class ScrnThompsonInc extends ThompsonSMG config(user); var name ReloadShortAnim; var float ReloadShortRate; var transient bool bShortReload; var transient bool bTweeningBolt; var bool bBoltClosed; var float TweenEndTime; var vector ChargingHandleOffset; //for tactical reload replication { reliable if(Role < ROLE_Authority) ServerCloseBolt; } //allow firemode switch even if empty simulated function AltFire(float F) { DoToggle(); } simulated function BringUp(optional Weapon PrevWeapon) { Super.BringUp(PrevWeapon); if (bBoltClosed) MoveBoltForward(); } simulated function ResetBoltPosition() { if ( Level.NetMode != NM_DedicatedServer ) SetBoneLocation( 'ChargingHandle', ChargingHandleOffset, 0 ); //reset charging handle position } simulated function MoveBoltForward() { if ( Level.NetMode != NM_DedicatedServer ) SetBoneLocation( 'ChargingHandle', -ChargingHandleOffset, 100 ); //move bolt forward } function ServerCloseBolt() { bBoltClosed = true; bShortReload = false; } simulated function CloseBolt() { ServerCloseBolt(); bBoltClosed = true; bShortReload = false; MoveBoltForward(); } simulated function InterpolateBolt(float time) { SetBoneLocation( 'ChargingHandle', ChargingHandleOffset, (time*500) ); //smooth moves } simulated function WeaponTick(float dt) { if (bTweeningBolt && TweenEndTime > 0) { if (TweenEndTime - Level.TimeSeconds > 0) InterpolateBolt(TweenEndTime - Level.TimeSeconds); if (TweenEndTime - Level.TimeSeconds < 0) { ResetBoltPosition(); TweenEndTime = 0; bTweeningBolt = false; } } Super.WeaponTick(dt); } simulated function ClientFinishReloading() { PlayIdle(); if(bShortReload) StartTweeningBolt(); //start tweening Bolt backonly for short reload bBoltClosed = false; //this is needed to reset bolt position after reload bIsReloading = false; if(Instigator.PendingWeapon != none && Instigator.PendingWeapon != self) Instigator.Controller.ClientSwitchToBestWeapon(); } exec function ReloadMeNow() { local float ReloadMulti; if (NumClicks > 0) bBoltClosed = true; if(!AllowReload()) return; if ( bHasAimingMode && bAimingRifle ) { FireMode[1].bIsFiring = False; ZoomOut(false); if( Role < ROLE_Authority) ServerZoomOut(false); } if ( KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none ) ReloadMulti = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.Static.GetReloadSpeedModifier(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo), self); else ReloadMulti = 1.0; bIsReloading = true; ReloadTimer = Level.TimeSeconds; bShortReload = !bBoltClosed; //short reload now depends on if bolt is closed or not if ( bShortReload ) ReloadRate = Default.ReloadShortRate / ReloadMulti; else ReloadRate = Default.ReloadRate / ReloadMulti; if( bHoldToReload ) { NumLoadedThisReload = 0; } ClientReload(); Instigator.SetAnimAction(WeaponReloadAnim); if ( Level.Game.NumPlayers > 1 && KFGameType(Level.Game).bWaveInProgress && KFPlayerController(Instigator.Controller) != none && Level.TimeSeconds - KFPlayerController(Instigator.Controller).LastReloadMessageTime > KFPlayerController(Instigator.Controller).ReloadMessageDelay ) { KFPlayerController(Instigator.Controller).Speech('AUTO', 2, ""); KFPlayerController(Instigator.Controller).LastReloadMessageTime = Level.TimeSeconds; } } simulated function ClientReload() { local float ReloadMulti; if ( bHasAimingMode && bAimingRifle ) { FireMode[1].bIsFiring = False; ZoomOut(false); if( Role < ROLE_Authority) ServerZoomOut(false); } if ( KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none ) ReloadMulti = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.Static.GetReloadSpeedModifier(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo), self); else ReloadMulti = 1.0; bIsReloading = true; bShortReload = !bBoltClosed; //copypaste from exec function if (!bShortReload) { PlayAnim(ReloadAnim, ReloadAnimRate*ReloadMulti, 0.001); SetBoneLocation( 'ChargingHandle', ChargingHandleOffset, 0 ); //reset bolt so that the animation's Bolt position gets used } else { PlayAnim(ReloadShortAnim, ReloadAnimRate*ReloadMulti, 0.001); //reduced tween time to prevent Bolt from sliding SetBoneLocation( 'ChargingHandle', ChargingHandleOffset, 100 ); //move the bolt back } } simulated function StartTweeningBolt() { bTweeningBolt = true; //start bolt tweening TweenEndTime = Level.TimeSeconds + 0.2; } function AddReloadedAmmo() { local int a; UpdateMagCapacity(Instigator.PlayerReplicationInfo); a = MagCapacity; // a++; // 1 bullet already bolted //removed +1 on tactical reload because Thompson SMG is an open bolt weapon if ( AmmoAmount(0) >= a ) MagAmmoRemaining = a; else MagAmmoRemaining = AmmoAmount(0); bBoltClosed = false; //this is needed to fix reload time after empty reload // this seems redudant -- PooSH // if( !bHoldToReload ) // { // ClientForceKFAmmoUpdate(MagAmmoRemaining,AmmoAmount(0)); // } if ( PlayerController(Instigator.Controller) != none && KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements) != none ) { KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements).OnWeaponReloaded(); } } defaultproperties { ReloadShortAnim="Reload" ReloadShortRate=2.330000 ChargingHandleOffset=(X=-0.027000) MagCapacity=20 AppID=0 FireModeClass(0)=Class'ScrnBalanceSrv.ScrnThompsonIncFire' PickupClass=Class'ScrnBalanceSrv.ScrnThompsonIncPickup' BobDamping=6.000000 ItemName="Incendiary Tommy Gun SE" }