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

Engine.WeaponAttachment


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
class WeaponAttachment extends InventoryAttachment
    native
    nativereplication;

var     byte    FlashCount;         // when incremented, draw muzzle flash for current frame
var     byte    FiringMode;         // replicated to identify what type of firing/reload animations to play
var     byte    SpawnHitCount;      // when incremented, spawn hit effect at mHitLocation
var     bool    bAutoFire;          // When set to true.. begin auto fire sequence (used to play looping anims)
var     float   FiringSpeed;        // used by human animations to determine the appropriate speed to play firing animations
var     vector  mHitLocation;       // used for spawning hit effects client side
var     bool    bMatchWeapons;      // for team beacons (link gun potential links)
var     color   BeaconColor;        // if bMatchWeapons, what color team beacon should be

var class<Actor> SplashEffect;

replication
{
    // Things the server should send to the client.
    reliable if( bNetDirty && (!bNetOwner || bDemoRecording || bRepClientDemo) && (Role==ROLE_Authority) )
        FlashCount, FiringMode, bAutoFire;

    reliable if ( bNetDirty && (Role==ROLE_Authority) )
        mHitLocation, SpawnHitCount;
}

/*
ThirdPersonEffects called by Pawn's C++ tick if FlashCount incremented
becomes true
OR called locally for local player
*/
simulated event ThirdPersonEffects()
{
    // spawn 3rd person effects

    // have pawn play firing anim
    if ( Instigator != None )
    {
        if ( FiringMode == 1 )
            Instigator.PlayFiring(1.0,'1');
        else
            Instigator.PlayFiring(1.0,'0');
    }
}

simulated function CheckForSplash()
{
    local Actor HitActor;
    local vector HitNormal, HitLocation;
    
    if ( !Level.bDropDetail && (Level.DetailMode != DM_Low) && (SplashEffect != None) && !Instigator.PhysicsVolume.bWaterVolume )
    {
        // check for splash
        bTraceWater = true;
        HitActor = Trace(HitLocation,HitNormal,mHitLocation,Instigator.Location,true);
        bTraceWater = false;
        if ( (FluidSurfaceInfo(HitActor) != None) || ((PhysicsVolume(HitActor) != None) && PhysicsVolume(HitActor).bWaterVolume) )
            Spawn(SplashEffect,,,HitLocation,rot(16384,0,0));
    }
}

/* UpdateHit
- used to update properties so hit effect can be spawn client side
*/
function UpdateHit(Actor HitActor, vector HitLocation, vector HitNormal);

defaultproperties
{
     FiringSpeed=1.000000
     BeaconColor=(G=255,A=255)
     CullDistance=4000.000000
     bActorShadows=Wahr
     bReplicateInstigator=Wahr
     NetUpdateFrequency=8.000000
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: Fr 30.3.2007 08:43:36.000 - Creation time: Mo 16.4.2007 11:20:57.453 - Created with UnCodeX