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//============================================================================= // $Workfile: U2XMPItem.uc $ // Created By: Aaron Leiby // Created On: 4/16/2002 // $Author: Mbaldwin $ // $Date: 12/10/02 8:16p $ // $Revision: 26 $ //============================================================================= // Derived from U2Inventory //============================================================================= class U2XMPItem extends U2Weapon abstract; var bool bActivatable; // true if Item can be activated var() sound ActivateSound; // var() sound DeActivateSound; // var() sound EffectSound; // // disabled simulated function PostRender( Canvas Canvas ); simulated function DrawWeapon( canvas Canvas ); simulated function DrawDecos( canvas Canvas ); simulated event Tick( float DeltaSeconds ); /* event TravelPreAccept() { DM( "*** U2XMPItem.TravelPreAccept Pre-Super - Owner = " $ Pawn(Owner) ); Super.TravelPreAccept(); DM( "*** U2XMPItem.TravelPreAccept Post-Super - Owner = " $ Pawn(Owner)); //GiveTo( Pawn(Owner) ); } event TravelPostAccept() { DM( "*** TravelPostAccept Pre-Super" ); Super.TravelPostAccept(); DM( "*** TravelPostAccept Post-Super" ); PickupFunction(Pawn(Owner)); } */ //----------------------------------------------------------------------------- simulated function BringUp() { if ( Instigator.IsHumanControlled() ) { SetHand(PlayerController(Instigator.Controller).Handedness); } bWeaponUp = true; PlaySelect(); if( HasAmmo() && U2Ammo(AmmoType)? && U2Ammo(AmmoType).ReloadRequired( GetFireAmmoUsed() ) && U2Ammo(AmmoType).ReloadRequired( GetAltFireAmmoUsed() )) U2Ammo(AmmoType).Reload(); GotoState('Idle'); } //----------------------------------------------------------------------------- function bool HasEnoughAmmo( int MinUses ) { return MinUses <= GetAmmoAmount(); } //----------------------------------------------------------------------------- simulated function int GetClipAmount() { return Min( GetClipSize(), GetAmmoAmount() ); } //----------------------------------------------------------------------------- simulated function int GetClipSize() { return 1; } //----------------------------------------------------------------------------- function bool ActivateUnit( bool bAltActivate ); //----------------------------------------------------------------------------- function Projectile ProjectileFire( class<projectile> ProjClass ) { local bool bProjFired; Pawn(Owner).MakeNoise( Pawn(Owner).SoundDampening ); AdjustedAim = Pawn(Owner).GetAimRotation(); //DM( "*** ProjClass = " $ ProjClass $ " ProjectileClass = " $ ProjectileClass $ " AltProjectileClass = " $ AltProjectileClass ); if( ProjClass == ProjectileClass ) { bProjFired = ActivateUnit( false ); if( bProjFired ) { if( AmmoType? ) AmmoType.UseAmmo( GetFireAmmoUsed() ); } } else if( ProjClass == AltProjectileClass ) bProjFired = ActivateUnit( true ); if( bProjFired ) { if( AmmoType? ) AmmoType.UseAmmo( GetAltFireAmmoUsed() ); } return None; } //----------------------------------------------------------------------------- simulated function Fire() { //ensures that we can control who can fire and who cannot, based upon the function. bPlayerCanFire is now useful. :) if( !Pawn(Owner).PressingFire() ) return; if( bDisableFiring ) return; bFiring = true; bAltFiring = false; // Added a check for ProjectileClass to determine whether the unit has this fire mode (primary or alt) if( ProjectileClass? && U2Ammo(AmmoType)? && !U2Ammo(AmmoType).ReloadRequired( GetFireAmmoUsed() ) ) { // firing of the weapon can be aborted by the aiming code (e.g. due to obstacles) if( PreSetAimingParameters( false, bInstantHit, TraceSpreadFire, ProjectileClass, bWarnTarget, bRecommendSplashDamage ) ) { if (Role == ROLE_Authority) AuthorityFire(); EverywhereFire(); } } else if ( HasAmmo() ) Reload(); else if( HasAnyAmmo() ) ChangeAmmoType(); else SwitchAway(); } //----------------------------------------------------------------------------- simulated function AltFire() { //ensures that we can control who can fire and who cannot, based upon the function. bCanAltFire is now useful. :) if( !Pawn(Owner).PressingAltFire() ) return; if( bDisableFiring ) return; bFiring = false; bAltFiring = true; // Added a check for AltProjectileClass to determine whether the unit has this fire mode (primary or alt) if( AltProjectileClass? && U2Ammo(AmmoType)? && !U2Ammo(AmmoType).ReloadRequired( GetAltFireAmmoUsed() ) ) { // firing of the weapon can be aborted by the aiming code (e.g. due to obstacles) if( PreSetAimingParameters( true, bAltInstantHit, TraceSpreadAltFire, AltProjectileClass, bAltWarnTarget, bRecommendAltSplashDamage ) ) { if (Role == ROLE_Authority) AuthorityAltFire(); EverywhereAltFire(); } } else if ( HasAmmo() ) Reload(); else if( HasAnyAmmo() ) ChangeAmmoType(); else SwitchAway(); } //----------------------------------------------------------------------------- function AuthorityFire() { if( !IsInState('Firing') ) U2Pawn(Owner).CurrentStatus.NumFires = (U2Pawn(Owner).CurrentStatus.NumFires+1) % 4; bPointing = true; // does nothing for most weapons unless shot fired when owner stops firing PostSetAimingParameters( false, bInstantHit, TraceSpreadFire, ProjectileClass, bWarnTarget, bRecommendSplashDamage ); if( bInstantHit ) { TraceFire( TraceSpreadFire ); } else if( ProjectileClass? ) { ProjectileFire( ProjectileClass ); } } //----------------------------------------------------------------------------- function AuthorityAltFire() { if( !IsInState('AltFiring') ) U2Pawn(Owner).CurrentStatus.NumAltFires = (U2Pawn(Owner).CurrentStatus.NumAltFires+1) % 4; bPointing = true; // does nothing for most weapons unless shot fired when owner stops firing PostSetAimingParameters( true, bAltInstantHit, TraceSpreadAltFire, AltProjectileClass, bAltWarnTarget, bRecommendAltSplashDamage ); if( bAltInstantHit ) { TraceFire( TraceSpreadAltFire ); } else if( AltProjectileClass? ) { ProjectileFire( AltProjectileClass ); } } //----------------------------------------------------------------------------- function bool PreSetAimingParameters( bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash ) { return true; } //----------------------------------------------------------------------------- function Activate( bool AltActivate ) // global interface (overridden in the 'Inactive' and 'Actived' states) { assert( false ); // never called } //----------------------------------------------------------------------------- function Deactivate() // global interface (overridden in the 'Inactive' and 'Actived' states) { assert( false ); // never called } //----------------------------------------------------------------------------- function AdjustDamage( out float Damage ) { Owner.PlaySound( EffectSound, SLOT_None ); } //----------------------------------------------------------------------------- auto state Inactive { function Activate( bool AltActivate ) { if( Level.Game.StatLog != None ) Level.Game.StatLog.LogItemActivate( self, Pawn(Owner) ); Owner.PlaySound( ActivateSound ); GotoState( 'Activated' ); } function Deactivate() { } } //----------------------------------------------------------------------------- state Activated { function Activate( bool AltActivate ) { Deactivate(); } function Deactivate() { if ( Pawn(Owner) != None ) { if( Level.Game.StatLog != None ) Level.Game.StatLog.LogItemDeactivate( self, Pawn(Owner) ); } Owner.PlaySound( DeactivateSound ); GotoState( 'Inactive' ); } } //----------------------------------------------------------------------------- function GiveTo( pawn Other, optional bool bDontTryToSwitch ) { local U2Ammo AmmoInv; local Inventory Inv; //DM( " *** Starting " $ Self $ ".GiveTo() - Other = " $ Other $ " AmmoName = " $ AmmoName ); AmmoInv = U2Ammo(Other.FindInventoryType( AmmoName )); if( AmmoInv != None ) { //DM( " *** " $ Self $ " Adding " $ PickupAmmoCount $ " to " $ AmmoInv ); AmmoInv.AddAmmo( PickupAmmoCount ); Inv = Other.FindInventoryType( class ); //DM( " *** " $ Self $ " Compared to " $ Inv ); // if there is already one of these in inventory if( Inv != Self && Inv? ) { //DM( " *** " $ Self $ " is being Destroyed" ); // then now that the ammo from this new one has been added, destroy it Destroy(); } else { //DM( " *** " $ Self $ " is the first of its kind here, call up to GiveTo" ); // else, ammo for this item has already been added, but the item itself has not, so add it super.GiveTo( Other, bDontTryToSwitch ); } } else { //DM( " *** Passing " $ Self $ " on to Super" ); super.GiveTo( Other, bDontTryToSwitch ); } } //----------------------------------------------------------------------------- defaultproperties { FireLastReloadTime=0.000000 AltFireLastReloadTime=0.000000 ReloadTime=0.000000 SelectTime=0.000000 DownTime=0.000000 GunButtSounds(0)=Sound'U2WeaponsA.GunButt.GunButt01' GunButtSounds(1)=Sound'U2WeaponsA.GunButt.GunButt02' GunButtSounds(2)=Sound'U2WeaponsA.GunButt.GunButt03' GunButtSounds(3)=Sound'U2WeaponsA.GunButt.GunButt04' bRepeatFire=false bRepeatAltFire=false AltShakeMag=0.000000 AltShakeTime=0.000000 TargetableTypes(0)='Pawn' CrosshairName="" RangeMinFire=192.000000 RangeIdealFire=512.000000 RangeMaxFire=2048.000000 RangeLimitFire=32767.000000 RatingInsideMinFire=-20.000000 RatingRangeMinFire=-0.500000 RatingRangeIdealFire=0.800000 RatingRangeMaxFire=0.200000 RatingRangeLimitFire=0.010000 AIRatingFire=-50.000000 RangeMinAltFire=80.000000 RangeIdealAltFire=1024.000000 RangeMaxAltFire=1400.000000 RangeLimitAltFire=1400.000000 RatingInsideMinAltFire=-20.000000 RatingRangeMinAltFire=-0.500000 RatingRangeIdealAltFire=0.750000 RatingRangeMaxAltFire=0.200000 RatingRangeLimitAltFire=0.010000 AIRatingAltFire=-50.000000 AutoSwitchPriority=0 ShakeMag=0.000000 ShakeTime=0.000000 AIRating=-50.000000 InventoryGroup=5 GroupOffset=3 PlayerViewOffset=(X=0.000000,Z=0.000000) ItemName="U2 XMP Item" ItemID="XX" UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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