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U2Weapons.WeaponInvLeechGun


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//=============================================================================
// WeaponInvLeechGun.uc
// $Author: Mfox $
// $Date: 11/19/02 2:02a $
// $Revision: 34 $
//=============================================================================
class WeaponInvLeechGun extends U2Weapon;

#exec OBJ LOAD File=..\Meshes\GlmWeaponsG.ugx
#exec OBJ LOAD File=..\System\ParticleRes\LG_FX.u

var() float FertilizedChargeThreshold;
var float BeginChargeTime;
var int NumTicks;
var int bShouldFertilize;

function int ShouldFertilize(){ return bShouldFertilize; }

simulated function NotifyPlaySoundSlot( string Slot )
{
	if( ShouldFertilize()!=0 )
	{
		AltFireSound = sound'U2WeaponsA.LeechGun.LG_AltFireFirst';
		AltFireLastRoundSound = sound'U2WeaponsA.LeechGun.LG_AltFireLastRoundFirst';
	}
	else
	{
		AltFireSound = sound'U2WeaponsA.LeechGun.LG_AltFireSecond';
		AltFireLastRoundSound = sound'U2WeaponsA.LeechGun.LG_AltFireLastRoundSecond';
	}

	Super.NotifyPlaySoundSlot(Slot);
}

simulated function int GetAltFireAmmoUsed() { return 5; }

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

// double duty primary fire support for contact and timed grenades.

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 );
	}
}

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

simulated state Charging
{
ignores Fire, AltFire;

	simulated event BeginState()
	{
		BeginChargeTime = Level.TimeSeconds;
		NumTicks = 0;
		Enable('Tick');
	}

	simulated event EndState()
	{
		Disable('Tick');
	}

	simulated event Tick( float DeltaSeconds )
	{
		NumTicks++;

		//Global.Tick(DeltaSeconds);
		if( !Pawn(Owner).PressingAltFire() )
		{
			bShouldFertilize=0;
			if( Level.TimeSeconds - BeginChargeTime >= FertilizedChargeThreshold )
				if( NumTicks > 1 )	// don't punish people with slow framerates by not allowing them to fire contact grenades.
					bShouldFertilize=1;

			if (Role == ROLE_Authority)
				Super.AuthorityAltFire();
			Super.EverywhereAltFire();
		}
	}
}

event PreBeginPlay()
{
	Super.PreBeginPlay();
	NotifyHideSplat();
}

simulated function NotifyShowSplat()
{
	MeshSetStaticMeshAttachmentOffset(3,vect(-120,0,0));
	MeshSetStaticMeshAttachmentOffset(4,vect(0,0,0));
}

simulated function NotifyHideSplat()
{
	MeshSetStaticMeshAttachmentOffset(3,vect(0,0,0));
	MeshSetStaticMeshAttachmentOffset(4,vect(-120,0,0));
}

simulated function NotifyAmbientSoundStart()
{
	AmbientSound = sound'U2WeaponsA.LeechGun.LG_Ambient';
}

simulated function NotifyAmbientSoundStop()
{
	AmbientSound = None;
}

defaultproperties
{
	FertilizedChargeThreshold=0.250000
	FireTime=0.428000
	AltFireTime=0.722000
	FireLastDownTime=2.500000
	AltFireLastDownTime=2.687000
	FireLastReloadTime=4.916000
	AltFireLastReloadTime=5.062000
	ReloadTime=2.875000
	FireLastRoundSound=Sound'U2WeaponsA.LeechGun.LG_FireLastRound'
	ReloadUnloadedSound=Sound'U2WeaponsA.LeechGun.LG_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=1800.000000
	AltProjectileSpeed=1200.000000
     DecoEffects(0)=(AnimSequence=Fire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'LG_FX.ParticleSalamander3',MountNode="#Muzzleflash",MountRot=(Pitch=32768),bWorldFOV=true,bRequiresWorldZBuffer=true,AutoAim=true,AIAim=1800)
     DecoEffects(1)=(AnimSequence=AltFire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'LG_FX.ParticleSalamander2',MountNode="#Muzzleflash",MountRot=(Pitch=32768),bWorldFOV=true,bRequiresWorldZBuffer=true,AutoAim=true,AIAim=1200)
	FirstPersonOffset=(X=4.000000,Y=10.000000)
	bRepeatAltFire=false
	bCrosshairGlows=true
	WeaponAnimationType=AT_Large
	AltShakeMag=2.000000
	AltShakeTime=0.170000
     TargetableTypes(0)='Pawn'
	CrosshairName="LG_Cross"
	RangeMinFire=0.000000
	RangeIdealFire=600.000000
	RangeMaxFire=1024.000000
	RangeLimitFire=2048.000000
	RatingRangeMinFire=0.200000
	RatingRangeIdealFire=0.400000
	RatingRangeMaxFire=0.100000
	RatingRangeLimitFire=0.050000
	AIRatingFire=0.300000
	RangeMinAltFire=0.000000
	RangeIdealAltFire=600.000000
	RangeMaxAltFire=1024.000000
	RangeLimitAltFire=2450.000000
	RatingRangeMinAltFire=0.200000
	RatingRangeIdealAltFire=0.400000
	RatingRangeMaxAltFire=0.100000
	RatingRangeLimitAltFire=0.050000
	AIRatingAltFire=0.350000
	AmmoName=Class'U2Weapons.ammoInvLeechGun'
	PickupAmmoCount=45
	AutoSwitchPriority=6
	PreferCrouchingMultiplier=1.500000
	PreferProneMultiplier=0.000000
	FireOffset=(X=28.000000,Y=18.000000,Z=-20.000000)
	ShakeMag=2.000000
	ShakeTime=0.170000
	bWarnTarget=true
	bAltWarnTarget=true
	AIRating=0.350000
	FireSound=Sound'U2WeaponsA.LeechGun.LG_Fire'
	CockingSound=Sound'U2WeaponsA.LeechGun.LG_Reload'
	SelectSound=Sound'U2WeaponsA.LeechGun.LG_Select'
	InventoryGroup=3
	GroupOffset=3
	PickupClass=Class'U2Weapons.weaponLeechGun'
	PlayerViewOffset=(X=40.599998,Y=14.600000,Z=-16.600000)
	ThirdPersonMesh=LegendMesh'GlmWeaponsG.LG_TP'
	ItemName="Leech Gun"
	ItemID="LG"
	IconIndex=13
	Mesh=LegendMesh'GlmWeaponsG.LG_FP'
	SoundVolume=255
     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 10:48:43.918 - Created with UnCodeX