rott/kf_sources/KFMod/Classes/AA12Fire.uc
2026-07-14 20:27:09 +07:00

185 lines
5.3 KiB
Ucode

//=============================================================================
// Shotgun Fire
//=============================================================================
class AA12Fire extends KFShotgunFire;
var() class<Emitter> ShellEjectClass; // class of the shell eject emitter
var() Emitter ShellEjectEmitter; // The shell eject emitter
var() name ShellEjectBoneName; // name of the shell eject bone
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();
}
simulated function InitEffects()
{
super.InitEffects();
// don't even spawn on server
if ( (Level.NetMode == NM_DedicatedServer) || (AIController(Instigator.Controller) != None) )
return;
if ( (ShellEjectClass != None) && ((ShellEjectEmitter == None) || ShellEjectEmitter.bDeleteMe) )
{
ShellEjectEmitter = Weapon.Spawn(ShellEjectClass);
Weapon.AttachToBone(ShellEjectEmitter, ShellEjectBoneName);
}
}
function DrawMuzzleFlash(Canvas Canvas)
{
super.DrawMuzzleFlash(Canvas);
// Draw shell ejects
if (ShellEjectEmitter != None )
{
Canvas.DrawActor( ShellEjectEmitter, false, false, Weapon.DisplayFOV );
}
}
function FlashMuzzleFlash()
{
super.FlashMuzzleFlash();
if (ShellEjectEmitter != None)
{
ShellEjectEmitter.Trigger(Weapon, Instigator);
}
}
simulated function DestroyEffects()
{
super.DestroyEffects();
if (ShellEjectEmitter != None)
ShellEjectEmitter.Destroy();
}
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);
SpawnCount = Max(1, ProjPerFire * int(Load));
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);
}
if (Instigator != none )
{
// Really boost the momentum for low grav. AA12 only gets momentum on low grav
if( Instigator.Physics == PHYS_Falling
&& Instigator.PhysicsVolume.Gravity.Z > class'PhysicsVolume'.default.Gravity.Z)
{
Instigator.AddVelocity((KickMomentum * 10.0) >> Instigator.GetViewRotation());
}
}
}
defaultproperties
{
KickMomentum=(X=-35.000000,Z=5.000000)
ProjPerFire=5
bAttachSmokeEmitter=True
TransientSoundVolume=2.0
TransientSoundRadius=500.000000
FireSoundRef="KF_AA12Snd.AA12_Fire"
StereoFireSoundRef="KF_AA12Snd.AA12_FireST"
NoAmmoSoundRef="KF_AA12Snd.AA12_DryFire"
FireRate=0.2//0.83//1.500000
FireAnimRate=1.0
AmmoClass=Class'KFMod.AA12Ammo'
ProjectileClass=Class'KFMod.AA12Bullet'
BotRefireRate=0.250000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar'
aimerror=1.000000
Spread=1125.0//1500.000000
maxVerticalRecoilAngle=1000
maxHorizontalRecoilAngle=500
FireAimedAnim=Fire_Iron
//** View shake **//
ShakeOffsetMag=(X=6.0,Y=2.0,Z=6.0)
ShakeOffsetRate=(X=1000.0,Y=1000.0,Z=1000.0)
ShakeOffsetTime=1.25
ShakeRotMag=(X=50.0,Y=50.0,Z=250.0)
ShakeRotRate=(X=12500.0,Y=12500.0,Z=12500.0)
ShakeRotTime=3.0
bWaitForRelease=false
ShellEjectClass=class'ROEffects.KFShellEjectShotty'
ShellEjectBoneName=Shell_eject
bRandomPitchFireSound=false
}