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//============================================================================= // Rifle. //============================================================================= class Rifle extends Weapon; #exec MESH IMPORT MESH=RifleM ANIVFILE=MODELS\Rifle_a.3D DATAFILE=MODELS\Rifle_d.3D X=0 Y=0 Z=0 unmirror=1 #exec MESH ORIGIN MESH=RifleM X=0 Y=0 Z=0 YAW=-64 PITCH=0 ROLL=0 #exec MESH SEQUENCE MESH=RifleM SEQ=All STARTFRAME=0 NUMFRAMES=101 #exec MESH SEQUENCE MESH=RifleM SEQ=Select STARTFRAME=0 NUMFRAMES=20 RATE=27 GROUP=Select #exec MESH SEQUENCE MESH=RifleM SEQ=Still STARTFRAME=20 NUMFRAMES=1 #exec MESH SEQUENCE MESH=RifleM SEQ=Fire STARTFRAME=21 NUMFRAMES=10 RATE=24 #exec MESH SEQUENCE MESH=RifleM SEQ=ScopeFire STARTFRAME=31 NUMFRAMES=10 #exec MESH SEQUENCE MESH=RifleM SEQ=ScopeUp STARTFRAME=41 NUMFRAMES=14 #exec MESH SEQUENCE MESH=RifleM SEQ=StillScope STARTFRAME=55 NUMFRAMES=1 #exec MESH SEQUENCE MESH=RifleM SEQ=DownWScope STARTFRAME=56 NUMFRAMES=15 #exec MESH SEQUENCE MESH=RifleM SEQ=Down STARTFRAME=71 NUMFRAMES=15 #exec MESH SEQUENCE MESH=RifleM SEQ=ScopeDown STARTFRAME=86 NUMFRAMES=15 #exec TEXTURE IMPORT NAME=JRifle1 FILE=MODELS\Rifle.PCX GROUP=Skins #exec OBJ LOAD FILE=..\UnrealShare\textures\FireEffect18.utx PACKAGE=UNREALSHARE.Effect18 #exec MESHMAP SCALE MESHMAP=RifleM X=0.005 Y=0.004 Z=0.01 #exec MESHMAP SETTEXTURE MESHMAP=RifleM NUM=1 TEXTURE=JRifle1 #exec MESHMAP SETTEXTURE MESHMAP=RifleM NUM=0 TEXTURE=UnrealShare.Effect18.FireEffect18 #exec MESH IMPORT MESH=RiPick ANIVFILE=MODELS\RiPick_a.3D DATAFILE=MODELS\RiPick_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=RiPick X=0 Y=0 Z=0 YAW=-64 #exec MESH SEQUENCE MESH=RiPick SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=RiPick SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JRifle1 FILE=MODELS\Rifle.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=RiPick X=0.06 Y=0.06 Z=0.12 #exec MESHMAP SETTEXTURE MESHMAP=RiPick NUM=1 TEXTURE=JRifle1 #exec MESH IMPORT MESH=Rifle3rd ANIVFILE=MODELS\Rifle3_a.3D DATAFILE=MODELS\Rifle3_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=Rifle3rd X=0 Y=-550 Z=-45 YAW=-64 ROLL=9 #exec MESH SEQUENCE MESH=Rifle3rd SEQ=All STARTFRAME=0 NUMFRAMES=10 #exec MESH SEQUENCE MESH=Rifle3rd SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Rifle3rd SEQ=Fire STARTFRAME=1 NUMFRAMES=9 #exec MESHMAP SCALE MESHMAP=Rifle3rd X=0.05 Y=0.05 Z=0.1 #exec MESHMAP SETTEXTURE MESHMAP=Rifle3rd NUM=1 TEXTURE=JRifle1 #exec MESHMAP SETTEXTURE MESHMAP=Rifle3rd NUM=0 TEXTURE=UnrealShare.Effect18.FireEffect18 #exec AUDIO IMPORT FILE="Sounds\rifle\RPICKUP1.WAV" NAME="RiflePickup" GROUP="Rifle" #exec AUDIO IMPORT FILE="Sounds\rifle\RSHOT9.WAV" NAME="RifleShot" GROUP="Rifle" var int NumFire; function float RateSelf( out int bUseAltMode ) { if ( AmmoType.AmmoAmount <=0 ) return -2; bUseAltMode = 0; return AIRating; } function AltFire( float Value ) { GoToState('AltFiring'); } /////////////////////////////////////////////////////// state NormalFire { function Fire(float F) { } function AltFire(float F) { } Begin: FinishAnim(); Finish(); } function Timer() { local actor targ; local float bestAim, bestDist; local vector FireDir; bestAim = 0.95; if ( Pawn(Owner) == None ) { GotoState(''); return; } FireDir = vector(Pawn(Owner).ViewRotation); targ = Pawn(Owner).PickTarget(bestAim, bestDist, FireDir, Owner.Location); if ( Pawn(targ) != None ) { SetTimer(1 + 4 * FRand(), false); bPointing = true; Pawn(targ).WarnTarget(Pawn(Owner), 200, FireDir); } else { SetTimer(0.4 + 1.6 * FRand(), false); bPointing = false; } } function PlayAltFiring() { if ( PlayerPawn(Owner) != None ) PlayerPawn(Owner).shakeview(ShakeTime, ShakeMag, ShakeVert); Owner.PlaySound(FireSound, SLOT_None,Pawn(Owner).SoundDampening*3.0,,,0.9 + 0.2 * FRand()); PlayAnim('Fire', 2.0,0.05); } function PlayFiring() { Owner.PlaySound(FireSound, SLOT_None, Pawn(Owner).SoundDampening*3.0); PlayAnim('Fire', 0.7,0.05); } function ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z) { local shellcase s; if ( PlayerPawn(Owner) != None ) { PlayerPawn(Owner).ClientInstantFlash( -0.4, vect(650, 450, 190)); if ( PlayerPawn(Owner).DesiredFOV == PlayerPawn(Owner).DefaultFOV ) bMuzzleFlash++; } s = Spawn(class'ShellCase',Pawn(Owner), '', Owner.Location + CalcDrawOffset() + 30 * X + (2.8 * FireOffset.Y+5.0) * Y - Z * 1); if ( s != None ) { s.DrawScale = 2.0; s.Eject(((FRand()*0.3+0.4)*X + (FRand()*0.2+0.2)*Y + (FRand()*0.3+1.0) * Z)*160); } if (Other == Level) Spawn(class'HeavyWallHitEffect',,, HitLocation+HitNormal*9, Rotator(HitNormal)); else if ( (Other != self) && (Other != Owner) && (Other != None) ) { if ( Other.IsA('Pawn') && (HitLocation.Z - Other.Location.Z > 0.62 * Other.CollisionHeight) && (instigator.IsA('PlayerPawn') || (instigator.skill > 1)) && (!Other.IsA('ScriptedPawn') || !ScriptedPawn(Other).bIsBoss) ) Other.TakeDamage(100, Pawn(Owner), HitLocation, 35000 * X, 'decapitated'); else Other.TakeDamage(45, Pawn(Owner), HitLocation, 30000.0*X, 'shot'); if ( !Other.IsA('Pawn') && !Other.IsA('Carcass') ) spawn(class'SpriteSmokePuff',,,HitLocation+HitNormal*9); } } function Finish() { //bMuzzleFlash = 0; if ( ((Pawn(Owner).bFire!=0) || (Pawn(Owner).bAltFire!=0)) && (FRand() < 0.6) ) Timer(); Super.Finish(); } state Idle { function AltFire( float Value ) { GoToState('AltFiring'); } function Fire( float Value ) { if (AmmoType.UseAmmo(1)) { GotoState('NormalFire'); if ( PlayerPawn(Owner) != None ) PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert); bPointing=True; TraceFire(0.0); PlayFiring(); CheckVisibility(); } } function BeginState() { if (Pawn(Owner).bFire!=0) Fire(0.0); bPointing = false; SetTimer(0.4 + 1.6 * FRand(), false); Super.BeginState(); } function EndState() { SetTimer(0.0, false); Super.EndState(); } Begin: bPointing=False; if ( (AmmoType != None) && (AmmoType.AmmoAmount<=0) ) Pawn(Owner).SwitchToBestWeapon(); //Goto Weapon that has Ammo if ( Pawn(Owner).bFire!=0 ) Fire(0.0); Disable('AnimEnd'); PlayIdleAnim(); } /////////////////////////////////////////////////////// state AltFiring { function Timer() { if (Pawn(Owner).bAltFire == 0) { if (PlayerPawn(Owner) != None) PlayerPawn(Owner).StopZoom(); SetTimer(0.0,False); GoToState('Idle'); } } Begin: if ( Owner.IsA('PlayerPawn') ) { PlayerPawn(Owner).ToggleZoom(); SetTimer(0.075,True); } else { Pawn(Owner).bFire = 1; Pawn(Owner).bAltFire = 0; Global.Fire(0); } } /////////////////////////////////////////////////////////// function PlayIdleAnim() { PlayAnim('Still',1.0, 0.05); } defaultproperties { AmmoName=Class'UnrealI.RifleAmmo' PickupAmmoCount=8 bInstantHit=True bAltInstantHit=True FireOffset=(Y=-5.000000,Z=-2.000000) shakemag=400.000000 shaketime=0.150000 shakevert=8.000000 AIRating=0.700000 RefireRate=0.600000 AltRefireRate=0.300000 FireSound=Sound'UnrealI.Rifle.RifleShot' SelectSound=Sound'UnrealI.Rifle.RiflePickup' DeathMessage="%k put a bullet through %o's head." AutoSwitchPriority=9 InventoryGroup=9 PickupMessage="You got the Rifle" ItemName="Sniper Rifle" PlayerViewOffset=(X=3.200000,Y=-1.200000,Z=-1.700000) PlayerViewMesh=LodMesh'UnrealI.RifleM' PickupViewMesh=LodMesh'UnrealI.RiPick' ThirdPersonMesh=LodMesh'UnrealI.Rifle3rd' PickupSound=Sound'UnrealShare.Pickups.WeaponPickup' Mesh=LodMesh'UnrealI.RiPick' bNoSmooth=False CollisionRadius=28.000000 CollisionHeight=8.000000 } |
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