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