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// AVRiL alternate fire. Slight zoom and auto-tracking of target class ONSAVRiLAltFire extends WeaponFire; var ONSAVRiL Gun; var float ZoomLevel; var bool bWaitingForRelease; var bool bLosingLock; var float LostLockTime; function PostBeginPlay() { Super.PostBeginPlay(); Gun = ONSAVRiL(Weapon); } simulated function bool AllowFire() { //return (Gun != None && Gun.bLockedOn && PlayerController(Instigator.Controller) != None); if (bWaitingForRelease || Gun == None || !Gun.bLockedOn || PlayerController(Instigator.Controller) == None) { bWaitingForRelease = true; return false; } else return true; } function StopFiring() { if (PlayerController(Instigator.Controller) != None) { ZoomLevel = 0.0; PlayerController(Instigator.Controller).DesiredFOV = PlayerController(Instigator.Controller).DefaultFOV; bLosingLock = false; } } function PlayFiring() {} function ModeTick(float deltaTime) { local vector LockTrace; local Actor AlternateTarget; //Hack - force player to actually press button to start fire (so can't hold down button and sweep crosshair in the vicinity of targets) if (bWaitingForRelease && PlayerController(Instigator.Controller).bAltFire == 0) bWaitingForRelease = false; if (!bIsFiring) return; if (!Gun.bLockedOn || Gun.HomingTarget == None) { if (!bLosingLock) { bLosingLock = true; LostLockTime = Level.TimeSeconds; if (Instigator.IsLocallyControlled()) Instigator.PlaySound(Sound'WeaponSounds.BSeekLost1'); } else if (Level.TimeSeconds > LostLockTime + 1.5) { Gun.StopFire(1); return; } } else if (bLosingLock) bLosingLock = false; //Custom zooming because we don't want quite as much as normal sniper zoom does ZoomLevel += deltaTime; if (ZoomLevel > 0.60) ZoomLevel = 0.60; PlayerController(Instigator.Controller).DesiredFOV = FClamp(90.0 - (ZoomLevel * 88.0), 1, 170); if (!bLosingLock && Instigator.IsLocallyControlled()) { // Are we aimed at the HomingTarget or an AlternateTarget... AlternateTarget = Gun.HomingTarget.AlternateTarget(); if (AlternateTarget != None) { LockTrace = AlternateTarget.Location - (Instigator.Location + Instigator.EyePosition()); if ((Normal(LockTrace) dot Vector(Instigator.GetViewRotation())) > Gun.LockAim && VSize(LockTrace) < Gun.MaxLockRange) { Instigator.Controller.SetRotation(rotator(AlternateTarget.Location - Instigator.Location)); return; } } Instigator.Controller.SetRotation(rotator(Gun.HomingTarget.Location - Instigator.Location)); } } defaultproperties { bModeExclusive=Falsch FireRate=0.100000 } |
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