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code/unrealscript/NoPistonCamping/Classes/NoPistonCamping.uc
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// A mod to prevent players from camping near teleporters with the impact hammer | ||
// Original by Daniel Mastersourcerer at Kitana's Castle | ||
// Adaptations by nogginBasher | ||
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class NoPistonCamping expands Mutator; | ||
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var config bool bDebugLogging; | ||
var config int MaxSecondsAbusingPiston; | ||
var config bool bOnlyByTeleporter; | ||
var config float TeleporterAbuseDistance; | ||
var config float PistonDamage; | ||
var config float PistonBoost; | ||
var config String BackfireMessage; | ||
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var float SecondsAbusingPiston[64]; | ||
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function PostBeginPlay() { | ||
Super.PostBeginPlay(); | ||
SetTimer(1, True); | ||
} | ||
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event Timer() { | ||
CheckPlayers(); | ||
} | ||
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// Check players with impact hammer | ||
function CheckPlayers() { | ||
local Pawn p; | ||
local ImpactHammer ih; | ||
local vector X, Y, Z; | ||
local Teleporter teleporterActor; | ||
local float dist; | ||
local bool bChargingPiston; | ||
local bool bCloseToTeleporter; | ||
local bool bAbusingPiston; | ||
local int arrayId; | ||
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for (p = Level.PawnList; p != None; p = p.NextPawn) { | ||
if (p.IsA('PlayerPawn') && p.bIsPlayer && p.bIsHuman) { | ||
arrayId = p.PlayerReplicationInfo.PlayerID % 64; | ||
bChargingPiston = False; | ||
bCloseToTeleporter = False; | ||
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// check if that player is holding an impact hammer | ||
if (p.Weapon != None && p.Weapon.IsA('ImpactHammer')) { | ||
ih = ImpactHammer(p.Weapon); | ||
if (bDebugLogging) { | ||
BroadcastMessage(p.getHumanName() $ " is holding piston with charge " $ ih.ChargeSize); | ||
} | ||
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if (ih.ChargeSize > 4) { | ||
bChargingPiston = True; | ||
} | ||
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// Just an optimization, we don't need to check for teleporters if they aren't charging their piston | ||
if (bChargingPiston) { | ||
foreach RadiusActors(class'Teleporter', teleporterActor, 500.0, p.location) { | ||
dist = VSize(teleporterActor.Location - p.location); | ||
if (bDebugLogging) { | ||
BroadcastMessage("Distance from teleporter: " $ dist); | ||
} | ||
if (dist < TeleporterAbuseDistance) { | ||
bCloseToTeleporter = True; | ||
} | ||
} | ||
} | ||
} | ||
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bAbusingPiston = bChargingPiston && (bCloseToTeleporter || !bOnlyByTeleporter); | ||
if (bAbusingPiston) { | ||
SecondsAbusingPiston[arrayId] += 1.0; | ||
} else { | ||
// If we reset to 0 immediately, they could easily fool the system by moving out of the teleporter range for just one second. | ||
// So we cool down their abuse counter slowly. | ||
if (SecondsAbusingPiston[arrayId] > 0) { | ||
SecondsAbusingPiston[arrayId] -= 0.25; | ||
} | ||
} | ||
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if (SecondsAbusingPiston[arrayId] >= MaxSecondsAbusingPiston) { | ||
GetAxes(p.ViewRotation, X, Y, Z); | ||
// Is this discharge likely to kill the player? | ||
if (p.Health <= PistonDamage && BackfireMessage != "") { | ||
BroadcastMessage(p.getHumanName() $ "'s " $ BackfireMessage); | ||
} | ||
p.TakeDamage(PistonDamage, p, vect(0,0,0), -PistonBoost * X, ih.MyDamageType); | ||
ih.ChargeSize = 0; | ||
// We could reset to 0, but why not give them trouble sooner? | ||
SecondsAbusingPiston[arrayId] = MaxSecondsAbusingPiston / 2; | ||
} | ||
} | ||
} | ||
} | ||
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defaultproperties { | ||
bDebugLogging=False | ||
MaxSecondsAbusingPiston=4 | ||
bOnlyByTeleporter=True | ||
TeleporterAbuseDistance=120 | ||
//PistonDamage=36.0 | ||
PistonDamage=56.0 | ||
PistonBoost=120000.0 | ||
BackfireMessage="piston discharged prematurely." | ||
} |