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Botpack.Minigun2


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//=============================================================================
// Minigun.
//=============================================================================
class Minigun2 extends TournamentWeapon;

#exec MESH IMPORT MESH=Minigun2m ANIVFILE=MODELS\minigun_a.3D DATAFILE=MODELS\minigun_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=Minigun2m X=0 Y=0 Z=0 YAW=64 PITCH=0 ROLL=0
#exec MESH SEQUENCE MESH=Minigun2m SEQ=All     STARTFRAME=0   NUMFRAMES=152
#exec MESH SEQUENCE MESH=Minigun2m SEQ=Select  STARTFRAME=0   NUMFRAMES=20 RATE=36 GROUP=Select
#exec MESH SEQUENCE MESH=Minigun2m SEQ=Still   STARTFRAME=21  NUMFRAMES=1
#exec MESH SEQUENCE MESH=Minigun2m SEQ=Wind    STARTFRAME=21  NUMFRAMES=19
#exec MESH SEQUENCE MESH=Minigun2m SEQ=Wind2   STARTFRAME=40  NUMFRAMES=19
#exec MESH SEQUENCE MESH=Minigun2m SEQ=Shoot1  STARTFRAME=61  NUMFRAMES=19
#exec MESH SEQUENCE MESH=Minigun2m SEQ=Shoot2  STARTFRAME=61  NUMFRAMES=19
#exec MESH SEQUENCE MESH=Minigun2m SEQ=Unwind  STARTFRAME=80  NUMFRAMES=39
#exec MESH SEQUENCE MESH=Minigun2m SEQ=Idle    STARTFRAME=121  NUMFRAMES=19
#exec MESH SEQUENCE MESH=Minigun2m SEQ=Down    STARTFRAME=141  NUMFRAMES=10

#exec OBJ LOAD FILE=Textures\Ammocount.utx  PACKAGE=Botpack.Ammocount
#exec TEXTURE IMPORT NAME=Mini_t FILE=MODELS\Mini.PCX GROUP="Skins" LODSET=2
#exec TEXTURE IMPORT NAME=Mini_t1 FILE=MODELS\Mini1.PCX GROUP="Skins" LODSET=2
#exec TEXTURE IMPORT NAME=Mini_t2 FILE=MODELS\Mini2.PCX GROUP="Skins" LODSET=2
#exec TEXTURE IMPORT NAME=Mini_t3 FILE=MODELS\Mini3.PCX GROUP="Skins" LODSET=2
#exec TEXTURE IMPORT NAME=Mini_t4 FILE=MODELS\Mini4.PCX GROUP="Skins" LODSET=2

#exec MESHMAP SCALE MESHMAP=Minigun2m X=0.0035 Y=0.0017 Z=0.007
#exec MESHMAP SETTEXTURE MESHMAP=Minigun2m NUM=0 TEXTURE=Mini_t1
#exec MESHMAP SETTEXTURE MESHMAP=Minigun2m NUM=1 TEXTURE=Mini_t2
#exec MESHMAP SETTEXTURE MESHMAP=Minigun2m NUM=2 TEXTURE=Mini_t3
#exec MESHMAP SETTEXTURE MESHMAP=Minigun2m NUM=3 TEXTURE=Mini_t4
#exec MESHMAP SETTEXTURE MESHMAP=Minigun2m NUM=4 TEXTURE=Botpack.Ammocount.MiniAmmoled

#exec MESH IMPORT MESH=Minigun2L ANIVFILE=MODELS\minigun_a.3D DATAFILE=MODELS\minigun_d.3D UnMirror=1  unmirrortex=4
#exec MESH ORIGIN MESH=Minigun2L X=0 Y=0 Z=0 YAW=64 PITCH=0 ROLL=0
#exec MESH SEQUENCE MESH=Minigun2L SEQ=All     STARTFRAME=0   NUMFRAMES=152
#exec MESH SEQUENCE MESH=Minigun2L SEQ=Select  STARTFRAME=0   NUMFRAMES=20 RATE=36 GROUP=Select
#exec MESH SEQUENCE MESH=Minigun2L SEQ=Still   STARTFRAME=21  NUMFRAMES=1
#exec MESH SEQUENCE MESH=Minigun2L SEQ=Wind    STARTFRAME=21  NUMFRAMES=19
#exec MESH SEQUENCE MESH=Minigun2L SEQ=Wind2   STARTFRAME=40  NUMFRAMES=19
#exec MESH SEQUENCE MESH=Minigun2L SEQ=Shoot1  STARTFRAME=61  NUMFRAMES=19
#exec MESH SEQUENCE MESH=Minigun2L SEQ=Shoot2  STARTFRAME=61  NUMFRAMES=19
#exec MESH SEQUENCE MESH=Minigun2L SEQ=Unwind  STARTFRAME=80  NUMFRAMES=39
#exec MESH SEQUENCE MESH=Minigun2L SEQ=Idle    STARTFRAME=121  NUMFRAMES=19
#exec MESH SEQUENCE MESH=Minigun2L SEQ=Down    STARTFRAME=141  NUMFRAMES=10

#exec MESHMAP SCALE MESHMAP=Minigun2L X=0.0035 Y=0.0017 Z=0.007
#exec MESHMAP SETTEXTURE MESHMAP=Minigun2L NUM=0 TEXTURE=Mini_t1
#exec MESHMAP SETTEXTURE MESHMAP=Minigun2L NUM=1 TEXTURE=Mini_t2
#exec MESHMAP SETTEXTURE MESHMAP=Minigun2L NUM=2 TEXTURE=Mini_t3
#exec MESHMAP SETTEXTURE MESHMAP=Minigun2L NUM=3 TEXTURE=Mini_t4
#exec MESHMAP SETTEXTURE MESHMAP=Minigun2L NUM=4 TEXTURE=Botpack.Ammocount.MiniAmmoled

#exec TEXTURE IMPORT NAME=Muz1 FILE=MODELS\muz1.PCX GROUP="Skins" LODSET=2
#exec TEXTURE IMPORT NAME=Muz2 FILE=MODELS\muz2.PCX GROUP="Skins" LODSET=2
#exec TEXTURE IMPORT NAME=Muz3 FILE=MODELS\muz3.PCX GROUP="Skins" LODSET=2
#exec TEXTURE IMPORT NAME=Muz4 FILE=MODELS\muz4.PCX GROUP="Skins" LODSET=2
#exec TEXTURE IMPORT NAME=Muz5 FILE=MODELS\muz5.PCX GROUP="Skins" LODSET=2
#exec TEXTURE IMPORT NAME=Muz6 FILE=MODELS\muz6.PCX GROUP="Skins" LODSET=2
#exec TEXTURE IMPORT NAME=Muz7 FILE=MODELS\muz7.PCX GROUP="Skins" LODSET=2
#exec TEXTURE IMPORT NAME=Muz8 FILE=MODELS\muz8.PCX GROUP="Skins" LODSET=2
#exec TEXTURE IMPORT NAME=Muz9 FILE=MODELS\muz9.PCX GROUP="Skins" LODSET=2

#exec MESH IMPORT MESH=MinigunPick ANIVFILE=MODELS\minipick_a.3D DATAFILE=MODELS\minipick_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=MinigunPick X=0 Y=0 Z=0 YAW=64 PITCH=0 ROLL=0
#exec MESH SEQUENCE MESH=MinigunPick SEQ=All     STARTFRAME=0  NUMFRAMES=1
#exec MESHMAP SCALE MESHMAP=MinigunPick X=0.1 Y=0.1 Z=0.2
#exec MESHMAP SETTEXTURE MESHMAP=MinigunPick NUM=1 TEXTURE=Mini_t

#exec MESH IMPORT MESH=MiniHand ANIVFILE=MODELS\minihand_a.3D DATAFILE=MODELS\minihand_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=MiniHand X=5 Y=270 Z=-20 YAW=64 PITCH=0
#exec MESH SEQUENCE MESH=MiniHand SEQ=All STARTFRAME=0  NUMFRAMES=11
#exec MESH SEQUENCE MESH=MiniHand SEQ=Shoot1  STARTFRAME=1  NUMFRAMES=10
#exec MESHMAP SCALE MESHMAP=MiniHand X=0.06 Y=0.06 Z=0.12
#exec MESHMAP SETTEXTURE MESHMAP=MiniHand NUM=1 TEXTURE=Mini_t

#exec TEXTURE IMPORT NAME=IconMini FILE=TEXTURES\HUD\WpnMini.PCX GROUP="Icons" MIPS=OFF
#exec TEXTURE IMPORT NAME=UseMini FILE=TEXTURES\HUD\UseMini.PCX GROUP="Icons" MIPS=OFF

#exec AUDIO IMPORT FILE="Sounds\Minigun\RegFire.Wav" NAME=M2RegFire GROUP="Minigun2"
#exec AUDIO IMPORT FILE="Sounds\Minigun\AltFire.Wav" NAME=M2AltFire GROUP="Minigun2"
#exec AUDIO IMPORT FILE="Sounds\Minigun\WindDown.Wav" NAME=M2WindDown GROUP="Minigun2"

#exec MESH IMPORT MESH=MuzzFlash3 ANIVFILE=MODELS\muzzle2_a.3d DATAFILE=MODELS\Muzzle2_d.3d X=0 Y=0 Z=0
#exec MESH LODPARAMS MESH=muzzFlash3 MINVERTS=8 STRENGTH=0.7 ZDISP=800.0 

#exec MESH ORIGIN MESH=MuzzFlash3 X=0 Y=940 Z=0 YAW=64
#exec MESH SEQUENCE MESH=MuzzFlash3 SEQ=All                      STARTFRAME=0 NUMFRAMES=9
#exec MESH SEQUENCE MESH=MuzzFlash3 SEQ=Shoot                   STARTFRAME=0 NUMFRAMES=9
#exec MESHMAP NEW    MESHMAP=MuzzFlash3 MESH=MuzzFlash3
#exec MESHMAP SCALE MESHMAP=MuzzFlash3 X=0.08 Y=0.08 Z=0.16
#exec TEXTURE IMPORT NAME=Muzzy FILE=MODELS\Muzzy.PCX GROUP=Skins

var float ShotAccuracy, LastShellSpawn;
var int Count;
var bool bOutOfAmmo, bFiredShot;
var() texture MuzzleFlashVariations[10];

// set which hand is holding weapon
function setHand(float Hand)
{
    if ( Hand == 2 )
    {
        FireOffset.Y = 0;
        bHideWeapon = true;
        return;
    }
    else
        bHideWeapon = false;
    PlayerViewOffset = Default.PlayerViewOffset * 100;
    FireOffset.Y = Hand * Default.FireOffset.Y;
    PlayerViewOffset.Y *= Hand;
    if ( Hand == 1 )
        Mesh = mesh(DynamicLoadObject("Botpack.Minigun2L", class'Mesh'));
    else
    {
        Mesh = mesh'Minigun2m';
        if ( Hand == 0 )
        {
            PlayerViewOffset.X = Default.PlayerViewOffset.X * 95;
            PlayerViewOffset.Z = Default.PlayerViewOffset.Z * 105;
        }
    }
}

simulated event RenderTexture(ScriptedTexture Tex)
{
    local Color C;
    local string Temp;
    
    Temp = String(AmmoType.AmmoAmount);

    while(Len(Temp) < 3) Temp = "0"$Temp;

    C.R = 255;
    C.G = 0;
    C.B = 0;

    Tex.DrawColoredText( 2, 10, Temp, Font'LEDFont2', C );  
}

function float RateSelf( out int bUseAltMode )
{
    local float dist;

    if ( AmmoType.AmmoAmount <=0 )
        return -2;

    if ( Pawn(Owner).Enemy == None )
    {
        bUseAltMode = 0;
        return AIRating;
    }

    dist = VSize(Pawn(Owner).Enemy.Location - Owner.Location); 
    bUseAltMode = 1;
    if ( dist > 1200 )
    {
        if ( dist > 1700 )
            bUseAltMode = 0;
        return (AIRating * FMin(Pawn(Owner).DamageScaling, 1.5) + FMin(0.0001 * dist, 0.3)); 
    }
    AIRating *= FMin(Pawn(Owner).DamageScaling, 1.5);
    return AIRating;
}

simulated event RenderOverlays( canvas Canvas )
{
    local UT_Shellcase s;
    local vector X,Y,Z;
    local float dir;

    if ( bSteadyFlash3rd )
    {
        bMuzzleFlash = 1;
        bSetFlashTime = false;
        if ( !Level.bDropDetail )
            MFTexture = MuzzleFlashVariations[Rand(10)];
        else
            MFTexture = MuzzleFlashVariations[Rand(5)];
    }
    else
        bMuzzleFlash = 0;
    FlashY = Default.FlashY * (1.08 - 0.16 * FRand());
    if ( !Owner.IsA('PlayerPawn') || (PlayerPawn(Owner).Handedness == 0) )
        FlashO = Default.FlashO * (4 + 0.15 * FRand());
    else        
        FlashO = Default.FlashO * (1 + 0.15 * FRand());
    Texture'MiniAmmoled'.NotifyActor = Self;
    Super.RenderOverlays(Canvas);
    Texture'MiniAmmoled'.NotifyActor = None;

    if ( bSteadyFlash3rd && Level.bHighDetailMode && (Level.TimeSeconds - LastShellSpawn > 0.125)
        && (Level.Pauser=="") )
    {
        LastShellSpawn = Level.TimeSeconds;
        GetAxes(Pawn(Owner).ViewRotation,X,Y,Z);

        if ( PlayerViewOffset.Y >= 0 )
            dir = 1;
        else 
            dir = -1;
        if ( Level.bHighDetailMode )
        {
            s = Spawn(class'MiniShellCase',Owner, '', Owner.Location + CalcDrawOffset() + 30 * X + (0.4 * PlayerViewOffset.Y+5.0) * Y - Z * 5);
            if ( s != None ) 
                s.Eject(((FRand()*0.3+0.4)*X + (FRand()*0.3+0.2)*dir*Y + (FRand()*0.3+1.0) * Z)*160);              
        }
    }
}

function GenerateBullet()
{
    LightType = LT_Steady;
    bFiredShot = true;
    if ( PlayerPawn(Owner) != None )
        PlayerPawn(Owner).ClientInstantFlash( -0.2, vect(325, 225, 95));
    if ( AmmoType.UseAmmo(1) ) 
        TraceFire(ShotAccuracy);
    else
        GotoState('FinishFire');
}

function TraceFire( float Accuracy )
{
    local vector HitLocation, HitNormal, StartTrace, EndTrace, X,Y,Z, AimDir;
    local actor Other;

    Owner.MakeNoise(Pawn(Owner).SoundDampening);
    GetAxes(Pawn(owner).ViewRotation,X,Y,Z);
    StartTrace = Owner.Location + CalcDrawOffset() + FireOffset.Y * Y + FireOffset.Z * Z; 
    AdjustedAim = pawn(owner).AdjustAim(1000000, StartTrace, 2.75*AimError, False, False);  
    EndTrace = StartTrace + Accuracy * (FRand() - 0.5 )* Y * 1000
        + Accuracy * (FRand() - 0.5 ) * Z * 1000;
    AimDir = vector(AdjustedAim);
    EndTrace += (10000 * AimDir); 
    Other = Pawn(Owner).TraceShot(HitLocation,HitNormal,EndTrace,StartTrace);

    Count++;
    if ( Count == 4 )
    {
        Count = 0;
        if ( VSize(HitLocation - StartTrace) > 250 )
            Spawn(class'MTracer',,, StartTrace + 96 * AimDir,rotator(EndTrace - StartTrace));
    }
    ProcessTraceHit(Other, HitLocation, HitNormal, vector(AdjustedAim),Y,Z);
}

function ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z)
{
    local int rndDam;

    if (Other == Level) 
        Spawn(class'UT_LightWallHitEffect',,, HitLocation+HitNormal, Rotator(HitNormal));
    else if ( (Other!=self) && (Other!=Owner) && (Other != None) ) 
    {
        if ( !Other.bIsPawn && !Other.IsA('Carcass') )
            spawn(class'UT_SpriteSmokePuff',,,HitLocation+HitNormal*9); 
        else
            Other.PlaySound(Sound 'ChunkHit',, 4.0,,100);

        if ( Other.IsA('Bot') && (FRand() < 0.2) )
            Pawn(Other).WarnTarget(Pawn(Owner), 500, X);
        rndDam = 9 + Rand(6);
        if ( FRand() < 0.2 )
            X *= 2.5;
        Other.TakeDamage(rndDam, Pawn(Owner), HitLocation, rndDam*500.0*X, MyDamageType);
    }
}

function Fire( float Value )
{
    Enable('Tick');
    if ( AmmoType == None )
    {
        // ammocheck
        GiveAmmo(Pawn(Owner));
    }
    if ( AmmoType.UseAmmo(1) )
    {
        SoundVolume = 255*Pawn(Owner).SoundDampening;
        Pawn(Owner).PlayRecoil(FiringSpeed);
        bCanClientFire = true;
        bPointing=True;
        ShotAccuracy = 0.2;
        ClientFire(value);
        GotoState('NormalFire');
    }
    else GoToState('Idle');
}

function AltFire( float Value )
{
    Enable('Tick');
    if ( AmmoType == None )
    {
        // ammocheck
        GiveAmmo(Pawn(Owner));
    }
    if ( AmmoType.UseAmmo(1) )
    {
        bPointing=True;
        bCanClientFire = true;
        ShotAccuracy = 0.95;
        Pawn(Owner).PlayRecoil(FiringSpeed);
        SoundVolume = 255*Pawn(Owner).SoundDampening;       
        ClientAltFire(value);   
        GoToState('AltFiring');     
    }
    else GoToState('Idle'); 
}

simulated function PlayFiring()
{   
    if ( PlayerPawn(Owner) != None )
        PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert);
    PlayAnim('Shoot1',1 + 0.6 * FireAdjust, 0.05);
    AmbientGlow = 250;
    AmbientSound = FireSound;
    bSteadyFlash3rd = true;
}

simulated function PlayAltFiring()
{
    if ( PlayerPawn(Owner) != None )
        PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert);
    PlayAnim('Shoot1',1 + 0.3 * FireAdjust, 0.05);
    AmbientGlow = 250;
    AmbientSound = FireSound;
    bSteadyFlash3rd = true;
}

simulated function PlayUnwind()
{
    if ( Owner != None )
    {
        PlayOwnedSound(Misc1Sound, SLOT_Misc, 3.0*Pawn(Owner).SoundDampening);  //Finish firing, power down		
        PlayAnim('UnWind',1.5, 0.05);
    }
}

////////////////////////////////////////////////////////
state FinishFire
{
    function Fire(float F) {}
    function AltFire(float F) {}

    function ForceFire()
    {
        bForceFire = true;
    }

    function ForceAltFire()
    {
        bForceAltFire = true;
    }

    function BeginState()
    {
        PlayUnwind();
    }

Begin:
    FinishAnim();
    Finish();
}

///////////////////////////////////////////////////////
state NormalFire
{
    function Tick( float DeltaTime )
    {
        if (Owner==None) 
            AmbientSound = None;
    }

    function AnimEnd()
    {
        if (Pawn(Owner).Weapon != self) GotoState('');
        else if (Pawn(Owner).bFire!=0 && AmmoType.AmmoAmount>0)
            Global.Fire(0);
        else if ( Pawn(Owner).bAltFire!=0 && AmmoType.AmmoAmount>0)
            Global.AltFire(0);
        else 
            GotoState('FinishFire');
    }

    function BeginState()
    {
        AmbientGlow = 250;
        AmbientSound = FireSound;
        bSteadyFlash3rd = true;
        Super.BeginState();
    }   

    function EndState()
    {
        bSteadyFlash3rd = false;
        AmbientGlow = 0;
        LightType = LT_None;
        AmbientSound = None;
        Super.EndState();
    }

Begin:
    Sleep(0.13);
    GenerateBullet();
    Goto('Begin');
}

state ClientFiring
{
    simulated function AnimEnd()
    {
        if ( (Pawn(Owner) == None) || (AmmoType.AmmoAmount <= 0) )
        {
            PlayUnwind();
            GotoState('');
        }
        else if ( !bCanClientFire )
            GotoState('');
        else if ( Pawn(Owner).bFire != 0 )
            Global.ClientFire(0);
        else if ( Pawn(Owner).bAltFire != 0 )
            Global.ClientAltFire(0);
        else
        {
            PlayUnwind();
            GotoState('ClientFinish');
        }
    }

    simulated function BeginState()
    {
        AmbientSound = FireSound;
        bSteadyFlash3rd = true;
    }

    simulated function EndState()
    {
        bSteadyFlash3rd = false;
        Super.EndState();
    }
}

////////////////////////////////////////////////////////

state ClientFinish
{
    simulated function bool ClientFire(float Value)
    {
        bForceFire = bForceFire || ( bCanClientFire && (Pawn(Owner) != None) && (AmmoType.AmmoAmount > 0) );
        return bForceFire;
    }

    simulated function bool ClientAltFire(float Value)
    {
        bForceAltFire = bForceAltFire || ( bCanClientFire && (Pawn(Owner) != None) && (AmmoType.AmmoAmount > 0) );
        return bForceAltFire;
    }

    simulated function AnimEnd()
    {
        if ( bCanClientFire && (PlayerPawn(Owner) != None) && (AmmoType.AmmoAmount > 0) )
        {
            if ( bForceFire || (Pawn(Owner).bFire != 0) )
            {
                Global.ClientFire(0);
                return;
            }
            else if ( bForceAltFire || (Pawn(Owner).bAltFire != 0) )
            {
                Global.ClientAltFire(0);
                return;
            }
        }           
        GotoState('');
        Global.AnimEnd();
    }

    simulated function EndState()
    {
        bSteadyFlash3rd = false;
        bForceFire = false;
        bForceAltFire = false;
        AmbientSound = None;
    }

    simulated function BeginState()
    {
        bSteadyFlash3rd = false;
        bForceFire = false;
        bForceAltFire = false;
    }
}

state ClientAltFiring
{
    simulated function AnimEnd()
    {
        if ( (Pawn(Owner) == None) || (AmmoType.AmmoAmount <= 0) )
        {
            PlayUnwind();
            GotoState('');
        }
        else if ( !bCanClientFire )
            GotoState('');
        else if ( Pawn(Owner).bAltFire != 0 )
        {
            if ( (AnimSequence != 'Shoot2') || !bAnimLoop )
            {   
                AmbientSound = AltFireSound;
                SoundVolume = 255*Pawn(Owner).SoundDampening;
                LoopAnim('Shoot2',1.9);
            }
            else if ( AmbientSound == None )
                AmbientSound = FireSound;

            if ( Affector != None )
                Affector.FireEffect();
            if ( PlayerPawn(Owner) != None )
                PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert);
        }
        else if ( Pawn(Owner).bFire != 0 )
            Global.ClientFire(0);
        else
        {
            PlayUnwind();
            bSteadyFlash3rd = false;
            GotoState('ClientFinish');
        }
    }

    simulated function BeginState()
    {
        bSteadyFlash3rd = true;
        AmbientSound = FireSound;
    }

    simulated function EndState()
    {
        bSteadyFlash3rd = false;
        Super.EndState();
    }
}

state AltFiring
{
    function Tick( float DeltaTime )
    {
        if (Owner==None) 
        {
            AmbientSound = None;
            GotoState('Pickup');
        }           

        if  ( bFiredShot && ((pawn(Owner).bAltFire==0) || bOutOfAmmo) ) 
            GoToState('FinishFire');
    }

    function AnimEnd()
    {
        if ( (AnimSequence != 'Shoot2') || !bAnimLoop )
        {   
            AmbientSound = AltFireSound;
            SoundVolume = 255*Pawn(Owner).SoundDampening;
            LoopAnim('Shoot2',1.9);
        }
        else if ( AmbientSound == None )
            AmbientSound = FireSound;
        if ( Affector != None )
            Affector.FireEffect();
    }

    function BeginState()
    {
        Super.BeginState();
        AmbientSound = FireSound;
        AmbientGlow = 250;
        bFiredShot = false;
        bSteadyFlash3rd = true;
    }   

    function EndState()
    {
        bSteadyFlash3rd = false;
        AmbientGlow = 0;
        LightType = LT_None;
        AmbientSound = None;
        Super.EndState();
    }

Begin:
    Sleep(0.13);
    GenerateBullet();
    if ( AnimSequence == 'Shoot2' )
        Goto('FastShoot');
    Goto('Begin');
FastShoot:
    Sleep(0.08);
    GenerateBullet();
    Goto('FastShoot');
}

///////////////////////////////////////////////////////////
state Idle
{

Begin:
    if (Pawn(Owner).bFire!=0 && AmmoType.AmmoAmount>0) Fire(0.0);
    if (Pawn(Owner).bAltFire!=0 && AmmoType.AmmoAmount>0) AltFire(0.0); 
    LoopAnim('Idle',0.2,0.9);
    bPointing=False;
    if ( (AmmoType != None) && (AmmoType.AmmoAmount<=0) ) 
        Pawn(Owner).SwitchToBestWeapon();  //Goto Weapon that has Ammo
    Disable('AnimEnd'); 
}

defaultproperties
{
     MuzzleFlashVariations(0)=Texture'Botpack.Skins.Muz1'
     MuzzleFlashVariations(1)=Texture'Botpack.Skins.Muz2'
     MuzzleFlashVariations(2)=Texture'Botpack.Skins.Muz3'
     MuzzleFlashVariations(3)=Texture'Botpack.Skins.Muz4'
     MuzzleFlashVariations(4)=Texture'Botpack.Skins.Muz5'
     MuzzleFlashVariations(5)=Texture'Botpack.Skins.Muz6'
     MuzzleFlashVariations(6)=Texture'Botpack.Skins.Muz7'
     MuzzleFlashVariations(7)=Texture'Botpack.Skins.Muz8'
     MuzzleFlashVariations(8)=Texture'Botpack.Skins.Muz9'
     MuzzleFlashVariations(9)=Texture'Botpack.Skins.Muz9'
     WeaponDescription="Classification: Gatling Gun\n\nPrimary Fire: Bullets are sprayed forth at a medium to fast rate of fire and good accuracy.\n\nSecondary Fire: Minigun fires twice as fast and is half as accurate.\n\nTechniques: Secondary fire is much more useful at close range, but can eat up tons of ammunition."
     AmmoName=Class'Botpack.Miniammo'
     PickupAmmoCount=50
     bInstantHit=True
     bAltInstantHit=True
     bRapidFire=True
     FireOffset=(X=8.000000,Y=-5.000000,Z=-4.000000)
     MyDamageType=shot
     shakemag=135.000000
     shakevert=8.000000
     AIRating=0.730000
     RefireRate=0.990000
     AltRefireRate=0.990000
     FireSound=Sound'Botpack.minigun2.M2RegFire'
     AltFireSound=Sound'Botpack.minigun2.M2AltFire'
     SelectSound=Sound'UnrealI.Minigun.MiniSelect'
     Misc1Sound=Sound'Botpack.minigun2.M2WindDown'
     DeathMessage="%k's %w turned %o into a leaky piece of meat."
     NameColor=(B=0)
     bDrawMuzzleFlash=True
     MuzzleScale=2.000000
     FlashY=0.180000
     FlashO=0.022000
     FlashC=0.006000
     FlashLength=0.200000
     FlashS=128
     MFTexture=Texture'Botpack.Skins.Muz9'
     AutoSwitchPriority=7
     InventoryGroup=7
     PickupMessage="You got the Minigun."
     ItemName="Minigun"
     PlayerViewOffset=(X=2.100000,Y=-0.350000,Z=-1.700000)
     PlayerViewMesh=LodMesh'Botpack.Minigun2m'
     BobDamping=0.975000
     PickupViewMesh=LodMesh'Botpack.MinigunPick'
     ThirdPersonMesh=LodMesh'Botpack.MiniHand'
     StatusIcon=Texture'Botpack.Icons.UseMini'
     bMuzzleFlashParticles=True
     MuzzleFlashStyle=STY_Translucent
     MuzzleFlashMesh=LodMesh'Botpack.MuzzFlash3'
     MuzzleFlashScale=0.250000
     MuzzleFlashTexture=Texture'Botpack.Skins.Muzzy'
     PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
     Icon=Texture'Botpack.Icons.UseMini'
     Mesh=LodMesh'Botpack.MinigunPick'
     bNoSmooth=False
     SoundRadius=96
     SoundVolume=255
     CollisionRadius=34.000000
     CollisionHeight=8.000000
     LightEffect=LE_NonIncidence
     LightBrightness=255
     LightHue=28
     LightSaturation=32
     LightRadius=6
}

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Class file time: Do 19.5.2005 19:42:14.000 - Creation time: Fr 7.6.2013 13:15:51.514 - Created with UnCodeX