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//============================================================================= // Weapon_Turret //============================================================================= class Weapon_Turret extends Weapon config(user) HideDropDown CacheExempt; #exec OBJ LOAD FILE=..\Animations\AS_VehiclesFull_M.ukx replication { reliable if ( Role == ROLE_Authority ) ClientTakeHit; } function AdjustPlayerDamage( out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType) { local int Drain; local vector Reflect; local vector HitNormal; local float DamageMax; DamageMax = Instigator.HealthMax; if ( DamageType != None && !DamageType.default.bArmorStops ) return; if ( CheckReflect(HitLocation, HitNormal, 0) ) { Drain = Min( AmmoAmount(1)*2, Damage ); Drain = Min(Drain,DamageMax); Reflect = MirrorVectorByNormal( Normal(Location - HitLocation), Vector(Instigator.Rotation) ); Damage -= Drain; Momentum *= 1.25; ConsumeAmmo( 1, Drain/2 ); DoReflectEffect( Drain/2 ); } } function DoReflectEffect(int Drain) { //PlaySound(ShieldHitSound, SLOT_None); FM_Turret_AltFire_Shield(FireMode[1]).TakeHit( Drain ); ClientTakeHit( Drain ); } simulated function ClientTakeHit(int Drain) { //ClientPlayForceFeedback( ShieldHitForce ); FM_Turret_AltFire_Shield(FireMode[1]).TakeHit( Drain ); } function bool CheckReflect( Vector HitLocation, out Vector RefNormal, int AmmoDrain ) { local Vector HitDir; local Vector FaceDir; if ( !FireMode[1].bIsFiring || AmmoAmount(0) == 0 ) return false; FaceDir = Vector(Instigator.Controller.Rotation); HitDir = Normal(Instigator.Location - HitLocation + Vect(0,0,8)); RefNormal = FaceDir; if ( FaceDir dot HitDir < -0.37 ) // 68 degree protection arc { if ( AmmoDrain > 0 ) ConsumeAmmo( 0, AmmoDrain ); return true; } return false; } simulated function bool HasAmmo() { return true; } //============================================================================= // defaultproperties //============================================================================= defaultproperties { FireModeClass(0)=Class'UT2k4AssaultFull.FM_BallTurret_Fire' FireModeClass(1)=Class'UT2k4AssaultFull.FM_Turret_AltFire_Shield' AIRating=0.680000 CurrentRating=0.680000 bCanThrow=Falsch bNoInstagibReplace=Wahr Priority=1 SmallViewOffset=(Z=-40.000000) CenteredRoll=0 PlayerViewOffset=(Z=-40.000000) AttachmentClass=Class'UT2k4AssaultFull.WA_Turret' ItemName="Turret weapon" Mesh=SkeletalMesh'AS_VehiclesFull_M.SkTurretFP' DrawScale=3.000000 AmbientGlow=64 } |
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