SFWeapon.SFUSrifle

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//=============================================================================
// Spatial Fear
// Class: SFUSRifle
// Descripton: Subclasses of SFweapon
//				Implements the SFUSRifle weapon
//
// Author: Markus Nuebel
//=============================================================================

class SFUSrifle expands SFWeapon;

#exec OBJ LOAD FILE=Textures\SFUSRifle.utx  PACKAGE=SFWeapon GROUP=USRifle
#exec OBJ LOAD FILE=SPF-Content.uax  PACKAGE=SPF-Content GROUP=Weapons

//#exec AUDIO IMPORT FILE="Sounds\SonicRifle.wav"	NAME=Fire PACKAGE=SFWeapon GROUP=Sonic

#exec TEXTURE IMPORT NAME=ushud1 FILE=TEXTURES\ushud01.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=ushud2 FILE=TEXTURES\ushud02.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=ushud3 FILE=TEXTURES\ushud03.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=ushud4 FILE=TEXTURES\ushud04.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=ushud5 FILE=TEXTURES\ushud05.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=ushud6 FILE=TEXTURES\ushud06.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=ushud7 FILE=TEXTURES\ushud07.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=ushud8 FILE=TEXTURES\ushud08.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=ushud9 FILE=TEXTURES\ushud09.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=ushud10 FILE=TEXTURES\ushud10.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=ushud11 FILE=TEXTURES\ushud11.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=ushud12 FILE=TEXTURES\ushud12.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=ushud13 FILE=TEXTURES\ushud13.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=ushud14 FILE=TEXTURES\ushud14.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=ushud15 FILE=TEXTURES\ushud15.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=ushud16 FILE=TEXTURES\ushud16.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=ushud17 FILE=TEXTURES\ushud17.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=ushud18 FILE=TEXTURES\ushud18.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=ushud19 FILE=TEXTURES\ushud19.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=ushud20 FILE=TEXTURES\ushud20.pcx GROUP=Skins FLAGS=2



#exec MESH IMPORT MESH=SFUSRiflem ANIVFILE=MODELS\SFUSRiflem_a.3d DATAFILE=MODELS\SFUSRiflem_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SFUSRiflem X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=SFUSRiflem SEQ=All    STARTFRAME=0 NUMFRAMES=66
#exec MESH SEQUENCE MESH=SFUSRiflem SEQ=still  STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFUSRiflem SEQ=still2 STARTFRAME=1 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFUSRiflem SEQ=fire1  STARTFRAME=2 NUMFRAMES=21
#exec MESH SEQUENCE MESH=SFUSRiflem SEQ=fire2  STARTFRAME=23 NUMFRAMES=21
#exec MESH SEQUENCE MESH=SFUSRiflem SEQ=select STARTFRAME=44 NUMFRAMES=11
#exec MESH SEQUENCE MESH=SFUSRiflem SEQ=down   STARTFRAME=55 NUMFRAMES=11

#exec TEXTURE IMPORT NAME=JSFUSRiflem1 FILE=TEXTURES\SFUSRiflem1.PCX GROUP=Skins FLAGS=2 // 3 - Default
#exec TEXTURE IMPORT NAME=JSFUSRiflem2 FILE=TEXTURES\SFUSRiflem2.PCX GROUP=Skins PALETTE=JSFUSRiflem1 // 1 - Default
#exec TEXTURE IMPORT NAME=JSFUSRiflem3 FILE=TEXTURES\SFUSRiflem3.PCX GROUP=Skins PALETTE=JSFUSRiflem1 // 2 - Default
#exec TEXTURE IMPORT NAME=JSFUSRiflem4 FILE=TEXTURES\SFUSRiflem4.PCX GROUP=Skins PALETTE=JSFUSRiflem1 // Material #4
#exec TEXTURE IMPORT NAME=JSFUSRiflem5 FILE=TEXTURES\SFUSRiflem5.PCX GROUP=Skins PALETTE=JSFUSRiflem1 // Material #5
#exec TEXTURE IMPORT NAME=JSFUSRiflem6 FILE=TEXTURES\SFUSRiflem6.PCX GROUP=Skins PALETTE=JSFUSRiflem1 // 6- Default

#exec MESHMAP NEW   MESHMAP=SFUSRiflem MESH=SFUSRiflem
#exec MESHMAP SCALE MESHMAP=SFUSRiflem X=0.03 Y=0.03 Z=0.06

#exec MESHMAP SETTEXTURE MESHMAP=SFUSRiflem NUM=1 TEXTURE=JSFUSRiflem1
#exec MESHMAP SETTEXTURE MESHMAP=SFUSRiflem NUM=2 TEXTURE=JSFUSRiflem2
#exec MESHMAP SETTEXTURE MESHMAP=SFUSRiflem NUM=3 TEXTURE=JSFUSRiflem3
#exec MESHMAP SETTEXTURE MESHMAP=SFUSRiflem NUM=4 TEXTURE=JSFUSRiflem4
#exec MESHMAP SETTEXTURE MESHMAP=SFUSRiflem NUM=5 TEXTURE=JSFUSRiflem5
#exec MESHMAP SETTEXTURE MESHMAP=SFUSRiflem NUM=6 TEXTURE=JSFUSRiflem6


#exec MESH IMPORT MESH=SFUSRiflehand ANIVFILE=MODELS\SFUSRiflehand_a.3d DATAFILE=MODELS\SFUSRiflehand_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SFUSRiflehand X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=SFUSRiflehand SEQ=All           STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFUSRiflehand SEQ=SFUSRiflehand STARTFRAME=0 NUMFRAMES=1

#exec TEXTURE IMPORT NAME=JSFUSRiflehand1 FILE=TEXTURES\SFUSRiflehand1.PCX GROUP=Skins FLAGS=2 // 3 - Default
#exec TEXTURE IMPORT NAME=JSFUSRiflehand2 FILE=TEXTURES\SFUSRiflehand2.PCX GROUP=Skins PALETTE=JSFUSRiflehand1 // 1 - Default
#exec TEXTURE IMPORT NAME=JSFUSRiflehand3 FILE=TEXTURES\SFUSRiflehand3.PCX GROUP=Skins PALETTE=JSFUSRiflehand1 // 2 - Default
#exec TEXTURE IMPORT NAME=JSFUSRiflehand4 FILE=TEXTURES\SFUSRiflehand4.PCX GROUP=Skins PALETTE=JSFUSRiflehand1 // Material #4
#exec TEXTURE IMPORT NAME=JSFUSRiflehand5 FILE=TEXTURES\SFUSRiflehand5.PCX GROUP=Skins PALETTE=JSFUSRiflehand1 // Material #5

#exec MESHMAP NEW   MESHMAP=SFUSRiflehand MESH=SFUSRiflehand
#exec MESHMAP SCALE MESHMAP=SFUSRiflehand X=0.1 Y=0.1 Z=0.2

#exec MESHMAP SETTEXTURE MESHMAP=SFUSRiflehand NUM=1 TEXTURE=JSFUSRiflehand1
#exec MESHMAP SETTEXTURE MESHMAP=SFUSRiflehand NUM=2 TEXTURE=JSFUSRiflehand2
#exec MESHMAP SETTEXTURE MESHMAP=SFUSRiflehand NUM=3 TEXTURE=JSFUSRiflehand3
#exec MESHMAP SETTEXTURE MESHMAP=SFUSRiflehand NUM=4 TEXTURE=JSFUSRiflehand4
#exec MESHMAP SETTEXTURE MESHMAP=SFUSRiflehand NUM=5 TEXTURE=JSFUSRiflehand5


#exec MESH IMPORT MESH=SFUSRiflepick ANIVFILE=MODELS\SFUSRiflepick_a.3d DATAFILE=MODELS\SFUSRiflepick_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SFUSRiflepick X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=SFUSRiflepick SEQ=All           STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFUSRiflepick SEQ=SFUSRiflepick STARTFRAME=0 NUMFRAMES=1

#exec TEXTURE IMPORT NAME=JSFUSRiflepick1 FILE=TEXTURES\SFUSRiflepick1.PCX GROUP=Skins FLAGS=2 // 3 - Default
#exec TEXTURE IMPORT NAME=JSFUSRiflepick2 FILE=TEXTURES\SFUSRiflepick2.PCX GROUP=Skins PALETTE=JSFUSRiflepick1 // 1 - Default
#exec TEXTURE IMPORT NAME=JSFUSRiflepick3 FILE=TEXTURES\SFUSRiflepick3.PCX GROUP=Skins PALETTE=JSFUSRiflepick1 // 2 - Default
#exec TEXTURE IMPORT NAME=JSFUSRiflepick4 FILE=TEXTURES\SFUSRiflepick4.PCX GROUP=Skins PALETTE=JSFUSRiflepick1 // Material #4
#exec TEXTURE IMPORT NAME=JSFUSRiflepick5 FILE=TEXTURES\SFUSRiflepick5.PCX GROUP=Skins PALETTE=JSFUSRiflepick1 // Material #5

#exec MESHMAP NEW   MESHMAP=SFUSRiflepick MESH=SFUSRiflepick
#exec MESHMAP SCALE MESHMAP=SFUSRiflepick X=0.08 Y=0.08 Z=0.16

#exec MESHMAP SETTEXTURE MESHMAP=SFUSRiflepick NUM=1 TEXTURE=JSFUSRiflepick1
#exec MESHMAP SETTEXTURE MESHMAP=SFUSRiflepick NUM=2 TEXTURE=JSFUSRiflepick2
#exec MESHMAP SETTEXTURE MESHMAP=SFUSRiflepick NUM=3 TEXTURE=JSFUSRiflepick3
#exec MESHMAP SETTEXTURE MESHMAP=SFUSRiflepick NUM=4 TEXTURE=JSFUSRiflepick4
#exec MESHMAP SETTEXTURE MESHMAP=SFUSRiflepick NUM=5 TEXTURE=JSFUSRiflepick5


var (SpatialFear) float fVisionRange; // Range of night vision. Default: 2000UUs
var (SpatialFear) Sound m_sndEnergyUse; // Sound displayed, when energy is used up for night vision
var name 	IdleAnims[2];
var bool 	m_bVisionEnabled;
var Actor	m_actDummy;
var travel 	SFTexDummy m_actTexDummy;
var int 	m_nVisionHSize, m_nVisionVSize;
var bool 	m_bInitialized;
var Texture m_arVisonTex[20];
var int		m_nVisionXOffset;
var int		m_nVisionYOffset;
var vector 	m_vecSavedOffset ;
var int 	m_nVisibleLifeForms;
var int		m_nTickTracker;
var SFFontInfo	m_Fonts;

function PostBeginPlay()
{
	// Call to base class
	Super.PostBeginPlay();

	// Create the dummy actor, that holds the texture
	m_actTexDummy = spawn(class'sfitem.SFTexDummy',,, Location);
	m_actTexDummy.bHidden=true;
	m_actTexDummy.DrawScale=0.0001f;

	m_Fonts	= spawn(class'SpatialFear.SFFontInfo');
}

function SetSkins(Actor actor, out Texture oldSkins[9])
{
	local int     i;
	local texture curSkin;

	for (i=0; i<8; i++)
	{
		oldSkins[i] = actor.MultiSkins[i];
	}
	oldSkins[i] = actor.Skin;

	for (i=0; i<8; i++)
		if(None == actor.MultiSkins[i])
			//actor.MultiSkins[i] = m_actDummy.Multiskins[1];//NightVisonTex; //Texture'SFWeapon.liquid.virus_sfx';
			actor.MultiSkins[i] = m_actTexDummy.getWaveTex();
//	actor.Skin = m_actDummy.Multiskins[1]; //Texture'SFWeapon.liquid.virus_sfx';
	actor.Skin = m_actTexDummy.getWaveTex();
}

function ResetSkins(Actor actor, Texture oldSkins[9])
{
	local int i;

	for (i=0; i<8; i++)
	{
		actor.MultiSkins[i] = oldSkins[i];
	}
	actor.Skin = oldSkins[i];
}

// Returns the owner heading in degrees
function float getHeading()
{
	return ((Pawn(Owner).ViewRotation.Yaw*360/65535)+360)%360;
}

function Tick(float fDelta)
{
	local vector		X,Y,Z;

	// Call to base class
	Super.Tick(fDelta);

	if(None != Owner)
	{
		// Get player orientation
		GetAxes(Pawn(Owner).ViewRotation,X,Y,Z);
		// Reposition dummy
		m_actTexDummy.SetLocation(Location+X*80+Y*80+Z*80);
	}
	m_actTexDummy.SetCollision(false, false);
	m_actTexDummy.DrawScale=0.01f;
}
simulated function bool isNightVisionObject(Actor A)
{
	return (A.IsA('Pawn') && (A!=Owner) && (!A.bHidden));
}

// Draws an actor with changed display properties
simulated function drawChangedActor(Canvas C, Actor A, ERenderStyle NewStyle, texture NewTexture, bool bLighting, bool bEnviroMap )
{
	local Texture		oldSkins[9];
	local ERenderStyle 	styleOld;
	local Texture			texOld;
	local bool 			bLightingOld;
	local bool 			bEnviroMapOld;

	// Retrieve current settings
	styleOld		= A.Style;
	texOld			= A.texture;
	bLightingOld	= A.bUnlit;
	bEnviroMapOld	= A.bMeshEnviromap;

	// Set the new settings for the actor
	A.Style		= NewStyle;
//	A.texture 	= NewTexture;
	SetSkins(A, oldSkins);
//	A.bUnlit 	= bLighting;
//	A.bMeshEnviromap 	= bEnviromap;

	// Draw the actor
	C.DrawActor(A, False, False);
	A.bHidden=false;

	// Restore old settings
	A.Style				= styleOld;
	ResetSkins(A, oldSkins);
//	A.texture			= texOld;
	A.bUnlit			= bLightingOld;
	A.bMeshEnviromap	= bEnviroMapOld;

}

/*
// Renders the surrounding texture
simulated function renderVision(Canvas C)
{
	local int i, j;
	local Texture tex;
	local byte 	styleOld;
	local int	x,y;

	styleOld	= C.Style;
	C.Style		= ERenderStyle.STY_Masked;

	// Draw the black frame
	C.SetPos(0,0);
	C.DrawRect(Texture'BlackTexture', C.ClipX, m_nVisionYOffset);
	C.SetPos(0,0);
	C.DrawRect(Texture'BlackTexture', m_nVisionXOffset, C.ClipY);
	C.SetPos(C.ClipX-m_nVisionXOffset,0);
	C.DrawRect(Texture'BlackTexture', m_nVisionXOffset, C.ClipY);
	C.SetPos(0,C.ClipY-m_nVisionYOffset);
	C.DrawRect(Texture'BlackTexture', C.ClipX, m_nVisionYOffset);

	for(i=0; i<3; i++)
	{
		for(j=0; j<4; j++)
		{
			tex = m_arVisonTex[i*4+j];
			C.SetPos(m_nVisionXOffset+m_nVisionHSize*j, m_nVisionYOffset+m_nVisionVSize*i);
			C.DrawTile(tex, m_nVisionHSize, m_nVisionVSize, 0, 0, tex.USize, tex.VSize);
		}
	}

	C.Style=styleOld;
}
*/

// Renders the surrounding texture
simulated function renderVision(Canvas C)
{
	local int i, j;
	local Texture tex;
	local byte 	styleOld;
	local int	x,y;
	local float	XL, YL;
	local string	strText;
	local float		fTime;

	styleOld	= C.Style;
	C.Style		= ERenderStyle.STY_Masked;

	// Draw the black frame
	C.SetPos(0,0);

	for(i=0; i<4; i++)
	{
		for(j=0; j<5; j++)
		{
			tex = m_arVisonTex[i*5+j];
			C.SetPos(m_nVisionHSize*j, m_nVisionVSize*i);
			C.DrawTile(tex, m_nVisionHSize, m_nVisionVSize, 0, 0, 256, 256);
		}
	}

	C.Style=styleOld;

	// No need to do this every frame, just eye candy
	m_nTickTracker=0;
	// Draw the lifeform tracker
	C.StrLen("Lifeforms In Range:", XL, YL);
	C.SetPos((C.ClipX-XL)/2,YL);
	C.Font = m_Fonts.GetSmallFont(C.ClipX);
	C.DrawColor.R = 20;
	C.DrawColor.G = 200;
	C.DrawColor.B = 0;
	C.DrawText("Lifeforms In Range:");
	strText	= string(m_nVisibleLifeForms);
	C.StrLen(strText, XL, YL);
	C.SetPos((C.ClipX-XL)/2,3*YL);
	C.DrawText(strText);
	// Draw the heading tracker
	strText	= class'SFUtils'.static.FormatFloat(getHeading());
	C.SetPos((2*XL),C.ClipY/2);
	C.DrawText(strText);

	// Draw the level time
	fTime	= Level.TimeSeconds;
	// Row 1
	fTime	= (fTime*Level.TimeSeconds)%1000;
	strText = string(fTime); 
	strText = Left( strText, Instr(strText, ".")-1); 
	C.StrLen(strText, XL, YL);
	C.SetPos(C.ClipX-(XL+YL),(C.ClipY/2)-YL);
	C.DrawText(strText);
	//  Row2
	fTime	= (fTime*3*Level.TimeSeconds)%1000;
	strText = string(fTime); 
	strText = Left( strText, Instr(strText, ".")-1); 
	C.StrLen(strText, XL, YL);
	C.SetPos(C.ClipX-(XL+YL),(C.ClipY/2));
	C.DrawText(strText);
	//  Row3
	fTime	= (fTime*6*Level.TimeSeconds)%1000;
	strText = string(fTime); 
	strText = Left( strText, Instr(strText, ".")-1); 
	C.StrLen(strText, XL, YL);
	C.SetPos(C.ClipX-(XL+YL),(C.ClipY/2)+YL);
	C.DrawText(strText);
}

// Retrieves the angle between the two given vectors in radians
function float getAngle(vector vecFirst, vector vecSecond)
{
	return Normal(vecFirst) dot Normal(vecSecond);
}


//
simulated function drawNightVisionActors(Canvas C)
{
	local Texture		oldSkins[9];
	local vector X,Y,Z;
	local Actor	A;
	local float	fDist;
	local float	fOldGlow;
	local float fAngle;

	// Reset counter
	m_nVisibleLifeForms = 0;

	// Some inits
	GetAxes(Pawn(Owner).ViewRotation,X,Y,Z);

	foreach VisibleActors(class'Actor', A)
	{
		if ((A!=None) && isNightVisionObject(A))
		{
			// Calculate the distance
			fDist = VSize(A.Location - Location);

			//If within range of vision module
			if (( Owner.Level.Netmode == NM_Standalone) && (fDist <= fVisionRange))
			{
				fOldGlow = A.AmbientGlow;
				SetSkins(A, oldSkins);
				A.AmbientGlow = 255;
				C.DrawActor(A, False);
				A.bHidden=false;
				A.AmbientGlow =  fOldGlow;
				ResetSkins(A, oldSkins);

				// Check, if in front
				fAngle	= getAngle(X, A.Location-Owner.Location);
				if(fAngle > 0.7)
					m_nVisibleLifeForms++;

			}

		}
	}
}


simulated function PostRender( canvas Canvas )
{
	local PlayerPawn P;
	local float Scale;

	// Calculate texture stretching on first run
	m_nVisionXOffset	= 128*Canvas.ClipX/1280;
	m_nVisionYOffset	= 128*Canvas.ClipY/1024;
//	m_nVisionHSize = (Canvas.ClipX-2*m_nVisionXOffset)/4;
//	m_nVisionVSize = (Canvas.ClipY-2*m_nVisionYOffset)/3;
	m_bInitialized = true;

	m_nVisionHSize = (Canvas.ClipX)/5;
	m_nVisionVSize = (Canvas.ClipY)/4;

	Super.PostRender(Canvas);
	P = PlayerPawn(Owner);
	if ( (P != None) && m_bVisionEnabled )
	{
		bOwnsCrossHair = true;
		Scale = Canvas.ClipX/640;
		Canvas.SetPos(0.5 * Canvas.ClipX - 128 * Scale, 0.5 * Canvas.ClipY - 128 * Scale );
		if ( Level.bHighDetailMode )
			Canvas.Style = ERenderStyle.STY_Translucent;
		else
			Canvas.Style = ERenderStyle.STY_Normal;
		drawNightVisionActors(Canvas);
		renderVision(Canvas);
	}
	else
		bOwnsCrossHair = false;
}

simulated function PlayFiring()
{
	local int r;

	PlaySound(FireSound, SLOT_None, Pawn(Owner).SoundDampening*3.0);
	if(!IsInState('NightVision'))
		PlayAnim('Fire1',m_fCurrentRate, 0.05);
	else
		PlayAnim('Fire2',m_fCurrentRate, 0.05);
}

simulated function PlayIdleAnim()
{
	if ( Mesh != PickupViewMesh )
		LoopAnim(IdleAnims[Rand(2)],0.6, 0.3);

}

function AltFire( float Value )
{
	GotoState('NightVision');
}

// Tracks the energy cell usage
simulated function Timer()
{
	// Use enfergy cells every five seconds
	if ( AmmoType.UseAmmo(1) )
	{
		PlaySound(m_sndEnergyUse, SLOT_None, Pawn(Owner).SoundDampening*3.0);
		SetTimer(5.0, false);
	}
	else
	{
		restoreNightVision();
		Pawn(Owner).StopFiring();
		Pawn(Owner).SwitchToBestWeapon();
		if ( bChangeWeapon )
			GotoState('DownWeapon');
		//GotoState('');
	}
}

// Set up the vision display
simulated function	setupNightVision()
{
	if(m_bVisionEnabled)
		return;

	// Setup the night vision here
	PlayerPawn(Owner).ClientAdjustGlow(-0.2,vect(0,128,0));
    DrawType=DT_None;
	m_vecSavedOffset = FireOffset;
	FireOffset= vect(0.0,0.0,0.0);
	m_bVisionEnabled=true;
}

// restores normal view
simulated function restoreNightVision()
{
	local Actor A;

	if(!m_bVisionEnabled)
		return;

	// Restor normal view
	PlayerPawn(Owner).ClientAdjustGlow(0.2,vect(0,-128,0));
    DrawType=DT_Mesh;
//	FireOffset=Default.FireOffset;
	FireOffset=m_vecSavedOffset ;
	m_bVisionEnabled=false;
}

state Idle
{

	function AnimEnd()
	{
		PlayIdleAnim();
	}

Begin:
	bPointing=False;
	if ( AmmoType.AmmoAmount<=0 )
		Pawn(Owner).SwitchToBestWeapon();  //Goto Weapon that has Ammo
	if ( Pawn(Owner).bFire!=0 )
		Fire(0.0);
	PlayIdleAnim();
}

simulated function restorePlayerView()
{
	restoreNightVision();
	SetTimer(0.0, false);
	GotoState('');
}


function ChangedWeapon()
{
	if(Pawn(Owner).Weapon != Self)
		restorePlayerView();
	// Call to base class
	Super.ChangedWeapon();
}

function DropFrom(vector StartLocation)
{
	restorePlayerView();
	// Call to base class
	Super.DropFrom(StartLocation);
}
///////////////////////////////////////////////////////
state NightVision
{
ignores Fire, AltFire;

	simulated function BeginState()
	{
		if ( Owner.IsA('PlayerPawn') )
		{
			if(!m_bVisionEnabled)
			{
				if(AmmoType.UseAmmo(1))	// Cannot change when there is no ammo left
				{
					setupNightVision();
					SetTimer(5.0, false);
				}
				GotoState('Idle');
			}
			else
			{
				restoreNightVision();
				SetTimer(0.0, false);
				GotoState('Idle');
			}

		}
		else
		{
			Pawn(Owner).bFire = 1;
			Pawn(Owner).bAltFire = 0;
			Global.Fire(0);
		}

	}

}

defaultproperties
{
     fVisionRange=2000.000000
     m_sndEnergyUse=Sound'Botpack.Translocator.TDisrupt'
     IdleAnims(0)=Still
     IdleAnims(1)=Still2
     m_arVisonTex(0)=Texture'SFWeapon.Skins.ushud1'
     m_arVisonTex(1)=Texture'SFWeapon.Skins.ushud2'
     m_arVisonTex(2)=Texture'SFWeapon.Skins.ushud3'
     m_arVisonTex(3)=Texture'SFWeapon.Skins.ushud4'
     m_arVisonTex(4)=Texture'SFWeapon.Skins.ushud5'
     m_arVisonTex(5)=Texture'SFWeapon.Skins.ushud6'
     m_arVisonTex(6)=Texture'SFWeapon.Skins.ushud7'
     m_arVisonTex(7)=Texture'SFWeapon.Skins.ushud8'
     m_arVisonTex(8)=Texture'SFWeapon.Skins.ushud9'
     m_arVisonTex(9)=Texture'SFWeapon.Skins.ushud10'
     m_arVisonTex(10)=Texture'SFWeapon.Skins.ushud11'
     m_arVisonTex(11)=Texture'SFWeapon.Skins.ushud12'
     m_arVisonTex(12)=Texture'SFWeapon.Skins.ushud13'
     m_arVisonTex(13)=Texture'SFWeapon.Skins.ushud14'
     m_arVisonTex(14)=Texture'SFWeapon.Skins.ushud15'
     m_arVisonTex(15)=Texture'SFWeapon.Skins.ushud16'
     m_arVisonTex(16)=Texture'SFWeapon.Skins.ushud17'
     m_arVisonTex(17)=Texture'SFWeapon.Skins.ushud18'
     m_arVisonTex(18)=Texture'SFWeapon.Skins.ushud19'
     m_arVisonTex(19)=Texture'SFWeapon.Skins.ushud20'
     MaxTargetRange=6000
     MaxTargetRangeAlt=6000
     fNormalRate=0.333300
     fDesiredRate=0.250000
     fDamage=45.000000
     AmmoPerShot=4
     Icon=Texture'SfResource1.Icons.usrifleico'
     bInstantHit=True
     bCanUpgradeLaserSight=True
     bCanUpgradeEnergyBooster=True
     LaserSightUpgradeMessage="Upgraded Ultra Sonic Rifle with Laser Sight"
     bShake=True
     m_fTrailEffectIntervallSize=91.000000
     m_clsHitWallEffect=Class'Botpack.UT_LightWallHitEffect'
     m_clsTrailEffect=Class'SFWeapon.SFShockBeam'
     WeaponDescription="Classification: Ultra Sonic Rifle:\nThe weapon of choice for night time operations, this rifle emits a highly focused sonic wave.\nIt also incorporates a night vision enhancement that interfaces a sonic imaging system with a HUD visor."
     InstFlash=-0.300000
     InstFog=(X=400.000000,Y=200.000000)
     AmmoName=Class'SFWeapon.SFUSAmmo'
     PickupAmmoCount=20
     FireOffset=(X=15.000000,Y=-9.000000,Z=-12.000000)
     shakemag=250.000000
     shaketime=0.200000
     RefireRate=1.000000
     AltRefireRate=0.830000
     FireSound=Sound'SPF-Content.Weapons.USFire'
     SelectSound=Sound'SPF-Content.Weapons.USSelect'
     bDrawMuzzleFlash=True
     AutoSwitchPriority=7
     InventoryGroup=7
     PickupMessage="You got the Ultra Sonic Rifle."
     ItemName="Ultra Sonic Rifle"
     PlayerViewOffset=(X=3.000000,Y=-1.600000,Z=-1.700000)
     PlayerViewMesh=LodMesh'SFWeapon.SFUSRiflem'
     PlayerViewScale=0.380000
     PickupViewMesh=LodMesh'SFWeapon.SFUSRiflehand'
     ThirdPersonMesh=LodMesh'SFWeapon.SFUSRiflepick'
     PickupSound=Sound'SPF-Content.Weapons.USPickup'
     Mesh=LodMesh'SFWeapon.SFUSRiflehand'
     bNoSmooth=False
     CollisionRadius=33.000000
     CollisionHeight=7.000000
     Mass=50.000000
}

class file time: 12/7/2003 3:58:26 PM - creation time: 12/7/2003 4:03:45 PM
Created with UnCodeX