Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 |
/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTAttachment_ImpactHammer extends UTWeaponAttachment; var name IdleAnim; var name ChargedAnim; var MaterialInstanceConstant BloodMIC; simulated function FireModeUpdated(byte FireModeNum, bool bViaReplication) { if(FireModeNum < 2) { StartCharging(); } else if(FireModeNum == 3) // we're being told we got a hit { AddBlood(); } super.FireModeUpdated(FireModeNum, bViaReplication); } simulated function StartCharging() { Play3pAnimation(ChargedAnim,1.0f,true); } simulated function ThirdPersonFireEffects(vector HitLocation) { Super.ThirdPersonFireEffects(HitLocation); FireModeUpdated(2, false); // force the impact hammer into a neutral state Play3pAnimation(IdleAnim, 1.0f, true); } /** * Optimized equivalent of calling ThirdPersonFireEffects while in splitscreen */ simulated function SplitScreenEffects(vector HitLocation) { Super.SplitScreenEffects(HitLocation); FireModeUpdated(2, false); // force the impact hammer into a neutral state Play3pAnimation(IdleAnim, 1.0f, true); } simulated function FirstPersonFireEffects(Weapon PawnWeapon, vector HitLocation) { Super.FirstPersonFireEffects(PawnWeapon, HitLocation); FireModeUpdated(2, false); // force the impact hammer into a neutral state Play3pAnimation(IdleAnim, 1.0f, true); } simulated function Play3pAnimation(name Sequence, float fDesiredDuration, optional bool bLoop) { // Check we have access to mesh and animations if (Mesh != None && Mesh.Animations != None) { // @todo - this should call GetWeaponAnimNodeSeq, move 'duration' code into AnimNodeSequence and use that. Mesh.PlayAnim(Sequence, fDesiredDuration, bLoop); } } simulated function SetSkin(Material NewMaterial) { super.SetSkin(NewMaterial); BloodMIC = Mesh.CreateAndSetMaterialInstanceConstant(0); } simulated function SetImpactedActor(Actor HitActor, vector HitLocation, vector HitNormal) { local Pawn HitUTPawn; // stores is there is an obvious utpawn to hit (rather than a vehicle) if (UTPawn(Owner).FiringMode == 0) { HitUTPawn = UTPawn(HitActor); if ( HitUTPawn == None ) { HitUTPawn = UTVehicle_Hoverboard(HitActor); } if ( (HitUTPawn != None) && !WorldInfo.GRI.OnSameTeam(HitActor, Instigator) ) { AddBlood(); } } } simulated function AddBlood() { local float Damage1,Damage2,Damage3; if(BloodMic != none) { BloodMIC.GetScalarParameterValue('Damage1',Damage1); BloodMIC.GetScalarParameterValue('Damage2',Damage2); BloodMIC.GetScalarParameterValue('Damage3',Damage3); Damage1 = Damage1+frand()*2.0; Damage2 = Damage2+frand()*1.0; Damage3 = Damage3+frand()*0.75; BloodMIC.SetScalarParameterValue('Damage1',Damage1); BloodMIC.SetScalarParameterValue('Damage2',Damage2); BloodMIC.SetScalarParameterValue('Damage3',Damage3); } } defaultproperties { IdleAnim="WeaponIdle" ChargedAnim="weaponchargedidle" Begin Object Class=SkeletalMeshComponent Name=SkeletalMeshComponent0 ObjName=SkeletalMeshComponent0 Archetype=SkeletalMeshComponent'UTGame.Default__UTWeaponAttachment:SkeletalMeshComponent0' Begin Object Class=UTAnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=UTAnimNodeSequence'UTGame.Default__UTWeaponAttachment:MeshSequenceA' ObjectArchetype=UTAnimNodeSequence'UTGame.Default__UTWeaponAttachment:MeshSequenceA' End Object SkeletalMesh=SkeletalMesh'WP_ImpactHammer.Mesh.SK_WP_Impact_3P_Mid' Animations=UTAnimNodeSequence'UTGame.Default__UTAttachment_ImpactHammer:SkeletalMeshComponent0.MeshSequenceA' AnimSets(0)=AnimSet'WP_ImpactHammer.Anims.K_WP_Impact_3P' bForceRefpose=0 Scale=0.800000 ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeaponAttachment:SkeletalMeshComponent0' End Object Mesh=SkeletalMeshComponent0 MuzzleFlashSocket="MuzzleFlashSocket" MuzzleFlashPSCTemplate=ParticleSystem'WP_ImpactHammer.Particles.P_WP_ImpactHammer_Primary_Hit' MuzzleFlashAltPSCTemplate=ParticleSystem'WP_ImpactHammer.Particles.P_WP_ImpactHammer_Secondary_Hit' MuzzleFlashDuration=0.330000 ImpactEffects(0)=(MaterialType="Metal",Sound=SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_FireImpactMetal_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000) ImpactEffects(1)=(MaterialType="Stone",Sound=SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_FireImpactMetal_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000) ImpactEffects(2)=(MaterialType="Wood",Sound=SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_FireImpactMetal_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000) ImpactEffects(3)=(MaterialType="Metal",Sound=SoundCue'A_Weapon_ImpactHammer.ImpactHammer.A_Weapon_ImpactHammer_FireImpactMetal_Cue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",DecalWidth=16.000000,DecalHeight=16.000000) WeaponClass=Class'UTGame.UTWeap_ImpactHammer' Name="Default__UTAttachment_ImpactHammer" ObjectArchetype=UTWeaponAttachment'UTGame.Default__UTWeaponAttachment' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |