Revert weapon conversion
This patch reverts first step of global weapon conversion that would have halted the release of the next version for too long.
This commit is contained in:
parent
3c46801714
commit
12d95e387e
757 changed files with 10788 additions and 4046 deletions
|
|
@ -0,0 +1,4 @@
|
|||
class NiceHopMineAmmo extends HopMineAmmo;
|
||||
defaultproperties
|
||||
{
PickupClass=Class'NicePack.NiceHopMineAmmoPickup'
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
class NiceHopMineAmmoPickup extends HopMineAmmoPickup;
|
||||
defaultproperties
|
||||
{
InventoryType=Class'NicePack.NiceHopMineAmmo'
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
class NiceHopMineFire extends HopMineFire;
|
||||
defaultproperties
|
||||
{
AmmoClass=Class'NicePack.NiceHopMineAmmo'
ProjectileClass=Class'NicePack.NiceHopMineProj'
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
class NiceHopMineLPickup extends HopMineLPickup;
|
||||
defaultproperties
|
||||
{
Weight=5.000000
Description="The prototype of Hopmine launcher. But still can be very useful."
ItemName="HopMine Launcher NW"
ItemShortName="HopMine NW"
InventoryType=Class'NicePack.NiceHopMineLchr'
PickupMessage="You got the HopMine Launcher NW."
|
||||
}
|
||||
|
|
@ -0,0 +1,7 @@
|
|||
//=============================================================================
|
||||
// HopMineLchr
|
||||
//=============================================================================
|
||||
class NiceHopMineLchr extends HopMineLchr;
|
||||
defaultproperties
|
||||
{
Weight=5.000000
FireModeClass(0)=Class'NicePack.NiceHopMineFire'
Description="The prototype of Hopmine launcher."
PickupClass=Class'NicePack.NiceHopMineLPickup'
ItemName="HopMine Launcher NW"
|
||||
}
|
||||
|
|
@ -0,0 +1,23 @@
|
|||
Class NiceHopMineProj extends HopMineProj;
|
||||
#exec obj load file="KF_GrenadeSnd.uax"
|
||||
#exec OBJ LOAD FILE=ScrnWeaponPack_T.utx
|
||||
#exec OBJ LOAD FILE=ScrnWeaponPack_SND.uax
|
||||
#exec OBJ LOAD FILE=ScrnWeaponPack_A.ukx
|
||||
state OnWall
|
||||
{
|
||||
simulated function BeginState()
|
||||
{
if ( SmokeTrail != none )
{
SmokeTrail.HandleOwnerDestroyed();
SmokeTrail = none;
}
bCollideWorld = False;
bFixedRotationDir = false;
RotationRate = rot(0,0,0);
if( Level.NetMode!=NM_DedicatedServer )
{
TweenAnim('Down',0.05f);
PlaySound(Sound'ScrnWeaponPack_SND.mine.blade_cut');
DotLight = Spawn(Class'HopMineLight',,,Location + (vect(0,0,5) << Rotation));
if( DotLight!=none )
{
DotLight.SetBase(Self);
DotLight.SetRelativeLocation(vect(0,0,5));
}
}
if( Level.NetMode!=NM_Client )
{
NetUpdateFrequency = 1.f;
SetTimer(0.25+FRand()*0.25,true);
}
|
||||
}
|
||||
simulated function EndState()
|
||||
{
if( Level.NetMode!=NM_Client )
{
SetTimer(0,false);
NetUpdateFrequency = Default.NetUpdateFrequency;
NetUpdateTime = Level.TimeSeconds-1;
}
|
||||
}
|
||||
function Timer()
|
||||
{
local Controller C;
local vector X,Y,Z;
local float DotP;
local int ThreatLevel;
local bool bA,bB;
GetAxes(Rotation,X,Y,Z);
for( C=Level.ControllerList; C!=none; C=C.nextController )
if( C.Pawn!=none && C.Pawn.Health>0 && VSizeSquared(C.Pawn.Location-Location)<1000000.f )
{
X = C.Pawn.Location-Location;
DotP = (X Dot Z);
if( DotP<0 )
continue;
DotP = VSizeSquared(X - (Z * DotP));
if( DotP>90000.f || !FastTrace(C.Pawn.Location,Location) )
continue;
if( Monster(C.Pawn)!=none )
{
bB = true;
if( DotP<35500.f )
{
Y = C.Pawn.Location;
ThreatLevel+=C.Pawn.HealthMax;
}
}
else bA = true;
}
if( bA!=bWarningTarget || bB!=bCriticalTarget )
{
bWarningTarget = bA;
bCriticalTarget = bB;
if( DotLight!=none )
DotLight.SetMode(bA,bB);
NetUpdateTime = Level.TimeSeconds-1;
}
if( bB && ThreatLevel>400 )
{
bWarningTarget = false;
bCriticalTarget = false;
RepLaunchPos = Y;
GoToState('LaunchMine');
}
else if( InstigatorController==none || bNeedsDetonate || (WeaponOwner!=none && WeaponOwner.NumMinesOut>WeaponOwner.MaximumMines) )
{
bWarningTarget = false;
bCriticalTarget = false;
RepLaunchPos = Location + Z*(150.f+FRand()*250.f);
GoToState('LaunchMine');
}
|
||||
}
|
||||
simulated function PostNetReceive()
|
||||
{
if( RepLaunchPos!=vect(0,0,0) )
GoToState('LaunchMine');
else if( DotLight!=none )
DotLight.SetMode(bWarningTarget,bCriticalTarget);
|
||||
}
|
||||
}
|
||||
defaultproperties
|
||||
{
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue