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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTWeap_Avril extends UTWeapon native abstract; /** A pointer to the currently controlled rocket */ var repnotify UTProj_AvrilRocketBase MyRocket; /** If you shortcircut the reload, the time will get deferred until you bring the weapon back up */ var float DeferredReloadTime; /** How long the reload sequence takes*/ var float ReloadTime; /** How long the fire sequence takes*/ var float FireTime; /** Animation to play when there is no ammo*/ var name NoAmmoWeaponPutDownAnim; /** Anim to play while reloading */ var name WeaponReloadAnim; var AudioComponent ReloadSound; var SoundCue ReloadCue; /** set when holding altfire for targeting laser (can't use normal state system because it can fire simultaneously with primary) */ var bool bTargetingLaserActive; /** component for the laser effect */ var ParticleSystemComponent LaserEffect; /** laser sounds */ var SoundCue TargetingLaserStartSound, TargetingLaserStopSound, TargetingLaserAmbientSound; /** list of known mines/rockets to affect */ var array<UTProjectile> TargetedProjectiles; /** last time TargetedProjectiles list was updated */ var float LastTargetedProjectilesCheckTime; /** the maximum number of projectiles we're allowed to control simultaneously */ var int MaxControlledProjectiles; /** The speed of a deferred reload */ var float ReloadAnimSpeed; /********************************************************************************************* * Weapon lock on support ********************************************************************************************* */ /** The frequency with which we will check for a lock */ var(Locking) float LockCheckTime; /** How far out should we be considering actors for a lock */ var(Locking) int LockRange; /** How long does the player need to target an actor to lock on to it*/ var(Locking) float LockAcquireTime; /** Once locked, how long can the player go without painting the object before they lose the lock */ var(Locking) float LockTolerance; /** When true, this weapon is locked on target */ var bool bLockedOnTarget; /** What "target" is this weapon locked on to */ var repnotify Actor LockedTarget; /** What "target" is current pending to be locked on to */ var Actor PendingLockedTarget; /** How long since the Lock Target has been valid */ var float LastLockedOnTime; /** When did the pending Target become valid */ var float PendingLockedTargetTime; /** When was the last time we had a valid target */ var float LastValidTargetTime; /** angle for locking for lock targets */ var float LockAim; /** angle for locking for lock targets when on Console */ var float ConsoleLockAim; /** Sound Effects to play when Locking */ var SoundCue LockAcquiredSound; var SoundCue LockLostSound; /** If true, weapon will try to lock onto targets */ var bool bTargetLockingActive; /** Last time target lock was checked */ var float LastTargetLockCheckTime; //********************************************************************************************* // (cpptext) // (cpptext) // (cpptext) // (cpptext) replication { if (bNetDirty) MyRocket, DeferredReloadTime, bLockedOnTarget, LockedTarget; } function float RelativeStrengthVersus(Pawn P, float Dist) { return CanLockOnTo(P) ? 0.75 : 0.0; } simulated function AttachWeaponTo(SkeletalMeshComponent MeshCpnt, optional Name SocketName) { local SkeletalMeshComponent SkelMesh; SkelMesh = SkeletalMeshComponent(Mesh); if (LaserEffect != None && SkelMesh != None) { SkelMesh.AttachComponentToSocket(LaserEffect, 'BeamStart'); } Super.AttachWeaponTo(MeshCpnt, SocketName); } simulated function ReplicatedEvent(name VarName) { if (VarName == 'MyRocket') { if (MyRocket == None && !HasAnyAmmo()) { WeaponEmpty(); } } else if (VarName == 'LockedTarget') { CheckLockZoom(); } Super.ReplicatedEvent(VarName); } simulated function Projectile ProjectileFire() { if (Role == ROLE_Authority && MyRocket != None && MyRocket.LockingWeapon == self) { MyRocket.SetTarget(None, self); MyRocket = None; } MyRocket = UTProj_AvrilRocketBase(Super.ProjectileFire()); if (MyRocket != None ) { MyRocket.MyWeapon = self; SetTimer(0.2, false, 'SetRocketTarget'); } return MyRocket; } function SetRocketTarget() { if ( (MyRocket != None) && !MyRocket.bDeleteMe ) { MyRocket.SetTarget(LockedTarget, self); } } /** * We override TryPutDown so that we can store the deferred amount of time. */ simulated function bool TryPutDown() { local float MinTimerTarget; local float TimerRate; local float TimerCount; bWeaponPutDown = true; TimerRate = GetTimerRate('RefireCheckTimer'); if ( TimerRate > 0 ) { MinTimerTarget = TimerRate * MinReloadPct[CurrentFireMode]; TimerCount = GetTimerCount('RefireCheckTimer'); if (TimerCount > MinTimerTarget) { DeferredReloadTime = FMax(DeferredReloadTime, TimerRate - TimerCount); PutDownWeapon(); return true; } else { // Shorten the wait time SetTimer( MinTimerTarget - TimerCount , IsInState('WeaponFiring'), 'RefireCheckTimer'); DeferredReloadTime = FMax(DeferredReloadTime, TimerRate - MinTimerTarget - (MinTimerTarget - TimerCount)); return true; } } else { //DeferredReloadTime = 0; PutDownWeapon(); return true; } return false; } simulated function float GetEquipTime() { local float NewEquipTime; NewEquipTime = Super.GetEquipTime(); if (DeferredReloadTime > NewEquipTime) { NewEquipTime = DeferredReloadTime; } DeferredReloadTime = 0; return NewEquipTime; } simulated function PlayWeaponEquip() { ReloadAnimSpeed =GetTimerRate('WeaponEquipped') - GetTimerCount('WeaponEquipped') - super.GetEquipTime(); super.PlayWeaponEquip(); if(ReloadAnimSpeed > 0) { setTimer(EquipTime,false,'FastReload'); } } simulated function FastReload() { PlayReloadAnim(ReloadAnimSpeed); ReloadAnimSpeed=0.0f; } native function UpdateLockTarget(Actor NewLockTarget); /** * This function is used to adjust the LockTarget. * Called by UpdateLockTarget() only when NewLockTarget is different from LockTarget */ event AdjustLockTarget(actor NewLockTarget) { if ( (NewLockTarget == None) || NewLockTarget.bDeleteMe ) { // Clear the lock if (bLockedOnTarget) { LockedTarget = None; bLockedOnTarget = false; if (LockLostSound != None && Instigator != None && Instigator.IsHumanControlled() ) { PlayerController(Instigator.Controller).ClientPlaySound(LockLostSound); } } } else { // Set the lcok bLockedOnTarget = true; LockedTarget = NewLockTarget; if ( LockAcquiredSound != None && Instigator != None && Instigator.IsHumanControlled() ) { PlayerController(Instigator.Controller).ClientPlaySound(LockAcquiredSound); } } CheckLockZoom(); if (MyRocket != none) { MyRocket.SetTarget(NewLockTarget, self); } } /** called when locked target changes, check if we should start or stop the zooming due to the target change */ simulated function CheckLockZoom() { local EZoomState ZoomState; if (Instigator != None) { ZoomState = GetZoomedState(); if (LockedTarget != None) { if (ZoomState == ZST_NotZoomed && PendingFire(1)) { CheckZoom(1); } } else if (ZoomState != ZST_NotZoomed && UTPlayerController(Instigator.Controller) != None) { EndZoom(UTPlayerController(Instigator.Controller)); } } } /** * Given an actor (TA) determine if we can lock on to it. By default only allow locking on * to pawns. Some weapons may want to be able to lock on to other actors. */ native function bool CanLockOnTo(Actor TA); simulated event Destroyed() { AdjustLockTarget(none); super.Destroyed(); } simulated function bool PassThroughDamage(Actor HitActor) { return ((HitActor == MyRocket && MyRocket != None) || Super.PassThroughDamage(HitActor)); } simulated function WeaponCalcCamera(float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot) { local EZoomState ZoomState; if (LockedTarget != None) { ZoomState = GetZoomedState(); if (ZoomState == ZST_ZoomingIn || ZoomState == ZST_Zoomed) { out_CamRot = rotator(LockedTarget.GetTargetLocation() - Instigator.GetPawnViewLocation()); Instigator.Controller.SetRotation(out_CamRot); } } } simulated event SetPosition(UTPawn Holder) { local EZoomState ZoomState; // if locked, make sure rotation is up to date for weapon position calculation if (Holder.Controller != None && LockedTarget != None) { ZoomState = GetZoomedState(); if (ZoomState == ZST_ZoomingIn || ZoomState == ZST_Zoomed) { Holder.Controller.SetRotation(rotator(LockedTarget.GetTargetLocation() - Instigator.GetPawnViewLocation())); } } Super.SetPosition(Holder); } function RocketDestroyed(UTProj_AvrilRocketBase Rocket) { if (Rocket == MyRocket) { MyRocket = none; } if (!HasAnyAmmo() ) { WeaponEmpty(); } } /** * Draw the Avril hud */ simulated function ActiveRenderOverlays( HUD H ) { super.ActiveRenderOverlays(H); if (bLockedOnTarget) { DrawLockedOn( H ); } else { bWasLocked = false; } } // AI Interface function float SuggestAttackStyle() { return -0.4; } function float SuggestDefenseStyle() { return 0.5; } function byte BestMode() { return 0; } function float GetAIRating() { local UTBot B; local float ZDiff, Dist, Result; B = UTBot(Instigator.Controller); if (B == None || B.Enemy == None) { return AIRating; } if (B.Focus != None && B.Focus.IsA('UTProj_SPMACamera')) { return 2; } if (Vehicle(B.Enemy) == None) { return 0.0; } Result = AIRating; ZDiff = Instigator.Location.Z - B.Enemy.Location.Z; if (ZDiff < -200.0) { Result += 0.1; } Dist = VSize(B.Enemy.Location - Instigator.Location); if (Dist > 2000.0) { return FMin(2.0, Result + (Dist - 2000.0) * 0.0002); } return Result; } function bool RecommendRangedAttack() { local UTBot B; B = UTBot(Instigator.Controller); if (B == None || B.Enemy == None) { return true; } return (VSize(B.Enemy.Location - Instigator.Location) > 2000.0 * (1.0 + FRand())); } // end AI Interface simulated function WeaponEmpty() { // If we were firing, stop if (IsFiring()) { GotoState('Active'); } if ( Instigator != none && Instigator.IsLocallyControlled() && MyRocket == None) { Instigator.InvManager.SwitchToBestWeapon( true ); } } /** updates the location for the targeting laser and notifies any spider mines or AVRiL rockets in the vacinity */ simulated function UpdateTargetingLaser() { local vector TargetLocation, StartTrace, EndTrace; local ImpactInfo Impact; local UTProj_AvrilRocketBase Rocket; local UTProj_SpiderMineBase Mine; local int i, NumControlled; local array<UTSpiderMineTrap> Traps; // if we have a locked target, just go to that if (LockedTarget != None) { TargetLocation = LockedTarget.GetTargetLocation(Instigator); } else { // we have to trace to find out what we're hitting StartTrace = Instigator.GetWeaponStartTraceLocation(); EndTrace = StartTrace + vector(GetAdjustedAim(StartTrace)) * LockRange; Impact = CalcWeaponFire(StartTrace, EndTrace); TargetLocation = Impact.HitLocation; } // update beam effect LaserEffect.SetVectorParameter('BeamEnd', TargetLocation); // notify mines and rockets if (Role == ROLE_Authority) { SetFlashLocation(TargetLocation); if (WorldInfo.TimeSeconds - LastTargetedProjectilesCheckTime >= 0.5) { FindTargetedProjectiles(TargetLocation, Traps); } for (i = 0; i < TargetedProjectiles.length && NumControlled < MaxControlledProjectiles; i++) { Rocket = UTProj_AvrilRocketBase(TargetedProjectiles[i]); if (Rocket != None) { // rockets only get notification of target locks if (Rocket.MyWeapon != self && LockedTarget != None && Rocket.SetTarget(LockedTarget, self)) { NumControlled++; } } else { Mine = UTProj_SpiderMineBase(TargetedProjectiles[i]); if (Mine != None && Mine.SetScurryTarget(TargetLocation, Instigator)) { NumControlled++; } } } // if we still have room to control more projectiles, ask traps to spawn mines for (i = 0; i < Traps.length && NumControlled < MaxControlledProjectiles; i++) { Mine = Traps[i].SpawnMine(None, Normal(TargetLocation - Instigator.Location)); if (Mine != None && Mine.SetScurryTarget(TargetLocation, Instigator)) { NumControlled++; } } } } /** called on a timer to fill the list of projectiles affected by the targeting laser */ function FindTargetedProjectiles(vector TargetLocation, out array<UTSpiderMineTrap> Traps) { local Actor A; local UTSpiderMineTrap Trap; TargetedProjectiles.length = 0; foreach DynamicActors(class'Actor', A) { if (A.IsA('UTProj_SpiderMineBase') || A.IsA('UTProj_AvrilRocketBase')) { TargetedProjectiles[TargetedProjectiles.length] = UTProjectile(A); } else { Trap = UTSpiderMineTrap(A); if ( Trap != None && (Instigator.Controller == Trap.InstigatorController || WorldInfo.GRI.OnSameTeam(Trap, Instigator)) && (FastTrace(TargetLocation, A.Location + vect(0,0,32)) || FastTrace(TargetLocation + vect(0,0,32), A.Location+vect(0,0,16))) ) { // spider mine trap spawns mines to follow target if they can see it Traps[Traps.length] = Trap; } } } LastTargetedProjectilesCheckTime = WorldInfo.TimeSeconds; } simulated function Tick(float DeltaTime) { Super.Tick(DeltaTime); if (bTargetingLaserActive) { UpdateTargetingLaser(); } } simulated function BeginFire(byte FireModeNum) { local UTPawn P; if (FireModeNum == 1 && !bTargetingLaserActive && bReadyToFire()) { // targeting laser altfire bTargetingLaserActive = true; UpdateTargetingLaser(); LaserEffect.ActivateSystem(); WeaponPlaySound(TargetingLaserStartSound); P = UTPawn(Instigator); if (P != None) { P.SetWeaponAmbientSound(TargetingLaserAmbientSound); } } Super.BeginFire(FireModeNum); } simulated function EndFire(byte FireModeNum) { local UTPlayerController PC; local int i; local UTProj_AvrilRocketBase Rocket; local UTPawn P; if (FireModeNum == 1 && bTargetingLaserActive) { // targeting laser altfire bTargetingLaserActive = false; LaserEffect.DeactivateSystem(); WeaponPlaySound(TargetingLaserStopSound); ClearFlashLocation(); P = UTPawn(Instigator); if (P != None) { P.SetWeaponAmbientSound(None); } // lose target lock on any rockets we were controlling for (i = 0; i < TargetedProjectiles.length; i++) { Rocket = UTProj_AvrilRocketBase(TargetedProjectiles[i]); if (Rocket != None && Rocket.LockingWeapon == self && Rocket.MyWeapon != self) { Rocket.SetTarget(None, self); } } TargetedProjectiles.length = 0; } PC = UTPlayerController(Instigator.Controller); if (PC != None && LocalPlayer(PC.Player) != none && FireModeNum < bZoomedFireMode.Length && bZoomedFireMode[FireModeNum] != 0) { if ( GetZoomedState() != ZST_NotZoomed ) { PC.EndZoom(); } } Super(Weapon).EndFire(FireModeNum); } simulated function bool CheckZoom(byte FireModeNum) { return ((bLockedOnTarget && GetZoomedState() == ZST_NotZoomed) ? Super.CheckZoom(FireModeNum) : false); } simulated function PlayFireEffects( byte FireModeNum, optional vector HitLocation ) { local float TotalFireTime; if (IsZero(HitLocation)) { // rocket fired // Play Weapon fire animation if ( FireModeNum < WeaponFireAnim.Length && WeaponFireAnim[FireModeNum] != '' ) { TotalFireTime = FireTime*((UTPawn(Owner)!= None) ? UTPawn(Owner).FireRateMultiplier : 1.0); PlayWeaponAnimation( WeaponFireAnim[FireModeNum], TotalFireTime); PlayArmAnimation(WeaponFireAnim[FireModeNum], TotalFireTime, false); SetTimer(TotalFireTime,false,'PlayReloadAnim'); } // Start muzzle flash effect CauseMuzzleFlash(); ShakeView(); } } simulated function PlayReloadAnim(optional float ReloadOverrideTime) { local float ReloadFinal; if(AmmoCount > 0) { if (ReloadOverrideTime != 0.0) { ReloadFinal = ReloadOverrideTime; } else { ReloadFinal = ReloadTime; if (UTPawn(Owner) != None) { ReloadFinal *= UTPawn(Owner).FireRateMultiplier; } } PlayWeaponAnimation(WeaponReloadAnim,ReloadFinal); PlayArmAnimation(WeaponReloadAnim,ReloadFinal); if(ReloadSound == none) { ReloadSound = CreateAudioComponent(ReloadCue, false, true); } if(ReloadSound != none) { ReloadSound.PitchMultiplier = ReloadTime/ReloadFinal; ReloadSound.Play(); } } } simulated function PlayWeaponPutDown() { if(ReloadSound != none) { ReloadSound.FadeOut(0.1,0.0); ReloadSound = none; } if(AmmoCount > 0) WeaponPutDownAnim = default.WeaponPutDownAnim; else WeaponPutDownAnim = NoAmmoWeaponPutDownAnim; super.PlayWeaponPutDown(); } simulated function PutDownWeapon() { EndFire(1); // Stop the laser beam DemoEndFire(1); super.PutDownWeapon(); } /********************************************************************************************* * Target Locking *********************************************************************************************/ /** * The function checks to see if we are locked on a target */ native function CheckTargetLock(); simulated function GetWeaponDebug( out Array<String> DebugInfo ) { Super.GetWeaponDebug(DebugInfo); DebugInfo[DebugInfo.Length] = "Locked: "@bLockedOnTarget@LockedTarget@LastLockedontime@(WorldInfo.TimeSeconds-LastLockedOnTime); DebugInfo[DebugInfo.Length] = "Pending:"@PendingLockedTarget@PendingLockedTargetTime@WorldInfo.TimeSeconds; } auto simulated state Inactive { simulated event BeginState(name PreviousStateName) { // make sure targeting laser got turned off if (bTargetingLaserActive) { EndFire(1); DemoEndFire(1); } Super.BeginState(PreviousStateName); if ( Role == ROLE_Authority ) { bTargetLockingActive = false; AdjustLockTarget(None); } } simulated event EndState(Name NextStateName) { Super.EndState(NextStateName); if ( Role == ROLE_Authority ) { bTargetLockingActive = true; } } } //********************************************************************************************* state Active { simulated function bool ShouldLagRot() { return (!bTargetingLaserActive && MyRocket == None); } } simulated state WeaponFiring { /** * Make sure that aborted weapon switch didn't set deferred reload */ simulated function RefireCheckTimer() { if ( DeferredReloadTime > 0 ) { SetTimer(DeferredReloadTime, true, 'RefireCheckTimer'); DeferredReloadTime = 0.0; return; } SetTimer(GetFireInterval(0), true, 'RefireCheckTimer'); super.RefireCheckTimer(); } simulated function bool CanThrow() { return (Instigator == None) || (Instigator.Health <= 0); } simulated event EndState( Name NextStateName ) { local float TimerRate, MinTimerTarget, TimerCount; // check if just got off hoverboard or other vehicle, too fast to have reloaded if ( NextStateName == 'WeaponEquipping' ) { TimerRate = GetTimerRate('RefireCheckTimer'); if ( TimerRate > 0 ) { MinTimerTarget = TimerRate * MinReloadPct[CurrentFireMode]; TimerCount = GetTimerCount('RefireCheckTimer'); DeferredReloadTime = (TimerCount > MinTimerTarget) ? TimerRate - TimerCount : TimerRate - MinTimerTarget - (MinTimerTarget - TimerCount); } } // do not call ClearFlashLocation() here as that is for the beam which may still be firing // Set weapon as not firing ClearFlashCount(); ClearTimer('RefireCheckTimer'); if (Instigator != none && AIController(Instigator.Controller) != None) { AIController(Instigator.Controller).NotifyWeaponFinishedFiring(self,CurrentFireMode); } } } simulated function bool CanThrow() { return bCanThrow && HasAnyAmmo() && ((DeferredReloadTime <= 0.0) || (Instigator == None) || (Instigator.Health <= 0)); } simulated state WeaponEquipping { simulated function bool TryPutDown() { local float EquipTimeRemaining; // make sure aborting an equip won't cancel any extra time due to reloading EquipTimeRemaining = GetTimerRate('WeaponEquipped') - GetTimerCount('WeaponEquipped'); if (EquipTimeRemaining > EquipTime) { DeferredReloadTime = FMax(DeferredReloadTime, EquipTimeRemaining); } return Super.TryPutDown(); } } defaultproperties { ReloadTime=3.000000 FireTime=1.000000 MaxControlledProjectiles=8 LockCheckTime=0.050000 LockRange=22000 LockAcquireTime=0.050000 LockTolerance=0.400000 LockAim=0.996000 ConsoleLockAim=0.992000 bWarnIfInLocker=True bSplashJump=True bLeadTarget=False bTargetFrictionEnabled=True bTargetAdhesionEnabled=True AmmoCount=5 LockerAmmoCount=5 MaxAmmoCount=15 ShotCost(1)=0 MinReloadPct(0)=0.150000 MinReloadPct(1)=0.150000 IconX=460 IconY=343 IconWidth=29 IconHeight=47 IconCoordinates=(U=728.000000,V=427.000000,UL=145.000000,VL=52.000000) CrossHairCoordinates=(U=384.000000) InventoryGroup=10 bZoomedFireMode(0)=0 bZoomedFireMode(1)=1 ZoomedTargetFOV=40.000000 ZoomedRate=200.000000 GroupWeight=0.600000 QuickPickGroup=1 QuickPickWeight=0.900000 MaxPitchLag=300.000000 MaxYawLag=400.000000 WeaponColor=(B=0,G=0,R=255,A=255) MuzzleFlashLightClass=Class'UTGame.UTRocketMuzzleFlashLight' LockerRotation=(Pitch=0,Yaw=0,Roll=-16384) CurrentRating=0.550000 ShouldFireOnRelease(0)=1 WeaponFireTypes(0)=EWFT_Projectile WeaponFireTypes(1)=EWFT_None FireInterval(0)=4.000000 FireInterval(1)=0.000000 EquipTime=0.750000 PutDownTime=0.450000 FireOffset=(X=16.000000,Y=8.000000,Z=-5.000000) Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh' ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh' End Object Mesh=FirstPersonMesh Priority=1.500000 AIRating=0.550000 ItemName="Longbow AVRiL" MaxDesireability=0.700000 PickupMessage="Longbow AVRiL" Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh' ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh' End Object DroppedPickupMesh=PickupMesh PickupFactoryMesh=PickupMesh TickGroup=TG_PostAsyncWork Name="Default__UTWeap_Avril" ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon' } |
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