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//----------------------------------------------------------- // //----------------------------------------------------------- class ONSWeapon extends Actor native nativereplication abstract; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // 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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