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//============================================================================= // $Workfile: WeaponInvAssaultRifle.uc $ // Created By: Jess Crable, Mark Poesch // Created On: 1/14/00 // $Author: Mfox $ // $Date: 10/23/02 4:07p $ // $Revision: 46 $ //============================================================================= class WeaponInvAssaultRifle extends U2Weapon; #exec OBJ LOAD FILE=..\Sounds\U2WeaponsA.uax #exec OBJ LOAD File=..\Meshes\GlmWeaponsG.ugx #exec OBJ LOAD File=..\Textures\GlmWeaponsT.utx #exec OBJ LOAD File=..\Textures\WeaponFXT.utx #exec OBJ LOAD File=..\System\ParticleRes\AssaultFX.u var float Angle; var int RotationIndex; simulated function HandleTargetDetails( Actor A, Canvas Canvas, vector ViewLoc, rotator ViewRot ) { if( A!=None && LevelInfo(A) == None ) { // ScreenLoc = (A.Location - ViewLoc) << ViewRot; // Angle = ATan2( ScreenLoc.Z, -ScreenLoc.Y ) * DegreesToRadians; Angle = VSize(A.Location - ViewLoc) * 0.3; } } simulated function float GetCrosshairAngle90(){ return Angle + 90; } simulated function float GetCrosshairAngle210(){ return Angle + 210; } simulated function float GetCrosshairAngle330(){ return Angle + 330; } function ProcessTraceHitEx( vector HitDirection, CheckResult Hit, float EffectiveDamage ) { //ARL compute damage vs. position of hit on collision cylinder -- kill randomness EffectiveDamage = 9 + Rand( 6 ); if( FRand() < 0.2 ) { HitDirection *= 2.5; } Super.ProcessTraceHitEx( HitDirection, Hit, EffectiveDamage ); } simulated function ClientTraceImpact( CheckResult Hit ) { UpdateTracer(Hit); } simulated function UpdateTracer( CheckResult Hit ) { local PulseLineGenerator Tracer; Tracer = PulseLineGenerator(DecoEffects[1].Effect); if (!Tracer) return; /* // Only actually draw every 5th bullet. if (RotationIndex==0) Tracer.SetDrawType(DT_Custom); else Tracer.SetDrawType(DT_None); */ if (Tracer.Connections.length!=1) Tracer.Connections.length = 1; Tracer.Connections[0].StartActor = Tracer; Tracer.Connections[0].End = Hit.Location; } simulated function PlayFiring() { HandleLastRound(); RotationIndex = (RotationIndex+1) % 16; UpdateRotationThing(); Super.PlayFiring(); } simulated function PlayAltFiring() { RotationIndex = (RotationIndex+8) % 16; UpdateRotationThing(); Super.PlayAltFiring(); } simulated function UpdateRotationThing() { switch(RotationIndex+1) { case 1: MeshAgentSetInputCurValueEx('RotationThing','A'); break; case 2: MeshAgentSetInputCurValueEx('RotationThing','B'); break; case 3: MeshAgentSetInputCurValueEx('RotationThing','C'); break; case 4: MeshAgentSetInputCurValueEx('RotationThing','D'); break; case 5: MeshAgentSetInputCurValueEx('RotationThing','E'); break; case 6: MeshAgentSetInputCurValueEx('RotationThing','F'); break; case 7: MeshAgentSetInputCurValueEx('RotationThing','G'); break; case 8: MeshAgentSetInputCurValueEx('RotationThing','H'); break; case 9: MeshAgentSetInputCurValueEx('RotationThing','I'); break; case 10: MeshAgentSetInputCurValueEx('RotationThing','J'); break; case 11: MeshAgentSetInputCurValueEx('RotationThing','K'); break; case 12: MeshAgentSetInputCurValueEx('RotationThing','L'); break; case 13: MeshAgentSetInputCurValueEx('RotationThing','M'); break; case 14: MeshAgentSetInputCurValueEx('RotationThing','N'); break; case 15: MeshAgentSetInputCurValueEx('RotationThing','O'); break; case 16: MeshAgentSetInputCurValueEx('RotationThing','P'); break; } } simulated function int GetAltFireAmmoUsed() { return 5; } // Follows, is a big nasty hack just to get viewshake to work correctly with the AR's unusual requirements. simulated function HandleLastRound() { local bool bLastRound; local pawn Pawn; local playercontroller P; bLastRound = U2Ammo(AmmoType)? && U2Ammo(AmmoType).ReloadRequired(1); if( bLastRound ) { // turn off view shake. Pawn = Pawn(Owner); if( Pawn!=None ) { P = PlayerController(Pawn.Controller); if( P!=None ) P.ShakeView(7.0,0.2); } AmbientSound = default.AmbientSound; } } simulated state Firing { ignores Fire, AltFire; simulated event EndState() { local bool bLastRound; local pawn Pawn; local playercontroller P; Super.EndState(); bLastRound = U2Ammo(AmmoType)? && U2Ammo(AmmoType).ReloadRequired(1); if( !bLastRound ) { // turn off view shake. Pawn = Pawn(Owner); if( Pawn!=None ) { P = PlayerController(Pawn.Controller); if( P!=None ) P.ShakeView(7.0,0.2); } } } } defaultproperties { FireTime=0.100000 AltFireTime=1.000000 FireLastDownTime=1.125000 AltFireLastDownTime=1.600000 FireLastReloadTime=2.166000 AltFireLastReloadTime=2.800000 ReloadTime=2.166000 FlashSkin=Shader'WeaponFXT.CAR.AR_SKIN2FX' FireLastRoundSound=Sound'U2WeaponsA.AssaultRifle.AR_FireLastRound' AltFireLastRoundSound=Sound'U2WeaponsA.AssaultRifle.AR_AltFireLastRound' ReloadUnloadedSound=Sound'U2WeaponsA.AssaultRifle.AR_ReloadUnloaded' GunButtSounds(0)=Sound'U2WeaponsA.GunButt.GunButt01' GunButtSounds(1)=Sound'U2WeaponsA.GunButt.GunButt02' GunButtSounds(2)=Sound'U2WeaponsA.GunButt.GunButt03' GunButtSounds(3)=Sound'U2WeaponsA.GunButt.GunButt04' DecoEffects(0)=(AnimSequence=Fire,DecoClass=Class'U2Weapons.AR_LightEffect',MountNode="#Muzzleflash",MountOffset=(X=15.000000,Z=15.000000)) DecoEffects(1)=(AnimSequence=Fire,DecoClass=Class'ParticleSystems.PulseLineGenerator',Particles=PulseLineGenerator'AssaultFX.PulseLineGenerator1',MountNode="#Muzzleflash",bRequiresWorldZBuffer=true) FirstPersonOffset=(Y=4.000000,Z=6.000000) bAmbientFireSound=true bCrosshairGlows=true WeaponAnimationType=AT_Large ImpactHandlerClass=Class'U2Weapons.impactAssaultRifle' Damage=12.000000 TraceRange=4800.000000 TraceSpreadFire=3.000000 TraceSpreadAltFire=3.000000 AltShakeMag=10.000000 AltShakeTime=0.300000 TargetableTypes(0)='Pawn' CrosshairName="AR_Cross" RangeMinFire=0.000000 RangeIdealFire=2048.000000 RangeMaxFire=4096.000000 RangeLimitFire=32767.000000 RatingRangeMinFire=0.800000 RatingRangeIdealFire=0.800000 RatingRangeMaxFire=0.200000 RatingRangeLimitFire=0.010000 AIRatingFire=0.800000 RangeMinAltFire=196.000000 RangeIdealAltFire=512.000000 RangeMaxAltFire=2048.000000 RangeLimitAltFire=32767.000000 RatingRangeMinAltFire=0.900000 RatingRangeIdealAltFire=0.900000 RatingRangeMaxAltFire=0.100000 RatingRangeLimitAltFire=0.010000 AIRatingAltFire=0.700000 AmmoName=Class'U2Weapons.ammoInvAssaultRifle' PickupAmmoCount=75 AutoSwitchPriority=15 bInstantHit=true PreferCrouchingMultiplier=1.500000 PreferProneMultiplier=2.000000 bRapidFire=true FireOffset=(X=40.000000,Y=12.000000,Z=-32.000000) AltProjectileClass=Class'U2Weapons.projectileAssaultRoundAlt' MyDamageType=Class'U2.DamageTypePhysicalInstant' ShakeMag=3.000000 ShakeTime=1.500000 bAltSplashDamage=true bRecommendAltSplashDamage=true AIRating=0.800000 RefireRate=0.020000 AltRefireRate=1.000000 FireSound=Sound'U2WeaponsA.AssaultRifle.AR_Fire' AltFireSound=Sound'U2WeaponsA.AssaultRifle.AR_AltFire' CockingSound=Sound'U2WeaponsA.AssaultRifle.AR_Reload' SelectSound=Sound'U2WeaponsA.AssaultRifle.AR_Select' InventoryGroup=2 GroupOffset=2 PickupClass=Class'U2Weapons.weaponAssaultRifle' PlayerViewOffset=(X=0.000000,Z=0.000000) BobDamping=0.975000 ThirdPersonMesh=LegendMesh'GlmWeaponsG.AR_TP' ItemName="Assault Rifle" ItemID="AR" IconIndex=3 Mesh=LegendMesh'GlmWeaponsG.AR_FP' SoundRadius=400.000000 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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