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Onslaught.ONSWeapon


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//-----------------------------------------------------------
//
//-----------------------------------------------------------
class ONSWeapon extends Actor
    native
    nativereplication
    abstract;

// (cpptext)
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// Weapon Bone Rotation System
var()   name                                YawBone;
var()   float                               YawStartConstraint;
var()   float                               YawEndConstraint;
var     float                               YawConstraintDelta;
var()   name                                PitchBone;
var()   int                                 PitchUpLimit;
var()   int                                 PitchDownLimit;
var     rotator                             CurrentAim;
var     vector                              WeaponFireLocation;
var     rotator                             WeaponFireRotation;

var()   name                                WeaponFireAttachmentBone;
var()   name                                GunnerAttachmentBone;
var()   float                               WeaponFireOffset;
var()   float                               DualFireOffset;
var     vector                              WeaponOffset;

var     rotator         LastRotation;
var     float           RotationsPerSecond;

// Bools
var     bool    bInstantRotation; //NOTE: Gradual rotation via RotationsPerSecond still used for non-owning net clients to smooth rotation changes
var     bool    bActive;
var()   bool    bInstantFire;
var()   bool    bDualIndependantTargeting;  // When using a DualFireOffset each shot will be independantly targeted at the crosshair
var     bool    bShowChargingBar;
var     bool    bCallInstigatorPostRender; //if Instigator exists, during this actor's native PostRender(), call Instigator->PostRender() (used when weapon is visible but owner is bHidden)
var     bool    bForceCenterAim;
var()   bool    bAimable;
var     bool    bDoOffsetTrace; //trace from outside vehicle's collision back towards weapon to determine firing offset
var()   bool    bAmbientFireSound;
var()   bool    bAmbientAltFireSound;
var()   bool    bInheritVelocity;
var     bool    bIsAltFire;
var     bool    bIsRepeatingFF;
var()   bool    bReflective;
var()   bool    bShowAimCrosshair; // Show the crosshair that indicates whether aim is good or not
var const bool  bCorrectAim;    // output variable - set natively - means gun can hit what controller is aiming at

// Aiming
var()   float   FireIntervalAimLock; //fraction of FireInterval/AltFireInterval during which you can't move the gun
var float       AimLockReleaseTime; //when this time is reached gun can move again
var vector      CurrentHitLocation;
var float       Spread;
var float       AimTraceRange;

// Impact/Damage
var     vector                              LastHitLocation; // Location of the last hit effect
var     byte                                FlashCount;      // Incremented each frame of firing
var     byte                                OldFlashCount;   // Stores the last FlashCount received
var     byte                                HitCount;        // Incremented each time a hit effect occurs
var     byte                                OldHitCount;     // Stores the last HitCount received

// Team Skins //
var byte Team;
var()   Material    RedSkin;
var()   Material    BlueSkin;

// Timing
var()   float           FireInterval, AltFireInterval;
var     float           FireCountdown;

// Effects
var()   class<Emitter>                  FlashEmitterClass;
var     Emitter                         FlashEmitter;
var()   class<Emitter>                  EffectEmitterClass;
var     Emitter                         EffectEmitter;
var()   class<ONSWeaponAmbientEmitter>  AmbientEffectEmitterClass;
var     ONSWeaponAmbientEmitter         AmbientEffectEmitter;

// Sound
var()   sound           FireSoundClass;
var()   float           FireSoundVolume;
var()   float           FireSoundRadius;
var()   float           FireSoundPitch;
var()   sound           AltFireSoundClass;
var()   float           AltFireSoundVolume;
var()   float           AltFireSoundRadius;
var()   sound           RotateSound;
var     float           RotateSoundThreshold;       // threshold in rotator units for RotateSound to play
var()   float           AmbientSoundScaling;

// Force Feedback //
var()   string          FireForce;
var()   string          AltFireForce;

// Instant Fire Stuff
var class<DamageType>   DamageType;
var int                 DamageMin, DamageMax;
var float               TraceRange;
var float               Momentum;

// Projectile Fire Stuff
var()   class<Projectile>   ProjectileClass;
var()   class<Projectile>   AltFireProjectileClass;
var array<Projectile> Projectiles; //ignore these when doing third person aiming trace (only necessary if projectiles fired have bProjTarget==true)

// camera shakes //
var() vector            ShakeRotMag;           // how far to rot view
var() vector            ShakeRotRate;          // how fast to rot view
var() float             ShakeRotTime;          // how much time to rot the instigator's view
var() vector            ShakeOffsetMag;        // max view offset vertically
var() vector            ShakeOffsetRate;       // how fast to offset view vertically
var() float             ShakeOffsetTime;       // how much time to offset view

// AI
struct native ONSWeaponAIInfo
{
    var bool bTossed, bTrySplash, bLeadTarget, bInstantHit, bFireOnRelease;
    var float AimError, WarnTargetPct, RefireRate;
};
var ONSWeaponAIInfo AIInfo[2];
var FireProperties SavedFireProperties[2];

//// DEBUGGING ////
var string  DebugInfo;

replication
{
    reliable if (bNetDirty && !bNetOwner && Role == ROLE_Authority)
        CurrentHitLocation, FlashCount;
    reliable if (bNetDirty && Role == ROLE_Authority)
        HitCount, LastHitLocation, bActive, bForceCenterAim, bCallInstigatorPostRender, Team;
}

native function int LimitPitch(int Pitch, rotator ForwardRotation, optional int WeaponYaw);

simulated function DisplayDebug(Canvas Canvas, out float YL, out float YPos)
{
//	Super.DisplayDebug(Canvas, YL, YPos);

    Canvas.SetDrawColor(255,255,255);
    Canvas.DrawText("bActive: "$bActive@"bCorrectAim: "$bCorrectAim);
    YPos += YL;
    Canvas.SetPos(4, YPos);
    Canvas.DrawText("DebugInfo: "$DebugInfo);
}

simulated function PostBeginPlay()
{
    YawConstraintDelta = (YawEndConstraint - YawStartConstraint) & 65535;
    if (AltFireInterval ~= 0.0) //doesn't have an altfire
    {
        AltFireInterval = FireInterval;
        AIInfo[1] = AIInfo[0];
    }

    if (bShowChargingBar && Owner != None)
        Vehicle(Owner).bShowChargingBar = true; //for listen/standalone clients

    if (Level.GRI != None && Level.GRI.WeaponBerserk > 1.0)
        SetFireRateModifier(Level.GRI.WeaponBerserk);
}

simulated function PostNetBeginPlay()
{
    if (bInstantFire)
        GotoState('InstantFireMode');
    else
        GotoState('ProjectileFireMode');

    InitEffects();

    MaxRange();

    Super.PostNetBeginPlay();
}

simulated function InitEffects()
{
    // don't even spawn on server
    if (Level.NetMode == NM_DedicatedServer)
        return;

    if ( (FlashEmitterClass != None) && (FlashEmitter == None) )
    {
        FlashEmitter = Spawn(FlashEmitterClass);
        FlashEmitter.SetDrawScale(DrawScale);
        if (WeaponFireAttachmentBone == '')
            FlashEmitter.SetBase(self);
        else
            AttachToBone(FlashEmitter, WeaponFireAttachmentBone);

        FlashEmitter.SetRelativeLocation(WeaponFireOffset * vect(1,0,0));
    }

    if (AmbientEffectEmitterClass != none && AmbientEffectEmitter == None)
    {
        AmbientEffectEmitter = spawn(AmbientEffectEmitterClass, self,, WeaponFireLocation, WeaponFireRotation);
        if (WeaponFireAttachmentBone == '')
            AmbientEffectEmitter.SetBase(self);
        else
            AttachToBone(AmbientEffectEmitter, WeaponFireAttachmentBone);

        AmbientEffectEmitter.SetRelativeLocation(WeaponFireOffset * vect(1,0,0));
    }
}

simulated function SetGRI(GameReplicationInfo GRI)
{
    if (GRI.WeaponBerserk > 1.0)
        SetFireRateModifier(GRI.WeaponBerserk);
}

simulated function SetFireRateModifier(float Modifier)
{
    if (FireInterval == AltFireInterval)
    {
        FireInterval = default.FireInterval / Modifier;
        AltFireInterval = FireInterval;
    }
    else
    {
        FireInterval = default.FireInterval / Modifier;
        AltFireInterval = default.AltFireInterval / Modifier;
    }
}

function SpawnHitEffects(actor HitActor, vector HitLocation, vector HitNormal);
simulated event ClientSpawnHitEffects();

simulated function ShakeView()
{
    local PlayerController P;

    if (Instigator == None)
        return;

    P = PlayerController(Instigator.Controller);
    if (P != None )
        P.WeaponShakeView(ShakeRotMag, ShakeRotRate, ShakeRotTime, ShakeOffsetMag, ShakeOffsetRate, ShakeOffsetTime);
}

//ClientStartFire() and ClientStopFire() are only called for the client that owns the weapon (and not at all for bots)
simulated function ClientStartFire(Controller C, bool bAltFire)
{
    bIsAltFire = bAltFire;

    if (FireCountdown <= 0)
    {
        if (bIsRepeatingFF)
        {
            if (bIsAltFire)
                ClientPlayForceFeedback( AltFireForce );
            else
                ClientPlayForceFeedback( FireForce );
        }
        OwnerEffects();
    }
}

simulated function ClientStopFire(Controller C, bool bWasAltFire)
{
    if (bIsRepeatingFF)
    {
        if (bIsAltFire)
            StopForceFeedback( AltFireForce );
        else
            StopForceFeedback( FireForce );
    }

    if (Role < ROLE_Authority && AmbientEffectEmitter != None)
        AmbientEffectEmitter.SetEmitterStatus(false);
}

simulated function ClientPlayForceFeedback( String EffectName )
{
    local PlayerController PC;

    if (Instigator == None)
        return;

    PC = PlayerController(Instigator.Controller);
    if ( PC != None && PC.bEnableGUIForceFeedback )
    {
        PC.ClientPlayForceFeedback( EffectName );
    }
}

simulated function StopForceFeedback( String EffectName )
{
    local PlayerController PC;

    if (Instigator == None)
        return;

    PC = PlayerController(Instigator.Controller);
    if ( PC != None && PC.bEnableGUIForceFeedback )
    {
        PC.StopForceFeedback( EffectName );
    }
}

//do effects (muzzle flash, force feedback, etc) immediately for the weapon's owner (don't wait for replication)
simulated event OwnerEffects()
{
    if (!bIsRepeatingFF)
    {
        if (bIsAltFire)
            ClientPlayForceFeedback( AltFireForce );
        else
            ClientPlayForceFeedback( FireForce );
    }
    ShakeView();

    if (Role < ROLE_Authority)
    {
        if (bIsAltFire)
            FireCountdown = AltFireInterval;
        else
            FireCountdown = FireInterval;

        AimLockReleaseTime = Level.TimeSeconds + FireCountdown * FireIntervalAimLock;

        FlashMuzzleFlash();

        if (AmbientEffectEmitter != None)
            AmbientEffectEmitter.SetEmitterStatus(true);

        // Play firing noise
        if (!bAmbientFireSound)
        {
            if (bIsAltFire)
                PlaySound(AltFireSoundClass, SLOT_None, FireSoundVolume/255.0,, AltFireSoundRadius,, false);
            else
                PlaySound(FireSoundClass, SLOT_None, FireSoundVolume/255.0,, FireSoundRadius,, false);
        }
    }
}

event bool AttemptFire(Controller C, bool bAltFire)
{
    if(Role != ROLE_Authority || bForceCenterAim)
        return False;

    if (FireCountdown <= 0)
    {
        CalcWeaponFire();
        if (bCorrectAim)
            WeaponFireRotation = AdjustAim(bAltFire);
        if (Spread > 0)
            WeaponFireRotation = rotator(vector(WeaponFireRotation) + VRand()*FRand()*Spread);

            DualFireOffset *= -1;

        Instigator.MakeNoise(1.0);
        if (bAltFire)
        {
            FireCountdown = AltFireInterval;
            AltFire(C);
        }
        else
        {
            FireCountdown = FireInterval;
            Fire(C);
        }
        AimLockReleaseTime = Level.TimeSeconds + FireCountdown * FireIntervalAimLock;

        return True;
    }

    return False;
}

function rotator AdjustAim(bool bAltFire)
{
    local rotator AdjustedAim, ControllerAim;
    local int n;

    if ( (Instigator == None) || (Instigator.Controller == None) )
        return WeaponFireRotation;

    if ( bAltFire )
        n = 1;

    if ( !SavedFireProperties[n].bInitialized )
    {
        SavedFireProperties[n].AmmoClass = class'Ammo_Dummy';
        if ( bAltFire )
            SavedFireProperties[n].ProjectileClass = AltFireProjectileClass;
        else
            SavedFireProperties[n].ProjectileClass = ProjectileClass;
        SavedFireProperties[n].WarnTargetPct = AIInfo[n].WarnTargetPct;
        SavedFireProperties[n].MaxRange = MaxRange();
        SavedFireProperties[n].bTossed = AIInfo[n].bTossed;
        SavedFireProperties[n].bTrySplash = AIInfo[n].bTrySplash;
        SavedFireProperties[n].bLeadTarget = AIInfo[n].bLeadTarget;
        SavedFireProperties[n].bInstantHit = AIInfo[n].bInstantHit;
        SavedFireProperties[n].bInitialized = true;
    }

    ControllerAim = Instigator.Controller.Rotation;

    AdjustedAim = Instigator.AdjustAim(SavedFireProperties[n], WeaponFireLocation, AIInfo[n].AimError);
    if (AdjustedAim == Instigator.Rotation || AdjustedAim == ControllerAim)
        return WeaponFireRotation; //No adjustment
    else
    {
        AdjustedAim.Pitch = Instigator.LimitPitch(AdjustedAim.Pitch);
        return AdjustedAim;
}
}

//AI: return the best fire mode for the situation
function byte BestMode()
{
    return Rand(2);
}

function Fire(Controller C)
{
    log(self$": Fire has been called outside of a state!");
}

function AltFire(Controller C)
{
    log(self$": AltFire has been called outside of a state!");
}

// return false if out of range, can't see target, etc.
function bool CanAttack(Actor Other)
{
    local float Dist, CheckDist;
    local vector HitLocation, HitNormal, projStart;
    local actor HitActor;

    if ( (Instigator == None) || (Instigator.Controller == None) )
        return false;

    // check that target is within range
    Dist = VSize(Instigator.Location - Other.Location);
    if (Dist > MaxRange())
        return false;

    // check that can see target
    if (!Instigator.Controller.LineOfSightTo(Other))
        return false;

    if (ProjectileClass != None)
    {
        CheckDist = FMax(CheckDist, 0.5 * ProjectileClass.Default.Speed);
        CheckDist = FMax(CheckDist, 300);
        CheckDist = FMin(CheckDist, VSize(Other.Location - Location));
    }
    if (AltFireProjectileClass != None)
    {
        CheckDist = FMax(CheckDist, 0.5 * AltFireProjectileClass.Default.Speed);
        CheckDist = FMax(CheckDist, 300);
        CheckDist = FMin(CheckDist, VSize(Other.Location - Location));
    }

    // check that would hit target, and not a friendly
    CalcWeaponFire();
    projStart = WeaponFireLocation;
    if (bInstantFire)
        HitActor = Trace(HitLocation, HitNormal, Other.Location + Other.CollisionHeight * vect(0,0,0.8), projStart, true);
    else
    {
        // for non-instant hit, only check partial path (since others may move out of the way)
        HitActor = Trace(HitLocation, HitNormal,
                projStart + CheckDist * Normal(Other.Location + Other.CollisionHeight * vect(0,0,0.8) - Location),
                projStart, true);
    }

    if ( (HitActor == None) || (HitActor == Other) || (Pawn(HitActor) == None)
        || (Pawn(HitActor).Controller == None) || !Instigator.Controller.SameTeamAs(Pawn(HitActor).Controller) )
        return true;

    return false;
}

simulated function float MaxRange()
{
    if (bInstantFire)
    {
        if (Instigator != None && Instigator.Region.Zone != None && Instigator.Region.Zone.bDistanceFog)
            TraceRange = FClamp(Instigator.Region.Zone.DistanceFogEnd, 8000, default.TraceRange);
        else
            TraceRange = default.TraceRange;

        AimTraceRange = TraceRange;
    }
    else if ( ProjectileClass != None )
        AimTraceRange = ProjectileClass.static.GetRange();
    else
        AimTraceRange = 10000;

    return AimTraceRange;
}

state InstantFireMode
{
    function Fire(Controller C)
    {
        FlashMuzzleFlash();

        if (AmbientEffectEmitter != None)
        {
            AmbientEffectEmitter.SetEmitterStatus(true);
        }

        // Play firing noise
        if (bAmbientFireSound)
            AmbientSound = FireSoundClass;
        else
            PlayOwnedSound(FireSoundClass, SLOT_None, FireSoundVolume/255.0,, FireSoundRadius, FireSoundPitch, False);

        TraceFire(WeaponFireLocation, WeaponFireRotation);
    }

    function AltFire(Controller C)
    {
    }

    simulated event ClientSpawnHitEffects()
    {
        local vector HitLocation, HitNormal, Offset;
        local actor HitActor;

        // if standalone, already have valid HitActor and HitNormal
        if ( Level.NetMode == NM_Standalone )
            return;
        Offset = 20 * Normal(WeaponFireLocation - LastHitLocation);
        HitActor = Trace(HitLocation, HitNormal, LastHitLocation - Offset, LastHitLocation + Offset, False);
        SpawnHitEffects(HitActor, LastHitLocation, HitNormal);
    }

    simulated function SpawnHitEffects(actor HitActor, vector HitLocation, vector HitNormal)
    {
        local PlayerController PC;

        PC = Level.GetLocalPlayerController();
        if (PC != None && ((Instigator != None && Instigator.Controller == PC) || VSize(PC.ViewTarget.Location - HitLocation) < 5000))
        {
            Spawn(class'HitEffect'.static.GetHitEffect(HitActor, HitLocation, HitNormal),,, HitLocation, Rotator(HitNormal));
            if ( !Level.bDropDetail && (Level.DetailMode != DM_Low) )
            {
                // check for splash
                if ( Base != None )
                {
                    Base.bTraceWater = true;
                    HitActor = Base.Trace(HitLocation,HitNormal,HitLocation,Location + 200 * Normal(HitLocation - Location),true);
                    Base.bTraceWater = false;
                }
                else
                {
                    bTraceWater = true;
                    HitActor = Trace(HitLocation,HitNormal,HitLocation,Location + 200 * Normal(HitLocation - Location),true);
                    bTraceWater = false;
                }

                if ( (FluidSurfaceInfo(HitActor) != None) || ((PhysicsVolume(HitActor) != None) && PhysicsVolume(HitActor).bWaterVolume) )
                    Spawn(class'BulletSplash',,,HitLocation,rot(16384,0,0));
            }
        }
    }
}

state ProjectileFireMode
{
    function Fire(Controller C)
    {
        SpawnProjectile(ProjectileClass, False);
    }

    function AltFire(Controller C)
    {
        if (AltFireProjectileClass == None)
            Fire(C);
        else
            SpawnProjectile(AltFireProjectileClass, True);
    }
}

function Projectile SpawnProjectile(class<Projectile> ProjClass, bool bAltFire)
{
    local Projectile P;
    local ONSWeaponPawn WeaponPawn;
    local vector StartLocation, HitLocation, HitNormal, Extent;

    if (bDoOffsetTrace)
    {
        Extent = ProjClass.default.CollisionRadius * vect(1,1,0);
        Extent.Z = ProjClass.default.CollisionHeight;
        WeaponPawn = ONSWeaponPawn(Owner);
        if (WeaponPawn != None && WeaponPawn.VehicleBase != None)
        {
            if (!WeaponPawn.VehicleBase.TraceThisActor(HitLocation, HitNormal, WeaponFireLocation, WeaponFireLocation + vector(WeaponFireRotation) * (WeaponPawn.VehicleBase.CollisionRadius * 1.5), Extent))
            StartLocation = HitLocation;
        else
            StartLocation = WeaponFireLocation + vector(WeaponFireRotation) * (ProjClass.default.CollisionRadius * 1.1);
    }
    else
    {
        if (!Owner.TraceThisActor(HitLocation, HitNormal, WeaponFireLocation, WeaponFireLocation + vector(WeaponFireRotation) * (Owner.CollisionRadius * 1.5), Extent))
            StartLocation = HitLocation;
        else
            StartLocation = WeaponFireLocation + vector(WeaponFireRotation) * (ProjClass.default.CollisionRadius * 1.1);
    }
    }
    else
        StartLocation = WeaponFireLocation;

    P = spawn(ProjClass, self, , StartLocation, WeaponFireRotation);

    if (P != None)
    {
        if (bInheritVelocity)
            P.Velocity = Instigator.Velocity;

        FlashMuzzleFlash();

        // Play firing noise
        if (bAltFire)
        {
            if (bAmbientAltFireSound)
                AmbientSound = AltFireSoundClass;
            else
                PlayOwnedSound(AltFireSoundClass, SLOT_None, FireSoundVolume/255.0,, AltFireSoundRadius,, false);
        }
        else
        {
            if (bAmbientFireSound)
                AmbientSound = FireSoundClass;
            else
                PlayOwnedSound(FireSoundClass, SLOT_None, FireSoundVolume/255.0,, FireSoundRadius,, false);
        }
    }

    return P;
}

function CeaseFire(Controller C)
{
    FlashCount = 0;
    HitCount = 0;

    if (AmbientEffectEmitter != None)
    {
        AmbientEffectEmitter.SetEmitterStatus(false);
    }

    if (bAmbientFireSound || bAmbientAltFireSound)
    {
        AmbientSound = None;
    }
}

function WeaponCeaseFire(Controller C, bool bWasAltFire);

simulated event FlashMuzzleFlash()
{
    if (Role == ROLE_Authority)
    {
        FlashCount++;
        NetUpdateTime = Level.TimeSeconds - 1;
    }
    else
        CalcWeaponFire();

    if (FlashEmitter != None)
        FlashEmitter.Trigger(Self, Instigator);

    if ( (EffectEmitterClass != None) && EffectIsRelevant(Location,false) )
        EffectEmitter = spawn(EffectEmitterClass, self,, WeaponFireLocation, WeaponFireRotation);
}

simulated function Destroyed()
{
    DestroyEffects();

    Super.Destroyed();
}

simulated function DestroyEffects()
{
    if (FlashEmitter != None)
        FlashEmitter.Destroy();
    if (EffectEmitter != None)
        EffectEmitter.Destroy();
    if (AmbientEffectEmitter != None)
        AmbientEffectEmitter.Destroy();
}

simulated function SetTeam(byte T)
{
    Team = T;
    if (T == 0 && RedSkin != None)
    {
        Skins[0] = RedSkin;
        RepSkin = RedSkin;
    }
    else if (T == 1 && BlueSkin != None)
    {
        Skins[0] = BlueSkin;
        RepSkin = BlueSkin;
    }
}

/* simulated TraceFire to get precise start/end of hit */
simulated function SimulateTraceFire( out vector Start, out Rotator Dir, out vector HitLocation, out vector HitNormal )
{
    local Vector        X, End;
    local Actor         Other;
    local ONSWeaponPawn WeaponPawn;
    local Vehicle       VehicleInstigator;

    if ( bDoOffsetTrace )
    {
        WeaponPawn = ONSWeaponPawn(Owner);
        if ( WeaponPawn != None && WeaponPawn.VehicleBase != None )
        {
            if ( !WeaponPawn.VehicleBase.TraceThisActor(HitLocation, HitNormal, Start, Start + vector(Dir) * (WeaponPawn.VehicleBase.CollisionRadius * 1.5)))
                Start = HitLocation;
        }
        else
            if ( !Owner.TraceThisActor(HitLocation, HitNormal, Start, Start + vector(Dir) * (Owner.CollisionRadius * 1.5)))
                Start = HitLocation;
    }

    X = Vector(Dir);
    End = Start + TraceRange * X;

    // skip past vehicle driver
    VehicleInstigator = Vehicle(Instigator);
    if ( VehicleInstigator != None && VehicleInstigator.Driver != None )
    {
        VehicleInstigator.Driver.bBlockZeroExtentTraces = false;
        Other = Trace(HitLocation, HitNormal, End, Start, true);
        VehicleInstigator.Driver.bBlockZeroExtentTraces = true;
    }
    else
        Other = Trace(HitLocation, HitNormal, End, Start, True);

    if ( Other != None && Other != Instigator )
    {
        if ( !Other.bWorldGeometry )
        {
            if ( Vehicle(Other) != None || Pawn(Other) == None )
            {
                LastHitLocation = HitLocation;
            }
            HitNormal = vect(0,0,0);
        }
        else
        {
            LastHitLocation = HitLocation;
        }
    }
    else
    {
        HitLocation = End;
        HitNormal = Vect(0,0,0);
    }
}

function TraceFire(Vector Start, Rotator Dir)
{
    local Vector X, End, HitLocation, HitNormal, RefNormal;
    local Actor Other;
    local ONSWeaponPawn WeaponPawn;
    local Vehicle VehicleInstigator;
    local int Damage;
    local bool bDoReflect;
    local int ReflectNum;

    MaxRange();

    if ( bDoOffsetTrace )
    {
        WeaponPawn = ONSWeaponPawn(Owner);
        if ( WeaponPawn != None && WeaponPawn.VehicleBase != None )
        {
            if ( !WeaponPawn.VehicleBase.TraceThisActor(HitLocation, HitNormal, Start, Start + vector(Dir) * (WeaponPawn.VehicleBase.CollisionRadius * 1.5)))
                Start = HitLocation;
        }
        else
            if ( !Owner.TraceThisActor(HitLocation, HitNormal, Start, Start + vector(Dir) * (Owner.CollisionRadius * 1.5)))
                Start = HitLocation;
    }

    ReflectNum = 0;
    while ( true )
    {
        bDoReflect = false;
        X = Vector(Dir);
        End = Start + TraceRange * X;

        //skip past vehicle driver
        VehicleInstigator = Vehicle(Instigator);
        if ( ReflectNum == 0 && VehicleInstigator != None && VehicleInstigator.Driver != None )
        {
            VehicleInstigator.Driver.bBlockZeroExtentTraces = false;
            Other = Trace(HitLocation, HitNormal, End, Start, true);
            VehicleInstigator.Driver.bBlockZeroExtentTraces = true;
        }
        else
            Other = Trace(HitLocation, HitNormal, End, Start, True);

        if ( Other != None && (Other != Instigator || ReflectNum > 0) )
        {
            if (bReflective && Other.IsA('xPawn') && xPawn(Other).CheckReflect(HitLocation, RefNormal, DamageMin*0.25))
            {
                bDoReflect = True;
                HitNormal = vect(0,0,0);
            }
            else if (!Other.bWorldGeometry)
            {
                Damage = (DamageMin + Rand(DamageMax - DamageMin));
                if ( Vehicle(Other) != None || Pawn(Other) == None )
                {
                    HitCount++;
                    LastHitLocation = HitLocation;
                    SpawnHitEffects(Other, HitLocation, HitNormal);
                }
                Other.TakeDamage(Damage, Instigator, HitLocation, Momentum*X, DamageType);
                HitNormal = vect(0,0,0);
            }
            else
            {
                HitCount++;
                LastHitLocation = HitLocation;
                SpawnHitEffects(Other, HitLocation, HitNormal);
        }
        }
        else
        {
            HitLocation = End;
            HitNormal = Vect(0,0,0);
            HitCount++;
            LastHitLocation = HitLocation;
        }

        SpawnBeamEffect(Start, Dir, HitLocation, HitNormal, ReflectNum);

        if ( bDoReflect && ++ReflectNum < 4 )
        {
            //Log("reflecting off"@Other@Start@HitLocation);
            Start   = HitLocation;
            Dir     = Rotator(RefNormal); //Rotator( X - 2.0*RefNormal*(X dot RefNormal) );
        }
        else
        {
            break;
        }
    }

    NetUpdateTime = Level.TimeSeconds - 1;
}

function SpawnBeamEffect(Vector Start, Rotator Dir, Vector HitLocation, Vector HitNormal, int ReflectNum);

simulated function CalcWeaponFire()
{
    local coords WeaponBoneCoords;
    local vector CurrentFireOffset;

    // Calculate fire offset in world space
    WeaponBoneCoords = GetBoneCoords(WeaponFireAttachmentBone);
    CurrentFireOffset = (WeaponFireOffset * vect(1,0,0)) + (DualFireOffset * vect(0,1,0));

    // Calculate rotation of the gun
    WeaponFireRotation = rotator(vector(CurrentAim) >> Rotation);

    // Calculate exact fire location
    WeaponFireLocation = WeaponBoneCoords.Origin + (CurrentFireOffset >> WeaponFireRotation);

    // Adjust fire rotation taking dual offset into account
    if (bDualIndependantTargeting)
        WeaponFireRotation = rotator(CurrentHitLocation - WeaponFireLocation);
}

function DoCombo();

simulated function float ChargeBar();

static function StaticPrecache(LevelInfo L);

defaultproperties
{
     YawEndConstraint=65535.000000
     PitchUpLimit=5000
     PitchDownLimit=60000
     RotationsPerSecond=0.750000
     bAimable=Wahr
     bShowAimCrosshair=Wahr
     bCorrectAim=Wahr
     FireInterval=0.500000
     FireSoundVolume=160.000000
     FireSoundRadius=300.000000
     FireSoundPitch=1.000000
     AltFireSoundVolume=160.000000
     AltFireSoundRadius=300.000000
     RotateSoundThreshold=50.000000
     AmbientSoundScaling=1.000000
     DamageType=Class'XWeapons.DamTypeMinigunBullet'
     DamageMin=6
     DamageMax=6
     TraceRange=10000.000000
     Momentum=1.000000
     AIInfo(0)=(aimerror=600.000000,RefireRate=0.900000)
     AIInfo(1)=(aimerror=600.000000,RefireRate=0.900000)
     DrawType=DT_Mesh
     bIgnoreEncroachers=Wahr
     bReplicateInstigator=Wahr
     RemoteRole=ROLE_SimulatedProxy
     NetUpdateFrequency=5.000000
     SoundVolume=255
     SoundRadius=100.000000
     bBlockZeroExtentTraces=Falsch
     bBlockNonZeroExtentTraces=Falsch
     bNoRepMesh=Wahr
}

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Class file time: Fr 30.3.2007 08:43:52.000 - Creation time: Mo 16.4.2007 11:20:51.937 - Created with UnCodeX