//=============================================================================
// MP7M Alt Fire that shoots healing projectiles
//=============================================================================
class MP7MAltFire extends KFShotgunFire;

function PlayFireEnd(){}

function DoFireEffect()
{
    local Vector StartProj, StartTrace, X,Y,Z;
    local Rotator R, Aim;
    local Vector HitLocation, HitNormal;
    local Actor Other;
    local int p;
    local int SpawnCount;
    local float theta;

    Instigator.MakeNoise(1.0);
    Weapon.GetViewAxes(X,Y,Z);

    StartTrace = Instigator.Location + Instigator.EyePosition();// + X*Instigator.CollisionRadius;
    StartProj = StartTrace + X*ProjSpawnOffset.X;
    if ( !Weapon.WeaponCentered() && !KFWeap.bAimingRifle )
	    StartProj = StartProj + Weapon.Hand * Y*ProjSpawnOffset.Y + Z*ProjSpawnOffset.Z;

    // check if projectile would spawn through a wall and adjust start location accordingly
    Other = Weapon.Trace(HitLocation, HitNormal, StartProj, StartTrace, false);

// Collision attachment debugging
 /*   if( Other.IsA('ROCollisionAttachment'))
    {
    	log(self$"'s trace hit "$Other.Base$" Collision attachment");
    }*/

    if (Other != None)
    {
        StartProj = HitLocation;
    }

    Aim = AdjustAim(StartProj, AimError);

    // Don't want to spawn the same projectile count as our load - Ramm
    SpawnCount = Max(1, ProjPerFire);

    switch (SpreadStyle)
    {
    case SS_Random:
        X = Vector(Aim);
        for (p = 0; p < SpawnCount; p++)
        {
            R.Yaw = Spread * (FRand()-0.5);
            R.Pitch = Spread * (FRand()-0.5);
            R.Roll = Spread * (FRand()-0.5);
            SpawnProjectile(StartProj, Rotator(X >> R));
        }
        break;
    case SS_Line:
        for (p = 0; p < SpawnCount; p++)
        {
            theta = Spread*PI/32768*(p - float(SpawnCount-1)/2.0);
            X.X = Cos(theta);
            X.Y = Sin(theta);
            X.Z = 0.0;
            SpawnProjectile(StartProj, Rotator(X >> Aim));
        }
        break;
    default:
        SpawnProjectile(StartProj, Aim);
    }
}

simulated function bool AllowFire()
{
	if(KFWeapon(Weapon).bIsReloading)
		return false;
	if(KFPawn(Instigator).SecondaryItem!=none)
		return false;
	if(KFPawn(Instigator).bThrowingNade)
		return false;

	return MP7MMedicGun(Weapon).HealAmmoCharge >= AmmoPerFire;
}

defaultproperties
{
    AmmoPerFire=250
    KickMomentum=(X=0.000000,Z=0.000000)
    ProjPerFire=1
    bAttachSmokeEmitter=True
    TransientSoundVolume=2.0
    TransientSoundRadius=500.000000
    FireSoundRef="KF_MP7Snd.Medicgun_Fire"
    StereoFireSoundRef="KF_MP7Snd.Medicgun_FireST"
    NoAmmoSoundRef="KF_PumpSGSnd.SG_DryFire"
    FireRate=0.5
    FireAnimRate=1.0
    ProjectileClass=Class'KFMod.MP7MHealinglProjectile'
    BotRefireRate=0.250000
    FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar'
    aimerror=1.000000
    Spread=0.0//1500.000000
    maxVerticalRecoilAngle=1500
    maxHorizontalRecoilAngle=900
    FireAimedAnim=Fire_Iron

    //** View shake **//
    ShakeOffsetMag=(X=6.0,Y=2.0,Z=10.0)
    ShakeOffsetRate=(X=1000.0,Y=1000.0,Z=1000.0)
    ShakeOffsetTime=3.0
    ShakeRotMag=(X=50.0,Y=50.0,Z=400.0)
    ShakeRotRate=(X=12500.0,Y=12500.0,Z=12500.0)
    ShakeRotTime=5.0
    bWaitForRelease=true
}
