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UnrealI.Rifle


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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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Class file time: za 22-4-2006 13:06:32.000 - Creation time: za 22-4-2006 13:07:27.078 - Created with UnCodeX