84 lines
2.1 KiB
Ucode
84 lines
2.1 KiB
Ucode
// Self Healing Fire //
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class SyringeAltFire extends WeaponFire;
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var float InjectDelay;
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var float HealeeRange;
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function DoFireEffect()
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{
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SetTimer(InjectDelay, False);
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if ( Level.NetMode != NM_StandAlone && Level.Game.NumPlayers > 1 && KFPlayerController(Instigator.Controller) != none &&
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KFSteamStatsAndAchievements(KFPlayerController(Instigator.Controller).SteamStatsAndAchievements) != none )
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{
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KFSteamStatsAndAchievements(KFPlayerController(Instigator.Controller).SteamStatsAndAchievements).AddSelfHeal();
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}
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}
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Function Timer()
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{
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local float HealSum;
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HealSum = Syringe(Weapon).HealBoostAmount;
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if ( KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none )
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{
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HealSum *= KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.Static.GetHealPotency(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo));
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}
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Weapon.ConsumeAmmo(ThisModeNum, AmmoPerFire);
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Instigator.GiveHealth(HealSum, 100);
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}
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function bool AllowFire()
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{
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if (Instigator.Health >= Instigator.HealthMax)
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return false;
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return Weapon.AmmoAmount(ThisModeNum) >= AmmoPerFire;
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}
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event ModeDoFire()
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{
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Load = 0;
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Super.ModeDoFire(); // We don't consume the ammo just yet.
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}
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function PlayFiring()
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{
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if ( Weapon.Mesh != None )
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{
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if ( FireCount > 0 )
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{
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if ( Weapon.HasAnim(FireLoopAnim) )
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{
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Weapon.PlayAnim(FireLoopAnim, FireLoopAnimRate, 0.0);
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}
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else
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{
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Weapon.PlayAnim(FireAnim, FireAnimRate, 0.0);
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}
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}
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else
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{
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Weapon.PlayAnim(FireAnim, FireAnimRate, 0.0);
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}
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}
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Weapon.PlayOwnedSound(FireSound,SLOT_Interact,TransientSoundVolume,,TransientSoundRadius,Default.FireAnimRate/FireAnimRate,false);
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ClientPlayForceFeedback(FireForce); // jdf
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FireCount++;
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}
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defaultproperties
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{
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TweenTime=0.1
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TransientSoundVolume=1.8
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FireAnim="AltFire"
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FireRate=3.60000
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AmmoPerFire=500
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bModeExclusive=true
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InjectDelay=0.1//1.0
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HealeeRange=70.000000
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}
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