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# Gameplay.AimProjectileWeapons

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    class AimProjectileWeapons extends AimFunctions;

    //=====================================================================
    // Functions

    //---------------------------------------------------------------------
    // AI weapon function: get spot to aim for when firing this weapon

    static function Vector getAimLocation( Weapon weapon, Pawn target, optional float leadScale )
    {
    	local float timeToHit;

    	assert( target != None );
    	assert( weapon.rookMotor != None );

    	if ( leadScale == 0 )
    		leadScale = static.getLeadScale( weapon );

    	timeToHit = static.projectileTimeToTarget( weapon, target );
    	return target.predictedLocation( leadScale * timeToHit ) -
    			timetoHit * weapon.rookMotor.getPhysicalAttachment().Velocity * weapon.projectileInheritedVelFactor;
    }

    //---------------------------------------------------------------------
    // AI weapon function: return the approximate position of the projectile's impact
    // (if nothing is hit timeToHit and hitLocation are unchanged)

    static function Actor getThingHit( out Vector hitLocation, out float timeToHit, Weapon weapon, Vector projVelocity )
    {
    	local Actor thingHit;
    	local Vector spawnLocation;
    	local Vector hitNormal;

    	spawnLocation = weapon.rookMotor.getProjectileSpawnLocation();

    	thingHit = weapon.AIAimTrace(
    				hitLocation, hitNormal,											// out value
    				spawnLocation,													// start point
    				spawnLocation + MAX_PROJECTILE_TRAVEL_TIME * projVelocity );	// end point

    	if ( thingHit != None )
    		timeToHit = VSize( hitLocation - spawnLocation ) / VSize( projVelocity );

    	return thingHit;
    }

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Class file time: ne 5.9.2004 15:53:10.000 - Creation time: st 23.5.2018 00:10:40.868 - Created with UnCodeX