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WVDraco.DracoFlamethrowerGun


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/******************************************************************************
DracoFlamethrowerGun

Creation date: 2013-04-28 08:10
Last change: $Id$
Copyright © 2013, Wormbo
Website: http://www.koehler-homepage.de/Wormbo/
Feel free to reuse this code. Send me a note if you found it helpful or want
to report bugs/provide improvements.
Please ask for permission first, if you intend to make money off reused code.
******************************************************************************/

class DracoFlamethrowerGun extends ONSWeapon; // ONSLinkableWeapon;


//=============================================================================
// Imports
//=============================================================================

#exec audio import file=Sounds\DracoFireLoop.wav


//=============================================================================
// Variables
//=============================================================================

var float DamageFactor;
var bool bTurnedOff;


simulated function Tick(float DeltaTime)
{
	if (bTurnedOff)
		return;

	if (Instigator != None && Instigator.PlayerReplicationInfo != None)
	{
		bForceCenterAim = False;
	}
	else if (!bActive && CurrentAim != rot(0,0,0))
	{
		bForceCenterAim = True;
		bActive = True;
	}
	else if (bActive && CurrentAim == rot(0,0,0))
	{
		bActive = False;
	}
}

function byte BestMode()
{
	if (Draco(Owner) == None || Draco(Owner).Incoming == None)
		return 0; // not defending against AVRiL
	
	if (Bot(Instigator.Controller) != None && Bot(Instigator.Controller).Skill > 3 + 3 * FRand() && Draco(Owner).DecoyProtectionIsGood())
		return 0; // decoy is out, now try to shoot down the AVRiL with the flamethrower
	
	return 1; // AVRiL incoming and no decoy out yet
}

simulated function SetFireRateModifier(float Modifier)
{
	DamageFactor = Modifier;
}

simulated function InitEffects()
{
	// don't even spawn on server
	if (Level.NetMode == NM_DedicatedServer)
		return;

	if ( (FlashEmitterClass != None) && (FlashEmitter == None) )
	{
		FlashEmitter = Spawn(FlashEmitterClass);
		FlashEmitter.SetDrawScale(DrawScale);
		if (WeaponFireAttachmentBone == '')
			FlashEmitter.SetBase(self);
		else
			AttachToBone(FlashEmitter, WeaponFireAttachmentBone);

		FlashEmitter.SetRelativeLocation(WeaponFireOffset * vect(1,0,0));
	}

	if (AmbientEffectEmitterClass != none && AmbientEffectEmitter == None)
	{
		AmbientEffectEmitter = Spawn(AmbientEffectEmitterClass, self,, WeaponFireLocation, WeaponFireRotation);
		//if (WeaponFireAttachmentBone == '')
		//	AmbientEffectEmitter.SetBase(self);
		//else
		//	AttachToBone(AmbientEffectEmitter, WeaponFireAttachmentBone);

		//AmbientEffectEmitter.SetRelativeLocation(WeaponFireOffset * vect(1,0,0) / DrawScale); // because it seems to scale with DrawScale, unlike everything else
	}
}

simulated function DestroyEffects()
{
	if (FlashEmitter != None)
		FlashEmitter.Destroy();
	if (EffectEmitter != None)
		EffectEmitter.Destroy();
	if (AmbientEffectEmitter != None)
	{
		AmbientEffectEmitter.Kill();
		AmbientEffectEmitter = None;
	}
}

simulated function ClientStartFire(Controller C, bool bAltFire)
{
	if (!bAltFire)
		Super.ClientStartFire(C, bAltFire);
}

state ProjectileFireMode
{
	function Fire(Controller C)
	{
		local Projectile P;

		if (AmbientEffectEmitter != None)
		{
			AmbientEffectEmitter.SetEmitterStatus(true);
		}
		P = SpawnProjectile(ProjectileClass, False);
		if (P != None)
			P.Damage *= DamageFactor;
	}

    function AltFire(Controller C)
    {
		local ONSDecoy P;
		local ONSDualAttackCraft V;

    	if (AltFireProjectileClass != none)
    	{
			P =	ONSDecoy(SpawnProjectile(AltFireProjectileClass, True));
			V = ONSDualAttackCraft(Owner);
			if (P != None && V != None)
			{
				V.Decoys.Insert(0,1);
				V.Decoys[0] = P;

			    P.ProtectedTarget = V;
			}
			FlashCount = 0; // ugly, but would otherwise start spawning flame particles on the client
		}
    }
}


//=============================================================================
// Default values
//=============================================================================

defaultproperties
{
	RedSkin  = Material'DracoShaderRed'
	BlueSkin = Material'DracoShaderBlue'
	Mesh     = SkeletalMesh'DualAttackCraftGatlingGunMesh'

	AmbientEffectEmitterClass = class'DracoFlamethrowerEmitter'

	WeaponFireAttachmentBone = GatlingGunFirePoint
	WeaponFireOffset         =   0.0
	DualFireOffset           =  10.0
	FireInterval             =   0.1
	DamageFactor             =   1.0
	bDualIndependantTargeting = False

	FireSoundClass      = Sound'DracoFireLoop' //Sound'GeneralAmbience.firefx1'
	bAmbientFireSound   = True
	AmbientSoundScaling = 1.0
	ProjectileClass     = class'DracoFlamethrowerProjectile'
	SoundVolume         = 255
	SoundRadius         = 500.0
	
    AltFireProjectileClass = class'ONSDecoy'
    AltFireInterval        = 1.5
	
	YawBone            = GatlingGun
	YawStartConstraint =     0
	YawEndConstraint   = 65535
	PitchBone          = GatlingGun
	PitchUpLimit       =  3000
	PitchDownLimit     = 49000
	bAimable           = True
	RotationsPerSecond = 0.7

	AIInfo(0)=(bLeadTarget=True,bTossed=False,WarnTargetPct=0.25,RefireRate=0.7)
}


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Class file time: Sa 8.2.2014 22:40:52.000 - Creation time: Do 14.8.2014 09:58:37.755 - Created with UnCodeX