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/** * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. */ class UTVWeap_DarkWalkerTurret extends UTVehicleWeapon HideDropDown; var float FireTime; var float RechargeTime; var bool bFromTimer; var MaterialImpactEffect VehicleHitEffect; /** interpolation speeds for zoom in/out when firing */ var() protected float ZoomInInterpSpeed; var() protected float ZoomOutInterpSpeed; var float MinZoomFOV, MaxZoomFOV; var float MinZoomDist, MaxZoomDist; /** UTPawns the beam hit within the last FireInterval - don't allow damaging this again until the full FireInterval expires (instead of per tick) * so that players with superhealth or armor can escape a beam that sweeps over them */ var array<UTPawn> RecentHitPawns; simulated static function MaterialImpactEffect GetImpactEffect(Actor HitActor, PhysicalMaterial HitMaterial, byte FireModeNum) { return (FireModeNum == 0 && (HitActor != None) && !HitActor.bStatic) ? default.VehicleHitEffect : Super.GetImpactEffect(HitActor, HitMaterial, FireModeNum); } simulated event float GetPowerPerc() { return 1.0; } reliable client function ClientStopBeamFiring(); function StopBeamFiring(); /********************************************************************************************* * State WeaponFiring * See UTWeapon.WeaponFiring *********************************************************************************************/ simulated state WeaponBeamFiring { simulated event float GetPowerPerc() { return (1.0 - GetTimerCount('FiringDone') / GetTimerRate('FiringDone')); } simulated function ProcessInstantHit( byte FiringMode, ImpactInfo Impact ) { local UTPawn P; local UTPlayerController PC; if (Impact.HitActor != None) { //damage small things each tick that have not already been damaged this timed refire; large things are easier to hit so they take damage P = UTPawn(Impact.HitActor); if (bFromTimer || UTProjectile(Impact.HitActor) != None || (P != None && RecentHitPawns.Find(P) == INDEX_NONE)) { Impact.HitActor.TakeDamage( InstantHitDamage[0], Instigator.Controller, Impact.HitLocation, InstantHitMomentum[0] * Impact.RayDir, InstantHitDamageTypes[0], Impact.HitInfo, self ); if (P != None) { RecentHitPawns[RecentHitPawns.length] = P; // reset timer so delay between hitting the same Pawn twice is consistent SetTimer(GetFireInterval(CurrentFireMode), true, 'RefireCheckTimer'); } } //update zoom based on target distance PC = UTPlayerController(Instigator.Controller); if (PC != None && PC.IsLocalPlayerController() && PC.ViewTarget == Instigator) { ZoomedTargetFOV = MinZoomFOV + (MaxZoomFOV - MinZoomFOV) * FClamp((VSize(Location - Impact.HitLocation) - MinZoomDist)/(MaxZoomDist - MinZoomDist), 0.0, 1.0); PC.StartZoomNonlinear(ZoomedTargetFOV, ZoomInInterpSpeed); } } } reliable client function ClientStopBeamFiring() { if ( Role < ROLE_Authority ) { FiringDone(); } } function StopBeamFiring() { ClientStopBeamFiring(); FiringDone(); } simulated function RefireCheckTimer() { // clear recent list, so those targets can be hit again RecentHitPawns.length = 0; bFromTimer = true; InstantFire(); bFromTimer = false; } /** * Update the beam and handle the effects */ simulated function Tick(float DeltaTime) { // Retrace everything and see if there is a new LinkedTo or if something has changed. InstantFire(); } /** * In this weapon, RefireCheckTimer consumes ammo and deals out health/damage. It's not * concerned with the effects. They are handled in the tick() */ simulated function FiringDone() { Gotostate('WeaponBeamRecharging'); } simulated function EndFire(byte FireModeNum) { Global.EndFire(FireModeNum); } simulated function BeginState( Name PreviousStateName ) { InstantFire(); SetTimer(FireTime, false, 'FiringDone'); TimeWeaponFiring(CurrentFireMode); } /** * When leaving the state, shut everything down */ simulated function EndState(Name NextStateName) { local UTPlayerController PC; ClearTimer('FiringDone'); ClearTimer('RefireCheckTimer'); ClearFlashLocation(); RecentHitPawns.length = 0; PC = UTPlayerController(Instigator.Controller); if ( (PC != None) && (LocalPlayer(PC.Player) != None) ) { PC.EndZoomNonlinear(ZoomOutInterpSpeed); } super.EndState(NextStateName); } simulated function bool IsFiring() { return true; } } simulated state WeaponBeamRecharging { simulated event float GetPowerPerc() { return GetTimerCount('RechargeDone') / GetTimerRate('RechargeDone'); } simulated function BeginState( Name PreviousStateName ) { local UTPawn UTP; UTP = UTPawn(MyVehicle.Driver); if (UTP != None) { SetTimer(RechargeTime * UTP.FireRateMultiplier, false, 'RechargeDone'); } else { SetTimer(RechargeTime, false, 'RechargeDone'); } } simulated function EndState( Name PreviousStateName ) { ClearTimer( 'RechargeDone' ); } simulated function RechargeDone() { Gotostate('Active'); } simulated function bool IsFiring() { return true; } } defaultproperties { FireTime=1.500000 RechargeTime=1.500000 VehicleHitEffect=(DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",ParticleTemplate=ParticleSystem'VH_DarkWalker.Effects.P_VH_DarkWalker_Beam_Impact_Damage') ZoomInInterpSpeed=6.000000 ZoomOutInterpSpeed=3.000000 MinZoomFOV=55.000000 MaxZoomFOV=22.000000 MinZoomDist=1200.000000 MaxZoomDist=7000.000000 FireTriggerTags(0)="MainTurretFire" DefaultImpactEffect=(ParticleTemplate=ParticleSystem'VH_DarkWalker.Effects.P_VH_DarkWalker_Beam_Impact') VehicleClass=Class'UTGameContent.UTVehicle_DarkWalker_Content' AmmoDisplayType=EAWDS_BarGraph ZoomedTargetFOV=22.000000 WeaponFireSnd(0)=SoundCue'A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_FireBeamCue' AimingHelpRadius(0)=60.000000 WeaponFireTypes(1)=EWFT_None FiringStatesArray(0)="WeaponBeamFiring" FireInterval(0)=0.400000 InstantHitDamage(0)=120.000000 InstantHitMomentum(0)=60000.000000 InstantHitDamageTypes(0)=Class'UTGameContent.UTDmgType_DarkWalkerTurretBeam' 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 ItemName="DarkWalker" 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_DarkWalkerTurret" ObjectArchetype=UTVehicleWeapon'UTGame.Default__UTVehicleWeapon' } |
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