class M41AALTFire extends KFShotgunFire; var() name FireLastAnim; var() name FireLastAimedAnim; var() float FireLastRate; var() Emitter Flash2Emitter; var() name MuzzleBoneLeft; var() name MuzzleBoneRight; /* simulated function InitEffects() { // don't even spawn on server if ( (Level.NetMode == NM_DedicatedServer) || (AIController(Instigator.Controller) != None) ) return; if ( (FlashEmitterClass != None) && ((FlashEmitter == None) || FlashEmitter.bDeleteMe) ) { FlashEmitter = Weapon.Spawn(FlashEmitterClass); Weapon.AttachToBone(FlashEmitter, MuzzleBoneLeft); } if ( (FlashEmitterClass != None) && ((Flash2Emitter == None) || Flash2Emitter.bDeleteMe) ) { Flash2Emitter = Weapon.Spawn(FlashEmitterClass); Weapon.AttachToBone(Flash2Emitter, MuzzleBoneRight); } if ( (SmokeEmitterClass != None) && ((SmokeEmitter == None) || SmokeEmitter.bDeleteMe) ) { SmokeEmitter = Weapon.Spawn(SmokeEmitterClass); } } simulated function DestroyEffects() { super.DestroyEffects(); if (Flash2Emitter != None) Flash2Emitter.Destroy(); } function FlashMuzzleFlash() { if( KFWeap.MagAmmoRemaining == 2) { if (Flash2Emitter != None) Flash2Emitter.Trigger(Weapon, Instigator); } else { if (FlashEmitter != None) FlashEmitter.Trigger(Weapon, Instigator); } } */ simulated function bool AllowFire() { return ( Weapon.AmmoAmount(ThisModeNum) >= AmmoPerFire); } // Overridden to support special anim functionality of the double barreled shotgun function PlayFiring() { local float RandPitch; if ( Weapon == none ) return; if ( Weapon.Mesh != None ) { if ( FireCount > 0 ) { if( KFWeap.bAimingRifle ) { if ( Weapon.HasAnim(FireLoopAimedAnim) ) { Weapon.PlayAnim(FireLoopAimedAnim, FireLoopAnimRate, 0.0); } else if( Weapon.HasAnim(FireAimedAnim) ) { Weapon.PlayAnim(FireAimedAnim, FireAnimRate, TweenTime); } else { Weapon.PlayAnim(FireAnim, FireAnimRate, TweenTime); } } else { if ( Weapon.HasAnim(FireLoopAnim) ) { Weapon.PlayAnim(FireLoopAnim, FireLoopAnimRate, 0.0); } else { Weapon.PlayAnim(FireAnim, FireAnimRate, TweenTime); } } } else { if( KFWeap.bAimingRifle ) { if( BoomStick(Weapon).SingleShotCount == 0 && Weapon.HasAnim(FireLastAimedAnim)) { Weapon.PlayAnim(FireLastAimedAnim, FireAnimRate, TweenTime); } else if( Weapon.HasAnim(FireAimedAnim) ) { Weapon.PlayAnim(FireAimedAnim, FireAnimRate, TweenTime); } else { Weapon.PlayAnim(FireAnim, FireAnimRate, TweenTime); } } else { if( BoomStick(Weapon).SingleShotCount == 0 && Weapon.HasAnim(FireLastAnim)) { Weapon.PlayAnim(FireLastAnim, FireAnimRate, TweenTime); } else { Weapon.PlayAnim(FireAnim, FireAnimRate, TweenTime); } } } } if( Weapon.Instigator != none && Weapon.Instigator.IsLocallyControlled() && Weapon.Instigator.IsFirstPerson() && StereoFireSound != none ) { if( bRandomPitchFireSound ) { RandPitch = FRand() * RandomPitchAdjustAmt; if( FRand() < 0.5 ) { RandPitch *= -1.0; } } Weapon.PlayOwnedSound(StereoFireSound,SLOT_Interact,TransientSoundVolume * 0.85,,TransientSoundRadius,(1.0 + RandPitch),false); } else { if( bRandomPitchFireSound ) { RandPitch = FRand() * RandomPitchAdjustAmt; if( FRand() < 0.5 ) { RandPitch *= -1.0; } } Weapon.PlayOwnedSound(FireSound,SLOT_Interact,TransientSoundVolume,,TransientSoundRadius,(1.0 + RandPitch),false); } if ( FireCount > 2 ) { Weapon.PlayAnim(ReloadAnim, ReloadAnimRate, TweenTime); } ClientPlayForceFeedback(FireForce); // jdf FireCount++; } //===================================================================================================== //===================================================================================================== //== //== D E F A U L T P R O P E R T I E S //== //===================================================================================================== //===================================================================================================== defaultproperties { EffectiveRange=2500.000000 maxVerticalRecoilAngle=200 maxHorizontalRecoilAngle=50 FireSoundRef="KF_M32Snd.M32_Fire" StereoFireSoundRef="KF_M32Snd.M32_FireST" NoAmmoSoundRef="KF_M79Snd.M79_DryFire" ProjPerFire=1 ProjSpawnOffset=(X=50.000000,Y=10.000000) bFireOnRelease=True bWaitForRelease=True TransientSoundVolume=1.800000 FireAnim="AltFire" FireForce="AssaultRifleFire" FireRate=1.250000 AmmoClass=Class'ScrnHMG.M41AProjectileAmmo' ShakeRotMag=(X=3.000000,Y=4.000000,Z=2.000000) ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000) ShakeOffsetMag=(X=3.000000,Y=3.000000,Z=3.000000) ProjectileClass=Class'KFMod.M203GrenadeProjectile' BotRefireRate=1.800000 FlashEmitterClass=Class'ROEffects.MuzzleFlash1stNadeL' aimerror=42.000000 Spread=0.015000 }