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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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