272 lines
8.0 KiB
Ucode
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
|
|
}
|