131 lines
3.6 KiB
Ucode
131 lines
3.6 KiB
Ucode
class ShotgunAttachment extends KFWeaponAttachment;
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var Actor TacShine;
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var Effects TacShineCorona;
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var bool bBeamEnabled;
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// Prevents tracers from spawning if player is using the flashlight function of the 9mm
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simulated event ThirdPersonEffects()
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{
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if( FiringMode==1 )
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return;
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Super.ThirdPersonEffects();
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}
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simulated function Destroyed()
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{
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if ( TacShineCorona != None )
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TacShineCorona.Destroy();
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if ( TacShine != None )
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TacShine.Destroy();
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Super.Destroyed();
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}
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simulated function UpdateTacBeam( float Dist )
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{
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local vector Sc;
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if( !bBeamEnabled )
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{
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if (TacShine == none )
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{
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TacShine = Spawn(Class'Single'.Default.TacShineClass,Owner,,,);
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AttachToBone(TacShine,'FlashLight');
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TacShine.RemoteRole = ROLE_None;
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}
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else TacShine.bHidden = False;
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if (TacShineCorona == none )
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{
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TacShineCorona = Spawn(class 'KFTacLightCorona',Owner,,,);
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AttachToBone(TacShineCorona,'FlashLight');
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TacShineCorona.RemoteRole = ROLE_None;
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}
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TacShineCorona.bHidden = False;
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bBeamEnabled = True;
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}
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Sc = TacShine.DrawScale3D;
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Sc.Y = FClamp(Dist/90.f,0.02,1.f);
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if( TacShine.DrawScale3D!=Sc )
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TacShine.SetDrawScale3D(Sc);
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}
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simulated function TacBeamGone()
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{
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if( bBeamEnabled )
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{
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if (TacShine!=none )
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TacShine.bHidden = True;
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if (TacShineCorona!=none )
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TacShineCorona.bHidden = True;
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bBeamEnabled = False;
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}
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}
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defaultproperties
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{
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mMuzFlashClass=Class'ROEffects.MuzzleFlash3rdKar'
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mShellCaseEmitterClass=Class'KFMod.KFShotgunShellSpewer'
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Mesh=SkeletalMesh'KF_Weapons3rd_Trip.Shotgun_3rd'
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MovementAnims(0)=JogF_Shotgun
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MovementAnims(1)=JogB_Shotgun
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MovementAnims(2)=JogL_Shotgun
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MovementAnims(3)=JogR_Shotgun
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CrouchAnims(0)=CHwalkF_Shotgun
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CrouchAnims(1)=CHwalkB_Shotgun
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CrouchAnims(2)=CHwalkL_Shotgun
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CrouchAnims(3)=CHwalkR_Shotgun
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WalkAnims(0)=WalkF_Shotgun
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WalkAnims(1)=WalkB_Shotgun
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WalkAnims(2)=WalkL_Shotgun
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WalkAnims(3)=WalkR_Shotgun
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AirStillAnim=JumpF_Mid
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AirAnims(0)=JumpF_Mid
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AirAnims(1)=JumpF_Mid
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AirAnims(2)=JumpL_Mid
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AirAnims(3)=JumpR_Mid
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TakeoffStillAnim=JumpF_Takeoff
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TakeoffAnims(0)=JumpF_Takeoff
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TakeoffAnims(1)=JumpF_Takeoff
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TakeoffAnims(2)=JumpL_Takeoff
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TakeoffAnims(3)=JumpR_Takeoff
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LandAnims(0)=JumpF_Land
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LandAnims(1)=JumpF_Land
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LandAnims(2)=JumpL_Land
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LandAnims(3)=JumpR_Land
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TurnRightAnim=TurnR_Shotgun
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TurnLeftAnim=TurnL_Shotgun
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CrouchTurnRightAnim=CH_TurnR_Shotgun
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CrouchTurnLeftAnim=CH_TurnL_Shotgun
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IdleRestAnim=Idle_Shotgun//Idle_Rest
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IdleCrouchAnim=CHIdle_Shotgun
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IdleSwimAnim=Swim_Tread
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IdleWeaponAnim=Idle_Shotgun//Idle_Rifle
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IdleHeavyAnim=Idle_Shotgun//Idle_Biggun
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IdleRifleAnim=Idle_Shotgun//Idle_Rifle
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IdleChatAnim=Idle_Shotgun
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FireAnims(0)=Fire_Shotgun
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FireAnims(1)=Fire_Shotgun
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FireAnims(2)=Fire_Shotgun
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FireAnims(3)=Fire_Shotgun
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FireAltAnims(0)=Fire_Shotgun
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FireAltAnims(1)=Fire_Shotgun
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FireAltAnims(2)=Fire_Shotgun
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FireAltAnims(3)=Fire_Shotgun
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FireCrouchAnims(0)=CHFire_Shotgun
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FireCrouchAnims(1)=CHFire_Shotgun
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FireCrouchAnims(2)=CHFire_Shotgun
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FireCrouchAnims(3)=CHFire_Shotgun
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FireCrouchAltAnims(0)=CHFire_Shotgun
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FireCrouchAltAnims(1)=CHFire_Shotgun
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FireCrouchAltAnims(2)=CHFire_Shotgun
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FireCrouchAltAnims(3)=CHFire_Shotgun
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HitAnims(0)=HitF_Shotgun
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HitAnims(1)=HitB_Shotgun
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HitAnims(2)=HitL_Shotgun
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HitAnims(3)=HitR_Shotgun
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PostFireBlendStandAnim=Blend_Shotgun
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PostFireBlendCrouchAnim=CHBlend_Shotgun
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}
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