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//============================================================================= // $Workfile: WeaponInvFlamethrower.uc $ // Created By: Aaron Leiby, Mark Poesch, Sam Brown // Created On: // $Author: Aleiby $ // $Date: 12/08/02 7:01p $ // $Revision: 40 $ //============================================================================= class WeaponInvFlameThrower extends U2Weapon; #exec OBJ LOAD File=..\Meshes\GlmWeaponsG.ugx #exec OBJ LOAD File=..\System\ParticleRes\Flamethrower_Effects.u #exec OBJ LOAD File=..\System\ParticleRes\FlameAltFX.u #exec OBJ LOAD File=..\Textures\WeaponFXT.utx var bool bFiring; var FT_Light FireLight[3]; //var ParticleGenerator Flamejet1,Flamejet2; var float Pct; var int CrossX,CrossY; var() int MinCrossX,MinCrossY; var() int MaxCrossX,MaxCrossY; function Point GetCrossPosA(){ local Point P; P.X=-CrossX; P.Y=-CrossY; return P; } function Point GetCrossPosB(){ local Point P; P.X= CrossX; P.Y=-CrossY; return P; } function Point GetCrossPosC(){ local Point P; P.X=-CrossX; P.Y= CrossY; return P; } function Point GetCrossPosD(){ local Point P; P.X= CrossX; P.Y= CrossY; return P; } simulated function HandleTargetDetails( Actor A, Canvas Canvas, vector ViewLoc, rotator ViewRot ) { local float DesiredPct; local float Dist; DesiredPct = 0.5; if( A? && !LevelInfo(A) ) { Dist = VSize(A.Location - ViewLoc); if( Dist < 768 ) { DesiredPct = ABlend( 768, 256, Dist ); DesiredPct = FClamp( DesiredPct, 0, 1 ); } } Pct += (DesiredPct - Pct) * 0.1; //!!arl framerate dependant CrossX = Blend( MinCrossX, MaxCrossX, Pct ); CrossY = Blend( MinCrossY, MaxCrossY, Pct ); } function float GetProjSpeed( bool bAlt ) { if( bAlt ) return AltProjectileSpeed; else return ProjectileSpeed; } simulated function PlayAnimEx( name Sequence ) { Super.PlayAnimEx(Sequence); if (Sequence=='FireEnd') TurnOff(); if (LastTriggeredAnim=='Fire') { ParticleGenerator(DecoEffects[0].Effect).bOn = !PhysicsVolume.bWaterVolume; ParticleGenerator(DecoEffects[1].Effect).bOn = PhysicsVolume.bWaterVolume; if( PhysicsVolume.bWaterVolume ) TurnOff(); } else if (LastTriggeredAnim=='AltFire') { ParticleGenerator(DecoEffects[2].Effect).bOn = !PhysicsVolume.bWaterVolume; ParticleGenerator(DecoEffects[3].Effect).bOn = PhysicsVolume.bWaterVolume; } } event PhysicsVolumeChange( PhysicsVolume NewVolume ) { if (LastTriggeredAnim=='Fire') { ParticleGenerator(DecoEffects[0].Effect).bOn = !NewVolume.bWaterVolume; ParticleGenerator(DecoEffects[1].Effect).bOn = NewVolume.bWaterVolume; if( NewVolume.bWaterVolume ) TurnOff(); } else if (LastTriggeredAnim=='AltFire') { ParticleGenerator(DecoEffects[2].Effect).bOn = !NewVolume.bWaterVolume; ParticleGenerator(DecoEffects[3].Effect).bOn = NewVolume.bWaterVolume; } if( NewVolume.bWaterVolume ) PilotsOff(); else PilotsOn(); } simulated function PilotsOff() { local int i; local array<Actor> Attachments; MeshGetAttachments("Pilot",Attachments); for( i=0; i<Attachments.length; i++ ) Attachments[i].bHidden = true; } simulated function PilotsOn() { local int i; local array<Actor> Attachments; MeshGetAttachments("Pilot",Attachments); for( i=0; i<Attachments.length; i++ ) Attachments[i].bHidden = false; } simulated function EverywhereFire() { Super.EverywhereFire(); TurnOn(); } simulated function CreateEffects() { local int i; if( Level.NetMode != NM_DedicatedServer ) for( i=0; i<ArrayCount(FireLight); i++ ) { FireLight[i] = Spawn( class'FT_Light', Self ); if(i==0) FireLight[i].Offset.X=300; else if(i==1) FireLight[i].Offset.X=600; else if(i==2) FireLight[i].Offset.X=900; } /* Flamejet1 = class'ParticleGenerator'.static.CreateNew( self, ParticleSalamander'Flamethrower_Effects.ParticleSalamander0', Location ); Flamejet1.MountParentActor = self; Flamejet1.MountParentTag = Tag; Flamejet1.MountParentNode = "#Flamejet1"; Flamejet1.MountOrgLocation = vect(0,0,0); Flamejet1.MountOrgRotation = rot(0,0,0); Flamejet1.MountOldLocation = Flamejet1.Location; Flamejet1.MountOldRotation = Flamejet1.Rotation; Flamejet2 = class'ParticleGenerator'.static.CreateNew( self, ParticleSalamander'Flamethrower_Effects.ParticleSalamander0', Location ); Flamejet2.MountParentActor = self; Flamejet2.MountParentTag = Tag; Flamejet2.MountParentNode = "#Flamejet2"; Flamejet2.MountOrgLocation = vect(0,0,0); Flamejet2.MountOrgRotation = rot(0,0,0); Flamejet2.MountOldLocation = Flamejet2.Location; Flamejet2.MountOldRotation = Flamejet2.Rotation; */ } simulated function TurnOn() { local int i; if( FireLight[0] == None ) CreateEffects(); if( Level.NetMode != NM_DedicatedServer ) for( i=0; i<ArrayCount(FireLight); i++ ) FireLight[i].TurnOn(); } simulated function TurnOff() { local int i; if( Level.NetMode != NM_DedicatedServer ) for( i=0; i<ArrayCount(FireLight); i++ ) FireLight[i].TurnOff(); } simulated event Destroyed() { local int i; for( i=0; i<ArrayCount(FireLight); i++ ) { if( FireLight[i]? ) { FireLight[i].TurnOff(); FireLight[i].Destroy(); FireLight[i] = None; } } Super.Destroyed(); } //----------------------------------------------------------------------------- // Kind of useless currently since NPCs won't fire weapon without an Enemy and // I don't think that we'll even end up here if there is no Enemy anyway. function float SuggestAttackStyleNoEnemy( bool bUseAltMode ) { if( bUseAltMode ) return -0.4; // alt fire -- tend to back away? else return 0.0; // primary fire -- just stay neutral } state AltFiring { simulated function SetFireSkin(){} } defaultproperties { MinCrossX=24 MinCrossY=12 MaxCrossX=128 MaxCrossY=64 FireTime=0.100000 AltFireTime=0.100000 FireLastDownTime=1.066000 AltFireLastDownTime=1.066000 FireLastReloadTime=2.533000 AltFireLastReloadTime=2.533000 ReloadTime=2.600000 FlashSkin=Shader'WeaponFXT.FlameThrower.FT_Skin2FX' FireEndSound=Sound'U2WeaponsA.FlameThrower.FT_FireEnd' FireLastRoundSound=Sound'U2WeaponsA.FlameThrower.FT_FireLastRound' AltFireLastRoundSound=Sound'U2WeaponsA.FlameThrower.FT_AltFireLastRound' ReloadUnloadedSound=Sound'U2WeaponsA.FlameThrower.FT_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' ProjectileSpeed=500.000000 AltProjectileSpeed=500.000000 DecoEffects(0)=(AnimSequence=Fire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'Flamethrower_Effects.ParticleSalamander1',MountNode="#Muzzleflash",bRequiresWorldZBuffer=true,PushBack=64.000000) DecoEffects(1)=(AnimSequence=Fire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'Flamethrower_Effects.ParticleSalamander4',MountNode="#Muzzleflash",bRequiresWorldZBuffer=true) DecoEffects(2)=(AnimSequence=AltFire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'FlameAltFX.ParticleSalamander0',MountNode="#Muzzleflash",bRequiresWorldZBuffer=true,PushBack=64.000000) DecoEffects(3)=(AnimSequence=AltFire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'Flamethrower_Effects.ParticleSalamander4',MountNode="#Muzzleflash",bRequiresWorldZBuffer=true) FirstPersonOffset=(X=-42.000000,Y=21.000000,Z=33.000000) bAmbientFireSound=true bAmbientAltFireSound=true bCrosshairGlows=true WeaponAnimationType=AT_Flamethrower AltShakeMag=0.000000 AltShakeTime=0.000000 TargetableTypes(0)='Pawn' CrosshairName="FT_Cross" RangeMinFire=30.000000 RangeIdealFire=600.000000 RangeMaxFire=925.000000 RatingInsideMinFire=-20.000000 RatingRangeMinFire=0.300000 RatingRangeIdealFire=0.700000 RatingRangeMaxFire=0.400000 AIRatingFire=0.250000 AIRatingAltFire=0.200000 AmmoName=Class'U2Weapons.ammoInvFlamethrower' PickupAmmoCount=120 AutoSwitchPriority=4 PreferCrouchingMultiplier=2.000000 PreferProneMultiplier=0.000000 bOwnsCrosshair=true bRapidFire=true FireOffset=(X=42.000000,Y=21.000000,Z=-33.000000) ShakeMag=0.000000 ShakeTime=0.000000 AIRating=0.250000 RefireRate=0.020000 AltRefireRate=1.000000 FireSound=Sound'U2WeaponsA.FlameThrower.FT_FireLoop' AltFireSound=Sound'U2WeaponsA.FlameThrower.FT_AltFire' CockingSound=Sound'U2WeaponsA.FlameThrower.FT_Reload' SelectSound=Sound'U2WeaponsA.FlameThrower.FT_Select' NameColor=(B=192,G=128,R=0) GroupOffset=2 PickupClass=Class'U2Weapons.weaponFlamethrower' PlayerViewOffset=(X=0.000000,Z=0.000000) BobDamping=0.975000 ThirdPersonMesh=LegendMesh'GlmWeaponsG.FT_TP' ItemName="Flame Thrower" ItemID="FT" IconIndex=4 Texture=None Mesh=LegendMesh'GlmWeaponsG.FT_FP' ActorFOV=90.000000 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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