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//============================================================================= // ROWeaponfire //============================================================================= // Base class for all Red Orchestra weapon firing //============================================================================= // Red Orchestra Source // Copyright (C) 2005 Tripwire Interactive LLC // - John "Ramm-Jaeger" Gibson //============================================================================= class ROWeaponFire extends WeaponFire; /*#exec OBJ LOAD File="Inf_Weapons.uax" //============================================================================= // Variables //============================================================================= // Firing effects var() name MuzzleBone; // The bone to attache the muzzle flash to // Sounds var() array<sound> FireSounds; // An array of the weapon firing sounds var() float FireVolume; // Animation var() float FireTweenTime; // Recoil var() int maxVerticalRecoilAngle; // max vertical angle a weapon muzzle can climb from recoil var() int maxHorizontalRecoilAngle; // max horizontal angle a weapon muzzle can move from recoil var() float PctStandIronRecoil; // the percentage of recoil felt standing while in iron sights compared to hip shots standing var() float PctCrouchRecoil; // the percentage of recoil felt in crouch compared to standing var() float PctCrouchIronRecoil; // the percentage of recoil felt crouching while in iron sights compared to hip shots crouching var() float PctProneRecoil; // the percentage of recoil felt in prone compared to standing var() float PctProneIronRecoil; // the percentage of recoil felt in prone while in iron sights compared to unaimed shots in prone var() float PctBipodDeployRecoil; // the percentage of recoil felt when a player's weapon is bipod deployed var() float PctRestDeployRecoil; // the percentage to reduce recoil when the player is rest deployed var() float PctLeanPenalty; // The amount of recoil to add when the player is leaning var() float RecoilRate; // Time in seconds each recoil should take to be applied. Must be less than the fire rate or the full recoil wont be applied // Delayed Recoil for bolt actions and semis var bool bDelayedRecoil; // Delay the recoil so that accurate weapons have a chance for the bullet to fire before the recoil is carried over var() float DelayedRecoilTime; // Amount of time to wait before applying recoil var() class<ROShellEject> ShellEjectClass; // class of our first person shell ejection emitter //var() RO1stShellEject ShellEmitter; // First person shell ejection emitter instance var() name ShellEmitBone; // First person shell ejection bone var() vector ShellIronSightOffset; // Distance to offset the ShellEject in first person var() vector ShellHipOffset; // Distance to offset the ShellEject in first person var() rotator ShellRotOffsetIron; // The rotational shell spawning offset for this weapon in ironsights var() rotator ShellRotOffsetHip; // The rotational shell spawning offset for this weapon in ironsights var() bool bAnimNotifiedShellEjects; // This firing class only ejects shells with anim notifies var() bool bReverseShellSpawnDirection;// Hack for some weapons having backward shell ejection bones // Melee Animations var name BashBackAnim; // Animation for pulling the weapon back before the butt smack var name BashHoldAnim; // Animation for the idle before the butt smack var name BashAnim; // Animation for the butt smack var name BashFinishAnim; // Animation for the end of the butt smack var name BayoBackAnim; // Animation for pulling the weapon back before the bayonet stab var name BayoHoldAnim; // Animation for the idle before the v var name BayoStabAnim; // Animation for the bayonet stab var name BayoFinishAnim; // Animation for the end of the bayonet stab var name BashBackEmptyAnim; // Animation for pulling the weapon back before the butt smack Empty var name BashHoldEmptyAnim; // Animation for the idle before the butt smack Empty var name BashEmptyAnim; // Animation for the butt smack Empty var name BashFinishEmptyAnim; // Animation for the end of the butt smack Empty //============================================================================= // Functions //============================================================================= // Overriden to support our recoil system event ModeDoFire() { if (!AllowFire()) return; if (MaxHoldTime > 0.0) HoldTime = FMin(HoldTime, MaxHoldTime); // server if (Weapon.Role == ROLE_Authority) { Weapon.ConsumeAmmo(ThisModeNum, Load); DoFireEffect(); HoldTime = 0; // if bot decides to stop firing, HoldTime must be reset first if ( (Instigator == None) || (Instigator.Controller == None) ) return; if ( AIController(Instigator.Controller) != None ) AIController(Instigator.Controller).WeaponFireAgain(BotRefireRate, true); Instigator.DeactivateSpawnProtection(); } // client if (Instigator.IsLocallyControlled()) { if( !bDelayedRecoil ) HandleRecoil(); else SetTimer(DelayedRecoilTime, False); ShakeView(); PlayFiring(); if( !bMeleeMode ) { if(Instigator.IsFirstPerson() && !bAnimNotifiedShellEjects ) EjectShell(); FlashMuzzleFlash(); StartMuzzleSmoke(); } } else // server { ServerPlayFiring(); } Weapon.IncrementFlashCount(ThisModeNum); // set the next firing time. must be careful here so client and server do not get out of sync if (bFireOnRelease) { if (bIsFiring) NextFireTime += MaxHoldTime + FireRate; else NextFireTime = Level.TimeSeconds + FireRate; } else { NextFireTime += FireRate; NextFireTime = FMax(NextFireTime, Level.TimeSeconds); } Load = AmmoPerFire; HoldTime = 0; if (Instigator.PendingWeapon != Weapon && Instigator.PendingWeapon != None) { bIsFiring = false; Weapon.PutDown(); } } function Timer() { if( bDelayedRecoil ) HandleRecoil(); } simulated function HandleRecoil() { local rotator NewRecoilRotation; local ROPlayer ROP; local ROPawn ROPwn; if( Instigator != none ) { ROP = ROPlayer(Instigator.Controller); ROPwn = ROPawn(Instigator); } if( ROP == none || ROPwn == none ) return; if( !ROP.bFreeCamera ) { NewRecoilRotation.Pitch = RandRange( maxVerticalRecoilAngle * 0.75, maxVerticalRecoilAngle ); NewRecoilRotation.Yaw = RandRange( maxHorizontalRecoilAngle * 0.75, maxHorizontalRecoilAngle ); if( Rand( 2 ) == 1 ) NewRecoilRotation.Yaw *= -1; if( Instigator.Physics == PHYS_Falling ) { NewRecoilRotation *= 3; } // WeaponTODO: Put bipod and resting modifiers in here if( Instigator.bIsCrouched ) { NewRecoilRotation *= PctCrouchRecoil; // player is crouched and in iron sights if( Weapon.bUsingSights ) { NewRecoilRotation *= PctCrouchIronRecoil; } } else if( Instigator.bIsCrawling ) { NewRecoilRotation *= PctProneRecoil; // player is prone and in iron sights if( Weapon.bUsingSights ) { NewRecoilRotation *= PctProneIronRecoil; } } else if( Weapon.bUsingSights ) { NewRecoilRotation *= PctStandIronRecoil; } if( ROPwn.bRestingWeapon ) NewRecoilRotation *= PctRestDeployRecoil; if( Instigator.bBipodDeployed ) { NewRecoilRotation *= PctBipodDeployRecoil; } if( ROPwn.LeanAmount != 0 ) { NewRecoilRotation *= PctLeanPenalty; } // Need to set this value per weapon ROP.SetRecoil(NewRecoilRotation,RecoilRate); } } simulated function InitEffects() { // don't even spawn on server if ( (Level.NetMode == NM_DedicatedServer) || (AIController(Instigator.Controller) != None) ) return; if ( (FlashEmitterClass != None) && ((FlashEmitter == None) || FlashEmitter.bDeleteMe) ) { FlashEmitter = Weapon.Spawn(FlashEmitterClass); if ( FlashEmitter != None && MuzzleBone != '') Weapon.AttachToBone(FlashEmitter, MuzzleBone); } if ( (SmokeEmitterClass != None) && ((SmokeEmitter == None) || SmokeEmitter.bDeleteMe) ) { SmokeEmitter = Weapon.Spawn(SmokeEmitterClass, Instigator); if ( SmokeEmitter != None && MuzzleBone != '') Weapon.AttachToBone(SmokeEmitter, MuzzleBone); } } simulated function EjectShell() { local coords EjectCoords; local vector EjectOffset; local vector X,Y,Z; local rotator EjectRot; local ROShellEject Shell; if( Weapon.bUsingSights ) { if ( ShellEjectClass != None ) { Weapon.GetViewAxes(X,Y,Z); EjectOffset = Instigator.Location + Instigator.EyePosition(); EjectOffset = EjectOffset + X * ShellIronSightOffset.X + Y * ShellIronSightOffset.Y + Z * ShellIronSightOffset.Z; EjectRot = Rotator(Y); EjectRot.Yaw += 16384; Shell=Weapon.Spawn(ShellEjectClass,none,,EjectOffset,EjectRot); EjectRot = Rotator(Y); EjectRot += ShellRotOffsetIron; EjectRot.Yaw = EjectRot.Yaw + Shell.RandomYawRange - Rand(Shell.RandomYawRange * 2); EjectRot.Pitch = EjectRot.Pitch + Shell.RandomPitchRange - Rand(Shell.RandomPitchRange * 2); EjectRot.Roll = EjectRot.Roll + Shell.RandomRollRange - Rand(Shell.RandomRollRange * 2); Shell.Velocity = (Shell.MinStartSpeed + FRand() * (Shell.MaxStartSpeed-Shell.MinStartSpeed)) * vector(EjectRot); } } else { if ( ShellEjectClass != None ) { EjectCoords = Weapon.GetBoneCoords(ShellEmitBone); // Find the shell eject location then scale it down 5x (since the weapons are scaled up 5x) EjectOffset = EjectCoords.Origin - Weapon.Location; EjectOffset = EjectOffset * 0.2; EjectOffset = Weapon.Location + EjectOffset; EjectOffset = EjectOffset + EjectCoords.XAxis * ShellHipOffset.X + EjectCoords.YAxis * ShellHipOffset.Y + EjectCoords.ZAxis * ShellHipOffset.Z; if( bReverseShellSpawnDirection ) { EjectRot = Rotator(EjectCoords.YAxis); } else { EjectRot = Rotator(-EjectCoords.YAxis); } Shell=Weapon.Spawn(ShellEjectClass,none,,EjectOffset,EjectRot); EjectRot = Rotator(EjectCoords.XAxis); EjectRot += ShellRotOffsetHip; EjectRot.Yaw = EjectRot.Yaw + Shell.RandomYawRange - Rand(Shell.RandomYawRange * 2); EjectRot.Pitch = EjectRot.Pitch + Shell.RandomPitchRange - Rand(Shell.RandomPitchRange * 2); EjectRot.Roll = EjectRot.Roll + Shell.RandomRollRange - Rand(Shell.RandomRollRange * 2); Shell.Velocity = (Shell.MinStartSpeed + FRand() * (Shell.MaxStartSpeed-Shell.MinStartSpeed)) * vector(EjectRot); } } } //// server propagation of firing //// function ServerPlayFiring() { if( FireSounds.Length > 0 ) Weapon.PlayOwnedSound(FireSounds[Rand(FireSounds.Length)],SLOT_None,FireVolume,,,,false); } function PlayFiring() { if ( Weapon.Mesh != None ) { if ( FireCount > 0 ) { if ( Weapon.HasAnim(FireLoopAnim) ) { Weapon.PlayAnim(FireLoopAnim, FireLoopAnimRate, 0.0); } else { Weapon.PlayAnim(FireAnim, FireAnimRate, FireTweenTime); } } else { Weapon.PlayAnim(FireAnim, FireAnimRate, FireTweenTime); } } if( FireSounds.Length > 0 ) Weapon.PlayOwnedSound(FireSounds[Rand(FireSounds.Length)],SLOT_None,FireVolume,,,,false); ClientPlayForceFeedback(FireForce); // jdf FireCount++; } function PlayFireEnd() { if ( Weapon.Mesh != None && Weapon.HasAnim(FireEndAnim) ) { Weapon.PlayAnim(FireEndAnim, FireEndAnimRate, FireTweenTime); } } */ defaultproperties { } |
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