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UnrealI.RazorJack


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//=============================================================================
// razorjack
//=============================================================================
class RazorJack expands Weapon;

#exec MESH IMPORT MESH=Razor ANIVFILE=MODELS\razor_a.3D DATAFILE=MODELS\razor_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=Razor X=0 Y=0 Z=0 YAW=-64 ROLL=-8
#exec MESH SEQUENCE MESH=razor SEQ=All     STARTFRAME=0   NUMFRAMES=100
#exec MESH SEQUENCE MESH=razor SEQ=Select  STARTFRAME=0   NUMFRAMES=30  RATE=24 GROUP=Select
#exec MESH SEQUENCE MESH=razor SEQ=Fire    STARTFRAME=30  NUMFRAMES=10
#exec MESH SEQUENCE MESH=razor SEQ=Load    STARTFRAME=36  NUMFRAMES=4
#exec MESH SEQUENCE MESH=razor SEQ=Idle    STARTFRAME=40  NUMFRAMES=31
#exec MESH SEQUENCE MESH=razor SEQ=AltFire1 STARTFRAME=71  NUMFRAMES=12
#exec MESH SEQUENCE MESH=razor SEQ=AltFire2 STARTFRAME=83  NUMFRAMES=5
#exec MESH SEQUENCE MESH=razor SEQ=AltFire3 STARTFRAME=88  NUMFRAMES=4
#exec MESH SEQUENCE MESH=razor SEQ=Down    STARTFRAME=92  NUMFRAMES=8

#exec TEXTURE IMPORT NAME=JRazor1 FILE=MODELS\razor.PCX GROUP=Skins
#exec MESHMAP SCALE MESHMAP=razor X=0.005 Y=0.005 Z=0.01
#exec MESHMAP SETTEXTURE MESHMAP=razor NUM=1 TEXTURE=Jrazor1

#exec MESH IMPORT MESH=RazPick ANIVFILE=MODELS\rapick_a.3D DATAFILE=MODELS\rapick_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=RazPick X=0 Y=0 Z=0 YAW=-64 ROLL=-8
#exec MESH SEQUENCE MESH=RazPick SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=RazPick SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=JRazor1 FILE=MODELS\razor.PCX GROUP=Skins
#exec MESHMAP SCALE MESHMAP=RazPick X=0.025 Y=0.025 Z=0.05
#exec MESHMAP SETTEXTURE MESHMAP=RazPick NUM=1 TEXTURE=Jrazor1

#exec MESH IMPORT MESH=Razor3rd ANIVFILE=MODELS\Razor3_a.3D DATAFILE=MODELS\Razor3_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=Razor3rd X=0 Y=-180 Z=-95 YAW=-64 ROLL=6
#exec MESH SEQUENCE MESH=Razor3rd SEQ=All  STARTFRAME=0  NUMFRAMES=20
#exec MESH SEQUENCE MESH=Razor3rd SEQ=Still  STARTFRAME=0  NUMFRAMES=1
#exec MESH SEQUENCE MESH=Razor3rd SEQ=Fire  STARTFRAME=1  NUMFRAMES=9
#exec MESH SEQUENCE MESH=Razor3rd SEQ=AltFire2  STARTFRAME=1  NUMFRAMES=9
#exec MESH SEQUENCE MESH=Razor3rd SEQ=Idle  STARTFRAME=10  NUMFRAMES=10
#exec TEXTURE IMPORT NAME=Jrazor1 FILE=MODELS\razor.PCX GROUP="Skins"
#exec MESHMAP SCALE MESHMAP=Razor3rd X=0.035 Y=0.035 Z=0.06
#exec MESHMAP SETTEXTURE MESHMAP=Razor3rd NUM=1 TEXTURE=JRazor1

#exec AUDIO IMPORT FILE="Sounds\Razor\beam.WAV" NAME="beam" GROUP="RazorJack"

function PreBeginPlay()
{
    Super.PreBeginPlay();
    ProjectileClass = class'RazorBlade';
    ProjectileSpeed = class'RazorBlade'.default.speed;
    AltProjectileClass = class'RazorBladeAlt';
    AltProjectileSpeed = class'RazorBladeAlt'.default.speed;
}


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

    if ( PlayerPawn(Owner) != None )
        PlayerPawn(Owner).ClientInstantFlash( -0.4, vect(500, 0, 650));
    Owner.MakeNoise(Pawn(Owner).SoundDampening);
    GetAxes(Pawn(owner).ViewRotation,X,Y,Z);
    Start = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Z * Z; 
    AdjustedAim = pawn(owner).AdjustAim(ProjSpeed, Start, AimError, True, bWarn);   
    return Spawn(ProjClass,,, Start,AdjustedAim);   
}

function PlayFiring()
{
    PlayAnim( 'Fire', 0.7,0.05 );
}

function PlayAltFiring()
{
    PlayAnim('AltFire1', 0.9,0.05);
}

function AltFire( float Value )
{
    //bFireMem = false;
    //bAltFireMem = false;
    if (AmmoType.UseAmmo(1))
    {
        CheckVisibility();
        bPointing=True;
        PlayAltFiring();
        GotoState('AltFiring');
    }
}
    
///////////////////////////////////////////////////////////
state AltFiring
{
    function Projectile ProjectileFire(class<projectile> ProjClass, float ProjSpeed, bool bWarn)
    {
        local Vector Start, X,Y,Z;      

        Owner.MakeNoise(Pawn(Owner).SoundDampening);
        GetAxes(Pawn(owner).ViewRotation,X,Y,Z);
        if (FireOffset.Y>0) FireOffset.Y = -FireOffset.Y;
        Start = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; 
        AdjustedAim = pawn(owner).AdjustAim(ProjSpeed, Start, AimError, True, bWarn);   
        AdjustedAim.Roll += 12768;      
        RazorBlade(Spawn(ProjClass,,, Start,AdjustedAim));
    }

Begin:
    FinishAnim();
Repeater:
    ProjectileFire(AltProjectileClass,AltProjectileSpeed,bAltWarnTarget);
    PlayAnim('AltFire2', 0.4,0.05);
    FinishAnim();
    if ( (Pawn(Owner).bAltFire!=0) 
        && (Pawn(Owner).Weapon==Self) && AmmoType.UseAmmo(1))
    {
        goto 'Repeater';
    }   
    PlayAnim('AltFire3', 0.9,0.05);
    FinishAnim();
    PlayAnim('Load',0.2,0.05);  
    FinishAnim();   
    if ( Pawn(Owner).bFire!=0 && Pawn(Owner).Weapon==Self) 
        Global.Fire(0);
    else 
        GotoState('Idle');
}

///////////////////////////////////////////////////////////
function PlayIdleAnim()
{
    LoopAnim('Idle', 0.4);
}

defaultproperties
{
     AmmoName=Class'UnrealI.RazorAmmo'
     PickupAmmoCount=15
     FireOffset=(X=16.000000,Y=-10.000000,Z=-15.000000)
     ProjectileClass=Class'UnrealI.RazorBlade'
     AltProjectileClass=Class'UnrealI.RazorBladeAlt'
     shakemag=120.000000
     AIRating=0.500000
     RefireRate=0.800000
     AltRefireRate=0.700000
     SelectSound=Sound'UnrealI.Razorjack.beam'
     DeathMessage="%k took a bloody chunk out of %o with the %w."
     AutoSwitchPriority=7
     InventoryGroup=7
     PickupMessage="You got the RazorJack"
     ItemName="Razorjack"
     PlayerViewOffset=(X=2.000000,Z=-0.900000)
     PlayerViewMesh=Mesh'UnrealI.Razor'
     BobDamping=0.970000
     PickupViewMesh=Mesh'UnrealI.RazPick'
     ThirdPersonMesh=Mesh'UnrealI.Razor3rd'
     PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
     Mesh=Mesh'UnrealI.RazPick'
     bNoSmooth=False
     bMeshCurvy=False
     CollisionRadius=28.000000
     CollisionHeight=7.000000
     Mass=17.000000
}

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Class file time: Sun 21/2/2010 23:48:40.000 - Creation time: Sun 21/2/2010 23:49:53.318 - Created with UnCodeX