class HRL extends LAW; var float ForceIdleTime; //time at which weapon will play idle anim var float ForceIdleOnFireTime; //time after firing for weapon to play idle anim //added this to make the HRL rocket draw smaller simulated function PostBeginPlay() { if ( default.mesh == none ) { PreloadAssets(self, true); } // Weapon will handle FireMode instantiation Super.PostBeginPlay(); if ( Level.NetMode == NM_DedicatedServer ) return; SetBoneScale(1, 0.70, 'Rocket'); //make the LAW rocket smoler by 30% if( !bHasScope ) { KFScopeDetail = KF_None; } InitFOV(); } //added to support tweening from new idle position to ironsights simulated function ZoomIn(bool bAnimateTransition) { if( Level.TimeSeconds < FireMode[0].NextFireTime ) { return; } super.ZoomIn(bAnimateTransition); if( bAnimateTransition ) { if( bZoomOutInterrupted ) { TweenAnim(IdleAimAnim,ZoomTime/2); } else { TweenAnim(IdleAimAnim,ZoomTime/2); } } } //overwriting to add ForceIdleTime simulated function bool StartFire(int Mode) { local bool RetVal; RetVal = super.StartFire(Mode); if( RetVal ) { if( Mode == 0 && ForceZoomOutOnFireTime > 0 ) { ForceZoomOutTime = Level.TimeSeconds + ForceZoomOutOnFireTime; } else if( Mode == 1 && ForceZoomOutOnAltFireTime > 0 ) { ForceZoomOutTime = Level.TimeSeconds + ForceZoomOutOnAltFireTime; } if( Mode == 0 && ForceIdleOnFireTime > 0 ) { ForceIdleTime = Level.TimeSeconds + ForceIdleOnFireTime; } NumClicks=0; InterruptReload(); } return RetVal; } //adds a force idle time simulated function WeaponTick(float dt) { Super.WeaponTick(dt); if( ForceIdleTime > 0 ) { if( Level.TimeSeconds - ForceIdleTime > 0 ) { ForceIdleTime = 0; PlayIdle(); } } } defaultproperties { ForceIdleOnFireTime=2.250000 bHoldToReload=False MinimumFireRange=250 Weight=10.000000 TraderInfoTexture=Texture'ScrnWeaponPack_T.HRL.Trader_HRL' SkinRefs(0)="ScrnWeaponPack_T.HRL.hrl_cmb" PlayerIronSightFOV=70.000000 ZoomedDisplayFOV=40.000000 FireModeClass(0)=Class'ScrnWeaponPack.HRLFire' IdleAnim="AimIdle" Description="Horzine's modification of L.A.W. Smaller and lighter rockets not only allowing to carry more of them, but also are much easier to reload." Priority=190 PickupClass=Class'ScrnWeaponPack.HRLPickup' PlayerViewOffset=(X=20.000000,Y=15.000000,Z=-17.000000) BobDamping=4.500000 AttachmentClass=Class'ScrnWeaponPack.HRLAttachment' ItemName="HRL-1 Rocket Launcher SE" }