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

176 lines
5.8 KiB
Ucode

//=============================================================================
// HuntingRifleFire
//=============================================================================
class HuntingRifleFire extends KFFire;
var vector ScopedShakeOffsetMag; //Shake offset mag used for 3d scopes
var vector ScopedShakeOffsetRate; //Shake offset rate used for 3d scopes
//adds limited shot penetration
function DoTrace(Vector Start, Rotator Dir)
{
local Vector X,Y,Z, End, HitLocation, HitNormal, ArcEnd;
local Actor Other;
local byte HitCount,HCounter;
local float HitDamage;
local array<int> HitPoints;
local KFPawn HitPawn;
local array<Actor> IgnoreActors;
local Actor DamageActor;
local int i;
MaxRange();
Weapon.GetViewAxes(X, Y, Z);
if ( Weapon.WeaponCentered() )
{
ArcEnd = (Instigator.Location + Weapon.EffectOffset.X * X + 1.5 * Weapon.EffectOffset.Z * Z);
}
else
{
ArcEnd = (Instigator.Location + Instigator.CalcDrawOffset(Weapon) + Weapon.EffectOffset.X * X +
Weapon.Hand * Weapon.EffectOffset.Y * Y + Weapon.EffectOffset.Z * Z);
}
X = Vector(Dir);
End = Start + TraceRange * X;
HitDamage = DamageMax;
While( (HitCount++)<10 )
{
DamageActor = none;
Other = Instigator.HitPointTrace(HitLocation, HitNormal, End, HitPoints, Start,, 1);
if( Other==None )
{
Break;
}
else if( Other==Instigator || Other.Base == Instigator )
{
IgnoreActors[IgnoreActors.Length] = Other;
Other.SetCollision(false);
Start = HitLocation;
Continue;
}
if( ExtendedZCollision(Other)!=None && Other.Owner!=None )
{
IgnoreActors[IgnoreActors.Length] = Other;
IgnoreActors[IgnoreActors.Length] = Other.Owner;
Other.SetCollision(false);
Other.Owner.SetCollision(false);
DamageActor = Pawn(Other.Owner);
}
if ( !Other.bWorldGeometry && Other!=Level )
{
HitPawn = KFPawn(Other);
if ( HitPawn != none )
{
// Hit detection debugging
/*log("PreLaunchTrace hit "$HitPawn.PlayerReplicationInfo.PlayerName);
HitPawn.HitStart = Start;
HitPawn.HitEnd = End;*/
if(!HitPawn.bDeleteMe)
HitPawn.ProcessLocationalDamage(int(HitDamage), Instigator, HitLocation, Momentum*X,DamageType,HitPoints);
// Hit detection debugging
/*if( Level.NetMode == NM_Standalone)
HitPawn.DrawBoneLocation();*/
IgnoreActors[IgnoreActors.Length] = Other;
IgnoreActors[IgnoreActors.Length] = HitPawn.AuxCollisionCylinder;
Other.SetCollision(false);
HitPawn.AuxCollisionCylinder.SetCollision(false);
DamageActor = Other;
}
else
{
if( KFMonster(Other)!=None )
{
IgnoreActors[IgnoreActors.Length] = Other;
Other.SetCollision(false);
DamageActor = Other;
}
else if( DamageActor == none )
{
DamageActor = Other;
}
Other.TakeDamage(int(HitDamage), Instigator, HitLocation, Momentum*X, DamageType);
}
if( (HCounter++)>=5 || Pawn(DamageActor)==None )
{
Break;
}
HitDamage*=0.75;
Start = HitLocation;
}
else if ( HitScanBlockingVolume(Other)==None )
{
if( KFWeaponAttachment(Weapon.ThirdPersonActor)!=None )
KFWeaponAttachment(Weapon.ThirdPersonActor).UpdateHit(Other,HitLocation,HitNormal);
Break;
}
}
// Turn the collision back on for any actors we turned it off
for (i=0; i<IgnoreActors.Length; i++)
if ( IgnoreActors[i] != none )
IgnoreActors[i].SetCollision(true);
}
//adds faked recoil to 3d scope zoom
event ModeDoFire()
{
if( KFWeapon(Weapon).bAimingRifle )
{
if ( KFWeapon(Weapon).KFScopeDetail != KF_TextureScope)
{
ShakeOffsetMag=default.ScopedShakeOffsetMag;
ShakeOffsetRate=default.ScopedShakeOffsetRate;
}
}
else
{
ShakeOffsetMag=default.ShakeOffsetMag;
ShakeOffsetRate=default.ShakeOffsetRate;
}
Super.ModeDoFire();
}
defaultproperties
{
ScopedShakeOffsetMag=(X=3.000000)
ScopedShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
FireAimedAnim="Fire_Iron"
RecoilRate=0.100000
maxVerticalRecoilAngle=800
maxHorizontalRecoilAngle=250
FireSoundRef="ScrnWeaponPack_SND.BDHR.awp1_mono"
StereoFireSoundRef="ScrnWeaponPack_SND.BDHR.awp1_stereo"
NoAmmoSoundRef="KF_RifleSnd.Rifle_DryFire"
DamageType=Class'ScrnWeaponPack.DamTypeHuntingRifle'
DamageMin=190
DamageMax=220
Momentum=18000.000000
bWaitForRelease=True
bModeExclusive=False
bAttachSmokeEmitter=True
TransientSoundVolume=1.800000
FireLoopAnim=
FireEndAnim=
FireForce="ShockRifleFire"
FireRate=1.900000
AmmoClass=Class'ScrnWeaponPack.HuntingRifleAmmo'
AmmoPerFire=1
ShakeRotMag=(X=100.000000,Y=100.000000,Z=500.000000)
ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
ShakeRotTime=2.000000
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=2.000000
BotRefireRate=0.650000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar'
aimerror=0.000000
Spread=0.007000
}