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# Gameplay.ExplosiveProjectile

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    class ExplosiveProjectile extends Projectile;

    var bool bEndedLife;

    var() float radiusDamageAmt;
    var() float radiusDamageSize;
    var() float radiusDamageMomentum;

    var() class<Explosion> ExplosionClass;

    var() bool orientDecalToVelocity;

    var EDrawType storedDrawType;

    simulated function PostBeginPlay()
    {
    	super.PostBeginPlay();
    	storedDrawType = DrawType;
    }

    simulated function PostNetReceive()
    {
    	super.PostNetReceive();

    	if (bHidden)
    	{
    		SetPhysics(PHYS_None);
    		bEndedLife = true;
    		Destroy();
    	}
    }

    simulated function bool ShouldHit(Actor Other, vector TouchLocation)
    {
    	if (ClientDetectDeflection(Other, TouchLocation))
    	{
    		SetDrawType(DT_None);
    		SetPhysics(PHYS_None);
    		SetCollision(false, false, false);
    		SetLocation(TouchLocation);
    		return false;
    	}

    	return super.ShouldHit(Other, TouchLocation);
    }

    simulated function Destroyed()
    {
    	if (!bEndedLife)
    	{
    		SetDrawType(storedDrawType);
    		endLife(None, Location);
    	}

    	super.Destroyed();
    }

    function PostBounce(Projectile newProjectile)
    {
    	makeHarmless();
    	bHidden = true;
    	bEndedLife = true;
    	LifeSpan = 5.0;
    }

    simulated function ProjectileHit(Actor Other, vector TouchLocation, vector TouchNormal)
    {
    	victim = Other.Name;
    	endLife(Other, TouchLocation, TouchNormal);
    }

    simulated function triggerHitEffect(Actor HitActor, vector TouchLocation, vector TouchNormal, optional Name HitEffect)
    {
    	local vector pushBack;

    	if (HitEffect == '')
    		HitEffect = 'Hit';

    	TriggerEffectEvent(HitEffect, None, None, TouchLocation);

    	if (orientDecalToVelocity)
    	{
    		pushBack = Normal(-Velocity);
    		TriggerEffectEvent('Decal', None, None, TouchLocation + 100.f * pushback, Rotator(pushBack));
    	}
    	else
    	{
    		if (vsize(TouchNormal) > 0.5)
    			TriggerEffectEvent('Decal', None, None, TouchLocation, Rotator(TouchNormal));
    		else
    			TriggerEffectEvent('Decal', None, None, TouchLocation, Rotator(vect(0,0,1)));
    	}
    }

    // endLife
    simulated function endLife(Actor HitActor, vector TouchLocation, Optional vector TouchNormal)
    {
        local float speed;
        local Vector direction;

    	if (bEndedLife)
    		return;

    	bEndedLife = true;

    	if(ExplosionClass != None)
    	{
    	    // this explosive damage case does not have a "direct hit" concept
    	    // therefore should only be used for things like grenades and mortars.

    		spawn(ExplosionClass, , , TouchLocation, Rotation).Trigger(self, None);
    	}
    	else
    	{
    	    // this hurt radius case includes "direct hit" handling code that applies
    	    // knockback momentum in the direction that the projectile was travelling for direct hits,
    	    // otherwise standard radial knockback is applied. this is ideal for spinfusor projectiles.

    	    speed = FMax(1,VSize(Velocity));
    	    direction = Velocity / speed;
    		HurtRadius(radiusDamageAmt, radiusDamageSize, damageTypeClass, radiusDamageMomentum, TouchLocation, HitActor, direction);
    	}

    	Super.endLife(None, TouchLocation, TouchNormal);
    }

    // makeHarmless
    function makeHarmless()
    {
    	Super.MakeHarmless();

    	radiusDamageAmt = 0;
    	radiusDamageSize = 0;
    	radiusDamageMomentum = 0;
    }

    defaultproperties
    {
    	damageTypeClass = class'DamageType'

    	knockback = 0                   	// note that knockback is applied via HurtRadius instead
    	knockbackAliveScale = 1             // must apply full knockback to characters while alive
    }

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Class file time: ne 5.9.2004 15:53:20.000 - Creation time: st 23.5.2018 00:10:43.377 - Created with UnCodeX