBlockWhileOpen) { // Remove collision from doors when we open them SetCollision(false,bInitialBlockActors); } if( bSealed || bHidden ) { bShouldBeOpen = True; Return; } Super.DoOpen(); } function DoClose() { if(bNoBlockWhileOpen) { // Add collision to doors when we close them SetCollision(bInitialCollideActors,bInitialBlockActors); } if( bSealed || bHidden ) { bShouldBeOpen = False; Return; } Super.DoClose(); } function DoOpenToKey( byte KeyNums ) { if( bSealed || bHidden ) { bShouldBeOpen = True; Return; } bOpening = true; bDelaying = false; InterpolateTo( KeyNums, MoveTime ); MakeNoise(1.0); PlaySound( OpeningSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0); AmbientSound = MoveAmbientSound; TriggerEvent(OpeningEvent, Self, Instigator); if ( Follower != None ) Follower.DoOpen(); } function DoCloseToFirst() { if( bSealed || bHidden ) { bShouldBeOpen = False; Return; } bOpening = false; bDelaying = false; InterpolateTo( 0, MoveTime ); MakeNoise(1.0); PlaySound( ClosingSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0); UntriggerEvent(Event, self, Instigator); AmbientSound = MoveAmbientSound; TriggerEvent(ClosingEvent,Self,Instigator); if ( Follower != None ) Follower.DoClose(); } function FinishedOpening() { if( bSealed || bHidden ) FinishNotify(); else Super.FinishedOpening(); } function FinishedClosing() { if( bSealed || bHidden ) FinishNotify(); else Super.FinishedClosing(); } function OpenDoorToKey( pawn EventInstigator, byte KeyNums ) { Trigger(self,EventInstigator); } state() TriggerToggle { function OpenDoorToKey( pawn EventInstigator, byte KeyNums ) { SavedTrigger = None; Instigator = EventInstigator; DesiredOpenToKey = KeyNums; if( KeyNum==0 ) GotoState(,'OpenToKey'); else GotoState(,'CloseToFirst'); } OpenToKey: bClosed = false; if ( DelayTime > 0 ) { bDelaying = true; Sleep(DelayTime); } DoOpenToKey(DesiredOpenToKey); FinishInterpolation(); FinishedOpening(); if ( SavedTrigger != None ) SavedTrigger.EndEvent(); Stop; CloseToFirst: DoCloseToFirst(); FinishInterpolation(); FinishedClosing(); SetResetStatus( false ); } defaultproperties { StartSealedWeldPrc=50.000000 MetalBreakSound=SoundGroup'KF_EnvAmbientSnd2.DoorBreak.Door_Break_Metal' WoodBreakSound=SoundGroup'KF_EnvAmbientSnd2.DoorBreak.Door_Break_Wood' ZombieHitSound=SoundGroup'KF_EnemyGlobalSnd.Zomb_HitDoor_Wood' MetalZombieHitSound=SoundGroup'KF_EnemyGlobalSnd.Zomb_HitDoor_Metal' WoodDoorExplodeEffectClass=Class'KFMod.KFDoorExplodeWood' MetalDoorExplodeEffectClass=Class'KFMod.KFDoorExplodeMetal' ZombieDamageReductionFactor=0.850000 MoverEncroachType=ME_IgnoreWhenEncroach StayOpenTime=5.000000 DamageThreshold=50.000000 InitialState="TriggerToggle" CollisionRadius=0.000000 CollisionHeight=0.000000 bBlockKarma=True bPathColliding=False } |
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