Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

U2Weapons.WeaponInvLaserRifle


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
//=============================================================================
// $Workfile: WeaponInvLaserRifle.uc $
// Created By: Mark Poesch
// Created On: 9/29/00
// $Author: Aleiby $
// $Date: 12/16/02 12:32p $
// $Revision: 54 $
//=============================================================================
class WeaponInvLaserRifle extends U2Weapon;


#exec OBJ LOAD File=..\Meshes\GlmWeaponsG.ugx
#exec OBJ LOAD File=..\Textures\WeaponFXT.utx
#exec OBJ LOAD File=..\System\ParticleRes\LaserRifleFX_new.u
#exec OBJ LOAD File=..\System\ParticleRes\laser_alt.u
//#exec OBJ LOAD File=..\Sounds\U2AmbientA.uax

simulated function int GetFireAmmoUsed() { return 5; }

// Crosshair support.

simulated function EverywhereFire()
{
	Super.EverywhereFire();
	if( U2PCOwner? )
		class'UIConsole'.static.SendEvent("LR_Pulse");
}

simulated state AltFiring
{
	simulated event BeginState()
	{
		Super.BeginState();
		if( U2PCOwner? )
			class'UIConsole'.static.SendEvent("LR_Expand");
	}
	simulated event EndState()
	{
		Super.EndState();
		if( U2PCOwner? )
			class'UIConsole'.static.SendEvent("LR_Contract");
	}
}


/*
var() float TimePerAmmo;
var float AmmoUseTime;
var projectileLaserBeam LaserBeam;
*/

/*
simulated state Firing
{
	function ProcessTraceHitEx( vector HitDirection, CheckResult Hit, float EffectiveDamage ) //ARL -- place-holder visual
	{
		local PulseLineGenerator LaserPulse;

		LaserPulse = Spawn( class'projectileLaserPulse' );
		LaserPulse.Start = Owner.Location;
		LaserPulse.End = Hit.Location;

		global.ProcessTraceHitEx( HitDirection, Hit, EffectiveDamage );
	}
}
*/

/*
simulated state AltFiring
{
	function ProcessTraceHitEx( vector HitDirection, CheckResult Hit, float EffectiveDamage ) //ARL -- place-holder visual
	{
		local PulseLineGenerator LaserPulse;

		LaserPulse = Spawn( class'projectileLaserBeam' );
		LaserPulse.Start = Owner.Location;
		LaserPulse.End = Hit.Location;

		global.ProcessTraceHitEx( HitDirection, Hit, 50 ); //ARL place-holder damage per shot
	}

	event Tick( float DeltaTime )
	{

		if( Pawn(Owner).Controller.bAltFire != 0 && AmmoType.AmmoAmount > 0 )
		{
			AmmoUseTime += DeltaTime;
			if( AmmoUseTime > TimePerAmmo )
			{
				AmmoUseTime = 0.0;
				AmmoType.UseAmmo( 1 );
			}
//ARL		LaserBeam.Start = GetFireLocation();
//			Trace forward to find "End"
//			LaserBeam.End = 
		}
		else
		{
			Finish();
		}
	}

	function vector GetFireLocation()
	{
		local vector X, Y, Z;
		GetAxes( Pawn(Owner).GetViewRotation(), X, Y, Z );
		return Owner.Location + CalcFireOffset( X, Y, Z );
	}
}
*/

function float GetProjSpeed( bool bAlt )
{
	if( bAlt )
		return ProjectileSpeed;
	else
		return Super.GetProjSpeed( bAlt ); 
}

function ProcessTraceHitEx( vector HitDirection, CheckResult Hit, float EffectiveDamage )
{
	local projectileLaserBeam P;
	Super.ProcessTraceHitEx( HitDirection, Hit, EffectiveDamage );
	P=projectileLaserBeam(ProjectileFire( ProjectileClass ));
	if(P?) P.SetEndpoint(Hit.Location);
}

function TraceFireFailed( vector EndPoint )
{
	local projectileLaserBeam P;
	Super.TraceFireFailed( EndPoint );
	P=projectileLaserBeam(ProjectileFire( ProjectileClass ));
	if(P?) P.SetEndpoint(EndPoint);
}

simulated function ClientTraceImpact( CheckResult Hit )
{
	local ParticleSalamander Sal;
	if( Pawn(Hit.Actor)==None )
	{
		Sal = ParticleSalamander( class'ParticleGenerator'.static.CreateNew( Self, ParticleSalamander'LaserRifleFX_new.ParticleSalamander0', Hit.Location ) );
		Sal.SetRotation( rotator(Hit.Normal) );
		Sal.Trigger( Self, Instigator );
		Sal.ParticleLifeSpan = Sal.GetMaxLifeSpan() + Sal.TimerDuration;
	}
}

defaultproperties
{
	FireTime=1.500000
	AltFireTime=0.100000
	FireLastDownTime=2.125000
	AltFireLastDownTime=1.750000
	FireLastReloadTime=3.615000
	AltFireLastReloadTime=3.900000
	ReloadTime=3.750000
	FlashSkin=Shader'WeaponFXT.Laser.LR_Skin2FX'
	FireLastRoundSound=Sound'U2WeaponsA.LaserRifle.LR_FireLastRound'
	AltFireLastRoundSound=Sound'U2WeaponsA.LaserRifle.LR_AltFireLastRound'
	ReloadUnloadedSound=Sound'U2WeaponsA.LaserRifle.LR_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=1200.000000
     DecoEffects(0)=(AnimSequence=AltFire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'laser_alt.ParticleSalamander0',MountNode="#Muzzleflash",bRequiresWorldZBuffer=true,AIAim=8192)
     DecoEffects(1)=(AnimSequence=AltFire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'laser_alt.ParticleSalamander0',MountNode="#Muzzleflash",bRequiresWorldZBuffer=true,AIAim=8192)
	FirstPersonOffset=(X=40.000000,Y=34.000000,Z=-14.000000)
	bAmbientAltFireSound=true
	bCrosshairGlows=true
	WeaponAnimationType=AT_Large
	Damage=150.000000
	MomentumTransfer=60000.000000
	TraceRange=28800.000000
	AltShakeMag=3.000000
	AltShakeTime=2.000000
     TargetableTypes(0)='Pawn'
	CrosshairName="LR_Cross"
	RangeMinFire=0.000000
	RangeIdealFire=256.000000
	RangeMaxFire=2048.000000
	RangeLimitFire=32767.000000
	RatingRangeMinFire=0.900000
	RatingRangeIdealFire=0.900000
	RatingRangeMaxFire=0.300000
	RatingRangeLimitFire=0.001000
	AIRatingFire=0.900000
	RangeMinAltFire=0.000000
	RangeIdealAltFire=256.000000
	RangeMaxAltFire=1055.000000
	RangeLimitAltFire=1500.000000
	RatingRangeMinAltFire=0.950000
	RatingRangeIdealAltFire=0.950000
	RatingRangeMaxAltFire=0.950000
	AIRatingAltFire=0.950000
	AmmoName=Class'U2Weapons.ammoInvLaserRifle'
	PickupAmmoCount=75
	AutoSwitchPriority=17
	bInstantHit=true
	PreferCrouchingMultiplier=1.500000
	PreferProneMultiplier=1.500000
	FireOffset=(X=42.000000,Y=6.000000,Z=-36.000000)
	ProjectileClass=Class'U2Weapons.projectileLaserBeam'
	MyDamageType=Class'U2.DamageTypeLaserRifle'
	ShakeMag=0.000000
	ShakeTime=0.000000
	AIRating=0.900000
	RefireRate=1.000000
	AltRefireRate=0.020000
	FireSound=Sound'U2WeaponsA.LaserRifle.LR_Fire'
	AltFireSound=Sound'U2WeaponsA.LaserRifle.LR_LaserBeam'
	CockingSound=Sound'U2WeaponsA.LaserRifle.LR_Reload'
	SelectSound=Sound'U2WeaponsA.LaserRifle.LR_Select'
	InventoryGroup=2
	GroupOffset=1
	PickupClass=Class'U2Weapons.weaponLaserRifle'
	PlayerViewOffset=(X=0.000000,Z=0.000000)
	ThirdPersonMesh=LegendMesh'GlmWeaponsG.LR_TP'
	ItemName="Laser Rifle"
	ItemID="LR"
	IconIndex=8
	Mesh=LegendMesh'GlmWeaponsG.LR_FP'
	ActorFOV=90.000000
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: sk 3-1-2016 10:38:42.000 - Creation time: sk 3-1-2016 10:48:43.910 - Created with UnCodeX