SFWeapon.SFB9Pistol

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//=============================================================================
// Spatial Fear
// Class: SFB9Pistol
// Descripton: Subclasses of SFweapon
//				Implements the B9Pistel weapon, based on the original UT Ripper code.
//
// Author: Markus Nuebel
//=============================================================================
class SFB9Pistol extends SFWeapon;


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

//#exec AUDIO IMPORT FILE="Sounds\B9PistolPrimary.wav"	NAME=Fire PACKAGE=SFWeapon GROUP=B9Pistol


// First person view
#exec MESH IMPORT MESH=SFB9gm ANIVFILE=MODELS\SFB9gm_a.3d DATAFILE=MODELS\SFB9gm_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SFB9gm X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=SFB9gm SEQ=All    STARTFRAME=0 NUMFRAMES=36
#exec MESH SEQUENCE MESH=SFB9gm SEQ=still  STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFB9gm SEQ=still2 STARTFRAME=1 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFB9gm SEQ=select STARTFRAME=2 NUMFRAMES=11
#exec MESH SEQUENCE MESH=SFB9gm SEQ=down   STARTFRAME=13 NUMFRAMES=11
#exec MESH SEQUENCE MESH=SFB9gm SEQ=fire1  STARTFRAME=24 NUMFRAMES=6
#exec MESH SEQUENCE MESH=SFB9gm SEQ=fire2  STARTFRAME=30 NUMFRAMES=6


#exec TEXTURE IMPORT NAME=JSFB9gm1 FILE=TEXTURES\SFB9gm1.PCX GROUP=Skins FLAGS=2 // 1 - Default
#exec TEXTURE IMPORT NAME=JSFB9gm2 FILE=TEXTURES\SFB9gm2.PCX GROUP=Skins PALETTE=JSFB9gm1 // 2 - Default
#exec TEXTURE IMPORT NAME=JSFB9gm3 FILE=TEXTURES\SFB9gm3.PCX GROUP=Skins PALETTE=JSFB9gm1 // 3 - Default
#exec TEXTURE IMPORT NAME=JSFB9gm4 FILE=TEXTURES\SFB9gm4.PCX GROUP=Skins PALETTE=JSFB9gm1 // 4 - Default

#exec MESHMAP NEW   MESHMAP=SFB9gm MESH=SFB9gm
#exec MESHMAP SCALE MESHMAP=SFB9gm X=0.04 Y=0.04 Z=0.08

#exec MESHMAP SETTEXTURE MESHMAP=SFB9gm NUM=1 TEXTURE=JSFB9gm1
#exec MESHMAP SETTEXTURE MESHMAP=SFB9gm NUM=2 TEXTURE=JSFB9gm2
#exec MESHMAP SETTEXTURE MESHMAP=SFB9gm NUM=3 TEXTURE=JSFB9gm3
#exec MESHMAP SETTEXTURE MESHMAP=SFB9gm NUM=4 TEXTURE=JSFB9gm4


#exec MESH IMPORT MESH=SFB9ghand ANIVFILE=MODELS\SFB9ghand_a.3d DATAFILE=MODELS\SFB9ghand_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SFB9ghand X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=SFB9ghand SEQ=All       STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFB9ghand SEQ=SFB9ghand STARTFRAME=0 NUMFRAMES=1

#exec TEXTURE IMPORT NAME=JSFB9ghand1 FILE=TEXTURES\SFB9ghand1.PCX GROUP=Skins FLAGS=2 // 1 - Default
#exec TEXTURE IMPORT NAME=JSFB9ghand2 FILE=TEXTURES\SFB9ghand2.PCX GROUP=Skins PALETTE=JSFB9ghand1 // 2 - Default
#exec TEXTURE IMPORT NAME=JSFB9ghand3 FILE=TEXTURES\SFB9ghand3.PCX GROUP=Skins PALETTE=JSFB9ghand1 // 3 - Default

#exec MESHMAP NEW   MESHMAP=SFB9ghand MESH=SFB9ghand
#exec MESHMAP SCALE MESHMAP=SFB9ghand X=0.05 Y=0.05 Z=0.1
//X=0.1 Y=0.1 Z=0.2

#exec MESHMAP SETTEXTURE MESHMAP=SFB9ghand NUM=1 TEXTURE=JSFB9ghand1
#exec MESHMAP SETTEXTURE MESHMAP=SFB9ghand NUM=2 TEXTURE=JSFB9ghand2
#exec MESHMAP SETTEXTURE MESHMAP=SFB9ghand NUM=3 TEXTURE=JSFB9ghand3

// Pickup mesh
#exec MESH IMPORT MESH=SFB9gpick ANIVFILE=MODELS\SFB9gpick_a.3d DATAFILE=MODELS\SFB9gpick_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SFB9gpick X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=SFB9gpick SEQ=All       STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFB9gpick SEQ=SFB9gpick STARTFRAME=0 NUMFRAMES=1

#exec TEXTURE IMPORT NAME=JSFB9gpick1 FILE=TEXTURES\SFB9gpick1.PCX GROUP=Skins FLAGS=2 // 1 - Default
#exec TEXTURE IMPORT NAME=JSFB9gpick2 FILE=TEXTURES\SFB9gpick2.PCX GROUP=Skins PALETTE=JSFB9gpick1 // 2 - Default
#exec TEXTURE IMPORT NAME=JSFB9gpick3 FILE=TEXTURES\SFB9gpick3.PCX GROUP=Skins PALETTE=JSFB9gpick1 // 3 - Default

#exec MESHMAP NEW   MESHMAP=SFB9gpick MESH=SFB9gpick
#exec MESHMAP SCALE MESHMAP=SFB9gpick X=0.12 Y=0.12 Z=0.24

#exec MESHMAP SETTEXTURE MESHMAP=SFB9gpick NUM=1 TEXTURE=JSFB9gpick1
#exec MESHMAP SETTEXTURE MESHMAP=SFB9gpick NUM=2 TEXTURE=JSFB9gpick2
#exec MESHMAP SETTEXTURE MESHMAP=SFB9gpick NUM=3 TEXTURE=JSFB9gpick3


var name IdleAnims[2];

// Overwritten here, because the animation plays a little too fast
function PlaySelect()
{
	PlayAnim('Select',0.9,0.0);
	Owner.PlaySound(SelectSound, SLOT_Misc, Pawn(Owner).SoundDampening);	
}

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);

}


//	bRapidFire=True

defaultproperties
{
     IdleAnims(0)=Still
     IdleAnims(1)=Still2
     MaxTargetRange=2000
     MaxTargetRangeAlt=2500
     fNormalRate=0.163300
     fDesiredRate=0.200000
     fAltDesiredRate=0.420000
     Icon=Texture'SfResource1.Icons.B9PistolIco'
     fMomentum=100.000000
     fAltMomentum=100.000000
     bCanUpgradeLaserSight=True
     LaserSightUpgradeMessage="B-9 Pistol Upgraded with Laser Sight"
     bShake=True
     ShakeMagAlt=25.000000
     ShakeTimeAlt=0.150000
     ShakeVertAlt=1.000000
     m_bSemiAuto=True
     WeaponDescription="Classification: B-9 Disruptor Pistol\nStandard energy sidearm, designed for space travel.\nFires energy projectiles that shatter into weak static shock burst, and they burst when in contact with all surfaces. They have no destructive power, and will impact harmlessly on hull and glass. Burn Organic matter on contact.\nSecondary mode is fully automatic."
     AmmoName=Class'SFWeapon.SFB9Ammo'
     PickupAmmoCount=20
     FireOffset=(X=13.000000,Y=-15.000000,Z=-9.000000)
     ProjectileClass=Class'SFWeapon.SFB9Projectile'
     AltProjectileClass=Class'SFWeapon.SFB9Projectile1'
     shakemag=25.000000
     shaketime=0.150000
     shakevert=1.000000
     AltRefireRate=0.300000
     FireSound=Sound'SPF-Content.Weapons.B9PistolFire'
     AltFireSound=Sound'SPF-Content.Weapons.B9PistolFire'
     SelectSound=Sound'SPF-Content.Weapons.B9PistolSelect'
     AutoSwitchPriority=2
     InventoryGroup=2
     PickupMessage="You got the B-9 Disruptor Pistol."
     ItemName="B9 Pistol"
     PlayerViewOffset=(X=2.900000,Y=-2.300000,Z=-2.100000)
     PlayerViewMesh=LodMesh'SFWeapon.SFB9gm'
     PlayerViewScale=0.220000
     BobDamping=0.975000
     PickupViewMesh=LodMesh'SFWeapon.SFB9gpick'
     ThirdPersonMesh=LodMesh'SFWeapon.SFB9ghand'
     PickupSound=Sound'SPF-Content.Weapons.B9PistolPickup'
     Mesh=LodMesh'SFWeapon.SFB9gpick'
     DrawScale=0.450000
     bNoSmooth=False
     CollisionRadius=33.000000
     CollisionHeight=14.000000
     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