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# Gameplay.ExtendedStat

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    class ExtendedStat extends Stat;

    var()	int		minTargetAltitude;
    var()	float	minTargetSpeed;
    var()	float	maxTargetSpeed;
    var()	int		minDistance;
    var()	int		maxDistance;
    var()	float	minDamage;
    var()	bool	bAllowTargetInVehicleOrTurret;

    // Some other parameters that could be implemented.
    // To do this properly, you'd have to take a snapshot of the source's relevant movement stats
    // at the time the projectile was fired, otherwise it wouldn't be entirely accurate (especially
    // for slow-moving projectiles).  That would be a lot of effort though.
    //var()	int		minSourceAltitude;
    //var()	int		minTargetAltitudeRelative;
    //var()	float	minSourceSpeed;
    //var()	float	minTargetSpeedRelative;
    //var()	int		maxSourceAltitude;
    //var()	int		maxTargetAltitude;
    //var()	int		maxTargetAltitudeRelative;
    //var()	float	maxSourceSpeed;
    //var()	float	maxTargetSpeedRelative;

    static function bool isEligible(Controller Source, Controller Target, float damageAmount)
    {
    	local vector hitLocation, hitNormal, startTrace, endTrace;
    	local int relativeDistance;
    	local Character targetCharacter;
    	local PlayerCharacterController pcc;

    	if (Target == None || Source == None)
    		return false;

    	// Damage check, but only if target is alive
    	if (Target.Pawn.IsAlive() && damageAmount < default.minDamage)
    		return false;

    	// Vehicle/turret check
    	pcc = PlayerCharacterController(Target);
    	if (!default.bAllowTargetInVehicleOrTurret && pcc != None && !pcc.IsInState('CharacterMovement'))
    		return false;

    	// Minimum distance check
    	relativeDistance = VSize(Source.Pawn.Location - Target.Pawn.Location);
    	if (relativeDistance < default.minDistance)
    		return false;

    	// Maximum distance check
    	if (default.maxDistance != 0 && relativeDistance >= default.maxDistance)
    		return false;

    	// Minimum target altitude check
    	startTrace = Target.Pawn.Location;
    	endTrace = Target.Pawn.Location;
    	endTrace.z -= default.minTargetAltitude;
    	if (Target.Trace(hitLocation, hitNormal, endTrace, startTrace) != None)
    		return false;

    	// Minimum target speed check
    	targetCharacter = Character(Target.Pawn);
    	if (targetCharacter.movementSpeed < default.minTargetSpeed)
    		return false;

    	// Maximum target speed check
    	if (default.maxTargetSpeed != 0 && targetCharacter.movementSpeed >= default.maxTargetSpeed)
    		return false;

    	// If this point is reached, all tests passed and the stat is awarded
    	return true;
    }

    defaultproperties
    {
    }

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Class file time: ne 5.9.2004 15:53:14.000 - Creation time: st 23.5.2018 00:10:43.384 - Created with UnCodeX