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tmod.tmodWeaponBlaster


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class tmodWeaponBlaster extends EquipmentClasses.WeaponBlaster config(tribesmodSettings); 

var config float spread;
//var() int numberOfBullets;
var config float energyUsage;
var config float roundsPerSecond;
var config float projectileVelocity;
var config float projectileInheritedVelFactor;

var Shader plasmaShader;
var ControllableTexturePanner plasmaTexPanner;
var() int plasmaMaterialIndex;

var Shader dialShader;
var ControllableTexturePanner dialTexPanner;
var() int dialMaterialIndex;

var bool bControllableSkinSet;

var float baseScale;
var float nextFireTime;
var float timeCounter;
var bool bPostFire;

simulated function buildControllableSkins()
{
    local Combiner dialCombiner;

    // Build a controllable texture panner for the plasma shader
    plasmaShader = Shader(ShallowCopyMaterial(GetMaterial(plasmaMaterialIndex), self));

    if (plasmaShader != None)
    {
        plasmaTexPanner = new class'ControllableTexturePanner';
        plasmaTexPanner.PanDirection = Vector(TexPanner(plasmaShader.SelfIllumination).PanDirection);
        plasmaTexPanner.Material = TexPanner(plasmaShader.SelfIllumination).Material;

        plasmaShader.Diffuse = plasmaTexPanner;
        plasmaShader.SelfIllumination = plasmaTexPanner;
        plasmaShader.SelfIlluminationMask = plasmaTexPanner;
    }

    // Build a controllable texture panner for the dial shader
    dialShader = Shader(ShallowCopyMaterial(GetMaterial(dialMaterialIndex), self));

    if (dialShader != None)
    {
        dialCombiner = Combiner(ShallowCopyMaterial(dialShader.SelfIllumination, self));

        if (dialCombiner != None)
        {
            dialTexPanner = new class'ControllableTexturePanner';
            dialTexPanner.PanDirection = Vector(TexPanner(dialCombiner.Material2).PanDirection);
            dialTexPanner.Material = TexPanner(dialCombiner.Material2).Material;

            dialCombiner.Material2 = dialTexPanner;
            dialCombiner.Mask = dialTexPanner;

            dialShader.SelfIllumination = dialCombiner;
        }
    }

    // If both succeeded set the shaders as the skins for the weapon
    if (plasmaTexPanner != None && dialTexPanner != None)
        setControllableSkins();
}

simulated protected function FireWeapon()
{
    Super.FireWeapon();

    baseScale = 0.5;
    bPostFire = true;
    timeCounter = 0.0;
    nextFireTime = 1 / roundsPerSecond;
}

simulated function Tick(float DeltaTime)
{
    Super.Tick(DeltaTime);

    if (useAlternateMesh())
        return;

    if (PlayerCharacter(Owner) != None)
    {
        if (bControllableSkinSet)
        {
            dialTexPanner.Scale = FMax(0.0, Character(rookOwner).energy / Character(rookOwner).energyMaximum - 0.09);

            if (bPostFire)
            {
                timeCounter += DeltaTime;

                plasmaTexPanner.Scale = FMax(0.0, 0.5 - ((timeCounter / nextFireTime) * 0.5));

                bPostFire = timeCounter <= nextFireTime;

                if (!bPostFire)
                    baseScale = 0.0;
            }
            else
            {
                plasmaTexPanner.Scale = baseScale;
            }
        }
        else
            buildControllableSkins();
    }
}

simulated function setControllableSkins()
{
    local int maxNeedIndex;
    local int i;

    maxNeedIndex = Max(plasmaMaterialIndex, dialMaterialIndex);

    if (Skins.Length <= maxNeedIndex)
        Skins.Length = maxNeedIndex + 1;

    for (i = 0; i < maxNeedIndex; ++i)
    {
        Skins[i] = None;
    }

    Skins[plasmaMaterialIndex] = plasmaShader;
    Skins[dialMaterialIndex] = dialShader;

    bControllableSkinSet = true;
}

simulated function setHasAmmoSkins()
{
    // Always has ammo
}

function useAmmo()
{
    Character(rookOwner).weaponUseEnergy(energyUsage);
}

simulated function bool hasAmmo()
{
    return true;
}

simulated function bool canFire()
{
    return (rookOwner != None) && (Character(rookOwner).energy > (energyUsage * numberOfBullets));
}

// makeProjectile
// not simulated, server only
protected function Projectile makeProjectile(Rotator fireRot, Vector fireLoc)
{
    local Rotator r;
    local float spreadInRotUnits;
    local int i;

    spreadInRotUnits = spread * 65536 / 360;

    for (i = 0; i < numberOfBullets; i++)
    {
        r.Yaw = spreadInRotUnits * (2.0f * FRand() - 1);
        r.Pitch = spreadInRotUnits * (2.0f * FRand() - 1);

        Super.makeProjectile( fireRot + r, fireLoc );
    }

    return None; // Warning: return None for this weapons projectile
}

defaultproperties
{
    Spread=2.200000
    numberOfBullets=6
    energyUsage=1.500000
    plasmaMaterialIndex=3
    dialMaterialIndex=4
    ammoUsage=0
    roundsPerSecond=1.200000
    projectileClass=Class'tmodProjectileBlaster'
    projectileVelocity=18000.000000
    projectileInheritedVelFactor=0.000000
    aimClass=Class'AimProjectileWeapons'
    bGenerateMissSpeechEvents=False
    firstPersonMesh=SkeletalMesh'weapons.Blaster'
    firstPersonOffset=(X=-33.000000,Y=22.000000,Z=-15.000000)
    animPrefix="Blaster"
    animClass=Class'CharacterEquippableAnimator'
    inventoryIcon=Texture'GUITribes.InvButtonBlaster'
    hudIcon=Texture'HUD.Tabs'
    hudIconCoords=(V=472.000000)
    hudRefireIcon=Texture'HUD.Tabs'
    hudRefireIconCoords=(V=421.000000)
}

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Class file time: po 8.1.2018 22:01:56.000 - Creation time: st 23.5.2018 00:10:47.932 - Created with UnCodeX