123 lines
3.3 KiB
Ucode
123 lines
3.3 KiB
Ucode
//=============================================================================
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// FlareRevolver
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//=============================================================================
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// Killing Floor Source
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// Copyright (C) 2012 Tripwire Interactive LLC
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// - IJC Weapon Development
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//=============================================================================
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class FlareRevolver extends KFWeapon;
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function bool HandlePickupQuery( pickup Item )
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{
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if ( Item.InventoryType == Class )
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{
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if ( KFPlayerController(Instigator.Controller) != none )
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{
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KFPlayerController(Instigator.Controller).PendingAmmo = WeaponPickup(Item).AmmoAmount[0];
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}
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return false; // Allow to "pickup" so this weapon can be replaced with dual deagle.
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}
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return Super.HandlePickupQuery(Item);
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}
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function float GetAIRating()
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{
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local Bot B;
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B = Bot(Instigator.Controller);
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if ( (B == None) || (B.Enemy == None) )
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return AIRating;
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return (AIRating + 0.0003 * FClamp(1500 - VSize(B.Enemy.Location - Instigator.Location),0,1000));
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}
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function byte BestMode()
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{
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return 0;
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}
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simulated function bool PutDown()
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{
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if ( Instigator.PendingWeapon.class == class'DualFlareRevolver' )
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{
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bIsReloading = false;
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}
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return super(KFWeapon).PutDown();
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}
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simulated function AddReloadedAmmo()
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{
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UpdateMagCapacity(Instigator.PlayerReplicationInfo);
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if(AmmoAmount(0) >= MagCapacity)
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MagAmmoRemaining = MagCapacity;
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else
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MagAmmoRemaining = AmmoAmount(0) ;
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// Don't do this on a "Hold to reload" weapon, as it can update too quick actually and cause issues maybe - Ramm
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if( !bHoldToReload )
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{
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ClientForceKFAmmoUpdate(MagAmmoRemaining,AmmoAmount(0));
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}
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}
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defaultproperties
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{
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SkinRefs(0)="KF_IJC_Halloween_Weapons.FlareGun.flaregun_cmb"
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SkinRefs(1)="KF_IJC_Halloween_Weapons.FlareGun.flaregun_flame_shader"
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SleeveNum=2
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WeaponReloadAnim=Reload_SingleFlare
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IdleAimAnim=Idle_Iron
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MagCapacity=6
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ReloadRate=3.2
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ReloadAnim="Reload"
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ReloadAnimRate=1.000000
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Weight=2.000000
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bModeZeroCanDryFire=True
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FireModeClass(0)=Class'KFMod.FlareRevolverFire'
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FireModeClass(1)=Class'KFMod.NoFire'
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PutDownAnim="PutDown"
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SelectSoundRef="KF_RevolverSnd.WEP_Revolver_Foley_Select"
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bShowChargingBar=True
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Description="Flare Revolver. A classic wild west revolver modified to shoot fireballs!"
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EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
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Priority=105
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InventoryGroup=2
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GroupOffset=5
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PickupClass=Class'KFMod.FlareRevolverPickup'
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PlayerViewOffset=(X=20.000000,Y=18.000000,Z=-8.0000000)
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BobDamping=6.000000
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AttachmentClass=Class'KFMod.FlareRevolverAttachment'
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IconCoords=(X1=250,Y1=110,X2=330,Y2=145)
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ItemName="Flare Revolver"
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bUseDynamicLights=True
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MeshRef="KF_IJC_Halloween_Weps3.FlareRevolver"
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DrawScale=1.000000
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TransientSoundVolume=1.000000
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AmbientGlow=0
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AIRating=0.450000
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CurrentRating=0.450000
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bHasAimingMode=True
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DisplayFOV=60.000000
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StandardDisplayFOV=60.000000
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PlayerIronSightFOV=75
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ZoomedDisplayFOV=50
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HudImageRef="KF_IJC_HUD.WeaponSelect.FlareGun_unselected"
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SelectedHudImageRef="KF_IJC_HUD.WeaponSelect.FlareGun"
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TraderInfoTexture=Texture'KF_IJC_HUD.Trader_Weapon_Icons.Trader_FlareGun'
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bIsTier2Weapon=True
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AppID=210934
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}
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