Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UTGame.UTVWeap_LeviathanTurretBase


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
/**
 * 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'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: tr 31-1-2018 17:18:50.000 - Creation time: sk 18-3-2018 10:01:29.481 - Created with UnCodeX