508 lines
17 KiB
Ucode
508 lines
17 KiB
Ucode
class CZ805M extends MP7MMedicGun;
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var int MaxHealAmmo;
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var MedicDartAttachment FakedHealDartAttach; //faked healing dart attachment
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var name ReloadShortAnim;
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var float ReloadShortRate;
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var transient bool bShortReload;
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simulated function PostBeginPlay()
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{
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super.PostBeginPlay();
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if ( Level.NetMode != NM_DedicatedServer ) {
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if ( FakedHealDartAttach == none )
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FakedHealDartAttach = spawn(class'MedicDartAttachment',self);
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if ( FakedHealDartAttach != none ) {
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FakedHealDartAttach.SetDrawScale(4.0); //scale
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AttachToBone(FakedHealDartAttach, 'body'); //attach to the CZ805M main bone, 'body'
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FakedHealDartAttach.SetRelativeRotation(rot(-250,-16834,0)); //pitch yaw roll
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FakedHealDartAttach.SetRelativeLocation(vect(1.14, 9.5, 1.13)); //x y z
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}
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}
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}
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//destroy it
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simulated function Destroyed()
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{
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if ( FakedHealDartAttach != None )
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FakedHealDartAttach.Destroy();
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super.Destroyed();
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}
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//hides mag1 bullets when firing, bullets 1 to 10 are in the magwell so you'll never see them though, bullets 11 to 30 are scaled according to magazine size
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simulated function Notify_HideBullets()
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{
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local float MagFloat;
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local int MyAmmos;
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//don't do any of this stuff on servers
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if ( (Level.NetMode == NM_DedicatedServer) || (AIController(Instigator.Controller) != None) )
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return;
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MyAmmos = MagAmmoRemaining;
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if (MyAmmos > 9)
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{
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MagFloat = float(MyAmmos-10)/(MagCapacity-10);
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}
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if (MyAmmos < 1)
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SetBoneScale(1, 0.0, 'mag1b1');
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if (MyAmmos < 2)
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SetBoneScale(2, 0.0, 'mag1b2');
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if (MyAmmos < 3)
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SetBoneScale(3, 0.0, 'mag1b3');
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if (MyAmmos < 4)
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SetBoneScale(4, 0.0, 'mag1b4');
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if (MyAmmos < 5)
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SetBoneScale(5, 0.0, 'mag1b5');
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if (MyAmmos < 6)
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SetBoneScale(6, 0.0, 'mag1b6');
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if (MyAmmos < 7)
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SetBoneScale(7, 0.0, 'mag1b7');
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if (MyAmmos < 8)
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SetBoneScale(8, 0.0, 'mag1b8');
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if (MyAmmos < 9)
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SetBoneScale(9, 0.0, 'mag1b9');
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if (MyAmmos < 10)
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SetBoneScale(10, 0.0, 'mag1b10');
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if (MagFloat < 0.05)
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SetBoneScale(11, 0.0, 'mag1b11');
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if (MagFloat < 0.1)
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SetBoneScale(12, 0.0, 'mag1b12');
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if (MagFloat < 0.15)
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SetBoneScale(13, 0.0, 'mag1b13');
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if (MagFloat < 0.2)
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SetBoneScale(14, 0.0, 'mag1b14');
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if (MagFloat < 0.25)
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SetBoneScale(15, 0.0, 'mag1b15');
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if (MagFloat < 0.3)
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SetBoneScale(16, 0.0, 'mag1b16');
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if (MagFloat < 0.35)
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SetBoneScale(17, 0.0, 'mag1b17');
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if (MagFloat < 0.40)
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SetBoneScale(18, 0.0, 'mag1b18');
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if (MagFloat < 0.45)
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SetBoneScale(19, 0.0, 'mag1b19');
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if (MagFloat < 0.50)
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SetBoneScale(20, 0.0, 'mag1b20');
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if (MagFloat < 0.55)
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SetBoneScale(21, 0.0, 'mag1b21');
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if (MagFloat < 0.60)
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SetBoneScale(22, 0.0, 'mag1b22');
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if (MagFloat < 0.65)
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SetBoneScale(23, 0.0, 'mag1b23');
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if (MagFloat < 0.70)
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SetBoneScale(24, 0.0, 'mag1b24');
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if (MagFloat < 0.75)
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SetBoneScale(25, 0.0, 'mag1b25');
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if (MagFloat < 0.80)
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SetBoneScale(26, 0.0, 'mag1b26');
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if (MagFloat < 0.85)
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SetBoneScale(27, 0.0, 'mag1b27');
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if (MagFloat < 0.90)
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SetBoneScale(28, 0.0, 'mag1b28');
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if (MagFloat < 0.95)
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SetBoneScale(29, 0.0, 'mag1b29');
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if (MagFloat < 1.00)
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SetBoneScale(30, 0.0, 'mag1b30');
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}
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//mag2 gets mag1 bullets on reload start and mag1 gets fresh bullets
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simulated function Notify_ReloadStarted()
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{
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local float MagFloat;
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local int MyAmmos;
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local float AmmoFloat;
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if ( (Level.NetMode == NM_DedicatedServer) || (AIController(Instigator.Controller) != None) )
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return;
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MyAmmos = AmmoAmount(0);
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MagFloat = float(MagAmmoRemaining-10)/(MagCapacity-10);
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AmmoFloat = float(AmmoAmount(0)-10)/(MagCapacity-10);
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if (MagAmmoRemaining < 1)
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SetBoneScale(31, 0.0, 'mag2b1');
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if (MagAmmoRemaining < 2)
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SetBoneScale(32, 0.0, 'mag2b2');
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if (MagAmmoRemaining < 3)
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SetBoneScale(33, 0.0, 'mag2b3');
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if (MagAmmoRemaining < 4)
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SetBoneScale(34, 0.0, 'mag2b4');
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if (MagAmmoRemaining < 5)
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SetBoneScale(35, 0.0, 'mag2b5');
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if (MagAmmoRemaining < 6)
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SetBoneScale(36, 0.0, 'mag2b6');
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if (MagAmmoRemaining < 7)
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SetBoneScale(37, 0.0, 'mag2b7');
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if (MagAmmoRemaining < 8)
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SetBoneScale(38, 0.0, 'mag2b8');
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if (MagAmmoRemaining < 9)
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SetBoneScale(39, 0.0, 'mag2b9');
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if (MagAmmoRemaining < 10)
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SetBoneScale(40, 0.0, 'mag2b10');
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if (MagFloat < 0.05)
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SetBoneScale(41, 0.0, 'mag2b11');
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if (MagFloat < 0.1)
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SetBoneScale(42, 0.0, 'mag2b12');
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if (MagFloat < 0.15)
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SetBoneScale(43, 0.0, 'mag2b13');
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if (MagFloat < 0.2)
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SetBoneScale(44, 0.0, 'mag2b14');
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if (MagFloat < 0.25)
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SetBoneScale(45, 0.0, 'mag2b15');
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if (MagFloat < 0.3)
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SetBoneScale(46, 0.0, 'mag2b16');
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if (MagFloat < 0.35)
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SetBoneScale(47, 0.0, 'mag2b17');
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if (MagFloat < 0.40)
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SetBoneScale(48, 0.0, 'mag2b18');
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if (MagFloat < 0.45)
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SetBoneScale(49, 0.0, 'mag2b19');
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if (MagFloat < 0.50)
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SetBoneScale(50, 0.0, 'mag2b20');
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if (MagFloat < 0.55)
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SetBoneScale(51, 0.0, 'mag2b21');
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if (MagFloat < 0.60)
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SetBoneScale(52, 0.0, 'mag2b22');
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if (MagFloat < 0.65)
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SetBoneScale(53, 0.0, 'mag2b23');
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if (MagFloat < 0.70)
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SetBoneScale(54, 0.0, 'mag2b24');
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if (MagFloat < 0.75)
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SetBoneScale(55, 0.0, 'mag2b25');
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if (MagFloat < 0.80)
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SetBoneScale(56, 0.0, 'mag2b26');
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if (MagFloat < 0.85)
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SetBoneScale(57, 0.0, 'mag2b27');
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if (MagFloat < 0.90)
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SetBoneScale(58, 0.0, 'mag2b28');
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if (MagFloat < 0.95)
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SetBoneScale(59, 0.0, 'mag2b29');
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if (MagFloat < 1.00)
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SetBoneScale(60, 0.0, 'mag2b30');
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//show all mag 1 bullets first
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SetBoneScale(1, 1.0, 'mag1b1');
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SetBoneScale(2, 1.0, 'mag1b2');
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SetBoneScale(3, 1.0, 'mag1b3');
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SetBoneScale(4, 1.0, 'mag1b4');
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SetBoneScale(5, 1.0, 'mag1b5');
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SetBoneScale(6, 1.0, 'mag1b6');
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SetBoneScale(7, 1.0, 'mag1b7');
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SetBoneScale(8, 1.0, 'mag1b8');
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SetBoneScale(9, 1.0, 'mag1b9');
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SetBoneScale(10, 1.0, 'mag1b10');
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SetBoneScale(11, 1.0, 'mag1b11');
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SetBoneScale(12, 1.0, 'mag1b12');
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SetBoneScale(13, 1.0, 'mag1b13');
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SetBoneScale(14, 1.0, 'mag1b14');
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SetBoneScale(15, 1.0, 'mag1b15');
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SetBoneScale(16, 1.0, 'mag1b16');
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SetBoneScale(17, 1.0, 'mag1b17');
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SetBoneScale(18, 1.0, 'mag1b18');
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SetBoneScale(19, 1.0, 'mag1b19');
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SetBoneScale(20, 1.0, 'mag1b20');
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SetBoneScale(21, 1.0, 'mag1b21');
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SetBoneScale(22, 1.0, 'mag1b22');
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SetBoneScale(23, 1.0, 'mag1b23');
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SetBoneScale(24, 1.0, 'mag1b24');
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SetBoneScale(25, 1.0, 'mag1b25');
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SetBoneScale(26, 1.0, 'mag1b26');
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SetBoneScale(27, 1.0, 'mag1b27');
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SetBoneScale(28, 1.0, 'mag1b28');
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SetBoneScale(29, 1.0, 'mag1b29');
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SetBoneScale(30, 1.0, 'mag1b30');
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//hide mag1 bullets depending on AmmoAmount(0)
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if (MyAmmos < 1)
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SetBoneScale(1, 0.0, 'mag1b1');
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if (MyAmmos < 2)
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SetBoneScale(2, 0.0, 'mag1b2');
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if (MyAmmos < 3)
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SetBoneScale(3, 0.0, 'mag1b3');
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if (MyAmmos < 4)
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SetBoneScale(4, 0.0, 'mag1b4');
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if (MyAmmos < 5)
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SetBoneScale(5, 0.0, 'mag1b5');
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if (MyAmmos < 6)
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SetBoneScale(6, 0.0, 'mag1b6');
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if (MyAmmos < 7)
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SetBoneScale(7, 0.0, 'mag1b7');
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if (MyAmmos < 8)
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SetBoneScale(8, 0.0, 'mag1b8');
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if (MyAmmos < 9)
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SetBoneScale(9, 0.0, 'mag1b9');
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if (MyAmmos < 10)
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SetBoneScale(10, 0.0, 'mag1b10');
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if (AmmoFloat < 0.05)
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SetBoneScale(11, 0.0, 'mag1b11');
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if (AmmoFloat < 0.1)
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SetBoneScale(12, 0.0, 'mag1b12');
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if (AmmoFloat < 0.15)
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SetBoneScale(13, 0.0, 'mag1b13');
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if (AmmoFloat < 0.2)
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SetBoneScale(14, 0.0, 'mag1b14');
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if (AmmoFloat < 0.25)
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SetBoneScale(15, 0.0, 'mag1b15');
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if (AmmoFloat < 0.3)
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SetBoneScale(16, 0.0, 'mag1b16');
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if (AmmoFloat < 0.35)
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SetBoneScale(17, 0.0, 'mag1b17');
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if (AmmoFloat < 0.40)
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SetBoneScale(18, 0.0, 'mag1b18');
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if (AmmoFloat < 0.45)
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SetBoneScale(19, 0.0, 'mag1b19');
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if (AmmoFloat < 0.50)
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SetBoneScale(20, 0.0, 'mag1b20');
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if (AmmoFloat < 0.55)
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SetBoneScale(21, 0.0, 'mag1b21');
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if (AmmoFloat < 0.60)
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SetBoneScale(22, 0.0, 'mag1b22');
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if (AmmoFloat < 0.65)
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SetBoneScale(23, 0.0, 'mag1b23');
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if (AmmoFloat < 0.70)
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SetBoneScale(24, 0.0, 'mag1b24');
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if (AmmoFloat < 0.75)
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SetBoneScale(25, 0.0, 'mag1b25');
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if (AmmoFloat < 0.80)
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SetBoneScale(26, 0.0, 'mag1b26');
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if (AmmoFloat < 0.85)
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SetBoneScale(27, 0.0, 'mag1b27');
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if (AmmoFloat < 0.90)
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SetBoneScale(28, 0.0, 'mag1b28');
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if (AmmoFloat < 0.95)
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SetBoneScale(29, 0.0, 'mag1b29');
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if (AmmoFloat < 1.00)
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SetBoneScale(30, 0.0, 'mag1b30');
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}
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//this function is called somewhere in the reload and on select when mag2 is offscreen, this is needed so subsequent reloads may get full bullets again and just unhides all Mag2 Bullets
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simulated function Notify_ShowMag2Bullets()
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{
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if ( (Level.NetMode == NM_DedicatedServer) || (AIController(Instigator.Controller) != None) )
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return;
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SetBoneScale(31, 1.0, 'mag2b1');
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SetBoneScale(32, 1.0, 'mag2b2');
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SetBoneScale(33, 1.0, 'mag2b3');
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SetBoneScale(34, 1.0, 'mag2b4');
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SetBoneScale(35, 1.0, 'mag2b5');
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SetBoneScale(36, 1.0, 'mag2b6');
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SetBoneScale(37, 1.0, 'mag2b7');
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SetBoneScale(38, 1.0, 'mag2b8');
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SetBoneScale(39, 1.0, 'mag2b9');
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SetBoneScale(40, 1.0, 'mag2b10');
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SetBoneScale(41, 1.0, 'mag2b11');
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SetBoneScale(42, 1.0, 'mag2b12');
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SetBoneScale(43, 1.0, 'mag2b13');
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SetBoneScale(44, 1.0, 'mag2b14');
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SetBoneScale(45, 1.0, 'mag2b15');
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SetBoneScale(46, 1.0, 'mag2b16');
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SetBoneScale(47, 1.0, 'mag2b17');
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SetBoneScale(48, 1.0, 'mag2b18');
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SetBoneScale(49, 1.0, 'mag2b19');
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SetBoneScale(50, 1.0, 'mag2b20');
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SetBoneScale(51, 1.0, 'mag2b21');
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SetBoneScale(52, 1.0, 'mag2b22');
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SetBoneScale(53, 1.0, 'mag2b23');
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SetBoneScale(54, 1.0, 'mag2b24');
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SetBoneScale(55, 1.0, 'mag2b25');
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SetBoneScale(56, 1.0, 'mag2b26');
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SetBoneScale(57, 1.0, 'mag2b27');
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SetBoneScale(58, 1.0, 'mag2b28');
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SetBoneScale(59, 1.0, 'mag2b29');
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SetBoneScale(60, 1.0, 'mag2b30');
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}
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exec function ReloadMeNow()
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{
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local float ReloadMulti;
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if(!AllowReload())
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return;
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if ( bHasAimingMode && bAimingRifle )
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{
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FireMode[1].bIsFiring = False;
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ZoomOut(false);
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if( Role < ROLE_Authority)
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ServerZoomOut(false);
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}
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if ( KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none )
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ReloadMulti = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.Static.GetReloadSpeedModifier(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo), self);
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else
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ReloadMulti = 1.0;
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bIsReloading = true;
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ReloadTimer = Level.TimeSeconds;
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bShortReload = MagAmmoRemaining > 0;
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if ( bShortReload )
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ReloadRate = Default.ReloadShortRate / ReloadMulti;
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else
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ReloadRate = Default.ReloadRate / ReloadMulti;
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if( bHoldToReload )
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{
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NumLoadedThisReload = 0;
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}
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ClientReload();
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Instigator.SetAnimAction(WeaponReloadAnim);
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if ( Level.Game.NumPlayers > 1 && KFGameType(Level.Game).bWaveInProgress && KFPlayerController(Instigator.Controller) != none &&
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Level.TimeSeconds - KFPlayerController(Instigator.Controller).LastReloadMessageTime > KFPlayerController(Instigator.Controller).ReloadMessageDelay )
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{
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KFPlayerController(Instigator.Controller).Speech('AUTO', 2, "");
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KFPlayerController(Instigator.Controller).LastReloadMessageTime = Level.TimeSeconds;
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}
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}
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simulated function ClientReload()
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{
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local float ReloadMulti;
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if ( bHasAimingMode && bAimingRifle )
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{
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FireMode[1].bIsFiring = False;
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ZoomOut(false);
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if( Role < ROLE_Authority)
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ServerZoomOut(false);
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}
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if ( KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none )
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ReloadMulti = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.Static.GetReloadSpeedModifier(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo), self);
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else
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ReloadMulti = 1.0;
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bIsReloading = true;
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if (MagAmmoRemaining <= 0)
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{
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PlayAnim(ReloadAnim, ReloadAnimRate*ReloadMulti, 0.1);
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}
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else if (MagAmmoRemaining >= 1)
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{
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PlayAnim(ReloadShortAnim, ReloadAnimRate*ReloadMulti, 0.1);
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}
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}
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function AddReloadedAmmo()
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{
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local int a;
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UpdateMagCapacity(Instigator.PlayerReplicationInfo);
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a = MagCapacity;
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if ( bShortReload )
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a++; // 1 bullet already bolted
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if ( AmmoAmount(0) >= a )
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MagAmmoRemaining = a;
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else
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MagAmmoRemaining = AmmoAmount(0);
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// this seems redudant -- PooSH
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// if( !bHoldToReload )
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// {
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// ClientForceKFAmmoUpdate(MagAmmoRemaining,AmmoAmount(0));
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// }
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if ( PlayerController(Instigator.Controller) != none && KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements) != none )
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{
|
|
KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements).OnWeaponReloaded();
|
|
}
|
|
}
|
|
|
|
simulated function float ChargeBar()
|
|
{
|
|
return FClamp(float(HealAmmoCharge)/float(MaxAmmoCount),0,9.99);
|
|
}
|
|
|
|
simulated function SetZoomBlendColor(Canvas c)
|
|
{
|
|
local Byte val;
|
|
local Color clr;
|
|
local Color fog;
|
|
|
|
clr.R = 255;
|
|
clr.G = 255;
|
|
clr.B = 255;
|
|
clr.A = 255;
|
|
|
|
if( Instigator.Region.Zone.bDistanceFog )
|
|
{
|
|
fog = Instigator.Region.Zone.DistanceFogColor;
|
|
val = 0;
|
|
val = Max( val, fog.R);
|
|
val = Max( val, fog.G);
|
|
val = Max( val, fog.B);
|
|
if( val > 128 )
|
|
{
|
|
val -= 128;
|
|
clr.R -= val;
|
|
clr.G -= val;
|
|
clr.B -= val;
|
|
}
|
|
}
|
|
c.DrawColor = clr;
|
|
}
|
|
|
|
simulated function Tick(float dt)
|
|
{
|
|
super(KFWeapon).Tick(dt);
|
|
|
|
if ( Level.NetMode!=NM_Client && HealAmmoCharge < MaxHealAmmo && RegenTimer<Level.TimeSeconds ) {
|
|
RegenTimer = Level.TimeSeconds + AmmoRegenRate;
|
|
|
|
if ( KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none )
|
|
HealAmmoCharge += 10 * KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.Static.GetSyringeChargeRate(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo));
|
|
else
|
|
HealAmmoCharge += 10;
|
|
if ( HealAmmoCharge > MaxHealAmmo )
|
|
HealAmmoCharge = MaxHealAmmo;
|
|
}
|
|
}
|
|
|
|
defaultproperties
|
|
{
|
|
MaxHealAmmo=625
|
|
ReloadShortAnim="Reload"
|
|
ReloadShortRate=1.830000
|
|
MagCapacity=30
|
|
ReloadRate=3.250000
|
|
WeaponReloadAnim="Reload_AK47"
|
|
Weight=6.000000
|
|
StandardDisplayFOV=60.000000
|
|
TraderInfoTexture=Texture'ScrnWeaponPack_T.cz805.TraderCZ805'
|
|
MeshRef="ScrnWeaponPack_A.CZ805_Mesh"
|
|
SkinRefs(0)="ScrnWeaponPack_T.cz805.cz805_cmb"
|
|
SkinRefs(1)="ScrnWeaponPack_T.cz805.Grip_cmb"
|
|
SkinRefs(2)="KF_Weapons_Trip_T.hands.hands_1stP_military_cmb"
|
|
SkinRefs(3)="KF_Weapons_Trip_T.Rifles.reflex_sight_A_unlit"
|
|
SkinRefs(4)="ScrnWeaponPack_T.cz805.eotech_cmb"
|
|
SkinRefs(5)="ScrnWeaponPack_T.cz805.Magint_cmb"
|
|
SkinRefs(6)="ScrnWeaponPack_T.cz805.Magazine_alpha"
|
|
SelectSoundRef="ScrnWeaponPack_SND.cz805.foldback"
|
|
HudImageRef="ScrnWeaponPack_T.cz805.UnselectCZ805"
|
|
SelectedHudImageRef="ScrnWeaponPack_T.cz805.SelectCZ805"
|
|
ZoomedDisplayFOV=32.000000
|
|
FireModeClass(0)=Class'ScrnWeaponPack.CZ805MFire'
|
|
FireModeClass(1)=Class'ScrnWeaponPack.CZ805MAltFire'
|
|
PutDownAnim="Put_Down"
|
|
Description="Horzine's modification of CZ-805 BREN rifle with attached healing dart launcher. Usefull for both Medic and Commando perks."
|
|
DisplayFOV=60.000000
|
|
Priority=95
|
|
CustomCrosshair=11
|
|
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
|
|
GroupOffset=7
|
|
PickupClass=Class'ScrnWeaponPack.CZ805MPickup'
|
|
PlayerViewOffset=(X=10.000000,Y=12.000000,Z=-3.500000)
|
|
BobDamping=5.000000
|
|
AttachmentClass=Class'ScrnWeaponPack.CZ805MAttachment'
|
|
ItemName="CZ-805M Medic/Assault Rifle SE"
|
|
}
|