//============================================================================= // SCAR MK17 Inventory class //============================================================================= class M41AAssaultRifle extends KFWeapon config(user); var string MyMessage; var ScriptedTexture AmmoDigitsScriptedTexture; var Font AmmoDigitsFont; var color AmmoDigitsColor, LowAmmoDigitsColor; var int OldAmmoAmount; var float MyYaw; //============================================================================= // Functions //============================================================================= simulated function RenderOverlays( Canvas Canvas ) { if( AmmoAmount(0) <= 0 ) { if( OldAmmoAmount!=-5 ) { OldAmmoAmount = -5; AmmoDigitsColor.R = 218; AmmoDigitsColor.G = 18; AmmoDigitsColor.B = 18; MyMessage = "--"; ++AmmoDigitsScriptedTexture.Revision; } } else if( bIsReloading ) { if( OldAmmoAmount!=-4 ) { OldAmmoAmount = -4; AmmoDigitsColor.R = 218; AmmoDigitsColor.G = 218; AmmoDigitsColor.B = 18; MyMessage = "RL"; ++AmmoDigitsScriptedTexture.Revision; } } else if( OldAmmoAmount!=(MagAmmoRemaining+1) ) { OldAmmoAmount = MagAmmoRemaining+1; if ( MagAmmoRemaining <= (MagCapacity>>2) ) AmmoDigitsColor = LowAmmoDigitsColor; AmmoDigitsColor = default.AmmoDigitsColor; MyMessage = String(MagAmmoRemaining); ++AmmoDigitsScriptedTexture.Revision; } AmmoDigitsScriptedTexture.Client = Self; Super.RenderOverlays(Canvas); default.PlayerViewPivot.Yaw = 0; AmmoDigitsScriptedTexture.Client = None; } simulated function RenderTexture( ScriptedTexture Tex ) { local int w, h; Tex.TextSize( MyMessage, AmmoDigitsFont, w, h ); Tex.DrawText( ( Tex.USize / 2 ) - ( w / 2.2 ), ( Tex.VSize / 2 ) - ( h / 2.0 ),MyMessage, AmmoDigitsFont, AmmoDigitsColor ); } simulated function ZoomIn(bool bAnimateTransition) { default.PlayerViewPivot.Yaw = 0; PlayerViewPivot.Yaw = 0; super.ZoomIn(bAnimateTransition); } simulated function ZoomOut(bool bAnimateTransition) { // rotate weapon a little bit to face more to the PoV default.PlayerViewPivot.Yaw = MyYaw; PlayerViewPivot.Yaw = MyYaw; super.ZoomOut(bAnimateTransition); } defaultproperties { AmmoDigitsScriptedTexture=ScriptedTexture'HMG_T.M41A.AmmoText' AmmoDigitsFont=Font'BDFonts.DigitalMed' AmmoDigitsColor=(B=177,G=148,R=76,A=255) LowAmmoDigitsColor=(B=18,G=18,R=218,A=255) MyYaw=-648.000000 MagCapacity=33 ReloadRate=2.000000 bHasSecondaryAmmo=True bReduceMagAmmoOnSecondaryFire=False ReloadAnim="Reload" ReloadAnimRate=1.500000 WeaponReloadAnim="Reload_SCAR" Weight=14.000000 bHasAimingMode=True IdleAimAnim="Idle_Iron" StandardDisplayFOV=55.000000 bModeZeroCanDryFire=True TraderInfoTexture=Texture'HMG_T.M41A.Trader_M41A' bIsTier3Weapon=True MeshRef="HMG_A.M41APulseRifle" SkinRefs(0)="HMG_T.M41A.M41A_cmb_final" SelectSoundRef="HMG_S.M41A.Select" HudImageRef="HMG_T.M41A.HUD.M41A_unselected" SelectedHudImageRef="HMG_T.M41A.HUD.M41A_selected" PlayerIronSightFOV=70.000000 ZoomedDisplayFOV=45.000000 FireModeClass(0)=Class'ScrnHMG.M41AFire' FireModeClass(1)=Class'ScrnHMG.M41AALTFire' PutDownAnim="PutDown" SelectForce="SwitchToAssaultRifle" AIRating=0.550000 CurrentRating=0.550000 Description="M41A Pulse Rifle. Designed to kill Aliens. Looks especially cool in Sigourney Weaver's hands." EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000) DisplayFOV=55.000000 Priority=160 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=4 GroupOffset=7 PickupClass=Class'ScrnHMG.M41APickup' PlayerViewOffset=(X=25.000000,Y=24.000000,Z=8.000000) PlayerViewPivot=(Yaw=-648) BobDamping=6.000000 AttachmentClass=Class'ScrnHMG.M41AAttachmentBeta' IconCoords=(X1=245,Y1=39,X2=329,Y2=79) ItemName="M41A Pulse Rifle SE" TransientSoundVolume=5.250000 }