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class ShieldFire extends WeaponFire; var class<DamageType> DamageType; // weapon fire damage type (no projectile, so we put this here) var float ShieldRange; // from pawn centre var float MinHoldTime; // held for this time or less will do minimum damage/force. held for MaxHoldTime will do max var float MinForce, MaxForce; // force to other players var float MinDamage, MaxDamage; // damage to other players var float SelfForceScale; // %force to self (when shielding a wall) var float SelfDamageScale; // %damage to self (when shielding a wall) var float MinSelfDamage; var Sound ChargingSound; // charging sound var xEmitter ChargingEmitter; // emitter class while charging var float AutoFireTestFreq; var float FullyChargedTime; // held for this long will do max damage var bool bAutoRelease; var bool bStartedChargingForce; var byte ChargingSoundVolume; var Pawn AutoHitPawn; var float AutoHitTime; // jdf --- var String ChargingForce; // --- jdf simulated function DestroyEffects() { if (ChargingEmitter != None) ChargingEmitter.Destroy(); Super.DestroyEffects(); } simulated function InitEffects() { if ( Level.NetMode != NM_DedicatedServer ) { ChargingEmitter = Weapon.Spawn(class'XEffects.ShieldCharge'); ChargingEmitter.mRegenPause = true; } bStartedChargingForce = false; // jdf Super.InitEffects(); } function DrawMuzzleFlash(Canvas Canvas) { if (ChargingEmitter != None && HoldTime > 0.0 && !bNowWaiting) { ChargingEmitter.SetLocation( Weapon.GetEffectStart() ); Canvas.DrawActor( ChargingEmitter, false, false, Weapon.DisplayFOV ); } if (FlashEmitter != None) { FlashEmitter.SetLocation( Weapon.GetEffectStart() ); if ( Weapon.WeaponCentered() ) FlashEmitter.SetRotation(Weapon.Instigator.GetViewRotation()); else FlashEmitter.SetRotation(Weapon.Rotation); Canvas.DrawActor( FlashEmitter, false, false, Weapon.DisplayFOV ); } if ( (Instigator.AmbientSound == ChargingSound) && ((HoldTime <= 0.0) || bNowWaiting) ) { Instigator.AmbientSound = None; Instigator.SoundVolume = Instigator.Default.SoundVolume; } } function Rotator AdjustAim(Vector Start, float InAimError) { local rotator Aim, EnemyAim; if ( AIController(Instigator.Controller) != None ) { Aim = Instigator.Rotation; if ( Instigator.Controller.Enemy != None ) { EnemyAim = rotator(Instigator.Controller.Enemy.Location - Start); Aim.Pitch = EnemyAim.Pitch; } return Aim; } else return super.AdjustAim(Start,InAimError); } function DoFireEffect() { local Vector HitLocation, HitNormal, StartTrace, EndTrace, X,Y,Z; local Rotator Aim; local Actor Other; local float Scale, Damage, Force; Instigator.MakeNoise(1.0); Weapon.GetViewAxes(X,Y,Z); bAutoRelease = false; if ( (AutoHitPawn != None) && (Level.TimeSeconds - AutoHitTime < 0.15) ) { Other = AutoHitPawn; HitLocation = Other.Location; AutoHitPawn = None; } else { StartTrace = Instigator.Location; Aim = AdjustAim(StartTrace, AimError); EndTrace = StartTrace + ShieldRange * Vector(Aim); Other = Weapon.Trace(HitLocation, HitNormal, EndTrace, StartTrace, true); } Scale = (FClamp(HoldTime, MinHoldTime, FullyChargedTime) - MinHoldTime) / (FullyChargedTime - MinHoldTime); // result 0 to 1 Damage = MinDamage + Scale * (MaxDamage - MinDamage); Force = MinForce + Scale * (MaxForce - MinForce); Instigator.AmbientSound = None; Instigator.SoundVolume = Instigator.Default.SoundVolume; if (ChargingEmitter != None) ChargingEmitter.mRegenPause = true; if ( Other != None && Other != Instigator ) { if ( Pawn(Other) != None || (Decoration(Other) != None && Decoration(Other).bDamageable) ) Other.TakeDamage(Damage, Instigator, HitLocation, Force*(X+vect(0,0,0.5)), DamageType); else { if ( xPawn(Instigator).bBerserk ) Force *= 2.0; Instigator.TakeDamage(MinSelfDamage+SelfDamageScale*Damage, Instigator, HitLocation, -SelfForceScale*Force*X, DamageType); if ( DestroyableObjective(Other) != None ) Other.TakeDamage(Damage, Instigator, HitLocation, Force*(X+vect(0,0,0.5)), DamageType); } } SetTimer(0, false); } function ModeHoldFire() { SetTimer(AutoFireTestFreq, true); } function bool IsFiring() { return ( bIsFiring || bAutoRelease ); } function Timer() { local Actor Other; local Vector HitLocation, HitNormal, StartTrace, EndTrace; local Rotator Aim; local float Regen; local float ChargeScale; if (HoldTime > 0.0 && !bNowWaiting) { StartTrace = Instigator.Location; Aim = AdjustAim(StartTrace, AimError); EndTrace = StartTrace + ShieldRange * Vector(Aim); Other = Weapon.Trace(HitLocation, HitNormal, EndTrace, StartTrace, true); if ( (Pawn(Other) != None) && (Other != Instigator) ) { bAutoRelease = true; bIsFiring = false; Instigator.AmbientSound = None; Instigator.SoundVolume = Instigator.Default.SoundVolume; AutoHitPawn = Pawn(Other); AutoHitTime = Level.TimeSeconds; if (ChargingEmitter != None) ChargingEmitter.mRegenPause = true; } else { Instigator.AmbientSound = ChargingSound; Instigator.SoundVolume = ChargingSoundVolume; ChargeScale = FMin(HoldTime, FullyChargedTime); if (ChargingEmitter != None) { ChargingEmitter.mRegenPause = false; Regen = ChargeScale * 10 + 20; ChargingEmitter.mRegenRange[0] = Regen; ChargingEmitter.mRegenRange[1] = Regen; ChargingEmitter.mSpeedRange[0] = ChargeScale * -15.0; ChargingEmitter.mSpeedRange[1] = ChargeScale * -15.0; Regen = FMax((ChargeScale / 30.0),0.20); ChargingEmitter.mLifeRange[0] = Regen; ChargingEmitter.mLifeRange[1] = Regen; } if (!bStartedChargingForce) { bStartedChargingForce = true; ClientPlayForceFeedback( ChargingForce ); } } } else { if ( Instigator.AmbientSound == ChargingSound ) { Instigator.AmbientSound = None; Instigator.SoundVolume = Instigator.Default.SoundVolume; } SetTimer(0, false); } } simulated function vector GetFireStart(vector X, vector Y, vector Z) { return Instigator.Location; } function StartBerserk() { if ( (Level.GRI != None) && (Level.GRI.WeaponBerserk > 1.0) ) return; MaxHoldTime = default.MaxHoldTime * 0.75; FullyChargedTime = default.FullyChargedTime * 0.75; } function StopBerserk() { if ( (Level.GRI != None) && (Level.GRI.WeaponBerserk > 1.0) ) return; MaxHoldTime = default.MaxHoldTime; FullyChargedTime = default.FullyChargedTime; } function StartSuperBerserk() { MaxHoldTime = default.MaxHoldTime/Level.GRI.WeaponBerserk; FullyChargedTime = default.FullyChargedTime/Level.GRI.WeaponBerserk; MinDamage = Default.MinDamage * Level.GRI.WeaponBerserk; MaxDamage = Default.MaxDamage * Level.GRI.WeaponBerserk; } function PlayPreFire() { Weapon.PlayAnim('Charge', 1.0/FullyChargedTime, 0.1); } // jdf --- function PlayFiring() { bStartedChargingForce = false; StopForceFeedback(ChargingForce); Super.PlayFiring(); } // --- jdf defaultproperties { DamageType=Class'XWeapons.DamTypeShieldImpact' ShieldRange=112.000000 MinHoldTime=0.400000 MinForce=65000.000000 MaxForce=100000.000000 MinDamage=40.000000 MaxDamage=150.000000 SelfForceScale=1.000000 SelfDamageScale=0.300000 MinSelfDamage=8.000000 ChargingSound=Sound'WeaponSounds.Misc.shieldgun_charge' AutoFireTestFreq=0.150000 FullyChargedTime=2.500000 ChargingSoundVolume=200 ChargingForce="shieldgun_charge" bFireOnRelease=Wahr TransientSoundVolume=1.000000 PreFireAnim="Charge" FireLoopAnim= FireEndAnim= TweenTime=0.000000 FireSound=ProceduralSound'WeaponSounds.PShieldGunFire.P1ShieldGunFire' FireForce="ShieldGunFire" FireRate=0.600000 AmmoClass=Class'XWeapons.ShieldAmmo' ShakeRotTime=2.000000 ShakeOffsetMag=(X=-20.000000) ShakeOffsetRate=(X=-1000.000000) ShakeOffsetTime=2.000000 BotRefireRate=1.000000 WarnTargetPct=0.100000 FlashEmitterClass=Class'XEffects.ForceRingA' } |
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