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# Engine.PhysicsVolume

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    //=============================================================================
    // PhysicsVolume:  a bounding volume which affects actor physics
    // Each Actor is affected at any time by one PhysicsVolume
    // This is a built-in Unreal class and it shouldn't be modified.
    //=============================================================================
    class PhysicsVolume extends Volume
    	native
    	nativereplication;

    var()		bool		bPainCausing;	 // Zone causes pain.
    var()		vector		ZoneVelocity;
    var()		vector		Gravity;
    var()		float		GroundFriction;
    var()		float		TerminalVelocity;
    var()		float		DamagePerSec;
    var() class<DamageType>	DamageType;
    var()		int			Priority;	// determines which PhysicsVolume takes precedence if they overlap
    var() sound  EntrySound;	//only if waterzone
    var() sound  ExitSound;		// only if waterzone
    var() class<actor> EntryActor;	// e.g. a splash (only if water zone)
    var() class<actor> ExitActor;	// e.g. a splash (only if water zone)
    var() float  FluidFriction;
    var() vector ViewFlash, ViewFog;

    var()		bool	bDestructive; // Destroys most actors which enter it.
    var()		bool	bNoInventory;
    var()		bool	bMoveProjectiles;// this velocity zone should impart velocity to projectiles and effects
    var()		bool	bBounceVelocity;	// this velocity zone should bounce actors that land in it
    var()		bool	bNeutralZone; // Players can't take damage in this zone.
    var			bool	bWaterVolume;

    #if IG_SHARED	// rowan: turn volumes on/off
    var()		bool	Active;
    #endif

    var	Info PainTimer;

    // Distance Fog
    var(VolumeFog) bool   bDistanceFog;	// There is distance fog in this physicsvolume.
    var(VolumeFog) color DistanceFogColor;
    var(VolumeFog) float DistanceFogStart;
    var(VolumeFog) float DistanceFogEnd;

    // Karma
    var(Karma)	   float KExtraLinearDamping; // Extra damping applied to Karma actors in this volume.
    var(Karma)	   float KExtraAngularDamping;
    var(Karma)	   float KBuoyancy;			  // How buoyant Karma things are in this volume (if bWaterVolume true). Multiplied by Actors KarmaParams->KBuoyancy.

    var PhysicsVolume NextPhysicsVolume;

    replication
    {
    	// Things the server should send to the client.
    	reliable if( bNetDirty && (Role==ROLE_Authority) )
    		Gravity;
    }

    /* Called when an actor in this PhysicsVolume changes its physics mode
    */
    event PhysicsChangedFor(Actor Other);

    event ActorEnteredVolume(Actor Other);
    event ActorLeavingVolume(Actor Other);

    event PawnEnteredVolume(Pawn Other)
    {
    	if ( Other.IsPlayerPawn() )
    		TriggerEvent(Event,self, Other);
    }

    event PawnLeavingVolume(Pawn Other)
    {
    	if ( Other.IsPlayerPawn() )
    		UnTriggerEvent(Event,self, Other);
    }

    /*
    TimerPop
    damage touched actors if pain causing.
    since PhysicsVolume is static, this function is actually called by a volumetimer
    */
    function TimerPop(VolumeTimer T)
    {
    	local actor A;
    	local bool bFound;

    	if ( T == PainTimer )
    	{
    		if ( !bPainCausing )
    		{
    			PainTimer.Destroy();
    			PainTimer = None;
    			return;
    		}
    		ForEach TouchingActors(class'Actor', A)
    			if ( A.bCanBeDamaged && !A.bStatic )
    			{
    				CausePainTo(A);
    				bFound = true;
    			}

    		if ( !bFound )
    		{
    			PainTimer.Destroy();
    			PainTimer = None;
    		}
    	}
    }

    function Trigger( actor Other, pawn EventInstigator )
    {
    	// turn zone damage on and off
    	if (DamagePerSec != 0)
    	{
    		bPainCausing = !bPainCausing;
    		if ( bPainCausing && (PainTimer == None) )
    			PainTimer = spawn(class'VolumeTimer', self);
    	}
    }

    event touch(Actor Other)
    {
    	local Pawn P;
    	local bool bFoundPawn;

    	Super.Touch(Other);
    	if ( Other == None )
    		return;
    	//if ( bNoInventory && Other.IsA('Inventory') && (Other.Owner == None) )
    	//{
    	//	Other.LifeSpan = 1.5;
    	//	return;
    	//}
    	//if ( bMoveProjectiles && (ZoneVelocity != vect(0,0,0)) )
    	//{
    	//	if ( Other.Physics == PHYS_Projectile )
    	//		Other.Velocity += ZoneVelocity;
    	//	else if ( Other.IsA('Effects') && (Other.Physics == PHYS_None) )
    	//	{
    	//		Other.SetPhysics(PHYS_Projectile);
    	//		Other.Velocity += ZoneVelocity;
    	//	}
    	//}
    	if ( bPainCausing )
    	{
    		if ( Other.bDestroyInPainVolume )
    		{
    			Other.Destroy();
    			return;
    		}
    		if ( Other.bCanBeDamaged && !Other.bStatic )
    		{
    			CausePainTo(Other);
    			if ( PainTimer == None )
    				PainTimer = Spawn(class'VolumeTimer', self);
    			else if ( Pawn(Other) != None )
    			{
    				ForEach TouchingActors(class'Pawn', P)
    					if ( (P != Other) && P.bCanBeDamaged )
    					{
    						bFoundPawn = true;
    						break;
    					}
    					if ( !bFoundPawn )
    						PainTimer.SetTimer(1.0,true);
    			}
    		}
    	}
    }

    /* rowan: disable this crud
    function PlayEntrySplash(Actor Other)
    {
    	local float splashSize;
    	local actor splash;

    	splashSize = FClamp(0.00003 * Other.Mass * (250 - 0.5 * FMax(-600,Other.Velocity.Z)), 0.1, 1.0 );
    	if( EntrySound != None )
    	{
    #if IG_EFFECTS
    		PlaySound(EntrySound, splashSize);
    #else
    		PlaySound(EntrySound, SLOT_Interact, splashSize);
    #endif
    		if ( Other.Instigator != None )
    			MakeNoise(splashSize);
    	}
    	if( EntryActor != None )
    	{
    		splash = Spawn(EntryActor);
    		if ( splash != None )
    			splash.SetDrawScale(splashSize);
    	}
    }

    simulated event untouch(Actor Other)
    {
    	if ( bWaterVolume && Other.CanSplash() )
    		PlayExitSplash(Other);
    }

    function PlayExitSplash(Actor Other)
    {
    	local float splashSize;
    	local actor splash;

    	splashSize = FClamp(0.003 * Other.Mass, 0.1, 1.0 );
    	if( ExitSound != None )
    #if IG_EFFECTS
            PlaySound(ExitSound, splashSize);
    #else
    		PlaySound(ExitSound, SLOT_Interact, splashSize);
    #endif
    	if( ExitActor != None )
    	{
    		splash = Spawn(ExitActor);
    		if ( splash != None )
    			splash.SetDrawScale(splashSize);
    	}
    }
    */
    function CausePainTo(Actor Other)
    {
    	local float depth;
    	local Pawn P;

    	// FIXMEZONE figure out depth of actor, and base pain on that!!!
    	depth = 1;
    	P = Pawn(Other);

    	if ( DamagePerSec > 0 )
    	{
    		Other.TakeDamage(int(DamagePerSec * depth), P, Location, vect(0,0,0), DamageType);
    		if ( (P != None) && (P.Controller != None) )
    			P.Controller.PawnIsInPain(self);
    	}
    	else
    	{
    		if ( (P != None) && (P.Health < P.Default.Health) )
    		P.Health = Min(P.Default.Health, P.Health - depth * DamagePerSec);
    	}
    }

    defaultproperties
    {
        Gravity=(X=0.000000,Y=0.000000,Z=-1160.000000)
        FluidFriction=+0.0
        TerminalVelocity=+250000.000000
    	bAlwaysRelevant=true
    	bOnlyDirtyReplication=true
        GroundFriction=+00008.000000
    	KBuoyancy=0
    	NetUpdateFrequency=5
    	bSkipActorPropertyReplication=true

    	Active=true
    }

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Class file time: ne 5.9.2004 16:01:26.000 - Creation time: st 23.5.2018 00:10:46.359 - Created with UnCodeX