195 lines
5.3 KiB
Ucode
195 lines
5.3 KiB
Ucode
class SeekerSixMultiFire extends SeekerSixFire;
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var byte FlockIndex;
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var int MaxLoad;
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simulated function bool AllowFire()
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{
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if(KFWeapon(Weapon).bIsReloading)
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return false;
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if(KFPawn(Instigator).SecondaryItem!=none)
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return false;
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if(KFPawn(Instigator).bThrowingNade)
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return false;
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if(KFWeapon(Weapon).MagAmmoRemaining < 1)
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{
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if( Level.TimeSeconds - LastClickTime>FireRate )
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{
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LastClickTime = Level.TimeSeconds;
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}
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if( AIController(Instigator.Controller)!=None )
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KFWeapon(Weapon).ReloadMeNow();
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return false;
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}
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//log("Spread = "$Spread);
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return ( Weapon.AmmoAmount(ThisModeNum) >= 1);
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}
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function DoFireEffect()
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{
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local Vector StartProj, StartTrace, X,Y,Z;
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local Rotator Aim;
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local Vector HitLocation, HitNormal, FireLocation;
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local Actor Other;
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local int p,q, SpawnCount, i;
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local SeekerSixRocketProjectile FiredRockets[6];
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local bool bCurl;
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if ( Load < 2 )
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{
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Super.DoFireEffect();
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return;
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}
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Instigator.MakeNoise(1.0);
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Weapon.GetViewAxes(X,Y,Z);
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StartTrace = Instigator.Location + Instigator.EyePosition();// + X*Instigator.CollisionRadius;
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StartProj = StartTrace + X*ProjSpawnOffset.X;
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if ( !Weapon.WeaponCentered() && !KFWeap.bAimingRifle )
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StartProj = StartProj + Weapon.Hand * Y*ProjSpawnOffset.Y + Z*ProjSpawnOffset.Z;
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// check if projectile would spawn through a wall and adjust start location accordingly
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Other = Weapon.Trace(HitLocation, HitNormal, StartProj, StartTrace, false);
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// Collision attachment debugging
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/* if( Other.IsA('ROCollisionAttachment'))
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{
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log(self$"'s trace hit "$Other.Base$" Collision attachment");
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}*/
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if (Other != None)
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{
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StartProj = HitLocation;
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}
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Aim = AdjustAim(StartProj, AimError);
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//DesiredSpawnCount = Min(KFWeapon(Weapon).MagAmmoRemaining, ProjPerFire * int(Load));
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SpawnCount = Max(1, ProjPerFire * int(Load));
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// switch (SpreadStyle)
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// {
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// case SS_Random:
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// X = Vector(Aim);
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// for (p = 0; p < SpawnCount; p++)
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// {
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// R.Yaw = Spread * (FRand()-0.5);
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// R.Pitch = Spread * (FRand()-0.5);
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// R.Roll = Spread * (FRand()-0.5);
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// SpawnProjectile(StartProj, Rotator(X >> R));
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// }
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// break;
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// case SS_Line:
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// for (p = 0; p < SpawnCount; p++)
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// {
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// theta = Spread*PI/32768*(p - float(SpawnCount-1)/2.0);
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// X.X = Cos(theta);
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// X.Y = Sin(theta);
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// X.Z = 0.0;
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// SpawnProjectile(StartProj, Rotator(X >> Aim));
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// }
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// break;
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// default:
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// SpawnProjectile(StartProj, Aim);
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// }
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for ( p=0; p<SpawnCount; p++ )
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{
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Firelocation = StartProj - 2*((Sin(p*2*PI/MaxLoad)*8 - 7)*Y - (Cos(p*2*PI/MaxLoad)*8 - 7)*Z) - X * 8 * FRand();
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FiredRockets[p] = SeekerSixRocketProjectile(SpawnProjectile(FireLocation, Aim));
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}
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if (Instigator != none )
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{
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if( Instigator.Physics != PHYS_Falling )
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{
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Instigator.AddVelocity(KickMomentum >> Instigator.GetViewRotation());
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}
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// Really boost the momentum for low grav
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else if( Instigator.Physics == PHYS_Falling
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&& Instigator.PhysicsVolume.Gravity.Z > class'PhysicsVolume'.default.Gravity.Z)
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{
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Instigator.AddVelocity((KickMomentum * LowGravKickMomentumScale) >> Instigator.GetViewRotation());
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}
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}
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if ( SpawnCount < 2 )
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return;
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if ( FlockIndex == 255 )
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FlockIndex = 0;
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FlockIndex++;
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if ( FlockIndex == 0 )
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FlockIndex = 1;
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// To get crazy flying, we tell each projectile in the flock about the others.
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for ( p = 0; p < SpawnCount; p++ )
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{
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if ( FiredRockets[p] != None )
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{
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FiredRockets[p].bCurl = bCurl;
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FiredRockets[p].FlockIndex = FlockIndex;
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i = 0;
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for ( q=0; q<SpawnCount; q++ )
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if ( (p != q) && (FiredRockets[q] != None) )
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{
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FiredRockets[p].Flock[i] = FiredRockets[q];
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i++;
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}
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bCurl = !bCurl;
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if ( Level.NetMode != NM_DedicatedServer )
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FiredRockets[p].SetTimer(0.1, true);
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}
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}
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}
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event ModeDoFire()
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{
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if (!AllowFire())
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return;
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Load = Min(AmmoPerFire,KFWeapon(Weapon).MagAmmoRemaining);
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Super.ModeDoFire();
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}
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defaultproperties
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{
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FireAimedAnim=Iron_Fire
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KickMomentum=(X=0,y=0,Z=0)
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ProjPerFire=1
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TransientSoundVolume=1.8
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FireSoundRef="KF_FY_SeekerSixSND.Fire.WEP_Seeker_Fire_All_M"
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StereoFireSoundRef="KF_FY_SeekerSixSND.Fire.WEP_Seeker_Fire_All_S"
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NoAmmoSoundRef="KF_M79Snd.M79_DryFire"
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FireForce="AssaultRifleFire"
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FireRate=0.33
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AmmoClass=Class'KFMod.SeekerSixAmmo'
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ShakeOffsetMag=(X=3.000000,Y=3.000000,Z=3.000000)
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ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
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ShakeRotMag=(X=3.000000,Y=4.000000,Z=2.000000)
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ProjectileClass=Class'KFMod.SeekerSixRocketProjectile'
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BotRefireRate=1.800000
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aimerror=42.000000
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Spread=0.015//0.0085
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SpreadStyle=SS_Random
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ProjSpawnOffset=(X=50,Y=10,Z=-12)
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FlashEmitterClass=Class'KFMod.SeekerSixSecondaryMuzzleFlash1P'
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EffectiveRange=2500.000000
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maxVerticalRecoilAngle=200
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maxHorizontalRecoilAngle=50
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bWaitForRelease=true
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MaxLoad=6
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AmmoPerFire=6
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}
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