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

327 lines
9.0 KiB
Ucode

//=============================================================================
// BoomStick Single Fire
//=============================================================================
class BoomStickAltFire extends KFShotgunFire;
var() name FireLastAnim;
var() name FireLastAimedAnim;
var() float FireLastRate;
var() Emitter Flash2Emitter;
var() name MuzzleBoneLeft;
var() name MuzzleBoneRight;
var bool bVeryLastShotAnim;
simulated function InitEffects()
{
// don't even spawn on server
if ( (Level.NetMode == NM_DedicatedServer) || (AIController(Instigator.Controller) != None) )
return;
if ( (FlashEmitterClass != None) && ((FlashEmitter == None) || FlashEmitter.bDeleteMe) )
{
FlashEmitter = Weapon.Spawn(FlashEmitterClass);
Weapon.AttachToBone(FlashEmitter, MuzzleBoneLeft);
}
if ( (FlashEmitterClass != None) && ((Flash2Emitter == None) || Flash2Emitter.bDeleteMe) )
{
Flash2Emitter = Weapon.Spawn(FlashEmitterClass);
Weapon.AttachToBone(Flash2Emitter, MuzzleBoneRight);
}
if ( (SmokeEmitterClass != None) && ((SmokeEmitter == None) || SmokeEmitter.bDeleteMe) )
{
SmokeEmitter = Weapon.Spawn(SmokeEmitterClass);
}
}
simulated function DestroyEffects()
{
super.DestroyEffects();
if (Flash2Emitter != None)
Flash2Emitter.Destroy();
}
function FlashMuzzleFlash()
{
if( KFWeap.MagAmmoRemaining == 2)
{
if (Flash2Emitter != None)
Flash2Emitter.Trigger(Weapon, Instigator);
}
else
{
if (FlashEmitter != None)
FlashEmitter.Trigger(Weapon, Instigator);
}
}
simulated function bool AllowFire()
{
return (BoomStick(Weapon).SingleShotCount >= 1);
}
// Overridden to support special anim functionality of the double barreled shotgun
function PlayFiring()
{
local float RandPitch;
if ( Weapon.Mesh != None )
{
if ( FireCount > 0 )
{
if( KFWeap.bAimingRifle )
{
if ( Weapon.HasAnim(FireLoopAimedAnim) )
{
Weapon.PlayAnim(FireLoopAimedAnim, FireLoopAnimRate, 0.0);
}
else if( Weapon.HasAnim(FireAimedAnim) )
{
Weapon.PlayAnim(FireAimedAnim, FireAnimRate, TweenTime);
}
else
{
Weapon.PlayAnim(FireAnim, FireAnimRate, TweenTime);
}
}
else
{
if ( Weapon.HasAnim(FireLoopAnim) )
{
Weapon.PlayAnim(FireLoopAnim, FireLoopAnimRate, 0.0);
}
else
{
Weapon.PlayAnim(FireAnim, FireAnimRate, TweenTime);
}
}
}
else
{
if( KFWeap.bAimingRifle )
{
if( !bVeryLastShotAnim && BoomStick(Weapon).SingleShotCount == 0 && Weapon.HasAnim(FireLastAimedAnim))
{
Weapon.PlayAnim(FireLastAimedAnim, FireAnimRate, TweenTime);
}
else if( Weapon.HasAnim(FireAimedAnim) )
{
Weapon.PlayAnim(FireAimedAnim, FireAnimRate, TweenTime);
}
else
{
Weapon.PlayAnim(FireAnim, FireAnimRate, TweenTime);
}
}
else
{
if( !bVeryLastShotAnim && BoomStick(Weapon).SingleShotCount == 0 && Weapon.HasAnim(FireLastAnim))
{
Weapon.PlayAnim(FireLastAnim, FireAnimRate, TweenTime);
}
else
{
Weapon.PlayAnim(FireAnim, FireAnimRate, TweenTime);
}
}
}
}
if( Weapon.Instigator != none && Weapon.Instigator.IsLocallyControlled() &&
Weapon.Instigator.IsFirstPerson() && StereoFireSound != none )
{
if( bRandomPitchFireSound )
{
RandPitch = FRand() * RandomPitchAdjustAmt;
if( FRand() < 0.5 )
{
RandPitch *= -1.0;
}
}
Weapon.PlayOwnedSound(StereoFireSound,SLOT_Interact,TransientSoundVolume * 0.85,,TransientSoundRadius,(1.0 + RandPitch),false);
}
else
{
if( bRandomPitchFireSound )
{
RandPitch = FRand() * RandomPitchAdjustAmt;
if( FRand() < 0.5 )
{
RandPitch *= -1.0;
}
}
Weapon.PlayOwnedSound(FireSound,SLOT_Interact,TransientSoundVolume,,TransientSoundRadius,(1.0 + RandPitch),false);
}
ClientPlayForceFeedback(FireForce); // jdf
FireCount++;
}
// Overridden to support special anim functionality of the double barreled shotgun
event ModeDoFire()
{
local float Rec;
if (!AllowFire())
return;
Spread = Default.Spread;
Rec = 1;
if ( KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none )
{
Spread *= KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.Static.ModifyRecoilSpread(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo), self, Rec);
}
if( !bFiringDoesntAffectMovement )
{
if (FireRate > 0.25)
{
Instigator.Velocity.x *= 0.1;
Instigator.Velocity.y *= 0.1;
}
else
{
Instigator.Velocity.x *= 0.5;
Instigator.Velocity.y *= 0.5;
}
}
// Code from WeaponFire we have to override
if (MaxHoldTime > 0.0)
HoldTime = FMin(HoldTime, MaxHoldTime);
BoomStick(Weapon).SingleShotCount--;
bVeryLastShotAnim = Weapon.AmmoAmount(0) <= AmmoPerFire;
// server
if (Weapon.Role == ROLE_Authority)
{
if( BoomStick(Weapon).SingleShotCount < 1 )
{
BoomStick(Weapon).SetPendingReload();
}
Weapon.ConsumeAmmo(ThisModeNum, Load);
DoFireEffect();
BoomStick(Weapon).SetSingleShotReplication();
HoldTime = 0; // if bot decides to stop firing, HoldTime must be reset first
if ( (Instigator == None) || (Instigator.Controller == None) )
return;
if ( AIController(Instigator.Controller) != None )
AIController(Instigator.Controller).WeaponFireAgain(BotRefireRate, true);
Instigator.DeactivateSpawnProtection();
}
// client
if (Instigator.IsLocallyControlled())
{
ShakeView();
PlayFiring();
FlashMuzzleFlash();
StartMuzzleSmoke();
}
else // server
{
ServerPlayFiring();
}
Weapon.IncrementFlashCount(ThisModeNum);
// set the next firing time. must be careful here so client and server do not get out of sync
if (bFireOnRelease)
{
if( BoomStick(Weapon).SingleShotCount == 0 )
{
if (bIsFiring)
NextFireTime += MaxHoldTime + FireLastRate;
else
NextFireTime = Level.TimeSeconds + FireLastRate;
}
else
{
if (bIsFiring)
NextFireTime += MaxHoldTime + FireRate;
else
NextFireTime = Level.TimeSeconds + FireRate;
}
}
else
{
if( BoomStick(Weapon).SingleShotCount == 0 )
{
NextFireTime += FireLastRate;
NextFireTime = FMax(NextFireTime, Level.TimeSeconds);
}
else
{
NextFireTime += FireRate;
NextFireTime = FMax(NextFireTime, Level.TimeSeconds);
}
}
Load = AmmoPerFire;
HoldTime = 0;
if (Instigator.PendingWeapon != Weapon && Instigator.PendingWeapon != None)
{
bIsFiring = false;
Weapon.PutDown();
}
// end code from WeaponFire
// client
if (Instigator.IsLocallyControlled())
{
HandleRecoil(Rec);
}
}
defaultproperties
{
bModeExclusive=true
KickMomentum=(X=-50.000000,Z=22.000000)
ProjPerFire=10
FireAnim=Fire
FireAimedAnim=Fire_Iron
FireLastAnim=Fire_Last
FireLastAimedAnim=Fire_Last_Iron
bAttachSmokeEmitter=True
TransientSoundVolume=1.8
TransientSoundRadius=500.000000
FireSoundRef="KF_DoubleSGSnd.2Barrel_Fire"
StereoFireSoundRef="KF_DoubleSGSnd.2Barrel_FireST"
NoAmmoSoundRef="KF_DoubleSGSnd.2Barrel_DryFire"
FireRate=0.25//1.250000
FireLastRate=2.75//1.75
AmmoClass=Class'KFMod.DBShotgunAmmo'
AmmoPerFire=1
ProjectileClass=Class'KFMod.BoomStickBullet'
BotRefireRate=2.500000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar'//Class'ROEffects.MuzzleFlash1stPTRD'
MuzzleBoneLeft=Tip_Left
MuzzleBoneRight=Tip_Right
aimerror=2.000000
Spread=3000
RecoilRate=0.07
maxVerticalRecoilAngle=1500
maxHorizontalRecoilAngle=900
//** 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
}