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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTVWeap_LeviathanTurretBase extends UTVehicleWeapon abstract; /** how long the shield lasts */ var float ShieldDuration; /** how long after using the shield before it can be used again */ var float ShieldRecharge; /** next time shield can be used */ var float ShieldAvailableTime; /** AI flag */ var bool bPutShieldUp; /** whether shield is currently up (can't state scope because can fire both modes simultaneously) */ var bool bShieldActive; simulated function float GetPowerPerc() { if (bShieldActive) { return FClamp(1.0 - GetTimerCount('DeactivateShield')/ShieldDuration, 0.0, 1.0); } else { return FClamp(1.0 - (ShieldAvailableTime - WorldInfo.TimeSeconds)/ShieldRecharge, 0.0, 1.0); } } function byte BestMode() { local UTBot B; B = UTBot(Instigator.Controller); if (B == None || B.Enemy == None || WorldInfo.TimeSeconds < ShieldAvailableTime) { return 0; } // use shield if enemy is or may soon shoot at us else if ( WorldInfo.TimeSeconds - B.LastUnderFire < 1.0 || B.WarningProjectile != None || B.InstantWarningShooter != None || vector(B.Enemy.GetViewRotation()) dot Normal(MyVehicle.Location - B.Enemy.Location) > 0.5 ) { return 1; } else { return 0; } } function NotifyShieldHit(int Damage); simulated function bool HasAmmo(byte FireModeNum, optional int Amount) { return (FireModeNum == 1) ? (WorldInfo.TimeSeconds >= ShieldAvailableTime) : Super.HasAmmo(FireModeNum, Amount); } simulated function BeginFire(byte FireModeNum) { if (FireModeNum == 1) { if (WorldInfo.TimeSeconds >= ShieldAvailableTime) { bShieldActive = true; MyVehicle.SetShieldActive(SeatIndex, true); ShieldAvailableTime = WorldInfo.TimeSeconds + ShieldDuration + ShieldRecharge; SetTimer(ShieldDuration, false, 'DeactivateShield'); } } else { Super.BeginFire(FireModeNum); } } simulated function DeactivateShield() { bShieldActive = false; MyVehicle.SetShieldActive(SeatIndex, false); ClearTimer('DeactivateShield'); } /********************************************************************************************* * State WeaponFiring * This is the default Firing State. It's performed on both the client and the server. *********************************************************************************************/ simulated state WeaponFiring { /** * We override BeginFire() to keep shield clicks from resetting the fire delay */ simulated function BeginFire( Byte FireModeNum ) { if ( CheckZoom(FireModeNum) ) { return; } Global.BeginFire(FireModeNum); } } defaultproperties { ShieldDuration=4.000000 ShieldRecharge=5.000000 bFastRepeater=True AmmoDisplayType=EAWDS_BarGraph WeaponFireTypes(1)=EWFT_None bInstantHit=True Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTVehicleWeapon:FirstPersonMesh' ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTVehicleWeapon:FirstPersonMesh' End Object Mesh=FirstPersonMesh Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTVehicleWeapon:PickupMesh' ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTVehicleWeapon:PickupMesh' End Object DroppedPickupMesh=PickupMesh PickupFactoryMesh=PickupMesh Name="Default__UTVWeap_LeviathanTurretBase" ObjectArchetype=UTVehicleWeapon'UTGame.Default__UTVehicleWeapon' } |
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