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//=================================================================== // ROVehicleWeapon // // Copyright (C) 2004 John "Ramm-Jaeger" Gibson // // Base class for Red Orchestra vehicle mounted weapons // TODO: Actually flesh this out //=================================================================== class ROVehicleWeapon extends VehicleWeapon abstract; // Tracers var() class<Projectile> DummyTracerClass; // class for the dummy tracer for this weapon (does no damage) var() float mTracerInterval; var float mLastTracerTime; var() bool bUsesTracers; var() bool bAltFireTracersOnly; // Information for each specific hit area struct Hitpoint { var() float PointRadius; // Squared radius of the head of the pawn that is vulnerable to headshots var() float PointHeight; // Distance from base of neck to center of head - used for headshot calculation var() float PointScale; var() name PointBone; var() vector PointOffset; // Amount to offset the hitpoint from the bone }; var() array<Hitpoint> VehHitpoints; // An array of possible small points that can be hit. Index zero is always the driver // For HUD var bool bIsMountedTankMG; // Easier than making ROMountedTankMG accessible from ROEngine var Material hudAltAmmoIcon; // Icon used with alternate amom type (alt fire), also used // for displaying icon for ROMountedTankMG // // TakeDamage - overloaded to prevent bayonet and bash attacks from damaging vehicles // for Tanks, we'll probably want to prevent bullets from doing damage too function TakeDamage(int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional int HitIndex) { // Fix for suicide death messages if (DamageType == class'Suicided') { DamageType = class'ROSuicided'; ROVehicleWeaponPawn(Owner).TakeDamage(Damage, instigatedBy, Hitlocation, Momentum, damageType); } else if (DamageType == class'ROSuicided') { ROVehicleWeaponPawn(Owner).TakeDamage(Damage, instigatedBy, Hitlocation, Momentum, damageType); } if( HitDriver(Hitlocation, Momentum) ) { ROVehicleWeaponPawn(Owner).TakeDamage(Damage, instigatedBy, Hitlocation, Momentum, damageType); } } // Returns true if the bullet hits below the angle that would hit the commander simulated function bool BelowDriverAngle(vector loc, vector ray) { return false; } // Trace along this vector will hit the driver simulated function bool HitDriver(Vector Hitlocation, Vector Momentum) { local ROVehicleWeaponPawn PwningPawn; PwningPawn = ROVehicleWeaponPawn(Owner); if( PwningPawn != none && PwningPawn.DriverPositions[PwningPawn.DriverPositionIndex].bExposed && HitDriverArea(Hitlocation, Momentum)) { return true; } return false; } // Trace along this vector will hit the driver area simulated function bool HitDriverArea(Vector Hitlocation, Vector Momentum) { local int i; if( !BelowDriverAngle(Hitlocation, Momentum) ) { for(i=0; i<VehHitpoints.Length; i++) { if ( i < 2 ) { if ( IsPointShot(Hitlocation,Normal(Momentum), 1.0, i)) { //Level.Game.Broadcast(self, "Scored a hit on the driver"); return true; } } else { break; } } } return false; } // Check to see if something hit a certain Hitpoint function bool IsPointShot(vector loc, vector ray, float AdditionalScale, int index) { local coords C; local vector HeadLoc, B, M, diff; local float t, DotMM, Distance; if (VehHitpoints[index].PointBone == '') return False; C = GetBoneCoords(VehHitpoints[index].PointBone); HeadLoc = C.Origin + (VehHitpoints[index].PointHeight * VehHitpoints[index].PointScale * AdditionalScale * C.XAxis); HeadLoc = HeadLoc + (VehHitpoints[index].PointOffset >> Rotator(C.Xaxis)); // Express snipe trace line in terms of B + tM B = loc; M = ray * 150/*(2.0 * CollisionHeight + 2.0 * CollisionRadius)*/; // Find Point-Line Squared Distance diff = HeadLoc - B; t = M dot diff; if (t > 0) { DotMM = M dot M; if (t < DotMM) { t = t / DotMM; diff = diff - (t * M); } else { t = 1; diff -= M; } } else t = 0; Distance = Sqrt(diff Dot diff); return (Distance < (VehHitpoints[index].PointRadius * VehHitpoints[index].PointScale * AdditionalScale)); } // Limit the left and right movement of the turret simulated function int LimitYaw(int yaw) { local int NewYaw; if ( !bLimitYaw ) { return yaw; } NewYaw = yaw; if( yaw > MaxPositiveYaw ) { NewYaw = MaxPositiveYaw; } else if( yaw < MaxNegativeYaw ) { NewYaw = MaxNegativeYaw; } return NewYaw; } function tick(float DeltaTime) { } // Overridden so we can get animend calls state InstantFireMode { function Fire(Controller C) { FlashMuzzleFlash(false); if (AmbientEffectEmitter != None) { AmbientEffectEmitter.SetEmitterStatus(true); } // Play firing noise if (bAmbientFireSound) AmbientSound = FireSoundClass; else PlayOwnedSound(FireSoundClass, SLOT_None, FireSoundVolume/255.0,, FireSoundRadius, FireSoundPitch, False); TraceFire(WeaponFireLocation, WeaponFireRotation); } function AltFire(Controller C) { } simulated event ClientSpawnHitEffects() { local vector HitLocation, HitNormal, Offset; local actor HitActor; // if standalone, already have valid HitActor and HitNormal if ( Level.NetMode == NM_Standalone ) return; Offset = 20 * Normal(WeaponFireLocation - LastHitLocation); HitActor = Trace(HitLocation, HitNormal, LastHitLocation - Offset, LastHitLocation + Offset, False); SpawnHitEffects(HitActor, LastHitLocation, HitNormal); } simulated function SpawnHitEffects(actor HitActor, vector HitLocation, vector HitNormal) { local PlayerController PC; PC = Level.GetLocalPlayerController(); if (PC != None && ((Instigator != None && Instigator.Controller == PC) || VSize(PC.ViewTarget.Location - HitLocation) < 5000)) { // MergeTODO: Fix this //Spawn(class'HitEffect'.static.GetHitEffect(HitActor, HitLocation, HitNormal),,, HitLocation, Rotator(HitNormal)); if ( !Level.bDropDetail && (Level.DetailMode != DM_Low) ) { // check for splash if ( Base != None ) { Base.bTraceWater = true; HitActor = Base.Trace(HitLocation,HitNormal,HitLocation,Location + 200 * Normal(HitLocation - Location),true); Base.bTraceWater = false; } else { bTraceWater = true; HitActor = Trace(HitLocation,HitNormal,HitLocation,Location + 200 * Normal(HitLocation - Location),true); bTraceWater = false; } if ( (FluidSurfaceInfo(HitActor) != None) || ((PhysicsVolume(HitActor) != None) && PhysicsVolume(HitActor).bWaterVolume) ) Spawn(class'BulletSplashEmitter',,,HitLocation,rot(16384,0,0)); } } } // Notify the owning pawn that our animation ended simulated function AnimEnd(int channel) { if ( ROVehicleWeaponPawn(Owner) != none ) { ROVehicleWeaponPawn(Owner).AnimEnd(channel); } } } // Overridden so we can get animend calls state ProjectileFireMode { function Fire(Controller C) { SpawnProjectile(ProjectileClass, False); } function AltFire(Controller C) { if (AltFireProjectileClass == None) Fire(C); else SpawnProjectile(AltFireProjectileClass, True); } } // Added below for Tank reload sounds. Hacked in Now - clean up - Ramm //do effects (muzzle flash, force feedback, etc) immediately for the weapon's owner (don't wait for replication) simulated event OwnerEffects() { local VehicleWeaponPawn WeaponPawn; // Stop the firing effects if we shouldn't be able to fire if( (Role < ROLE_Authority) && !ReadyToFire(bIsAltFire) ) { VehicleWeaponPawn(Owner).ClientVehicleCeaseFire(bIsAltFire); return; } if (!bIsRepeatingFF) { if (bIsAltFire) ClientPlayForceFeedback( AltFireForce ); else ClientPlayForceFeedback( FireForce ); } ShakeView(bIsAltFire); if( Level.NetMode == NM_Standalone ) { if (AmbientEffectEmitter != None) AmbientEffectEmitter.SetEmitterStatus(true); } if (Role < ROLE_Authority) { if (bIsAltFire) FireCountdown = AltFireInterval; else FireCountdown = FireInterval; AimLockReleaseTime = Level.TimeSeconds + FireCountdown * FireIntervalAimLock; FlashMuzzleFlash(bIsAltFire); if (AmbientEffectEmitter != None) AmbientEffectEmitter.SetEmitterStatus(true); // Play firing noise if (!bAmbientFireSound) { WeaponPawn = VehicleWeaponPawn(Owner); if (bIsAltFire) PlaySound(AltFireSoundClass, SLOT_None, FireSoundVolume/255.0,, AltFireSoundRadius,, false); else { PlaySound(FireSoundClass, SLOT_None, FireSoundVolume/255.0,, FireSoundRadius,, false); } } else if ( bIsAltFire && bAmbientAltFireSound ) { SoundVolume = AltFireSoundVolume; SoundRadius = AltFireSoundRadius; AmbientSoundScaling = AltFireSoundScaling; } } } simulated function FlashMuzzleFlash(bool bWasAltFire) { Super.FlashMuzzleFlash(bWasAltFire); if (bUsesTracers && (!bWasAltFire && !bAltFireTracersOnly || bWasAltFire)) UpdateTracer(); } simulated function UpdateTracer() { local rotator SpawnDir; if (Level.NetMode == NM_DedicatedServer || !bUsesTracers) return; if (Level.TimeSeconds > mLastTracerTime + mTracerInterval) { if (Instigator != None && Instigator.IsLocallyControlled()) SpawnDir = WeaponFireRotation; else SpawnDir = GetBoneRotation(WeaponFireAttachmentBone); Spawn(DummyTracerClass,,, WeaponFireLocation, SpawnDir); mLastTracerTime = Level.TimeSeconds; } } simulated function int getNumMags() { return -1; } defaultproperties { bDramaticLighting=True AmbientGlow=5 } |
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