rott/kf_sources/ScrnBalanceSrv/Classes/ScrnMK23Pistol.uc
2026-07-14 20:27:09 +07:00

271 lines
8.3 KiB
Ucode

class ScrnMK23Pistol extends MK23Pistol;
var name ReloadShortAnim;
var float ReloadShortRate;
var transient bool bShortReload;
var transient bool bTweeningSlide;
var float TweenEndTime;
var vector PistolSlideOffset; //for tactical reload
var bool bFiringLastRound;
simulated function PostNetReceive()
{
super.PostNetReceive();
if ( Role < ROLE_Authority ) {
if ( MagAmmoRemaining == 0 && !bIsReloading ) {
LockSlideBack();
}
}
}
simulated function Fire(float F)
{
bFiringLastRound = MagAmmoRemaining == 1;
super.Fire(f);
}
simulated function BringUp(optional Weapon PrevWeapon)
{
Super.BringUp(PrevWeapon);
if (Level.NetMode != NM_DedicatedServer)
{
if ( MagAmmoRemaining == 0 ) {
LockSlideBack();
}
}
}
simulated function bool PutDown()
{
if ( Instigator.PendingWeapon.class == class'ScrnBalanceSrv.ScrnDualMK23Pistol' )
{
bIsReloading = false;
}
return super(KFWeapon).PutDown();
}
simulated function LockSlideBack()
{
SetBoneLocation( 'Slide', -PistolSlideOffset, 100 ); //lock slide back
}
//only called by clients
simulated function HandleSlideMovement()
{
if ( TweenEndTime > 0 )
{
if (TweenEndTime - Level.TimeSeconds > 0)
SetBoneLocation( 'Slide', PistolSlideOffset, (TweenEndTime - Level.TimeSeconds)*500 ); //
if (TweenEndTime - Level.TimeSeconds < 0)
{
SetBoneLocation( 'Slide', PistolSlideOffset, 0 ); //reset slide position
TweenEndTime = 0;
bTweeningSlide = false;
}
}
}
simulated function WeaponTick(float dt)
{
//client side only
if (Level.NetMode != NM_DedicatedServer)
{
if (bTweeningSlide)
{
HandleSlideMovement();
}
}
Super.WeaponTick(dt);
}
//allowing +1 reload with full mag
simulated function bool AllowReload()
{
UpdateMagCapacity(Instigator.PlayerReplicationInfo);
if(KFInvasionBot(Instigator.Controller) != none && !bIsReloading &&
MagAmmoRemaining <= MagCapacity && AmmoAmount(0) > MagAmmoRemaining)
return true;
if(KFFriendlyAI(Instigator.Controller) != none && !bIsReloading &&
MagAmmoRemaining <= MagCapacity && AmmoAmount(0) > MagAmmoRemaining)
return true;
if(FireMode[0].IsFiring() || FireMode[1].IsFiring() ||
bIsReloading || MagAmmoRemaining > MagCapacity ||
ClientState == WS_BringUp ||
AmmoAmount(0) <= MagAmmoRemaining ||
(FireMode[0].NextFireTime - Level.TimeSeconds) > 0.1 )
return false;
return true;
}
simulated function ClientFinishReloading()
{
PlayIdle();
if(bShortReload)
StartTweeningSlide(); //start tweening slide back
bIsReloading = false;
if(Instigator.PendingWeapon != none && Instigator.PendingWeapon != self)
Instigator.Controller.ClientSwitchToBestWeapon();
}
exec function ReloadMeNow()
{
local float ReloadMulti;
if(!AllowReload())
return;
if ( bHasAimingMode && bAimingRifle )
{
FireMode[1].bIsFiring = False;
ZoomOut(false);
if( Role < ROLE_Authority)
ServerZoomOut(false);
}
if ( KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none )
ReloadMulti = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.Static.GetReloadSpeedModifier(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo), self);
else
ReloadMulti = 1.0;
bIsReloading = true;
ReloadTimer = Level.TimeSeconds;
bShortReload = MagAmmoRemaining > 0;
if ( bShortReload )
ReloadRate = Default.ReloadShortRate / ReloadMulti;
else
ReloadRate = Default.ReloadRate / ReloadMulti;
if( bHoldToReload )
{
NumLoadedThisReload = 0;
}
ClientReload();
Instigator.SetAnimAction(WeaponReloadAnim);
if ( Level.Game.NumPlayers > 1 && KFGameType(Level.Game).bWaveInProgress && KFPlayerController(Instigator.Controller) != none &&
Level.TimeSeconds - KFPlayerController(Instigator.Controller).LastReloadMessageTime > KFPlayerController(Instigator.Controller).ReloadMessageDelay )
{
KFPlayerController(Instigator.Controller).Speech('AUTO', 2, "");
KFPlayerController(Instigator.Controller).LastReloadMessageTime = Level.TimeSeconds;
}
}
simulated function ClientReload()
{
local float ReloadMulti;
if ( bHasAimingMode && bAimingRifle )
{
FireMode[1].bIsFiring = False;
ZoomOut(false);
if( Role < ROLE_Authority)
ServerZoomOut(false);
}
if ( KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none )
ReloadMulti = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.Static.GetReloadSpeedModifier(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo), self);
else
ReloadMulti = 1.0;
bIsReloading = true;
if (MagAmmoRemaining <= 0)
{
bShortReload = false;
PlayAnim(ReloadAnim, ReloadAnimRate*ReloadMulti, 0.001);
SetBoneLocation( 'Slide', PistolSlideOffset, 0 ); //reset slide so that the animation's slide position gets used
}
else if (MagAmmoRemaining >= 1)
{
bShortReload = true;
PlayAnim(ReloadShortAnim, ReloadAnimRate*ReloadMulti, 0.001); //reduced tween time to prevent slide from sliding
SetBoneLocation( 'Slide', PistolSlideOffset, 100 ); //move the slide forward
}
}
//called by clientfinishreloading
simulated function StartTweeningSlide()
{
bTweeningSlide = true; //start slide tweening
TweenEndTime = Level.TimeSeconds + 0.2;
}
function AddReloadedAmmo()
{
local int a;
UpdateMagCapacity(Instigator.PlayerReplicationInfo);
a = MagCapacity;
if ( bShortReload )
a++; // 1 bullet already bolted
if ( AmmoAmount(0) >= a )
MagAmmoRemaining = a;
else
MagAmmoRemaining = AmmoAmount(0);
// this seems redudant -- PooSH
// if( !bHoldToReload )
// {
// ClientForceKFAmmoUpdate(MagAmmoRemaining,AmmoAmount(0));
// }
if ( PlayerController(Instigator.Controller) != none && KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements) != none )
{
KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements).OnWeaponReloaded();
}
}
//original TWI code contained some gay issues like always -- by PooSH
function bool HandlePickupQuery( pickup Item )
{
if ( Item.InventoryType != none )
{
if ( KFPlayerController(Instigator.Controller) != none )
{
KFPlayerController(Instigator.Controller).PendingAmmo = WeaponPickup(Item).AmmoAmount[0];
}
return false; // Allow to "pickup" so this weapon can be replaced with dual MK23.
}
return Super(KFWeapon).HandlePickupQuery(Item);
}
function GiveTo( pawn Other, optional Pickup Pickup )
{
local KFPlayerReplicationInfo KFPRI;
local KFWeaponPickup WeapPickup;
KFPRI = KFPlayerReplicationInfo(Other.PlayerReplicationInfo);
WeapPickup = KFWeaponPickup(Pickup);
//pick the lowest sell value
if ( WeapPickup != None && KFPRI != None && KFPRI.ClientVeteranSkill != none ) {
SellValue = 0.75 * min(WeapPickup.Cost, WeapPickup.default.Cost
* KFPRI.ClientVeteranSkill.static.GetCostScaling(KFPRI, WeapPickup.class));
}
Super.GiveTo(Other,Pickup);
}
defaultproperties
{
ReloadShortAnim="Reload"
ReloadShortRate=1.830000
PistolSlideOffset=(Y=-0.027500)
Weight=3.000000
FireModeClass(0)=Class'ScrnBalanceSrv.ScrnMK23Fire'
Description="Match grade 45 caliber pistol. Good balance between power, ammo count and rate of fire. Damage is near to Magnum's, but has no bullet penetration."
PickupClass=Class'ScrnBalanceSrv.ScrnMK23Pickup'
ItemName="MK23 SE"
}