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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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