SFWeapon.SFHardWave

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//=============================================================================
// Spatial Fear
// Class: SFHardWave
// Descripton: Subclasses of SFweapon
//				Implements The Hard Wave Rifle
//
// Author: Markus Nuebel
//=============================================================================

class SFHardWave expands SFWeapon;

#exec OBJ LOAD FILE=SPF-Content.uax  PACKAGE=SPF-Content GROUP=Weapons

//#exec AUDIO IMPORT FILE="Sounds\HWImpact.wav"	NAME=Impact PACKAGE=SFWeapon GROUP=HardWave
//#exec AUDIO IMPORT FILE="Sounds\HWAltFire.wav"	NAME=AltFire PACKAGE=SFWeapon GROUP=HardWave
//#exec AUDIO IMPORT FILE="Sounds\HWPrimaryFire.wav"	NAME=Fire PACKAGE=SFWeapon GROUP=HardWave

#exec MESH IMPORT MESH=SFHardwavem ANIVFILE=MODELS\SFHardwavem_a.3d DATAFILE=MODELS\SFHardwavem_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SFHardwavem X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=SFHardwavem SEQ=All    STARTFRAME=0 NUMFRAMES=58
#exec MESH SEQUENCE MESH=SFHardwavem SEQ=still  STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFHardwavem SEQ=still2 STARTFRAME=1 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFHardwavem SEQ=select STARTFRAME=2 NUMFRAMES=11
#exec MESH SEQUENCE MESH=SFHardwavem SEQ=down   STARTFRAME=13 NUMFRAMES=11
#exec MESH SEQUENCE MESH=SFHardwavem SEQ=fire1  STARTFRAME=24 NUMFRAMES=17
#exec MESH SEQUENCE MESH=SFHardwavem SEQ=fire2  STARTFRAME=41 NUMFRAMES=17

#exec TEXTURE IMPORT NAME=JSFHardwavem1 FILE=TEXTURES\SFHardwavem1.PCX GROUP=Skins FLAGS=2 // 4 - Default
#exec TEXTURE IMPORT NAME=JSFHardwavem2 FILE=TEXTURES\SFHardwavem2.PCX GROUP=Skins PALETTE=JSFHardwavem1 // 1 - Default
#exec TEXTURE IMPORT NAME=JSFHardwavem3 FILE=TEXTURES\SFHardwavem3.PCX GROUP=Skins PALETTE=JSFHardwavem1 // 2 - Default
#exec TEXTURE IMPORT NAME=JSFHardwavem4 FILE=TEXTURES\SFHardwavem4.PCX GROUP=Skins PALETTE=JSFHardwavem1 // 3 - Default
#exec TEXTURE IMPORT NAME=JSFHardwavem5 FILE=TEXTURES\SFHardwavem5.PCX GROUP=Skins PALETTE=JSFHardwavem1 // 6- Default

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

#exec MESHMAP SETTEXTURE MESHMAP=SFHardwavem NUM=1 TEXTURE=JSFHardwavem1
#exec MESHMAP SETTEXTURE MESHMAP=SFHardwavem NUM=2 TEXTURE=JSFHardwavem2
#exec MESHMAP SETTEXTURE MESHMAP=SFHardwavem NUM=3 TEXTURE=JSFHardwavem3
#exec MESHMAP SETTEXTURE MESHMAP=SFHardwavem NUM=4 TEXTURE=JSFHardwavem4
#exec MESHMAP SETTEXTURE MESHMAP=SFHardwavem NUM=5 TEXTURE=JSFHardwavem5


#exec MESH IMPORT MESH=SFHardwavehand ANIVFILE=MODELS\SFHardwavehand_a.3d DATAFILE=MODELS\SFHardwavehand_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SFHardwavehand X=0 Y=0 Z=0

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

#exec TEXTURE IMPORT NAME=JSFHardwavehand1 FILE=TEXTURES\SFHardwavehand1.PCX GROUP=Skins FLAGS=2 // 4 - Default
#exec TEXTURE IMPORT NAME=JSFHardwavehand2 FILE=TEXTURES\SFHardwavehand2.PCX GROUP=Skins PALETTE=JSFHardwavehand1 // 1 - Default
#exec TEXTURE IMPORT NAME=JSFHardwavehand3 FILE=TEXTURES\SFHardwavehand3.PCX GROUP=Skins PALETTE=JSFHardwavehand1 // 2 - Default
#exec TEXTURE IMPORT NAME=JSFHardwavehand4 FILE=TEXTURES\SFHardwavehand4.PCX GROUP=Skins PALETTE=JSFHardwavehand1 // 3 - Default

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

#exec MESHMAP SETTEXTURE MESHMAP=SFHardwavehand NUM=1 TEXTURE=JSFHardwavehand1
#exec MESHMAP SETTEXTURE MESHMAP=SFHardwavehand NUM=2 TEXTURE=JSFHardwavehand2
#exec MESHMAP SETTEXTURE MESHMAP=SFHardwavehand NUM=3 TEXTURE=JSFHardwavehand3
#exec MESHMAP SETTEXTURE MESHMAP=SFHardwavehand NUM=4 TEXTURE=JSFHardwavehand4



#exec MESH IMPORT MESH=SFhardwavepick ANIVFILE=MODELS\SFhardwavepick_a.3d DATAFILE=MODELS\SFhardwavepick_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SFhardwavepick X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=SFhardwavepick SEQ=All            STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFhardwavepick SEQ=SFHardwavepick STARTFRAME=0 NUMFRAMES=1

#exec TEXTURE IMPORT NAME=JSFhardwavepick1 FILE=TEXTURES\SFhardwavepick1.PCX GROUP=Skins FLAGS=2 // 4 - Default
#exec TEXTURE IMPORT NAME=JSFhardwavepick2 FILE=TEXTURES\SFhardwavepick2.PCX GROUP=Skins PALETTE=JSFhardwavepick1 // 1 - Default
#exec TEXTURE IMPORT NAME=JSFhardwavepick3 FILE=TEXTURES\SFhardwavepick3.PCX GROUP=Skins PALETTE=JSFhardwavepick1 // 2 - Default
#exec TEXTURE IMPORT NAME=JSFhardwavepick4 FILE=TEXTURES\SFhardwavepick4.PCX GROUP=Skins PALETTE=JSFhardwavepick1 // 3 - Default

#exec MESHMAP NEW   MESHMAP=SFhardwavepick MESH=SFhardwavepick
#exec MESHMAP SCALE MESHMAP=SFhardwavepick X=0.064 Y=0.064 Z=0.128

#exec MESHMAP SETTEXTURE MESHMAP=SFhardwavepick NUM=1 TEXTURE=JSFhardwavepick1
#exec MESHMAP SETTEXTURE MESHMAP=SFhardwavepick NUM=2 TEXTURE=JSFhardwavepick2
#exec MESHMAP SETTEXTURE MESHMAP=SFhardwavepick NUM=3 TEXTURE=JSFhardwavepick3
#exec MESHMAP SETTEXTURE MESHMAP=SFhardwavepick NUM=4 TEXTURE=JSFhardwavepick4



var name IdleAnims[2];
var bool bVisionEnabled;


// Spawns a configured wallhit effect
function spawnWallHitEffect(vector HitLocation, vector HitNormal)
{
	// Call to baseclass
	Super.spawnWallHitEffect(HitLocation, HitNormal);
	Spawn(class'SFSpriteBallExplosion2',,, HitLocation+HitNormal, Rotator(HitNormal));
}

function spawnPawnHitEffect(vector HitLocation, vector HitNormal)
{
	// Call to baseclass
	Super.spawnPawnHitEffect(HitLocation, HitNormal);
	Spawn(class'SFSpriteBallExplosion2',,, HitLocation+HitNormal, Rotator(HitNormal));
}


simulated function PlayFiring()
{
	PlaySound(FireSound, SLOT_Misc, Pawn(Owner).SoundDampening*3.0);
	PlayAnim('Fire1',m_fCurrentRate, 0.05);
}

function PlayAltFiring()
{
	PlaySound(AltFireSound, SLOT_Misc, Pawn(Owner).SoundDampening*3.0);
	PlayAnim( 'Fire2', m_fCurrentRate, 0.05);
}

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

}


state Idle
{

	function AnimEnd()
	{
		PlayIdleAnim();
	}

Begin:
	bPointing=False;
	if ( AmmoType.AmmoAmount<=0 )
	{
		if(!Pawn(Owner).SwitchToBestWeapon())  //Goto Weapon that has Ammo
		{
			if(None == Weapon(Pawn(Owner).FindInventoryType(class'SFNullGun')))
			{
				// Spawn the null gun
				Pawn(Owner).PendingWeapon = spawn(class'SFNullGun', Owner);
			}
			PutDown();
		}
	}
	if ( Pawn(Owner).bFire!=0 )
		Fire(0.0);
	PlayIdleAnim();
}

state AltFiring
{
ignores Fire, AltFire;

	// Simplified ProcessTraceHit, that handles a normal trace hit.
	// Does not spawn a shellcase !!
	function ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z)
	{
		local float fDistRate;

		fDistRate	= MaxTargetRangeAlt-VSize(HitLocation-Owner.Location);
		if(fDistRate < 0)
			fDistRate=0.0f;
		else
			fDistRate	= fDistRate/MaxTargetRangeAlt;

		// Spawn trail effect
		// SpawnTrailEffect(class'ShockBeam', HitLocation,  Owner.Location + CalcDrawOffset() + FireOffset.X  * X + FireOffset.Y * Y + FireOffset.Z * Z, 140.0f, 9999.0f);

		if ( (Other!=self) && (Other != None) )
		{
			// Hit something
			if ( !Other.bIsPawn && !Other.IsA('Carcass') )
				spawn(m_clsSmokeEffect,,,HitLocation+HitNormal*9);
			Other.TakeDamage(fAltDamage, Pawn(Owner), HitLocation, fDistRate*fAltMomentum*X, AltDamageType);
		}
	}

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

	// to do the wave
	function TraceFire( float Accuracy )
	{
		local vector X,Y,Z;
		local ScriptedPawn oPawn;
		local float fAngle, fAngleLimit;
		local vector vecHitLoc, vecHitNorm;

		// Some inits
		fAngleLimit =0.7;

		// Make some sound
		Owner.MakeNoise(Pawn(Owner).SoundDampening);
		// Get the player rotation
		GetAxes(Pawn(Owner).ViewRotation,X,Y,Z);
		// Roll out the damage wave

// 		spawn(class'HardWaveWave',,,Owner.Location + CalcDrawOffset() + 10*FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z);
 		spawn(class'HardWaveWave',,,Owner.Location + CalcDrawOffset() + 2*FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z);

		foreach VisibleCollidingActors(class'ScriptedPawn', oPawn, float(MaxTargetRangeAlt), Owner.Location)
		{
			if(None != oPawn)
			{
				if(oPawn.IsA('ScriptedPawn') && !oPawn.bHidden && (Self!=oPawn) && (!oPawn.IsInState('Dying')))
				{
					fAngle	= getAngle(X, oPawn.Location-Owner.Location);
					if(fAngle > fAngleLimit)
					{
						vecHitNorm	= Normal(Owner.Location - oPawn.Location);
						vecHitLoc	= oPawn.Location + vecHitNorm*oPawn.CollisionRadius;

						ProcessTraceHit(oPawn, vecHitLoc, vecHitNorm, X,Y,Z);
					}
				}
			}
		}
	}

}

defaultproperties
{
     IdleAnims(0)=Still
     IdleAnims(1)=Still2
     MaxTargetRange=6000
     MaxTargetRangeAlt=200
     fNormalRate=0.333300
     fDesiredRate=0.400000
     fAltDesiredRate=0.400000
     fDamage=35.000000
     fAltDamage=0.000000
     AltAmmoPerShot=6
     Icon=Texture'SfResource1.Icons.hardwaveico'
     bInstantHit=True
     fAltMomentum=20000.000000
     bCanUpgradeLaserSight=True
     bCanUpgradeEnergyBooster=True
     LaserSightUpgradeMessage="Upgraded Hard Wave Rifle with Laser Sight"
     bShake=True
     bFlash=True
     ShakeMagAlt=100.000000
     ShakeTimeAlt=0.500000
     ShakeVertAlt=7.000000
     m_fTrailEffectIntervallSize=91.000000
     m_clsHitWallEffect=Class'SFWeapon.SFRingExplosion'
     m_clsTrailEffect=Class'SFWeapon.SFHWBeam'
     WeaponDescription="Classification: Hard Wave Rifle:\nA portable containment field generator mounted to a gun frame.\nProjects a very small field instantly for a light long range attack.\nIt can also generate a very fast short range wave in a wide arc that will not harm, but will temporarily stun enemies."
     InstFlash=-0.300000
     InstFog=(X=400.000000,Y=200.000000)
     AmmoName=Class'SFWeapon.SFHardWaveAmmo'
     PickupAmmoCount=20
     bAltInstantHit=True
     FireOffset=(X=39.000000,Y=-7.000000,Z=-10.000000)
     AltDamageType=SFstunned
     shakemag=100.000000
     shaketime=0.500000
     shakevert=7.000000
     RefireRate=1.000000
     AltRefireRate=0.830000
     FireSound=Sound'SPF-Content.Weapons.HWPrimaryFire'
     AltFireSound=Sound'SPF-Content.Weapons.HWAltFire'
     SelectSound=Sound'SPF-Content.Weapons.HWSelect'
     bDrawMuzzleFlash=True
     AutoSwitchPriority=6
     InventoryGroup=6
     PickupMessage="You got the Hard Wave Rifle."
     ItemName="Hard Wave Rifle"
     PlayerViewOffset=(X=2.600000,Y=-1.450000,Z=-1.600000)
     PlayerViewMesh=LodMesh'SFWeapon.SFHardwavem'
     PlayerViewScale=0.250000
     BobDamping=0.965000
     PickupViewMesh=LodMesh'SFWeapon.SFHardwavehand'
     ThirdPersonMesh=LodMesh'SFWeapon.SFhardwavepick'
     PickupSound=Sound'SPF-Content.Weapons.HWPickup'
     Mesh=LodMesh'SFWeapon.SFHardwavehand'
     bNoSmooth=False
     CollisionRadius=25.000000
     CollisionHeight=7.000000
     Mass=50.000000
}

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