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XWeapons.InstantFire


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class InstantFire extends WeaponFire;

var class<DamageType> DamageType;
var int DamageMin, DamageMax;
var float TraceRange;
var float Momentum;

function float MaxRange()
{
    if (Instigator.Region.Zone.bDistanceFog)
        TraceRange = FClamp(Instigator.Region.Zone.DistanceFogEnd, 8000, default.TraceRange);
    else
    	TraceRange = default.TraceRange;

	return TraceRange;
}

function DoFireEffect()
{
    local Vector StartTrace;
    local Rotator R, Aim;

    Instigator.MakeNoise(1.0);

    // the to-hit trace always starts right in front of the eye
    StartTrace = Instigator.Location + Instigator.EyePosition();
    Aim = AdjustAim(StartTrace, AimError);
	R = rotator(vector(Aim) + VRand()*FRand()*Spread);
    DoTrace(StartTrace, R);
}

function DoTrace(Vector Start, Rotator Dir)
{
    local Vector X, End, HitLocation, HitNormal, RefNormal;
    local Actor Other;
    local int Damage;
    local bool bDoReflect;
    local int ReflectNum;

	MaxRange();

    ReflectNum = 0;
    while (true)
    {
        bDoReflect = false;
        X = Vector(Dir);
        End = Start + TraceRange * X;

        Other = Weapon.Trace(HitLocation, HitNormal, End, Start, true);

        if ( Other != None && (Other != Instigator || ReflectNum > 0) )
        {
            if (bReflective && Other.IsA('xPawn') && xPawn(Other).CheckReflect(HitLocation, RefNormal, DamageMin*0.25))
            {
                bDoReflect = true;
                HitNormal = Vect(0,0,0);
            }
            else if ( !Other.bWorldGeometry )
            {
				Damage = DamageMin;
				if ( (DamageMin != DamageMax) && (FRand() > 0.5) )
					Damage += Rand(1 + DamageMax - DamageMin);
                Damage = Damage * DamageAtten;

				// Update hit effect except for pawns (blood) other than vehicles.
               	if ( Other.IsA('Vehicle') || (!Other.IsA('Pawn') && !Other.IsA('HitScanBlockingVolume')) )
					WeaponAttachment(Weapon.ThirdPersonActor).UpdateHit(Other, HitLocation, HitNormal);

               	Other.TakeDamage(Damage, Instigator, HitLocation, Momentum*X, DamageType);
                HitNormal = Vect(0,0,0);
            }
            else if ( WeaponAttachment(Weapon.ThirdPersonActor) != None )
				WeaponAttachment(Weapon.ThirdPersonActor).UpdateHit(Other,HitLocation,HitNormal);
        }
        else
        {
            HitLocation = End;
            HitNormal = Vect(0,0,0);
			WeaponAttachment(Weapon.ThirdPersonActor).UpdateHit(Other,HitLocation,HitNormal);
        }

        SpawnBeamEffect(Start, Dir, HitLocation, HitNormal, ReflectNum);

        if (bDoReflect && ++ReflectNum < 4)
        {
            //Log("reflecting off"@Other@Start@HitLocation);
            Start = HitLocation;
            Dir = Rotator(RefNormal); //Rotator( X - 2.0*RefNormal*(X dot RefNormal) );
        }
        else
        {
            break;
        }
    }
}

function SpawnBeamEffect(Vector Start, Rotator Dir, Vector HitLocation, Vector HitNormal, int ReflectNum)
{
}

defaultproperties
{
	Momentum=1
    TraceRange=10000
    NoAmmoSound=Sound'WeaponSounds.P1Reload5'
	bInstantHit=true
}

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Class file time: Di 5.9.2006 22:36:30.000 - Creation time: Do 14.8.2014 09:58:41.084 - Created with UnCodeX