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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTWeap_RocketLauncher extends UTWeapon native; var enum ERocketFireMode { RFM_Spread, RFM_Spiral, RFM_Grenades, RFM_Max } LoadedFireMode; /** Class of the rocket to use when seeking */ var class<UTProjectile> SeekingRocketClass; /** Class of the rocket to use when multiple rockets loaded */ var class<UTProjectile> LoadedRocketClass; /** Class of the grenade */ var class<UTProjectile> GrenadeClass; /** How much spread on Grenades */ var int GrenadeSpreadDist; /** The sound to play when alt-fire mode is changed */ var SoundCue AltFireModeChangeSound; /** The sound to play when a rocket is loaded */ var SoundCue RocketLoadedSound; /** sound to play when firing grenades */ var SoundCue GrenadeFireSound; /** Skeletal mesh component for the 1st person view of the rocketlauncher */ var UTSkeletalMeshComponent SkeletonFirstPersonMesh; /** Have we hidden any of the ammo sockets from player's view */ var bool bIsAnyAmmoHidden; /********************************************************************************************* * 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 float 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 Actor LockedTarget; var PlayerReplicationInfo LockedTargetPRI; /** 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; /** This holds the current number of shots queued up */ var int LoadedShotCount; /** This holds the maximum number of shots that can be queued */ var int MaxLoadCount; var Soundcue WeaponLoadedSnd; // LoadedWeapons supported multiple animation paths depending on // how many rockets have been loaded. These next few variables // are used to time those paths. /** Holds how long it takes to que a given shot */ var array<float> AltFireQueueTimes; /** Holds how long it takes to fire a given shot */ var array<float> AltFireLaunchTimes; /** How long does it takes after a shot is fired for the weapon to reset and return to active */ var array<float> AltFireEndTimes; /** Holds a collection of sound cues that define what sound to play at each loaded level */ var array<SoundCue> AltFireSndQue; /** Allow for multiple muzzle flash sockets **FIXME: will become offsets */ var array<name> MuzzleFlashSocketList; /** Holds a list of emitters that make up the muzzle flash */ var array<UTParticleSystemComponent> MuzzleFlashPSCList; /** How much distance should be between each shot */ var int SpreadDist; /** How much grace at the end of loading should be given before the weapon auto-fires */ var float GracePeriod; /** How much of the load-up timer needs to pass before the weapon will wait to fire on release */ var float WaitToFirePct; var localized string GrenadeString, SpiralString; /** Textures which show multiple loaded rockets */ var TextureCoordinates LoadedIconCoords[3]; /** list of anims to play for loading the RL */ var name LoadUpAnimList[3]; var name WeaponAltFireLaunch[3]; var name WeaponAltFireLaunchEnd[3]; // (cpptext) // (cpptext) // (cpptext) // (cpptext) replication { // Server->Client properties if (Role == ROLE_Authority) bLockedOnTarget, LockedTarget; } /** * Adjust weapon equip and fire timings so they match between PC and console * This is important so the sounds match up. */ simulated function AdjustWeaponTimingForConsole() { local int i; Super.AdjustWeaponTimingForConsole(); For ( i=0; i<AltFireQueueTimes.Length; i++ ) { AltFireQueueTimes[i] = AltFireQueueTimes[i]/1.1; } For ( i=0; i<AltFireEndTimes.Length; i++ ) { AltFireEndTimes[i] = AltFireEndTimes[i]/1.1; } For ( i=0; i<AltFireLaunchTimes.Length; i++ ) { AltFireLaunchTimes[i] = AltFireLaunchTimes[i]/1.1; } } /** * Returns interval in seconds between each shot, for the firing state of FireModeNum firing mode. * We override it here to support the queue! * * @param FireModeNum fire mode * @return Period in seconds of firing mode */ simulated function float GetFireInterval( byte FireModeNum ) { if (FireModeNum != 1 || UTPawn(Owner) == None || LoadedShotCount == MaxLoadCount) { return super.GetFireInterval(FireModeNum); } else { return AltFireQueueTimes[LoadedShotCount] * UTPawn(Owner).FireRateMultiplier; } } /********************************************************************************************* * Target Locking *********************************************************************************************/ /** * The function checks to see if we are locked on a target */ native function CheckTargetLock(); native function UpdateLockTarget(Actor NewLockTarget); 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; } simulated function FireAmmunition() { Super.FireAmmunition(); if ( Role == ROLE_Authority ) { AdjustLockTarget( none ); LastValidTargetTime = 0; PendingLockedTarget = None; LastLockedOnTime = 0; PendingLockedTargetTime = 0; } } /** * 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) { // 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; LockedTargetPRI = (Pawn(NewLockTarget) != None) ? Pawn(NewLockTarget).PlayerReplicationInfo : None; if ( LockAcquiredSound != None && Instigator != None && Instigator.IsHumanControlled() ) { PlayerController(Instigator.Controller).ClientPlaySound(LockAcquiredSound); } } } /** * 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); auto simulated state Inactive { simulated function BeginState(name PreviousStateName) { Super.BeginState(PreviousStateName); if ( Role == ROLE_Authority ) { bTargetLockingActive = false; AdjustLockTarget(None); } } simulated function EndState(Name NextStateName) { Super.EndState(NextStateName); if ( Role == ROLE_Authority ) { bTargetLockingActive = true; } } } simulated event Destroyed() { AdjustLockTarget(none); super.Destroyed(); } /** * Access to HUD and Canvas. * Event always called when the InventoryManager considers this Inventory Item currently "Active" * (for example active weapon) * * @param HUD - HUD with canvas to draw on */ simulated function ActiveRenderOverlays( HUD H ) { local UTPlayerController PC; PC = UTPlayerController(Instigator.Controller); if ( PC == None ) { return; } if ( PC.bNoCrosshair ) { return; } if ( PC.bSimpleCrosshair ) { CrossHairCoordinates = SimpleCrosshairCoordinates; super.DrawWeaponCrosshair( H ); } else { CrossHairCoordinates = default.CrosshairCoordinates; DrawWeaponCrosshair( H ); } if ( bLockedOnTarget && (LockedTarget != None) && (Instigator != None) ) { if ( (LocalPlayer(PC.Player) == None) || !LocalPlayer(PC.Player).GetActorVisibility(LockedTarget) ) { return; } DrawLockedOn( H ); } else { bWasLocked = false; } } //********************************************************************************************* /** * Turns the MuzzleFlashlight off */ simulated event MuzzleFlashTimer() { local int i, length; if (CurrentFireMode != 1) { Super.MuzzleFlashTimer(); } else { //Always deactivate all three length = MuzzleFlashPSCList.length; for (i=0;i<length;i++) { if (MuzzleFlashPSCList[i] != None) { MuzzleFlashPSCList[i].DeactivateSystem(); } } } } /** * Quickly turns off an active muzzle flash */ simulated event StopMuzzleFlash() { ClearTimer('MuzzleFlashTimer'); //Makes call to shut off all PSC muzzle flashes MuzzleFlashTimer(); if ( MuzzleFlashPSC != none ) { MuzzleFlashPSC.DeactivateSystem(); } } /** * Causes the muzzle flashlight to turn on */ simulated event CauseMuzzleFlashLight() { local UTExplosionLight NewMuzzleFlashLight; Super.CauseMuzzleFlashLight(); if ( WorldInfo.bDropDetail ) return; if ( LoadedShotCount == 3 ) { NewMuzzleFlashLight = new(Outer) MuzzleFlashLightClass; SkeletalMeshComponent(Mesh).AttachComponentToSocket(NewMuzzleFlashLight,MuzzleFlashSocketList[2]); } } simulated function AttachMuzzleFlash() { local UTSkeletalMeshComponent SKMesh; local int i; bMuzzleFlashAttached = true; SKMesh = UTSkeletalMeshComponent(Mesh); // Attach the Muzzle Flash if ( SKMesh != none ) { if (MuzzleFlashPSCTemplate != none) { for (i=0;i<3;i++) { MuzzleFlashPSCList[i] = new(Outer) class'UTParticleSystemComponent'; MuzzleFlashPSCList[i].bAutoActivate = false; MuzzleFlashPSCList[i].SetTemplate(MuzzleFlashPSCTemplate); MuzzleFlashPSCList[i].SetDepthPriorityGroup(SDPG_Foreground); MuzzleFlashPSCList[i].SetColorParameter('MuzzleFlashColor',MuzzleFlashColor); MuzzleFlashPSCList[i].SetVectorParameter('MFlashScale', vect(0.5,0.5,0.5)); MuzzleFlashPSCList[i].SetFOV(SKMesh.FOV); SKMesh.AttachComponentToSocket(MuzzleFlashPSCList[i], MuzzleFlashSocketList[i]); } } } } /** * Remove/Detach the muzzle flash components */ simulated function DetachMuzzleFlash() { local SkeletalMeshComponent SKMesh; local int i; bMuzzleFlashAttached = false; SKMesh = SkeletalMeshComponent(Mesh); if ( SKMesh != none ) { if (MuzzleFlashPSC != none) { SKMesh.DetachComponent(MuzzleFlashPSC); MuzzleFlashPSC = None; } if ( MuzzleFlashPSCList.Length == 0 ) return; for (i=0;i<3;i++) { if (MuzzleFlashPSCList[i] != none) { SKMesh.DetachComponent( MuzzleFlashPSCList[i] ); MuzzleFlashPSCList[i] = None; } } } } /** * Causes the muzzle flashlight to turn on and setup a time to * turn it back off again. */ simulated event CauseMuzzleFlash() { local int i; local UTPawn P; if ( WorldInfo.NetMode != NM_Client ) { P = UTPawn(Instigator); if ( (P == None) || !P.bUpdateEyeHeight ) { return; } } //AltFire grenades don't cause a muzzle flash if (CurrentFireMode == 1 && LoadedFireMode == RFM_Grenades) { return; } if ( !bMuzzleFlashAttached ) { AttachMuzzleFlash(); } //Add a light to the scene CauseMuzzleFlashLight(); if (CurrentFireMode != 1) { //Regular fire mode, activate the top muzzle flash if (MuzzleFlashPSCList.length > 0 && MuzzleFlashPSCList[0] != None) { MuzzleFlashPSCList[0].ActivateSystem(); } } else { //AltFire mode, activate LoadedShotCount muzzleflashes for (i = 0; i < LoadedShotCount && i < MuzzleFlashPSCList.length; i++) { if (MuzzleFlashPSCList[i] != None) { MuzzleFlashPSCList[i].ActivateSystem(); } } } // Set when to turn it off. SetTimer(MuzzleFlashDuration,false,'MuzzleFlashTimer'); } /********************************************************************************************* * Hud/Crosshairs *********************************************************************************************/ simulated function DrawLFMData(HUD Hud) { local string s; local vector2d CrosshairSize; local float XL, YL, x,y,PickupScale, ScreenX, ScreenY; local UTHUD H; local int DrawLoaded; local rotator CrosshairRotation; local float TimeRemaining; if ( LoadedShotCount == 0 ) { Global.DrawWeaponCrosshair(HUD); return; } H = UTHUD(HUD); if ( H == None ) return; // Apply pickup scaling if ( H.LastPickupTime > WorldInfo.TimeSeconds - 0.3 ) { if ( H.LastPickupTime > WorldInfo.TimeSeconds - 0.15 ) { PickupScale = (1 + 5 * (WorldInfo.TimeSeconds - H.LastPickupTime)); } else { PickupScale = (1 + 5 * (H.LastPickupTime + 0.3 - WorldInfo.TimeSeconds)); } } else { PickupScale = 1.0; } DrawLoaded = Min(LoadedShotCount-1, 3); CrosshairSize.Y = H.ConfiguredCrosshairScaling * CrosshairScaling * LoadedIconCoords[DrawLoaded].VL * PickupScale * H.Canvas.ClipY/768; CrosshairSize.X = CrosshairSize.Y * LoadedIconCoords[DrawLoaded].UL/LoadedIconCoords[DrawLoaded].VL; X = H.Canvas.ClipX * 0.5; Y = H.Canvas.ClipY * 0.5; ScreenX = X - (CrosshairSize.X * 0.5); ScreenY = Y - (CrosshairSize.Y * 0.5); TimeRemaining = GetTimerCount('RefireCheckTimer'); if ( LoadedShotCount < 3 ) { CrosshairRotation.Yaw = 21845.3333 * (LoadedShotCount - 1.0 + FMin(1.0,2.0*TimeRemaining/GetFireInterval(1))); } H.Canvas.DrawColor = H.BlackColor; H.Canvas.SetPos(ScreenX, ScreenY); H.Canvas.DrawRotatedTile(CrosshairImage, CrosshairRotation, CrosshairSize.X, CrosshairSize.Y, LoadedIconCoords[DrawLoaded].U, LoadedIconCoords[DrawLoaded].V, LoadedIconCoords[DrawLoaded].UL,LoadedIconCoords[DrawLoaded].VL); H.Canvas.DrawColor = UTHUD(HUD).bGreenCrosshair ? UTHUD(HUD).Default.LightGreenColor : Default.CrosshairColor; H.Canvas.SetPos(ScreenX, ScreenY); H.Canvas.DrawRotatedTile(CrosshairImage, CrosshairRotation, CrosshairSize.X, CrosshairSize.Y, LoadedIconCoords[DrawLoaded].U, LoadedIconCoords[DrawLoaded].V, LoadedIconCoords[DrawLoaded].UL,LoadedIconCoords[DrawLoaded].VL); if (LoadedFireMode != RFM_Spread) { S = (LoadedFireMode == RFM_Spiral) ? SpiralString : GrenadeString; H.Canvas.Font = class'UTHUD'.static.GetFontSizeIndex(0); H.Canvas.StrLen(S,XL,YL); H.Canvas.SetPos( 0.5*H.Canvas.ClipX - 0.5*XL, 0.5*H.Canvas.ClipY + 0.71*CrosshairSize.Y); H.Canvas.DrawText(s); } } /********************************************************************************************* * AI Interface *********************************************************************************************/ function float SuggestAttackStyle() { local float EnemyDist; if (Instigator.Controller.Enemy != None) { // recommend backing off if target is too close EnemyDist = VSize(Instigator.Controller.Enemy.Location - Owner.Location); if ( EnemyDist < 750 ) { return (EnemyDist < 500) ? -1.5 : -0.7; } else if (EnemyDist > 1600) { return 0.5; } } return -0.1; } // tell bot how valuable this weapon would be to use, based on the bot's combat situation // also suggest whether to use regular or alternate fire mode function float GetAIRating() { local UTBot B; local float EnemyDist, Rating, ZDiff; local vector EnemyDir; B = UTBot(Instigator.Controller); if ( (B == None) || (B.Enemy == None) ) return AIRating; // if standing on a lift, make sure not about to go around a corner and lose sight of target // (don't want to blow up a rocket in bot's face) if ( (Instigator.Base != None) && (Instigator.Base.Velocity != vect(0,0,0)) && !B.CheckFutureSight(0.1) ) return 0.1; EnemyDir = B.Enemy.Location - Instigator.Location; EnemyDist = VSize(EnemyDir); Rating = AIRating; // don't pick rocket launcher if enemy is too close if ( EnemyDist < 360 ) { if ( Instigator.Weapon == self ) { // don't switch away from rocket launcher unless really bad tactical situation if ( (EnemyDist > 250) || ((Instigator.Health < 50) && (Instigator.Health < B.Enemy.Health - 30)) ) return Rating; } return 0.05 + EnemyDist * 0.001; } // rockets are good if higher than target, bad if lower than target ZDiff = Instigator.Location.Z - B.Enemy.Location.Z; if ( ZDiff > 120 ) Rating += 0.25; else if ( ZDiff < -160 ) Rating -= 0.35; else if ( ZDiff < -80 ) Rating -= 0.05; if ( (B.Enemy.Weapon != None) && B.Enemy.Weapon.bMeleeWeapon && (EnemyDist < 2500) ) Rating += 0.25; return Rating; } /* BestMode() choose between regular or alt-fire */ function byte BestMode() { local UTBot B; if (IsFiring()) { return CurrentFireMode; } B = UTBot(Instigator.Controller); if (B == None || B.Enemy == None) { return 0; } return (FRand() < 0.3 && !B.IsStrafing() && Instigator.Physics != PHYS_Falling) ? 1 : 0; } /********************************************************************************************* * Utility Functions. *********************************************************************************************/ /** * @Returns The amount of spread */ simulated function int GetSpreadDist() { if ( LoadedFireMode == RFM_Grenades ) { return GrenadeSpreadDist; } else { return SpreadDist; } } simulated function WeaponFireLoad() { SetCurrentFireMode(1); IncrementFlashCount(); if (Role == ROLE_Authority) { FireLoad(); } PlayFiringSound(); InvManager.OwnerEvent('FiredWeapon'); GotoState('WeaponPlayingFire'); //We've expended all our ammo, make sure the ammo geometry is hidden from view if (AmmoCount == 0 && Instigator.IsHumanControlled() && Instigator.IsLocallyControlled()) { HideRocket('MackRocketScale', true); bIsAnyAmmoHidden = true; } } /** * Fire off a load of rockets. * * Network: Server Only */ function FireLoad() { local int i,j,k; local vector SpreadVector; local rotator Aim; local float theta; local vector Firelocation, RealStartLoc, X,Y,Z; local Projectile SpawnedProjectile; local UTProj_LoadedRocket FiredRockets[4]; local bool bCurl; local byte FlockIndex; // this is to get the location of the "popped up" rocket launcher tube if(LoadedShotCount == 1 && CurrentFireMode == 1) { RealStartLoc = GetPhysicalFireStartLoc() + vect(0,0,3); } else { // this is the location where the projectile is spawned RealStartLoc = GetPhysicalFireStartLoc(); } Aim = GetAdjustedAim( RealStartLoc ); // get fire aim direction GetViewAxes(X,Y,Z); for (i = 0; i < LoadedShotCount; i++) { if (LoadedFireMode == RFM_Grenades || LoadedFireMode == RFM_Spread) { // Give them some gradual spread. theta = GetSpreadDist() * PI / 32768.0 * (i - float(LoadedShotCount - 1) / 2.0); SpreadVector.X = Cos(theta); SpreadVector.Y = Sin(theta); SpreadVector.Z = 0.0; SpawnedProjectile = Spawn(GetProjectileClass(),,, RealStartLoc, Rotator(SpreadVector >> Aim)); if ( SpawnedProjectile != None ) { if (LoadedFireMode == RFM_Grenades) { UTProjectile(SpawnedProjectile).TossZ += (frand() * 200 - 100); } SpawnedProjectile.Init(SpreadVector >> Aim); } } else { Firelocation = RealStartLoc - 2 * ( (Sin(i * 2 * PI / MaxLoadCount) * 8 - 7) * Y - (Cos(i * 2 * PI / MaxLoadCount) * 8 - 7) * Z ) - X * 8 * FRand(); SpawnedProjectile = Spawn(GetProjectileClass(),,, FireLocation, Aim); if ( SpawnedProjectile != None ) { SpawnedProjectile.Init(vector(Aim)); FiredRockets[i] = UTProj_LoadedRocket(SpawnedProjectile); } } if (LoadedFireMode != RFM_Grenades && bLockedOnTarget && UTProj_SeekingRocket(SpawnedProjectile) != None) { UTProj_SeekingRocket(SpawnedProjectile).Seeking = LockedTarget; } } // Initialize the rockets so they flock towards each other if ( !bLockedOnTarget && (LoadedFireMode == RFM_Spiral) ) { FlockIndex++; bCurl = false; // To get crazy flying, we tell each projectile in the flock about the others. for ( i = 0; i < LoadedShotCount; i++ ) { if ( FiredRockets[i] != None ) { FiredRockets[i].bCurl = bCurl; FiredRockets[i].FlockIndex = FlockIndex; j=0; for ( k=0; k<LoadedShotCount; k++ ) { if ( (i != k) && (FiredRockets[k] != None) ) { FiredRockets[i].Flock[j] = FiredRockets[k]; j++; } } bCurl = !bCurl; if ( WorldInfo.NetMode != NM_DedicatedServer ) { FiredRockets[i].SetTimer(0.1, true, 'FlockTimer'); } } } } } /** * If we are locked on, we need to set the Seeking projectiles LockedTarget. */ simulated function Projectile ProjectileFire() { local Projectile SpawnedProjectile; SpawnedProjectile = super.ProjectileFire(); if (bLockedOnTarget && UTProj_SeekingRocket(SpawnedProjectile) != None) { UTProj_SeekingRocket(SpawnedProjectile).Seeking = LockedTarget; } return SpawnedProjectile; } /** * We override GetProjectileClass to swap in a Seeking Rocket if we are locked on. */ function class<Projectile> GetProjectileClass() { if (CurrentFireMode == 1 && LoadedFireMode == RFM_Grenades) { return GrenadeClass; } else if (bLockedOnTarget) { return SeekingRocketClass; } else if ( LoadedShotCount > 1 ) { return LoadedRocketClass; } else { return WeaponProjectiles[CurrentFireMode]; } } simulated function PlayFiringSound() { if (CurrentFireMode == 1 && LoadedFireMode == RFM_Grenades) { MakeNoise(1.0); WeaponPlaySound(GrenadeFireSound); } else { Super.PlayFiringSound(); } } simulated function HideRocketAmmo() { HideRocket('RocketAmmoScale', true); } //Give the name of a skelcontrol, turn the control on or off which sets BoneScale to 0 or 1 simulated function HideRocket(name RocketName, bool ShouldHide) { local SkelControlSingleBone SkelControl; //Choose to hide or unhide a rocket by name SkelControl = SkelControlSingleBone(SkeletonFirstPersonMesh.FindSkelControl(RocketName)); if(SkelControl != none) { //`log(ShouldHide?"Hiding"@RocketName:"Unhiding"@RocketName); SkelControl.SetSkelControlStrength(ShouldHide?1.0f:0.0f, 0.0f); } } //Properly removes from view any rocket geometry that shouldn't be there based on ammo count simulated function UpdateAmmoVisibility() { if (Instigator.IsHumanControlled() && Instigator.IsLocallyControlled()) { if (AmmoCount > 2) { ClearTimer('HideRocketAmmo'); HideRocket('RocketAmmoScale', false); if (bIsAnyAmmoHidden) { //Unhide all rockets HideRocket('SpikeRocketScale', false); HideRocket('BerthaRocketScale', false); HideRocket('MackRocketScale', false); bIsAnyAmmoHidden = false; } } else { if (CurrentFireMode == 0) { if (AmmoCount == 1) { //Hide the rocket after it loads the last bullet SetTimer(0.48, false, 'HideRocketAmmo'); } else if (AmmoCount == 0) { //Hide all rockets HideRocket('SpikeRocketScale', true); HideRocket('BerthaRocketScale', true); HideRocket('MackRocketScale', true); bIsAnyAmmoHidden = true; } } else if (!bIsAnyAmmoHidden) { //This code is called once during BeginState of WeaponLoadAmmo if ((LoadedShotCount + AmmoCount) == 3) { //We've done our check, mark this true even if we didn't hide anything //prevents subsequent calls to this function during loading bIsAnyAmmoHidden = true; } else if ((LoadedShotCount + AmmoCount) == 2) { //Hide 'Spike' rocket HideRocket('SpikeRocketScale', true); bIsAnyAmmoHidden = true; } else if ((LoadedShotCount + AmmoCount) == 1) { //Hide 'Bertha' and 'Spike' rockets HideRocket('SpikeRocketScale', true); HideRocket('BerthaRocketScale', true); bIsAnyAmmoHidden = true; } else if ((LoadedShotCount + AmmoCount) == 0) { //Hide all rockets HideRocket('SpikeRocketScale', true); HideRocket('BerthaRocketScale', true); HideRocket('MackRocketScale', true); bIsAnyAmmoHidden = true; } } } } } //Overridden to update the ammo visibility in single fire mode function int AddAmmo( int Amount ) { local int NewAmmoCount; NewAmmoCount = super.AddAmmo(Amount); UpdateAmmoVisibility(); return NewAmmoCount; } simulated event ReplicatedEvent(name VarName) { if ( VarName == 'AmmoCount') { UpdateAmmoVisibility(); } Super.ReplicatedEvent(VarName); } /********************************************************************************************* * States *********************************************************************************************/ /********************************************************************************************* * State WeaponLoadAmmo * In this state, ammo will continue to load up until MaxLoadCount has been reached. It's * similar to the firing state *********************************************************************************************/ simulated state WeaponLoadAmmo { //Overridden here to not call UpdateAmmoVisibility() because it was already handled in BeginState() function int AddAmmo( int Amount ) { return Super.AddAmmo(Amount); } /** * We override BeginFire to detect a normal fire press and switch in to flocked mode */ simulated function BeginFire(byte FireModeNum) { if (FireModeNum == 0) { LoadedFireMode = ERocketFireMode((int(LoadedFireMode) + 1) % RFM_Max); WeaponPlaySound(AltFireModeChangeSound); } Global.BeginFire(FireModeNum); } simulated function TimeWeaponFiring( byte FireModeNum ) { SetTimer( GetFireInterval(1) , false, 'RefireCheckTimer' ); } simulated function WeaponEmpty() { if ( Instigator.IsLocallyControlled() ) { StopWeaponAnimation(); GotoState('WeaponWaitingForFire'); } else { Global.WeaponEmpty(); } } /** * Adds a projectile to the queue and uses up some ammo. In Addition, it plays * a sound so that other pawns in the world can hear it. */ simulated function AddProjectile() { WeaponPlaySound(AltFireSndQue[Clamp(LoadedShotCount, 0, AltFireSndQue.Length - 1)]); // Play the que animation if ( Instigator.IsFirstPerson() && (LoadedShotCount < 3) ) { PlayWeaponAnimation( LoadUpAnimList[LoadedShotCount], AltFireQueueTimes[LoadedShotCount]); } TimeWeaponFiring(1); } simulated function RefireCheckTimer() { local UTBot B; // AI checks which of the extra fire modes it wants here B = UTBot(Instigator.Controller); if (B != None && B.Enemy != None) { // when retreating, we want grenades // otherwise, if close, spiral; if not, spread if (B.IsRetreating() || B.IsInState('StakeOut')) { LoadedFireMode = RFM_Grenades; } else if (VSize(B.Pawn.Location - B.Enemy.Location) < 1000.0) { LoadedFireMode = RFM_Spiral; } else { LoadedFireMode = RFM_Spread; } } //Check if we need to hide the rocket model if(AmmoCount == 2 && Instigator.IsHumanControlled() && Instigator.IsLocallyControlled()) { //If there is only one rocket left, we're about to take it, hide the ammo HideRocket('RocketAmmoScale', true); } // If we have ammo, load a shot if ( HasAmmo(CurrentFireMode) && (LoadedShotCount < 3) ) { // Play Loading Sound MakeNoise(0.1); // Add the Rocket WeaponPlaySound(WeaponLoadedSnd); WeaponPlaySound(RocketLoadedSound); LoadedShotCount++; ConsumeAmmo(CurrentFireMode); } // Figure out what to do now // If we have released AltFire - Just fire the load if ( !StillFiring(1) ) { if ( LoadedShotCount > 0 ) { // We have to check to insure we are in the proper state here. StillFiring() may cause // bots to end their firing sequence. This will cause and EndFire() call to be made which will // also fire off the load and switch to the animation state prematurely. if ( IsInState('WeaponLoadAmmo') ) { WeaponFireLoad(); } } else { GotoState('Active'); } } else if ( !HasAmmo(CurrentFireMode) || LoadedShotCount >= MaxLoadCount ) { GotoState('WeaponWaitingForFire'); } else { AddProjectile(); } } /** * We need to override EndFire so that we can correctly fire off the * current load if we have any. */ simulated function EndFire(byte FireModeNum) { local float MinTimerTarget, TimerCount; // Pass along to the global to handle everything Global.EndFire(FireModeNum); if (FireModeNum == 1 && LoadedShotCount>0) { MinTimerTarget = GetTimerRate('RefireCheckTimer') * WaitToFirePct; TimerCount = GetTimerCount('RefireCheckTimer'); if (TimerCount < MinTimerTarget) { WeaponFireLoad(); } } } /** * Insure that the LoadedShotCount is 0 when we leave this state */ simulated function EndState(Name NextStateName) { ClearTimer('RefireCheckTimer'); super.EndState(NextStateName); } simulated function bool IsFiring() { return true; } simulated function bool TryPutdown() { bWeaponPutDown = true; return true; } simulated function DrawWeaponCrosshair( Hud HUD ) { DrawLFMData(HUD); } /** * Initialize the alt fire state */ simulated function BeginState(Name PreviousStateName) { LoadedFireMode = RFM_Spread; //Before we begin this mode, hide/show any ammo UpdateAmmoVisibility(); Super.BeginState(PreviousStateName); } Begin: AddProjectile(); } /********************************************************************************************* * State WeaponWaitingForFire * After the weapon has fully loaded, it will enter this state and wait for a short period of * time before auto-firing *********************************************************************************************/ simulated state WeaponWaitingForFire { simulated function DrawWeaponCrosshair( Hud HUD ) { DrawLFMData(HUD); } simulated function WeaponEmpty() {} /** * We override BeginFire to detect a normal fire press and switch in to flocked mode */ simulated function BeginFire(byte FireModeNum) { if (FireModeNum == 0) { LoadedFireMode = ERocketFireMode((int(LoadedFireMode) + 1) % RFM_Max); WeaponPlaySound(AltFireModeChangeSound); } global.BeginFire(FireModeNum); } /** * Insure that the LoadedShotCount is 0 when we leave this state */ simulated function EndState(Name NextStateName) { ClearTimer('ForceFireTimer'); super.EndState(NextStateName); } /** * Set the Grace Period */ simulated function BeginState(Name PrevStateName) { SetTimer(GracePeriod, false, 'ForceFireTimer'); Super.BeginState(PrevStateName); } /** * If we get an EndFire - Exit Immediately */ simulated function EndFire(byte FireModeNum) { if (FireModeNum == 1 && LoadedShotCount>0) { WeaponFireLoad(); } Global.EndFire(FireModeNum); } /** * Fire the load */ simulated function ForceFireTimer() { WeaponFireLoad(); } simulated function bool IsFiring() { return true; } simulated function bool TryPutdown() { bWeaponPutDown = true; return true; } } /********************************************************************************************* * State WeaponPlayingFire * In this state, the weapon will have already spawned the projectiles and is just playing out * the firing animations. When finished, it returns to the Active state * * We use 2 animations, one for firing and one of spin down in order to allow better tweaking of * the timing. *********************************************************************************************/ simulated State WeaponPlayingFire { /** * Choose the proper "Firing" animation to play depending on the number of shots loaded. */ simulated function PlayFiringAnim() { local int index; index = max(LoadedShotCount,1); PlayWeaponAnimation( WeaponAltFireLaunch[Index-1], AltFireLaunchTimes[Index-1]); SetTimer(AltFireLaunchTimes[Index-1],false,'FireAnimDone'); } /** * Choose the proper "We are done firing, reset" animation to play depending on the number of shots loaded */ simulated function PlayFiringEndAnim() { local int index; index = max(LoadedShotCount,1); PlayWeaponAnimation( WeaponAltFireLaunchEnd[Index-1], AltFireEndTimes[Index-1]); SetTimer(AltFireEndTimes[Index-1],false,'FireAnimEnded'); } /** * When the Fire animation is done chain the ending animation. */ simulated function FireAnimDone() { PlayFiringEndAnim(); } /** * When the End-Fire animation is done return to the active state */ simulated function FireAnimEnded() { // if switching to another weapon, abort firing and put down right away if( bWeaponPutDown ) { PutDownWeapon(); return; } // if out of ammo, then call weapon empty notification if( !HasAnyAmmo() ) { //Switches to 'Active' state and then on to 'WeaponPutDown' WeaponEmpty(); } else { Gotostate('Active'); } } /** * Clean up the weapon. Reset the shot count, etc */ simulated function EndState(Name NextStateName) { LoadedShotCount = 0; ClearFlashCount(); ClearFlashLocation(); // Clear out the other 2 timers ClearTimer('FireAnimDone'); ClearTimer('FireAnimEnded'); // Reset the flocked flag LoadedFireMode = RFM_Spread; } simulated function bool IsFiring() { return true; } Begin: WeaponPlaySound(WeaponLoadedSnd); PlayFiringAnim(); } simulated state WeaponFiring { simulated event ReplicatedEvent(name VarName) { //Overridden here to update the ammo visibility (UTWeapon::WeaponFiring::ReplicatedEvent just returns) if ( VarName == 'AmmoCount' && !HasAnyAmmo() ) { UpdateAmmoVisibility(); } Super.ReplicatedEvent(VarName); } } simulated state Active { simulated event BeginState(name PreviousStateName) { // reset firemode on Instigator so that it will replicate again if we start another load // (attachment uses this to play load anim) if (Instigator != None) { Instigator.SetFiringMode(0); } Super.BeginState(PreviousStateName); } } defaultproperties { SeekingRocketClass=Class'UTGame.UTProj_SeekingRocket' LoadedRocketClass=Class'UTGame.UTProj_LoadedRocket' GrenadeClass=Class'UTGame.UTProj_Grenade' GrenadeSpreadDist=300 AltFireModeChangeSound=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_AltModeChange_Cue' RocketLoadedSound=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_RocketLoaded_Cue' GrenadeFireSound=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_GrenadeFire_Cue' Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh' FOV=60.000000 SkeletalMesh=SkeletalMesh'WP_RocketLauncher.Mesh.SK_WP_RocketLauncher_1P' AnimTreeTemplate=AnimTree'WP_RocketLauncher.Anims.AT_WP_RocketLauncher_1P_Base' AnimSets(0)=AnimSet'WP_RocketLauncher.Anims.K_WP_RocketLauncher_1P_Base' ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh' End Object SkeletonFirstPersonMesh=FirstPersonMesh LockCheckTime=0.100000 LockRange=8000.000000 LockAcquireTime=1.100000 LockTolerance=0.200000 LockAim=0.997000 ConsoleLockAim=0.992000 LockAcquiredSound=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_SeekLock_Cue' LockLostSound=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_SeekLost_Cue' MaxLoadCount=3 WeaponLoadedSnd=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_Load_Cue' AltFireQueueTimes(0)=0.400000 AltFireQueueTimes(1)=0.960000 AltFireQueueTimes(2)=0.960000 AltFireLaunchTimes(0)=0.510000 AltFireLaunchTimes(1)=0.510000 AltFireLaunchTimes(2)=0.510000 AltFireEndTimes(0)=0.440000 AltFireEndTimes(1)=0.440000 AltFireEndTimes(2)=0.440000 AltFireSndQue(0)=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_AltFireQueue1_Cue' AltFireSndQue(1)=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_AltFireQueue2_Cue' AltFireSndQue(2)=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_AltFireQueue3_Cue' MuzzleFlashSocketList(0)="MuzzleFlashSocketA" MuzzleFlashSocketList(1)="MuzzleFlashSocketC" MuzzleFlashSocketList(2)="MuzzleFlashSocketB" SpreadDist=1000 GracePeriod=0.960000 WaitToFirePct=0.850000 GrenadeString="[Grenades]" SpiralString="[Spiral]" LoadedIconCoords(0)=(V=384.000000,UL=63.000000,VL=63.000000) LoadedIconCoords(1)=(U=63.000000,V=384.000000,UL=63.000000,VL=63.000000) LoadedIconCoords(2)=(U=126.000000,V=384.000000,UL=63.000000,VL=63.000000) LoadUpAnimList(0)="WeaponAltFireQueue1" LoadUpAnimList(1)="WeaponAltFireQueue2" LoadUpAnimList(2)="WeaponAltFireQueue3" WeaponAltFireLaunch(0)="WeaponAltFireLaunch1" WeaponAltFireLaunch(1)="WeaponAltFireLaunch2" WeaponAltFireLaunch(2)="WeaponAltFireLaunch3" WeaponAltFireLaunchEnd(0)="WeaponAltFireLaunch1End" WeaponAltFireLaunchEnd(1)="WeaponAltFireLaunch2End" WeaponAltFireLaunchEnd(2)="WeaponAltFireLaunch3End" bSplashJump=True bRecommendSplashDamage=True AmmoCount=9 LockerAmmoCount=18 MaxAmmoCount=30 IconX=460 IconY=34 IconWidth=51 IconHeight=38 IconCoordinates=(U=131.000000,V=379.000000,UL=129.000000,VL=50.000000) CrossHairCoordinates=(U=128.000000) InventoryGroup=8 AttachmentClass=Class'UTGame.UTAttachment_RocketLauncher' GroupWeight=0.500000 QuickPickGroup=2 QuickPickWeight=0.900000 WeaponFireSnd(0)=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_Fire_Cue' WeaponFireSnd(1)=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_Fire_Cue' WeaponPutDownSnd=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_Lower_Cue' WeaponEquipSnd=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_Raise_Cue' JumpDamping=0.750000 WeaponColor=(B=0,G=0,R=255,A=255) MuzzleFlashSocket="MuzzleFlashSocketA" MuzzleFlashPSCTemplate=ParticleSystem'WP_RocketLauncher.Effects.P_WP_RockerLauncher_Muzzle_Flash' MuzzleFlashLightClass=Class'UTGame.UTRocketMuzzleFlashLight' LockerRotation=(Pitch=0,Yaw=0,Roll=-16384) CurrentRating=0.780000 ShouldFireOnRelease(1)=1 WeaponFireTypes(0)=EWFT_Projectile WeaponFireTypes(1)=EWFT_Projectile FiringStatesArray(1)="WeaponLoadAmmo" WeaponProjectiles(0)=Class'UTGame.UTProj_Rocket' WeaponProjectiles(1)=Class'UTGame.UTProj_Rocket' FireInterval(1)=1.050000 EquipTime=0.600000 FireOffset=(X=20.000000,Y=12.000000,Z=-5.000000) Mesh=FirstPersonMesh Priority=10.000000 AIRating=0.780000 ItemName="Rocket Launcher" MaxDesireability=0.780000 PickupMessage="Rocket Launcher" PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Rocket_Cue' Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh' SkeletalMesh=SkeletalMesh'WP_RocketLauncher.Mesh.SK_WP_RocketLauncher_3P' ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh' End Object DroppedPickupMesh=PickupMesh PickupFactoryMesh=PickupMesh Name="Default__UTWeap_RocketLauncher" ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon' } |
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