SFWeapon.SFB9Rifle

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//=============================================================================
// Spatial Fear
// Class: SFB9Rifle
// Descripton: Subclasses of SFweapon
//				Implements the B9Pistel weapon, based on the original UT Ripper code.
//
// Author: Markus Nuebel
//=============================================================================
class SFB9Rifle extends SFWeapon;


//#exec AUDIO IMPORT FILE="Sounds\B9RiflePrimary.wav"	NAME=Fire PACKAGE=SFWeapon GROUP=B9Rifle
#exec OBJ LOAD FILE=SPF-Content.uax  PACKAGE=SPF-Content GROUP=Weapons


// First person view
#exec MESH IMPORT MESH=SFB9rm ANIVFILE=MODELS\SFB9rm_a.3d DATAFILE=MODELS\SFB9rm_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SFB9rm X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=SFB9rm SEQ=All    STARTFRAME=0 NUMFRAMES=61
#exec MESH SEQUENCE MESH=SFB9rm SEQ=still  STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFB9rm SEQ=still2 STARTFRAME=1 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFB9rm SEQ=fire1  STARTFRAME=2 NUMFRAMES=16
#exec MESH SEQUENCE MESH=SFB9rm SEQ=fire2  STARTFRAME=18 NUMFRAMES=21
#exec MESH SEQUENCE MESH=SFB9rm SEQ=select STARTFRAME=39 NUMFRAMES=11
#exec MESH SEQUENCE MESH=SFB9rm SEQ=down   STARTFRAME=50 NUMFRAMES=11


#exec TEXTURE IMPORT NAME=JSFB9rm1 FILE=TEXTURES\SFB9rm1.PCX GROUP=Skins FLAGS=2 // 1 - Default
#exec TEXTURE IMPORT NAME=JSFB9rm2 FILE=TEXTURES\SFB9rm2.PCX GROUP=Skins PALETTE=JSFB9rm1 // 2 - Default
#exec TEXTURE IMPORT NAME=JSFB9rm3 FILE=TEXTURES\SFB9rm3.PCX GROUP=Skins PALETTE=JSFB9rm1 // 3 - Default
#exec TEXTURE IMPORT NAME=JSFB9rm4 FILE=TEXTURES\SFB9rm4.PCX GROUP=Skins PALETTE=JSFB9rm1 // 4 - Default

#exec MESHMAP NEW   MESHMAP=SFB9rm MESH=SFB9rm
#exec MESHMAP SCALE MESHMAP=SFB9rm X=0.04 Y=0.04 Z=0.08

#exec MESHMAP SETTEXTURE MESHMAP=SFB9rm NUM=1 TEXTURE=JSFB9rm1
#exec MESHMAP SETTEXTURE MESHMAP=SFB9rm NUM=2 TEXTURE=JSFB9rm2
#exec MESHMAP SETTEXTURE MESHMAP=SFB9rm NUM=3 TEXTURE=JSFB9rm3
#exec MESHMAP SETTEXTURE MESHMAP=SFB9rm NUM=4 TEXTURE=JSFB9rm4


#exec MESH IMPORT MESH=SFB9rhand ANIVFILE=MODELS\SFB9rhand_a.3d DATAFILE=MODELS\SFB9rhand_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SFB9rhand X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=SFB9rhand SEQ=All       STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFB9rhand SEQ=SFB9rhand STARTFRAME=0 NUMFRAMES=1

#exec TEXTURE IMPORT NAME=JSFB9rhand1 FILE=TEXTURES\SFB9rhand1.PCX GROUP=Skins FLAGS=2 // 1 - Default
#exec TEXTURE IMPORT NAME=JSFB9rhand2 FILE=TEXTURES\SFB9rhand2.PCX GROUP=Skins PALETTE=JSFB9rhand1 // 2 - Default
#exec TEXTURE IMPORT NAME=JSFB9rhand3 FILE=TEXTURES\SFB9rhand3.PCX GROUP=Skins PALETTE=JSFB9rhand1 // 3 - Default

#exec MESHMAP NEW   MESHMAP=SFB9rhand MESH=SFB9rhand
#exec MESHMAP SCALE MESHMAP=SFB9rhand X=0.06 Y=0.06 Z=0.12
//X=0.1 Y=0.1 Z=0.2

#exec MESHMAP SETTEXTURE MESHMAP=SFB9rhand NUM=1 TEXTURE=JSFB9rhand1
#exec MESHMAP SETTEXTURE MESHMAP=SFB9rhand NUM=2 TEXTURE=JSFB9rhand2
#exec MESHMAP SETTEXTURE MESHMAP=SFB9rhand NUM=3 TEXTURE=JSFB9rhand3

// Pickup mesh
#exec MESH IMPORT MESH=SFB9rpick ANIVFILE=MODELS\SFB9rpick_a.3d DATAFILE=MODELS\SFB9rpick_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SFB9rpick X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=SFB9rpick SEQ=All       STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFB9rpick SEQ=SFB9rpick STARTFRAME=0 NUMFRAMES=1

#exec TEXTURE IMPORT NAME=JSFB9rpick1 FILE=TEXTURES\SFB9rpick1.PCX GROUP=Skins FLAGS=2 // 1 - Default
#exec TEXTURE IMPORT NAME=JSFB9rpick2 FILE=TEXTURES\SFB9rpick2.PCX GROUP=Skins PALETTE=JSFB9rpick1 // 2 - Default
#exec TEXTURE IMPORT NAME=JSFB9rpick3 FILE=TEXTURES\SFB9rpick3.PCX GROUP=Skins PALETTE=JSFB9rpick1 // 3 - Default

#exec MESHMAP NEW   MESHMAP=SFB9rpick MESH=SFB9rpick
#exec MESHMAP SCALE MESHMAP=SFB9rpick X=0.12 Y=0.12 Z=0.24

#exec MESHMAP SETTEXTURE MESHMAP=SFB9rpick NUM=1 TEXTURE=JSFB9rpick1
#exec MESHMAP SETTEXTURE MESHMAP=SFB9rpick NUM=2 TEXTURE=JSFB9rpick2
#exec MESHMAP SETTEXTURE MESHMAP=SFB9rpick NUM=3 TEXTURE=JSFB9rpick3


var (SpatialFear) Sound	 m_sndLoading;		// Ambient sound played during loading in secondary fire mode
var (SpatialFear) Sound	 m_sndVapour;		// Sound played when cooling down after secondary fire
var vector	m_vectOrgOffset;
var name	IdleAnims[2];
var float	m_fShuffleCounter;
var float	m_fFirstPhase;
var bool	m_bShuffle;


function PlayFiring()
{
	PlaySound(FireSound, SLOT_Misc, Pawn(Owner).SoundDampening*3.0);
	PlayAnim('Fire1',m_fCurrentRate, 0.02);
}

simulated function PlayAltFiring()
{
	PlaySound(AltFireSound, SLOT_Misc, Pawn(Owner).SoundDampening*3.0);
	PlayAnim( 'Fire2', m_fCurrentRate, 0.02);
}

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

}

function AltFire( float Value )
{
	// Ammocheck
	if ( (AmmoType == None) && (AmmoName != None) )
		GiveAmmo(Pawn(Owner));

	if (AmmoType.UseAmmo(AltAmmoPerShot))
		GotoState('AltFiring');
	else
		GotoState('Idle');
}

function Finish()
{
	Super.Finish();
}

state AltFiring
{
	function Fire(float F) 
	{
	}

	function AltFire(float F) 
	{
	}

	function FireTheWeapon()
	{
		// Stop loading sound 
		AmbientSound = None;

		// Play the animations
		PlayAltFiring();
		if ( !bRapidFire && (FiringSpeed > 0) )
			Pawn(Owner).PlayRecoil(FiringSpeed);

		// Flash and shake
		if ( PlayerPawn(Owner) != None )
		{
			if(bShake)
				ShakeSecondary();
			if(bFlash)
				FlashSecondary();
		}

		// Spawn the projectile
		ProjectileFire(AltProjectileClass, AltProjectileSpeed, bAltWarnTarget);
		if ( Owner.bHidden )
			CheckVisibility();
	}

	function CoolDown()
	{
		local vector		X,Y,Z;
		local vector		vecStart;
		local SmokeColumn	oSmoke;
		// Play cool down sound
		PlaySound(m_sndVapour, SLOT_None, Pawn(Owner).SoundDampening*3.0);
		// Spawn smoke
		GetAxes(Pawn(Owner).ViewRotation,X,Y,Z);
		// Calculate the spawn position
		vecStart	= Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z;
		vecStart.Z	-= FireOffset.Z;
		oSmoke		= Spawn(class'Unrealshare.SmokeColumn',self,,vecStart);
		oSmoke.DrawScale = 0.4f;
		oSmoke.LifeSpan=0.500000;

	}

	function Tick(float fDelta)
	{
		local float	fRnd;
		local float	fAmount;

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

		if(m_bShuffle)
		{
			m_fShuffleCounter	+= fDelta;
			if(m_fShuffleCounter>0.05)
			{
				fRnd				= FRand()*2-1;
				m_fFirstPhase		+= 0.10;
				fAmount				= fRnd*m_fFirstPhase;
				PlayerViewOffset.Y	= m_vectOrgOffset.Y + fAmount;
				PlayerViewOffset.Z	= m_vectOrgOffset.Z + fAmount/2.0f;
				// Reset the shuffle counter
				m_fShuffleCounter	= 0.05;
			}
		}


	}

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

		//Save the current state
		m_vectOrgOffset	= PlayerViewOffset;
		// Start the loading sound
		AmbientSound = m_sndLoading;
		SoundVolume = Pawn(Owner).SoundDampening*255;


		m_fFirstPhase=0.0f;
	}

	function AnimEnd()
	{
		// Do not call base, because it will call finish immediately.

		// Restore the original settings at end of fire anim
		PlayerViewOffset	= m_vectOrgOffset;
	}

	function EndState()
	{
		// Call to base class
		Super.EndState();
		// Reset stuff
		PlayerViewOffset	= m_vectOrgOffset;
		AmbientSound			= None;
	}

Begin:
	bPointing=True;
	m_bShuffle		= true;
	Sleep(2.5);
	m_bShuffle		= false;
	FireTheWeapon();
	FinishAnim();
	CoolDown();
	Sleep(1.0);
	Finish();
}

//	bRapidFire=True

defaultproperties
{
     m_sndLoading=Sound'SPF-Content.Weapons.B9RifleLoading'
     m_sndVapour=Sound'SPF-Content.Weapons.B9RifleVapour'
     IdleAnims(0)=Still
     IdleAnims(1)=Still2
     MaxTargetRange=4000
     MaxTargetRangeAlt=4000
     fNormalRate=0.163300
     fDesiredRate=0.040000
     fAltDesiredRate=0.200000
     fDamage=22.000000
     fAltDamage=100.000000
     Icon=Texture'SfResource1.Icons.B9RifleIco'
     fMomentum=100.000000
     fAltMomentum=100.000000
     bCanUpgradeLaserSight=True
     bCanUpgradeEnergyBooster=True
     bShake=True
     bFlash=True
     ShakeMagAlt=400.000000
     ShakeTimeAlt=0.200000
     ShakeVertAlt=8.000000
     InstantFogAlt=(X=170.000000,Y=190.000000,Z=220.000000)
     WeaponDescription="Classification: B-9 Disruptor Rifle\nSame as the Disruptor Pistol but has better energy throughput and accuracy.\nSecondary fire fires a 'disrupter' charge that moves faster, delivers a much wider blast, and takes 5 seconds between shots.  3 seconds before you fire (during which it can make a sort of whiney "
     AmmoName=Class'SFWeapon.SFB9Ammo'
     PickupAmmoCount=40
     FireOffset=(X=65.000000,Y=-17.000000,Z=-5.000000)
     ProjectileClass=Class'SFWeapon.SFB9Projectile2'
     AltProjectileClass=Class'SFWeapon.SFB9Projectile3'
     shakemag=200.000000
     shaketime=0.200000
     shakevert=4.000000
     AltRefireRate=0.300000
     FireSound=Sound'SPF-Content.Weapons.B9RifleFire'
     AltFireSound=Sound'SPF-Content.Weapons.B9RifleAltFire'
     SelectSound=Sound'SPF-Content.Weapons.B9RifleSelect'
     AutoSwitchPriority=4
     InventoryGroup=4
     PickupMessage="You got the B-9 Disruptor Rifle."
     ItemName="B9 Rifle"
     PlayerViewOffset=(X=3.400000,Y=-2.800000,Z=-3.300000)
     PlayerViewMesh=LodMesh'SFWeapon.SFB9rm'
     PlayerViewScale=0.400000
     PickupViewMesh=LodMesh'SFWeapon.SFB9rpick'
     ThirdPersonMesh=LodMesh'SFWeapon.SFB9rhand'
     PickupSound=Sound'SPF-Content.Weapons.B9RiflePickup'
     Mesh=LodMesh'SFWeapon.SFB9rpick'
     DrawScale=0.350000
     bNoSmooth=False
     CollisionRadius=38.000000
     CollisionHeight=17.000000
     Mass=70.000000
}

class file time: 12/7/2003 3:58:26 PM - creation time: 12/7/2003 4:03:44 PM
Created with UnCodeX