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//============================================================================= // Parent class of all weapons. //============================================================================= class Weapon extends Inventory abstract native; #exec Texture Import File=Textures\Weapon.pcx Name=S_Weapon Mips=Off Flags=2 //----------------------------------------------------------------------------- // Weapon ammo/firing information: // Two-element arrays here are defined for normal fire (0) and alt fire (1). var() float MaxTargetRange; // Maximum distance to target. var() class<ammo> AmmoName; // Type of ammo used. //var() byte ReloadCount; // Amount of ammo depletion before reloading. 0 if no reloading is done. // DEUS_EX CNN - travel added var() travel byte ReloadCount; // Amount of ammo depletion before reloading. 0 if no reloading is done. var() int PickupAmmoCount; // Amount of ammo initially in pick-up item. var travel ammo AmmoType; // Inventory Ammo being used. var bool bPointing; // Indicates weapon is being pointed //var() bool bInstantHit; // If true, instant hit rather than projectile firing weapon // DEUS_EX CNN - travel added var() travel bool bInstantHit; // If true, instant hit rather than projectile firing weapon var() bool bAltInstantHit; // If true, instant hit rather than projectile firing weapon for AltFire var(WeaponAI) bool bWarnTarget; // When firing projectile, warn the target var(WeaponAI) bool bAltWarnTarget; // When firing alternate projectile, warn the target var bool bWeaponUp; // Used in Active State var bool bChangeWeapon; // Used in Active State var bool bLockedOn; var(WeaponAI) bool bSplashDamage; // used by bot AI var() bool bCanThrow; //if true, player can toss this weapon out var(WeaponAI) bool bRecommendSplashDamage; //if true, bot preferentially tries to use splash damage // rather than direct hits var(WeaponAI) bool bRecommendAltSplashDamage; //if true, bot preferentially tries to use splash damage // rather than direct hits var() bool bWeaponStay; var() bool bOwnsCrosshair; // this weapon is responsible for drawing its own crosshair (in its postrender function) var bool bHideWeapon; // if true, weapon is not rendered var(WeaponAI) bool bMeleeWeapon; //Weapon is only a melee weapon var() bool bRapidFire; // used by human animations in determining firing animation (for still firing) var bool bSpecialIcon; var() float FiringSpeed; // used by human animations in determining firing speed var() vector FireOffset; // Offset from drawing location for projectile/trace start var() class<projectile> ProjectileClass; var() class<projectile> AltProjectileClass; var() name MyDamageType; var() name AltDamageType; //var float ProjectileSpeed; // DEUS_EX CNN - travel added var travel float ProjectileSpeed; var float AltProjectileSpeed; var float AimError; // Aim Error for bots (note this value doubled if instant hit weapon) var() float ShakeMag; var() float ShakeTime; var() float ShakeVert; var(WeaponAI) float AIRating; var(WeaponAI) float RefireRate; var(WeaponAI) float AltRefireRate; //----------------------------------------------------------------------------- // Sound Assignments var() sound FireSound; var() sound AltFireSound; var() sound CockingSound; var() sound SelectSound; var() sound Misc1Sound; var() sound Misc2Sound; var() sound Misc3Sound; var() Localized string MessageNoAmmo; var() Localized string DeathMessage; var() Color NameColor; // used when drawing name on HUD var Rotator AdjustedAim; //----------------------------------------------------------------------------- // Muzzle Flash // weapon is responsible for setting and clearing bMuzzleFlash whenever it wants the // MFTexture drawn on the canvas (see RenderOverlays() ) var bool bSetFlashTime; var(MuzzleFlash) bool bDrawMuzzleFlash; var byte bMuzzleFlash; var float FlashTime; var(MuzzleFlash) float MuzzleScale, FlashY, FlashO, FlashC, FlashLength; var(MuzzleFlash) int FlashS; // size of (square) texture/2 var(MuzzleFlash) texture MFTexture; var(MuzzleFlash) texture MuzzleFlare; var(MuzzleFlash) float FlareOffset; // Network replication // replication { // Things the server should send to the client. reliable if( Role==ROLE_Authority && bNetOwner ) AmmoType, bLockedOn, bHideWeapon, bChangeWeapon; reliable if ( Role == ROLE_Authority ) ClientSetHandedness; } //============================================================================= // Inventory travelling across servers. event TravelPostAccept() { Super.TravelPostAccept(); if ( Pawn(Owner) == None ) return; if ( AmmoName != None ) { // DEUS_EX CNN - if AmmoType isn't already set (through a travel), // find the default in the inventory list if ( AmmoType == None ) { AmmoType = Ammo(Pawn(Owner).FindInventoryType(AmmoName)); if (AmmoType == None) { AmmoType = Spawn(AmmoName); // Create ammo type required Pawn(Owner).AddInventory(AmmoType); // and add to player's inventory AmmoType.BecomeItem(); AmmoType.AmmoAmount = PickUpAmmoCount; AmmoType.GotoState('Idle2'); } } } if ( self == Pawn(Owner).Weapon ) BringUp(); else GoToState('Idle2'); } function Destroyed() { Super.Destroyed(); if( (Pawn(Owner)!=None) && (Pawn(Owner).Weapon == self) ) Pawn(Owner).Weapon = None; } //============================================================================= // Weapon rendering // Draw first person view of inventory simulated event RenderOverlays( canvas Canvas ) { local rotator NewRot; local bool bPlayerOwner; local int Hand; local PlayerPawn PlayerOwner; if ( bHideWeapon || (Owner == None) ) return; PlayerOwner = PlayerPawn(Owner); if ( PlayerOwner != None ) { if ( PlayerOwner.DesiredFOV != PlayerOwner.DefaultFOV ) return; bPlayerOwner = true; Hand = PlayerOwner.Handedness; if ( (Level.NetMode == NM_Client) && (Hand == 2) ) { bHideWeapon = true; return; } } if ( !bPlayerOwner || (PlayerOwner.Player == None) ) Pawn(Owner).WalkBob = vect(0,0,0); if ( (bMuzzleFlash > 0) && bDrawMuzzleFlash && Level.bHighDetailMode && (MFTexture != None) ) { MuzzleScale = Default.MuzzleScale * Canvas.ClipX/640.0; if ( !bSetFlashTime ) { bSetFlashTime = true; FlashTime = Level.TimeSeconds + FlashLength; } else if ( FlashTime < Level.TimeSeconds ) bMuzzleFlash = 0; if ( bMuzzleFlash > 0 ) { if ( Hand == 0 ) Canvas.SetPos(Canvas.ClipX/2 - 0.5 * MuzzleScale * FlashS + Canvas.ClipX * (-0.2 * Default.FireOffset.Y * FlashO), Canvas.ClipY/2 - 0.5 * MuzzleScale * FlashS + Canvas.ClipY * (FlashY + FlashC)); else Canvas.SetPos(Canvas.ClipX/2 - 0.5 * MuzzleScale * FlashS + Canvas.ClipX * (Hand * Default.FireOffset.Y * FlashO), Canvas.ClipY/2 - 0.5 * MuzzleScale * FlashS + Canvas.ClipY * FlashY); Canvas.Style = 3; Canvas.DrawIcon(MFTexture, MuzzleScale); Canvas.Style = 1; } } else bSetFlashTime = false; SetLocation( Owner.Location + CalcDrawOffset() ); NewRot = Pawn(Owner).ViewRotation; if ( Hand == 0 ) newRot.Roll = -2 * Default.Rotation.Roll; else newRot.Roll = Default.Rotation.Roll * Hand; setRotation(newRot); Canvas.DrawActor(self, false); } //------------------------------------------------------- // AI related functions function PostBeginPlay() { Super.PostBeginPlay(); SetWeaponStay(); MaxDesireability = 1.2 * AIRating; if ( ProjectileClass != None ) { ProjectileSpeed = ProjectileClass.Default.Speed; MyDamageType = ProjectileClass.Default.MyDamageType; } if ( AltProjectileClass != None ) { AltProjectileSpeed = AltProjectileClass.Default.Speed; AltDamageType = AltProjectileClass.Default.MyDamageType; } } function bool SplashJump() { return false; } function SetWeaponStay() { bWeaponStay = bWeaponStay || Level.Game.bCoopWeaponMode; } event float BotDesireability(Pawn Bot) { local Weapon AlreadyHas; local float desire; desire = MaxDesireability + Bot.AdjustDesireFor(self); AlreadyHas = Weapon(Bot.FindInventoryType(class)); if ( AlreadyHas != None ) { if ( (RespawnTime < 10) && ( bHidden || (AlreadyHas.AmmoType == None) || (AlreadyHas.AmmoType.AmmoAmount < AlreadyHas.AmmoType.MaxAmmo)) ) return 0; if ( (!bHeldItem || bTossedOut) && bWeaponStay ) return 0; if ( AlreadyHas.AmmoType == None ) return 0.25 * desire; if ( AlreadyHas.AmmoType.AmmoAmount > 0 ) return FMax( 0.25 * desire, AlreadyHas.AmmoType.MaxDesireability * FMin(1, 0.15 * AlreadyHas.AmmoType.MaxAmmo/AlreadyHas.AmmoType.AmmoAmount) ); else return 0.05; } if ( (Bot.Weapon == None) || (Bot.Weapon.AIRating <= 0.4) ) return 2*desire; return desire; } function float RateSelf( out int bUseAltMode ) { if ( (AmmoType != None) && (AmmoType.AmmoAmount <=0) ) return -2; bUseAltMode = int(FRand() < 0.4); return (AIRating + FRand() * 0.05); } // return delta to combat style function float SuggestAttackStyle() { return 0.0; } function float SuggestDefenseStyle() { return 0.0; } //------------------------------------------------------- simulated function PreRender( canvas Canvas ); simulated function PostRender( canvas Canvas ); function ClientWeaponEvent(name EventType); function bool HandlePickupQuery( inventory Item ) { local int OldAmmo; local Pawn P; if (Item.Class == Class) { if ( Weapon(item).bWeaponStay && (!Weapon(item).bHeldItem || Weapon(item).bTossedOut) ) return true; P = Pawn(Owner); // if ( AmmoType != None ) // { // OldAmmo = AmmoType.AmmoAmount; // // // DEUS_EX CNN - never switch weapons automatically, but do add the ammo // AmmoType.AddAmmo(Weapon(Item).PickupAmmoCount); // if ( AmmoType.AddAmmo(Weapon(Item).PickupAmmoCount) && (OldAmmo == 0) // && (P.Weapon.class != item.class) && !P.bNeverSwitchOnPickup ) // WeaponSet(P); // } if (Level.Game.LocalLog != None) Level.Game.LocalLog.LogPickup(Item, Pawn(Owner)); if (Level.Game.WorldLog != None) Level.Game.WorldLog.LogPickup(Item, Pawn(Owner)); if (Item.PickupMessageClass == None) // DEUS_EX CNN - use the itemArticle and itemName // P.ClientMessage(Item.PickupMessage, 'Pickup'); P.ClientMessage(Item.PickupMessage @ Item.itemArticle @ Item.itemName, 'Pickup'); else P.ReceiveLocalizedMessage( Item.PickupMessageClass, 0, None, None, item.Class ); Item.PlaySound(Item.PickupSound); Item.SetRespawn(); return true; } if ( Inventory == None ) return false; return Inventory.HandlePickupQuery(Item); } // set which hand is holding weapon simulated function setHand( float Hand ) { if ( Hand == 2 ) { PlayerViewOffset.Y = 0; FireOffset.Y = 0; bHideWeapon = true; return; } else bHideWeapon = false; if ( Hand == 0 ) { PlayerViewOffset.X = Default.PlayerViewOffset.X * 0.88; PlayerViewOffset.Y = -0.2 * Default.PlayerViewOffset.Y; PlayerViewOffset.Z = Default.PlayerViewOffset.Z * 1.12; } else { PlayerViewOffset.X = Default.PlayerViewOffset.X; PlayerViewOffset.Y = Default.PlayerViewOffset.Y * Hand; PlayerViewOffset.Z = Default.PlayerViewOffset.Z; } PlayerViewOffset *= 100; //scale since network passes vector components as ints FireOffset.Y = Default.FireOffset.Y * Hand; } // Update the client numbers in multiplayer simulated function ClientSetHandedness( float Hand ) { setHand( Hand ); } // // Change weapon to that specificed by F matching inventory weapon's Inventory Group. function Weapon WeaponChange( byte F ) { local Weapon newWeapon; if ( InventoryGroup == F ) { /* we want you to change weapons even if you're out of ammo - DEUS_EX CNN if ( (AmmoType != None) && (AmmoType.AmmoAmount <= 0) ) { if ( Inventory == None ) newWeapon = None; else newWeapon = Inventory.WeaponChange(F); if ( newWeapon == None ) Pawn(Owner).ClientMessage( ItemName$MessageNoAmmo ); return newWeapon; } else */ return self; } else if ( Inventory == None ) return None; else return Inventory.WeaponChange(F); } // Either give this inventory to player Other, or spawn a copy // and give it to the player Other, setting up original to be respawned. // Also add Ammo to Other's inventory if it doesn't already exist // function inventory SpawnCopy( pawn Other ) { local inventory Copy; local Weapon newWeapon; if( Level.Game.ShouldRespawn(self) ) { Copy = spawn(Class,Other,,,rot(0,0,0)); Copy.Tag = Tag; Copy.Event = Event; if ( !bWeaponStay ) GotoState('Sleeping'); } else Copy = self; Copy.RespawnTime = 0.0; Copy.bHeldItem = true; Copy.bTossedOut = false; // DEUS_EX AJY // Give weapon ammo before giving to player Weapon(Copy).GiveAmmo(Other); Copy.GiveTo( Other ); newWeapon = Weapon(Copy); newWeapon.Instigator = Other; newWeapon.SetSwitchPriority(Other); // DEUS_EX CNN - Don't autoswitch weapons // if ( !Other.bNeverSwitchOnPickup ) // newWeapon.WeaponSet(Other); newWeapon.AmbientGlow = 0; return newWeapon; } function SetSwitchPriority(pawn Other) { local int i; local name temp, carried; if ( PlayerPawn(Other) != None ) { for ( i=0; i<20; i++) if ( PlayerPawn(Other).WeaponPriority[i] == class.name ) { AutoSwitchPriority = i; return; } // else, register this weapon carried = class.name; for ( i=AutoSwitchPriority; i<20; i++ ) { if ( PlayerPawn(Other).WeaponPriority[i] == '' ) { PlayerPawn(Other).WeaponPriority[i] = carried; return; } else if ( i<19 ) { temp = PlayerPawn(Other).WeaponPriority[i]; PlayerPawn(Other).WeaponPriority[i] = carried; carried = temp; } } } } function GiveAmmo( Pawn Other ) { if ( AmmoName == None ) return; AmmoType = Ammo(Other.FindInventoryType(AmmoName)); if ( AmmoType != None ) AmmoType.AddAmmo(PickUpAmmoCount); else { AmmoType = Spawn(AmmoName); // Create ammo type required Other.AddInventory(AmmoType); // and add to player's inventory AmmoType.BecomeItem(); AmmoType.AmmoAmount = PickUpAmmoCount; AmmoType.GotoState('Idle2'); } } // Return the switch priority of the weapon (normally AutoSwitchPriority, but may be // modified by environment (or by other factors for bots) function float SwitchPriority() { local float temp; local int bTemp; if ( !Owner.IsA('PlayerPawn') ) return RateSelf(bTemp); else if ( (AmmoType != None) && (AmmoType.AmmoAmount<=0) ) { if ( Pawn(Owner).Weapon == self ) return -0.5; else return -1; } else return AutoSwitchPriority; } // Compare self to current weapon. If better than current weapon, then switch function bool WeaponSet(Pawn Other) { local bool bSwitch,bHaveAmmo; local Inventory Inv; local weapon W; if ( Other.Weapon == self) return false; if ( Other.Weapon == None ) { Other.PendingWeapon = self; Other.ChangedWeapon(); return true; } else if ( Other.Weapon.SwitchPriority() < SwitchPriority() ) { W = Other.PendingWeapon; Other.PendingWeapon = self; GotoState(''); if ( Other.Weapon.PutDown() ) return true; Other.PendingWeapon = W; return false; } else { GoToState(''); return false; } } function Weapon RecommendWeapon( out float rating, out int bUseAltMode ) { local Weapon Recommended; local float oldRating, oldFiring; local int oldMode; if ( Owner.IsA('PlayerPawn') ) rating = SwitchPriority(); else { rating = RateSelf(bUseAltMode); if ( (self == Pawn(Owner).Weapon) && (Pawn(Owner).Enemy != None) && ((AmmoType == None) || (AmmoType.AmmoAmount > 0)) ) rating += 0.21; // tend to stick with same weapon } if ( inventory != None ) { Recommended = inventory.RecommendWeapon(oldRating, oldMode); if ( (Recommended != None) && (oldRating > rating) ) { rating = oldRating; bUseAltMode = oldMode; return Recommended; } } return self; } // Toss this weapon out function DropFrom(vector StartLocation) { if ( !SetLocation(StartLocation) ) return; AIRating = Default.AIRating; bMuzzleFlash = 0; // // DEUS_EX CNN - ALERT! HUGE HACK ALERT!!! // // Basically, you don't want to drop all of your ammo unless you are dropping // a grenade of some sort. The only way to check for a grenade is to check the // PickupViewMesh for the illegal mesh TestBox. But since TestBox is in the DeusExItems // package, we can't directly access the mesh, so we have to cast the mesh to a string // and check it that way. // // Hate Hate Hate. // if (AmmoType != None) { if (String(AmmoType.PickupViewMesh) == "DeusExItems.TestBox") { PickupAmmoCount = AmmoType.AmmoAmount; AmmoType.AmmoAmount = 0; } else PickupAmmoCount = 0; } if (Level.Netmode != NM_Standalone) bTossedOut = true; Super.DropFrom(StartLocation); } // Become a pickup function BecomePickup() { Super.BecomePickup(); SetDisplayProperties(Default.Style, Default.Texture, Default.bUnlit, Default.bMeshEnviromap ); if (Level.NetMode != NM_Standalone) if (bTossedOut) Lifespan = 5.0; } // Become an inventory item function BecomeItem() { Super.BecomeItem(); Lifespan = 0; } simulated function TweenToStill(); //************************************************************************************** // // Firing functions and states // function CheckVisibility() { local Pawn PawnOwner; PawnOwner = Pawn(Owner); if( Owner.bHidden && (PawnOwner.Health > 0) && (PawnOwner.Visibility < PawnOwner.Default.Visibility) ) { Owner.bHidden = false; PawnOwner.Visibility = PawnOwner.Default.Visibility; } } simulated function bool ClientFire( float Value ) { return true; } function ForceFire(); function ForceAltFire(); function Fire( float Value ) { if (AmmoType.UseAmmo(1)) { GotoState('NormalFire'); if ( PlayerPawn(Owner) != None ) PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert); bPointing=True; PlayFiring(); if ( !bRapidFire && (FiringSpeed > 0) ) Pawn(Owner).PlayRecoil(FiringSpeed); if ( bInstantHit ) TraceFire(0.0); else ProjectileFire(ProjectileClass, ProjectileSpeed, bWarnTarget); if ( Owner.bHidden ) CheckVisibility(); } } simulated function bool ClientAltFire( float Value ) { return true; } function AltFire( float Value ) { if (AmmoType.UseAmmo(1)) { GotoState('AltFiring'); if ( PlayerPawn(Owner) != None ) PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert); bPointing=True; PlayAltFiring(); if ( !bRapidFire && (FiringSpeed > 0) ) Pawn(Owner).PlayRecoil(FiringSpeed); if ( bAltInstantHit ) TraceFire(0.0); else ProjectileFire(AltProjectileClass, AltProjectileSpeed, bAltWarnTarget); if ( Owner.bHidden ) CheckVisibility(); } } simulated function PlayFiring() { //Play firing animation and sound } simulated function PlayAltFiring() { //Play alt firing animation and sound } function Projectile ProjectileFire(class<projectile> ProjClass, float ProjSpeed, bool bWarn) { local Vector Start, X,Y,Z; local Pawn PawnOwner; PawnOwner = Pawn(Owner); Owner.MakeNoise(PawnOwner.SoundDampening); GetAxes(PawnOwner.ViewRotation,X,Y,Z); Start = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; AdjustedAim = PawnOwner.AdjustAim(ProjSpeed, Start, AimError, True, bWarn); return Spawn(ProjClass,,, Start,AdjustedAim); } function TraceFire( float Accuracy ) { local vector HitLocation, HitNormal, StartTrace, EndTrace, X,Y,Z; local actor Other; local Pawn PawnOwner; PawnOwner = Pawn(Owner); Owner.MakeNoise(PawnOwner.SoundDampening); GetAxes(PawnOwner.ViewRotation,X,Y,Z); StartTrace = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; AdjustedAim = PawnOwner.AdjustAim(1000000, StartTrace, 2*AimError, False, False); EndTrace = StartTrace + Accuracy * (FRand() - 0.5 )* Y * 1000 + Accuracy * (FRand() - 0.5 ) * Z * 1000; X = vector(AdjustedAim); EndTrace += (10000 * X); Other = PawnOwner.TraceShot(HitLocation,HitNormal,EndTrace,StartTrace); ProcessTraceHit(Other, HitLocation, HitNormal, X,Y,Z); } function ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z) { //Spawn appropriate effects at hit location, any weapon lights, and damage hit actor } // Finish a firing sequence function Finish() { local Pawn PawnOwner; if ( bChangeWeapon ) { GotoState('DownWeapon'); return; } PawnOwner = Pawn(Owner); if ( PlayerPawn(Owner) == None ) { if ( (AmmoType != None) && (AmmoType.AmmoAmount<=0) ) { PawnOwner.StopFiring(); PawnOwner.SwitchToBestWeapon(); if ( bChangeWeapon ) GotoState('DownWeapon'); } else if ( (PawnOwner.bFire != 0) && (FRand() < RefireRate) ) Global.Fire(0); else if ( (PawnOwner.bAltFire != 0) && (FRand() < AltRefireRate) ) Global.AltFire(0); else { PawnOwner.StopFiring(); GotoState('Idle'); } return; } if ( ((AmmoType != None) && (AmmoType.AmmoAmount<=0)) || (PawnOwner.Weapon != self) ) GotoState('Idle'); else if ( PawnOwner.bFire!=0 ) Global.Fire(0); else if ( PawnOwner.bAltFire!=0 ) Global.AltFire(0); else GotoState('Idle'); } /////////////////////////////////////////////////////// state NormalFire { function Fire(float F) { } function AltFire(float F) { } Begin: FinishAnim(); Finish(); } //////////////////////////////////////////////////////// state AltFiring { function Fire(float F) { } function AltFire(float F) { } Begin: FinishAnim(); Finish(); } //********************************************************************************** // Weapon is up, but not firing state Idle { function AnimEnd() { PlayIdleAnim(); } function bool PutDown() { GotoState('DownWeapon'); return True; } Begin: bPointing=False; if ( (AmmoType != None) && (AmmoType.AmmoAmount<=0) ) Pawn(Owner).SwitchToBestWeapon(); //Goto Weapon that has Ammo if ( Pawn(Owner).bFire!=0 ) Fire(0.0); if ( Pawn(Owner).bAltFire!=0 ) AltFire(0.0); Disable('AnimEnd'); PlayIdleAnim(); } // // Bring newly active weapon up // Bring newly active weapon up state Active { function Fire(float F) { } function AltFire(float F) { } function bool PutDown() { if ( bWeaponUp || (AnimFrame < 0.75) ) GotoState('DownWeapon'); else bChangeWeapon = true; return True; } function BeginState() { bChangeWeapon = false; } Begin: FinishAnim(); if ( bChangeWeapon ) GotoState('DownWeapon'); bWeaponUp = True; PlayPostSelect(); FinishAnim(); Finish(); } // // Putting down weapon in favor of a new one. // State DownWeapon { ignores Fire, AltFire; function bool PutDown() { Pawn(Owner).ClientPutDown(self, Pawn(Owner).PendingWeapon); return true; //just keep putting it down } function BeginState() { bChangeWeapon = false; bMuzzleFlash = 0; Pawn(Owner).ClientPutDown(self, Pawn(Owner).PendingWeapon); } Begin: TweenDown(); FinishAnim(); Pawn(Owner).ChangedWeapon(); } simulated function ClientPutDown(Weapon NextWeapon); function BringUp() { if ( Owner.IsA('PlayerPawn') ) { SetHand(PlayerPawn(Owner).Handedness); if (( Level.NetMode != NM_Standalone ) && (Role == ROLE_Authority)) ClientSetHandedness( PlayerPawn(Owner).Handedness ); PlayerPawn(Owner).EndZoom(); } bWeaponUp = false; PlaySelect(); GotoState('Active'); } function RaiseUp(Weapon OldWeapon) { BringUp(); } function bool PutDown() { bChangeWeapon = true; GotoState('DownWeapon'); // DEUS_EX CNN - added to force the weapon down return true; } simulated function TweenDown() { if ( (AnimSequence != '') && (GetAnimGroup(AnimSequence) == 'Select') ) TweenAnim( AnimSequence, AnimFrame * 0.4 ); else { // Have the put away animation play twice as fast in multiplayer if ( Level.NetMode != NM_Standalone ) PlayAnim('Down', 2.0, 0.05); else PlayAnim('Down', 1.0, 0.05); } } function TweenSelect() { TweenAnim('Select',0.001); } function PlaySelect() { PlayAnim('Select',1.0,0.0); Owner.PlaySound(SelectSound, SLOT_Misc, Pawn(Owner).SoundDampening); } function PlayPostSelect() { } function PlayIdleAnim() { } defaultproperties { MaxTargetRange=4096.000000 bCanThrow=True ProjectileSpeed=1000.000000 AltProjectileSpeed=1000.000000 aimerror=550.000000 shakemag=300.000000 shaketime=0.100000 shakevert=5.000000 AIRating=0.100000 RefireRate=0.500000 AltRefireRate=0.500000 MessageNoAmmo=" has no ammo." DeathMessage="%o was killed by %k's %w." NameColor=(R=255,G=255,B=255) MuzzleScale=4.000000 FlashLength=0.100000 AutoSwitchPriority=1 InventoryGroup=1 PickupMessage="You got a weapon" ItemName="Weapon" RespawnTime=30.000000 PlayerViewOffset=(X=30.000000,Z=-5.000000) MaxDesireability=0.500000 Icon=Texture'Engine.S_Weapon' Texture=Texture'Engine.S_Weapon' bNoSmooth=True } |
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