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//============================================================================= // SuperShockRifle. //============================================================================= class SuperShockRifle extends ShockRifle; #exec MESH IMPORT MESH=sshockm ANIVFILE=MODELS\ASMD2_a.3D DATAFILE=MODELS\ASMD2_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=sshockm X=0 Y=0 Z=0 YAW=64 PITCH=0 #exec MESH SEQUENCE MESH=sshockm SEQ=All STARTFRAME=0 NUMFRAMES=52 #exec MESH SEQUENCE MESH=sshockm SEQ=Select STARTFRAME=0 NUMFRAMES=15 RATE=30 GROUP=Select #exec MESH SEQUENCE MESH=sshockm SEQ=Still STARTFRAME=15 NUMFRAMES=1 #exec MESH SEQUENCE MESH=sshockm SEQ=Down STARTFRAME=17 NUMFRAMES=7 RATE=27 #exec MESH SEQUENCE MESH=sshockm SEQ=Still2 STARTFRAME=28 NUMFRAMES=2 #exec MESH SEQUENCE MESH=sshockm SEQ=Fire1 STARTFRAME=30 NUMFRAMES=10 RATE=22 #exec MESH SEQUENCE MESH=sshockm SEQ=Fire2 STARTFRAME=40 NUMFRAMES=10 RATE=24 #exec TEXTURE IMPORT NAME=SASMD_t FILE=MODELS\ASMDS.PCX GROUP="Skins" LODSET=2 #exec TEXTURE IMPORT NAME=SASMD_t1 FILE=MODELS\ASMDS1.PCX GROUP="Skins" LODSET=2 #exec TEXTURE IMPORT NAME=SASMD_t2 FILE=MODELS\ASMD2.PCX GROUP="Skins" LODSET=2 #exec TEXTURE IMPORT NAME=SASMD_t3 FILE=MODELS\ASMDS3.PCX GROUP="Skins" LODSET=2 #exec TEXTURE IMPORT NAME=SASMD_t4 FILE=MODELS\ASMDS4.PCX GROUP="Skins" LODSET=2 #exec MESHMAP SCALE MESHMAP=sshockm X=0.004 Y=0.003 Z=0.008 #exec MESHMAP SETTEXTURE MESHMAP=sshockm NUM=0 TEXTURE=SASMD_t1 #exec MESHMAP SETTEXTURE MESHMAP=sshockm NUM=1 TEXTURE=SASMD_t2 #exec MESHMAP SETTEXTURE MESHMAP=sshockm NUM=2 TEXTURE=SASMD_t3 #exec MESHMAP SETTEXTURE MESHMAP=sshockm NUM=3 TEXTURE=SASMD_t4 #exec MESH IMPORT MESH=SASMD2hand ANIVFILE=MODELS\ASMDhand_a.3D DATAFILE=MODELS\asmdhand_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=SASMD2hand X=25 Y=600 Z=-40 YAW=64 PITCH=0 #exec MESH SEQUENCE MESH=SASMD2hand SEQ=All STARTFRAME=0 NUMFRAMES=10 #exec MESH SEQUENCE MESH=SASMD2hand SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=SASMD2hand SEQ=Fire1 STARTFRAME=1 NUMFRAMES=9 RATE=24 #exec MESH SEQUENCE MESH=SASMD2hand SEQ=Fire2 STARTFRAME=1 NUMFRAMES=9 RATE=24 #exec MESHMAP SCALE MESHMAP=SASMD2hand X=0.05 Y=0.05 Z=0.1 #exec MESHMAP SETTEXTURE MESHMAP=SASMD2hand NUM=1 TEXTURE=SASMD_t function Fire( float Value ) { GotoState('NormalFire'); bCanClientFire = true; bPointing=True; ClientFire(value); if ( bRapidFire || (FiringSpeed > 0) ) Pawn(Owner).PlayRecoil(FiringSpeed); if ( bInstantHit ) TraceFire(0.0); else ProjectileFire(ProjectileClass, ProjectileSpeed, bWarnTarget); } function AltFire( float Value ) { local actor HitActor; local vector HitLocation, HitNormal, Start; if ( Owner == None ) return; GotoState('AltFiring'); Pawn(Owner).PlayRecoil(FiringSpeed); bCanClientFire = true; bPointing=True; TraceFire(0.0); ClientAltFire(value); } function float RateSelf( out int bUseAltMode ) { local Pawn P; local bool bNovice; if ( AmmoType.AmmoAmount <=0 ) return -2; P = Pawn(Owner); bUseAltMode = 0; return AIRating; } simulated function PlayFiring() { PlayOwnedSound(FireSound, SLOT_None, Pawn(Owner).SoundDampening*4.0); LoopAnim('Fire1', 0.20 + 0.20 * FireAdjust,0.05); } simulated function PlayAltFiring() { PlayOwnedSound(FireSound, SLOT_None, Pawn(Owner).SoundDampening*4.0); LoopAnim('Fire1', 0.20 + 0.20 * FireAdjust,0.05); } function ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z) { if (Other==None) { HitNormal = -X; HitLocation = Owner.Location + X*10000.0; } SpawnEffect(HitLocation, Owner.Location + CalcDrawOffset() + (FireOffset.X + 20) * X + FireOffset.Y * Y + FireOffset.Z * Z); Spawn(class'ut_SuperRing2',,, HitLocation+HitNormal*8,rotator(HitNormal)); if ( (Other != self) && (Other != Owner) && (Other != None) ) Other.TakeDamage(HitDamage, Pawn(Owner), HitLocation, 60000.0*X, MyDamageType); } function SpawnEffect(vector HitLocation, vector SmokeLocation) { local SuperShockBeam Smoke,shock; local Vector DVector; local int NumPoints; local rotator SmokeRotation; DVector = HitLocation - SmokeLocation; NumPoints = VSize(DVector)/135.0; if ( NumPoints < 1 ) return; SmokeRotation = rotator(DVector); SmokeRotation.roll = Rand(65535); Smoke = Spawn(class'SuperShockBeam',,,SmokeLocation,SmokeRotation); Smoke.MoveAmount = DVector/NumPoints; Smoke.NumPuffs = NumPoints - 1; } defaultproperties { hitdamage=1000 InstFog=(X=800.000000,Z=0.000000) AmmoName=Class'Botpack.SuperShockCore' aimerror=650.000000 DeathMessage="%k electrified %o with the %w." PickupMessage="You got the enhanced Shock Rifle." ItemName="Enhanced Shock Rifle" PlayerViewMesh=LodMesh'Botpack.sshockm' ThirdPersonMesh=LodMesh'Botpack.SASMD2hand' } |
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