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// Based off or the old Xweapons.Projectilefire class class BaseProjectileFire extends WeaponFire; var() int ProjPerFire; var() Vector ProjSpawnOffset; // +x forward, +y right, +z up function DoFireEffect() { local Vector StartProj, StartTrace, X,Y,Z; local Rotator R, Aim; local Vector HitLocation, HitNormal; local Actor Other; local int p; local int SpawnCount; local float theta; Instigator.MakeNoise(1.0); Weapon.GetViewAxes(X,Y,Z); StartTrace = Instigator.Location + Instigator.EyePosition();// + X*Instigator.CollisionRadius; StartProj = StartTrace + X*ProjSpawnOffset.X; if ( !Weapon.WeaponCentered() ) StartProj = StartProj + Weapon.Hand * Y*ProjSpawnOffset.Y + Z*ProjSpawnOffset.Z; // check if projectile would spawn through a wall and adjust start location accordingly Other = Weapon.Trace(HitLocation, HitNormal, StartProj, StartTrace, false); // Collision attachment debugging /* if( Other.IsA('ROCollisionAttachment')) { log(self$"'s trace hit "$Other.Base$" Collision attachment"); }*/ if (Other != None) { StartProj = HitLocation; } Aim = AdjustAim(StartProj, AimError); SpawnCount = Max(1, ProjPerFire * int(Load)); switch (SpreadStyle) { case SS_Random: X = Vector(Aim); for (p = 0; p < SpawnCount; p++) { R.Yaw = Spread * (FRand()-0.5); R.Pitch = Spread * (FRand()-0.5); R.Roll = Spread * (FRand()-0.5); SpawnProjectile(StartProj, Rotator(X >> R)); } break; case SS_Line: for (p = 0; p < SpawnCount; p++) { theta = Spread*PI/32768*(p - float(SpawnCount-1)/2.0); X.X = Cos(theta); X.Y = Sin(theta); X.Z = 0.0; SpawnProjectile(StartProj, Rotator(X >> Aim)); } break; default: SpawnProjectile(StartProj, Aim); } } function projectile SpawnProjectile(Vector Start, Rotator Dir) { local Projectile p; if( GetDesiredProjectileClass() != None ) p = Weapon.Spawn(GetDesiredProjectileClass(),,, Start, Dir); /* First attempt at spawning failed, try an non zero extent trace to position it */ if( p == None ) { P = ForceSpawnProjectile(Start,Dir); } /* second trace failed. give up */ if( p == None) { return none; } PostSpawnProjectile(P); return p; } /* If the first projectile spawn failed it's probably because we're trying to spawn inside the collision bounds of an object with properties that ignore zero extent traces. We need to do a non-zero extent trace so we can find a safe spawn loc for our projectile .. */ function projectile ForceSpawnProjectile(Vector Start, Rotator Dir) { local Vector HitLocation, HitNormal; local Actor Other; local Projectile p; /* perform the second trace .. */ Other = Weapon.Trace(HitLocation, HitNormal, Start, Instigator.Location + Instigator.EyePosition(), false,vect(0,0,1)); if (Other != None) { Start = HitLocation; } if( GetDesiredProjectileClass() != None ) p = Weapon.Spawn(GetDesiredProjectileClass(),,, Start, Dir); return P; } /* Accessor function that returns the type of projectile we want this weapon to fire right now*/ function class<Projectile> GetDesiredProjectileClass() { return ProjectileClass; } /* Convenient place to perform changes to a newly spawned projectile */ function PostSpawnProjectile(Projectile P) { P.Damage *= DamageAtten; } simulated function vector GetFireStart(vector X, vector Y, vector Z) { return Instigator.Location + Instigator.EyePosition() + X*ProjSpawnOffset.X + Y*ProjSpawnOffset.Y + Z*ProjSpawnOffset.Z; } defaultproperties { ProjPerFire=1 ProjSpawnOffset=(Z=-10.000000) bLeadTarget=True bInstantHit=False NoAmmoSound=Sound'Inf_Weapons_Foley.Misc.dryfire_rifle' WarnTargetPct=0.500000 } |
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