//============================================================================= // MP7M Alt Fire that shoots healing projectiles //============================================================================= class M7A3MAltFire 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 M7A3MMedicGun(Weapon).HealAmmoCharge >= AmmoPerFire; } defaultproperties { AmmoPerFire=250 KickMomentum=(X=0.000000,Z=0.000000) ProjPerFire=1 bAttachSmokeEmitter=True TransientSoundVolume=2.000000 TransientSoundRadius=500.000000 FireSoundRef="KF_MP7Snd.Medicgun_Fire" StereoFireSoundRef="KF_MP7Snd.Medicgun_FireST" NoAmmoSoundRef="KF_PumpSGSnd.SG_DryFire" FireRate=0.500000 FireAnimRate=1.0 ProjectileClass=Class'KFMod.M7A3MHealinglProjectile' BotRefireRate=0.250000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar' aimerror=1.000000 Spread=0.000000 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 // auto fire medic gun? }