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// AVRiL - Player held anti-aircraft weapon class ONSAVRiL extends Weapon config(User); #exec OBJ LOAD FILE="..\Textures\VMWeaponsTX" var Material BaseMaterial; var Material ReticleOFFMaterial; var Material ReticleONMaterial; var bool bLockedOn; var Vehicle HomingTarget; var float LockCheckFreq, LockCheckTime; var float MaxLockRange, LockAim; var Color CrosshairColor; var float CrosshairX, CrosshairY; var Texture CrosshairTexture; replication { reliable if (bNetDirty && bNetOwner && Role == ROLE_Authority) bLockedOn, HomingTarget; } simulated function PostBeginPlay() { Super.PostBeginPlay(); Skins[0] = ReticleOFFMaterial; Skins[1] = BaseMaterial; } simulated function OutOfAmmo() { } simulated function ActivateReticle(bool bActivate) { if(bActivate) Skins[0] = ReticleONMaterial; else Skins[0] = ReticleOFFMaterial; } simulated function WeaponTick(float deltaTime) { local vector StartTrace, LockTrace; local rotator Aim; local float BestAim, BestDist; local bool bLastLockedOn, bBotLock; local Vehicle LastHomingTarget; local Vehicle AIFocus; local Vehicle V; local Actor AlternateTarget; if (Role < ROLE_Authority) { ActivateReticle(bLockedOn); return; } if (Instigator == None || Instigator.Controller == None) { LoseLock(); ActivateReticle(false); return; } if (Level.TimeSeconds < LockCheckTime) return; LockCheckTime = Level.TimeSeconds + LockCheckFreq; bLastLockedOn = bLockedOn; LastHomingTarget = HomingTarget; bBotLock = true; if (AIController(Instigator.Controller) != None) { AIFocus = Vehicle(AIController(Instigator.Controller).Focus); if ( CanLockOnTo(AIFocus) && ((AIFocus.Controller != None) || (AIFocus != Instigator.Controller.MoveTarget) || AIFocus.HasOccupiedTurret()) && FastTrace(AIFocus.Location, Instigator.Location + Instigator.EyeHeight * vect(0,0,1)) ) { HomingTarget = AIFocus; bLockedOn = true; } else { bLockedOn = false; bBotLock = false; } } else if ( HomingTarget == None || Normal(HomingTarget.Location - Instigator.Location) Dot vector(Instigator.Controller.Rotation) < LockAim || VSize(HomingTarget.Location - Instigator.Location) > MaxLockRange || !FastTrace(HomingTarget.Location, Instigator.Location + Instigator.EyeHeight * vect(0,0,1)) ) { StartTrace = Instigator.Location + Instigator.EyePosition(); Aim = Instigator.GetViewRotation(); BestAim = LockAim; HomingTarget = Vehicle(Instigator.Controller.PickTarget(BestAim, BestDist, Vector(Aim), StartTrace, MaxLockRange)); } // If no homing target, check for alternate targets if (HomingTarget == None) { StartTrace = Instigator.Location + Instigator.EyePosition(); Aim = Instigator.GetViewRotation(); for (V = Level.Game.VehicleList; V != None; V = V.NextVehicle) { AlternateTarget = V.AlternateTarget(); if (AlternateTarget != None) { LockTrace = AlternateTarget.Location - StartTrace; if ( (Normal(LockTrace) dot Vector(Aim)) > LockAim && VSize(LockTrace) < MaxLockRange && FastTrace(AlternateTarget.Location,StartTrace) ) { HomingTarget = V; if ( AIController(Instigator.Controller) != none) AIController(Instigator.Controller).Focus = V; break; } } } } bLockedOn = CanLockOnTo(HomingTarget); ActivateReticle(bLockedOn); if (!bLastLockedOn && bLockedOn) { if ( bBotLock && (HomingTarget != None) ) HomingTarget.NotifyEnemyLockedOn(); if ( PlayerController(Instigator.Controller) != None ) PlayerController(Instigator.Controller).ClientPlaySound(Sound'WeaponSounds.LockOn'); } else if (bLastLockedOn && !bLockedOn && LastHomingTarget != None) LastHomingTarget.NotifyEnemyLostLock(); } function bool CanLockOnTo(Actor Other) { local Vehicle V; V = Vehicle(Other); if (V == None || V == Instigator) return false; if (!Level.Game.bTeamGame) return true; return (V.Team != Instigator.PlayerReplicationInfo.Team.TeamIndex); } function LoseLock() { if (bLockedOn && HomingTarget != None) HomingTarget.NotifyEnemyLostLock(); bLockedOn = false; } simulated function Destroyed() { LoseLock(); super.Destroyed(); } simulated function DetachFromPawn(Pawn P) { LoseLock(); Super.DetachFromPawn(P); } simulated event RenderOverlays(Canvas Canvas) { if (!FireMode[1].bIsFiring || ONSAVRiLAltFire(FireMode[1]) == None) { if (bLockedOn) { Canvas.DrawColor = CrosshairColor; Canvas.DrawColor.A = 255; Canvas.Style = ERenderStyle.STY_Alpha; Canvas.SetPos(Canvas.SizeX*0.5-CrosshairX, Canvas.SizeY*0.5-CrosshairY); Canvas.DrawTile(CrosshairTexture, CrosshairX*2.0, CrosshairY*2.0, 0.0, 0.0, CrosshairTexture.USize, CrosshairTexture.VSize); } Super.RenderOverlays(Canvas); } } // AI Interface function float SuggestAttackStyle() { return -0.4; } function float SuggestDefenseStyle() { return 0.5; } function byte BestMode() { return 0; } function float GetAIRating() { local Bot B; local float ZDiff, dist, Result; B = Bot(Instigator.Controller); if ( (B.Target != None) && B.Target.IsA('ONSMortarCamera') ) return 2; if ( (B == None) || (B.Enemy == None) ) return AIRating; if (Vehicle(B.Enemy) == None) return 0; result = AIRating; ZDiff = Instigator.Location.Z - B.Enemy.Location.Z; if ( ZDiff < -200 ) result += 0.1; dist = VSize(B.Enemy.Location - Instigator.Location); if ( dist > 2000 ) return ( FMin(2.0,result + (dist - 2000) * 0.0002) ); return result; } function bool RecommendRangedAttack() { local Bot B; B = Bot(Instigator.Controller); if ( (B == None) || (B.Enemy == None) ) return true; return ( VSize(B.Enemy.Location - Instigator.Location) > 2000 * (1 + FRand()) ); } // end AI Interface defaultproperties { BaseMaterial=Texture'VMWeaponsTX.PlayerWeaponsGroup.AVRiLtex' ReticleOFFMaterial=Shader'VMWeaponsTX.PlayerWeaponsGroup.AVRiLreticleTEX' ReticleONMaterial=Shader'VMWeaponsTX.PlayerWeaponsGroup.AVRiLreticleTEXRed' LockCheckFreq=0.200000 MaxLockRange=15000.000000 LockAim=0.996000 CrossHairColor=(G=255,A=255) CrosshairX=32.000000 CrosshairY=32.000000 CrosshairTexture=Texture'ONSInterface-TX.avrilRETICLE' FireModeClass(0)=Class'Onslaught.ONSAVRiLFire' FireModeClass(1)=Class'Onslaught.ONSAVRiLAltFire' PutDownAnim="PutDown" SelectAnimRate=2.000000 PutDownAnimRate=1.750000 BringUpTime=0.450000 SelectSound=Sound'WeaponSounds.FlakCannon.SwitchToFlakCannon' SelectForce="SwitchToFlakCannon" AIRating=0.550000 CurrentRating=0.550000 bUseOldWeaponMesh=True Description="The AVRiL, or Anti-Vehicle Rocket Launcher, shoots homing missiles that pack quite a punch." EffectOffset=(X=100.000000,Y=32.000000,Z=-20.000000) DisplayFOV=45.000000 Priority=7 HudColor=(B=255,G=0,R=0) SmallViewOffset=(X=116.000000,Y=43.500000,Z=-40.500000) CenteredRoll=5500 CustomCrosshair=6 CustomCrossHairColor=(B=0,R=0) CustomCrossHairTextureName="ONSInterface-TX.avrilRETICLEtrack" MinReloadPct=0.000000 InventoryGroup=8 GroupOffset=1 PickupClass=Class'Onslaught.ONSAVRiLPickup' PlayerViewOffset=(X=100.000000,Y=35.500000,Z=-32.500000) BobDamping=2.200000 AttachmentClass=Class'Onslaught.ONSAVRiLAttachment' IconMaterial=Texture'HUDContent.Generic.HUD' IconCoords=(X1=429,Y1=212,X2=508,Y2=251) ItemName="AVRiL" Mesh=SkeletalMesh'ONSWeapons-A.AVRiL_1st' AmbientGlow=64 } |
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