This patch reverts first step of global weapon conversion that would have halted the release of the next version for too long.
58 lines
1.9 KiB
Ucode
58 lines
1.9 KiB
Ucode
class NiceMedicDartFire extends NiceFire;
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function DoFireEffect(){
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local float oldLoad;
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oldLoad = Load;
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Load = 1;
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super.DoFireEffect();
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Load = oldLoad;
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}
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simulated function bool AllowFire(){
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local KFPawn kfPwn;
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if(currentContext.sourceWeapon == none || Instigator == none)
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return false;
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if(currentContext.sourceWeapon.secondaryCharge < default.AmmoPerFire)
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return false;
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// Check reloading
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if(currentContext.sourceWeapon.bIsReloading)
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return false;
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// Check pawn actions
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kfPwn = KFPawn(Instigator);
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if(kfPwn == none || kfPwn.SecondaryItem != none || kfPwn.bThrowingNade)
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return false;
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return true;
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}
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simulated function ReduceAmmoClient(){
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local NiceMedicGun sourceMedGun;
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currentContext.sourceWeapon.secondaryCharge -= AmmoPerFire;
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sourceMedGun = NiceMedicGun(currentContext.sourceWeapon);
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if(sourceMedGun != none){
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sourceMedGun.ServerSetMedicCharge(currentContext.sourceWeapon.secondaryCharge);
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sourceMedGun.ClientSetMedicCharge(currentContext.sourceWeapon.secondaryCharge);
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}
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}
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defaultproperties
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{
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ProjectileSpeed=12500.000000
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bulletClass=Class'NicePack.NiceMedicProjectile'
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FireAimedAnim="Fire_Iron"
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FireSoundRef="KF_MP7Snd.Medicgun_Fire"
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StereoFireSoundRef="KF_MP7Snd.Medicgun_FireST"
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NoAmmoSoundRef="KF_PumpSGSnd.SG_DryFire"
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DamageMax=30
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bWaitForRelease=True
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bAttachSmokeEmitter=True
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TransientSoundVolume=2.000000
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TransientSoundRadius=500.000000
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AmmoPerFire=50
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ShakeRotMag=(X=50.000000,Y=50.000000,Z=400.000000)
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ShakeRotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000)
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ShakeRotTime=5.000000
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ShakeOffsetMag=(X=6.000000,Y=2.000000,Z=10.000000)
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ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
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ShakeOffsetTime=3.000000
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BotRefireRate=0.250000
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FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar'
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aimerror=1.000000
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}
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