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U2Weapons.WeaponInvDispersion


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//=============================================================================
// WeaponInvDispersion.uc
// $Author: Mfox $
// $Date: 12/13/02 2:31a $
// $Revision: 52 $
//=============================================================================
class WeaponInvDispersion extends U2Weapon;

#exec OBJ LOAD File=..\Meshes\GlmWeaponsG.ugx
#exec OBJ LOAD File=..\Textures\WeaponFXT.utx

var() float AltChargeTime;

var() float AltEnergyTimer;
var() int MaxAltEnergy;
var int AltEnergy;

var() float RampUpRate;
var float RampUp;

enum EFireMode
{
	FM_None,
	FM_Fire,
	FM_Charged,
	FM_AltFire,
};

var EFireMode FireMode;

function bool PreSetAimingParameters( bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash )
{
	if( bAltFire )
	{
		// so NPCs fire in the direction they are facing by default
		if( Instigator? && Instigator.Controller? && Instigator.Controller.Pawn? && !Instigator.Controller.Pawn.bIsRealPlayer )
		{
			if( Instigator.Controller.Pawn? )
				Instigator.Controller.SetRotation( Instigator.Controller.Pawn.Rotation );
			Instigator.Controller.AimRotation = Instigator.Controller.Rotation;
		}
		return true;
	}
	else
	{
		return Super.PreSetAimingParameters( bAltFire, bInstant, FireSpread, ProjClass, bWarnTarget, bTrySplash );
	}
}

function PostSetAimingParameters( bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash )
{
	if( bAltFire )
	{
		// NOTE: call to Super.*Pre*SetAimingParameters is intentional
		Super.PreSetAimingParameters( bAltFire, bInstant, FireSpread, ProjClass, bWarnTarget, bTrySplash );
	}
}

simulated function HandleTargetDetails( Actor A, Canvas Canvas, vector ViewLoc, rotator ViewRot )
{
	switch(FireMode)
	{
	case FM_Fire:		class'UIConsole'.static.SendEvent("DP_Fire");		break;
	case FM_Charged:	class'UIConsole'.static.SendEvent("DP_Charged");	break;
	case FM_AltFire:	class'UIConsole'.static.SendEvent("DP_AltFire");	break;
	}

	FireMode = FM_None;
}

simulated function NotifyPlaySoundSlot( string Slot )
{
	if (Slot == "AltFire")
	{
		if (AltEnergy < MaxAltEnergy)
			AltFireSound = sound'U2WeaponsA.Dispersion.DP_AltFire';
		else
			AltFireSound = sound'U2WeaponsA.Dispersion.DP_PoweredUpFire';
	}

	Super.NotifyPlaySoundSlot(Slot);
}

simulated function PlayFiring()
{
	Super.PlayFiring();
	FireMode = FM_Fire;
}

simulated function PlayAltFiring()
{
	Super.PlayAltFiring();
	MeshAgentSetInputCurValue('AltFire','Charged');
}

function AuthorityAltFire(){}
simulated function EverywhereAltFire()
{
	GotoState('AltCharging');
}

function Projectile ProjectileFire( class<projectile> ProjClass )
{
	local float Pct;
	local Projectile P;

	Pct = float(AltEnergy)/float(MaxAltEnergy);

	if( (Pct >= 1.0) && (ProjClass == class'projectileDispersionAlt') )
		ProjClass = class'projectileDispersionAlt2';

	P = Super.ProjectileFire(ProjClass);

	if( ProjClass == class'projectileDispersionAlt' )
		projectileDispersionAlt(P).SetCharge(Pct);

	return P;
}

//undo weapon hack for DP only.
event TravelPreAccept(){ Super(Inventory).TravelPreAccept(); }

// AltFire ammo used during charge-up time.
simulated function int GetAltFireAmmoUsed() { return 0; }

// ui callbacks
simulated function float GetAltEnergyPct(){ return 0; }
simulated function bool IsAltCharging(){ return false; }

simulated function IncAltEnergy();

simulated state AltCharging
{
ignores Fire, AltFire;

// ui callbacks
simulated function float GetAltEnergyPct(){ return float(AltEnergy)/float(MaxAltEnergy) * 255; }
simulated function bool IsAltCharging(){ return true; }

	simulated function IncAltEnergy()
	{
		if( AltEnergy >= MaxAltEnergy )
			return;

		if( U2Ammo(AmmoType)? && !U2Ammo(AmmoType).ReloadRequired(1) )
		{
			AmmoType.UseAmmo(1);
			AltEnergy++;
		}

		if( AltEnergy==MaxAltEnergy )
		{
			AmbientSound = sound'DP_PowerUpLoopWarning';
			FireMode = FM_Charged;
		}
	}

	simulated event BeginState()
	{
		AltEnergyTimer = default.AltEnergyTimer;
		AltEnergy = 0;
		IncAltEnergy();

		AmbientSound = sound'DP_PowerUpLoop';
		RampUp = 0.0;

		Enable('Tick');
	}

	simulated event EndState()
	{
		AmbientSound = None;

		Disable('Tick');
	}

	simulated event Tick( float DeltaSeconds )
	{
		//Global.Tick(DeltaSeconds);
		if( !Pawn(Owner).PressingAltFire() )
		{
			if (Role == ROLE_Authority)
				Super.AuthorityAltFire();
			Super.EverywhereAltFire();
			FireMode = FM_AltFire;
		}

		AltEnergyTimer -= DeltaSeconds;
		while( AltEnergyTimer<=0 )
		{
			AltEnergyTimer += default.AltEnergyTimer;
			IncAltEnergy();
		}

		RampUp += RampUpRate * DeltaSeconds;
		RampUp = FMin( RampUp, 1.0 );
		SoundVolume = FClamp( float(default.SoundVolume) * RampUp, 0.0, 255.0 );
		SoundPitch = FClamp( float(default.SoundPitch) * RampUp, 32.0, 128.0 );
	}

Begin:
	PlayAnimEx('AltFireStart');
	Sleep(AltChargeTime);
	MeshAgentSetInputCurValue('AltFire','Supercharged');
}

// don't ever auto-switch from the dispersion pistol.
simulated function SwitchAway()
{}

simulated state Idle
{
Begin:
	if( Pawn(Owner)? )
	{
		PawnAgentEvent('Ambient');
		if (Pawn(Owner).PressingFire() && bRepeatFire)
			Fire();
		else if (Pawn(Owner).PressingAltFire() && bRepeatAltFire)
			AltFire();
	}
	bPointing = false;

	//check again shortly.
	Sleep(0.1);
	goto 'Begin';
}

defaultproperties
{
	AltChargeTime=2.000000
	AltEnergyTimer=0.250000
	MaxAltEnergy=12
	RampUpRate=0.400000
	FireTime=0.250000
	ReloadTime=0.000000
	FlashSkin=Shader'WeaponFXT.Dispersion.DP_Skin2FX'
     GunButtSounds(0)=Sound'U2WeaponsA.GunButt.GunButt01'
     GunButtSounds(1)=Sound'U2WeaponsA.GunButt.GunButt02'
     GunButtSounds(2)=Sound'U2WeaponsA.GunButt.GunButt03'
     GunButtSounds(3)=Sound'U2WeaponsA.GunButt.GunButt04'
	FirstPersonOffset=(X=-12.000000,Y=7.000000,Z=-5.000000)
	bCrosshairGlows=true
	WeaponAnimationType=AT_Small
	ImpactHandlerClass=Class'U2Weapons.impactDispersion'
	AltShakeMag=1.000000
     TargetableTypes(0)='Pawn'
	CrosshairName="DP_Cross"
	RangeMinFire=128.000000
	RangeIdealFire=512.000000
	RangeMaxFire=1536.000000
	RangeLimitFire=32767.000000
	RatingRangeMinFire=0.250000
	RatingRangeIdealFire=0.450000
	RatingRangeMaxFire=0.100000
	RatingRangeLimitFire=0.001000
	AIRatingFire=0.400000
	RangeMinAltFire=0.000000
	RangeIdealAltFire=384.000000
	RangeMaxAltFire=1536.000000
	RangeLimitAltFire=32767.000000
	RatingRangeMinAltFire=0.100000
	RatingRangeIdealAltFire=0.200000
	RatingRangeMaxAltFire=0.100000
	AIRatingAltFire=0.350000
	AmmoName=Class'U2Weapons.ammoInvDispersion'
	PickupAmmoCount=8
	PreferCrouchingMultiplier=2.000000
	bCanThrow=false
	FireOffset=(X=60.000000,Y=9.000000,Z=-5.000000)
	ProjectileClass=Class'U2Weapons.projectileDispersion'
	AltProjectileClass=Class'U2Weapons.projectileDispersionAlt'
	ShakeMag=0.500000
	bWarnTarget=true
	bAltWarnTarget=true
	AIRating=0.400000
	RefireRate=0.200000
	AltRefireRate=1.000000
	FireSound=Sound'U2WeaponsA.Dispersion.DP_Fire'
	SelectSound=Sound'U2WeaponsA.Dispersion.DP_Select'
	InventoryGroup=4
	GroupOffset=2
	PickupClass=Class'U2Weapons.weaponDispersion'
	PlayerViewOffset=(X=0.000000,Z=0.000000)
	ThirdPersonMesh=LegendMesh'GlmWeaponsG.DP_TP'
	ItemName="DispersionPistol"
	ItemID="DP"
	IconIndex=1
	Mesh=LegendMesh'GlmWeaponsG.DP_FP'
	SoundVolume=255
	Mass=15.000000
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Class file time: sk 3-1-2016 10:38:42.000 - Creation time: sk 3-1-2016 10:48:43.875 - Created with UnCodeX