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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class UTEmit_ShockCombo extends UTReplicatedEmitter; var class<UDKExplosionLight> ExplosionLightClass; /** increase in vortex force per second */ var float VortexForcePerSecond; /** radius in which ragdolls have the force applied */ var float VortexRadius; /** duration in seconds of the physics effect, or zero for it to be the same as the emitter */ var float VortexDuration; /** damage type passed to SpawnGibs() when blowing up a ragdoll */ var class<UTDamageType> VortexDamageType; simulated event SetInitialState() { local PlayerController P; local float Dist; local bool bSpawnLight, bDoPhysicsVortex; Super.SetInitialState(); if ( WorldInfo.NetMode != NM_DedicatedServer ) { // decide whether to enable explosion light and/or vortex effect ForEach LocalPlayerControllers(class'PlayerController', P) { if (!WorldInfo.bDropDetail && !bSpawnLight) { Dist = VSize(P.ViewTarget.Location - Location); if ( (P.Pawn == Instigator) || (Dist < ExplosionLightClass.Default.Radius) || ((Dist < 6000) && ((vector(P.Rotation) dot (Location - P.ViewTarget.Location)) > 0)) ) { bSpawnLight = true; } } if (!bDoPhysicsVortex && (Instigator == P.ViewTarget || FastTrace(Location, P.ViewTarget.Location))) { bDoPhysicsVortex = true; } } if (bSpawnLight) { AttachComponent(new(self) ExplosionLightClass); } if ( bDoPhysicsVortex && !class'UTGame'.Static.UseLowGore(WorldInfo) ) { GotoState('PhysicsVortex'); } } } /** this state does the cool physics vortex effect */ state PhysicsVortex { simulated event BeginState(name PreviousStateName) { if (VortexDuration > 0.0) { SetTimer(VortexDuration, false, 'EndVortex'); } } simulated function EndVortex() { GotoState(''); } simulated event Tick(float DeltaTime) { local float CurrentForce; local UTPawn P; local vector OtherLocation, Dir; CurrentForce = VortexForcePerSecond * (WorldInfo.TimeSeconds - CreationTime); foreach CollidingActors(class'UTPawn', P, VortexRadius,, true) { if (P.Physics == PHYS_RigidBody && P.Health < 0 && P.IsInState('Dying')) { OtherLocation = P.Mesh.GetPosition(); if (FastTrace(Location, OtherLocation)) { // if it has reached the center, gib it Dir = Location - OtherLocation; if (VSize(Dir) < P.Mesh.Bounds.SphereRadius && Normal(P.Velocity) dot Dir > 0.0 && !class'UTGame'.static.UseLowGore(WorldInfo) ) { P.SpawnGibs(VortexDamageType, Location); } else { P.Mesh.AddForce(Normal(Dir) * CurrentForce); } } } } } } defaultproperties { EmitterTemplate=ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Explo' ExplosionLightClass=class'UTShockComboExplosionLight' TickGroup=TG_PreAsyncWork VortexRadius=400.0 VortexForcePerSecond=150.0 VortexDuration=2.75 VortexDamageType=class'UTDmgType_ShockCombo' } |
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