This patch reverts first step of global weapon conversion that would have halted the release of the next version for too long.
56 lines
4.3 KiB
Ucode
56 lines
4.3 KiB
Ucode
class NiceM41AAssaultRifle extends NiceWeapon;
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var string MyMessage;
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var ScriptedTexture AmmoDigitsScriptedTexture;
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var Font AmmoDigitsFont;
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var color AmmoDigitsColor, LowAmmoDigitsColor;
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var int OldAmmoAmount;
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var float MyYaw;
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simulated function RenderOverlays( Canvas Canvas ){
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if(AmmoAmount(0) <= 0){
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if(OldAmmoAmount != -5){
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OldAmmoAmount = -5;
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AmmoDigitsColor.R = 218;
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AmmoDigitsColor.G = 18;
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AmmoDigitsColor.B = 18;
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MyMessage = "--";
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++ AmmoDigitsScriptedTexture.Revision;
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}
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}
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else if(bIsReloading){
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if(OldAmmoAmount != -4){
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OldAmmoAmount = -4;
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AmmoDigitsColor.R = 218;
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AmmoDigitsColor.G = 218;
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AmmoDigitsColor.B = 18;
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MyMessage = "RL";
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++ AmmoDigitsScriptedTexture.Revision;
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}
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}
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else if(OldAmmoAmount!=(MagAmmoRemaining + 1)){
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OldAmmoAmount = MagAmmoRemaining+1;
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if(MagAmmoRemaining <= (MagCapacity>>2))
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AmmoDigitsColor = LowAmmoDigitsColor;
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AmmoDigitsColor = default.AmmoDigitsColor;
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MyMessage = String(MagAmmoRemaining);
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++ AmmoDigitsScriptedTexture.Revision;
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}
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AmmoDigitsScriptedTexture.Client = Self;
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Super.RenderOverlays(Canvas);
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default.PlayerViewPivot.Yaw = 0;
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AmmoDigitsScriptedTexture.Client = None;
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}
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simulated function RenderTexture(ScriptedTexture Tex){
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local int w, h;
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Tex.TextSize( MyMessage, AmmoDigitsFont, w, h );
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Tex.DrawText( ( Tex.USize / 2 ) - ( w / 2.2 ), ( Tex.VSize / 2 ) - ( h / 2.0 ),MyMessage, AmmoDigitsFont, AmmoDigitsColor );
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}
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simulated function ZoomIn(bool bAnimateTransition){
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default.PlayerViewPivot.Yaw = 0;
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PlayerViewPivot.Yaw = 0;
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super.ZoomIn(bAnimateTransition);
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}
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simulated function ZoomOut(bool bAnimateTransition){
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default.PlayerViewPivot.Yaw = MyYaw;
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PlayerViewPivot.Yaw = MyYaw;
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super.ZoomOut(bAnimateTransition);
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}
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simulated function PostBeginPlay(){
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local AutoReloadAnimDesc reloadDesc;
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autoReloadsDescriptions.Length = 0;
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reloadDesc.canInterruptFrame = 0.05;
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reloadDesc.trashStartFrame = 0.183;
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reloadDesc.resumeFrame = 0.06;
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reloadDesc.speedFrame = 0.04;
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reloadDesc.animName = 'AltFire';
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autoReloadsDescriptions[0] = reloadDesc;
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super.PostBeginPlay();
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}
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defaultproperties
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{
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Weight=7.000000
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AmmoDigitsScriptedTexture=ScriptedTexture'HMG_T.M41A.AmmoText'
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AmmoDigitsFont=Font'BDFonts.DigitalMed'
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AmmoDigitsColor=(B=177,G=148,R=76,A=255)
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LowAmmoDigitsColor=(B=18,G=18,R=218,A=255)
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MyYaw=-648.000000
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reloadPreEndFrame=0.198000
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reloadEndFrame=0.716000
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reloadChargeEndFrame=-1.000000
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reloadMagStartFrame=0.247000
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reloadChargeStartFrame=-1.000000
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MagazineBone="mag"
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MagCapacity=66
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ReloadRate=2.000000
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bHasSecondaryAmmo=True
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bReduceMagAmmoOnSecondaryFire=False
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ReloadAnim="Reload"
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ReloadAnimRate=1.500000
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WeaponReloadAnim="Reload_SCAR"
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bHasAimingMode=True
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IdleAimAnim="Idle_Iron"
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StandardDisplayFOV=55.000000
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TraderInfoTexture=Texture'HMG_T.M41A.Trader_M41A'
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bIsTier3Weapon=True
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MeshRef="HMG_A.M41APulseRifle"
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SkinRefs(0)="HMG_T.M41A.M41A_cmb_final"
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SelectSoundRef="HMG_S.M41A.Select"
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HudImageRef="HMG_T.M41A.HUD.M41A_unselected"
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SelectedHudImageRef="HMG_T.M41A.HUD.M41A_selected"
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PlayerIronSightFOV=70.000000
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ZoomedDisplayFOV=45.000000
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FireModeClass(0)=Class'NicePack.NiceM41AFire'
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FireModeClass(1)=Class'NicePack.NiceM41AALTFire'
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PutDownAnim="PutDown"
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SelectForce="SwitchToAssaultRifle"
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AIRating=0.550000
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CurrentRating=0.550000
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Description="M41A Pulse Rifle. Designed to kill Aliens. Looks especially cool in Sigourney Weaver's hands."
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EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
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DisplayFOV=55.000000
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Priority=160
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CustomCrosshair=11
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CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
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InventoryGroup=4
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GroupOffset=7
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PickupClass=Class'NicePack.NiceM41APickup'
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PlayerViewOffset=(X=25.000000,Y=24.000000,Z=8.000000)
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PlayerViewPivot=(Yaw=-648)
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BobDamping=6.000000
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AttachmentClass=Class'ScrnHMG.M41AAttachmentBeta'
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IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
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ItemName="M41A Pulse Rifle"
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TransientSoundVolume=5.250000
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} |