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

272 lines
8.0 KiB
Ucode

//=============================================================================
// BoomStick Dual Fire
//=============================================================================
class BoomStickFire extends KFShotgunFire;
var() Emitter Flash2Emitter;
var() name MuzzleBoneLeft;
var() name MuzzleBoneRight;
var() name FireLastAnim;
var() name FireLastAimedAnim;
var bool bVeryLastShotAnim;
event ModeDoFire()
{
if (!AllowFire())
return;
bVeryLastShotAnim = Weapon.AmmoAmount(0) <= AmmoPerFire;
super.ModeDoFire();
// server
if (Weapon.Role == ROLE_Authority)
{
BoomStick(Weapon).SingleShotCount = 0;
BoomStick(Weapon).SetSingleShotReplication();
BoomStick(Weapon).SetPendingReload();
}
}
// 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 && 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 && 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++;
}
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()
{
super.FlashMuzzleFlash();
if (Flash2Emitter != None)
Flash2Emitter.Trigger(Weapon, Instigator);
}
simulated function bool AllowFire()
{
return (BoomStick(Weapon).SingleShotCount >= 2);
}
// 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 )
{
// Overridden to support special anim functionality of the double barreled shotgun
if( Weapon.GetFireMode(1).bIsFiring )
{
NewRecoilRotation.Pitch = RandRange( maxVerticalRecoilAngle * 0.75, maxVerticalRecoilAngle );
NewRecoilRotation.Yaw = RandRange( maxHorizontalRecoilAngle * 0.5, maxHorizontalRecoilAngle );
if( Rand( 2 ) == 1 )
NewRecoilRotation.Yaw *= -1;
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
{
bModeExclusive=true
KickMomentum=(X=-105.000000,Z=55.000000)
ProjPerFire=10
FireAnim=Fire_Both
FireAimedAnim=Fire_Both_Iron
FireLastAnim=Fire
FireLastAimedAnim=Fire_Iron
bAttachSmokeEmitter=True
TransientSoundVolume=1.9
TransientSoundRadius=500.000000
FireSoundRef="KF_DoubleSGSnd.2Barrel_Fire_Dual"
StereoFireSoundRef="KF_DoubleSGSnd.2Barrel_Fire_DualST"
NoAmmoSoundRef="KF_DoubleSGSnd.2Barrel_DryFire"
FireRate=2.750000
AmmoClass=Class'KFMod.DBShotgunAmmo'
AmmoPerFire=2
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=3200
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=3.5
ShakeRotMag=(X=75.0,Y=75.0,Z=600.0)
ShakeRotRate=(X=12500.0,Y=12500.0,Z=12500.0)
ShakeRotTime=6.0
bWaitForRelease=true
}