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UPak.RocketLauncher


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//=============================================================================
// RocketLauncher.uc
// $Date: 4/28/99 11:16a $
// $Revision: 2 $
//=============================================================================
class RocketLauncher expands Weapon;

#exec AUDIO IMPORT FILE="Sounds\RocketLauncher\RocketSelect1.wav" NAME="RocketSelect1" GROUP="RocketLauncher"
#exec AUDIO IMPORT FILE="Sounds\RocketLauncher\RocketShot1.wav" NAME="RocketShot1" GROUP="RocketLauncher"
#exec AUDIO IMPORT FILE="Sounds\RocketLauncher\RocketShot2.wav" NAME="RocketShot2" GROUP="RocketLauncher"

var( Weapon ) bool bRJDisabled; // Disable RocketJump ability
var int ReloadTracker;
var PathNodeIterator pni;

function PreBeginPlay()
{
	Super.PreBeginPlay();
	ProjectileSpeed = class'UPakRocket'.default.speed;
	AltProjectileSpeed = class'TowRocket'.default.speed;
}

function PostBeginPlay()
{
	if( pni == None )
	{
		pni = Spawn( class'PathNodeIterator' );
	}
	pni.CheckUPak();
	
	if( Level.Game.bDeathMatch )
		PickupAmmoCount += 15;
	Super.PostBeginPlay();
}

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

	Owner.MakeNoise( Pawn( Owner ).SoundDampening );
	GetAxes( Pawn( Owner ).ViewRotation, X, Y, Z );
	Start = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Z * Z; 
	AdjustedAim = Pawn( Owner ).AdjustAim( ProjSpeed, Start, AimError, True, bWarn );	
	return Spawn( ProjClass, Owner,, Start, AdjustedAim );	
}

function PlayFiring()
{
	Owner.PlaySound( FireSound, SLOT_None, Pawn( Owner ).SoundDampening * 4.0 );
	PlayAnim( 'Fire', 0.75 );
}

function PlayAltFiring()
{
	Owner.PlaySound( AltFireSound, SLOT_None, Pawn(Owner).SoundDampening * 4.0 );
	PlayAnim( 'Fire', 0.75 );
}

function Fire( float value )
{
	if ( AmmoType.UseAmmo( 1 ) )
	{
		GotoState( 'NormalFire' );
		
		if( PlayerPawn( Owner ) != None )
			PlayerPawn( Owner ).ShakeView( ShakeTime, ShakeMag, ShakeVert );
		bPointing=True;
		ProjectileFire( ProjectileClass, ProjectileSpeed, bWarnTarget );
		PlayFiring();
		if( Owner.bHidden )
			CheckVisibility();
	}
}
	
function Altfire( float value )
{
	if( AmmoType.UseAmmo( 1 ) )
	{
		GotoState( 'AltFiring' );
		
		if( PlayerPawn( Owner ) != None )
			PlayerPawn( Owner ).ShakeView( ShakeTime, ShakeMag, ShakeVert );
		bPointing=True;
		ProjectileFire( AltProjectileClass, AltProjectileSpeed, bWarnTarget );
		PlayFiring();
		if( Owner.bHidden )
			CheckVisibility();
	}
}

	
function PlayIdleAnim()
{
	if( AnimSequence == 'Fire1' && FRand() < 0.2 )
		Owner.PlaySound( Misc1Sound, SLOT_None, Pawn( Owner ).SoundDampening * 0.5 );
	else if ( AnimSequence!='Still' )
	{
		if( FRand() < 0.5 )
			Owner.PlaySound( Misc1Sound, SLOT_None, Pawn( Owner ).SoundDampening * 0.5 );
		else LoopAnim( 'Still', 0.04, 0.3 );
	}
	Enable( 'AnimEnd' );
}

// ================================================================================================
// Idle State
// ================================================================================================

state Idle
{
	function BeginState()
	{
		bPointing = false;
		SetTimer( 0.5 + 2 * FRand(), false );
		Super.BeginState();
		if( Pawn( Owner ).bFire != 0 )
			Fire( 0.0 );
		if( Pawn(Owner).bAltFire != 0 )
	  	  	AltFire(0.0);		
	}
		
	function EndState()
	{
		SetTimer( 0.0, false );
		Super.EndState();
	}
}


state NormalFire
{
	function BeginState()
	{
		ReloadTracker++;
		Super.BeginState();
	}
	
Begin:
	FinishAnim();
	LoopAnim( 'Still' );
	if( Owner.IsA( 'Bots' ) )
		Sleep( 1.25 );
	else Sleep( 0.5 );
	Finish();
}


state AltFiring
{
Begin:
	FinishAnim();
	LoopAnim( 'Still' );
	if( Owner.IsA( 'Bots' ) )
		Sleep( 1.25 );
	else Sleep( 0.5 );
	Finish();
}


function bool HandlePickupQuery( inventory Item )
{
	local int oldAmmo;
	
	if (Item.Class == Class)
	{
		if ( Level.Game.bCoopWeaponMode && !Weapon(item).bHeldItem )
			return true;
		oldAmmo = AmmoType.AmmoAmount;
		if (AmmoType!=None && AmmoType.AddAmmo(PickupAmmoCount)) 
		{
			Pawn(Owner).ClientMessage(PickupMessage, 'Pickup');
			if ( (OldAmmo == 0) && (Pawn(Owner).Weapon.class != item.class) && !Pawn(Owner).bNeverSwitchOnPickup )
			{
				if ( !WeaponSet(Pawn(Owner)) ) Item.PlaySound(Item.PickupSound);
			}
			else Item.PlaySound(Item.PickupSound);		   
		}
		Item.SetRespawn();   
		return true;
	}
	if ( Inventory == None )
		return false;

	return Inventory.HandlePickupQuery(Item);
}

defaultproperties
{
				AmmoName=Class'UPak.RLAmmo'
				PickupAmmoCount=5
				bWarnTarget=True
				bAltWarnTarget=True
				bSplashDamage=True
				bRecommendSplashDamage=True
				FireOffset=(X=12.000000,Y=-6.000000,Z=-7.000000)
				ProjectileClass=Class'UPak.UPakRocket'
				AltProjectileClass=Class'UPak.TowRocket'
				AIRating=0.600000
				RefireRate=0.150000
				AltRefireRate=0.150000
				FireSound=Sound'UPak.RocketLauncher.RocketShot2'
				AltFireSound=Sound'UPak.RocketLauncher.RocketShot2'
				SelectSound=Sound'UPak.RocketLauncher.RocketSelect1'
				AutoSwitchPriority=6
				InventoryGroup=5
				PickupMessage="You got the RocketLauncher."
				ItemName="RocketLauncher"
				PlayerViewOffset=(X=3.800000,Y=-1.400000,Z=-1.800000)
				PlayerViewMesh=LodMesh'UPak.RL1st'
				PickupViewMesh=LodMesh'UPak.RLpickup'
				ThirdPersonMesh=LodMesh'UPak.RL3rd'
				PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
				Mesh=LodMesh'UPak.RLpickup'
				bNoSmooth=False
				bSimulatedPawnRep=True
				CollisionRadius=28.000000
				CollisionHeight=8.000000
}

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Class file time: zo 11-11-2012 21:10:30.000 - Creation time: zo 11-11-2012 21:14:19.959 - Created with UnCodeX