SFWeapon.SFAlien

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//=============================================================================
// Spatial Fear
// Class: SFUSRifle
// Descripton: Subclasses of SFweapon
//				Implements the SFAlien weapon
//
// Author: Markus Nuebel
//=============================================================================
class SFAlien expands SFWeapon;

#exec AUDIO IMPORT FILE="Sounds\SelfD1.wav"	NAME=SelfD1 PACKAGE=SFWeapon GROUP=Alien
#exec AUDIO IMPORT FILE="Sounds\SelfD2.wav"	NAME=SelfD2 PACKAGE=SFWeapon GROUP=Alien

#exec MESH IMPORT MESH=SFAlienhand ANIVFILE=MODELS\SFAlienhand_a.3d DATAFILE=MODELS\SFAlienhand_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SFAlienhand X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=SFAlienhand SEQ=All         STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFAlienhand SEQ=SFAlienhand STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFAlienhand SEQ=select		STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFAlienhand SEQ=still  STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFAlienhand SEQ=still2 STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFAlienhand SEQ=fire1  STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFAlienhand SEQ=fire2  STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFAlienhand SEQ=down   STARTFRAME=0 NUMFRAMES=1

#exec TEXTURE IMPORT NAME=JSFAlienhand1 FILE=TEXTURES\SFAlienhand1.PCX GROUP=Skins FLAGS=2 // 1 - Default
#exec TEXTURE IMPORT NAME=JSFAlienhand2 FILE=TEXTURES\SFAlienhand2.PCX GROUP=Skins PALETTE=JSFAlienhand1 // 3 - Default
#exec TEXTURE IMPORT NAME=JSFAlienhand3 FILE=TEXTURES\SFAlienhand3.PCX GROUP=Skins PALETTE=JSFAlienhand1 // 2 - Default

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

#exec MESHMAP SETTEXTURE MESHMAP=SFAlienhand NUM=1 TEXTURE=JSFAlienhand1
#exec MESHMAP SETTEXTURE MESHMAP=SFAlienhand NUM=2 TEXTURE=JSFAlienhand2
#exec MESHMAP SETTEXTURE MESHMAP=SFAlienhand NUM=3 TEXTURE=JSFAlienhand3

var float 			m_fTimerInterval;
var Sound			m_sndTick1;
var Sound			m_sndTick2;
var SFStunnedEffect m_oSelfDestructEffect; // Effect displayed during self destruct phase

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

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

function float RateSelf( out int bUseAltMode )
{
	if ( AmmoType.AmmoAmount <=0 )
		return -2;

	bUseAltMode = 0;
	return AIRating;

}

function Explode()
{
	local UT_SpriteBallExplosion s;
	HurtRadius(30, 250, 'WeaponExplo', 1000, Location);
	MakeNoise(1.0);
	if ( Level.NetMode != NM_DedicatedServer )
	{
		spawn(class'Botpack.BlastMark',,,,rot(16384,0,0));
  		s = spawn(class'UT_SpriteBallExplosion',,,Location);
		s.RemoteRole = ROLE_None;
	}

 	Destroy(); // Self

 	// Kill the effect
	m_oSelfDestructEffect.Destroy();
	m_oSelfDestructEffect= None;

}


// Toss this weapon out
function DropFrom(vector StartLocation)
{
	// Call to base class
	Super.DropFrom(StartLocation);

	// Spawn the effect
	m_oSelfDestructEffect 			= Spawn(class'SFStunnedEffect', Self,,Self.Location, Self.Rotation);
	m_oSelfDestructEffect.Mesh 		= Mesh;
	m_oSelfDestructEffect.DrawScale 	= Drawscale;
	m_oSelfDestructEffect.Texture 	= FireTexture'k_GorillaTex.FX.sfhwstun';

	// Make it collidable
	SetCollision(true, true, true);


	// Do the timer
	SetTimer(Default.m_fTimerInterval, false);
}

function Fire( float Value )
{
	if ( (AmmoType == None) && (AmmoName != None) )
	{
		// ammocheck
		GiveAmmo(Pawn(Owner));
	}
	if ( AmmoType.UseAmmo(AmmoPerShot) )
	{
 		GotoState('NormalFire');
		bPointing=True;
		bCanClientFire = true;
		ClientFire(Value);
		if ( bRapidFire || (FiringSpeed > 0) )
		{
			Pawn(Owner).PlayRecoil(FiringSpeed);
		}
		if ( bInstantHit )
		{
			TraceFire(Value);
			TraceFire(Value);
		}
		else
		{
			ProjectileFire(ProjectileClass, ProjectileSpeed, bWarnTarget);
		}
	}
}

auto state Pickup
{
	function BeginState()
	{
		// Call to base class
		Super.BeginState();
	}

	function Timer()
	{
		if(0.1<m_fTimerInterval)
		{
			m_fTimerInterval -=0.1;
			SetTimer(m_fTimerInterval, false);
			if((0.6<m_fTimerInterval) || (0.2>m_fTimerInterval))
				PlaySound(m_sndTick1,,2.0);
			else
				PlaySound(m_sndTick2,,2.0);
		}
		else
			Explode();
	}

	function Tick(float fDelta)
	{
		local int IdealFatness;

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

		if(None != m_oSelfDestructEffect)
		{
			IdealFatness	= Fatness; // Convert to int for safety.
			IdealFatness	+= m_oSelfDestructEffect.FatnessOffset;

			if ( m_oSelfDestructEffect.Fatness > IdealFatness )
				m_oSelfDestructEffect.Fatness = Max(IdealFatness, m_oSelfDestructEffect.Fatness - 130 * fDelta);
			else
				m_oSelfDestructEffect.Fatness = Min(IdealFatness, 255);
		}
	}

}

state NormalFire
{
	function Fire(float F)
	{
	}

	function AltFire(float F)
	{
	}

Begin:
	Sleep(0.5);
	FinishAnim();
	Finish();
}

defaultproperties
{
     m_fTimerInterval=1.300000
     m_sndTick1=Sound'SFWeapon.Alien.SelfD1'
     m_sndTick2=Sound'SFWeapon.Alien.SelfD2'
     MaxTargetRange=6000
     MaxTargetRangeAlt=6000
     fNormalRate=0.333300
     fDesiredRate=0.200000
     fDamage=10.000000
     fAltDamage=10.000000
     bInstantHit=True
     fMomentum=1000.000000
     fAltMomentum=20000.000000
     m_fTrailEffectIntervallSize=151.000000
     bAlienWeapon=True
     m_clsHitWallEffect=Class'SFWeapon.AlienRingExplosion'
     m_clsTrailEffect=Class'SFWeapon.SFAlienBeam'
     m_bSemiAuto=True
     m_bHasLaserSight=True
     WeaponDescription="Classification: Alient Rifle:"
     InstFlash=-0.300000
     AmmoName=Class'SFWeapon.SFHardWaveAmmo'
     PickupAmmoCount=999
     bAltInstantHit=True
     FireOffset=(X=80.000000,Y=14.000000,Z=-42.000000)
     AltDamageType=SFAlien
     aimerror=550.000000
     RefireRate=0.300000
     AltRefireRate=0.830000
     FireSound=Sound'UnrealI.BioRifle.GelShot'
     SelectSound=Sound'UnrealI.BioRifle.GelSelect'
     bDrawMuzzleFlash=True
     ItemName="Alien Rifle"
     PlayerViewOffset=(X=2.200000,Y=-1.000000,Z=-1.600000)
     PlayerViewMesh=LodMesh'SFWeapon.SFAlienhand'
     PlayerViewScale=0.200000
     BobDamping=0.975000
     PickupViewMesh=LodMesh'SFWeapon.SFAlienhand'
     ThirdPersonMesh=LodMesh'SFWeapon.SFAlienhand'
     PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
     Mesh=LodMesh'SFWeapon.SFAlienhand'
     bNoSmooth=False
     CollisionRadius=34.000000
     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