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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTWeap_SniperRifle extends UTWeapon; var class<UTDamageType> HeadShotDamageType; var float HeadShotDamageMult; var Texture2D HudMaterial; var array<MaterialInterface> TeamSkins; /** headshot scale factor when moving slowly or stopped */ var float SlowHeadshotScale; /** headshot scale factor when running or falling */ var float RunningHeadshotScale; /** Zoom minimum time*/ var bool bAbortZoom; /** sound while the zoom is in progress */ var audiocomponent ZoomLoop; var soundcue ZoomLoopCue; /** Whether the standard crosshair should be displayed */ var bool bDisplayCrosshair; /** tracks number of zoom started calls before zoom is ended */ var int ZoomCount; var float FadeTime; //----------------------------------------------------------------- // AI Interface function float SuggestAttackStyle() { return -0.4; } function float SuggestDefenseStyle() { return 0.2; } function float GetAIRating() { local UTBot B; local float ZDiff, dist, Result; local UTPawn EnemyPawn; B = UTBot(Instigator.Controller); if ( B == None ) return AIRating; if ( B.IsShootingObjective() ) return AIRating - 0.15; if ( B.Enemy == None ) return AIRating; if ( UTSlowVolume(B.Enemy.PhysicsVolume) != None ) { return 0.3; } EnemyPawn = UTPawn(B.Enemy); if ( (EnemyPawn != None) && EnemyPawn.bHasSlowField ) { return 0.3; } if ( B.Stopped() ) result = AIRating + 0.1; else result = AIRating - 0.1; if ( Vehicle(B.Enemy) != None ) result -= 0.2; ZDiff = Instigator.Location.Z - B.Enemy.Location.Z; if ( ZDiff < -200 ) result += 0.1; dist = VSize(B.Enemy.Location - Instigator.Location); if ( dist > 2000 ) { if ( !B.LineOfSightTo(B.Enemy) ) result = result - 0.15; return ( FMin(2.0,result + (dist - 2000) * 0.0002) ); } if ( !B.LineOfSightTo(B.Enemy) ) return AIRating - 0.1; 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 * (1 + FRand()) ); } simulated function ProcessInstantHit( byte FiringMode, ImpactInfo Impact ) { local float Scaling; local int HeadDamage; if( (Role == Role_Authority) && !bUsingAimingHelp ) { if (Instigator == None || VSize(Instigator.Velocity) < Instigator.GroundSpeed * Instigator.CrouchedPct) { Scaling = SlowHeadshotScale; } else { Scaling = RunningHeadshotScale; } HeadDamage = InstantHitDamage[FiringMode]* HeadShotDamageMult; if ( (UTPawn(Impact.HitActor) != None && UTPawn(Impact.HitActor).TakeHeadShot(Impact, HeadShotDamageType, HeadDamage, Scaling, Instigator.Controller)) || (UTVehicleBase(Impact.HitActor) != None && UTVehicleBase(Impact.HitActor).TakeHeadShot(Impact, HeadShotDamageType, HeadDamage, Scaling, Instigator.Controller)) ) { SetFlashLocation(Impact.HitLocation); return; } } super.ProcessInstantHit( FiringMode, Impact ); } simulated function DrawZoomedOverlay( HUD H ) { local float ScaleX, ScaleY, StartX; local float OldOrgX, OldOrgY, OldClipX, OldClipY; // the sniper overlay is a special case that we want to ignore the safe region OldOrgX = H.Canvas.OrgX; OldOrgY = H.Canvas.OrgY; OldClipX = H.Canvas.ClipX; OldClipY = H.Canvas.ClipY; H.Canvas.OrgX = 0.0; H.Canvas.OrgY = 0.0; H.Canvas.ClipX = H.Canvas.SizeX; H.Canvas.ClipY = H.Canvas.SizeY; bDisplayCrosshair = false; ScaleY = H.Canvas.ClipY/768.0; ScaleX = ScaleY; StartX = 0.5*H.Canvas.ClipX - 512.0*ScaleX; if ( (Instigator == None) || (Instigator.PlayerReplicationInfo == None) || (Instigator.PlayerReplicationInfo.Team == None) || (Instigator.PlayerReplicationInfo.Team.TeamIndex == 0) ) { H.Canvas.SetDrawColor(255,48,0); } else { H.Canvas.SetDrawColor(64,64,255); } // Draw the crosshair // Draw the 4 corners H.Canvas.SetPos(StartX, 0.0); H.Canvas.DrawTile(HudMaterial, 512.0 * ScaleX, 384.0 * ScaleY, 2, 0, 510, 383); H.Canvas.SetPos(H.Canvas.ClipX*0.5, 0.0); H.Canvas.DrawTile(HudMaterial, 512.0 * ScaleX, 384.0 * ScaleY, 510, 0, -510, 383); H.Canvas.SetPos(StartX, H.Canvas.ClipY*0.5); H.Canvas.DrawTile(HudMaterial, 512.0 * ScaleX, 384.0 * ScaleY, 2, 383, 510, -383); H.Canvas.SetPos(H.Canvas.ClipX*0.5, H.Canvas.ClipY*0.5); H.Canvas.DrawTile(HudMaterial, 512.0 * ScaleX, 384.0 * ScaleY, 510, 383, -510, -383); if ( StartX > 0 ) { // Draw the Horizontal Borders H.Canvas.SetPos(0.0, 0.0); H.Canvas.DrawTile(HudMaterial, StartX, 384.0 * ScaleY, 1, 0, 3, 383); H.Canvas.SetPos(H.Canvas.ClipX - StartX, 0.0); H.Canvas.DrawTile(HudMaterial, StartX, 384.0 * ScaleY, 4, 0, -3, 383); H.Canvas.SetPos(0.0, H.Canvas.ClipY*0.5); H.Canvas.DrawTile(HudMaterial, StartX, 384.0 * ScaleY, 1, 383, 3, -383); H.Canvas.SetPos(H.Canvas.ClipX - StartX, H.Canvas.ClipY*0.5); H.Canvas.DrawTile(HudMaterial, StartX, 384.0 * ScaleY, 4, 383, -3, -383); } // restore the canvas parameters H.Canvas.OrgX = OldOrgX; H.Canvas.OrgY = OldOrgY; H.Canvas.ClipX = OldClipX; H.Canvas.ClipY = OldClipY; } simulated function DrawWeaponCrosshair( Hud HUD ) { local EZoomState ZoomState; local float FadeValue; local UTPlayerController PC; ZoomState = GetZoomedState(); if ( ZoomState != ZST_NotZoomed ) { if ( ZoomState > ZST_ZoomingOut ) { DrawZoomedOverlay(HUD); } else { FadeValue = 255 * ( 1.0 - (WorldInfo.TimeSeconds - ZoomFadeTime)/FadeTime); HUD.Canvas.DrawColor.A = FadeValue; HUD.Canvas.SetPos(0,0); HUD.Canvas.DrawTile( Texture2D 'EngineResources.Black', HUD.Canvas.SizeX, HUD.Canvas.SizeY, 0.0, 0.0, 16, 16); } } if( bDisplayCrosshair ) { PC = UTPlayerController(Instigator.Controller); if ( (PC == None) || PC.bNoCrosshair ) { return; } super.DrawWeaponCrosshair(HUD); } } simulated function PreloadTextures(bool bForcePreload) { Super.PreloadTextures(bForcePreload); if (HUDMaterial != None) { HUDMaterial.bForceMiplevelsToBeResident = bForcePreload; } } /** Called when zooming starts * @param PC - cast of Instigator.Controller for convenience */ simulated function StartZoom(UTPlayerController PC) { ZoomCount++; if (ZoomCount == 1 && !IsTimerActive('Gotozoom') && IsActiveWeapon() && HasAmmo(0) && Instigator.IsFirstPerson()) { bDisplayCrosshair = false; PlayWeaponAnimation('WeaponZoomIn',0.2); PlayArmAnimation('WeaponZoomIn',0.2); bAbortZoom = false; SetTimer(0.2, false, 'Gotozoom'); } } simulated function EndFire(Byte FireModeNum) { local UTPlayerController PC; // Don't bother performing if this is a dedicated server if (WorldInfo.NetMode != NM_DedicatedServer) { PC = UTPlayerController(Instigator.Controller); if (PC != None && LocalPlayer(PC.Player) != none && FireModeNum < bZoomedFireMode.Length && bZoomedFireMode[FireModeNum] != 0 ) { if(GetZoomedState() == ZST_NotZoomed && ZoomCount != 0) { if(bAbortZoom) { ClearTimer('Gotozoom'); LeaveZoom(); } else { bAbortZoom=true; } } if(ZoomLoop != none) { ZoomLoop.Stop(); ZoomLoop = none; } } } super.EndFire(FireModeNum); } /** Called when zooming ends * @param PC - cast of Instigator.Controller for convenience */ simulated function EndZoom(UTPlayerController PC) { PlaySound(ZoomOutSound, true); bAbortZoom = false; if (IsTimerActive('Gotozoom')) { ClearTimer('Gotozoom'); } SetTimer(0.001,false,'LeaveZoom'); } simulated function LeaveZoom() { local UTPlayerController PC; bAbortZoom = false; PC = UTPlayerController(Instigator.Controller); if (PC != none) { PC.EndZoom(); } ZoomCount = 0; if(Instigator.IsFirstPerson()) { ChangeVisibility(true); } PlayWeaponAnimation('WeaponZoomOut',0.3); PlayArmAnimation('WeaponZoomOut',0.3); SetTimer(0.3,false,'RestartCrosshair'); } simulated function ChangeVisibility(bool bIsVisible) { super.Changevisibility(bIsvisible); if(bIsVisible) { PlayArmAnimation('WeaponZoomOut',0.00001); // to cover zooms ended while in 3p } if(!Instigator.IsFirstPerson()) // to be consistent with not allowing zoom from 3p { LeaveZoom(); } } simulated function RestartCrosshair() { bDisplayCrosshair = true; } simulated function PutDownWeapon() { ClearTimer('GotoZoom'); ClearTimer('StopZoom'); LeaveZoom(); super.PutDownWeapon(); } simulated function bool DenyClientWeaponSet() { // don't autoswitch while zoomed return (GetZoomedState() != ZST_NotZoomed); } simulated function HolderEnteredVehicle() { local UTPawn UTP; // clear timers and reset anims ClearTimer('GotoZoom'); ClearTimer('StopZoom'); PlayWeaponAnimation('WeaponZoomOut', 0.3); // partially copied from PlayArmAnimation() - we don't want to abort if third person here because they definitely will // since they just got in a vehicle if (WorldInfo.NetMode != NM_DedicatedServer) { UTP = UTPawn(Instigator); if (UTP != None) { // Check we have access to mesh and animations if (UTP.ArmsMesh[0] != None && ArmsAnimSet != None && GetArmAnimNodeSeq() != None) { UTP.ArmsMesh[0].PlayAnim('WeaponZoomOut', 0.3, false); } } } } simulated function Gotozoom() { local UTPlayerController PC; PC = UTPlayerController(Instigator.Controller); if (GetZoomedState() == ZST_NotZoomed) { PC.FOVAngle = 40; Super.StartZoom(PC); ChangeVisibility(false); if (bAbortZoom) // stop the zoom after 1 tick { SetTimer(0.0001, false, 'StopZoom'); } else { if(ZoomLoop == none) { ZoomLoop = CreateAudioComponent(ZoomLoopCue, false, true); } if(ZoomLoop != none) { ZoomLoop.Play(); } } } } simulated function PlayWeaponPutDown() { ClearTimer('GotoZoom'); ClearTimer('StopZoom'); if(UTPlayerController(Instigator.Controller) != none) { UTPlayerController(Instigator.Controller).EndZoom(); } super.PlayWeaponPutDown(); } simulated function StopZoom() { local UTPlayerController PC; if (WorldInfo.NetMode != NM_DedicatedServer) { PC = UTPlayerController(Instigator.Controller); if (PC != None && LocalPlayer(PC.Player) != none) { PC.StopZoom(); } } } simulated event CauseMuzzleFlash() { if(GetZoomedState() == ZST_NotZoomed) { super.CauseMuzzleFlash(); } } function byte BestMode() { return 0; } simulated function SetSkin(Material NewMaterial) { local int TeamIndex; if( ( Instigator != none ) && ( NewMaterial == none ) ) // Clear the materials { TeamIndex = Instigator.GetTeamNum(); if (TeamIndex > TeamSkins.length) { TeamIndex = 0; } Mesh.SetMaterial(0,TeamSkins[TeamIndex]); } else { Super.SetSkin(NewMaterial); } } simulated function vector GetEffectLocation() { // tracer comes from center if zoomed in return (GetZoomedState() != ZST_NotZoomed) ? Instigator.Location : Super.GetEffectLocation(); } defaultproperties { HeadShotDamageType=Class'UTGame.UTDmgType_SniperHeadShot' HeadShotDamageMult=2.000000 HudMaterial=Texture2D'WP_SniperRifle.Textures.T_SniperCrosshair' TeamSkins(0)=Material'WP_SniperRifle.Materials.M_WP_SniperRifle' TeamSkins(1)=MaterialInstanceConstant'WP_SniperRifle.Materials.M_WP_SniperRifle_Blue' SlowHeadshotScale=1.750000 RunningHeadshotScale=0.800000 bDisplayCrosshair=True ZoomLoopCue=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ZoomLoop_Cue' FadeTime=0.300000 bWarnIfInLocker=True bSniping=True bTargetFrictionEnabled=True bTargetAdhesionEnabled=True AmmoCount=10 LockerAmmoCount=10 MaxAmmoCount=40 WeaponFireWaveForm=ForceFeedbackWaveform'UTGame.Default__UTWeap_SniperRifle:ForceFeedbackWaveformShooting1' IconX=451 IconY=448 IconWidth=54 IconHeight=51 IconCoordinates=(U=726.000000,V=532.000000,UL=165.000000,VL=51.000000) CrossHairCoordinates=(U=256.000000) InventoryGroup=9 bZoomedFireMode(0)=0 bZoomedFireMode(1)=1 ZoomedTargetFOV=12.000000 ZoomedRate=30.000000 AttachmentClass=Class'UTGame.UTAttachment_SniperRifle' GroupWeight=0.500000 QuickPickGroup=7 QuickPickWeight=0.800000 ArmsAnimSet=AnimSet'WP_SniperRifle.Anims.K_WP_SniperRifle_1P_Arms' WeaponFireSnd(0)=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Fire_Cue' WeaponPutDownSnd=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Lower_Cue' WeaponEquipSnd=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Raise_Cue' WeaponColor=(B=64,G=0,R=255,A=255) MuzzleFlashPSCTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_MuzzleFlash' MuzzleFlashLightClass=Class'UTGame.UTRocketMuzzleFlashLight' LockerRotation=(Pitch=0,Yaw=0,Roll=-16384) CurrentRating=0.700000 aimerror=600.000000 ZoomedTurnSpeedScalePct=0.450000 TargetFrictionMultiplierRange=(X=0.100000,Y=0.200000) TargetFrictionOffset=(X=0.000000,Y=0.000000,Z=40.000000) FiringStatesArray(1)="Active" FireInterval(0)=1.330000 FireInterval(1)=1.330000 InstantHitDamage(0)=70.000000 InstantHitMomentum(0)=10000.000000 InstantHitDamageTypes(0)=Class'UTGame.UTDmgType_SniperPrimary' InstantHitDamageTypes(1)=None EquipTime=0.600000 PutDownTime=0.450000 bInstantHit=True Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh' FOV=65.000000 SkeletalMesh=SkeletalMesh'WP_SniperRifle.Mesh.SK_WP_SniperRifle_1P' Begin Object Class=AnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=AnimNodeSequence'Engine.Default__AnimNodeSequence' Name="MeshSequenceA" ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence' End Object Animations=AnimNodeSequence'UTGame.Default__UTWeap_SniperRifle:MeshSequenceA' AnimSets(0)=AnimSet'WP_SniperRifle.Anims.K_WP_SniperRifle_1P_Base' bForceUpdateAttachmentsInTick=True Scale=1.500000 ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh' End Object Mesh=FirstPersonMesh Priority=4.100000 AIRating=0.700000 ItemName="Sniper Rifle" MaxDesireability=0.630000 PickupMessage="Sniper Rifle" PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Sniper_Cue' Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh' SkeletalMesh=SkeletalMesh'WP_SniperRifle.Mesh.SK_WP_SniperRifle_3P_Mid' ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh' End Object DroppedPickupMesh=PickupMesh PickupFactoryMesh=PickupMesh Name="Default__UTWeap_SniperRifle" ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon' } |
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