210 lines
5.2 KiB
Ucode
210 lines
5.2 KiB
Ucode
class ScrnThompsonDrumFire extends ThompsonDrumFire;
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var() Sound BoltCloseSound;
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var string BoltCloseSoundRef;
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var bool bClientEffectPlayed;
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var float AmbientSoundPitchMult;
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//load additional sound
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static function PreloadAssets(LevelInfo LevelInfo, optional KFFire Spawned)
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{
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local ScrnThompsonDrumFire ScrnSpawned;
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super.PreloadAssets(LevelInfo, Spawned);
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if ( default.BoltCloseSoundRef != "" )
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{
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default.BoltCloseSound = sound(DynamicLoadObject(default.BoltCloseSoundRef, class'Sound', true));
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}
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ScrnSpawned = ScrnThompsonDrumFire(Spawned);
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if ( ScrnSpawned != none )
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{
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ScrnSpawned.BoltCloseSound = default.BoltCloseSound;
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}
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}
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static function bool UnloadAssets()
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{
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default.BoltCloseSound = none;
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return super.UnloadAssets();
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}
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function DoCloseBolt()
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{
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ScrnThompsonDrum(KFWeap).CloseBolt();
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if (BoltCloseSound != none && !bClientEffectPlayed )
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{
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Weapon.PlayOwnedSound(BoltCloseSound,SLOT_Interact,TransientSoundVolume * 0.85,,TransientSoundRadius,1.00,false);
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bClientEffectPlayed = true;
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}
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}
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//setting bBoltClosed in a non simulated function test
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function ModeDoFire()
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{
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if ( Instigator != none && Instigator.IsLocallyControlled() ) {
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if (KFWeap.MagAmmoRemaining <= 0 && !KFWeap.bIsReloading && ( Level.TimeSeconds - LastFireTime>FireRate )
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&& !ScrnThompsonDrum(KFWeap).bBoltClosed )
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{
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LastFireTime = Level.TimeSeconds;
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DoCloseBolt(); //plays sound and sets bBoltClosed
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}
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else
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{
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bClientEffectPlayed = false; //reset if not empty
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}
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}
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Super.ModeDoFire();
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}
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// fixes double shot bug -- PooSH
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state FireLoop
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{
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function BeginState()
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{
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super.BeginState();
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NextFireTime = Level.TimeSeconds - 0.000001; //fire now!
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}
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function ModeTick(float dt)
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{
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if( KFWeap.MagAmmoRemaining < 1 )
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{
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DoCloseBolt(); //plays sound and sets bBoltClosed
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}
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Super.ModeTick(dt);
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}
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}
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function PlayFiring()
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{
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local float RandPitch;
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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( KFWeap.bAimingRifle )
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{
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if ( Weapon.HasAnim(FireLoopAimedAnim) )
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{
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Weapon.PlayAnim(FireLoopAimedAnim, FireLoopAnimRate, 0.0);
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}
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else if( Weapon.HasAnim(FireAimedAnim) )
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{
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Weapon.PlayAnim(FireAimedAnim, FireAnimRate, TweenTime);
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}
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else
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{
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Weapon.PlayAnim(FireAnim, FireAnimRate, TweenTime);
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}
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}
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else
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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, TweenTime);
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}
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}
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}
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else
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{
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if( KFWeap.bAimingRifle )
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{
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if( Weapon.HasAnim(FireAimedAnim) )
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{
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Weapon.PlayAnim(FireAimedAnim, FireAnimRate, TweenTime);
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}
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else
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{
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Weapon.PlayAnim(FireAnim, FireAnimRate, TweenTime);
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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, TweenTime);
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}
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}
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}
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if( Weapon.Instigator != none && Weapon.Instigator.IsLocallyControlled() &&
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Weapon.Instigator.IsFirstPerson() && StereoFireSound != none )
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{
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if( bRandomPitchFireSound )
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{
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RandPitch = FRand() * RandomPitchAdjustAmt;
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if( FRand() < 0.5 )
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{
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RandPitch *= -1.0;
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}
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}
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Weapon.PlayOwnedSound(StereoFireSound,SLOT_Interact,TransientSoundVolume * 0.85,,TransientSoundRadius,(1.0*AmbientSoundPitchMult + RandPitch),false);
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}
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else
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{
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if( bRandomPitchFireSound )
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{
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RandPitch = FRand() * RandomPitchAdjustAmt;
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if( FRand() < 0.5 )
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{
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RandPitch *= -1.0;
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}
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}
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Weapon.PlayOwnedSound(FireSound,SLOT_Interact,TransientSoundVolume,,TransientSoundRadius,(1.0*AmbientSoundPitchMult + RandPitch),false);
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}
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ClientPlayForceFeedback(FireForce); // jdf
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FireCount++;
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}
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// Handles toggling the weapon attachment's ambient sound on and off
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// Overriden to change ambient sound pitch (700rpm to 800rpm)
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function PlayAmbientSound(Sound aSound)
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{
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local WeaponAttachment WA;
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WA = WeaponAttachment(Weapon.ThirdPersonActor);
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if ( Weapon == none || (WA == none))
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return;
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if(aSound == None)
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{
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WA.SoundVolume = WA.default.SoundVolume;
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WA.SoundRadius = WA.default.SoundRadius;
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WA.SoundPitch = WA.default.SoundPitch*AmbientSoundPitchMult;
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}
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else
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{
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WA.SoundVolume = AmbientFireVolume;
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WA.SoundRadius = AmbientFireSoundRadius;
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WA.SoundPitch = 64*AmbientSoundPitchMult;
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}
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WA.AmbientSound = aSound;
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}
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defaultproperties
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{
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BoltCloseSoundRef="KF_FNFALSnd.FNFAL_Bolt_Forward"
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AmbientSoundPitchMult=1.200000
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RecoilRate=0.040000
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DamageType=Class'ScrnBalanceSrv.ScrnDamTypeThompsonDrum'
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FireAnimRate=1.200000
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FireRate=0.071000
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AmmoClass=Class'ScrnBalanceSrv.ScrnThompsonDrumAmmo'
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}
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