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//============================================================================= // WA_SpaceFighter //============================================================================= // Created by Laurent Delayen // © 2003, Epic Games, Inc. All Rights Reserved //============================================================================= class WA_SpaceFighter extends xWeaponAttachment; var FX_SpaceFighter_3rdpMuzzle MuzFlash[2]; var float MuzzleScale; var bool bSwitch; var class<FX_SpaceFighter_3rdpMuzzle> MuzzleFlashClass; var byte OldSpawnHitCount; var vector mOldHitLocation; var float LastFireTime; simulated function Destroyed() { if ( MuzFlash[0] != None ) MuzFlash[0].Destroy(); if ( MuzFlash[1] != None ) MuzFlash[1].Destroy(); super.Destroyed(); } /* UpdateHit - used to update properties so hit effect can be spawn client side */ function UpdateHit(Actor HitActor, vector HitLocation, vector HitNormal) { SpawnHitCount++; mHitLocation = HitLocation; mHitActor = HitActor; mHitNormal = HitNormal; } simulated event ThirdPersonEffects() { bSwitch = ( (FlashCount % 2) == 1 ); if ( Level.NetMode != NM_DedicatedServer && Instigator != None && FlashCount > 0 ) { if ( FiringMode == 0 ) { if ( bSwitch ) MuzzleFlashEffect( 0, 1 ); // Right Muzzle else MuzzleFlashEffect( 1,-1 ); // Left Muzzle } // have pawn play firing anim if ( Instigator != None && FiringMode == 0 && FlashCount > 0 ) { if ( bSwitch ) Instigator.PlayFiring(1.0, '1'); else Instigator.PlayFiring(1.0, '0'); } } super.ThirdPersonEffects(); } simulated function MuzzleFlashEffect( int number, float fSide ) { local vector Start; Start = GetFireStart( fSide ); if ( MuzFlash[number] == None ) { // Spawn Team colored Muzzle Flash effect MuzFlash[number] = Spawn(MuzzleFlashClass,,, Start, Instigator.Rotation); if ( MuzFlash[number] != None ) { MuzFlash[number].SetScale( MuzzleScale ); MuzFlash[number].SetBase( Instigator ); if ( Instigator.GetTeamNum() == 0 ) // Red color version MuzFlash[number].SetRedColor(); } } else { // Revive dead particles... MuzFlash[number].Emitters[0].SpawnParticle( 3 ); } PlayFireFX( fSide ); } simulated function PlayFireFX( float fSide ) { local vector Start, HL, HN; local FX_PlasmaImpact FX_Impact; local Actor HitActor; if ( Instigator != None && ASVehicle_SpaceFighter(Instigator) != None ) { Start = GetFireStart( fSide ); HitActor = ASVehicle_SpaceFighter(Instigator).CalcWeaponFire( HL, HN ); Spawn(class'UT2k4AssaultFull.FX_SpaceFighter_InstantHitLaser', Instigator, , Start, Rotator(HL - Start) ); } // Impact effect if ( OldSpawnHitCount != SpawnHitCount ) { OldSpawnHitCount = SpawnHitCount; GetHitInfo(); if ( EffectIsRelevant(mHitLocation, false) && mHitNormal != vect(0,0,0) ) { FX_Impact = Spawn(class'FX_PlasmaImpact',,, mHitLocation + mHitNormal * 2, rotator(mHitNormal)); if ( Instigator != None && Instigator.GetTeamNum() == 0 ) FX_Impact.SetRedColor(); FX_Impact.PlaySound(Sound'WeaponSounds.BioRifle.BioRifleGoo2'); if ( mHitActor != None && mHitActor.IsA('Pawn') ) { FX_Impact.SetScale( 2.5 ); FX_Impact.SetBase( mHitActor ); } else FX_Impact.SetScale( 1.5 ); } } } simulated function vector GetFireStart( float fSide ) { local vector X, Y, Z, MuzzleSpawnOffset; if ( Instigator != None && ASVehicle(Instigator) != None ) MuzzleSpawnOffset = ASVehicle(Instigator).VehicleProjSpawnOffset; GetAxes( Instigator.Rotation, X, Y, Z ); return Instigator.Location + X*MuzzleSpawnOffset.X + fSide*Y*MuzzleSpawnOffset.Y + Z*MuzzleSpawnOffset.Z; } //============================================================================= // defaultproperties //============================================================================= defaultproperties { MuzzleScale=1.000000 MuzzleFlashClass=Class'UT2k4Assault.FX_SpaceFighter_3rdpMuzzle' bRapidFire=Wahr bAltRapidFire=Wahr bHidden=Wahr Mesh=SkeletalMesh'Weapons.LinkGun_3rd' } |
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