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class TimeChargeUpWeapon extends ChargeUpWeapon abstract; var() float initialChargeRate "Initial rate of charge"; var() float chargeRateAccel "Acceleration of charge rate"; var() float peakChargeMaxHoldTime "The maximum time the player can hold the charge once it is at maximum"; var() float releaseDelay "Delay in seconds from the button being released to the weapon being fired"; var() name chargeAnimation; var() name releaseAnimation; var float tickDelta; var float chargeRate; var float timeSinceMaxChargeHit; simulated state FirePressed { simulated function BeginState() { super.BeginState(); animClass.static.playEquippableAnim(self, chargeAnimation); } simulated function Tick(float Delta) { tickDelta = Delta; Super.Tick(Delta); } simulated function attemptFire() { if(charge < maxCharge) { chargeRate += tickDelta * chargeRateAccel; charge += tickDelta * chargeRate; } else { timeSinceMaxChargeHit += tickDelta; if(timeSinceMaxChargeHit >= peakChargeMaxHoldTime && peakChargeMaxHoldTime > 0) { timeSinceMaxChargeHit = 0; chargeRate = initialChargeRate; charge = 0; if (rookMotor != None) rookMotor.setFirePressed(self, false); GotoState('Idle'); } } } } simulated state FireReleased { simulated function BeginState() { timeSinceMaxChargeHit = 0; chargeRate = initialChargeRate; animClass.static.playEquippableAnim(self, releaseAnimation); } Begin: if (releaseDelay > 0) Sleep(releaseDelay); fireWeapon(); charge = 0; while (!fireRatePassed()) Sleep(0.0); GotoState('Idle'); } defaultproperties { initialChargeRate = 1 chargeRate = 1 chargeRateAccel = 0 peakChargeMaxHoldTime = 3 chargeAnimation = "charge" releaseAnimation = "fire" } |
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