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//============================================================================= // WA_Turret_Minigun // Inpired from the original UT2003 minigun weapon... //============================================================================= class WA_Turret_Minigun extends xWeaponAttachment; #exec OBJ LOAD FILE=..\StaticMeshes\AS_Weapons_SM.usx #exec OBJ LOAD FILE=..\Textures\VMParticleTextures.utx var int CurrentCannonRoll; var int CannonRollSpeed, CurrentRollSpeed, RollSpeedAcc; var bool bFiring; // Shell case var class<xEmitter> mShellCaseEmitterClass; var xEmitter mShellCaseEmitter; var() vector mShellEmitterOffset; // Muzzle flash var class<MinigunMuzFlash3rd> mMuzFlashClass; var xEmitter mMuzFlash3rd; // Tracer FX var class<Emitter> mTracerClass; var() editinline Emitter mTracer; var() float mTracerInterval; var() float mTracerPullback; var() float mTracerMinDistance; var() float mTracerSpeed; var float mLastTracerTime; var float Spread; // Smoke var() class<xEmitter> SmokeEmitterClass; var() xEmitter SmokeEmitter; var Sound FiringSound, WindingSound; var byte OldSpawnHitCount; var vector mOldHitLocation; var float LastFireTime; simulated function PostBeginPlay() { local Rotator R; super.PostBeginPlay(); R = GetBoneRotation( 'CannonBone' ); CurrentCannonRoll = R.Yaw; } simulated function Destroyed() { StopFiring(); if ( mMuzFlash3rd != None ) mMuzFlash3rd.Destroy(); if ( mShellCaseEmitter != None ) mShellCaseEmitter.Destroy(); if ( SmokeEmitter != None ) SmokeEmitter.Destroy(); super.Destroyed(); } simulated event ThirdPersonEffects() { local rotator R; local PlayerController PC; if ( (Level.NetMode == NM_DedicatedServer) || (Instigator == None) ) return; if ( FlashCount > 0 ) { LastFireTime = Level.TimeSeconds; if ( !bFiring || (GetStateName() != 'Firing') ) StartFiring(); // Muzzle Flash spawning if ( mMuzFlash3rd == None ) { mMuzFlash3rd = Spawn( mMuzFlashClass,,, ASVehicle(Instigator).GetFireStart(), Instigator.Rotation ); if ( mMuzFlash3rd != None ) { mMuzFlash3rd.bHardAttach = true; mMuzFlash3rd.SetBase( Instigator ); mMuzFlash3rd.mMeshNodes[0] = StaticMesh'AS_Weapons_SM.MuzzleFlash.ASMinigun_Muzzle'; mMuzFlash3rd.Skins[0] = Shader'VMParticleTextures.TankFiringP.tankMuzzleSHAD'; mMuzFlash3rd.mSizeRange[0] = 0.3; mMuzFlash3rd.mSizeRange[1] = 0.4; // Setting dynamic light effect on muzzle flash... mMuzFlash3rd.bDynamicLight = false; mMuzFlash3rd.LightType = LT_Pulse; mMuzFlash3rd.LightEffect = LE_NonIncidence; mMuzFlash3rd.LightPeriod = 3; mMuzFlash3rd.LightBrightness = 150; mMuzFlash3rd.LightHue = 30; mMuzFlash3rd.LightSaturation = 150; mMuzFlash3rd.LightRadius = 8.0; } } else { // Update location/rotation mMuzFlash3rd.SetBase( None ); mMuzFlash3rd.SetLocation( ASVehicle(Instigator).GetFireStart() ); mMuzFlash3rd.SetRotation( Instigator.Rotation ); mMuzFlash3rd.SetBase( Instigator ); } // Muzzle flash update if ( mMuzFlash3rd != None ) { mMuzFlash3rd.Trigger(Self, None); R.Roll = Rand(16384); mMuzFlash3rd.SetRelativeRotation( R ); // Dynamic Light mMuzFlash3rd.bDynamicLight = true; SetTimer(0.14, false); } // Shell Case spawning if ( Level.DetailMode != DM_Low ) { if ( mShellCaseEmitter == None ) { mShellCaseEmitter = Spawn( mShellCaseEmitterClass,,, GetFireStart( mShellEmitterOffset ), Instigator.Rotation ); if ( mShellCaseEmitter != None ) { mShellCaseEmitter.bHardAttach = true; mShellCaseEmitter.SetBase( Instigator ); mShellCaseEmitter.SetRelativeRotation( Rot(0,-16384,0) ); } } else { // Update location/rotation mShellCaseEmitter.SetBase( None ); mShellCaseEmitter.SetLocation( GetFireStart( mShellEmitterOffset ) ); mShellCaseEmitter.SetRotation( Instigator.Rotation ); mShellCaseEmitter.SetBase( Instigator ); mShellCaseEmitter.SetRelativeRotation( Rot(0,-16384,0) ); } // Shellcase update if ( mShellCaseEmitter != None ) mShellCaseEmitter.mStartParticles++; } // Impact effect if ( OldSpawnHitCount != SpawnHitCount ) { OldSpawnHitCount = SpawnHitCount; GetHitInfo(); PC = Level.GetLocalPlayerController(); if ( (Instigator.Controller == PC) || (VSize(PC.ViewTarget.Location - mHitLocation) < 5000) ) Spawn(class'HitEffect'.static.GetHitEffect(mHitActor, mHitLocation, mHitNormal),,, mHitLocation, Rotator(mHitNormal)); } // Tracer FX UpdateTracer(); } else StopFiring(); super.ThirdPersonEffects(); } /* Firing state: Updates cannon rotation */ state Firing { simulated function Tick(float deltaTime) { local rotator R; if ( Instigator == None ) return; if ( bFiring && (Level.TimeSeconds - LastFireTime > 0.5) ) StopFiring(); if ( bFiring ) { // Increase rotation rate... if ( CurrentRollSpeed < CannonRollSpeed ) CurrentRollSpeed += RollSpeedAcc * 4.f * deltaTime; // faster acceleration when shooting else if ( CurrentRollSpeed > CannonRollSpeed ) CurrentRollSpeed = CannonRollSpeed; } else { // decrease rotation rate... if ( CurrentRollSpeed > 0 ) CurrentRollSpeed -= RollSpeedAcc * deltaTime; // If rotation rate is null, exit state.. if ( CurrentRollSpeed < 0 ) { CurrentRollSpeed = 0; GotoState(''); } } // Rotating cannon CurrentCannonRoll = (CurrentCannonRoll + CurrentRollSpeed * deltatime) % 65536; R.Roll = CurrentCannonRoll; Instigator.SetBoneRotation('CannonBone', R, 0, 1.f); } } simulated function Timer() { // Shut down dynamic light if ( mMuzFlash3rd != None ) mMuzFlash3rd.bDynamicLight = false; } simulated Event StartFiring() { bFiring = true; if ( Instigator != None ) Instigator.AmbientSound = FiringSound; GotoState('Firing'); } simulated Event StopFiring() { if ( !bFiring ) return; bFiring = false; if ( Instigator != None ) { Instigator.AmbientSound = None; Instigator.PlaySound( WindingSound,, 4.f,, Instigator.SoundRadius, 0.75 ); if ( !Level.bDropDetail && Level.DetailMode != DM_Low ) { if ( SmokeEmitter == None ) { SmokeEmitter = Spawn( SmokeEmitterClass,,, ASVehicle(Instigator).GetFireStart(), Instigator.Rotation ); if ( SmokeEmitter != None ) { SmokeEmitter.bOnlyOwnerSee = false; SmokeEmitter.bHidden = false; SmokeEmitter.bHardAttach = true; SmokeEmitter.SetBase( Instigator ); } } else { // Update location/rotation SmokeEmitter.SetBase( None ); SmokeEmitter.SetLocation( ASVehicle(Instigator).GetFireStart() ); SmokeEmitter.SetRotation( Instigator.Rotation ); SmokeEmitter.SetBase( Instigator ); } if ( SmokeEmitter != None ) SmokeEmitter.Trigger( Self, Instigator ); } } } /* UpdateHit - used to update properties so hit effect can be spawn client side */ function UpdateHit(Actor HitActor, vector HitLocation, vector HitNormal) { SpawnHitCount++; mHitLocation = HitLocation; mHitActor = HitActor; mHitNormal = HitNormal; } simulated function UpdateTracer() { local float hitDist; //local rotator RelRot; local vector SpawnLoc, SpawnDir, SpawnVel; if ( Level.NetMode == NM_DedicatedServer ) return; // Spawn Tracer effect if ( mTracer == None ) { mTracer = Spawn( mTracerClass,,, ASVehicle(Instigator).GetFireStart(), Instigator.Rotation ); } if ( Level.bDropDetail || Level.DetailMode == DM_Low ) mTracerInterval = 2 * default.mTracerInterval; else mTracerInterval = default.mTracerInterval; if ( mTracer != None && Level.TimeSeconds >= mLastTracerTime + mTracerInterval) { SpawnLoc = ASVehicle(Instigator).GetFireStart(); mTracer.SetLocation( SpawnLoc ); hitDist = VSize( mHitLocation - SpawnLoc ) - mTracerPullback; // If the hit location is exactly the same as last time, we assume it isn't correct so we just use the gun rotation instead. if ( mHitLocation == mOldHitLocation ) SpawnDir = vector( Instigator.Rotation ) + VRand()*FRand()*class'FM_Turret_Minigun_Fire'.default.Spread ; else SpawnDir = Normal( mHitLocation - SpawnLoc ); mOldHitLocation = mHitLocation; if(hitDist > mTracerMinDistance) { SpawnVel = SpawnDir * mTracerSpeed; mTracer.Emitters[0].StartVelocityRange.X.Min = SpawnVel.X; mTracer.Emitters[0].StartVelocityRange.X.Max = SpawnVel.X; mTracer.Emitters[0].StartVelocityRange.Y.Min = SpawnVel.Y; mTracer.Emitters[0].StartVelocityRange.Y.Max = SpawnVel.Y; mTracer.Emitters[0].StartVelocityRange.Z.Min = SpawnVel.Z; mTracer.Emitters[0].StartVelocityRange.Z.Max = SpawnVel.Z; mTracer.Emitters[0].LifetimeRange.Min = hitDist / mTracerSpeed; mTracer.Emitters[0].LifetimeRange.Max = mTracer.Emitters[0].LifetimeRange.Min; mTracer.SpawnParticle(1); } mLastTracerTime = Level.TimeSeconds; } } simulated function vector GetFireStart( vector RelOffset ) { local vector X, Y, Z; GetViewAxes(X, Y, Z); return Instigator.Location + X*RelOffset.X + Y*RelOffset.Y + Z*RelOffset.Z; } simulated function GetViewAxes( out vector xaxis, out vector yaxis, out vector zaxis ) { GetAxes( Instigator.Rotation, xaxis, yaxis, zaxis ); } //============================================================================= // defaultproperties //============================================================================= defaultproperties { Spread=1024 CannonRollSpeed=196608 RollSpeedAcc=98304 SmokeEmitterClass=class'xEffects.MinigunMuzzleSmoke' mMuzFlashClass=class'XEffects.MinigunMuzFlash3rd' mShellCaseEmitterClass=class'UT2k4Assault.FX_Minigun_ShellSpewer' mShellEmitterOffset=(X=28,Y=-40,Z=62) mTracerInterval=0.06 mTracerClass=class'XEffects.NewTracer' mTracerPullback=150.0 mTracerMinDistance=0.0 mTracerSpeed=10000.0 FiringSound=Sound'NewWeaponSounds.MinigunTurretFire' WindingSound=Sound'NewWeaponSounds.MinigunTurretWindDown' bHeavy=true bRapidFire=true bAltRapidFire=true bHidden=true } |
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