//============================================================================= // ZEDMKIIFire //============================================================================= // Secondary fire class for the Zed Gun Mark II Weapon //============================================================================= // Killing Floor Source // Copyright (C) 2013 Tripwire Interactive LLC // - John "Ramm-Jaeger" Gibson //============================================================================= class ZEDMKIIAltFire extends KFShotgunFire; // Overridden to prevent firing from working for this mode if you don't have enough ammo 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 < AmmoPerFire) { if( Level.TimeSeconds - LastClickTime>FireRate ) { LastClickTime = Level.TimeSeconds; } if( AIController(Instigator.Controller)!=None ) KFWeapon(Weapon).ReloadMeNow(); return false; } return super(WeaponFire).AllowFire(); } // Overridden to force just 1 projectile, while using more ammo per shot 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 = ProjPerFire; 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 ) { if( Instigator.Physics != PHYS_Falling ) { Instigator.AddVelocity(KickMomentum >> Instigator.GetViewRotation()); } // Really boost the momentum for low grav else if( Instigator.Physics == PHYS_Falling && Instigator.PhysicsVolume.Gravity.Z > class'PhysicsVolume'.default.Gravity.Z) { Instigator.AddVelocity((KickMomentum * LowGravKickMomentumScale) >> Instigator.GetViewRotation()); } } } defaultproperties { ProjPerFire=1 AmmoPerFire=15 TransientSoundVolume=2.000000 TransientSoundRadius=500.000000 FireSoundRef="KF_FY_ZEDV2SND.WEP_ZEDV2_Secondary_Fire_M" StereoFireSoundRef="KF_FY_ZEDV2SND.WEP_ZEDV2_Secondary_Fire_S" NoAmmoSoundRef="KF_ZEDGunSnd.KF_WEP_ZED_Dryfire" FireRate=0.75 FireAnimRate=1.0 TweenTime=0.025000 AmmoClass=Class'KFMod.ZEDMKIIAmmo' ProjectileClass=Class'KFMod.ZEDMKIISecondaryProjectile' ProjSpawnOffset=(X=50,Y=18,Z=-14.5) BotRefireRate=0.250000 FlashEmitterClass=Class'KFMod.ZEDMKIIPrimaryMuzzleFlash1P' aimerror=42.000000 Spread=0.017500 RecoilRate=0.1 maxVerticalRecoilAngle=1500 maxHorizontalRecoilAngle=400 FireAnim=Alt_Fire FireAimedAnim=Alt_Fire_Iron bWaitForRelease=true bModeExclusive=false //** View shake **// ShakeOffsetMag=(X=6.0,Y=2.0,Z=10.0) ShakeOffsetRate=(X=1000.0,Y=1000.0,Z=1000.0) ShakeOffsetTime=2.0 ShakeRotMag=(X=50.0,Y=50.0,Z=400.0) ShakeRotRate=(X=12500.0,Y=12500.0,Z=12500.0) ShakeRotTime=3.0 bRandomPitchFireSound=True RandomPitchAdjustAmt=0.05 FireForce="AssaultRifleFire" }