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UnrealShare.AutoMag


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//=============================================================================
// AutoMag.
//=============================================================================
class AutoMag extends Weapon;

// pickup version
#exec MESH IMPORT MESH=AutoMagPickup ANIVFILE=MODELS\pislow_a.3D DATAFILE=MODELS\pislow_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=AutoMagPickup X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=AutoMagPickup SEQ=All  STARTFRAME=0  NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Automa1 FILE=MODELS\pistol.PCX GROUP="Skins"
#exec MESHMAP SCALE MESHMAP=AutoMagPickup X=0.04 Y=0.04 Z=0.08
#exec MESHMAP SETTEXTURE MESHMAP=AutoMagPickup NUM=1 TEXTURE=Automa1

// 3rd person perspective version 
#exec MESH IMPORT MESH=auto3rd ANIVFILE=MODELS\pis3rd_a.3D DATAFILE=MODELS\pis3rd_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=auto3rd X=0 Y=-60 Z=-220 YAW=64 PITCH=0 ROLL=-72
#exec MESH SEQUENCE MESH=auto3rd SEQ=All  STARTFRAME=0  NUMFRAMES=5
#exec MESH SEQUENCE MESH=auto3rd SEQ=Still  STARTFRAME=0  NUMFRAMES=1
#exec MESH SEQUENCE MESH=auto3rd SEQ=Shoot  STARTFRAME=1  NUMFRAMES=4 RATE=30.0
#exec MESH SEQUENCE MESH=auto3rd SEQ=Shot2b  STARTFRAME=1  NUMFRAMES=4 RATE=30.0
#exec MESH SEQUENCE MESH=auto3rd SEQ=Shot2a  STARTFRAME=1  NUMFRAMES=4 RATE=30.0
#exec TEXTURE IMPORT NAME=Automa1 FILE=MODELS\pistol.PCX GROUP="Skins"
#exec OBJ LOAD FILE=textures\FireEffect18.utx PACKAGE=UnrealShare.Effect18
#exec MESHMAP SCALE MESHMAP=auto3rd X=0.02 Y=0.02 Z=0.04
#exec MESHMAP SETTEXTURE MESHMAP=auto3rd NUM=1 TEXTURE=Automa1
#exec MESHMAP SETTEXTURE MESHMAP=auto3rd NUM=0 TEXTURE=UnrealShare.Effect18.FireEffect18

//  player view version
#exec MESH IMPORT MESH=AutoMagL ANIVFILE=MODELS\pistol_a.3D DATAFILE=MODELS\pistol_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=AutoMagL X=0 Y=0 Z=0 YAW=64 ROLL=-64
#exec MESH SEQUENCE MESH=AutoMagL SEQ=All     STARTFRAME=0  NUMFRAMES=190
#exec MESH SEQUENCE MESH=AutoMagL SEQ=Still   STARTFRAME=0  NUMFRAMES=1
#exec MESH SEQUENCE MESH=AutoMagL SEQ=Shoot   STARTFRAME=0  NUMFRAMES=4
#exec MESH SEQUENCE MESH=AutoMagL SEQ=Shoot0  STARTFRAME=6  NUMFRAMES=3
#exec MESH SEQUENCE MESH=AutoMagL SEQ=Shoot1  STARTFRAME=7  NUMFRAMES=7
#exec MESH SEQUENCE MESH=AutoMagL SEQ=Shoot2  STARTFRAME=15 NUMFRAMES=5
#exec MESH SEQUENCE MESH=AutoMagL SEQ=Shot2a  STARTFRAME=20  NUMFRAMES=5
#exec MESH SEQUENCE MESH=AutoMagL SEQ=Shot2b  STARTFRAME=29  NUMFRAMES=3
#exec MESH SEQUENCE MESH=AutoMagL SEQ=Shot2c  STARTFRAME=45  NUMFRAMES=5
#exec MESH SEQUENCE MESH=AutoMagL SEQ=Twiddle STARTFRAME=50  NUMFRAMES=25
#exec MESH SEQUENCE MESH=AutoMagL SEQ=Sway1   STARTFRAME=50  NUMFRAMES=2
#exec MESH SEQUENCE MESH=AutoMagL SEQ=Eject   STARTFRAME=75  NUMFRAMES=25
#exec MESH SEQUENCE MESH=AutoMagL SEQ=Down    STARTFRAME=100  NUMFRAMES=5
#exec MESH SEQUENCE MESH=AutoMagL SEQ=Select  STARTFRAME=105  NUMFRAMES=30 RATE=40 GROUP=Select
#exec MESH SEQUENCE MESH=AutoMagL SEQ=T1      STARTFRAME=135  NUMFRAMES=5
#exec MESH SEQUENCE MESH=AutoMagL SEQ=Twirl   STARTFRAME=140  NUMFRAMES=45
#exec MESH SEQUENCE MESH=AutoMagL SEQ=T2      STARTFRAME=185  NUMFRAMES=5
#exec TEXTURE IMPORT NAME=Automa1 FILE=MODELS\pistol.PCX GROUP="Skins" 
#exec OBJ LOAD FILE=textures\FireEffect18.utx PACKAGE=UnrealShare.Effect18
#exec MESHMAP SCALE MESHMAP=AutoMagL X=0.007 Y=0.005 Z=0.01
#exec MESHMAP SETTEXTURE MESHMAP=AutoMagL NUM=1 TEXTURE=Automa1
#exec MESHMAP SETTEXTURE MESHMAP=AutoMagL NUM=0 TEXTURE=UnrealShare.Effect18.FireEffect18

// right handed player view version
#exec MESH IMPORT MESH=AutoMagR ANIVFILE=MODELS\pistol_a.3D DATAFILE=MODELS\pistol_d.3D unmirror=1
#exec MESH ORIGIN MESH=AutoMagR X=0 Y=0 Z=0 YAW=64 ROLL=-64
#exec MESH SEQUENCE MESH=AutoMagR SEQ=All     STARTFRAME=0  NUMFRAMES=190
#exec MESH SEQUENCE MESH=AutoMagR SEQ=Still   STARTFRAME=0  NUMFRAMES=1
#exec MESH SEQUENCE MESH=AutoMagR SEQ=Shoot   STARTFRAME=0  NUMFRAMES=4
#exec MESH SEQUENCE MESH=AutoMagR SEQ=Shoot0  STARTFRAME=6  NUMFRAMES=3
#exec MESH SEQUENCE MESH=AutoMagR SEQ=Shoot1  STARTFRAME=7  NUMFRAMES=7
#exec MESH SEQUENCE MESH=AutoMagR SEQ=Shoot2  STARTFRAME=15 NUMFRAMES=5
#exec MESH SEQUENCE MESH=AutoMagR SEQ=Shot2a  STARTFRAME=20  NUMFRAMES=5
#exec MESH SEQUENCE MESH=AutoMagR SEQ=Shot2b  STARTFRAME=29  NUMFRAMES=3
#exec MESH SEQUENCE MESH=AutoMagR SEQ=Shot2c  STARTFRAME=45  NUMFRAMES=5
#exec MESH SEQUENCE MESH=AutoMagR SEQ=Twiddle STARTFRAME=50  NUMFRAMES=25
#exec MESH SEQUENCE MESH=AutoMagR SEQ=Sway1   STARTFRAME=50  NUMFRAMES=2
#exec MESH SEQUENCE MESH=AutoMagR SEQ=Eject   STARTFRAME=75  NUMFRAMES=25
#exec MESH SEQUENCE MESH=AutoMagR SEQ=Down    STARTFRAME=100  NUMFRAMES=5
#exec MESH SEQUENCE MESH=AutoMagR SEQ=Select  STARTFRAME=105  NUMFRAMES=30 RATE=40 GROUP=Select
#exec MESH SEQUENCE MESH=AutoMagR SEQ=T1      STARTFRAME=135  NUMFRAMES=5
#exec MESH SEQUENCE MESH=AutoMagR SEQ=Twirl   STARTFRAME=140  NUMFRAMES=45
#exec MESH SEQUENCE MESH=AutoMagR SEQ=T2      STARTFRAME=185  NUMFRAMES=5
#exec MESHMAP SCALE MESHMAP=AutoMagR X=0.007 Y=0.005 Z=0.01
#exec MESHMAP SETTEXTURE MESHMAP=AutoMagR NUM=1 TEXTURE=Automa1
#exec MESHMAP SETTEXTURE MESHMAP=AutoMagR NUM=0 TEXTURE=UnrealShare.Effect18.FireEffect18

#exec AUDIO IMPORT FILE="Sounds\automag\cocking.WAV" NAME="Cocking" GROUP="AutoMag"
#exec AUDIO IMPORT FILE="Sounds\automag\shot.WAV" NAME="shot" GROUP="AutoMag"
#exec AUDIO IMPORT FILE="Sounds\flak\click.WAV" NAME="click" GROUP="flak"
#exec AUDIO IMPORT FILE="Sounds\automag\reload1.WAV" NAME="Reload" GROUP="Automag"

var() int hitdamage;
var  float AltAccuracy;
var int ClipCount;

function AltFire( float Value )
{
    bPointing=True;
    AltAccuracy = 0.4;
    CheckVisibility();
    if (AmmoType.AmmoAmount>0)
    {
        if ( PlayerPawn(Owner) != None )
            PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert);
        PlayAnim('T1', 1.3, 0.05);
        GotoState('AltFiring');
    }
}

function PlayFiring()
{
    ClipCount++;
    Owner.PlaySound(FireSound, SLOT_None,2.0*Pawn(Owner).SoundDampening);
}

// set which hand is holding weapon
function setHand(float Hand)
{
    Super.SetHand(Hand);
    if ( Hand == 1 )
        Mesh = mesh'AutoMagL';
    else
        Mesh = mesh'AutoMagR';
}

///////////////////////////////////////////////////////
state NormalFire
{
Begin:
    if (AnimSequence!='Shoot0') 
    {
        PlayAnim('Shoot',2.5, 0.02);
        FinishAnim();
    }
    PlayAnim('Shoot0',0.26, 0.04);  
    FinishAnim();
    if (ClipCount>15) Owner.PlaySound(Misc1Sound, SLOT_None, 3.5*Pawn(Owner).SoundDampening);   
    if ( bChangeWeapon )
        GotoState('DownWeapon');
    else if ( PlayerPawn(Owner) == None )
        Super.Finish();
    else if ( (AmmoType.AmmoAmount<=0) || (Pawn(Owner).Weapon != self) )
        GotoState('Idle');
    else if (ClipCount>=20) GoToState('NewClip');
    else if ( Pawn(Owner).bFire!=0 ) Global.Fire(0);
    else if ( Pawn(Owner).bAltFire!=0 )Global.AltFire(0);       
    PlayAnim('Shoot2',0.8, 0.0);    
    FinishAnim();
    GoToState('Idle');
}


////////////////////////////////////////////////////////
state NewClip
{
ignores Fire, AltFire;
Begin:
    PlayAnim('Eject',1.5,0.05);
    Owner.PlaySound(Misc2Sound, SLOT_None,1.0*Pawn(Owner).SoundDampening);  
    FinishAnim();
    PlayAnim('Down',1.2,0.05);
    FinishAnim();
    ClipCount = 0;
    Owner.PlaySound(SelectSound, SLOT_None,1.0*Pawn(Owner).SoundDampening); 
    PlayAnim('Select',1.6,0.07);
    FinishAnim();
    if ( bChangeWeapon )
        GotoState('DownWeapon');
    else if ( Pawn(Owner).bFire!=0 )
        Global.Fire(0);
    else if ( Pawn(Owner).bAltFire!=0 )
        Global.AltFire(0);  
    else GotoState('Idle');
}

////////////////////////////////////////////////////////
state AltFiring
{
ignores Fire, AltFire;

Begin:
    FinishAnim();
    PlayAnim('Shot2a', 1.2, 0.05);  
    FinishAnim();
Repeater:   
    if (AmmoType.UseAmmo(1)) 
    {
        if ( PlayerPawn(Owner) != None )
            PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert);
        ClipCount++;    
        TraceFire(AltAccuracy);
        PlayAltFiring();    
        FinishAnim();
    }
    if ( AltAccuracy < 3 ) 
        AltAccuracy += 0.5;
    if (ClipCount>15) Owner.PlaySound(Misc1Sound, SLOT_None, 3.5*Pawn(Owner).SoundDampening);       
    if ( bChangeWeapon )
        GotoState('DownWeapon');
    else if ( Pawn(Owner).Weapon != Self )
        GotoState('Idle');      
    else if ( /*bAltFireMem ||*/ (Pawn(Owner).bAltFire!=0) 
        && AmmoType.AmmoAmount>0 && ClipCount<20)
    {
        if ( PlayerPawn(Owner) == None )
            Pawn(Owner).bAltFire = int( FRand() < AltReFireRate );
        //bFireMem = false;
        //bAltFireMem = false; 
        Goto('Repeater');   
    }
    PlayAnim('Shot2c', 0.7, 0.05);  
    FinishAnim();   
    PlayAnim('T2', 0.9, 0.05);  
    FinishAnim();
    Finish();
}

function ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z)
{
    local shellcase s;
    local vector realLoc;

    realLoc = Owner.Location + CalcDrawOffset();
    s = Spawn(class'ShellCase',Pawn(Owner), '', realLoc + 20 * X + FireOffset.Y * Y + Z);
    if ( s != None )
        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'WallHitEffect',,, HitLocation+HitNormal*9, Rotator(HitNormal));
    else if ((Other != self) && (Other != Owner) && (Other != None) ) 
    {
        if ( FRand() < 0.2 )
            X *= 5;
        Other.TakeDamage(HitDamage, Pawn(Owner), HitLocation, 3000.0*X, 'shot');
        if ( !Other.IsA('Pawn') && !Other.IsA('Carcass') )
            spawn(class'SpriteSmokePuff',,,HitLocation+HitNormal*9);
    }       
}

function PlayPostSelect()
{
    ClipCount = 0;
}

function Finish()
{
    if ( bChangeWeapon )
        GotoState('DownWeapon');
    else if ( PlayerPawn(Owner) == None )
        Super.Finish();
    else if ( (AmmoType.AmmoAmount<=0) || (Pawn(Owner).Weapon != self) )
        GotoState('Idle');
    else if (ClipCount>=20) GoToState('NewClip');
    else if ( /*bFireMem ||*/ Pawn(Owner).bFire!=0 )
        Global.Fire(0);
    else if ( /*bAltFireMem ||*/ Pawn(Owner).bAltFire!=0 )
        Global.AltFire(0);
    else 
        GotoState('Idle');
}

function PlayAltFiring()
{
    Owner.PlaySound(FireSound, SLOT_None,2.0*Pawn(Owner).SoundDampening);
    PlayAnim('Shot2b', 0.4, 0.05);
}

state Idle
{
    function AnimEnd()
    {
        PlayIdleAnim();
    }

    function bool PutDown()
    {
        GotoState('DownWeapon');
        return True;
    }
    
    function Timer()
    {
        if (FRand()>0.8) PlayAnim('Twiddle',0.6,0.3);
        else if (AnimSequence == 'Twiddle') LoopAnim('Sway1',0.02, 0.3);
    }

Begin:
    bPointing=False;
    if ( (AmmoType != None) && (AmmoType.AmmoAmount<=0) ) 
        Pawn(Owner).SwitchToBestWeapon();  //Goto Weapon that has Ammo
    Disable('AnimEnd');
    LoopAnim('Sway1',0.02, 0.1);
    SetTimer(1.5,True);
    if ( /*bFireMem ||*/ Pawn(Owner).bFire!=0 ) Global.Fire(0.0);
    if ( /*bAltFireMem ||*/ Pawn(Owner).bAltFire!=0 ) Global.AltFire(0.0);  
}

defaultproperties
{
     hitdamage=17
     AmmoName=Class'UnrealShare.ShellBox'
     PickupAmmoCount=20
     bInstantHit=True
     bAltInstantHit=True
     FireOffset=(Y=-10.000000,Z=-4.000000)
     shakemag=200.000000
     shakevert=4.000000
     AIRating=0.200000
     RefireRate=0.700000
     AltRefireRate=0.900000
     FireSound=Sound'UnrealShare.AutoMag.shot'
     AltFireSound=Sound'UnrealShare.AutoMag.shot'
     CockingSound=Sound'UnrealShare.AutoMag.Cocking'
     SelectSound=Sound'UnrealShare.AutoMag.Cocking'
     Misc1Sound=Sound'UnrealShare.flak.Click'
     Misc2Sound=Sound'UnrealShare.AutoMag.Reload'
     DeathMessage="%o got gatted by %k's %w."
     AutoSwitchPriority=2
     InventoryGroup=2
     PickupMessage="You got the AutoMag"
     ItemName="Automag"
     PlayerViewOffset=(X=4.800000,Y=-1.700000,Z=-2.700000)
     PlayerViewMesh=LodMesh'UnrealShare.AutoMagL'
     PickupViewMesh=LodMesh'UnrealShare.AutoMagPickup'
     ThirdPersonMesh=LodMesh'UnrealShare.auto3rd'
     PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
     Mesh=LodMesh'UnrealShare.AutoMagPickup'
     bNoSmooth=False
     CollisionRadius=25.000000
     CollisionHeight=10.000000
     Mass=15.000000
}

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Class file time: za 22-4-2006 13:06:32.000 - Creation time: za 22-4-2006 13:07:24.625 - Created with UnCodeX