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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTWeap_Redeemer extends UTWeapon abstract; /** This is the class spawn when the redeemer is fired **/ var class<UTRemoteRedeemer> WarHeadClass; var MaterialInstanceConstant WeaponMaterialInstance; var name FlickerParamName; var LinearColor PowerColors[2]; var bool bFlickerOn; var class<Projectile> RedRedeemerClass; function byte BestMode() { return 0; } simulated function bool CoversScreenSpace(vector ScreenLoc, Canvas Canvas) { return ( (ScreenLoc.X > (1-WeaponCanvasXPct)*Canvas.ClipX) || (ScreenLoc.Y > (1-WeaponCanvasYPct)*Canvas.ClipY) ); } simulated function EWeaponHand GetHand() { // Redeemer is two handed so don't adjust based on hand setting return HAND_Right; } /** * Returns the type of projectile to spawn. We use a function so subclasses can * override it if needed (case in point, homing rockets). */ function class<Projectile> GetProjectileClass() { if ( (Instigator != None) && (Instigator.GetTeamNum() == 0) ) { return RedRedeemerClass; } return WeaponProjectiles[CurrentFireMode]; } simulated function Projectile ProjectileFire() { local UTRemoteRedeemer Warhead; if (CurrentFireMode == 0 || Role<ROLE_Authority) { return super.ProjectileFire(); } //@warning: remote redeemer can't have Instigator in its owner chain, because Instigator will be set to be owned by the redeemer when // Instigator enters it - otherwise it would be disallowed due to creating an Owner loop, breaking clients WarHead = Spawn(WarHeadClass,,, GetPhysicalFireStartLoc(), Instigator.GetViewRotation()); if (WarHead != None) { Warhead.TryToDrive(Instigator); } IncrementFlashCount(); return None; } simulated function bool AllowSwitchTo(Weapon NewWeapon) { local UTGameReplicationInfo GRI; GRI = UTGameReplicationInfo(WorldInfo.GRI); return ( (AmmoCount <= 0 || GRI == None || !GRI.bConsoleServer || (UTInventoryManager(InvManager) != None && UTInventoryManager(InvManager).bInfiniteAmmo)) && Super.AllowSwitchTo(NewWeapon) ); } simulated event Destroyed() { // make sure client finishes any in-progress switch away from this weapon if (Instigator != None && Instigator.Weapon == self && InvManager != None && InvManager.PendingWeapon != None) { Instigator.InvManager.ChangedWeapon(); } Super.Destroyed(); } function float SuggestAttackStyle() { return -1.0; } function float SuggestDefenseStyle() { return -1.0; } function float GetAIRating() { local UTBot B; B = UTBot(Instigator.Controller); if ( B == None ) return 0.4; // force bot to use if on console (like humans are forced to) or if required to destroy objective if (WorldInfo.IsConsoleBuild() || (B.Squad != None && UTWarfareBarricade(B.Squad.SquadObjective) != None)) { return 10; } if ( B.IsShootingObjective() ) return 2.0; if ( (B.Enemy == None) || B.Enemy.bCanFly || ((B.Pawn.Health > B.Enemy.Health) && (VSize(B.Enemy.Location - Instigator.Location) < 1250)) ) return 0.4; return AIRating; } auto state Inactive { simulated function BeginState(name PreviousStateName) { Super.BeginState(PreviousStateName); // destroy if we're out of ammo, since there are no Redeemer ammo pickups if (Role == ROLE_Authority && !HasAnyAmmo()) { Destroy(); } } } simulated function SetSkin(Material NewMaterial) { Super.SetSkin(NewMaterial); if( WorldInfo.NetMode != NM_DedicatedServer ) { WeaponMaterialInstance = Mesh.CreateAndSetMaterialInstanceConstant(0); } } simulated function Flicker() { if(WeaponMaterialInstance != none && WorldInfo.NetMode != NM_DEDICATEDSERVER && FlickerParamName != '') { WeaponMaterialInstance.SetVectorParameterValue(FlickerParamName,MakeLinearColor(3.0,3.0,3.0,1.0)); } } simulated function FlickerOff() { if(WeaponMaterialInstance != none && WorldInfo.NetMode != NM_DEDICATEDSERVER && FlickerParamName != '') { WeaponMaterialInstance.SetVectorParameterValue(FlickerParamName,MakeLinearColor(0.0,0.0,0.0,1.0)); } } reliable client function ClientWeaponSet(bool bOptionalSet) { // force switch to Redeemer if you can't switch away from it (on console) Super.ClientWeaponSet(bOptionalSet && !WorldInfo.bUseConsoleInput); } simulated state WeaponEquipping { simulated function BeginState(Name PreviousStateName) { Super.BeginState(PreviousStateName); bFlickerOn = true; Flicker(); } simulated function EndState(Name NextStateName) { bFlickerOn = false; ClearTimer('Flicker'); global.Flicker(); // let's make absolutely sure we're on super.EndState(NextStateName); } simulated function Flicker() { local float Level; if(WeaponMaterialInstance != none && WorldInfo.NetMode != NM_DEDICATEDSERVER && FlickerParamName != '') { Level = bFlickerOn?0.0:3.0; bFlickerOn = !bFlickerOn; WeaponMaterialInstance.SetVectorParameterValue(FlickerParamName,MakeLinearColor(Level,Level,Level,1.0)); SetTimer(frand()/4.0+0.25f,false,'Flicker'); // from 1/4 sec to 1/2 second at random. Will be cleared on end state (or on final run out of this state) } } } simulated state WeaponAbortEquip { simulated function BeginState(name PrevStateName) { FlickerOff(); super.BeginState(PrevStateName); } } simulated state WeaponPuttingDown { simulated function BeginState( Name PreviousStateName ) { super.BeginState(PreviousStateName); FlickerOff(); } } defaultproperties { PowerColors(0)=(R=0.000000,G=0.000000,B=0.000000,A=1.000000) PowerColors(1)=(R=0.000000,G=0.000000,B=0.000000,A=1.000000) bWarnIfInLocker=True bCanDestroyBarricades=True SmallWeaponsOffset=(X=0.000000,Y=0.000000,Z=0.000000) ProjectileSpawnOffset=50.000000 NeedToPickUpAnnouncement=(AnnouncementText="Grab the Redeemer!") 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=12.000000 ItemName="Redeemer" PickupMessage="Redeemer" 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 Name="Default__UTWeap_Redeemer" ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon' } |
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