//============================================================================= // SPShotgunFire //============================================================================= // Steampunk Shotgun Primary fire class //============================================================================= // Killing Floor Source // Copyright (C) 2013 Tripwire Interactive LLC // - John "Ramm-Jaeger" Gibson //============================================================================= class SPShotgunFire extends KFShotgunFire; simulated function bool AllowFire() { if(KFWeapon(Weapon).bIsReloading) return false; if(KFPawn(Instigator).SecondaryItem!=none) return false; if(KFPawn(Instigator).bThrowingNade) return false; if(KFWeapon(Weapon).MagAmmoRemaining < 1) { if( Level.TimeSeconds - LastClickTime>FireRate ) { LastClickTime = Level.TimeSeconds; } if( AIController(Instigator.Controller)!=None ) KFWeapon(Weapon).ReloadMeNow(); return false; } return super(WeaponFire).AllowFire(); } function DoFireEffect() { local Vector StartProj, StartTrace, X,Y,Z; local Rotator R, Aim; local Vector HitLocation, HitNormal; local Actor Other; local int p; local int SpawnCount; local float theta; Instigator.MakeNoise(1.0); Weapon.GetViewAxes(X,Y,Z); StartTrace = Instigator.Location + Instigator.EyePosition();// + X*Instigator.CollisionRadius; StartProj = StartTrace + X*ProjSpawnOffset.X; if ( !Weapon.WeaponCentered() && !KFWeap.bAimingRifle ) StartProj = StartProj + Weapon.Hand * Y*ProjSpawnOffset.Y + Z*ProjSpawnOffset.Z; // check if projectile would spawn through a wall and adjust start location accordingly Other = Weapon.Trace(HitLocation, HitNormal, StartProj, StartTrace, false); // Collision attachment debugging /* if( Other.IsA('ROCollisionAttachment')) { log(self$"'s trace hit "$Other.Base$" Collision attachment"); }*/ if (Other != None) { StartProj = HitLocation; } Aim = AdjustAim(StartProj, AimError); SpawnCount = Max(1, ProjPerFire * int(Load)); switch (SpreadStyle) { case SS_Random: X = Vector(Aim); for (p = 0; p < SpawnCount; p++) { R.Yaw = Spread * (FRand()-0.5); R.Pitch = Spread * (FRand()-0.5); R.Roll = Spread * (FRand()-0.5); SpawnProjectile(StartProj, Rotator(X >> R)); } break; case SS_Line: for (p = 0; p < SpawnCount; p++) { theta = Spread*PI/32768*(p - float(SpawnCount-1)/2.0); X.X = Cos(theta); X.Y = Sin(theta); X.Z = 0.0; SpawnProjectile(StartProj, Rotator(X >> Aim)); } break; default: SpawnProjectile(StartProj, Aim); } if (Instigator != none ) { // Really boost the momentum for low grav. Weapon only gets momentum on low grav if( Instigator.Physics == PHYS_Falling && Instigator.PhysicsVolume.Gravity.Z > class'PhysicsVolume'.default.Gravity.Z) { Instigator.AddVelocity((KickMomentum * 10.0) >> Instigator.GetViewRotation()); } } } defaultproperties { KickMomentum=(X=-35.000000,Z=5.000000) ProjPerFire=7 bAttachSmokeEmitter=True TransientSoundVolume=2.0 TransientSoundRadius=500.000000 FireSoundRef="KF_SP_ZEDThrowerSnd.KFO_Shotgun_Primary_Fire_M" StereoFireSoundRef="KF_SP_ZEDThrowerSnd.KFO_Shotgun_Primary_Fire_S" NoAmmoSoundRef="KF_AA12Snd.AA12_DryFire" FireRate=0.35 FireAnimRate=1.0 AmmoClass=Class'KFMod.SPShotgunAmmo' ProjectileClass=Class'KFMod.SPShotgunBullet' BotRefireRate=0.250000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stSPShotgun' aimerror=1.000000 Spread=1500.0//1125.0//1500.000000 maxVerticalRecoilAngle=1000 maxHorizontalRecoilAngle=500 FireAimedAnim=Fire_Iron //** View shake **// ShakeOffsetMag=(X=6.0,Y=2.0,Z=6.0) ShakeOffsetRate=(X=1000.0,Y=1000.0,Z=1000.0) ShakeOffsetTime=1.25 ShakeRotMag=(X=50.0,Y=50.0,Z=250.0) ShakeRotRate=(X=12500.0,Y=12500.0,Z=12500.0) ShakeRotTime=3.0 bWaitForRelease=false bRandomPitchFireSound=false }