459 lines
15 KiB
Ucode
459 lines
15 KiB
Ucode
class ScrnDualies extends Dualies;
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var name ReloadShortAnim;
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var float ReloadShortRate;
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var float ReloadHalfShortRate;
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var transient bool bShortReload;
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var transient bool bHalfShortReload;
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var bool bTweeningSlide;
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var bool bTweenLeftSlide;
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var bool bTweenRightSlide;
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var bool bAnimatingLeftHammer;
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var bool bAnimatingRightHammer;
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var float LeftHammerRotateForwardTime;
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var float RightHammerRotateForwardTime;
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var float LeftHammerRotateBackTime;
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var float RightHammerRotateBackTime;
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var transient float HammerRotateMult;
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var transient float HammerRotateRate;
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var float DefaultHammerRotateMult;
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var float DefaultHammerRotateRate;
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var float TweenEndTime;
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var vector PistolSlideOffset; //for tactical reload
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var rotator PistolHammerRotation;
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var transient int NumKillsWithoutReleasingTrigger;
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var transient int ClientMagAmmoRemaining;
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var transient int FiringRound;
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simulated function PostNetReceive()
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{
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super.PostNetReceive();
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if ( Role < ROLE_Authority ) {
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if ( ClientMagAmmoRemaining != MagAmmoRemaining ) {
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if ( MagAmmoRemaining > ClientMagAmmoRemaining ) {
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// mag update after reload
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ScrnDualiesFire(GetFireMode(0)).SetPistolFireOrder( (MagAmmoRemaining%2) == 1 );
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}
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if ( MagAmmoRemaining <= 1 ) {
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LockRightSlideBack();
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if ( MagAmmoRemaining == 0 )
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LockLeftSlideBack();
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}
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ClientMagAmmoRemaining = MagAmmoRemaining;
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}
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}
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}
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simulated function Fire(float F)
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{
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FiringRound = MagAmmoRemaining;
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super.Fire(f);
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}
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function DropFrom(vector StartLocation)
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{
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local int m;
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local KFWeaponPickup Pickup;
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local Inventory I;
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local int AmmoThrown,OtherAmmo;
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if( !bCanThrow )
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return;
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AmmoThrown = AmmoAmount(0);
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ClientWeaponThrown();
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for (m = 0; m < NUM_FIRE_MODES; m++)
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{
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if (FireMode[m].bIsFiring)
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StopFire(m);
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}
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if ( Instigator != None )
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DetachFromPawn(Instigator);
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if( Instigator.Health>0 )
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{
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OtherAmmo = AmmoThrown/2;
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AmmoThrown-=OtherAmmo;
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I = Spawn(Class'ScrnBalanceSrv.ScrnSingle');
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I.GiveTo(Instigator);
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Weapon(I).Ammo[0].AmmoAmount = OtherAmmo;
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Single(I).MagAmmoRemaining = MagAmmoRemaining/2;
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MagAmmoRemaining = Max(MagAmmoRemaining-Single(I).MagAmmoRemaining,0);
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}
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Pickup = Spawn(class'ScrnBalanceSrv.ScrnSinglePickup',,, StartLocation);
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if ( Pickup != None )
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{
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Pickup.InitDroppedPickupFor(self);
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Pickup.DroppedBy = PlayerController(Instigator.Controller);
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Pickup.Velocity = Velocity;
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Pickup.AmmoAmount[0] = AmmoThrown;
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Pickup.MagAmmoRemaining = MagAmmoRemaining;
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if (Instigator.Health > 0)
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Pickup.bThrown = true;
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}
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Destroyed();
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Destroy();
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}
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function ServerStopFire(byte Mode)
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{
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super.ServerStopFire(Mode);
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NumKillsWithoutReleasingTrigger = 0;
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}
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simulated function BringUp(optional Weapon PrevWeapon)
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{
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Super.BringUp(PrevWeapon);
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if (Level.NetMode != NM_DedicatedServer)
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{
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RotateHammersBack(); //always do this now
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if (MagAmmoRemaining == 0)
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{
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LockLeftSlideBack();
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LockRightSlideBack();
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}
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if (MagAmmoRemaining == 1)
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LockRightSlideBack();
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}
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}
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simulated function RotateHammersBack()
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{
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SetBoneRotation( '9mm_hammer', -1*PistolHammerRotation, , 100); //set hammer rotation for empty reload
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SetBoneRotation( '9mm_hammer01', -1*PistolHammerRotation, , 100); //set hammer rotation for empty reload
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}
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//this function sets the times for left hammer drop
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simulated function DoLeftHammerDrop(float FireRateMod)
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{
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bAnimatingLeftHammer = True;
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HammerRotateRate = DefaultHammerRotateRate/FireRateMod; //0.08
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LeftHammerRotateForwardTime = Level.TimeSeconds + HammerRotateRate; //set time
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LeftHammerRotateBackTime = Level.TimeSeconds + 4*HammerRotateRate; //set time (3 times longer than)
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}
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//this function sets the times for right hammer drop
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simulated function DoRightHammerDrop(float FireRateMod)
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{
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bAnimatingRightHammer = True;
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HammerRotateRate = DefaultHammerRotateRate/FireRateMod; //0.08
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RightHammerRotateForwardTime = Level.TimeSeconds + HammerRotateRate; //set time
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RightHammerRotateBackTime = Level.TimeSeconds + 4*HammerRotateRate; //set time (3 times longer than)
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}
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simulated function RotateLeftHammerBack()
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{
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SetBoneRotation( '9mm_hammer01', -1*PistolHammerRotation, , 100); //set hammer rotation
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}
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simulated function RotateRightHammerBack()
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{
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SetBoneRotation( '9mm_hammer', -1*PistolHammerRotation, , 100); //set hammer rotation
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}
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//used for enhanced hammer rotation forwards during firing
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simulated function RotateLeftHammerSmooth(float rate, bool bRotatingHammerBack)
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{
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local float RateMult;
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//calculate how much rate should be multiplied by to give 100 at end
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RateMult = 100/HammerRotateRate;
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if(bRotatingHammerBack )
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SetBoneRotation( '9mm_hammer01', -DefaultHammerRotateMult*PistolHammerRotation, ,100 - Rate*RateMult/3 ); //needs to move from 0 to -120
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else
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SetBoneRotation( '9mm_hammer01', 0.3*DefaultHammerRotateMult*PistolHammerRotation, , 100- Rate*RateMult ); //needs to move from 0 to 45
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}
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//used for enhanced hammer rotation forwards during firing
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simulated function RotateRightHammerSmooth(float rate, bool bRotatingHammerBack)
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{
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local float RateMult;
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//calculate how much rate should be multiplied by to give 100 at end
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RateMult = 100/HammerRotateRate;
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if(bRotatingHammerBack )
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SetBoneRotation( '9mm_hammer', -DefaultHammerRotateMult*PistolHammerRotation, ,100 - Rate*RateMult/3 ); //needs to move from 0 to -120
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else
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SetBoneRotation( '9mm_hammer', 0.3*DefaultHammerRotateMult*PistolHammerRotation, , 100- Rate*RateMult ); //needs to move from 0 to 45
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}
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simulated function ResetLeftSlidePosition()
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{
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SetBoneLocation( '9mm_slide01', PistolSlideOffset, 0 ); //reset Slide position
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}
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simulated function ResetRightSlidePosition()
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{
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SetBoneLocation( '9mm_slide', PistolSlideOffset, 0 ); //reset Slide position
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}
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simulated function LockLeftSlideBack()
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{
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SetBoneLocation( '9mm_slide01', -1*PistolSlideOffset, 100 ); //lock slide back
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}
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simulated function LockRightSlideBack()
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{
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SetBoneLocation( '9mm_slide', -1*PistolSlideOffset, 100 ); //lock slide back
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}
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simulated function InterpolateRightSlide(float time)
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{
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local rotator AdjustedHammerPitch;
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AdjustedHammerPitch.Pitch = 120*time*5;
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SetBoneLocation( '9mm_slide', PistolSlideOffset, (time*500)); //after tactical reload tween this from 100 to 0
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//SetBoneRotation( '9mm_hammer', AdjustedHammerPitch-PistolHammerRotation, ,100 ); //(Pitch=120,Yaw=0,Roll=0)
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}
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simulated function InterpolateLeftSlide(float time)
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{
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local rotator AdjustedHammerPitch;
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AdjustedHammerPitch.Pitch = 120*time*5;
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SetBoneLocation( '9mm_slide01', PistolSlideOffset, (time*500)); //after tactical reload tween this from 100 to 0
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//SetBoneRotation( '9mm_hammer01', AdjustedHammerPitch-PistolHammerRotation, ,100 ); //(Pitch=120,Yaw=0,Roll=0)
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}
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//handles all slide movement
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simulated function HandleSlideMovement()
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{
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if (bTweeningSlide && TweenEndTime > 0)
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{
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if (Level.TimeSeconds < TweenEndTime )
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{
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if (bTweenRightSlide)
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InterpolateRightSlide(TweenEndTime - Level.TimeSeconds);
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if (bTweenLeftSlide)
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InterpolateLeftSlide(TweenEndTime - Level.TimeSeconds);
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}
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if (Level.TimeSeconds > TweenEndTime )
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{
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ResetLeftSlidePosition();
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ResetRightSlidePosition();
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TweenEndTime = 0;
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bTweeningSlide = false;
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bTweenLeftSlide = false;
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bTweenRightSlide = false;
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}
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}
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}
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//handles all hammer rotation
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function HandleHammerRotation()
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{
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if (bAnimatingLeftHammer)
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{
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if (Level.TimeSeconds < LeftHammerRotateForwardTime && Level.TimeSeconds < LeftHammerRotateBackTime )
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RotateLeftHammerSmooth(LeftHammerRotateForwardTime - Level.TimeSeconds, false); //rotate hammer forwards
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if (Level.TimeSeconds > LeftHammerRotateForwardTime )
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RotateLeftHammerSmooth(LeftHammerRotateBackTime - Level.TimeSeconds, true); //rotate hammer backwards
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if (Level.TimeSeconds > LeftHammerRotateBackTime )
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{
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bAnimatingLeftHammer = false; //finished rotating hammer
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RotateLeftHammerBack(); //reset it to normal position
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}
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}
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if (bAnimatingRightHammer)
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{
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if (Level.TimeSeconds < RightHammerRotateForwardTime && Level.TimeSeconds < RightHammerRotateBackTime )
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RotateRightHammerSmooth(RightHammerRotateForwardTime - Level.TimeSeconds, false); //rotate hammer forwards
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if (Level.TimeSeconds > RightHammerRotateForwardTime )
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RotateRightHammerSmooth(RightHammerRotateBackTime - Level.TimeSeconds, true); //rotate hammer backwards
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if (Level.TimeSeconds > RightHammerRotateBackTime )
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{
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bAnimatingRightHammer = false; //finished rotating hammer
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RotateRightHammerBack(); //reset it to normal position
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}
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}
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}
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simulated function WeaponTick(float dt)
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{
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if (Level.NetMode != NM_DedicatedServer)
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{
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HandleSlideMovement();
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HandleHammerRotation();
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}
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Super.WeaponTick(dt);
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}
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simulated function StartTweeningSlide()
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{
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bTweeningSlide = true; //start Slide tweening
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TweenEndTime = Level.TimeSeconds + 0.2;
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}
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//after reload tween slide back if tactical reload
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simulated function ClientFinishReloading()
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{
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RotateHammersBack(); //always
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if(bShortReload)
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{
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StartTweeningSlide(); //allow tweening of both slides
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}
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else if (bHalfShortReload)
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{
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StartTweeningSlide(); //allow tweening of both slides, only left should trigger
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SetBoneLocation( '9mm_slide', PistolSlideOffset, 0 ); //reset right Slide position
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}
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else
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{
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SetBoneLocation( '9mm_slide01', PistolSlideOffset, 0 ); //reset left slide position
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SetBoneLocation( '9mm_slide', PistolSlideOffset, 0 ); //reset right slide position
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}
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Super.ClientFinishReloading();
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}
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//added slide offset to reload animation
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simulated function ClientReload()
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{
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local float ReloadMulti;
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if ( bHasAimingMode && bAimingRifle )
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{
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FireMode[1].bIsFiring = False;
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ZoomOut(false);
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if( Role < ROLE_Authority)
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ServerZoomOut(false);
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}
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if ( KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none )
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ReloadMulti = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.Static.GetReloadSpeedModifier(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo), self);
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else
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ReloadMulti = 1.0;
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bIsReloading = true;
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bAnimatingLeftHammer = false;
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bAnimatingRightHammer = false;
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if (MagAmmoRemaining <= 0)
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{
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bShortReload = false;
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bHalfShortReload = false;
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PlayAnim(ReloadAnim, ReloadAnimRate*ReloadMulti, 0.001);
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ResetLeftSlidePosition(); //use reload animation's
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ResetRightSlidePosition(); //use reload animation's
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}
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else if (MagAmmoRemaining == 1)
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{
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bShortReload = false;
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bHalfShortReload = true;
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PlayAnim(ReloadAnim, ReloadAnimRate*ReloadMulti, 0.001);
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ResetRightSlidePosition(); //use reload animation's for right slide
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SetBoneLocation( '9mm_slide01', PistolSlideOffset, 100 ); //move left slide forward
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bTweenLeftSlide = true;
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}
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else if (MagAmmoRemaining >= 2)
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{
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bShortReload = true;
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bHalfShortReload = false;
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PlayAnim(ReloadAnim, ReloadAnimRate*ReloadMulti, 0.001);
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SetBoneLocation( '9mm_slide', PistolSlideOffset, 100 ); //move slide forward
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SetBoneLocation( '9mm_slide01', PistolSlideOffset, 100 ); //move slide forward
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bTweenLeftSlide = true;
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bTweenRightSlide = true;
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}
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}
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exec function ReloadMeNow()
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{
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local float ReloadMulti;
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if(!AllowReload())
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return;
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if ( bHasAimingMode && bAimingRifle )
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{
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FireMode[1].bIsFiring = False;
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ZoomOut(false);
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if( Role < ROLE_Authority)
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ServerZoomOut(false);
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}
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if ( KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none )
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ReloadMulti = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.Static.GetReloadSpeedModifier(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo), self);
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else
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ReloadMulti = 1.0;
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bIsReloading = true;
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ReloadTimer = Level.TimeSeconds;
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bShortReload = MagAmmoRemaining > 0;
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if ( MagAmmoRemaining >= 2 )
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ReloadRate = default.ReloadShortRate / ReloadMulti;
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else if (MagAmmoRemaining == 1)
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ReloadRate = default.ReloadHalfShortRate / ReloadMulti;
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else if (MagAmmoRemaining <= 0)
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ReloadRate = default.ReloadRate / ReloadMulti;
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if( bHoldToReload )
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{
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NumLoadedThisReload = 0;
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}
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ClientReload();
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Instigator.SetAnimAction(WeaponReloadAnim);
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if ( Level.Game.NumPlayers > 1 && KFGameType(Level.Game).bWaveInProgress && KFPlayerController(Instigator.Controller) != none &&
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Level.TimeSeconds - KFPlayerController(Instigator.Controller).LastReloadMessageTime > KFPlayerController(Instigator.Controller).ReloadMessageDelay )
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{
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KFPlayerController(Instigator.Controller).Speech('AUTO', 2, "");
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KFPlayerController(Instigator.Controller).LastReloadMessageTime = Level.TimeSeconds;
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}
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}
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function AddReloadedAmmo()
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{
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local int a;
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UpdateMagCapacity(Instigator.PlayerReplicationInfo);
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a = MagCapacity;
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if ( bShortReload )
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a+=2; // 2 bullets already bolted
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if ( bHalfShortReload )
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a++; // 1 bullet already bolted
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if ( AmmoAmount(0) >= a )
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MagAmmoRemaining = a;
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else
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MagAmmoRemaining = AmmoAmount(0);
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// this seems redudant -- PooSH
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// if( !bHoldToReload )
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// {
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// ClientForceKFAmmoUpdate(MagAmmoRemaining,AmmoAmount(0));
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// }
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if ( PlayerController(Instigator.Controller) != none && KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements) != none )
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{
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KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements).OnWeaponReloaded();
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}
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}
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defaultproperties
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{
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ReloadShortRate=2.930000
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ReloadHalfShortRate=3.230000
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DefaultHammerRotateMult=1.000000
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DefaultHammerRotateRate=0.020000
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PistolSlideOffset=(X=0.023300)
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PistolHammerRotation=(Pitch=145)
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MagAmmoRemaining=30
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Weight=1.000000
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FireModeClass(0)=Class'ScrnBalanceSrv.ScrnDualiesFire'
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DemoReplacement=Class'ScrnBalanceSrv.ScrnSingle'
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PickupClass=Class'ScrnBalanceSrv.ScrnDualiesPickup'
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ItemName="Dual 9mms SE"
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}
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