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U2Weapons.WeaponInvRocketLauncher


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//=============================================================================
// WeaponInvRocketLauncher.uc
// $Author: Pcarlson $
// $Date: 10/30/02 3:36p $
// $Revision: 45 $
//=============================================================================
class WeaponInvRocketLauncher extends U2Weapon;


//#exec TEXTURE IMPORT FILE=Assets\RocketLauncher\RL_TPFlash.dds	GROUP=Skins LODSET=2 ENVMAP=CubemapsT.Cubemap_dull_sad_001 ENVTYPE=1 //ARL
//#exec TEXTURE IMPORT FILE=Assets\RocketLauncher\RL_FPFlash.dds	GROUP=Skins LODSET=2 ENVMAP=CubemapsT.Cubemap_dull_sad_001 ENVTYPE=1

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

var Projectile LastFiredRocket;
var Point	RocketLocation1,
			RocketLocation2,
			RocketLocation3,
			RocketLocation4;

var enum EFireMode { FM_None, FM_Fire, FM_AltFire } FireMode;

var float AltFireMinIneffectiveRange;		// distance within which altfire will likely pass through/miss target
var float AltFireReallyIneffectiveRange;	// generally AltFireReallyIneffectiveRange/X preset for speed
var float PreferAltFireRange;				// distance at which skilled NPCs will prefer altfire

simulated function Actor GetAltRocket()
{
	return projectileAltRocket(LastFiredRocket);
}

simulated function Actor GetMiniRocket( int i )
{
	return projectileAltRocket(LastFiredRocket).Guide.Rockets[i];
}

simulated function bool GetRocketStatus( int i )
{
	local projectileRocketGuide Guide;
	Guide = projectileAltRocket(LastFiredRocket).Guide;
	if( Guide? )
	{
		switch(i)
		{
		case 0: return projectileAltRocket(LastFiredRocket).Guide.RocketStatus.R0;
		case 1: return projectileAltRocket(LastFiredRocket).Guide.RocketStatus.R1;
		case 2: return projectileAltRocket(LastFiredRocket).Guide.RocketStatus.R2;
		case 3: return projectileAltRocket(LastFiredRocket).Guide.RocketStatus.R3;
		}
	}
	return false;
}

simulated function HandleTargetDetails( Actor A, Canvas Canvas, vector ViewLoc, rotator ViewRot )
{
	local Actor AltRocket;
	local point RocketLocation;
	local bool bAltRocket;
	local vector dummyloc;

	RocketLocation.X = 0;
	RocketLocation.Y = 0;

	AltRocket = GetAltRocket();
	bAltRocket = AltRocket!=None && (GetRocketStatus(0) || GetRocketStatus(1) || GetRocketStatus(2) || GetRocketStatus(3));

	if( LastFiredRocket!=None && !LastFiredRocket.bDeleteMe )
	{
		if( AltRocket==None )
		{
			if (class'UtilGame'.static.ActorLookingAt(Level.PlayerControllerList.Pawn,LastFiredRocket,cos (Level.PlayerControllerList.FOVAngle/57.2958)))
			{RocketLocation = GetProjectedLocation( LastFiredRocket.Location, Canvas );} else {RocketLocation = GetProjectedLocation( dummyloc, Canvas, true );}

			if( FireMode!=FM_Fire )
			{
				FireMode = FM_Fire;
				class'UIConsole'.static.SendEvent("RL_Fire");
			}
		}
		else if( bAltRocket )
		{
			if( FireMode!=FM_AltFire )
			{
				FireMode = FM_AltFire;
				class'UIConsole'.static.SendEvent("RL_AltFire");
			}
		}
		else
		{
			if( FireMode!=FM_None )
			{
				FireMode = FM_None;
				class'UIConsole'.static.SendEvent("RL_Default");
			}
		}
	}
	else if( FireMode!=FM_None )
	{
		FireMode = FM_None;
		class'UIConsole'.static.SendEvent("RL_Default");
	}

	RocketLocation1.X = RocketLocation.X - 8; RocketLocation1.Y = RocketLocation.Y - 4;
	RocketLocation2.X = RocketLocation.X + 8; RocketLocation2.Y = RocketLocation.Y - 4;
	RocketLocation3.X = RocketLocation.X + 8; RocketLocation3.Y = RocketLocation.Y + 4;
	RocketLocation4.X = RocketLocation.X - 8; RocketLocation4.Y = RocketLocation.Y + 4;

	if( bAltRocket )
	{
		if( (GetRocketStatus(0))&&(class'UtilGame'.static.ActorLookingAt(Level.PlayerControllerList.Pawn,GetMiniRocket(0),cos (Level.PlayerControllerList.FOVAngle/57.2958))) ) 
		{
			RocketLocation1 = GetProjectedLocation( GetMiniRocket(0).Location, Canvas );} else {RocketLocation1 = GetProjectedLocation( dummyloc, Canvas, true );
			}
		if( (GetRocketStatus(1))&&(class'UtilGame'.static.ActorLookingAt(Level.PlayerControllerList.Pawn,GetMiniRocket(1),cos (Level.PlayerControllerList.FOVAngle/57.2958))) ) 
		{
			RocketLocation2 = GetProjectedLocation( GetMiniRocket(1).Location, Canvas );} else {RocketLocation2 = GetProjectedLocation( dummyloc, Canvas, true );
			}
		if( (GetRocketStatus(2))&&(class'UtilGame'.static.ActorLookingAt(Level.PlayerControllerList.Pawn,GetMiniRocket(2),cos (Level.PlayerControllerList.FOVAngle/57.2958))) ) 
		{
			RocketLocation3 = GetProjectedLocation( GetMiniRocket(2).Location, Canvas );} else {RocketLocation3 = GetProjectedLocation( dummyloc, Canvas, true );
			}
		if( (GetRocketStatus(3))&&(class'UtilGame'.static.ActorLookingAt(Level.PlayerControllerList.Pawn,GetMiniRocket(3),cos (Level.PlayerControllerList.FOVAngle/57.2958))) ) 
		{
			RocketLocation4 = GetProjectedLocation( GetMiniRocket(3).Location, Canvas );} else {RocketLocation4 = GetProjectedLocation( dummyloc, Canvas, true );
			}
	}
}

simulated function Point GetProjectedLocation( vector Loc, Canvas Canvas, optional bool returnbad)
{
	local vector RocLoc;
	local point Pt;

	Pt.X=Canvas.SizeX+8;
	Pt.Y=Canvas.SizeY+8;
	if (returnbad) 
		return Pt;

	RocLoc = Canvas.Project( Loc );
	if
	(	RocLoc.X >= 0  && RocLoc.X <= Canvas.SizeX
	&&	RocLoc.Y >= 0  && RocLoc.Y <= Canvas.SizeY
	)
	{
		Pt.X = RocLoc.X - Canvas.SizeX/2;
		Pt.Y = RocLoc.Y - Canvas.SizeY/2;
	}

	return Pt;
}

simulated function Point GetRocketLocation01(){ return RocketLocation1; }
simulated function Point GetRocketLocation02(){ return RocketLocation2; }
simulated function Point GetRocketLocation03(){ return RocketLocation3; }
simulated function Point GetRocketLocation04(){ return RocketLocation4; }

function Projectile ProjectileFire( class<projectile> ProjClass )
{
	LastFiredRocket = Super.ProjectileFire( ProjClass );
	return LastFiredRocket;
}

function float GetProjSpeed( bool bAlt )
{
	if( bAlt )
		return class'projectileRocketGuide'.default.Speed;
	else
		return Super.GetProjSpeed( bAlt ); 
}

function bool AdjustProjectileAim( bool bAltFire, class<Projectile> ProjectileClass, vector projStart, float FireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash )
{
	if( bAltFire )
	{
		ProjectileClass = class'projectileRocketGuide';
		bTossed = false;
		bTrySplash = false;
	}	
	return Super.AdjustProjectileAim( bAltFire, ProjectileClass, projStart, FireSpread, bLeadTarget, bWarnTarget, bTossed, bTrySplash );
}

// not tossed even though rocket guide has PHYS_Falling
function UpdateAltRanges();

/*-----------------------------------------------------------------------------
Bots with skill ratio <= 0.25 don't realize that alt-fire is pretty much 
useless at very close range since by the time the mini rockets are launched, 
they are likely to be past the target or will miss it. They have a 50/50 chance 
of ignoring the given ratings.

Bots with skill ratio <= 0.50 know not to use alt-fire at very close range but 
outside of a slightly greater range, they're just as likely to use primary or 
alt fire.

Bots with skill >= 0.625 know how to choose effectively between alt and primary
fire at all ranges. They'll only tend to use alt-fire for targets which are 
fairly far away since a "spam" shot will have a better chance of hitting the 
Target.
*/

function PostModifyRatings( Actor Target, float DistanceToEnemy, out float PriFireRating, out float AltFireRating )
{
	// mdf-tbd: how to expose range of skills to rest of code
	local float OwnerSkill;

	// only applies to bots (should place this in AI code?)
	if( Level.NetMode == NM_Standalone )
		return;
		
	// if no Target or either mode disabled, base class picks based on raw ratings
	if( Target != None && PriFireRating != RatingDisabled && AltFireRating != RatingDisabled )
	{
		// has Target and both weapons are enabled (could still have RatingIneffective..RatingDangerous though)
		// consider skill
		OwnerSkill = Instigator.Controller.GetSkill();

		// mdf-tbd: ideally, all of these cutoffs should be somewhat fuzzy
		// mdf-tbd: generalize this approach to other weapons? Any applicable?
		if( OwnerSkill < 0.333 )
		{
			// pretty dumb -- use altfire sometimes even if inside effective range
			if( FRand() < 0.50 )
			{
				// 50/50 chance of making either mode just as likely
				if( PriFireRating > AltFireRating )
					AltFireRating = PriFireRating;
				else
					PriFireRating = AltFireRating;
			}
			else
			{
				// let base class filter based purely on rating which doesn't take
				// min effective range into account
			}
		} 
		else if( OwnerSkill < 0.67 ) // <=4
		{
			//DM( "Skill <=4 -- AltFireReallyIneffectiveRange: " $ AltFireReallyIneffectiveRange $ " AltFireMinIneffectiveRange: " $ AltFireMinIneffectiveRange );
			// fairly skilled bot -- avoid using altfire if target inside min effective range
			if( DistanceToEnemy <= AltFireReallyIneffectiveRange )
			{
				// really close
				AltFireRating = RatingIneffective;
			}
			else if( DistanceToEnemy <= AltFireMinIneffectiveRange )
			{
				// in AltFireReallyIneffectiveRange..AltMinEffectiveRange --> odds of filtering in 1.0..0.0
			   	//DM( "  Odds: " $ (AltFireMinIneffectiveRange - DistanceToEnemy)/(AltFireMinIneffectiveRange-AltFireReallyIneffectiveRange) );
				if( FRand() < (AltFireMinIneffectiveRange - DistanceToEnemy)/(AltFireMinIneffectiveRange-AltFireReallyIneffectiveRange) )
				{
					// filter out alt fire
					AltFireRating = RatingIneffective;
				}
			}
			else
			{
				// only highly skilled bots know how to use primary/alt fire most 
				// effectively outside this range -- dumb down ratings

				// make either mode just as likely
				if( PriFireRating > AltFireRating )
					AltFireRating = PriFireRating;
				else
					PriFireRating = AltFireRating;
			}
		}
		else // >=5
		{
			// skilled bot -- encourange primary fire unless target far away
			// mdf-tbd: scale odds with distance from PreferAltFireRange?
			if( DistanceToEnemy <= AltFireMinIneffectiveRange )
			{
				AltFireRating = RatingIneffective;
			}
			else if( DistanceToEnemy < PreferAltFireRange )
			{
				// tend to prefer pri fire up to this distance
				if( FRand() < (0.5 + 0.45*OwnerSkill + 0.35*(PreferAltFireRange - DistanceToEnemy)/PreferAltFireRange) )
					AltFireRating = RatingIneffective;
			}
			else
			{
				// tend to prefer alt fire at long distances (low odds either way)
				if( FRand() < (0.5 - 0.45*OwnerSkill) )
					PriFireRating = RatingIneffective;
			}
		}
	}

	//DMN( "  PostModifyRatings (OUT)  PriFireRating: " $ PriFireRating $ " AltFireRating: " $ AltFireRating );
}

defaultproperties
{
	AltFireMinIneffectiveRange=512.000000
	AltFireReallyIneffectiveRange=256.000000
	PreferAltFireRange=1280.000000
	FireTime=1.083000
	AltFireTime=1.083000
	FireLastDownTime=2.500000
	AltFireLastDownTime=2.500000
	FireLastReloadTime=4.000000
	AltFireLastReloadTime=4.000000
	ReloadTime=3.500000
	FlashSkin=Shader'WeaponFXT.RocketLauncher.RL_FP_Skin2FX'
	FlashSkinTP=Shader'WeaponFXT.RocketLauncher.RL_TP_Skin2FX'
	FireLastRoundSound=Sound'U2WeaponsA.RocketLauncher.RL_FireLastRound'
	AltFireLastRoundSound=Sound'U2WeaponsA.RocketLauncher.RL_AltFireLastRound'
	ReloadUnloadedSound=Sound'U2WeaponsA.RocketLauncher.RL_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'
	FirstPersonOffset=(X=50.000000,Z=-10.000000)
	bCrosshairGlows=true
	WeaponAnimationType=AT_Shoulder
	AltShakeMag=3.000000
	AltShakeTime=0.150000
     TargetableTypes(0)='Pawn'
	CrosshairName="RL_Cross"
	RangeMinFire=192.000000
	RangeIdealFire=512.000000
	RangeMaxFire=2048.000000
	RangeLimitFire=32767.000000
	RatingInsideMinFire=-20.000000
	RatingRangeMinFire=-0.500000
	RatingRangeIdealFire=0.800000
	RatingRangeMaxFire=0.200000
	RatingRangeLimitFire=0.100000
	AIRatingFire=0.750000
	RangeMinAltFire=80.000000
	RangeIdealAltFire=1024.000000
	RangeMaxAltFire=1400.000000
	RangeLimitAltFire=1400.000000
	RatingInsideMinAltFire=-20.000000
	RatingRangeMinAltFire=-0.500000
	RatingRangeIdealAltFire=0.750000
	RatingRangeMaxAltFire=0.100000
	RatingRangeLimitAltFire=0.010000
	AIRatingAltFire=0.700000
	AmmoName=Class'U2Weapons.ammoInvRocketLauncher'
	PickupAmmoCount=5
	AutoSwitchPriority=14
	PreferCrouchingMultiplier=2.000000
	PreferProneMultiplier=0.000000
	FiringSpeed=1.000000
	FireOffset=(X=10.000000,Y=19.000000,Z=4.000000)
	ProjectileClass=Class'U2Weapons.projectileHeavyRocket'
	AltProjectileClass=Class'U2Weapons.projectileAltRocket'
	ShakeMag=14.000000
	ShakeTime=0.300000
	bWarnTarget=true
	bAltWarnTarget=true
	bSplashDamage=true
	bAltSplashDamage=true
	bRecommendSplashDamage=true
	AIRating=0.750000
	RefireRate=1.000000
	AltRefireRate=2.000000
	FireSound=Sound'U2WeaponsA.RocketLauncher.RL_Fire'
	AltFireSound=Sound'U2WeaponsA.RocketLauncher.RL_AltFire'
	CockingSound=Sound'U2WeaponsA.RocketLauncher.RL_Reload'
	SelectSound=Sound'U2WeaponsA.RocketLauncher.RL_Select'
	InventoryGroup=3
	GroupOffset=1
	PickupClass=Class'U2Weapons.weaponRocketLauncher'
	PlayerViewOffset=(X=0.000000,Z=0.000000)
	BobDamping=0.975000
	ThirdPersonMesh=LegendMesh'GlmWeaponsG.RL_TP'
	ItemName="Rocket Launcher"
	ItemID="RL"
	IconIndex=5
	Mesh=LegendMesh'GlmWeaponsG.RL_FP'
	Mass=500.000000
     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 10:48:43.937 - Created with UnCodeX