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U2Weapons.WeaponInvSingularityCannon


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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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Class file time: sk 3-1-2016 10:38:42.000 - Creation time: sk 3-1-2016 10:48:43.960 - Created with UnCodeX