class CryoThrowerAltFire extends KFShotgunFire; simulated function bool AllowFire() { if(KFWeapon(Weapon).bIsReloading) return false; if(KFPawn(Instigator).SecondaryItem!=none) return false; if(KFPawn(Instigator).bThrowingNade) return false; if(KFWeapon(Weapon).MagAmmoRemaining < 1) { if( Level.TimeSeconds - LastClickTime>FireRate ) { LastClickTime = Level.TimeSeconds; } if( AIController(Instigator.Controller)!=None ) KFWeapon(Weapon).ReloadMeNow(); return false; } return super(WeaponFire).AllowFire(); } // 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 ) { if( Weapon.GetFireMode(1).bIsFiring ) { NewRecoilRotation.Pitch = RandRange( maxVerticalRecoilAngle * 0.5, maxVerticalRecoilAngle ); NewRecoilRotation.Yaw = RandRange( maxHorizontalRecoilAngle * 0.5, maxHorizontalRecoilAngle ); if( Rand( 2 ) == 1 ) NewRecoilRotation.Yaw = -NewRecoilRotation.Yaw; 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 { KickMomentum=(X=-85.000000,Z=15.000000) maxVerticalRecoilAngle=1500 maxHorizontalRecoilAngle=900 FireAimedAnim="FireALL_Iron" bRandomPitchFireSound=False FireSoundRef="KF_FY_BlowerThrowerSND.WEP_Blower_Secondary_Fire_M" StereoFireSoundRef="KF_FY_BlowerThrowerSND.WEP_Blower_Secondary_Fire_S" NoAmmoSoundRef="KF_FlamethrowerSnd.FT_DryFire" ProjPerFire=1 ProjSpawnOffset=(X=15.000000,Z=-20.000000) bWaitForRelease=True bAttachSmokeEmitter=True TransientSoundVolume=2.000000 TransientSoundRadius=500.000000 FireAnim="FireALL" FireAnimRate=0.950000 FireRate=0.965000 AmmoClass=Class'ScrnHTec.CryoThrowerAmmo' AmmoPerFire=10 ShakeRotMag=(X=50.000000,Y=50.000000,Z=400.000000) ShakeRotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000) ShakeRotTime=5.000000 ShakeOffsetMag=(X=6.000000,Y=2.000000,Z=10.000000) ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000) ShakeOffsetTime=3.000000 ProjectileClass=Class'ScrnHTec.CryoThrowerAltProjectile' BotRefireRate=1.500000 FlashEmitterClass=Class'ScrnHTec.NitroMuzzleFlash' aimerror=1.000000 Spread=1000.000000 SpreadStyle=SS_Line }