Пример #1
0
void CBurnEffectManager::AddBurnPoint(
	const EventPhysCollision& pCollision, SMikeBulletParams* pBurnBulletParams, int hitType, bool shooterIsPlayer,
	const uint8 shooterFactionID)
{
	int surfaceType = pCollision.idmat[1];

	CGameRules* pGameRules = g_pGame->GetGameRules();
	IEntity* pEntity = pCollision.iForeignData[1] == PHYS_FOREIGN_ID_ENTITY ? (IEntity*)pCollision.pForeignData[1] : NULL;
	
	const SMikeBulletParams::SBurnParams* pBurnParams = NULL;
	EntityId entityId = 0;
	
	if(pEntity)
	{
		pBurnParams = pBurnBulletParams->GetBurnClassParams(pEntity->GetClass());
		entityId = pEntity->GetId();
	}

	if(!pBurnParams)
	{
		entityId = 0;
		pBurnParams = pBurnBulletParams->GetBurnSurfaceParams(surfaceType);
	}
	
	// Burn-points are 'recycled/shared' between entities, so we can only differentiate
	// between factions. This limits the 'hit detection' to a per factions basis also.
	TBurnPoints::iterator best = entityId ? FindBurnPointOnEntity(entityId, shooterFactionID) : FindClosestBurnPoint(pCollision.pt, surfaceType, shooterFactionID);

	if (best != m_burnPoints.end())
	{
		best->m_accumulation += best->m_pBurnParams->m_buildUp;
		best->m_accumulationDelay = best->m_pBurnParams->m_dissipationDelay;
	}
	else
	{
		SBurnPoint burnPoint;
		burnPoint.m_pBurnParams = pBurnParams;
		burnPoint.m_effect = 0;
		burnPoint.m_accumulation = burnPoint.m_pBurnParams->m_buildUp;
		burnPoint.m_accumulationDelay = burnPoint.m_pBurnParams->m_dissipationDelay;
		burnPoint.m_radius = pBurnParams->m_radius;
		burnPoint.m_position = pCollision.pt;
		burnPoint.m_surfaceType = surfaceType;
		burnPoint.m_attachedEntityId = entityId;
		burnPoint.m_hitType = hitType;
		burnPoint.m_shootByPlayer = shooterIsPlayer;
		burnPoint.m_shooterFactionID = shooterFactionID;
		PushNewBurnPoint(pCollision, &burnPoint);
	}

	SpawnImpactEffect(pCollision, pBurnParams->m_impactEffectName.c_str());
}
Пример #2
0
void AShooterProjectile::SimulateExplode(const FHitResult& HitResult)
{
	if (nullptr != StaticMeshComp)
	{
		StaticMeshComp->SetHiddenInGame(true);
	}
	if (nullptr != TrailParticleComp)
	{
		TrailParticleComp->SetHiddenInGame(true);
	}
	
	SpawnImpactEffect(HitResult);
}
Пример #3
0
void AWeaponBase::DoFire(){
	FHitResult Hit(ForceInit);
	FVector Start = WeaponMesh->GetSocketLocation(MuzzleSocketName);
	FVector End = Start + CalcSpread() * MaxRange;

	GetWorld()->LineTraceSingleByChannel(Hit, Start, End, ECC_Weapon, TraceParams);

	UE_LOG(LogTemp, Warning, TEXT("Fire!"));

	CurrentAmmo--;
	SpawnFireEffect();

	if(Hit.GetActor()){
		UE_LOG(LogTemp, Warning, TEXT("Hit! %s"), *Hit.GetActor()->GetName());
		DealDamage(Hit);
		SpawnImpactEffect(Hit);
	}
}