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//============================================================================= // WeaponInvSniperRifle.uc // $Author: Aleiby $ // $Date: 12/02/02 5:28p $ // $Revision: 47 $ //============================================================================= class WeaponInvSniperRifle extends U2Weapon; #exec OBJ LOAD File=..\Meshes\GlmWeaponsG.ugx #exec OBJ LOAD File=..\System\ParticleRes\SniperFX.u #exec OBJ LOAD File=..\System\ParticleRes\SniperTracer.u #exec OBJ LOAD File=..\Textures\WeaponFXT.utx var vector PawnLocation; // track Pawn location to compute "StillTime" var float StillTime, StillStart; // adjust WeaponAimSpread for Bots based on StillTime var bool bZoomed, bWasZoomed; var float ZoomFOV; var vector RingLoc; var() float RingDelayFactor; var float Angle, Radius; var Point RingLocation; var() Sound ZoomInSound; var() Sound ZoomOutSound; var() Sound AdjustZoomSound; simulated function int GetFireAmmoUsed() { if( U2NPCController(Instigator.Controller) != None ) return AmmoType.AmmoAmount; // force NPCs to reload after every shot? else return Super.GetFireAmmoUsed(); } /*mdf-tbd: not used currently? event Timer() { local Actor Target; local float bestAim, bestDist; local vector FireDir; bestAim = 0.95; if( Instigator == None ) { GotoState(''); return; } if( VSize( Instigator.Location - PawnLocation ) < 6 ) { StillTime += FMin( 2.0, Level.TimeSeconds - StillStart ); } else { StillTime = 0; } StillStart = Level.TimeSeconds; PawnLocation = Instigator.Location; FireDir = vector(Instigator.GetViewRotation()); Target = Instigator.Controller.PickTarget( bestAim, bestDist, FireDir, Instigator.Location ); if( Pawn(Target) != None ) { SetTimer(1 + 4 * FRand(), false); bPointing = true; //!!mdf-tbd: I'm not sure what the reasoning is behind warning the target here (see also UT calls to WarnTarget) Pawn(Target).Controller.ShotFiredNotification( Instigator, FireDir, None, 200 ); } else { SetTimer( 0.4 + 1.6 * FRand(), false ); if( Instigator.Controller.bFire == 0 && Instigator.Controller.bAltFire == 0 ) { bPointing = false; } } } */ /*mdf-tbd: if we want to do something like this it should be factored into the TryToHit function used by NPCs (spread no longer used for anything except the weapon's firing characteristics). Also, from what I can tell the above Timer is never being called (where is SetTimer called apart from inside the timer itself) and the StillTime isn't being set.function AdjustAimError() { if( Instigator != None && U2NPCController(Instigator.Controller) != None ) { // simulate bot using zoom if( false U2NPCController(Instigator.Controller).GetIsSniping() && FRand() < 0.65 ) WeaponAimSpread = default.WeaponAimSpread / FClamp( StillTime, 1.0, 8.0 ); else if( VSize( Instigator.Location - PawnLocation ) < 6 ) WeaponAimSpread = default.WeaponAimSpread / FClamp( 0.5 * StillTime, 1.0, 3.0 ); else StillTime = 0; } } */ //------------------------------------------------------------------------------ simulated function HandleTargetDetails( Actor A, Canvas Canvas, vector ViewLoc, rotator ViewRot ) { local vector ScreenLoc; if( bZoomed ) { // Update delayed ring. // Fix ARL: Factor in DeltaTime. RingLoc += ((ViewLoc+(vect(300,0,0)>>ViewRot))-RingLoc)*RingDelayFactor; ScreenLoc = (Normal(RingLoc-ViewLoc)*50) << ViewRot; RingLocation.X = ScreenLoc.Y; RingLocation.Y = -ScreenLoc.Z; // Update big ring. Angle = PlayerController(Pawn(Owner).Controller).FOVAngle; // Update zoom bars. Radius = (PlayerController(Pawn(Owner).Controller).FOVAngle/120 * 196) - 2; } } simulated function float GetCrosshairAngle0(){ return Angle + 0; } simulated function float GetCrosshairAngle24(){ return Angle + 24; } simulated function float GetCrosshairAngle48(){ return Angle + 48; } simulated function float GetCrosshairAngle72(){ return Angle + 72; } simulated function float GetCrosshairAngle96(){ return Angle + 96; } simulated function float GetCrosshairAngle120(){ return Angle + 120; } simulated function float GetCrosshairAngle144(){ return Angle + 144; } simulated function float GetCrosshairAngle168(){ return Angle + 168; } simulated function float GetCrosshairAngle192(){ return Angle + 192; } simulated function float GetCrosshairAngle216(){ return Angle + 216; } simulated function float GetCrosshairAngle240(){ return Angle + 240; } simulated function float GetCrosshairAngle264(){ return Angle + 264; } simulated function float GetCrosshairAngle288(){ return Angle + 288; } simulated function float GetCrosshairAngle312(){ return Angle + 312; } simulated function float GetCrosshairAngle336(){ return Angle + 336; } simulated function float GetCrosshairRadius(){ return Radius; } simulated function Point GetCrosshairRingLocation(){ return RingLocation; } simulated function SetCrosshair() { Super.SetCrosshair(); if( bZoomed && U2PCOwner != None ) U2PCOwner.SendEvent("Rotate"); } simulated state Firing { ignores Fire; //don't ignore AltFire, so that zooming effects will work //this is because the parent firing state basically sticks in a dummy 'AltFire' with its use of ignores, //which we need to override to call the global.altfire simulated function AltFire() { Global.AltFire(); } } simulated function vector CalcFireOffset( vector X, vector Y, vector Z ) { //NEW MJL: make the sniper rifle shoot accurately in unzoomed mode return Instigator.EyeHeight * vect(0,0,1); /*OLD if( bZoomed ) { return Instigator.EyeHeight * vect(0,0,1); } return Super.CalcFireOffset( X, Y, Z ); */ } simulated function vector CalcShellOffset( vector X, vector Y, vector Z ) { if( bZoomed ) { return Instigator.EyeHeight * vect(0,0,1); } return Super.CalcShellOffset( X, Y, Z ); } function ProcessTraceHitEx( vector HitDirection, CheckResult Hit, float EffectiveDamage ) { if( Pawn(Hit.Actor) != None && Hit.Location.Z - Hit.Actor.Location.Z > 0.62 * Hit.Actor.CollisionHeight ) //CDH head shot (replace with mesh trace damage) { EffectiveDamage *= 1.5; } Super.ProcessTraceHitEx( HitDirection, Hit, EffectiveDamage ); } //override so altfiring state is not used, and so that we don't use ammo or switch weapons simulated function AltFire() { if( bZoomed ) UnZoom(); else Zoom(); } simulated function NotifyCutsceneBegin() { if( bZoomed ) UnZoom(true); } //prevents weapon switching for the sniper rifle simulated function bool PutDown() { if (bZoomed) { Pawn(Owner).PendingWeapon = None; return false; } return Super.PutDown(); } simulated function SetPlayerFOV( float NewFOV ) { assert( bZoomed ); ZoomFOV = FClamp( NewFOV, 1.0, 60.0 ); if( PlayerController(Instigator.Controller) != None ) { PlayerController(Instigator.Controller).DesiredFOV = ZoomFOV; } } exec simulated function ZoomIn() { if( bZoomed ) { if( ZoomFOV > 20 ) { // 90 --> 20 by 10 SetPlayerFOV( ZoomFOV - 10 ); } else if( ZoomFOV > 5 ) { // 20 --> 5 by 5 SetPlayerFOV( ZoomFOV - 5 ); } else { // 5 --> 1 by 2 SetPlayerFOV( ZoomFOV - 2 ); } PlaySound( AdjustZoomSound ); } } exec simulated function ZoomOut() { if( bZoomed ) { if( ZoomFOV >= 20 ) { // 20 --> 90 by 10 SetPlayerFOV( ZoomFOV + 10 ); } else if( ZoomFOV >= 5 ) { // 5 --> 20 by 5 SetPlayerFOV( ZoomFOV + 5 ); } else { // 1 --> 5 by 2 SetPlayerFOV( ZoomFOV + 2 ); } PlaySound( AdjustZoomSound ); } } simulated function Zoom() { //only execute this code on the local machine and server ... not the third-person players if ( !bZoomed && Instigator.Controller != None ) { bZoomed = true; SetPlayerFOV( ZoomFOV ); if( U2PCOwner != None ) U2PCOwner.SendEvent("Rotate"); PlaySound( ZoomInSound ); } } simulated function UnZoom( optional bool bForce ) { //only execute this code on the local machine and server ... not the third-person players if ( bZoomed && Instigator.Controller != None ) { bZoomed = false; if( PlayerController(Instigator.Controller) != None ) { PlayerController(Instigator.Controller).DesiredFOV = PlayerController(Instigator.Controller).DefaultFOV; if( bForce ) PlayerController(Instigator.Controller).FOVAngle = PlayerController(Instigator.Controller).DefaultFOV; } if( U2PCOwner != None ) U2PCOwner.SendEvent("UnRotate"); PlaySound( ZoomOutSound ); } } simulated function ClearWeaponEffects() { Super.ClearWeaponEffects(); UnZoom(); } simulated state Unloading { simulated event BeginState() { Super.BeginState(); bWasZoomed = bZoomed; UnZoom(); } simulated event EndState() { Super.EndState(); if (bWasZoomed) Zoom(); } } simulated state Reloading { simulated event BeginState() { Super.BeginState(); bWasZoomed = bZoomed; UnZoom(); } simulated event EndState() { Super.EndState(); if (bWasZoomed) Zoom(); } } simulated state DownWeapon { ignores Fire, AltFire; simulated event BeginState() { UnZoom(); Super.BeginState(); } } simulated function ClientTraceImpact( CheckResult Hit ) { UpdateTracer(Hit,1); // UpdateTracer(Hit,2); // UpdateTracer(Hit,3); } simulated function UpdateTracer( CheckResult Hit, int Index ) { local PulseLineGenerator Tracer; Tracer = PulseLineGenerator(DecoEffects[Index].Effect); if (!Tracer) return; if (Tracer.Connections.length!=1) Tracer.Connections.length = 1; Tracer.Connections[0].StartActor = Tracer; Tracer.Connections[0].End = Hit.Location; Tracer.BeamTexture.ResetModifiers(); } defaultproperties { ZoomFOV=30.000000 RingDelayFactor=0.050000 ZoomInSound=Sound'U2WeaponsA.SniperRifle.SR_ScopeOn' ZoomOutSound=Sound'U2WeaponsA.SniperRifle.SR_ScopeOff' AdjustZoomSound=Sound'U2WeaponsA.SniperRifle.SR_Zoom' FireTime=1.400000 AltFireTime=0.000000 FireLastDownTime=2.437000 AltFireLastDownTime=0.000000 FireLastReloadTime=2.529000 AltFireLastReloadTime=0.000000 ReloadTime=1.875000 FlashSkin=Shader'WeaponFXT.Sniper.SR_Skin2FX' FireLastRoundSound=Sound'U2WeaponsA.SniperRifle.SR_FireLastRound' ReloadUnloadedSound=Sound'U2WeaponsA.SniperRifle.SR_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' DecoEffects(0)=(AnimSequence=Fire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'SniperFX.ParticleSalamander0',MountNode="#Muzzleflash") DecoEffects(1)=(AnimSequence=Fire,DecoClass=Class'ParticleSystems.PulseLineGenerator',Particles=PulseLineGenerator'SniperTracer.PulseLineGenerator1',MountNode="#Muzzleflash",bTriggerUpdateOnly=true,bRequiresWorldZBuffer=true) DecoEffects(2)=(AnimSequence=Fire,DecoClass=Class'U2Weapons.SR_LightEffect',MountNode="#Muzzleflash",MountOffset=(X=15.000000,Z=15.000000)) FirstPersonOffset=(X=-70.000000,Y=-8.000000,Z=14.000000) bRepeatAltFire=false bCrosshairGlows=true WeaponAnimationType=AT_Shoulder ImpactHandlerClass=Class'U2Weapons.impactSniperRifle' Damage=80.000000 MomentumTransfer=25000.000000 TraceRange=28800.000000 AltShakeMag=0.000000 AltShakeTime=0.000000 TargetableTypes(0)='Pawn' CrosshairName="SR_Cross" RangeMinFire=0.000000 RangeIdealFire=256.000000 RangeMaxFire=2048.000000 RangeLimitFire=32767.000000 RatingRangeMinFire=0.500000 RatingRangeIdealFire=0.500000 RatingRangeMaxFire=0.150000 AIRatingFire=0.500000 AIRatingAltFire=-50.000000 AmmoName=Class'U2Weapons.ammoInvSniperRifle' PickupAmmoCount=10 AutoSwitchPriority=9 bInstantHit=true bSnipe=true PreferProneMultiplier=3.000000 FiringSpeed=1.800000 FireOffset=(X=62.000000,Y=14.000000,Z=-8.000000) MyDamageType=Class'U2.DamageTypeSniperRifle' ShakeMag=3.000000 ShakeTime=0.150000 AIRating=0.500000 RefireRate=1.000000 AltRefireRate=99.900002 FireSound=Sound'U2WeaponsA.SniperRifle.SR_Fire' CockingSound=Sound'U2WeaponsA.SniperRifle.SR_Reload' SelectSound=Sound'U2WeaponsA.SniperRifle.SR_Select' InventoryGroup=4 GroupOffset=1 PickupClass=Class'U2Weapons.weaponSniperRifle' PlayerViewOffset=(X=0.000000,Z=0.000000) BobDamping=0.975000 ThirdPersonMesh=LegendMesh'GlmWeaponsG.SR_TP' ItemName="Sniper Rifle" ItemID="SR" IconIndex=14 Mesh=LegendMesh'GlmWeaponsG.SR_FP' UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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