rott/kf_sources/ScrnBalanceSrv/Classes/ScrnAA12Fire.uc
2026-07-14 20:27:09 +07:00

70 lines
1.8 KiB
Ucode

class ScrnAA12Fire extends AA12Fire;
var ScrnAA12AutoShotgun ScrnWeap; // To avoid casting, store the owning KFWeapon
var() Sound BoltCloseSound;
var string BoltCloseSoundRef;
var bool bClientEffectPlayed;
simulated function PostBeginPlay()
{
super.PostBeginPlay();
ScrnWeap = ScrnAA12AutoShotgun(Weapon);
}
//load additional sound
static function PreloadAssets(LevelInfo LevelInfo, optional KFShotgunFire Spawned)
{
local ScrnAA12Fire ScrnSpawned;
super.PreloadAssets(LevelInfo, Spawned);
if ( default.BoltCloseSoundRef != "" )
{
default.BoltCloseSound = sound(DynamicLoadObject(default.BoltCloseSoundRef, class'Sound', true));
}
ScrnSpawned = ScrnAA12Fire(Spawned);
if ( ScrnSpawned != none )
{
ScrnSpawned.BoltCloseSound = default.BoltCloseSound;
}
}
static function bool UnloadAssets()
{
default.BoltCloseSound = none;
return super.UnloadAssets();
}
function DoCloseBolt()
{
ScrnWeap.CloseBolt();
if (BoltCloseSound != none && !bClientEffectPlayed )
{
Weapon.PlayOwnedSound(BoltCloseSound,SLOT_Interact,TransientSoundVolume * 0.85,,TransientSoundRadius,1.00,false);
bClientEffectPlayed = true;
}
}
function ModeDoFire()
{
if ( Instigator != none && Instigator.IsLocallyControlled() && !AllowFire() ) {
if (ScrnWeap.MagAmmoRemaining <= 0 && !ScrnWeap.bIsReloading && !ScrnWeap.bBoltClosed )
{
DoCloseBolt(); //plays sound and sets bBoltClosed
}
else
{
bClientEffectPlayed = false; //reset if not empty
}
}
Super.ModeDoFire();
}
defaultproperties
{
BoltCloseSoundRef="KF_FNFALSnd.FNFAL_Bolt_Forward"
AmmoClass=Class'ScrnBalanceSrv.ScrnAA12Ammo'
ProjectileClass=Class'ScrnBalanceSrv.ScrnAA12Bullet'
}