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

289 lines
7.6 KiB
Ucode

class DualFlareRevolverFire extends KFShotgunFire;
var() Emitter Flash2Emitter;
var() Emitter ShellEject2Emitter; // The shell eject emitter
var() name ShellEject2BoneName; // name of the shell eject bone
var name FireAnim2, FireAimedAnim2;
var name fa;
var float TraceRange;
var() vector SightedProjSpawnOffset;
simulated function bool AllowFire()
{
if(KFWeapon(Weapon).bIsReloading)
return false;
if(KFPawn(Instigator).SecondaryItem!=none)
return false;
if(KFPawn(Instigator).bThrowingNade)
return false;
if(KFWeapon(Weapon).MagAmmoRemaining < 1)
{
if( Level.TimeSeconds - LastClickTime>FireRate )
{
LastClickTime = Level.TimeSeconds;
}
if( AIController(Instigator.Controller)!=None )
KFWeapon(Weapon).ReloadMeNow();
return false;
}
//log("Spread = "$Spread);
return super(WeaponFire).AllowFire();
}
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, KFWeapon(Weapon).default.FlashBoneName);
}
if ( (FlashEmitterClass != None) && ((Flash2Emitter == None) || Flash2Emitter.bDeleteMe) )
{
Flash2Emitter = Weapon.Spawn(FlashEmitterClass);
Weapon.AttachToBone(Flash2Emitter, DualFlareRevolver(Weapon).default.altFlashBoneName);
}
if ( (SmokeEmitterClass != None) && ((SmokeEmitter == None) || SmokeEmitter.bDeleteMe) )
{
SmokeEmitter = Weapon.Spawn(SmokeEmitterClass);
}
}
simulated function DestroyEffects()
{
super.DestroyEffects();
if (ShellEject2Emitter != None)
ShellEject2Emitter.Destroy();
if (Flash2Emitter != None)
Flash2Emitter.Destroy();
}
function DrawMuzzleFlash(Canvas Canvas)
{
super.DrawMuzzleFlash(Canvas);
if (ShellEject2Emitter != None )
{
Canvas.DrawActor( ShellEject2Emitter, false, false, Weapon.DisplayFOV );
}
}
function FlashMuzzleFlash()
{
if (Flash2Emitter == none || FlashEmitter == none)
return;
if( KFWeap.bAimingRifle )
{
if( FireAimedAnim == 'FireLeft_Iron' )
{
Flash2Emitter.Trigger(Weapon, Instigator);
// bFlashLeft = true;
}
else
{
FlashEmitter.Trigger(Weapon, Instigator);
// bFlashLeft = false;
}
}
else
{
if(FireAnim == 'FireLeft')
{
Flash2Emitter.Trigger(Weapon, Instigator);
// bFlashLeft = true;
}
else
{
FlashEmitter.Trigger(Weapon, Instigator);
// bFlashLeft = false;
}
}
}
function DoFireEffect()
{
local Vector StartProj, StartTrace, X,Y,Z;
local Rotator R, Aim;
local Vector HitLocation, HitNormal;
local Actor Other;
local int p;
local int SpawnCount;
local float theta;
Instigator.MakeNoise(1.0);
Weapon.GetViewAxes(X,Y,Z);
StartTrace = Instigator.Location + Instigator.EyePosition();// + X*Instigator.CollisionRadius;
if( KFWeap.bAimingRifle )
{
StartProj = StartTrace + X*SightedProjSpawnOffset.X;
if( FireAimedAnim == 'FireLeft_Iron')
{
StartProj = StartProj + -1 * Y*SightedProjSpawnOffset.Y + Z*SightedProjSpawnOffset.Z;
}
else
{
StartProj = StartProj + Weapon.Hand * Y*SightedProjSpawnOffset.Y + Z*SightedProjSpawnOffset.Z;
}
}
else
{
StartProj = StartTrace + X*ProjSpawnOffset.X;
if(FireAnim == 'FireLeft')
{
StartProj = StartProj + -1 * Y*ProjSpawnOffset.Y + Z*ProjSpawnOffset.Z;
}
else
{
StartProj = StartProj + Weapon.Hand * Y*ProjSpawnOffset.Y + Z*ProjSpawnOffset.Z;
}
}
// check if projectile would spawn through a wall and adjust start location accordingly
Other = Weapon.Trace(HitLocation, HitNormal, StartProj, StartTrace, false);
// Collision attachment debugging
/* if( Other.IsA('ROCollisionAttachment'))
{
log(self$"'s trace hit "$Other.Base$" Collision attachment");
}*/
if (Other != None)
{
StartProj = HitLocation;
}
Aim = AdjustAim(StartProj, AimError);
SpawnCount = Max(1, ProjPerFire * int(Load));
switch (SpreadStyle)
{
case SS_Random:
X = Vector(Aim);
for (p = 0; p < SpawnCount; p++)
{
R.Yaw = Spread * (FRand()-0.5);
R.Pitch = Spread * (FRand()-0.5);
R.Roll = Spread * (FRand()-0.5);
SpawnProjectile(StartProj, Rotator(X >> R));
}
break;
case SS_Line:
for (p = 0; p < SpawnCount; p++)
{
theta = Spread*PI/32768*(p - float(SpawnCount-1)/2.0);
X.X = Cos(theta);
X.Y = Sin(theta);
X.Z = 0.0;
SpawnProjectile(StartProj, Rotator(X >> Aim));
}
break;
default:
SpawnProjectile(StartProj, Aim);
}
if (Instigator != none )
{
if( Instigator.Physics != PHYS_Falling )
{
Instigator.AddVelocity(KickMomentum >> Instigator.GetViewRotation());
}
// Really boost the momentum for low grav
else if( Instigator.Physics == PHYS_Falling
&& Instigator.PhysicsVolume.Gravity.Z > class'PhysicsVolume'.default.Gravity.Z)
{
Instigator.AddVelocity((KickMomentum * 10.0) >> Instigator.GetViewRotation());
}
}
}
event ModeDoFire()
{
local name bn;
bn = Dualies(Weapon).altFlashBoneName;
DualFlareRevolver(Weapon).altFlashBoneName = DualFlareRevolver(Weapon).FlashBoneName;
DualFlareRevolver(Weapon).FlashBoneName = bn;
Super.ModeDoFire();
if( KFWeap.bAimingRifle )
{
fa = FireAimedAnim2;
FireAimedAnim2 = FireAimedAnim;
FireAimedAnim = fa;
}
else
{
fa = FireAnim2;
FireAnim2 = FireAnim;
FireAnim = fa;
}
InitEffects();
}
defaultproperties
{
ProjPerFire=1
TransientSoundVolume=2.000000
TransientSoundRadius=500.000000
FireSoundRef="KF_IJC_HalloweenSnd.FlarePistol_Fire_M"
StereoFireSoundRef="KF_IJC_HalloweenSnd.FlarePistol_Fire_S"
NoAmmoSoundRef="KF_HandcannonSnd.50AE_DryFire"
FireRate=0.20//0.150000
FireAnimRate=1.0
TweenTime=0.025000
FireAnim2="FireLeft"
FireAnim="FireRight"
AmmoClass=Class'KFMod.FlareRevolverAmmo'
ProjectileClass=Class'KFMod.FlareRevolverProjectile'
ProjSpawnOffset=(X=50.000000,Y=10.000000,Z=-5.000000)
SightedProjSpawnOffset=(X=50.000000,Y=10.000000,Z=0.000000)
BotRefireRate=0.250000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stFlareRevolver'
aimerror=42.000000
Spread=0.017500
RecoilRate=0.07
maxVerticalRecoilAngle=1500
maxHorizontalRecoilAngle=250
FireAimedAnim=FireRight_Iron
FireAimedAnim2=FireLeft_Iron
bWaitForRelease=true
//** View shake **//
ShakeOffsetMag=(X=6.0,Y=1.0,Z=8.0)
ShakeOffsetRate=(X=1000.0,Y=1000.0,Z=1000.0)
ShakeOffsetTime=2.5
ShakeRotMag=(X=75.0,Y=75.0,Z=400.0)
ShakeRotRate=(X=12500.0,Y=12500.0,Z=10000.0)
ShakeRotTime=3.5
bRandomPitchFireSound=True
RandomPitchAdjustAmt=0.05
TraceRange=10000
FireForce="AssaultRifleFire"
}