Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UTGameContent.UTVWeap_ScorpionTurret


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
/**
 * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
 */
class UTVWeap_ScorpionTurret extends UTVehicleWeapon
	HideDropDown;

var class<UTProj_ScorpionGlob_Base> TeamProjectiles[2];

/**
 * GetAdjustedAim begins a chain of function class that allows the weapon, the pawn and the controller to make
 * on the fly adjustments to where this weapon is pointing.
 */
simulated function Rotator GetAdjustedAim( vector StartFireLoc )
{
	local rotator R;

	// Start the chain, see Pawn.GetAdjustedAimFor()
	R = Instigator.GetAdjustedAimFor( Self, StartFireLoc );

	if ( PlayerController(Instigator.Controller) != None )
	{
		R.Pitch = R.Pitch & 65535;
		if ( R.Pitch < 16384 )
		{
			R.Pitch += (16384 - R.Pitch)/16;
		}
		else if ( R.Pitch > 49152 )
		{
			R.Pitch += 1024;
		}
	}
	else
	{
		// due to the way SuggestTossVelocity() tests in increments combined with the high projectile speed,
		// the bots tend to overshoot just a tiny bit, so we nudge their aim down a little here
		R.Pitch -= 100;
	}

	return R;
}

simulated function Projectile ProjectileFire()
{
	if(Role==ROLE_Authority)
	{
		WeaponProjectiles[0] = TeamProjectiles[(MyVehicle.GetTeamNum()==1)?1:0];
	}
	return super.ProjectileFire();
}

defaultproperties
{
   TeamProjectiles(0)=Class'UTGameContent.UTProj_ScorpionGlob_Red'
   TeamProjectiles(1)=Class'UTGameContent.UTProj_ScorpionGlob'
   VehicleClass=Class'UTGameContent.UTVehicle_Scorpion_Content'
   bFastRepeater=True
   IconX=382
   IconY=82
   IconWidth=27
   IconHeight=42
   WeaponFireSnd(0)=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_AltFire'
   WeaponColor=(B=64,G=255,R=64,A=255)
   PlayerViewOffset=(X=11.000000,Y=7.000000,Z=-9.000000)
   aimerror=650.000000
   WeaponFireTypes(0)=EWFT_Projectile
   WeaponProjectiles(0)=Class'UTGameContent.UTProj_ScorpionGlob'
   FireInterval(0)=0.650000
   FireOffset=(X=19.000000,Y=10.000000,Z=-10.000000)
   WeaponRange=7000.000000
   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="Scorpion"
   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_ScorpionTurret"
   ObjectArchetype=UTVehicleWeapon'UTGame.Default__UTVehicleWeapon'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: tr 31-1-2018 17:18:54.000 - Creation time: sk 18-3-2018 10:01:29.583 - Created with UnCodeX