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//============================================================================= // $Workfile: weaponTurretMounted.uc $ // Created By: Sam Brown // Created On: 1/14/00 // $Author: Ascheidecker $ // $Date: 11/28/02 10:11p $ // $Revision: 24 $ //============================================================================= class weaponTurretMounted extends U2Weapon; var bool bLeftBarrel; var vector LeftBarrel, RightBarrel; var rotator LeftBarrelRot, RightBarrelRot, FireRotation; var int TracerCount; var bool bAmbientFireSound; var() int DrawTracerFrequency; // Draw a tracer every this number of rounds, if 0 tracer will not be drawn. var vector FireStartLocation; var() float FireTimeMax, FireTimeMin; // Used for varying FireTime based on difficulty var float TryToHitInstantBaseOddsMin; var float TryToHitInstantBaseOddsMax; var float TryToHitProjectileBaseOddsMin; var float TryToHitProjectileBaseOddsMax; var float TryToHitInstantBaseDistance; var float TryToHitInstantMinMissDistance; var float TryToHitInstantMaxHitDistance; //----------------------------------------------------------------------------- function ProcessTraceHitEx( vector HitDirection, CheckResult Hit, float EffectiveDamage ) { //ARL compute damage vs. position of hit on collision cylinder -- kill randomness EffectiveDamage = 9 + Rand( 6 ); if( FRand() < 0.2 ) { HitDirection *= 2.5; } Super.ProcessTraceHitEx( HitDirection, Hit, EffectiveDamage ); } // doesn't use ammo. never plays reload. simulated function int GetFireAmmoUsed() { return 0; } simulated function int GetAltFireAmmoUsed() { return 0; } //----------------------------------------------------------------------------- simulated function PlayAnimEx( name Sequence ) { local int i; for (i=0;i<DecoEffects.Length;i++) if (DecoEffects[i].AnimSequence==Sequence) { if( !DecoEffects[i].Effect ) ConstructDeco(i); if( DecoEffects[i].Effect? ) DecoEffects[i].Effect.Trigger( self, Instigator ); } } //----------------------------------------------------------------------------- function float GetFireTime() { local float Val; Val = (1.0 - Level.Game.GetNormalizedDifficulty())*(FireTimeMax - FireTimeMin) + FireTimeMin; //DM( "*** " $ Self $ " FireTime = " $ Val ); return Val; } //----------------------------------------------------------------------------- simulated function PlayFiring() { PlayAnimEx( 'Fire' ); } //----------------------------------------------------------------------------- function AuthorityFire() { if( bInstantHit ) { TraceFire( TraceSpreadFire ); } else if( ProjectileClass? ) { ProjectileFire( ProjectileClass ); } } //----------------------------------------------------------------------------- simulated function EverywhereFire() { local PlayerController P; GotoState( 'Firing' ); if( Level.NetMode != NM_DedicatedServer ) { SetFireSkin(); } PlayFiring(); } //----------------------------------------------------------------------------- simulated function Fire() { // if not overheated //if( U2Ammo(AmmoType)? && !U2Ammo(AmmoType).ReloadRequired( GetFireAmmoUsed() ) ) //{ if (Role == ROLE_Authority) AuthorityFire(); EverywhereFire(); //} } //----------------------------------------------------------------------------- simulated function ClearTracers() { local int i; for (i=0;i<DecoEffects.Length;i++) if( DecoEffects[i].Effect? ) PulseLineGenerator(DecoEffects[i].Effect).ParticleDestroy(); } //----------------------------------------------------------------------------- simulated state Idle // override Weapon.Idle.Begin { Begin: if( bInstantHit && DrawTracerFrequency > 0 ) ClearTracers(); } //----------------------------------------------------------------------------- simulated state Firing { ignores Fire, AltFire; // This BeginState can go away if the turrets eventually get agentized, but since they // don't really animate, I'm not sure it's necessary. simulated event BeginState() { if (bAmbientFireSound) //if we are a rapid-fire weapon, then make our FireSound be the ambient sound AmbientSound = FireSound; } simulated event EndState() { AmbientSound = default.AmbientSound; } Begin: //incoming animation set by EverywhereFire(). We wait for it to finish FireTime = GetFireTime(); //DM( "*** " $ Self $ ".stateFiring, FireTime = " $ FireTime ); Sleep( FireTime ); //DM( "*** Done sleeping" ); if (bRepeatFire) { //DM( "*** Going to Global.Fire()" ); Global.Fire(); //if it's going to fire, code execution will jump to the Begin label //if it's going to reload/changeweapon, code execution will jump to some other state //else, if we're done firing, and want to stop } GotoState('Idle'); } //----------------------------------------------------------------------------- function vector GetFireOffset() { if( bLeftBarrel ) return LeftBarrel; else return RightBarrel; } //----------------------------------------------------------------------------- function rotator GetFireRotation() { if( bLeftBarrel ) return LeftBarrelRot; else return RightBarrelRot; } //----------------------------------------------------------------------------- function SetFireStartLocations() { FireStartLocation = GetFireOffset(); FireRotation = GetFireRotation(); bLeftBarrel = !bLeftBarrel; //DM( "*** LeftBarrel = " $ LeftBarrel $ " RightBarrel = " $ RightBarrel ); } //----------------------------------------------------------------------------- simulated function ClientTraceImpact( CheckResult Hit ) { UpdateTracer(Hit); } //----------------------------------------------------------------------------- simulated function UpdateTracer( CheckResult Hit ) { local PulseLineGenerator Tracer; if( DrawTracerFrequency == 0 ) return; Tracer = PulseLineGenerator(DecoEffects[0].Effect); if (!Tracer) return; if( TracerCount == DrawTracerFrequency ) { Tracer.SetDrawType(DT_Custom); TracerCount = 0; } else { Tracer.SetDrawType(DT_None); TracerCount++; } if (Tracer.Connections.length!=1) Tracer.Connections.length = 1; Tracer.Connections[0].Start = FireStartLocation; Tracer.Connections[0].End = Hit.Location; } //----------------------------------------------------------------------------- function MaybeAdjustTargetLocation( Actor TargetActor, float TargetDistance, float SpreadDegrees, float TryToHitBaseOddsMin, float TryToHitBaseOddsMax, float TryToHitBaseDistance, float TryToHitMinMissDistance, float TryToHitMaxHitDistance, out vector TargetLocation ) { local vector MissVector; local float MissDistance; local int PitchError; if( class'UtilGame'.static.TryToHit( Owner, TargetActor, TargetDistance, SpreadDegrees, 0.0, //LastPainAnimTime, 0.0, //MaxAffectedByHitTime, 0.0, //LastAcquireTime, 0.0, //MaxAffectedByAcquisitionTime, TryToHitBaseOddsMin, TryToHitBaseOddsMax, TryToHitBaseDistance, TryToHitMinMissDistance, TryToHitMaxHitDistance ) ) { return; } MissVector = class'UtilGame'.static.GetMissVector( Owner, TargetActor, 0.0, //LastPainAnimTime, 0.0, //MaxAffectedByHitTime, 0.0, //MaxHitMissMultiplier, 0.0, //MinHitPitchError, 0.0, //MaxHitPitchError, 0.0, //LastAcquireTime, 0.0, //MaxAffectedByAcquisitionTime, 0.0, //MaxAcquireMissMultiplier, 0.0, //MinAcquirePitchError, 0.0, //MaxAcquirePitchError, false, // bTargetBlocked, PitchError ); MissDistance = TargetActor.CollisionRadius + FRand() * TargetActor.CollisionRadius + 4.0; if( SpreadDegrees > 0.0 ) MissDistance += TargetDistance * sin( 0.5*DegreesToRadians*SpreadDegrees ); TargetLocation += MissVector * MissDistance; TargetLocation.Z += TargetActor.CollisionHeight - 2*FRand() * TargetActor.CollisionHeight; } //----------------------------------------------------------------------------- function TraceFire( float Accuracy ) { local vector End, X, Y, Z; local CheckResult Hit; local Actor TargetActor; local vector TargetVector; local float TargetDistance; local Material.CheckResult MaterialHit; MaterialHit.Next = Hit.Next; MaterialHit.Actor = Hit.Actor; MaterialHit.Location = Hit.Location; MaterialHit.Normal = Hit.Normal; MaterialHit.Primitive = Hit.Primitive; MaterialHit.Time = Hit.Time; MaterialHit.Item = Hit.Item; MaterialHit.Material = Hit.Material; SetFireStartLocations(); TargetActor = Pawn(Owner).Controller.ControllerEnemy; if( TargetActor == None ) return; TargetVector = TargetActor.Location - FireStartLocation; TargetDistance = VSize( TargetVector ); Pawn(Owner).MakeNoise( Pawn(Owner).SoundDampening ); GetAxes( rotator(TargetVector), X, Y, Z ); End = TargetActor.Location; // perfect aim MaybeAdjustTargetLocation( TargetActor, TargetDistance, TraceSpreadFire, TryToHitInstantBaseOddsMin, TryToHitInstantBaseOddsMax, TryToHitInstantBaseDistance, TryToHitInstantMinMissDistance, TryToHitInstantMaxHitDistance, End ); // increase length of trace in case we are missing the target End = End + TraceRange * Normal( End - FireStartLocation ); SingleLineCheck( Hit, Pawn(Owner), End, FireStartLocation, TRACE_ProjTargets ); //ARL don't use TRACE_AllEverything, or triggers will be hit #debugbegin /* if( Hit.Actor == TargetActor ) AddLine( FireStartLocation, End, ColorGreen() ); else AddLine( FireStartLocation, End, ColorRed() ); */ #debugend DispatchWeaponNotifies( Hit ); if( Hit.Actor? ) { assert( Hit.Actor? ); assert( Role == ROLE_Authority ); ProcessTraceHitEx( X, Hit, Damage ); ImpactHandlerClass.static.TraceImpact( self, MaterialHit ); ClientTraceImpact( Hit ); } } //----------------------------------------------------------------------------- function Projectile ProjectileFire( class<projectile> ProjClass ) { Pawn(Owner).MakeNoise( Pawn(Owner).SoundDampening ); SetFireStartLocations(); AdjustedAim = rotator(Pawn(Owner).Controller.ControllerEnemy.Location - FireStartLocation ); //AddArrow( FireStartLocation, FireStartLocation + vector(FireRotation)*vect(10000,10000,10000), ColorGreen() ); // if( FastTrace( FireStartLocation, FireStartLocation + vector(FireRotation)*vect(10000,10000,10000) ) ) // { // NOTE (mdf): in some cases this can fail (Pawn too close to geometry for example) return Spawn( ProjClass, Self, , FireStartLocation, AdjustedAim ); // } // else // DM( "*** FastTrace true" ); } //----------------------------------------------------------------------------- defaultproperties { bLeftBarrel=true TryToHitInstantBaseOddsMin=0.125000 TryToHitInstantBaseOddsMax=0.625000 TryToHitInstantBaseDistance=1024.000000 TryToHitInstantMinMissDistance=256.000000 TryToHitInstantMaxHitDistance=9999999.000000 GunButtSounds(0)=Sound'U2WeaponsA.GunButt.GunButt01' GunButtSounds(1)=Sound'U2WeaponsA.GunButt.GunButt02' GunButtSounds(2)=Sound'U2WeaponsA.GunButt.GunButt03' GunButtSounds(3)=Sound'U2WeaponsA.GunButt.GunButt04' TargetableTypes(0)='Pawn' bDisableTick=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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