rott/kf_sources/KFMod/Classes/M7A3MAltFire.uc
2026-07-14 20:27:09 +07:00

115 lines
3.4 KiB
Ucode

//=============================================================================
// MP7M Alt Fire that shoots healing projectiles
//=============================================================================
class M7A3MAltFire extends KFShotgunFire;
function PlayFireEnd(){}
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);
// Don't want to spawn the same projectile count as our load - Ramm
SpawnCount = Max(1, 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);
}
}
simulated function bool AllowFire()
{
if(KFWeapon(Weapon).bIsReloading)
return false;
if(KFPawn(Instigator).SecondaryItem!=none)
return false;
if(KFPawn(Instigator).bThrowingNade)
return false;
return M7A3MMedicGun(Weapon).HealAmmoCharge >= AmmoPerFire;
}
defaultproperties
{
AmmoPerFire=250
KickMomentum=(X=0.000000,Z=0.000000)
ProjPerFire=1
bAttachSmokeEmitter=True
TransientSoundVolume=2.000000
TransientSoundRadius=500.000000
FireSoundRef="KF_MP7Snd.Medicgun_Fire"
StereoFireSoundRef="KF_MP7Snd.Medicgun_FireST"
NoAmmoSoundRef="KF_PumpSGSnd.SG_DryFire"
FireRate=0.500000
FireAnimRate=1.0
ProjectileClass=Class'KFMod.M7A3MHealinglProjectile'
BotRefireRate=0.250000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar'
aimerror=1.000000
Spread=0.000000
maxVerticalRecoilAngle=1500
maxHorizontalRecoilAngle=900
FireAimedAnim=Fire_Iron
//** View shake **//
ShakeOffsetMag=(X=6.0,Y=2.0,Z=10.0)
ShakeOffsetRate=(X=1000.0,Y=1000.0,Z=1000.0)
ShakeOffsetTime=3.0
ShakeRotMag=(X=50.0,Y=50.0,Z=400.0)
ShakeRotRate=(X=12500.0,Y=12500.0,Z=12500.0)
ShakeRotTime=5.0
//bWaitForRelease=true // auto fire medic gun?
}