//============================================================================= // BoomStick Dual Fire //============================================================================= class BoomStickFire extends KFShotgunFire; var() Emitter Flash2Emitter; var() name MuzzleBoneLeft; var() name MuzzleBoneRight; var() name FireLastAnim; var() name FireLastAimedAnim; var bool bVeryLastShotAnim; event ModeDoFire() { if (!AllowFire()) return; bVeryLastShotAnim = Weapon.AmmoAmount(0) <= AmmoPerFire; super.ModeDoFire(); // server if (Weapon.Role == ROLE_Authority) { BoomStick(Weapon).SingleShotCount = 0; BoomStick(Weapon).SetSingleShotReplication(); BoomStick(Weapon).SetPendingReload(); } } // 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 && 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 && 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++; } 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() { super.FlashMuzzleFlash(); if (Flash2Emitter != None) Flash2Emitter.Trigger(Weapon, Instigator); } simulated function bool AllowFire() { return (BoomStick(Weapon).SingleShotCount >= 2); } // Handle setting new recoil simulated function HandleRecoil(float Rec) { local rotator NewRecoilRotation; local KFPlayerController KFPC; local KFPawn KFPwn; local vector AdjustedVelocity; local float AdjustedSpeed; if( Instigator != none ) { KFPC = KFPlayerController(Instigator.Controller); KFPwn = KFPawn(Instigator); } if( KFPC == none || KFPwn == none ) return; if( !KFPC.bFreeCamera ) { // Overridden to support special anim functionality of the double barreled shotgun if( Weapon.GetFireMode(1).bIsFiring ) { NewRecoilRotation.Pitch = RandRange( maxVerticalRecoilAngle * 0.75, maxVerticalRecoilAngle ); NewRecoilRotation.Yaw = RandRange( maxHorizontalRecoilAngle * 0.5, maxHorizontalRecoilAngle ); if( Rand( 2 ) == 1 ) NewRecoilRotation.Yaw *= -1; if( Weapon.Owner != none && Weapon.Owner.Physics == PHYS_Falling && Weapon.Owner.PhysicsVolume.Gravity.Z > class'PhysicsVolume'.default.Gravity.Z ) { AdjustedVelocity = Weapon.Owner.Velocity; // Ignore Z velocity in low grav so we don't get massive recoil AdjustedVelocity.Z = 0; AdjustedSpeed = VSize(AdjustedVelocity); //log("AdjustedSpeed = "$AdjustedSpeed$" scale = "$(AdjustedSpeed* RecoilVelocityScale * 0.5)); // Reduce the falling recoil in low grav NewRecoilRotation.Pitch += (AdjustedSpeed* 3 * 0.5); NewRecoilRotation.Yaw += (AdjustedSpeed* 3 * 0.5); } else { //log("Velocity = "$VSize(Weapon.Owner.Velocity)$" scale = "$(VSize(Weapon.Owner.Velocity)* RecoilVelocityScale)); NewRecoilRotation.Pitch += (VSize(Weapon.Owner.Velocity)* 3); NewRecoilRotation.Yaw += (VSize(Weapon.Owner.Velocity)* 3); } NewRecoilRotation.Pitch += (Instigator.HealthMax / Instigator.Health * 5); NewRecoilRotation.Yaw += (Instigator.HealthMax / Instigator.Health * 5); NewRecoilRotation *= Rec; KFPC.SetRecoil(NewRecoilRotation,RecoilRate * (default.FireRate/FireRate)); } } } defaultproperties { bModeExclusive=true KickMomentum=(X=-105.000000,Z=55.000000) ProjPerFire=10 FireAnim=Fire_Both FireAimedAnim=Fire_Both_Iron FireLastAnim=Fire FireLastAimedAnim=Fire_Iron bAttachSmokeEmitter=True TransientSoundVolume=1.9 TransientSoundRadius=500.000000 FireSoundRef="KF_DoubleSGSnd.2Barrel_Fire_Dual" StereoFireSoundRef="KF_DoubleSGSnd.2Barrel_Fire_DualST" NoAmmoSoundRef="KF_DoubleSGSnd.2Barrel_DryFire" FireRate=2.750000 AmmoClass=Class'KFMod.DBShotgunAmmo' AmmoPerFire=2 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=3200 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=3.5 ShakeRotMag=(X=75.0,Y=75.0,Z=600.0) ShakeRotRate=(X=12500.0,Y=12500.0,Z=12500.0) ShakeRotTime=6.0 bWaitForRelease=true }