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Engine.Weapon


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//=============================================================================
// Parent class of all weapons.
//=============================================================================
class Weapon extends Inventory
    abstract
    native
    nativereplication;

#exec Texture Import File=Textures\Weapon.pcx Name=S_Weapon Mips=Off Flags=2

//-----------------------------------------------------------------------------
// Weapon ammo/firing information:
// Two-element arrays here are defined for normal fire (0) and alt fire (1).
var() float   MaxTargetRange;    // Maximum distance to target.
var() class<ammo> AmmoName;          // Type of ammo used.
var() byte    ReloadCount;       // Amount of ammo depletion before reloading. 0 if no reloading is done.
var() int     PickupAmmoCount;   // Amount of ammo initially in pick-up item.
var travel ammo AmmoType;        // Inventory Ammo being used.
var   bool    bPointing;         // Indicates weapon is being pointed
var() bool    bInstantHit;       // If true, instant hit rather than projectile firing weapon
var() bool    bAltInstantHit;    // If true, instant hit rather than projectile firing weapon for AltFire
var(WeaponAI) bool    bWarnTarget;       // When firing projectile, warn the target
var(WeaponAI) bool    bAltWarnTarget;    // When firing alternate projectile, warn the target
var   bool    bWeaponUp;         // Used in Active State
var   bool    bChangeWeapon;     // Used in Active State
var   bool    bLockedOn;
var(WeaponAI) bool    bSplashDamage;     // used by bot AI
var()         bool    bCanThrow;    //if true, player can toss this weapon out
var(WeaponAI) bool    bRecommendSplashDamage; //if true, bot preferentially tries to use splash damage
                                              // rather than direct hits
var(WeaponAI) bool    bRecommendAltSplashDamage; //if true, bot preferentially tries to use splash damage
                                              // rather than direct hits
var() bool    bWeaponStay;
var() bool    bOwnsCrosshair;   // this weapon is responsible for drawing its own crosshair (in its postrender function)
var   bool    bHideWeapon;      // if true, weapon is not rendered
var(WeaponAI) bool    bMeleeWeapon; //Weapon is only a melee weapon
var() bool    bRapidFire;       // used by human animations in determining firing animation (for still firing)
var   bool    bSpecialIcon;

var() float   FiringSpeed;      // used by human animations in determining firing speed

var()   vector  FireOffset;      // Offset from drawing location for projectile/trace start
var()   class<projectile> ProjectileClass;
var()   class<projectile> AltProjectileClass;
var()   name MyDamageType;
var()   name AltDamageType;
var     float   ProjectileSpeed;
var     float   AltProjectileSpeed;
var     float   AimError;       // Aim Error for bots (note this value doubled if instant hit weapon)
var()   float   ShakeMag;
var()   float   ShakeTime;
var()   float   ShakeVert;
var(WeaponAI)   float   AIRating;
var(WeaponAI)   float   RefireRate;
var(WeaponAI)   float   AltRefireRate;

//-----------------------------------------------------------------------------
// Sound Assignments
var() sound     FireSound;
var() sound     AltFireSound;
var() sound     CockingSound;
var() sound     SelectSound;
var() sound     Misc1Sound;
var() sound     Misc2Sound;
var() sound     Misc3Sound;

var() Localized string MessageNoAmmo;
var() Localized string DeathMessage;
var() Color NameColor;  // used when drawing name on HUD

var Rotator AdjustedAim;

//-----------------------------------------------------------------------------
// Muzzle Flash
// weapon is responsible for setting and clearing bMuzzleFlash whenever it wants the
// MFTexture drawn on the canvas (see RenderOverlays() )
var bool bSetFlashTime;
var(MuzzleFlash) bool bDrawMuzzleFlash;
var byte bMuzzleFlash;
var float FlashTime;
var(MuzzleFlash) float MuzzleScale, FlashY, FlashO, FlashC, FlashLength;
var(MuzzleFlash) int FlashS;    // size of (square) texture/2
var(MuzzleFlash) texture MFTexture;
var(MuzzleFlash) texture MuzzleFlare;
var(MuzzleFlash) float FlareOffset; 

// Network replication
//
replication
{
    // Things the server should send to the client.
    reliable if( bNetOwner && (Role==ROLE_Authority) )
        AmmoType, bLockedOn, bHideWeapon;
}

//=============================================================================
// Inventory travelling across servers.

event TravelPostAccept()
{
    Super.TravelPostAccept();
    if ( Pawn(Owner) == None )
        return;
    if ( AmmoName != None )
    {
        AmmoType = Ammo(Pawn(Owner).FindInventoryType(AmmoName));
        if ( AmmoType == None )
        {       
            AmmoType = Spawn(AmmoName); // Create ammo type required		
            Pawn(Owner).AddInventory(AmmoType);     // and add to player's inventory
            AmmoType.BecomeItem();
            AmmoType.AmmoAmount = PickUpAmmoCount; 
            AmmoType.GotoState('Idle2');
        }
    }
    if ( self == Pawn(Owner).Weapon )
        BringUp();
    else GoToState('Idle2');
}

function Destroyed()
{
    Super.Destroyed();
    if( (Pawn(Owner)!=None) && (Pawn(Owner).Weapon == self) )
        Pawn(Owner).Weapon = None;
}

//=============================================================================
// Weapon rendering
// Draw first person view of inventory
simulated event RenderOverlays( canvas Canvas )
{
    local rotator NewRot;
    local bool bPlayerOwner;
    local int Hand;
    local PlayerPawn PlayerOwner;

    if ( bHideWeapon || (Owner == None) )
        return;

    PlayerOwner = PlayerPawn(Owner);

    if ( PlayerOwner != None )
    {
        if ( PlayerOwner.DesiredFOV != PlayerOwner.DefaultFOV )
            return;
        bPlayerOwner = true;
        Hand = PlayerOwner.Handedness;

        if (  (Level.NetMode == NM_Client) && (Hand == 2) )
        {
            bHideWeapon = true;
            return;
        }
    }

    if ( !bPlayerOwner || (PlayerOwner.Player == None) )
        Pawn(Owner).WalkBob = vect(0,0,0);

    if ( (bMuzzleFlash > 0) && bDrawMuzzleFlash && Level.bHighDetailMode && (MFTexture != None) )
    {
        MuzzleScale = Default.MuzzleScale * Canvas.ClipX/640.0;
        if ( !bSetFlashTime )
        {
            bSetFlashTime = true;
            FlashTime = Level.TimeSeconds + FlashLength;
        }
        else if ( FlashTime < Level.TimeSeconds )
            bMuzzleFlash = 0;
        if ( bMuzzleFlash > 0 )
        {
            if ( Hand == 0 )
                Canvas.SetPos(Canvas.ClipX/2 - 0.5 * MuzzleScale * FlashS + Canvas.ClipX * (-0.2 * Default.FireOffset.Y * FlashO), Canvas.ClipY/2 - 0.5 * MuzzleScale * FlashS + Canvas.ClipY * (FlashY + FlashC));
            else
                Canvas.SetPos(Canvas.ClipX/2 - 0.5 * MuzzleScale * FlashS + Canvas.ClipX * (Hand * Default.FireOffset.Y * FlashO), Canvas.ClipY/2 - 0.5 * MuzzleScale * FlashS + Canvas.ClipY * FlashY);

            Canvas.Style = 3;
            Canvas.DrawIcon(MFTexture, MuzzleScale);
            Canvas.Style = 1;
        }
    }
    else
        bSetFlashTime = false;

    SetLocation( Owner.Location + CalcDrawOffset() );
    NewRot = Pawn(Owner).ViewRotation;

    if ( Hand == 0 )
        newRot.Roll = -2 * Default.Rotation.Roll;
    else
        newRot.Roll = Default.Rotation.Roll * Hand;

    setRotation(newRot);
    Canvas.DrawActor(self, false);
}

//-------------------------------------------------------
// AI related functions

function PostBeginPlay()
{
    Super.PostBeginPlay();
    SetWeaponStay();
    MaxDesireability = 1.2 * AIRating;
    if ( ProjectileClass != None )
    {
        ProjectileSpeed = ProjectileClass.Default.Speed;
        MyDamageType = ProjectileClass.Default.MyDamageType;
    }
    if ( AltProjectileClass != None )
    {
        AltProjectileSpeed = AltProjectileClass.Default.Speed;
        AltDamageType = AltProjectileClass.Default.MyDamageType;
    }
}

function bool SplashJump()
{
    return false;
}

function SetWeaponStay()
{
    bWeaponStay = bWeaponStay || Level.Game.bCoopWeaponMode;
}

// tell the bot how much it wants this weapon
// called when the bot is trying to decide which inventory item to go after next
event float BotDesireability(Pawn Bot)
{
    local Weapon AlreadyHas;
    local float desire;

    // bots adjust their desire for their favorite weapons
    desire = MaxDesireability + Bot.AdjustDesireFor(self);

    // see if bot already has a weapon of this type
    AlreadyHas = Weapon(Bot.FindInventoryType(class)); 
    if ( AlreadyHas != None )
    {
        if ( (RespawnTime < 10) 
            && ( bHidden || (AlreadyHas.AmmoType == None) 
                || (AlreadyHas.AmmoType.AmmoAmount < AlreadyHas.AmmoType.MaxAmmo)) )
            return 0;

        // can't pick it up if weapon stay is on
        if ( (!bHeldItem || bTossedOut) && bWeaponStay )
            return 0;
        if ( AlreadyHas.AmmoType == None )
            return 0.25 * desire;

        // bot wants this weapon for the ammo it holds
        if ( AlreadyHas.AmmoType.AmmoAmount > 0 )
            return FMax( 0.25 * desire, 
                    AlreadyHas.AmmoType.MaxDesireability
                     * FMin(1, 0.15 * AlreadyHas.AmmoType.MaxAmmo/AlreadyHas.AmmoType.AmmoAmount) ); 
        else
            return 0.05;
    }
    
    // incentivize bot to get this weapon if it doesn't have a good weapon already
    if ( (Bot.Weapon == None) || (Bot.Weapon.AIRating <= 0.4) )
        return 2*desire;

    return desire;
}

function float RateSelf( out int bUseAltMode )
{
    if ( (AmmoType != None) && (AmmoType.AmmoAmount <=0) )
        return -2;
    bUseAltMode = int(FRand() < 0.4);
    return (AIRating + FRand() * 0.05);
}

// return delta to combat style
function float SuggestAttackStyle()
{
    return 0.0;
}

function float SuggestDefenseStyle()
{
    return 0.0;
}

//-------------------------------------------------------

simulated function PreRender( canvas Canvas );
simulated function PostRender( canvas Canvas );

function ClientWeaponEvent(name EventType);

function bool HandlePickupQuery( inventory Item )
{
    local int OldAmmo;
    local Pawn P;

    if (Item.Class == Class)
    {
        if ( Weapon(item).bWeaponStay && (!Weapon(item).bHeldItem || Weapon(item).bTossedOut) )
            return true;
        P = Pawn(Owner);
        if ( AmmoType != None )
        {
            OldAmmo = AmmoType.AmmoAmount;
            if ( AmmoType.AddAmmo(Weapon(Item).PickupAmmoCount) && (OldAmmo == 0) 
                && (P.Weapon.class != item.class) && !P.bNeverSwitchOnPickup )
                    WeaponSet(P);
        }
        if (Level.Game.LocalLog != None)
            Level.Game.LocalLog.LogPickup(Item, Pawn(Owner));
        if (Level.Game.WorldLog != None)
            Level.Game.WorldLog.LogPickup(Item, Pawn(Owner));
        if (Item.PickupMessageClass == None)
            P.ClientMessage(Item.PickupMessage, 'Pickup');
        else
            P.ReceiveLocalizedMessage( Item.PickupMessageClass, 0, None, None, item.Class );
        Item.PlaySound(Item.PickupSound);
        Item.SetRespawn();   
        return true;
    }
    if ( Inventory == None )
        return false;

    return Inventory.HandlePickupQuery(Item);
}

// set which hand is holding weapon
function setHand(float Hand)
{
    if ( Hand == 2 )
    {
        PlayerViewOffset.Y = 0;
        FireOffset.Y = 0;
        bHideWeapon = true;
        return;
    }
    else
        bHideWeapon = false;

    if ( Hand == 0 )
    {
        PlayerViewOffset.X = Default.PlayerViewOffset.X * 0.88;
        PlayerViewOffset.Y = -0.2 * Default.PlayerViewOffset.Y;
        PlayerViewOffset.Z = Default.PlayerViewOffset.Z * 1.12;
    }
    else
    {
        PlayerViewOffset.X = Default.PlayerViewOffset.X;
        PlayerViewOffset.Y = Default.PlayerViewOffset.Y * Hand;
        PlayerViewOffset.Z = Default.PlayerViewOffset.Z;
    }
    PlayerViewOffset *= 100; //scale since network passes vector components as ints
    FireOffset.Y = Default.FireOffset.Y * Hand;
}

//
// Change weapon to that specificed by F matching inventory weapon's Inventory Group.
function Weapon WeaponChange( byte F )
{   
    local Weapon newWeapon;
     
    if ( InventoryGroup == F )
    {
        if ( (AmmoType != None) && (AmmoType.AmmoAmount <= 0) )
        {
            if ( Inventory == None )
                newWeapon = None;
            else
                newWeapon = Inventory.WeaponChange(F);
            if ( newWeapon == None )
                Pawn(Owner).ClientMessage( ItemName$MessageNoAmmo );        
            return newWeapon;
        }       
        else 
            return self;
    }
    else if ( Inventory == None )
        return None;
    else
        return Inventory.WeaponChange(F);
}

// Either give this inventory to player Other, or spawn a copy
// and give it to the player Other, setting up original to be respawned.
// Also add Ammo to Other's inventory if it doesn't already exist
//
function inventory SpawnCopy( pawn Other )
{
    local inventory Copy;
    local Weapon newWeapon;

    if( Level.Game.ShouldRespawn(self) )
    {
        Copy = spawn(Class,Other,,,rot(0,0,0));
        Copy.Tag           = Tag;
        Copy.Event         = Event;
        if ( !bWeaponStay )
            GotoState('Sleeping');
    }
    else
        Copy = self;

    Copy.RespawnTime = 0.0;
    Copy.bHeldItem = true;
    Copy.bTossedOut = false;
    Copy.GiveTo( Other );
    newWeapon = Weapon(Copy);
    newWeapon.Instigator = Other;
    newWeapon.GiveAmmo(Other);
    newWeapon.SetSwitchPriority(Other);
    if ( !Other.bNeverSwitchOnPickup )
        newWeapon.WeaponSet(Other);
    newWeapon.AmbientGlow = 0;
    return newWeapon;
}

function SetSwitchPriority(pawn Other)
{
    local int i;
    local name temp, carried;

    if ( PlayerPawn(Other) != None )
    {
        for ( i=0; i<ArrayCount(PlayerPawn(Other).WeaponPriority); i++)
            if ( PlayerPawn(Other).WeaponPriority[i] == class.name )
            {
                AutoSwitchPriority = i;
                return;
            }
        // else, register this weapon
        carried = class.name;
        for ( i=AutoSwitchPriority; i<ArrayCount(PlayerPawn(Other).WeaponPriority); i++ )
        {
            if ( PlayerPawn(Other).WeaponPriority[i] == '' )
            {
                PlayerPawn(Other).WeaponPriority[i] = carried;
                return;
            }
            else if ( i<ArrayCount(PlayerPawn(Other).WeaponPriority)-1 )
            {
                temp = PlayerPawn(Other).WeaponPriority[i];
                PlayerPawn(Other).WeaponPriority[i] = carried;
                carried = temp;
            }
        }
    }       
}

function GiveAmmo( Pawn Other )
{
    if ( AmmoName == None )
        return;
    AmmoType = Ammo(Other.FindInventoryType(AmmoName));
    if ( AmmoType != None )
        AmmoType.AddAmmo(PickUpAmmoCount);
    else
    {
        AmmoType = Spawn(AmmoName); // Create ammo type required		
        Other.AddInventory(AmmoType);       // and add to player's inventory
        AmmoType.BecomeItem();
        AmmoType.AmmoAmount = PickUpAmmoCount; 
        AmmoType.GotoState('Idle2');
    }
}   

// Return the switch priority of the weapon (normally AutoSwitchPriority, but may be
// modified by environment (or by other factors for bots)
function float SwitchPriority() 
{
    local float temp;
    local int bTemp;

    if ( !Owner.IsA('PlayerPawn') )
        return RateSelf(bTemp);
    else if ( (AmmoType != None) && (AmmoType.AmmoAmount<=0) )
    {
        if ( Pawn(Owner).Weapon == self )
            return -0.5;
        else
            return -1;
    }
    else 
        return AutoSwitchPriority;
}

// Compare self to current weapon.  If better than current weapon, then switch
function bool WeaponSet(Pawn Other)
{
    local bool bSwitch,bHaveAmmo;
    local Inventory Inv;
    local weapon W;
    
    if ( Other.Weapon == self)
        return false;

    if ( Other.Weapon == None )
    {
        Other.PendingWeapon = self;
        Other.ChangedWeapon();
        return true;    
    }
    else if ( Other.Weapon.SwitchPriority() < SwitchPriority() ) 
    {
        W = Other.PendingWeapon;
        Other.PendingWeapon = self;
        GotoState('');

        if ( Other.Weapon.PutDown() )
            return true;
        Other.PendingWeapon = W;
        return false;
    }
    else 
    {
        GoToState('');
        return false;
    }
}

function Weapon RecommendWeapon( out float rating, out int bUseAltMode )
{
    local Weapon Recommended;
    local float oldRating, oldFiring;
    local int oldMode;

    if ( Owner.IsA('PlayerPawn') )
        rating = SwitchPriority();
    else
    {
        rating = RateSelf(bUseAltMode);
        if ( (self == Pawn(Owner).Weapon) && (Pawn(Owner).Enemy != None) 
            && ((AmmoType == None) || (AmmoType.AmmoAmount > 0)) )
            rating += 0.21; // tend to stick with same weapon
    }
    if ( inventory != None )
    {
        Recommended = inventory.RecommendWeapon(oldRating, oldMode);
        if ( (Recommended != None) && (oldRating > rating) )
        {
            rating = oldRating;
            bUseAltMode = oldMode;
            return Recommended;
        }
    }
    return self;
}

// Toss this weapon out
function DropFrom(vector StartLocation)
{
    if ( !SetLocation(StartLocation) )
        return; 
    AIRating = Default.AIRating;
    bMuzzleFlash = 0;
    AmbientSound = None;
    if ( AmmoType != None )
    {
        PickupAmmoCount = AmmoType.AmmoAmount;
        AmmoType.AmmoAmount = 0;
    }
    Super.DropFrom(StartLocation);
}

// Become a pickup
function BecomePickup()
{
    Super.BecomePickup();
    SetDisplayProperties(Default.Style, Default.Texture, Default.bUnlit, Default.bMeshEnviromap );
}

simulated function TweenToStill();

//**************************************************************************************
//
// Firing functions and states
//

function CheckVisibility()
{
    local Pawn PawnOwner;

    PawnOwner = Pawn(Owner);
    if( Owner.bHidden && (PawnOwner.Health > 0) && (PawnOwner.Visibility < PawnOwner.Default.Visibility) )
    {
        Owner.bHidden = false;
        PawnOwner.Visibility = PawnOwner.Default.Visibility;
    }
}

simulated function bool ClientFire( float Value )
{
    return true;
}

function ForceFire();
function ForceAltFire();

function Fire( float Value )
{
    if (AmmoType.UseAmmo(1))
    {
        GotoState('NormalFire');
        if ( PlayerPawn(Owner) != None )
            PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert);
        bPointing=True;
        PlayFiring();
        if ( !bRapidFire && (FiringSpeed > 0) )
            Pawn(Owner).PlayRecoil(FiringSpeed);
        if ( bInstantHit )
            TraceFire(0.0);
        else
            ProjectileFire(ProjectileClass, ProjectileSpeed, bWarnTarget);
        if ( Owner.bHidden )
            CheckVisibility();
    }
}

simulated function bool ClientAltFire( float Value )
{
    return true;
}

function AltFire( float Value )
{
    if (AmmoType.UseAmmo(1))
    {
        GotoState('AltFiring');
        if ( PlayerPawn(Owner) != None )
            PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert);
        bPointing=True;
        PlayAltFiring();
        if ( !bRapidFire && (FiringSpeed > 0) )
            Pawn(Owner).PlayRecoil(FiringSpeed);
        if ( bAltInstantHit )
            TraceFire(0.0);
        else
            ProjectileFire(AltProjectileClass, AltProjectileSpeed, bAltWarnTarget);
        if ( Owner.bHidden )
            CheckVisibility();
    }
}

simulated function PlayFiring()
{
    //Play firing animation and sound
}

simulated function PlayAltFiring()
{
    //Play alt firing animation and sound
}

function Projectile ProjectileFire(class<projectile> ProjClass, float ProjSpeed, bool bWarn)
{
    local Vector Start, X,Y,Z;
    local Pawn PawnOwner;

    PawnOwner = Pawn(Owner);
    Owner.MakeNoise(PawnOwner.SoundDampening);
    GetAxes(PawnOwner.ViewRotation,X,Y,Z);
    Start = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; 
    AdjustedAim = PawnOwner.AdjustAim(ProjSpeed, Start, AimError, True, bWarn); 
    return Spawn(ProjClass,,, Start,AdjustedAim);   
}

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

    PawnOwner = Pawn(Owner);

    Owner.MakeNoise(PawnOwner.SoundDampening);
    GetAxes(PawnOwner.ViewRotation,X,Y,Z);
    StartTrace = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; 
    AdjustedAim = PawnOwner.AdjustAim(1000000, StartTrace, 2*AimError, False, False);   
    EndTrace = StartTrace + Accuracy * (FRand() - 0.5 )* Y * 1000
        + Accuracy * (FRand() - 0.5 ) * Z * 1000;
    X = vector(AdjustedAim);
    EndTrace += (10000 * X); 
    Other = PawnOwner.TraceShot(HitLocation,HitNormal,EndTrace,StartTrace);
    ProcessTraceHit(Other, HitLocation, HitNormal, X,Y,Z);
}

function ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z)
{
    //Spawn appropriate effects at hit location, any weapon lights, and damage hit actor
}

// Finish a firing sequence
function Finish()
{
    local Pawn PawnOwner;

    if ( bChangeWeapon )
    {
        GotoState('DownWeapon');
        return;
    }

    PawnOwner = Pawn(Owner);
    if ( PlayerPawn(Owner) == None )
    {
        if ( (AmmoType != None) && (AmmoType.AmmoAmount<=0) )
        {
            PawnOwner.StopFiring();
            PawnOwner.SwitchToBestWeapon();
            if ( bChangeWeapon )
                GotoState('DownWeapon');
        }
        else if ( (PawnOwner.bFire != 0) && (FRand() < RefireRate) )
            Global.Fire(0);
        else if ( (PawnOwner.bAltFire != 0) && (FRand() < AltRefireRate) )
            Global.AltFire(0);  
        else 
        {
            PawnOwner.StopFiring();
            GotoState('Idle');
        }
        return;
    }
    if ( ((AmmoType != None) && (AmmoType.AmmoAmount<=0)) || (PawnOwner.Weapon != self) )
        GotoState('Idle');
    else if ( PawnOwner.bFire!=0 )
        Global.Fire(0);
    else if ( PawnOwner.bAltFire!=0 )
        Global.AltFire(0);
    else 
        GotoState('Idle');
}

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

Begin:
    FinishAnim();
    Finish();
}

////////////////////////////////////////////////////////
state AltFiring
{
    function Fire(float F) 
    {
    }

    function AltFire(float F) 
    {
    }

Begin:
    FinishAnim();
    Finish();
}

//**********************************************************************************
// Weapon is up, but not firing
state Idle
{
    function AnimEnd()
    {
        PlayIdleAnim();
    }

    function bool PutDown()
    {
        GotoState('DownWeapon');
        return True;
    }

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

//
// Bring newly active weapon up
// Bring newly active weapon up
state Active
{
    function Fire(float F) 
    {
    }

    function AltFire(float F) 
    {
    }

    function bool PutDown()
    {
        if ( bWeaponUp || (AnimFrame < 0.75) )
            GotoState('DownWeapon');
        else
            bChangeWeapon = true;
        return True;
    }

    function BeginState()
    {
        bChangeWeapon = false;
    }

Begin:
    FinishAnim();
    if ( bChangeWeapon )
        GotoState('DownWeapon');
    bWeaponUp = True;
    PlayPostSelect();
    FinishAnim();
    Finish();
}

//
// Putting down weapon in favor of a new one.
//
State DownWeapon
{
ignores Fire, AltFire;

    function bool PutDown()
    {
        Pawn(Owner).ClientPutDown(self, Pawn(Owner).PendingWeapon);
        return true; //just keep putting it down
    }

    function BeginState()
    {
        bChangeWeapon = false;
        bMuzzleFlash = 0;
        Pawn(Owner).ClientPutDown(self, Pawn(Owner).PendingWeapon);
    }

Begin:
    TweenDown();
    FinishAnim();
    Pawn(Owner).ChangedWeapon();
}

simulated function ClientPutDown(Weapon NextWeapon);

function BringUp()
{
    if ( Owner.IsA('PlayerPawn') )
    {
        SetHand(PlayerPawn(Owner).Handedness);
        PlayerPawn(Owner).EndZoom();
    }   
    bWeaponUp = false;
    PlaySelect();
    GotoState('Active');
}

function RaiseUp(Weapon OldWeapon)
{
    BringUp();
}

function bool PutDown()
{
    bChangeWeapon = true;
    return true; 
}

function TweenDown()
{
    if ( (AnimSequence != '') && (GetAnimGroup(AnimSequence) == 'Select') )
        TweenAnim( AnimSequence, AnimFrame * 0.4 );
    else
        PlayAnim('Down', 1.0, 0.05);
}

function TweenSelect()
{
    TweenAnim('Select',0.001);
}

function PlaySelect()
{
    PlayAnim('Select',1.0,0.0);
    Owner.PlaySound(SelectSound, SLOT_Misc, Pawn(Owner).SoundDampening);    
}

function PlayPostSelect()
{
}

function PlayIdleAnim()
{
}

defaultproperties
{
     MaxTargetRange=4096.000000
     bCanThrow=True
     ProjectileSpeed=1000.000000
     AltProjectileSpeed=1000.000000
     aimerror=550.000000
     shakemag=300.000000
     shaketime=0.100000
     shakevert=5.000000
     AIRating=0.100000
     RefireRate=0.500000
     AltRefireRate=0.500000
     MessageNoAmmo=" has no ammo."
     DeathMessage="%o was killed by %k's %w."
     NameColor=(R=255,G=255,B=255)
     MuzzleScale=4.000000
     FlashLength=0.100000
     AutoSwitchPriority=1
     InventoryGroup=1
     PickupMessage="You got a weapon"
     ItemName="Weapon"
     RespawnTime=30.000000
     PlayerViewOffset=(X=30.000000,Z=-5.000000)
     MaxDesireability=0.500000
     Icon=Texture'Engine.S_Weapon'
     Texture=Texture'Engine.S_Weapon'
     bNoSmooth=True
}

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Class file time: Do 19.5.2005 19:42:12.000 - Creation time: Fr 7.6.2013 13:16:27.316 - Created with UnCodeX