//============================================================================= // BoomStick Single Fire //============================================================================= class BoomStickAltFire extends KFShotgunFire; var() name FireLastAnim; var() name FireLastAimedAnim; var() float FireLastRate; var() Emitter Flash2Emitter; var() name MuzzleBoneLeft; var() name MuzzleBoneRight; var bool bVeryLastShotAnim; simulated function InitEffects() { // don't even spawn on server if ( (Level.NetMode == NM_DedicatedServer) || (AIController(Instigator.Controller) != None) ) return; if ( (FlashEmitterClass != None) && ((FlashEmitter == None) || FlashEmitter.bDeleteMe) ) { FlashEmitter = Weapon.Spawn(FlashEmitterClass); Weapon.AttachToBone(FlashEmitter, MuzzleBoneLeft); } if ( (FlashEmitterClass != None) && ((Flash2Emitter == None) || Flash2Emitter.bDeleteMe) ) { Flash2Emitter = Weapon.Spawn(FlashEmitterClass); Weapon.AttachToBone(Flash2Emitter, MuzzleBoneRight); } if ( (SmokeEmitterClass != None) && ((SmokeEmitter == None) || SmokeEmitter.bDeleteMe) ) { SmokeEmitter = Weapon.Spawn(SmokeEmitterClass); } } simulated function DestroyEffects() { super.DestroyEffects(); if (Flash2Emitter != None) Flash2Emitter.Destroy(); } function FlashMuzzleFlash() { if( KFWeap.MagAmmoRemaining == 2) { if (Flash2Emitter != None) Flash2Emitter.Trigger(Weapon, Instigator); } else { if (FlashEmitter != None) FlashEmitter.Trigger(Weapon, Instigator); } } simulated function bool AllowFire() { return (BoomStick(Weapon).SingleShotCount >= 1); } // Overridden to support special anim functionality of the double barreled shotgun function PlayFiring() { local float RandPitch; if ( Weapon.Mesh != None ) { if ( FireCount > 0 ) { if( KFWeap.bAimingRifle ) { if ( Weapon.HasAnim(FireLoopAimedAnim) ) { Weapon.PlayAnim(FireLoopAimedAnim, FireLoopAnimRate, 0.0); } else if( Weapon.HasAnim(FireAimedAnim) ) { Weapon.PlayAnim(FireAimedAnim, FireAnimRate, TweenTime); } else { Weapon.PlayAnim(FireAnim, FireAnimRate, TweenTime); } } else { if ( Weapon.HasAnim(FireLoopAnim) ) { Weapon.PlayAnim(FireLoopAnim, FireLoopAnimRate, 0.0); } else { Weapon.PlayAnim(FireAnim, FireAnimRate, TweenTime); } } } else { if( KFWeap.bAimingRifle ) { if( !bVeryLastShotAnim && BoomStick(Weapon).SingleShotCount == 0 && Weapon.HasAnim(FireLastAimedAnim)) { Weapon.PlayAnim(FireLastAimedAnim, FireAnimRate, TweenTime); } else if( Weapon.HasAnim(FireAimedAnim) ) { Weapon.PlayAnim(FireAimedAnim, FireAnimRate, TweenTime); } else { Weapon.PlayAnim(FireAnim, FireAnimRate, TweenTime); } } else { if( !bVeryLastShotAnim && BoomStick(Weapon).SingleShotCount == 0 && Weapon.HasAnim(FireLastAnim)) { Weapon.PlayAnim(FireLastAnim, FireAnimRate, TweenTime); } else { Weapon.PlayAnim(FireAnim, FireAnimRate, TweenTime); } } } } if( Weapon.Instigator != none && Weapon.Instigator.IsLocallyControlled() && Weapon.Instigator.IsFirstPerson() && StereoFireSound != none ) { if( bRandomPitchFireSound ) { RandPitch = FRand() * RandomPitchAdjustAmt; if( FRand() < 0.5 ) { RandPitch *= -1.0; } } Weapon.PlayOwnedSound(StereoFireSound,SLOT_Interact,TransientSoundVolume * 0.85,,TransientSoundRadius,(1.0 + RandPitch),false); } else { if( bRandomPitchFireSound ) { RandPitch = FRand() * RandomPitchAdjustAmt; if( FRand() < 0.5 ) { RandPitch *= -1.0; } } Weapon.PlayOwnedSound(FireSound,SLOT_Interact,TransientSoundVolume,,TransientSoundRadius,(1.0 + RandPitch),false); } ClientPlayForceFeedback(FireForce); // jdf FireCount++; } // Overridden to support special anim functionality of the double barreled shotgun event ModeDoFire() { local float Rec; if (!AllowFire()) return; Spread = Default.Spread; Rec = 1; if ( KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none ) { Spread *= KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.Static.ModifyRecoilSpread(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo), self, Rec); } if( !bFiringDoesntAffectMovement ) { if (FireRate > 0.25) { Instigator.Velocity.x *= 0.1; Instigator.Velocity.y *= 0.1; } else { Instigator.Velocity.x *= 0.5; Instigator.Velocity.y *= 0.5; } } // Code from WeaponFire we have to override if (MaxHoldTime > 0.0) HoldTime = FMin(HoldTime, MaxHoldTime); BoomStick(Weapon).SingleShotCount--; bVeryLastShotAnim = Weapon.AmmoAmount(0) <= AmmoPerFire; // server if (Weapon.Role == ROLE_Authority) { if( BoomStick(Weapon).SingleShotCount < 1 ) { BoomStick(Weapon).SetPendingReload(); } Weapon.ConsumeAmmo(ThisModeNum, Load); DoFireEffect(); BoomStick(Weapon).SetSingleShotReplication(); HoldTime = 0; // if bot decides to stop firing, HoldTime must be reset first if ( (Instigator == None) || (Instigator.Controller == None) ) return; if ( AIController(Instigator.Controller) != None ) AIController(Instigator.Controller).WeaponFireAgain(BotRefireRate, true); Instigator.DeactivateSpawnProtection(); } // client if (Instigator.IsLocallyControlled()) { ShakeView(); PlayFiring(); FlashMuzzleFlash(); StartMuzzleSmoke(); } else // server { ServerPlayFiring(); } Weapon.IncrementFlashCount(ThisModeNum); // set the next firing time. must be careful here so client and server do not get out of sync if (bFireOnRelease) { if( BoomStick(Weapon).SingleShotCount == 0 ) { if (bIsFiring) NextFireTime += MaxHoldTime + FireLastRate; else NextFireTime = Level.TimeSeconds + FireLastRate; } else { if (bIsFiring) NextFireTime += MaxHoldTime + FireRate; else NextFireTime = Level.TimeSeconds + FireRate; } } else { if( BoomStick(Weapon).SingleShotCount == 0 ) { NextFireTime += FireLastRate; NextFireTime = FMax(NextFireTime, Level.TimeSeconds); } else { NextFireTime += FireRate; NextFireTime = FMax(NextFireTime, Level.TimeSeconds); } } Load = AmmoPerFire; HoldTime = 0; if (Instigator.PendingWeapon != Weapon && Instigator.PendingWeapon != None) { bIsFiring = false; Weapon.PutDown(); } // end code from WeaponFire // client if (Instigator.IsLocallyControlled()) { HandleRecoil(Rec); } } defaultproperties { bModeExclusive=true KickMomentum=(X=-50.000000,Z=22.000000) ProjPerFire=10 FireAnim=Fire FireAimedAnim=Fire_Iron FireLastAnim=Fire_Last FireLastAimedAnim=Fire_Last_Iron bAttachSmokeEmitter=True TransientSoundVolume=1.8 TransientSoundRadius=500.000000 FireSoundRef="KF_DoubleSGSnd.2Barrel_Fire" StereoFireSoundRef="KF_DoubleSGSnd.2Barrel_FireST" NoAmmoSoundRef="KF_DoubleSGSnd.2Barrel_DryFire" FireRate=0.25//1.250000 FireLastRate=2.75//1.75 AmmoClass=Class'KFMod.DBShotgunAmmo' AmmoPerFire=1 ProjectileClass=Class'KFMod.BoomStickBullet' BotRefireRate=2.500000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar'//Class'ROEffects.MuzzleFlash1stPTRD' MuzzleBoneLeft=Tip_Left MuzzleBoneRight=Tip_Right aimerror=2.000000 Spread=3000 RecoilRate=0.07 maxVerticalRecoilAngle=1500 maxHorizontalRecoilAngle=900 //** 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 }