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/** * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. */ class UTVWeap_FuryGun extends UTVehicleWeapon HideDropDown; var float RechargeTime; var float RechargePct; /** how far off crosshair vehicle turret can be and still have beam adjusted to crosshair */ var float BeamMaxAimAdjustment; var MaterialImpactEffect PawnHitEffect; /** stored up fractional damage since we check every tick but health/damage are integers */ var float PartialDamage; /** last pawn beam successfully hit */ var Pawn LastBeamTarget; /** angle for locking for lock targets */ var float LockAim; /** angle for locking for lock targets when on Console */ var float ConsoleLockAim; /** interpolation speeds for zoom in/out when firing */ var() protected float ZoomInInterpSpeed; var() protected float ZoomOutInterpSpeed; var float MinZoomFOV, MaxZoomFOV; var float MinZoomDist, MaxZoomDist; function byte BestMode() { return 0; } /********************************************************************** Secondary Fire **********************************************************************/ simulated static function MaterialImpactEffect GetImpactEffect(Actor HitActor, PhysicalMaterial HitMaterial, byte FireModeNum) { return (FireModeNum == 0 && Pawn(HitActor) != None) ? default.PawnHitEffect : Super.GetImpactEffect(HitActor, HitMaterial, FireModeNum); } simulated event float GetPowerPerc() { return 1.0; } /********************************************************************************************* * State WeaponFiring * See UTWeapon.WeaponFiring *********************************************************************************************/ simulated state WeaponBeamFiring { simulated event bool IsFiring() { return true; } simulated event float GetPowerPerc() { return 1.0 - GetTimerCount('RefireCheckTimer') / GetTimerRate('RefireCheckTimer'); } /** deals damage/momentum to the target we hit this tick */ simulated function DealDamageTo(Actor Victim, int Damage, float DeltaTime, vector StartTrace) { local SVehicle V; //@hack: vehicle damage impulse is constant in the damagetype, so have to use this to scale by deltatime V = SVehicle(Victim); if (V != None) { V.RadialImpulseScaling = DeltaTime; } Victim.TakeDamage(Damage, Instigator.Controller, Victim.Location, InstantHitMomentum[CurrentFireMode] * DeltaTime * Normal(StartTrace - Victim.Location), InstantHitDamageTypes[CurrentFireMode],, self ); } simulated function Tick(float DeltaTime) { local Vector StartTrace, EndTrace, ZoomLocation; local ImpactInfo IInfo, NearImpact; local Array<ImpactInfo> ImpactList; local UTVehicle_Fury UTVFury; local UTPlayerController UTPC; local float BestAim, NewDamage; local UTPawn UTP; local UTPlayerController PC; NewDamage = Instigator.DamageScaling * InstantHitDamage[CurrentFireMode] * DeltaTime; if (MyVehicle != None) { UTP = UTPawn(MyVehicle.Driver); if ( (UTP != None) && (UTP.FireRateMultiplier > 0) ) { NewDamage = NewDamage/UTP.FireRateMultiplier; } } PartialDamage += NewDamage; StartTrace = InstantFireStartTrace(); EndTrace = InstantFireEndTrace(StartTrace); // lock onto last hit target if still close to aim UTPC = UTPlayerController(Instigator.Controller); BestAim = ((UTPC != None) && UTPC.AimingHelp(true)) ? ConsoleLockAim : LockAim; if (LastBeamTarget != None && Normal(EndTrace - StartTrace) dot Normal(LastBeamTarget.Location - StartTrace) >= BestAim) { // cause damage DealDamageTo(LastBeamTarget, int(PartialDamage), DeltaTime, StartTrace); ZoomLocation = LastBeamTarget.Location; } else { IInfo = CalcWeaponFire(StartTrace, EndTrace, ImpactList); if ( IInfo.HitActor == None || !IInfo.HitActor.bProjTarget ) { // console aiming help NearImpact = InstantAimHelp(StartTrace, EndTrace, IInfo); if ( NearImpact.HitActor != None ) { bUsingAimingHelp = true; IInfo = NearImpact; } } ZoomLocation = (IInfo.HitActor != None) ? IInfo.HitLocation : EndTrace; // Check for an actual hit. If there is one, flag it. UTVFury = UTVehicle_Fury(MyVehicle); if (IInfo.HitActor != None && !IInfo.HitActor.bWorldGeometry) { if (Role == ROLE_Authority) { // setup beam effect if (StaticMeshComponent(IInfo.HitInfo.HitComponent) != None || BrushComponent(IInfo.HitInfo.HitComponent) != None) { // if we hit a static mesh, the trace was per poly so we can target the exact location UTVFury.BeamLockedInfo.LockedTarget = None; Global.SetFlashLocation(IInfo.HitLocation); } else { UTVFury.BeamLockedInfo.LockedTarget = IInfo.HitActor; UTVFury.BeamLockedInfo.LockedBone = IInfo.HitInfo.BoneName; UTVFury.BeamLockOn(); } } // cause damage DealDamageTo(IInfo.HitActor, PartialDamage, DeltaTime, StartTrace); LastBeamTarget = Pawn(IInfo.HitActor); } else { LastBeamTarget = None; if (Role == ROLE_Authority) { UTVFury.BeamLockedInfo.LockedTarget = None; Global.SetFlashLocation((IInfo.HitActor == None) ? EndTrace : IInfo.HitLocation); } } } //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 - ZoomLocation) - MinZoomDist)/(MaxZoomDist - MinZoomDist), 0.0, 1.0); PC.StartZoomNonlinear(ZoomedTargetFOV, ZoomInInterpSpeed); } PartialDamage -= int(PartialDamage); } /** stubbed out so that CalcWeaponFire() in beam trace doesn't set FlashLocation when we might not want it */ function SetFlashLocation(vector HitLocation); /** called when fire time is up or player lets go of the button */ simulated function FiringDone() { GotoState('WeaponBeamRecharging'); } simulated function RefireCheckTimer() { FiringDone(); } simulated function EndFire(byte FireModeNum) { RechargePct = GetTimerCount('RefireCheckTimer') / GetTimerRate('RefireCheckTimer'); Global.EndFire(FireModeNum); FiringDone(); } simulated function float GetMaxFinalAimAdjustment() { return BeamMaxAimAdjustment; } simulated function BeginState( Name PreviousStateName ) { RechargePct = 1.0; TimeWeaponFiring(CurrentFireMode); Tick(0.0); } /** * When leaving the state, shut everything down */ simulated function EndState(Name NextStateName) { local UTPlayerController PC; ClearTimer('RefireCheckTimer'); UTVehicle_Fury(MyVehicle).BeamLockedInfo.LockedTarget = None; ClearFlashLocation(); LastBeamTarget = None; PartialDamage = 0.0; PC = UTPlayerController(Instigator.Controller); if ( (PC != None) && (LocalPlayer(PC.Player) != None) ) { PC.EndZoomNonlinear(ZoomOutInterpSpeed); } Super.EndState(NextStateName); } } simulated state WeaponBeamRecharging { simulated event float GetPowerPerc() { return GetTimerCount('RechargeDone') / GetTimerRate('RechargeDone'); } simulated event BeginState(name PreviousStateName) { if (RechargePct ~= 0.0) { RechargeDone(); } else { SetTimer(RechargeTime * RechargePct, false, 'RechargeDone'); } } simulated event EndState(name NextStateName) { ClearTimer('RechargeDone'); } simulated function RechargeDone() { Gotostate('Active'); } simulated function bool IsFiring() { return true; } } defaultproperties { RechargeTime=0.500000 BeamMaxAimAdjustment=0.710000 PawnHitEffect=(DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",ParticleTemplate=ParticleSystem'VH_Fury.Effects.P_VH_Fury_Beam_Grab') LockAim=0.996000 ConsoleLockAim=0.991000 ZoomInInterpSpeed=6.000000 ZoomOutInterpSpeed=3.000000 MinZoomFOV=55.000000 MaxZoomFOV=22.000000 MinZoomDist=1200.000000 MaxZoomDist=4000.000000 FireTriggerTags(0)="RaptorWeapon01" FireTriggerTags(1)="RaptorWeapon02" DefaultImpactEffect=(ParticleTemplate=ParticleSystem'VH_Fury.Effects.P_VH_Fury_Beam_Impact') VehicleClass=Class'UTGameContent.UTVehicle_Fury_Content' bFastRepeater=True AmmoDisplayType=EAWDS_BarGraph ZoomedTargetFOV=22.000000 WeaponFireTypes(1)=EWFT_None FiringStatesArray(0)="WeaponBeamFiring" FireInterval(0)=1.500000 InstantHitDamage(0)=200.000000 InstantHitMomentum(0)=100000.000000 InstantHitDamageTypes(0)=Class'UTGameContent.UTDmgType_FuryBeam' bInstantHit=True WeaponRange=4000.000000 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="Fury" 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_FuryGun" ObjectArchetype=UTVehicleWeapon'UTGame.Default__UTVehicleWeapon' } |
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