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UnrealShare.DispersionPistol


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//=============================================================================
// DispersionPistol.
//=============================================================================
class DispersionPistol extends Weapon;

// player view version
#exec MESH IMPORT MESH=DPistol ANIVFILE=MODELS\dgun_a.3D DATAFILE=MODELS\dgun_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=DPistol X=0 Y=0 Z=0 YAW=-64 PITCH=0
#exec MESHMAP SCALE MESHMAP=DPistol X=0.005 Y=0.005 Z=0.01
#exec MESH SEQUENCE MESH=DPistol SEQ=All     STARTFRAME=0  NUMFRAMES=141
#exec MESH SEQUENCE MESH=DPistol SEQ=Select1 STARTFRAME=0  NUMFRAMES=11 GROUP=Select
#exec MESH SEQUENCE MESH=DPistol SEQ=Shoot1  STARTFRAME=11 NUMFRAMES=3
#exec MESH SEQUENCE MESH=DPistol SEQ=Idle1   STARTFRAME=14  NUMFRAMES=2
#exec MESH SEQUENCE MESH=DPistol SEQ=Down1   STARTFRAME=16  NUMFRAMES=5
#exec MESH SEQUENCE MESH=DPistol SEQ=PowerUp1 STARTFRAME=21  NUMFRAMES=4
#exec MESH SEQUENCE MESH=DPistol SEQ=Still    STARTFRAME=25  NUMFRAMES=5
#exec MESH SEQUENCE MESH=DPistol SEQ=Select2 STARTFRAME=30  NUMFRAMES=11 GROUP=Select
#exec MESH SEQUENCE MESH=DPistol SEQ=Shoot2  STARTFRAME=41 NUMFRAMES=3
#exec MESH SEQUENCE MESH=DPistol SEQ=Idle2   STARTFRAME=44  NUMFRAMES=2
#exec MESH SEQUENCE MESH=DPistol SEQ=Down2   STARTFRAME=46  NUMFRAMES=5
#exec MESH SEQUENCE MESH=DPistol SEQ=PowerUp2 STARTFRAME=51  NUMFRAMES=9
#exec MESH SEQUENCE MESH=DPistol SEQ=Select3 STARTFRAME=60  NUMFRAMES=11 GROUP=Select
#exec MESH SEQUENCE MESH=DPistol SEQ=Shoot3  STARTFRAME=71 NUMFRAMES=3
#exec MESH SEQUENCE MESH=DPistol SEQ=Idle3   STARTFRAME=74  NUMFRAMES=2
#exec MESH SEQUENCE MESH=DPistol SEQ=Down3   STARTFRAME=76  NUMFRAMES=5
#exec MESH SEQUENCE MESH=DPistol SEQ=PowerUp3 STARTFRAME=81  NUMFRAMES=9
#exec MESH SEQUENCE MESH=DPistol SEQ=Select4 STARTFRAME=90  NUMFRAMES=11 GROUP=Select
#exec MESH SEQUENCE MESH=DPistol SEQ=Shoot4  STARTFRAME=101 NUMFRAMES=3
#exec MESH SEQUENCE MESH=DPistol SEQ=Idle4   STARTFRAME=104  NUMFRAMES=2
#exec MESH SEQUENCE MESH=DPistol SEQ=Down4   STARTFRAME=106  NUMFRAMES=5
#exec MESH SEQUENCE MESH=DPistol SEQ=PowerUp4 STARTFRAME=111  NUMFRAMES=9
#exec MESH SEQUENCE MESH=DPistol SEQ=Select5 STARTFRAME=120 NUMFRAMES=11 GROUP=Select
#exec MESH SEQUENCE MESH=DPistol SEQ=Shoot5  STARTFRAME=131 NUMFRAMES=3
#exec MESH SEQUENCE MESH=DPistol SEQ=Idle5   STARTFRAME=134 NUMFRAMES=2
#exec MESH SEQUENCE MESH=DPistol SEQ=Down5   STARTFRAME=136  NUMFRAMES=5

#exec TEXTURE IMPORT NAME=DPistol1 FILE=MODELS\dgun.PCX GROUP="Skins"
#exec OBJ LOAD FILE=Textures\SmokeEffect2.utx PACKAGE=UnrealShare.SEffect2
#exec MESHMAP SETTEXTURE MESHMAP=DPistol NUM=1  TEXTURE=DPistol1
#exec MESHMAP SETTEXTURE MESHMAP=DPistol NUM=0  TEXTURE=UnrealShare.SEffect2.SmokeEffect2


// pickup version
#exec MESH IMPORT MESH=DPistolPick ANIVFILE=MODELS\dgunlo_a.3D DATAFILE=MODELS\dgunlo_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=DPistolPick X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=DPistolPick SEQ=All  STARTFRAME=0  NUMFRAMES=1
#exec TEXTURE IMPORT NAME=DPistol1 FILE=MODELS\dgun.PCX GROUP="Skins"
#exec MESHMAP SCALE MESHMAP=DPistolPick X=0.04 Y=0.04 Z=0.08
#exec MESHMAP SETTEXTURE MESHMAP=DPistolPick NUM=1 TEXTURE=DPistol1

// 3rd person perspective version
#exec MESH IMPORT MESH=DPistol3rd ANIVFILE=MODELS\dgunlo_a.3D DATAFILE=MODELS\dgunlo_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=DPistol3rd X=0 Y=-200 Z=-110 YAW=-64 ROLL=9
#exec MESH SEQUENCE MESH=DPistol3rd SEQ=All  STARTFRAME=0  NUMFRAMES=6
#exec MESH SEQUENCE MESH=DPistol3rd SEQ=Still  STARTFRAME=0  NUMFRAMES=1
#exec MESH SEQUENCE MESH=DPistol3rd SEQ=Shoot1 STARTFRAME=0  NUMFRAMES=6
#exec TEXTURE IMPORT NAME=DPistol1 FILE=MODELS\dgun.PCX GROUP="Skins"
#exec MESHMAP SCALE MESHMAP=DPistol3rd X=0.025 Y=0.025 Z=0.05
#exec MESHMAP SETTEXTURE MESHMAP=DPistol3rd NUM=1 TEXTURE=DPistol1

#exec AUDIO IMPORT FILE="Sounds\dispersion\Powerup3.WAV" NAME="PowerUp3" GROUP="Dispersion"
#exec AUDIO IMPORT FILE="Sounds\dispersion\DShot1.WAV" NAME="DispShot" GROUP="Dispersion"
#exec AUDIO IMPORT FILE="Sounds\dispersion\Dpickup2.WAV" NAME="DispPickup" GROUP="Dispersion"

var travel int PowerLevel;
var vector WeaponPos;
var float Count,ChargeSize;
var ChargeLight cl1,cl2;
var Pickup Amp;
var Sound PowerUpSound;

function float RateSelf( out int bUseAltMode )
{
    local float rating;

    if ( Amp != None )
        rating = 6 * AIRating;
    else 
        rating = AIRating;

    if ( AmmoType.AmmoAmount <=0 )
        return 0.05;
    if ( Pawn(Owner).Enemy == None )
    {
        bUseAltMode = 0;
        return rating * (PowerLevel + 1);
    }
    
    bUseAltMode = int( FRand() < 0.3 );
    return rating * (PowerLevel + 1);
}

// return delta to combat style
function float SuggestAttackStyle()
{
    local float EnemyDist;
    local Inventory Inv;

    if ( !Pawn(Owner).bIsPlayer || (PowerLevel > 0) )
        return 0;

    return -0.3;
}

function bool HandlePickupQuery( inventory Item )
{
    if ( Item.IsA('WeaponPowerup') )
    { 
        AmmoType.AddAmmo(AmmoType.MaxAmmo);
        Pawn(Owner).ClientMessage(Item.PickupMessage, 'Pickup');                
        Item.PlaySound (PickupSound);
        if ( PowerLevel<4 ) 
        {
            ShakeVert = Default.ShakeVert + PowerLevel;
            PowerUpSound = Item.ActivateSound;
            if ( Pawn(Owner).Weapon == self )
            {
                PowerLevel++;
                GotoState('PowerUp');
            }
            else if ( (Pawn(Owner).Weapon != Self) && !Pawn(Owner).bNeverSwitchOnPickup )
            {
                Pawn(Owner).Weapon.PutDown();
                Pawn(Owner).PendingWeapon = self;
                GotoState('PowerUp', 'Waiting');    
            }
            else PowerLevel++;
        }
        Item.SetRespawn();
        return true;
    }
    else
        return Super.HandlePickupQuery(Item);
}

function BecomePickup()
{
    Amp = None;
    Super.BecomePickup();
}
 
function PlayFiring()
{
    AmmoType.GoToState('Idle2');
    Owner.PlaySound(AltFireSound, SLOT_None, 1.8*Pawn(Owner).SoundDampening,,,1.2);
    if ( PlayerPawn(Owner) != None )
        PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert);    
    if (PowerLevel==0) 
        PlayAnim('Shoot1',0.4,0.2);
    else if (PowerLevel==1) 
        PlayAnim('Shoot2',0.3,0.2);
    else if (PowerLevel==2) 
        PlayAnim('Shoot3',0.2, 0.2);
    else if (PowerLevel==3) 
        PlayAnim('Shoot4',0.1,0.2);
    else if (PowerLevel==4) 
        PlayAnim('Shoot5',0.1,0.2);
}

function Projectile ProjectileFire(class<projectile> ProjClass, float ProjSpeed, bool bWarn)
{
    local Vector Start, X,Y,Z;
    local DispersionAmmo da;
    local float Mult;

    Owner.MakeNoise(Pawn(Owner).SoundDampening);
    
    if (Amp!=None) Mult = Amp.UseCharge(80);
    else Mult=1.0;
    
    GetAxes(Pawn(owner).ViewRotation,X,Y,Z);
    Start = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; 
    AdjustedAim = pawn(owner).AdjustAim(ProjSpeed, Start, AimError, True, (3.5*FRand()-1<PowerLevel));  
    if ( (PowerLevel == 0) || (AmmoType.AmmoAmount < 10) ) 
    {
        da = DispersionAmmo(Spawn(ProjClass,,, Start,AdjustedAim));
        if ( (AmmoType.AmmoAmount < 1) && Level.Game.bDeathMatch )
            AmmoType.AmmoAmount = 1;
    }
    else
    {
        if ( (PowerLevel==1) && AmmoType.UseAmmo(2) ) 
            da = Spawn(class'DAmmo2',,, Start,AdjustedAim);
        if ( (PowerLevel==2) && AmmoType.UseAmmo(4) ) 
            da = Spawn(class'DAmmo3',,, Start,AdjustedAim);
        if ( (PowerLevel==3) && AmmoType.UseAmmo(5) ) 
            da = Spawn(class'DAmmo4',,, Start ,AdjustedAim);
        if ( (PowerLevel>=4) && AmmoType.UseAmmo(6) ) 
            da = Spawn(class'DAmmo5',,, Start,AdjustedAim);     
    }
    if ( (da != None) && (Mult>1.0) )
        da.InitSplash(Mult);
}

function AltFire( float Value )
{
    bPointing=True;
    CheckVisibility();
    GoToState('AltFiring');
}

////////////////////////////////////////////////////////
state AltFiring
{
ignores AltFire;


    function Tick( float DeltaTime )
    {
        if ( Level.NetMode == NM_StandAlone )
        {
            PlayerViewOffset.X = WeaponPos.X + FRand()*ChargeSize*7;
            PlayerViewOffset.Y = WeaponPos.Y + FRand()*ChargeSize*7;
            PlayerViewOffset.Z = WeaponPos.Z + FRand()*ChargeSize*7;
        }   
        ChargeSize += DeltaTime;
        if( (pawn(Owner).bAltFire==0)) GoToState('ShootLoad');
        Count += DeltaTime;
        if (Count > 0.3) 
        {
            Count = 0.0;
            If (!AmmoType.UseAmmo(1)) GoToState('ShootLoad');
            AmmoType.GoToState('Idle2');
        }
    }
    
    Function EndState()
    {
        PlayerviewOffset = WeaponPos;
        if (cl1!=None) cl1.Destroy();
        if (cl2!=None) cl2.Destroy();       
    }

    function BeginState()
    {
        WeaponPos = PlayerviewOffset;   
        ChargeSize=0.0;     
    }

Begin:
    if (AmmoType.UseAmmo(1))
    {
        Owner.Playsound(Misc1Sound,SLOT_Misc, Pawn(Owner).SoundDampening*4.0);
        Count = 0.0;        
        Sleep(2.0 + 0.6 * PowerLevel);
        GoToState('ShootLoad');
    }
    else GotoState('Idle');

}

///////////////////////////////////////////////////////////
state ShootLoad
{
    function Fire(float F) {}
    function AltFire(float F) {}

    function BeginState()
    {
        local DispersionAmmo d;
        local Vector Start, X,Y,Z;
        local float Mult;
        
        if (Amp!=None) Mult = Amp.UseCharge(ChargeSize*50+50);
        else Mult=1.0;
        
        Owner.PlaySound(AltFireSound, SLOT_Misc, 1.8*Pawn(Owner).SoundDampening);
        if ( PlayerPawn(Owner) != None )
            PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag*ChargeSize, ShakeVert);
        if (PowerLevel==0) PlayAnim('Shoot1',0.2, 0.05);
        else if (PowerLevel==1) PlayAnim('Shoot2',0.2, 0.05);
        else if (PowerLevel==2) PlayAnim('Shoot3',0.2, 0.05);
        else if (PowerLevel==3) PlayAnim('Shoot4',0.2, 0.05);   
        else if (PowerLevel==4) PlayAnim('Shoot5',0.2, 0.05);   

        Owner.MakeNoise(Pawn(Owner).SoundDampening);
        GetAxes(Pawn(owner).ViewRotation,X,Y,Z);
        Start = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; 
        AdjustedAim = pawn(owner).AdjustAim(AltProjectileSpeed, Start, AimError, True, True);
        d = DispersionAmmo(Spawn(AltProjectileClass,,, Start,AdjustedAim));
        if ( d != None )
        {   
            d.bAltFire = True;
            d.DrawScale = 0.5 + ChargeSize*0.6;
            d.InitSplash(d.DrawScale * Mult * 1.1);
        }
    }
Begin:
    FinishAnim();
    Finish();
}



///////////////////////////////////////////////////////////
function PlayIdleAnim()
{
    if (PowerLevel==0) LoopAnim('Idle1',0.04,0.2);
    else if (PowerLevel==1) LoopAnim('Idle2',0.04,0.2);
    else if (PowerLevel==2) LoopAnim('Idle3',0.04,0.2);
    else if (PowerLevel==3) LoopAnim('Idle4',0.04,0.2);         
    else if (PowerLevel==4) LoopAnim('Idle5',0.04,0.2); 
}

///////////////////////////////////////////////////////
state PowerUp
{
ignores fire, altfire;

    function BringUp()
    {
        bWeaponUp = false;
        PlaySelect();
        GotoState('Powerup', 'Raising');
    }

    function bool PutDown()
    {
        bChangeWeapon = true;
        return True;
    }

    function BeginState()
    {
        bChangeWeapon = false;
    }

Raising:
    FinishAnim();
    PowerLevel++;
Begin:
    if (PowerLevel<5) 
    {
        AmmoType.MaxAmmo += 10; 
        AmmoType.AddAmmo(10);
        if ( PowerLevel < 5 )
            Owner.PlaySound(PowerUpSound, SLOT_None, Pawn(Owner).SoundDampening);               
        if (PowerLevel==1)
            PlayAnim('PowerUp1',0.1, 0.05); 
        else if (PowerLevel==2) 
            PlayAnim('PowerUp2',0.1, 0.05);         
        else if (PowerLevel==3) 
            PlayAnim('PowerUp3',0.1, 0.05);                 
        else if (PowerLevel==4) 
            PlayAnim('PowerUp4',0.1, 0.05);     
        FinishAnim();
        if ( bChangeWeapon )
            GotoState('DownWeapon');
        Finish();
    }
Waiting:
}


function TweenDown()
{
    if ( GetAnimGroup(AnimSequence) == 'Select' )
        TweenAnim( AnimSequence, AnimFrame * 0.4 );
    else
    {
        if (PowerLevel==0) PlayAnim('Down1', 1.0, 0.05);
        else if (PowerLevel==1) PlayAnim('Down2', 1.0, 0.05);
        else if (PowerLevel==2) PlayAnim('Down3', 1.0, 0.05);
        else if (PowerLevel==3) PlayAnim('Down4', 1.0, 0.05);   
        else if (PowerLevel==4) PlayAnim('Down5', 1.0, 0.05);   
    }
}

function TweenSelect()
{
    TweenAnim('Select1',0.001);
}

function PlaySelect()
{
    Owner.PlaySound(SelectSound, SLOT_None, Pawn(Owner).SoundDampening);
    if (PowerLevel==0) PlayAnim('Select1',0.5,0.0);
    else if (PowerLevel==1) PlayAnim('Select2',0.5,0.0);
    else if (PowerLevel==2) PlayAnim('Select3',0.5,0.0);
    else if (PowerLevel==3) PlayAnim('Select4',0.5,0.0);    
    else if (PowerLevel==4) PlayAnim('Select5',0.5,0.0);
}   

defaultproperties
{
     AmmoName=Class'UnrealShare.DefaultAmmo'
     PickupAmmoCount=50
     bAltWarnTarget=True
     FireOffset=(X=12.000000,Y=-8.000000,Z=-15.000000)
     ProjectileClass=Class'UnrealShare.DispersionAmmo'
     AltProjectileClass=Class'UnrealShare.DispersionAmmo'
     shakemag=200.000000
     shaketime=0.130000
     shakevert=2.000000
     RefireRate=0.850000
     AltRefireRate=0.300000
     FireSound=Sound'UnrealShare.Dispersion.DispShot'
     AltFireSound=Sound'UnrealShare.Dispersion.DispShot'
     SelectSound=Sound'UnrealShare.Dispersion.DispPickup'
     Misc1Sound=Sound'UnrealShare.Dispersion.PowerUp3'
     DeathMessage="%o was killed by %k's %w.  What a loser!"
     PickupMessage="You got the Dispersion Pistol"
     ItemName="Dispersion Pistol"
     PlayerViewOffset=(X=3.800000,Y=-2.000000,Z=-2.000000)
     PlayerViewMesh=LodMesh'UnrealShare.DPistol'
     PickupViewMesh=LodMesh'UnrealShare.DPistolPick'
     ThirdPersonMesh=LodMesh'UnrealShare.DPistol3rd'
     PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
     Texture=None
     Mesh=LodMesh'UnrealShare.DPistolPick'
     bNoSmooth=False
     CollisionRadius=28.000000
     CollisionHeight=8.000000
     Mass=15.000000
}

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Class file time: za 22-4-2006 13:06:32.000 - Creation time: za 22-4-2006 13:07:25.359 - Created with UnCodeX