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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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