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TheHealer/TUTHealerAltFireSource

TUTHealerAltFire - The Healer Part 6 of 9 - Complete Source Code

//------------------------------------------------------------------------------
// class name : TUTHealerAltFire
// class type : Weapon Fire
// description: The Healer's Secondary Fire mode
// author     : HSDanClark
//------------------------------------------------------------------------------
// TODO       :
//
//------------------------------------------------------------------------------
class TUTHealerAltFire extends WeaponFire;

var TUTHealerBeamEffect Beam;
var Sound MakeLinkSound;
var float UpTime;
var Pawn LockedPawn;
var float LinkBreakTime;
var() float LinkBreakDelay;
var float LinkScale[6];

var string MakeLinkForce;

var() class<DamageType> DamageType;
var() int Damage;
var() float MomentumTransfer;

var() float TraceRange;
var() float LinkFlexibility;

var bool bDoHit;
var()   bool bFeedbackDeath;
var bool bInitAimError;
var bool bLinkFeedbackPlaying;
var bool bStartFire;

var rotator DesiredAimError, CurrentAimError;

simulated function DestroyEffects()
{
    Super.DestroyEffects();
    if ( Level.NetMode != NM_Client )
    {
        if (Beam != None)
            Beam.Destroy();
    }
}

simulated function ModeTick(float dt)
{
    local Vector StartTrace, EndTrace, X,Y,Z;
    local Vector HitLocation, HitNormal, EndEffect;
    local Actor Other;
    local Rotator Aim;
    local TUTHealer TUTHealer;
    local float MT, Step;
    local bot B;
    local bool bShouldStop;
    local int AdjustedDamage;
    local TUTHealerBeamEffect LB;

    if (!bIsFiring)
    {
    bInitAimError = true;
        return;
    }
    TUTHealer = TUTHealer(Weapon);


    if (FlashEmitter != None)
    {
        // set muzzle flash color
        FlashEmitter.Skins[0] = Texture'XEffectMat.link_muz_red';

        // adjust muzzle flash size to link size
    FlashEmitter.mSizeRange[0] = FlashEmitter.default.mSizeRange[0] * 1;
    FlashEmitter.mSizeRange[1] = FlashEmitter.mSizeRange[0];
    }

    if ( TUTHealer.Ammo[ThisModeNum].AmmoAmount >= AmmoPerFire && ((UpTime > 0.0) || (Instigator.Role < ROLE_Authority)) )
    {
        UpTime -= dt;
        TUTHealer.GetViewAxes(X,Y,Z);

        // the to-hit trace always starts right in front of the eye
        StartTrace = Instigator.Location + Instigator.EyePosition() + X*Instigator.CollisionRadius;

        TraceRange = default.TraceRange;

        if ( Instigator.Role < ROLE_Authority )
        {
        if ( Beam == None )
        foreach DynamicActors(class'TUTHealerBeamEffect', LB )
            if ( !LB.bDeleteMe && (LB.Instigator != None) && (LB.Instigator == Instigator) )
            {
            Beam = LB;
            break;
            }
            if ( Beam != None )
            LockedPawn = Beam.LinkedPawn;
    }
        if ( LockedPawn != None )
        TraceRange *= 1.5;


    if ( LockedPawn != None )
    {
        EndTrace = LockedPawn.Location + LockedPawn.EyeHeight*Vect(0,0,0.5); // beam ends at approx gun height
    }

        if ( LockedPawn == None )
        {
            if ( Bot(Instigator.Controller) != None )
            {
            if ( bInitAimError )
        {
            CurrentAimError = AdjustAim(StartTrace, AimError);
            bInitAimError = false;
        }
        else
        {
            BoundError();
            CurrentAimError.Yaw = CurrentAimError.Yaw + Instigator.Rotation.Yaw;
        }
        // smooth aim error changes
        Step = 7500.0 * dt;
        if ( DesiredAimError.Yaw ClockWiseFrom CurrentAimError.Yaw )
        {
            CurrentAimError.Yaw += Step;
            if ( !(DesiredAimError.Yaw ClockWiseFrom CurrentAimError.Yaw) )
            {
                CurrentAimError.Yaw = DesiredAimError.Yaw;
            DesiredAimError = AdjustAim(StartTrace, AimError);
            }
        }
        else
        {
            CurrentAimError.Yaw -= Step;
            if ( DesiredAimError.Yaw ClockWiseFrom CurrentAimError.Yaw )
            {
                CurrentAimError.Yaw = DesiredAimError.Yaw;
            DesiredAimError = AdjustAim(StartTrace, AimError);
            }
        }
        CurrentAimError.Yaw = CurrentAimError.Yaw - Instigator.Rotation.Yaw;
        if ( BoundError() )
            DesiredAimError = AdjustAim(StartTrace, AimError);
            CurrentAimError.Yaw = CurrentAimError.Yaw + Instigator.Rotation.Yaw;
        Aim = Rotator(Instigator.Controller.Target.Location - StartTrace);

        Aim.Yaw = CurrentAimError.Yaw;

        // save difference
        CurrentAimError.Yaw = CurrentAimError.Yaw - Instigator.Rotation.Yaw;
            }
        else
            Aim = AdjustAim(StartTrace, AimError);

            X = Vector(Aim);
            EndTrace = StartTrace + TraceRange * X;
        }

        Other = Trace(HitLocation, HitNormal, EndTrace, StartTrace, true);
        if (Other != None && Other != Instigator)
        EndEffect = HitLocation;
        else
        EndEffect = EndTrace;
    if (Beam != None)
            Beam.EndEffect = EndEffect;

    if ( Instigator.Role < ROLE_Authority )
            return;

        if (Other != None && Other != Instigator)
        {
            // beam is updated every frame, but damage is only done based on the firing rate
            if (bDoHit)
            {
                if (Beam != None)
            Beam.bLockedOn = false;

                    Instigator.MakeNoise(1.0);

                    AdjustedDamage = Damage;

                    if ( !Other.bWorldGeometry )
                    {
                        if (Level.Game.bTeamGame && Pawn(Other) != None && (Pawn(Other).PlayerReplicationInfo != None)
                    && Pawn(Other).PlayerReplicationInfo.Team == Instigator.PlayerReplicationInfo.Team)
                            AdjustedDamage = 0; // so even if friendly fire is on you can't hurt teammates

                        if (Other.Physics == PHYS_Falling || Other.Physics == PHYS_Flying || Other.Physics == PHYS_Swimming)
                            MT = DeathMatch(Level.Game).LinkLockDownFactor * MomentumTransfer;
                        else
                            MT = 0.0;

                        Other.TakeDamage(AdjustedDamage, Instigator, HitLocation, MT*X, DamageType);

                        if (Beam != None)
                            Beam.bLockedOn = true;
                    }
            }

        }

        if ( bShouldStop )
        B.StopFiring();
        else
    {
        // beam effect is created and destroyed when firing starts and stops

            if ( (Beam == None) && bIsFiring )
            Beam = Spawn(class'NCHealerBeamEffect',Instigator);

        if (Beam != None)
        {
            Beam.LinkColor = 1;
        Beam.LinkedPawn = LockedPawn;
        Beam.bHitSomething = (Other != None);
        Beam.EndEffect = EndEffect;
        }
    }
    }
    else
    {
        StopFiring();
    }

    bStartFire = false;
    bDoHit = false;
}

function bool BoundError()
{
    CurrentAimError.Yaw = CurrentAimError.Yaw & 65535;
    if ( CurrentAimError.Yaw > 2048 )
    {
        if ( CurrentAimError.Yaw < 32768 )
    {
        CurrentAimError.Yaw = 2048;
        return true;
    }
    else if ( CurrentAimError.Yaw < 63487 )
    {
        CurrentAimError.Yaw = 63487;
        return true;
    }
    }
    return false;
}

function DoFireEffect()
{
    bDoHit = true;
    UpTime = FireRate+0.1;
}

function PlayFiring()
{
    if (Weapon.Ammo[ThisModeNum].AmmoAmount >= AmmoPerFire)
    ClientPlayForceFeedback("BLinkGunBeam1");
    Super.PlayFiring();
}

function StopFiring()
{
    if (Beam != None)
    {
        Beam.Destroy();
        Beam = None;
    }

    bStartFire = true;
    bFeedbackDeath = false;
    StopForceFeedback("BLinkGunBeam1");
}

simulated function vector GetFireStart(vector X, vector Y, vector Z)
{
    return Instigator.Location + Instigator.EyePosition() + X*Instigator.CollisionRadius;
}

defaultproperties
{
    NoAmmoSound=Sound'WeaponSounds.P1Reload5'

    AmmoClass=class'TUTHealerAmmo'
    AmmoPerFire=1
    DamageType=class'DamTypeLinkShaft'
    Damage=10
    MomentumTransfer=20000.0
    bPawnRapidFireAnim=true

    FireAnim=AltFire
    FireEndAnim=None

    MakeLinkSound=Sound'WeaponSounds.LinkGun.LinkActivated'
    MakeLinkForce="LinkActivated"

    FlashEmitterClass=class'xEffects.LinkMuzFlashBeam1st'

    TraceRange=1100      // range of everything
    LinkFlexibility=0.64 // determines how easy it is to maintain a link.
                         // 1=must aim directly at linkee, 0=linkee can be 90 degrees to either side of you

    LinkBreakDelay=0.5   // link will stay established for this long extra when blocked (so you don't have to worry about every last tree getting in the way)

    FireRate=0.2

    BotRefireRate=0.99
    WarnTargetPct=+0.2

    ShakeOffsetMag=(X=0.0,Y=1.0,Z=1.0)
    ShakeOffsetRate=(X=1000.0,Y=1000.0,Z=1000.0)
    ShakeOffsetTime=3
    ShakeRotMag=(X=0.0,Y=0.0,Z=60.0)
    ShakeRotRate=(X=0.0,Y=0.0,Z=4000.0)
    ShakeRotTime=6

    bInitAimError=true

    LinkScale(0)=0.0
    LinkScale(1)=0.5
    LinkScale(2)=0.9
    LinkScale(3)=1.2
    LinkScale(4)=1.4
    LinkScale(5)=1.5
}

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