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//============================================================================= // WeaponInvSingularityCannon.uc // $Author: Mfox $ // $Date: 11/19/02 2:02a $ // $Revision: 30 $ //============================================================================= class WeaponInvSingularityCannon extends U2Weapon; #exec OBJ LOAD File=..\Meshes\GlmWeaponsG.ugx #exec OBJ LOAD File=..\Sounds\U2WeaponsA.uax #exec OBJ LOAD File=..\Textures\WeaponFXT.utx simulated function AltFire(){ Fire(); } function bool PreSetAimingParameters( bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash ) { // 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; } function PostSetAimingParameters( bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash ) { // NOTE: call to Super.*Pre*SetAimingParameters is intentional Super.PreSetAimingParameters( bAltFire, bInstant, FireSpread, ProjClass, bWarnTarget, bTrySplash ); } function AuthorityFire(){} simulated function EverywhereFire() { GotoState('Charging'); } simulated function NotifyPlaySoundSlot( string Slot ) { if(Slot=="PreFire") Pawn(Owner).PlaySound(sound'U2WeaponsA.SingularityCannon.SC_PreFire'); else Super.NotifyPlaySoundSlot(Slot); } simulated state Charging { ignores Fire, AltFire; Begin: if( U2PCOwner? ) class'UIConsole'.static.SendEvent("Glow"); ParticleTrigger("ChargeUp"); PlayAnimEx('PreFire'); Sleep(0.3); ParticleUnTrigger("ChargeUp"); Sleep(0.3); if( U2PCOwner? ) class'UIConsole'.static.SendEvent("SC_Fade"); if (Role == ROLE_Authority) Super.AuthorityFire(); Super.EverywhereFire(); } defaultproperties { FireLastDownTime=4.366000 FireLastReloadTime=3.833000 ReloadTime=4.000000 SelectTime=1.400000 FireLastRoundSound=Sound'U2WeaponsA.SingularityCannon.SC_FireLastRound' AltFireLastRoundSound=Sound'U2WeaponsA.SingularityCannon.SC_AltFireLastRound' ReloadUnloadedSound=Sound'U2WeaponsA.SingularityCannon.SC_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_Large AltShakeMag=15.000000 AltShakeTime=0.800000 TargetableTypes(0)='Pawn' CrosshairName="SC_Cross" RangeMinFire=0.000000 RangeIdealFire=512.000000 RangeMaxFire=1536.000000 RangeLimitFire=32767.000000 RatingRangeMinFire=0.250000 RatingRangeIdealFire=0.450000 RatingRangeMaxFire=0.100000 RatingRangeLimitFire=0.001000 AIRatingFire=0.450000 RangeMinAltFire=0.000000 RangeIdealAltFire=384.000000 RangeMaxAltFire=1536.000000 RangeLimitAltFire=32767.000000 RatingRangeMinAltFire=0.100000 RatingRangeIdealAltFire=0.200000 RatingRangeMaxAltFire=0.100000 AIRatingAltFire=0.450000 AmmoName=Class'U2Weapons.ammoInvSingularityCannon' PickupAmmoCount=667 AutoSwitchPriority=16 FireOffset=(X=42.000000,Y=9.000000,Z=-30.000000) ProjectileClass=Class'U2Weapons.projectileBlackHole' AltProjectileClass=Class'U2Weapons.projectileBlackHole' ShakeMag=15.000000 ShakeTime=0.800000 bWarnTarget=true bSplashDamage=true bAltSplashDamage=true AIRating=0.850000 RefireRate=99.900002 AltRefireRate=99.900002 FireSound=Sound'U2WeaponsA.SingularityCannon.SC_Fire' AltFireSound=Sound'U2WeaponsA.SingularityCannon.SC_AltFire' CockingSound=Sound'U2WeaponsA.SingularityCannon.SC_Reload' SelectSound=Sound'U2WeaponsA.SingularityCannon.SC_Select' InventoryGroup=4 GroupOffset=3 PickupClass=Class'U2Weapons.weaponSingularityCannon' PlayerViewOffset=(X=40.599998,Y=14.600000,Z=-16.600000) ThirdPersonMesh=LegendMesh'GlmWeaponsG.SC_TP' ItemName="Singularity Cannon" ItemID="SC" IconIndex=10 Mesh=LegendMesh'GlmWeaponsG.SC_FP' Skins(0)=Shader'CharacterFXT.Tosc.toscsingcannonmat' UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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