SFWeapon.SFEProj

00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
00299
00300
00301
00302
00303
00304
00305
00306
00307
00308
00309
00310
00311
00312
00313
00314
00315
00316
00317
00318
00319
00320
00321
00322
00323
00324
00325
00326
00327
00328
00329
//=============================================================================
// Spatial Fear
// Class: SFEProj
// Descripton: Subclasses of SFweapon
//				Implements Electronic Projector
//
// Author: Markus Nuebel
//=============================================================================

class SFEProj expands SFWeapon;

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

#exec MESH IMPORT MESH=SFEProjectm ANIVFILE=MODELS\SFEProjectm_a.3d DATAFILE=MODELS\SFEProjectm_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SFEProjectm X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=SFEProjectm SEQ=All    STARTFRAME=0 NUMFRAMES=46
#exec MESH SEQUENCE MESH=SFEProjectm SEQ=still  STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFEProjectm SEQ=still2 STARTFRAME=1 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFEProjectm SEQ=select STARTFRAME=2 NUMFRAMES=11
#exec MESH SEQUENCE MESH=SFEProjectm SEQ=down   STARTFRAME=13 NUMFRAMES=11
#exec MESH SEQUENCE MESH=SFEProjectm SEQ=fire1  STARTFRAME=24 NUMFRAMES=11
#exec MESH SEQUENCE MESH=SFEProjectm SEQ=fire2  STARTFRAME=35 NUMFRAMES=11


#exec TEXTURE IMPORT NAME=JSFEProjectm1 FILE=TEXTURES\SFEProjectm1.PCX GROUP=Skins FLAGS=2 // 2 - Default
#exec TEXTURE IMPORT NAME=JSFEProjectm2 FILE=TEXTURES\SFEProjectm2.PCX GROUP=Skins PALETTE=JSFEProjectm1 // 1 - Default
#exec TEXTURE IMPORT NAME=JSFEProjectm3 FILE=TEXTURES\SFEProjectm3.PCX GROUP=Skins PALETTE=JSFEProjectm1 // 4 - Default
#exec TEXTURE IMPORT NAME=JSFEProjectm4 FILE=TEXTURES\SFEProjectm4.PCX GROUP=Skins PALETTE=JSFEProjectm1 // 3 - Default
#exec TEXTURE IMPORT NAME=JSFEProjectm5 FILE=TEXTURES\SFEProjectm5.PCX GROUP=Skins PALETTE=JSFEProjectm1 // 5 - Default

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

#exec MESHMAP SETTEXTURE MESHMAP=SFEProjectm NUM=1 TEXTURE=JSFEProjectm1
#exec MESHMAP SETTEXTURE MESHMAP=SFEProjectm NUM=2 TEXTURE=JSFEProjectm2
#exec MESHMAP SETTEXTURE MESHMAP=SFEProjectm NUM=3 TEXTURE=JSFEProjectm3
#exec MESHMAP SETTEXTURE MESHMAP=SFEProjectm NUM=4 TEXTURE=JSFEProjectm4
#exec MESHMAP SETTEXTURE MESHMAP=SFEProjectm NUM=5 TEXTURE=JSFEProjectm5

#exec MESH IMPORT MESH=SFEProjecthand ANIVFILE=MODELS\SFEProjecthand_a.3d DATAFILE=MODELS\SFEProjecthand_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SFEProjecthand X=180 Y=0 Z=60

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

#exec TEXTURE IMPORT NAME=JSFEProjecthand1 FILE=TEXTURES\SFEProjecthand1.PCX GROUP=Skins FLAGS=2 // 2 - Default
#exec TEXTURE IMPORT NAME=JSFEProjecthand2 FILE=TEXTURES\SFEProjecthand2.PCX GROUP=Skins PALETTE=JSFEProjecthand1 // 1 - Default
#exec TEXTURE IMPORT NAME=JSFEProjecthand3 FILE=TEXTURES\SFEProjecthand3.PCX GROUP=Skins PALETTE=JSFEProjecthand1 // 4 - Default
#exec TEXTURE IMPORT NAME=JSFEProjecthand4 FILE=TEXTURES\SFEProjecthand4.PCX GROUP=Skins PALETTE=JSFEProjecthand1 // 3 - Default

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

#exec MESHMAP SETTEXTURE MESHMAP=SFEProjecthand NUM=1 TEXTURE=JSFEProjecthand1
#exec MESHMAP SETTEXTURE MESHMAP=SFEProjecthand NUM=2 TEXTURE=JSFEProjecthand2
#exec MESHMAP SETTEXTURE MESHMAP=SFEProjecthand NUM=3 TEXTURE=JSFEProjecthand3
#exec MESHMAP SETTEXTURE MESHMAP=SFEProjecthand NUM=4 TEXTURE=JSFEProjecthand4

#exec MESH IMPORT MESH=SFEProjectpick ANIVFILE=MODELS\SFEProjectpick_a.3d DATAFILE=MODELS\SFEProjectpick_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SFEProjectpick X=0 Y=0 Z=0

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

#exec TEXTURE IMPORT NAME=JSFEProjectpick1 FILE=TEXTURES\SFEProjectpick1.PCX GROUP=Skins FLAGS=2 // 2 - Default
#exec TEXTURE IMPORT NAME=JSFEProjectpick2 FILE=TEXTURES\SFEProjectpick2.PCX GROUP=Skins PALETTE=JSFEProjectpick1 // 1 - Default
#exec TEXTURE IMPORT NAME=JSFEProjectpick3 FILE=TEXTURES\SFEProjectpick3.PCX GROUP=Skins PALETTE=JSFEProjectpick1 // 4 - Default
#exec TEXTURE IMPORT NAME=JSFEProjectpick4 FILE=TEXTURES\SFEProjectpick4.PCX GROUP=Skins PALETTE=JSFEProjectpick1 // 3 - Default

#exec MESHMAP NEW   MESHMAP=SFEProjectpick MESH=SFEProjectpick
#exec MESHMAP SCALE MESHMAP=SFEProjectpick X=0.055 Y=0.055 Z=0.11

#exec MESHMAP SETTEXTURE MESHMAP=SFEProjectpick NUM=1 TEXTURE=JSFEProjectpick1
#exec MESHMAP SETTEXTURE MESHMAP=SFEProjectpick NUM=2 TEXTURE=JSFEProjectpick2
#exec MESHMAP SETTEXTURE MESHMAP=SFEProjectpick NUM=3 TEXTURE=JSFEProjectpick3
#exec MESHMAP SETTEXTURE MESHMAP=SFEProjectpick NUM=4 TEXTURE=JSFEProjectpick4

var name IdleAnims[2];
var float Count;
var SFEpBolt ElectroBeam;
var int		m_nShotCount;
var rotator	m_rotDirection;
var vector	m_vecStart;

simulated function PlayFiring()
{
	if(0 == m_nShotCount)
		PlaySound(FireSound, SLOT_Misc, Pawn(Owner).SoundDampening*3.0);
	PlayAnim('Fire1',m_fCurrentRate, 0.05);
}

simulated function PlayAltFiring()
{
	AmbientSound = AltFireSound;
	PlayAnim( 'Fire2', m_fCurrentRate, 0.05);
}


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

}

function AltFire( float Value )
{
	if ( AmmoType == None )
	{
		// ammocheck
		GiveAmmo(Pawn(Owner));
	}
	if (AmmoType.UseAmmo(1))
	{
		GotoState('AltFiring');
		bCanClientFire = true;
		bPointing=True;
		Pawn(Owner).PlayRecoil(FiringSpeed);
		ClientAltFire(value);
		if ( ElectroBeam == None )
		{
			ElectroBeam = SFEpBolt(ProjectileFire(AltProjectileClass, AltProjectileSpeed, bAltWarnTarget));
			if ( FireOffset.Y == 0 )
				ElectroBeam.bCenter = true;
		}
	}
}

function Fire( float Value )
{
	local float	fFirstSpeed, fSecondSpeed;

	// Ammocheck
	if ( (AmmoType == None) && (AmmoName != None) )
		GiveAmmo(Pawn(Owner));
	if ( AmmoType.UseAmmo(AmmoPerShot) )
	{
		GotoState('NormalFire');
		if ( PlayerPawn(Owner) != None )
		{
			if(bShake)
				ShakePrimary();
			if(bFlash)
				FlashPrimary();
		}
		bPointing=True;
		bCanClientFire = true;
		ClientFire(Value);
		if ( bRapidFire || (FiringSpeed > 0) )
		{
			Pawn(Owner).PlayRecoil(FiringSpeed);
		}

		fFirstSpeed		= 1.0 - FRand()*0.2f;
		fSecondSpeed	= 1.0 - FRand()*0.2f;
		ProjectileFire(ProjectileClass, ProjectileSpeed*fFirstSpeed, bWarnTarget);
		if( AmmoType.UseAmmo(AmmoPerShot))
			ProjectileFire(ProjectileClass, ProjectileSpeed, bWarnTarget);
		if( AmmoType.UseAmmo(AmmoPerShot))
			ProjectileFire(ProjectileClass, ProjectileSpeed*fSecondSpeed, bWarnTarget);
	}
}

// Fires a projectile weapon. Standard implementation, that just releases
// an projectile. Special cases have to be handled in derived classes.
function Projectile ProjectileFire(class<projectile> ProjClass, float fProjSpeed, bool bWarn)
{

	local SFProjectile oProj;
	local Vector X,Y,Z;
	local Vector vecDirection;
	local Vector test;

	// Make a noise, because we are fireing a weapon
	if((0 == m_nShotCount) || (2 == m_nShotCount))
		Owner.MakeNoise(Pawn(Owner).SoundDampening);


	if(0 == m_nShotCount)
	{
		// Extract the axis from the rotation
		GetAxes(Pawn(Owner).ViewRotation,X,Y,Z);

		// Calculate the start point
		m_vecStart = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z;

		// Calculate the direction of the projectile
		if(!m_bHasLaserSight)
			vecDirection = calcProjectileDirection(Pawn(Owner), m_vecStart, Owner.Location, AccuracyPenalty);
		else
			vecDirection = calcProjectileDirection(Pawn(Owner), m_vecStart, Owner.Location, 0.01f);

		m_rotDirection	= rotator(vecDirection);
	}
	else if(1 == m_nShotCount)
		m_rotDirection.Yaw -= 350;

	else
		m_rotDirection.Yaw += 350;

	// Release the projectile
	oProj = SFProjectile(Spawn(ProjClass,,, m_vecStart, m_rotDirection));

	// Set some projectile values
	oProj.setRange(MaxTargetRange);
	oProj.damage 	= fDamage;
	oProj.Speed		= fProjSpeed;

	nProjRange 		= oProj.Range;
	fProjLifeSpan 	= oProj.LifeSpan;

	m_nShotCount = (m_nShotCount++)%3;

	return oProj;
}


state AltFiring
{
	ignores AnimEnd;

	function Tick(float DeltaTime)
	{
		local Pawn P;

		P = Pawn(Owner);
		if ( P == None )
		{
			GotoState('Pickup');
			return;
		}
		if ( (P.bAltFire == 0) || (P.IsA('Bot')
					&& ((P.Enemy == None) || (Level.TimeSeconds - Bot(P).LastSeenTime > 5))) )
		{
			P.bAltFire = 0;
			Finish();
			return;
		}

		Count += Deltatime;
		if ( Count > 0.24 )
		{
			if ( Owner.IsA('PlayerPawn') )
				PlayerPawn(Owner).ClientInstantFlash( InstFlash,InstFog);
			if ( Affector != None )
				Affector.FireEffect();
			Count -= 0.24;
			if ( !AmmoType.UseAmmo(1) )
				Finish();
		}
	}

	function EndState()
	{
		AmbientGlow = 0;
		AmbientSound = None;
		if ( ElectroBeam != None )
		{
			ElectroBeam.Destroy();
			ElectroBeam = None;
		}
		Super.EndState();
	}

Begin:
	AmbientGlow = 200;
	FinishAnim();
	LoopAnim( 'fire2');
}

defaultproperties
{
     IdleAnims(0)=Still
     IdleAnims(1)=Still2
     MaxTargetRange=700
     MaxTargetRangeAlt=700
     fNormalRate=0.333300
     fDesiredRate=0.400000
     fAltDesiredRate=0.400000
     fDamage=35.000000
     fAltDamage=35.000000
     Icon=Texture'SfResource1.Icons.Electroprocjico'
     bCanUpgradeEnergyBooster=True
     bShake=True
     bFlash=True
     ShakeMagAlt=250.000000
     ShakeTimeAlt=0.200000
     ShakeVertAlt=3.000000
     m_fTrailEffectIntervallSize=91.000000
     m_clsHitWallEffect=Class'Botpack.UT_RingExplosion5'
     m_clsTrailEffect=Class'SFWeapon.SFHWBeam'
     WeaponDescription="Classification: Electric  Projector:\nA makeshift weapon made by the Science crew to defend themselves from the invasion.\nNot extremely powerful and a bit unwieldy, but is a useful weapon, especially in the earlier levels.\nPowered by rechargeable cells."
     InstFlash=-0.300000
     InstFog=(X=400.000000,Y=200.000000)
     AmmoName=Class'SFWeapon.SFEProjAmmo'
     PickupAmmoCount=20
     bAltInstantHit=True
     FireOffset=(X=39.000000,Y=-11.000000,Z=-9.000000)
     ProjectileClass=Class'SFWeapon.SFElectroBurst'
     AltProjectileClass=Class'SFWeapon.SFEpBolt'
     AltDamageType=SFElectric
     shakemag=250.000000
     shaketime=0.200000
     shakevert=3.000000
     RefireRate=1.000000
     AltRefireRate=0.830000
     FireSound=Sound'SPF-Content.Weapons.EProjFire'
     AltFireSound=Sound'SPF-Content.Weapons.EProjAltFire'
     SelectSound=Sound'SPF-Content.Weapons.EProjSelect'
     bDrawMuzzleFlash=True
     AutoSwitchPriority=8
     InventoryGroup=8
     PickupMessage="You got the Electric Projector."
     ItemName="Electric Projector"
     PlayerViewOffset=(X=2.400000,Y=-1.500000,Z=-2.250000)
     PlayerViewMesh=LodMesh'SFWeapon.SFEProjectm'
     PlayerViewScale=0.250000
     BobDamping=0.955000
     PickupViewMesh=LodMesh'SFWeapon.SFEProjecthand'
     ThirdPersonMesh=LodMesh'SFWeapon.SFEProjectpick'
     PickupSound=Sound'SPF-Content.Weapons.EProjPickup'
     Mesh=LodMesh'SFWeapon.SFEProjecthand'
     bNoSmooth=False
     CollisionRadius=23.000000
     CollisionHeight=12.000000
     Mass=60.000000
}

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