213 lines
5.8 KiB
Ucode
213 lines
5.8 KiB
Ucode
class M41AALTFire extends KFShotgunFire;
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var() name FireLastAnim;
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var() name FireLastAimedAnim;
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var() float FireLastRate;
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var() Emitter Flash2Emitter;
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var() name MuzzleBoneLeft;
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var() name MuzzleBoneRight;
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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, MuzzleBoneLeft);
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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, MuzzleBoneRight);
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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 (Flash2Emitter != None)
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Flash2Emitter.Destroy();
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}
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function FlashMuzzleFlash()
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{
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if( KFWeap.MagAmmoRemaining == 2)
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{
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if (Flash2Emitter != None)
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Flash2Emitter.Trigger(Weapon, Instigator);
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}
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else
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{
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if (FlashEmitter != None)
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FlashEmitter.Trigger(Weapon, Instigator);
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}
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}
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*/
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simulated function bool AllowFire()
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{
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return ( Weapon.AmmoAmount(ThisModeNum) >= AmmoPerFire);
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}
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// Overridden to support special anim functionality of the double barreled shotgun
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function PlayFiring()
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{
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local float RandPitch;
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if ( Weapon == none )
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return;
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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( BoomStick(Weapon).SingleShotCount == 0 && Weapon.HasAnim(FireLastAimedAnim))
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{
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Weapon.PlayAnim(FireLastAimedAnim, FireAnimRate, TweenTime);
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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( BoomStick(Weapon).SingleShotCount == 0 && Weapon.HasAnim(FireLastAnim))
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{
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Weapon.PlayAnim(FireLastAnim, 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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}
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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 + 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 + RandPitch),false);
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}
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if ( FireCount > 2 )
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{
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Weapon.PlayAnim(ReloadAnim, ReloadAnimRate, TweenTime);
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}
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ClientPlayForceFeedback(FireForce); // jdf
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FireCount++;
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}
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//=====================================================================================================
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//=====================================================================================================
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//==
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//== D E F A U L T P R O P E R T I E S
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//==
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//=====================================================================================================
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//=====================================================================================================
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defaultproperties
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{
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EffectiveRange=2500.000000
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maxVerticalRecoilAngle=200
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maxHorizontalRecoilAngle=50
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FireSoundRef="KF_M32Snd.M32_Fire"
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StereoFireSoundRef="KF_M32Snd.M32_FireST"
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NoAmmoSoundRef="KF_M79Snd.M79_DryFire"
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ProjPerFire=1
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ProjSpawnOffset=(X=50.000000,Y=10.000000)
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bFireOnRelease=True
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bWaitForRelease=True
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TransientSoundVolume=1.800000
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FireAnim="AltFire"
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FireForce="AssaultRifleFire"
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FireRate=1.250000
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AmmoClass=Class'ScrnHMG.M41AProjectileAmmo'
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ShakeRotMag=(X=3.000000,Y=4.000000,Z=2.000000)
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ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
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ShakeOffsetMag=(X=3.000000,Y=3.000000,Z=3.000000)
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ProjectileClass=Class'KFMod.M203GrenadeProjectile'
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BotRefireRate=1.800000
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FlashEmitterClass=Class'ROEffects.MuzzleFlash1stNadeL'
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aimerror=42.000000
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Spread=0.015000
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}
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