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//=============================================================================
// Shield Gun
//=============================================================================
class ShieldGun extends Weapon
config(user);
#EXEC OBJ LOAD FILE=InterfaceContent.utx
var Sound ShieldHitSound;
var String ShieldHitForce;
replication
{
reliable if (Role == ROLE_Authority)
ClientTakeHit;
}
simulated function DoAutoSwitch()
{
}
simulated event RenderOverlays( Canvas Canvas )
{
local int m;
if ((Hand < -1.0) || (Hand > 1.0))
{
for (m = 0; m < NUM_FIRE_MODES; m++)
{
if (FireMode[m] != None)
{
FireMode[m].DrawMuzzleFlash(Canvas);
}
}
}
Super.RenderOverlays(Canvas);
}
// AI Interface
function GiveTo(Pawn Other, optional Pickup Pickup)
{
Super.GiveTo(Other, Pickup);
if ( Bot(Other.Controller) != None )
Bot(Other.Controller).bHasImpactHammer = true;
}
function bool CanAttack(Actor Other)
{
return true;
}
simulated function Timer()
{
local Bot B;
if (ClientState == WS_BringUp)
{
// check if owner is bot waiting to do impact jump
B = Bot(Instigator.Controller);
if ( (B != None) && B.bPreparingMove && (B.ImpactTarget != None) )
{
B.ImpactJump();
B = None;
}
}
Super.Timer();
if ( (B != None) && (B.Enemy != None) )
BotFire(false);
}
function FireHack(byte Mode)
{
if ( Mode == 0 )
{
FireMode[0].PlayFiring();
FireMode[0].FlashMuzzleFlash();
FireMode[0].StartMuzzleSmoke();
IncrementFlashCount(0);
}
}
/* BestMode()
choose between regular or alt-fire
*/
function byte BestMode()
{
local float EnemyDist;
local bot B;
B = Bot(Instigator.Controller);
if ( (B == None) || (B.Enemy == None) )
return 1;
EnemyDist = VSize(B.Enemy.Location - Instigator.Location);
if ( EnemyDist > 2 * Instigator.GroundSpeed )
return 1;
if ( (B.MoveTarget != B.Enemy) && ((EnemyDist > 0.5 * Instigator.GroundSpeed)
|| (((B.Enemy.Location - Instigator.Location) Dot vector(Instigator.Rotation)) <= 0)) )
return 1;
return 0;
}
// super desireable for bot waiting to impact jump
function float GetAIRating()
{
local Bot B;
local float EnemyDist;
B = Bot(Instigator.Controller);
if ( B == None )
return AIRating;
if ( B.bPreparingMove && (B.ImpactTarget != None) )
return 9;
if ( B.PlayerReplicationInfo.HasFlag != None )
{
if ( Instigator.Health < 50 )
return AIRating + 0.35;
return AIRating + 0.25;
}
if ( B.Enemy == None )
return AIRating;
EnemyDist = VSize(B.Enemy.Location - Instigator.Location);
if ( B.Stopped() && (EnemyDist > 100) )
return 0.1;
if ( (EnemyDist < 750) && (B.Skill <= 2) && !B.Enemy.IsA('Bot') && (ShieldGun(B.Enemy.Weapon) != None) )
return FClamp(300/(EnemyDist + 1), 0.6, 0.75);
if ( EnemyDist > 400 )
return 0.1;
if ( (Instigator.Weapon != self) && (EnemyDist < 120) )
return 0.25;
return ( FMin(0.6, 90/(EnemyDist + 1)) );
}
// End AI interface
function AdjustPlayerDamage( out int Damage, Pawn InstigatedBy, Vector HitLocation,
out Vector Momentum, class<DamageType> DamageType)
{
local int Drain;
local vector Reflect;
local vector HitNormal;
local float DamageMax;
DamageMax = 100.0;
if ( DamageType == class'Fell' )
DamageMax = 20.0;
else if( !DamageType.default.bArmorStops || (DamageType == class'DamTypeShieldImpact' && InstigatedBy == Instigator) )
return;
if ( CheckReflect(HitLocation, HitNormal, 0) )
{
Drain = Min( Ammo[1].AmmoAmount*2, Damage );
Drain = Min(Drain,DamageMax);
Reflect = MirrorVectorByNormal( Normal(Location - HitLocation), Vector(Instigator.Rotation) );
Damage -= Drain;
Momentum *= 1.25;
Ammo[1].UseAmmo(Drain/2);
DoReflectEffect(Drain/2);
}
}
function DoReflectEffect(int Drain)
{
PlaySound(ShieldHitSound, SLOT_None);
ShieldAltFire(FireMode[1]).TakeHit(Drain);
ClientTakeHit(Drain);
}
simulated function ClientTakeHit(int Drain)
{
ClientPlayForceFeedback(ShieldHitForce);
ShieldAltFire(FireMode[1]).TakeHit(Drain);
}
function bool CheckReflect( Vector HitLocation, out Vector RefNormal, int AmmoDrain )
{
local Vector HitDir;
local Vector FaceDir;
if (!FireMode[1].bIsFiring || Ammo[0].AmmoAmount == 0) return false;
FaceDir = Vector(Instigator.Controller.Rotation);
HitDir = Normal(Instigator.Location - HitLocation + Vect(0,0,8));
//Log(self@"HitDir"@(FaceDir dot HitDir));
RefNormal = FaceDir;
if ( FaceDir dot HitDir < -0.37 ) // 68 degree protection arc
{
if (AmmoDrain > 0)
Ammo[0].UseAmmo(AmmoDrain);
return true;
}
return false;
}
function AnimEnd(int channel)
{
if (FireMode[0].bIsFiring)
{
LoopAnim('Charged');
}
else if (!FireMode[1].bIsFiring)
{
Super.AnimEnd(channel);
}
}
function float SuggestAttackStyle()
{
return 0.8;
}
function float SuggestDefenseStyle()
{
return -0.8;
}
simulated function float ChargeBar()
{
return FMin(1,FireMode[0].HoldTime/ShieldFire(FireMode[0]).FullyChargedTime);
}
defaultproperties
{
ItemName="Shield Gun"
IconMaterial=Material'InterfaceContent.Hud.SkinA'
IconCoords=(X1=200,Y1=281,X2=321,Y2=371)
bShowChargingBar=true
bCanThrow=false
FireModeClass(0)=ShieldFire
FireModeClass(1)=ShieldAltFire
InventoryGroup=1
Mesh=mesh'Weapons.ShieldGun_1st'
BobDamping=2.2
PickupClass=class'ShieldGunPickup'
EffectOffset=(X=15.0,Y=6.7,Z=1.2)
bMeleeWeapon=true
ShieldHitSound=Sound'WeaponSounds.ShieldGun.ShieldReflection'
DrawScale=0.4
PutDownAnim=PutDown
DisplayFOV=60
PlayerViewOffset=(X=2,Y=-0.7,Z=-2.7)
PlayerViewPivot=(Pitch=500,Roll=0,Yaw=500)
UV2Texture=Material'XGameShaders.WeaponEnvShader'
AttachmentClass=class'ShieldAttachment'
SelectSound=Sound'WeaponSounds.ShieldGun_change'
SelectForce="ShieldGun_change"
ShieldHitForce="ShieldReflection"
AIRating=0.35
CurrentRating=0.35
DefaultPriority=2
}
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