*E@^_F|lcM_7None olweaponsEngineCoreFireBeginAltFireAnimEndTickSystem InternalTime PlayIdleAnimClientAltFireIdle ClientFireUseAmmobotpackFindInventoryType BeginStateColor EndState ReplaceWithVectorFinish AltFiring GiveWeapon DownWeaponUSizeUBitsVBitsVClampUClampMipZeroPaletteVSize UnrealSharePickupMessage ShakeViewNewClip NormalFireMeshClientNewclipPickupViewMeshSelectClientAltFiring PickupSoundClientInstantFlashCollisionHeight OldSkool ClientFiringPostBeginPlayCollisionRadius ItemNameReplaceWeaponProjectileFire TraceFirePlayAltFiring PlayerPawnPlayerViewOffsetThirdPersonMesh AmmoName PlayFiringStillPlayerViewMesh PlayRecoilDeathMatchPlus SelectSoundIconPickupAmmoCount bNoSmooth DeathMessageWeaponDescriptionT2SetHand AIRating FireSound FireOffsetInventoryGroupAutoSwitchPriorityCheckVisibility RateSelfClientMessage FX_Frequency FX_Phase bParametricPickup ClientReload FireRockets bRealtimeBot Viewport PlayRotatingTimerFX_Size SparkTypeFX_Area GiveAmmo AdjustAim FX_VertSpeedFX_HorizSpeed RenderHeat Repeater SparksLimitEject NumSparksFX_Heat TakeDamage ShootLoadHandlePickupQuery shakemagReloadProcessTraceHit AltFireSoundAltRefireRateSwitchToBestWeapon Misc1Sound RefireRate PlayAltstart StatusIcon MaxColor LogPickupCockGun PrimeCountPlayRepeatFiringShoot0shotUnrealIDownShoot2 MaxFrameRate PlayaltendHitWall UseCharge FireEffectAltProjectileClass SpawnEffects CockingSoundPutDown MinFrameRate shakevertStationaryPawnWaitingProjectileClassbRisingbAltWarnTargetFiringRockets RotateRocketPawnCarcassSetSwitchPriority bInstantHitAttachToSurface SpawnCopy PlayUnwindolSMmag AttachDecalLoadingSuggestAttackStyle CheckTargetPlayShotGunFiringMassplayselectclip playdownclip playejectbAltInstantHitPlayFiringmidDropsAmmoPlayFiringendADrop Misc2Sound MyDamageType FinishFireMuzzleFlashVariations WarnTargetCharge ShellBox Reloading MultiSkins BecomePickupSway1 ChallengeHUD FX_AuxSize InventoryBringUp AltFire3AllLoadosDispersionPowerup RespawnTimeIdle2 PlayAltBurstolSMenf BecomeItemTeamFireTextureStringsSway SetRespawn PreBeginPlay PlaySelect TweenDownEClip Spawnpowerup PostRender SetTwoHandsRenderOverlays osmagammoReceiveLocalizedMessage osmagammo2GenerateBullet ScriptedPawn shaketimeSetEffectTexturePickupMessageClassTwiddlePowerUpSoundsOLASMDShot2bShoot1 bSpecialIconTeamFireTextures OLautomagPowerUp SniperRifle AmmoAmount TweenToStill ShockRifle PulseGunSuggestDefenseStyle hitdamage StillFireSuperExplosionFire1 DefaultAmmoLightSaturationSetWallFireOneShoot ASMDAmmo ForceAltFire ForceFireUnrealGameInfo SpawnEffectPlayerViewScale RocketCan StingerAmmojoltedSetDisplayProperties AdjustToss OLquadshot InstFlash LightHueUsedUprocketarenagame bClientAnim reloader PlayejectingLightBrightnessT1 Invisibility SplashJumpPAmmoUsedInWeaponSlot PlayPowerup OlShells OLstinger FastShootOLGESBioRifleAddAmmo DoPowerUpPlayshootloadOlrifleSetDefaultDisplayPropertiesstartup StillScope UIweapons RifleAmmoScopeUpSludge RazorAmmoFlakBoxshot2 OLeightballDirectionalAttach OLDpistol ClientFinish RocketPackbSplashDamage OLFlakCannonInstFogPlayFastReloading OLrazorjackActivateSound ShockCore OLminigunBioAmmo BulletBoxMaxAmmo Miniammo BladeHopper FlakAmmo PendingLockPlayReloading PlayRFiringZoomingActiveDucking SoundVolumeGiveToExplodebAutoActivate LightRadius SpecialFire NameColor Decapitated MuzzleScale PathNode WeaponSetClientAdjustGlowPlayPostSelect OwnerJumped ActivatedCheckFutureSightPickupFunctionBotDesireability FlashLength DestroyedMaxDesireability BobDampingStart AlwaysKeep TweenSelectFlyingPlayerJumpZScaling StopFiring bWarnTarget SoundRadiusTwirlSelect1Clientpowerup stopreload wepcanreloadSpawnEffectmult osKevlarSuitolarmor osshieldbelt osjumpboots OSShockRifle OSPulseGunPickupMessagePlus RifleShellTournamentAmmoLastManStanding SendFire SendAltFireUpdateRealWeapon HearPickupTournamentPlayer ScopeDown warhadammoIdle5Idle4Idle3 Misc3SoundDown2Idle1Raising ComboMove InitSplash AnimEnergyShoot5Shoot4Shoot3ItemMessageClassShot2cSteamShot2aBots StakeOutHunting RangedAttack TacticalMoveWAV UT_EightballbDrawMuzzleFlash FiringSpeed minigun2ripper enforcerWarheadLauncherUT_FlakCannonSuperShockRifle ut_biorifleExpireMessageFlashO MFTextureFlashSbMuzzleFlashParticlesFlashCMuzzleFlashStyleMuzzleFlashMeshMuzzleFlashScaleMuzzleFlashTextureFlashYArmorAbsorption bActivatableSourceTexturebDisplayableInvlastmanstading ModifyPlayer quadmode redeemmode maxpowerups bscorebored bpowerups shieldmodebPower bSuperASMDbFlakbRazorbEballbASMD bBioRiflebStingybPistolbmedbMagODpock ODBlastMarkbRecommendSplashDamageODBigEnergyImpactODDirectionalBlastODEnergyImpact odWallCrack ODbiomarkOLstarterboltToucholdskoolinvisibilityshieldbeltpowerOSRazorBladeAltAltDamageTypeospowershield OSRazorBlade OSDAmmo5OSStingerProjectile OSDAmmo3 OSDAmmo2 OSDAmmo4 RemoteRole OSGrenadeOSDispersionAmmo OSRocket OSFlakShellOSSeekingRocket OSChunk3 OSChunk2 OSChunk4OSMasterChunk OSBiodrop OSChunk1OSWallHitEffectOSHeavyWallHitEffect OSBioGelOSSniperRifle OLTazerProj OSAmplifierMedBox HealthPack CheckBeamUT_invisibility ParentAmmo PlaySpinDownWeapon ClientActiveTournamentWeapon PickupQueryBRifle SuperHealthClipSetOwnerDisplayUnwind AltFire1 poweruptime bdefautobinvis bmegahealth akimbomag bUseDecalsLandedArmorImpactEffectosut_shieldbeltosflakshellammoTexture ImpactHammer ChainSaw OSBigBiogel exploded TraceShot NumDropsFX_Time ThighPads FX_Depth HealthVialUDamageTravelPreAcceptTravelPostAccept UT_JumpbootsUT_ShieldBelt NaliFruit AmbientGlowCheckReplacement ScopeFire DownWScope AltFire2 ToggleZoombHidden StopZoom ClientFlashbdamage ShotsLeftSuits KevlarSuitSelect5 Charging DropDrip PowerUp4 PowerUp3Down4 ExplosionDown5Select2Nali PowerUp2 PowerUp1Armor2Down1SkaarjBlowUpSelect3Down3 FX_Radius FX_SpeedDrip boltloop FX_AmplitudeHealth DeActivatedAdjustDesireForWaveAmp DropTypeWeaponPowerUp DripSound Amplifier Bandages AnimSequenceOSRingExplosion2OSLightWallHitEffect LightEffectSelect4Walking DropFrom markedItemFatness ScaleGlow HurtRadiusnextNavigationPoint SmallFont myMarkerJumpZSoundDampening bIsPlayerbUnlitSpriteSmokePuff PlayerOwnerbIsPawnClipYbOnlyOwnerSeeProjectileSpeed bCountJumps TeamTextures Difficulty RotationStinger Location AmbientSound DeltaTime PointRegion AnimFrame DrawIconStyleSetPosDamageScaling aimerror ServerName nextPawn bSniping MoveTarget bHeldItem bTossedOut InvisiblehandDispersionAmmobCenter DefaultFOV TimeSecondsTeamNum DesiredFOV EndTraceSkin Handedness Palette1 SpriteAnimbResultPlayOwnedSound aClassName bAnimLoop NewTarget Visibility EightballBiodropTeam ShieldBeltAutoMagP BestTargetASMDAltProjectileSpeed WeaponLightBioGel BigBiogelFlameExplosionGrenadeHeavyWallHitEffectWallHitEffect bCanThrowbHighDetailModeDirRingExplosion2CalcDrawOffset TimerCounterRocket DrawColor ChargeLightbForceAltFire RotationRate LightTypeCarriedSpriteBallExplosion SmallSpark SmallSpark2Chip ExploSoundStingerProjectileRingExplosion bAltFire TazerProjWall EyeHeight RazorjackRifleCockingOtherLowDetailTextureClickIcons LastPainTime enemyDist enemyDir oldTargettargYawErrbIsBossAngle Palette13 Palette11 Palette7Pickups WeaponPickupNumBots Palette5 decisionbSetUp SpawnSoundExplosionDecal bForceFireDeltaInvaClassbActiveMomentumTransfer bNetOwnerDamage HitNormalbBotSpecialMoveratingDVectorSmokeRotationMinigunrcSmokeAutoMagPickupauto3rd AutoMagLOwnerflak WeaponName AltAccuracy ClipCountrealLocDPistol DPistolPick DPistol3rd Dispersion DispShot DispPickup PowerLevel WeaponPos ChargeSizecl1cl2 PowerUpSounddaEightB EightPick 8Ball3rd EightAltFire BarrelMove SeekLock SeekLost SelectingRocketsLoaded RocketRad bFireLoad bTightWad LockedTarget bRetreatingETarget FireLocation StartLocFireRot DupRockets StingerMStingerPickup Stinger3rd StingerFireStingerTwoFireStingerAltFire ProjClass Accuracy TimerRateAimSpot bNetInitialbExtra3DAmmo2 I_ShellAmmo projSpeed AccelerationItemArmorM GenPickSndDAmmo3DAmmo4Belt_fxLightWallHitEffect RedShieldnewblue newgreenValue PawnList Greenshield BlueShield Effect_1Testing DamagewetInvis Pulsehit Effect_2 UDamageFX MyEffectshot1 Explode1WeaponPowerUpMeshnumber1number2number3number4RandRot Palette9 bWeaponUp bLockedOnRegion NewWeapon bFogZoneRingExplosion4RingExplosion3Skill RicochetImpact1Impact2 MoveAmount NumPuffsBootSndBase AlreadyHas bWaterZonePhysicsClipXSeekingRocket ShellCaseShellsbCollideWorldShieldBeltEffectFbSuperRelevantbFireOverHeatLighttempARazorBladeAltD RazorBlade QuadShot MasterChunkX FlakShellChunk4Chunk2Chunk1Chunk3ChunkDAmmo5 FlakPickFlak3rd Hidraul2load1ZpdownSkins BRiflePickBRifle3 GelSelectGelLoadGelShotGelDrip minigunM minipickSMini3 MiniSelectRegF1WindD2AltF1 ShotAccuracy bOutOfAmmo bFiredShotrndDamQuadShotPickup GunPick1 QuadHand1RazorRazPick Razor3rdbeamRifleMRiPick Rifle3rd RiflePickup RifleShotNumFire I_FlakAmmo I_RazorAmmo I_SludgeAmmoI_InvisibilityInvisibilityMeshTempVisVisBootJmplboot TimeCharge ChunkHit bDelayTimeYWPitch bDeleteMeRolli ScriptTextSBYawR Crosshair6ASMDMG WeaponString ReturnValue ASMDPick AmmoStringASMD3 TazerFireDynamicLoadObject FireAnim HitLocation TazerSelectMutator TazerAltFireZone LevelInfoTeamTextureStrings GameInfo ProjectileVapourbNeverSwitchOnPickup NextMutator ZoneInfoArenaAmpTrackedSmokeLocationInventorySpotHUDNavigationPoint NumPointsPlayerReplicationInfoStatLogGameReplicationInfoNewRot WorldLog LocalLog AutoMagRDecal ShockProjPockPBolt Palette3CanvasFontLevelMultTournamentPickupbWarnMoverActorbRight bLighting StartErrorLodMesh BlastMark WallCrackbiomarkUT_Superring2UT_ShieldBeltEffectUT_RingExplosion5UT_HeavyWallHitEffectBitmapBigEnergyImpactsupershockbeam StarterBoltItemMessagePlusPlayer EnergyImpact bEnviroMapDirectionalBlast UT_ShellCase WeaponClassbForcebInstantRocketbNovice bQuickFireNorm bNoviceModeXScale AffectorbCanClientFire bForceAlt UseAutoMMuz1Muz2Muz3Muz4Muz5MagPick AutoHandAutoMLAutoMRE_ShotmuzzEF3Muzzy2 bFirstFire bBringingUp realhandUseMini PulseGunR PlasmaBeam UseRazorUseASMDTapTimeshock MuzzleFlash2 UseRiflemuzzsr3Muzzy3OwnerLocation StillTime StillStartUseBiobBurst Use8ballClientRocketsLoadedbAlwaysInstant bClientDone bRotated bPendingLockTPAimRotdiffbMultiRocketsUseFlak AmmoPick Jflakslugel1 SpriteFrame OldError NewError AimRotation AimStartdAdjustMyBot InitializedCount WetTexture FireTexture StingerLoadEndFirebAlreadyFiring NewStyle NewTexture bPlayerOwnerSoundOldAmmoFireDir StartRot bestDist bDropDetail bIsAnArmorbSteadyFlash3rdmyHUD FlashCountOldFlashCount bMuzzleFlashBaseEyeHeight FlashTime AdjustedAimTargetbSetFlashTime StartTraceDeActivateSound bShadowCastbMeshEnviroMapWeaponPriority RealRotation ERenderStyleRole ViewRotation AltRotationAmmoSndI_ASMDNetMode VelocityTagEventClassPackage bTeamGame LastSeenTime InstigatorNavigationPointList HitActorEnemy bMeleeWeapon bHideWeaponbOwnsCrosshair bWeaponStayI_Armor I_RocketAmmo ArmorSnd I_kevlar FlakSlugAm MyEffectold waspointing idletimemastermutatordoswap countampDefaultWeaponShieldBeltMesh N_Shieldnewarmorrules bwantreload bDeathMatchdist BioRifle newlevel TextBufferObjectbCoopWeaponModenowfireisslaveslaverequestreload slavepreventslaveclipcount slavemag mastermag firstfire newclipanim iFireAGuntrytick wantfinishrepfire multiplierEnum FunctionStateRotatorStructName StrPropertyStructPropertyrandymastertostate bejectedClassProperty idleplayingclientanidone newmagskintickyo bIsDucking NameProperty thridskin enfredone enfredtwo enfredthree enfredfourQsfire reloadsoundQuadShotthirdQuadShotHeldrQuadShotHeldlbChangeWeapon justfiredObjectPropertyoldfog pulseicon TouchingWalkBobGamebestAim bPointing AmmoTypeSurfaceNormalPendingWeaponbmini AnimTimeGelNumExtraGrenadesbRedeembjumpSeekingbpad PawnOwnerbarmor bbandaidStartLocationCopydesire DrawOffset bUseAltMode InitialDirbRing arenamodeNumExtraRockets DrawScale SpawnedRelicNPFloatProperty RecurseCount PointCount navpointbRetVal quadammoname quadnameoldservername WepClass BoolPropertymypawn IntProperty BytePropertynewgoldnewredd 3 \lR ::$7A&̻tttX'tԝXԝXԝXԝX> Y> YAA> Y> Y> Y> Y> Y> Y> Y0feZX` \7- ::$- -H ::$6KAˊ> Y> Y> Y> Y> Yˊ> YttˌѸBˌѸBˌѸBˌѸBˌѸBˌѸBttX'ˊ> YtѸB> YtѸB> YtѸBˌѸBt˄ttt> YѸB> YѸB> YѸBˌѸBt˄ttѸBttѸBtˌѸBѸBˌѸB˂ԝXttˌѸBtt˄ttѸBtttt˄ttѸBtttttˌѸBttѸBѸB> YԝXtttt˄ttԝXttttѸBѸBѸBˌѸBˌѸBˌѸB˄ttѸBѸBѸBѸBѸBѸBѸBԝX> Y> YR@GtxxtxxxxˌѸB> YR@G> Y> YXu6ˌѸBt> YXu6> YR@G> Y> YԝXt˄tˌѸBtԝXL]ˊ> YГX'X'X'ѸBѸBtX'Гt& & ttГ> Y5Itt> Y5IttˎГГГԝXĉ0ԝXԝXԝXԝXˌѸBttt> Y> Y5Ix> Yxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx> Yxxxxxxxxxxxxx0d"TGmEClassification: Automatic Magnum\n\nPrimary Fire: Traditional Carriage, accurate, slow.\n\nSecondary Fire: 'Gangsta' -style sideways carriage, less accurate, much faster rate of fire.\n\nTechniques: Reload (bind key in preferences-->controls) whenever you can!y$L`:CaCB<D"Vd@$?L: k}m$HCK$@J$L>t$333?q$fff?KpHBsjF]%o got gatted by %k's %w.x*NM$]You got the AutoMag4] Automag::@ٿ,?*;v-C(ES3$A/$ A`$pAeH   _ ~T  Zp U[@LFO [!- ::$::$6Z"4AԝXtԝX> YѸBѸBѸBttѸBѸBt^tԝXt////t> YԝXtѸBtttѸBtGfGf> YR@GtѸBѸBѸBԝXt^tԝXtѸBѸBѸBѸBѸBѸBѸB/ѸBt> YГГѸBѸBtГГГtԝX> YtttX'tГtѸBtԝXttttԝX0GmxClassification: Energy Pistol\n\nPrimary Fire: Initially, low-power, high-illumination energy projectile (can be useful for lighting up dark areas). Very destructive when supercharged with powerups.\n\nSecondary Fire: Projectile energy is charged up (to 500 percent) as the fire button is held down. Will cause splash damage!\n\nTechniques: With power-ups it becomes very powerful, but uses more ammo. However, the ammo will regenerate.< D"2PZSL:@ApNTFTm$HCR$>K$@t$Y?q$>KpBs F]*)%o was killed by %k's %w. What a loser!$]You got the Dispersion Pistol4]Dispersion Pistol::33s@? *; -k(ES3$A/$A`$pADA qHO ::$w.*&;.----nS gQ`XZoHeKI]Z 27 7> Y> Y> Y> Y> Y> Y> Y> Y`XIq`XIq^ԝX> YԝXԝXѸB ‚ԝX^ԝXttԝXt> Y__-%nѸBL]tttttttttttttttttt 7 #@J~[21"clC> Y> Y> Y> Y> Y> Y> Y> Y^ԝXttԝXt__jatttL]t^jajaԝX> YXu6ѸBѸBtԝXjajaѸBtԝXL]ttttԝXtt"cl Fc C!@\WW 6y&3!AѸBttѸBѸBt__ԝX_tt_tttttԝXttSSԝX> Y^ԝXԝXѸB1MWxWxԝX^ԝXttԝXt__-%ntt_ԝXԝXtѸBtԝXԝX_ttԝXtѸBttttttttttttttttttԝXttԝXԝXԝXԝX__ttԝXԝXԝXttԝXԝXtԝXttѸB> Y> YԝXԝXԝXtԝXL]tttԝXtv&0d"#Gm!_Classification: Energy Rifle\n\nPrimary Fire: Lightning-Fast Burst of focused energy.\n\nSecondary Fire: Unstable Energy projectile, expands radially.\n\nTechniques: Hitting the secondary fire energy projectiles with the regular fire's energy will cause an immensely powerful explosion.< D"VP^L:@AFw kuJ$?q$333?K p B s F]10%k inflicted mortal damage upon %o with the %w.NM$]You got the ASMD4]ASMD::`@ff?*; v-C(ES3$A/$A`$HBP rxXBEt[@dY|yUHVNEybFK $ryj}[|2!M#Xu6tt"4"4& & ttM#t"4orLorLM#M#orLorLorL VV VV $]'&You got the Dispersion Pistol Powerup}$A*ip(3$@AbNCKzH;f~x @M `Jz  lKH@LY@|^raNX0CorLԱԝXԝXԝXԝXԝXԝXГГҗOГГԝXԝXԝXԝXГԝXГГԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXГГҗOГГԝXԝXԝXԝXГГГԝXԝXԝXԝXԝXԝXtX'X'X'X'X'X'X'X'tX'> YX'tX'tt'n 6'n 6ԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝX_ԝX5b5b5bԝX"W"W"WԝXeeeԝXxxԝXԝXxxԝXԝXԝXԝX52X52X52XԝXԝXԝXԝXԝX52X52X52XԝXYtslYtslYtslԝXԝXѸBѸBѸBԝXԝXԝXԝX}kԝXԝXԝXy ԝXԝXԝXԝXԝXԝXГГԝXX'X'ѸBԝXѸBѸBԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝX=$:etttГX'X'ѸBX'ѸBГГГГw4w4w4w4M#M#M#w4w4w4w40hgiedfbac[`_Edcb]\^"Z"Y"["a"Ud@ )B hLnFpwKr{111 A\@ef@qeo]F Jk ERVoG}QWJpVSBee63PYVAtѸBtѸBѸBttԝXttԝXѸBttXu6> YtѸBttѸBѸBѸBttttѸBttѸBԝXԝXtѸBttѸB> Ytt> YԝXԝXԝXtԝX> YѸB0Gm@Classification: Gatling Gun\n\nPrimary Fire: Steady Stream of bullets, fast, accurate.\n\nSecondary Fire: More rapid, but less accurate stream of bullets.\n\nTechniques: Secondary fire is much more useful at close range, but can eat up tons of ammunition.<D"2VdL:m$CK$AJ$?t$fff?q${n?KpBsF]/.%k's %w turned %o into a leaky piece of meat.N M $]You got the Minigun4] Minigun::33@ff?*;v-C(ESO@r3$A/$Al @zi v{s N 6^QωKA> Y> Y> Y> YԝX> YR@G> Yttt> YR@G> Y> Y> Y> Y> YtxxxxxxxxxxxxxxԝXtxtѸB> YԝXL]ԝXtѸBtttt> Y> Y> YԝXĉ0ĉ0ԝXԝXԝXttԝX"/ԝXԝXԝXԝXt> Y> Y> Y> YttttԝXtttѸBL]tttԝX> Y> Y0Gm/mClassification: Long-Range Ballistic\n\nRegular Fire: Fires a high powered bullet. Long range, very powerful, accurate. \n\nSecondary Fire: Zooms the rifle in, up to eight times normal vision. Allows for extreme precision from hundreds of yards away.\n\nTechniques: Great for long distance headshots!<D"VdL:k}wym$CR$>K$AJ$333?t$?q$>KBF]$#%k put a bullet through %o's head.N M $]You got the Rifle4] Sniper Rifle::L@ٿ?*;v-C(ES3$A/$AY/mPOfX2:VT׬ɕԝXԝXԝXГaaaԝX> Y> Y> YaaԝXԝXaԝXaԝXtt{#UtaAԝXГГГГГГГAԝXГГГГaaaaaA B]('olweapons.Belt_fx.ShieldBelt.RedShieldB)(olweapons.Belt_fx.ShieldBelt.BlueShieldB*)olweapons.Belt_fx.ShieldBelt.GreenshieldB'&olweapons.Belt_fx.ShieldBelt.N_Shield[q[D[[[@*o"d(6>cC r ] /r*`.-&q!'-'-'r .@@7L=. =NM==%.?%.%a . #pA. ?=--R ' Vs 7 |-'%>O-'z%hw.*.% s q! .{=NR1CsdblA bH6hA__ѸBtrtԝXԝXtѸBtttttѸBtttԝXѸBt0G]xClassification: Tarydium Shard Launcher\n\nPrimary Fire: Fast, narrow stream of Tarydium shards.\n\nSecondary Fire: Spurt of five shards at once. Slow reload.\n\nTechniques: Use the alt fire only when you are within a couple meters of your enemy.<D"(PZSL:@A pNMFMm$BJ$>t$L?KpB s F]%o was perforated by %k's %w.NM$]You picked up the Stinger4] Stinger::ff@@? r$?*;-(ESO@r3$A/$AoZl uYN- ::$6xnAtttԝXtttԝXtмммBfbBfbBfb1r1r1rѸBtѸBtѸBѸBttѸBѸBԝXtԝXttttԝXtttѸBtttѸBѸBԝXtѸBtttԝXtԝXtԝXttttԝXԝXԝXԝXtԝXtttѸBѸBttԝXttԝXtԝXttԝXL]tttԝXttttttttttttѸBѸBѸBѸBxxttԝXtԝXtL]ttttttttttttttttԝXѸBtttԝXtttԝXtttttttԝXttttԝXttԝXԝXԝX1ԝXԝX> Y> YXu6tԝXtxxxZ!xZ!xxxxx0Gm#a Classification: Heavy Ballistic\n\nPrimary Fire: Rocket Launcher. Hold down fire button to load up multiple rockets. To fire rockets in a tight circle, press both primary fire and secondary fire simultaneously and release the primary fire button as rockets are loading.\n\nSecondary Fire: Grenade Launcher. Hold down fire button to load multiple grenades.\n\nTechniques: Keeping this weapon pointed at an opponent will cause it to lock on, and while the gun is locked the next rocket fired will be a homing rocket. Because the Eightball can load up multiple rockets, it fires when you release the fire button. If you prefer, it can be configured to fire a rocket as soon as you press fire button down, at the expense of the multiple rocket load-up feature. This is set in the Input Options menu.< D"NP^lN`Fgm$CR$L>K$@J$333?t$>q$>p H B s jj F]0/%o was smacked down multiple times by %k's %w.NM$]You got the Eightball gun4] Eightball::33?? G$(|?*; v-C(ES/$ A|zrU{{McqMq@In ~r W bJ0@eMW@h@oQN}k111 \^ hRA@]GTDj^h<111 *UU}F;a '8NA~ Zm@\uO~ ~C@~N u}V@G {x0 - ::$6Tv +AѸBѸB> YѸBѸBtѸBtttѸBѸBtѸBtt> YѸBtѸBѸBѸBt> YѸBtѸB> YԝXԝXԝXtttѸB> YѸBttttttttttt> YѸBtԝXѸB> YԝX> Y5Ixxxxx> YxxxxxxxxxxxxxѸBtttԝXt0F" GmAClassification: Quad-Barrelled Shotgun\n\nPrimary Fire: Uses one shell. Low accuracy.\n\nSecondary Fire: Discharges all shells in gun (up to 4). Even less accurate.\n\nTechniques: Reload often (set button in control options). Note that the alt fire has a very powerful kickback that will cause light damage to its user. Ducking will improve accuracy, as well as reduce self-damage.<W D"VdZSL:k}J$333?KhHBsiF]$#%o was blasted to bits by %k's %w.z$?R$G=I$)\>M$ YѸBtѸBtttѸBtttѸBѸBԝX> Y> YR@Gtxxtxxxx> Y5Ixxxxx> YxxxxxxxxxxxxxԝXĉ0ԝXԝXԝXѸBttttt> YѸBѸBtttѸBѸBttѸBtttXu6> YR@G> Y> YtѸBѸBѸBttѸBѸBttttѸBѸBtttttѸBtttѸBttttttѸB> YR@G> Y> YXu6tѸB> YѸBtttԝXԝX> YѸB0d"TGmhfClassification: Sub-Machine Pistol\n\nPrimary Fire: Extremely rapid shots. Fairly accurate.\n\nSecondary Fire: Fire 10 bullets out at once! Extremely unaccurate however.\n\nTechniques: Remember that the huge recoil will slow you down. Also, firing when crouching will enable you to control the weapon better, resulting in greater accuracy and less recoil.<{D"Vd@$?L: k}m$HCK$@J$fff?t$333?q$fff?KpHBsjF]%$%o stood no chance against %k's %w.N M $]+*You got the SMP 7243. Now kick some @$$!4] SMP 7243::@ٿ,?*;v-C(ESrG3$A/$ A`$AOK_@UBkda3V111 jzpHqg;a\AȲ111 ^lYnB@CSrm}jqG *-'O-' G q! }wH;@Q3x/A~ LbH}]ThuI{_67LlCeAԝXtѸBѸBѸBѸBѸBttѸBѸBԝXtԝXtԝXtѸBѸBtԝXttԝXtttѸBԝXtԝXttL]L]L]tL]tX'ѸBtttԝXttttttX'L]0GmB@Classification: Heavy Shrapnel\n\nPrimary Fire: Extremely fast spray of shrapnal, which ricochet off walls, ceilings, and floors.\n\nSecondary Fire: Large, Shrapnel-filled shell explodes on impact, spraying shrapnel in all directions. \n\nTechniques: The Flak Cannon is far more useful in close range combat situations.<D" NP^L: A@pN@FYm$CR$>K$AJ$L?K p HBjjF]%$%o was ripped to shreds by %k's %w.NM$]You got the Flak Cannon4] Flak Cannon::ff@?r$?*;v-C(ES3$A/$A@ziGvMfDb6Sf& AѸBttԝXttԝXtѸBttttttѸBttѸBԝX> YԝXttԝXt0GmXVClassification: Skaarj Blade Launcher\n\nPrimary Fire: Single blades that richochet off walls, ceilings, and floors.\n\nSecondary Fire: Skilled users can make use of the weapon's transmitted motion signals, allowing the user to alter the trajectory of the blade after it leaves the weapon.\n\nTechniques: Aim for the necks of your opponents.<D"L:ApNC F|m$BJ$?t$zT?q$zT?BF]/.%k took a bloody chunk out of %o with the %w.NM$]You got the RazorJack4] Razorjack::@fff?G$Qx?*;v-C(ES3$A/$@`$Aw RWPG\@c@FdigL v ::$ ^|lg7?ԝXԝXԝXAԝX# y nJ6_AtԝXttѸBttԝX> Ytt_tѸBtԝXttԝXtԝX> YѸBѸBtttԝXԝX0GmClassification: Toxic Tarydium waste Rifle\n\nPrimary Fire: Tarydium sludge projectiles explode on contact with living tissue and adhere to most other surfaces for a short time before exploding.\n\nSecondary Fire: Hold down the secondary fire button to launch a larger, more powerful glob of sludge The longer you hold down the secondary fire button, the bigger the glob (up to 500% sludge).\n\nTechniques: Remember that unlike its newer version, this version will not hold globs forever. 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>\`H ;7-/::$ r*%w.*9::$ .a/!Z...%w*E=$@.5::$q!1'( t T Kp!q r* Gw.*.?,I@ dr I?oI u// ============================================================ // OLweapons.OLquadshot: this is a quadshot that works // based around the trishot from Legacy, coded by Cerr. // I think I have the right to use it :D :D :D ::D // Psychic_313: unchanged except to fix imports for those not on the Legacy team :-) // ============================================================ class OLquadshot expands UIweapons; //fire and reload sound from legacy #exec AUDIO IMPORT FILE="Sounds\qsfire.WAV" NAME="Qsfire" GROUP="Quadshot" #exec AUDIO IMPORT FILE="Sounds\reloadsound.WAV" NAME="reloadsound" GROUP="Quadshot" //third person meshes (aligned correctly......) #exec MESH IMPORT MESH=QuadShotthird ANIVFILE=MODELS\QuadShotPickup_a.3D DATAFILE=MODELS\QuadShotPickup_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=QuadShotthird X=0 Y=0 Z=50 YAW=64 Pitch=-7 #exec MESH SEQUENCE MESH=QuadShotthird SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=QuadShotthird X=0.02 Y=0.02 Z=0.04 #exec MESHMAP SETTEXTURE MESHMAP=QuadShotthird NUM=4 TEXTURE=GunPick1 //first person (scale fix, two hands, different anim lebels....) //right handed X=0 Y=0 Z=0 #exec MESH IMPORT MESH=QuadShotHeldr ANIVFILE=MODELS\QuadShotHeld_a.3D DATAFILE=MODELS\QuadShotHeld_d.3D #exec MESH ORIGIN MESH=QuadShotHeldr X=0 Y=0 Z=0 YAW=128 #exec MESH SEQUENCE MESH=QuadShotHeldr SEQ=still STARTFRAME=29 NUMFRAMES=1 #exec MESH SEQUENCE MESH=QuadShotHeldr SEQ=stillfire STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=QuadShotHeldr SEQ=All STARTFRAME=0 NUMFRAMES=30 #exec MESH SEQUENCE MESH=QuadShotHeldr SEQ=Fire STARTFRAME=0 NUMFRAMES=9 #exec MESH SEQUENCE MESH=QuadShotHeldr SEQ=Reload STARTFRAME=8 NUMFRAMES=21 Rate=24 #exec MESH SEQUENCE MESH=QuadShotHeldr SEQ=select STARTFRAME=25 NUMFRAMES=5 Rate=8 GROUP=Select #exec MESH SEQUENCE MESH=QuadShotHeldr SEQ=down STARTFRAME=8 NUMFRAMES=6 Rate=20 #exec MESHMAP SCALE MESHMAP=QuadShotHeldr X=0.01 Y=0.01 Z=0.02 #exec MESHMAP SETTEXTURE MESHMAP=QuadShotHeldr NUM=4 TEXTURE=QuadHand1 //left handed #exec MESH IMPORT MESH=QuadShotHeldl ANIVFILE=MODELS\QuadShotHeld_a.3D DATAFILE=MODELS\QuadShotHeld_d.3D unmirror=1 #exec MESH ORIGIN MESH=QuadShotHeldl X=0 Y=0 Z=0 Roll=128 #exec MESH SEQUENCE MESH=QuadShotHeldl SEQ=All STARTFRAME=0 NUMFRAMES=30 #exec MESH SEQUENCE MESH=QuadShotHeldl SEQ=still STARTFRAME=29 NUMFRAMES=1 #exec MESH SEQUENCE MESH=QuadShotHeldl SEQ=stillfire STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=QuadShotHeldl SEQ=Fire STARTFRAME=0 NUMFRAMES=9 #exec MESH SEQUENCE MESH=QuadShotHeldl SEQ=select STARTFRAME=25 NUMFRAMES=5 Rate=8 GROUP=Select #exec MESH SEQUENCE MESH=QuadShotHeldl SEQ=down STARTFRAME=8 NUMFRAMES=6 Rate=20 #exec MESH SEQUENCE MESH=QuadShotHeldl SEQ=Reload STARTFRAME=8 NUMFRAMES=21 Rate=24 #exec MESHMAP SCALE MESHMAP=QuadShotHeldl X=0.01 Y=0.01 Z=0.02 #exec MESHMAP SETTEXTURE MESHMAP=QuadShotHeldl NUM=4 TEXTURE=QuadHand1 var int ShotsLeft; var bool justfired; replication { // Thing the server should send to the client. reliable if( bNetOwner && (Role==ROLE_Authority) ) shotsleft; } simulated function postbeginplay(){ super.postbeginplay(); enable('tick'); //ensure that the tick is working..... } function float RateSelf( out int bUseAltMode ) //UsAaR33: edited eightball botcode { local float EnemyDist, Rating; local vector EnemyDir; local Pawn P; // don't recommend self if out of ammo if ( AmmoType.AmmoAmount <=0 ) return -2; // by default use regular mode bUseAltMode = 0; P = Pawn(Owner); if ( P.Enemy == None ) return AIRating; EnemyDir = P.Enemy.Location - Owner.Location; EnemyDist = VSize(EnemyDir); Rating = AIRating; // use alt if fairly close (and we don't need to worry about reload times) if ( EnemyDist < 360 &&(P.Health<60||shotsleft>1)) bUseAltMode = 1; rating = FClamp(AIRating - (EnemyDist - 450) * 0.001, 0.2, AIRating); //from flak cannon return rating; } // set which hand is holding weapon function setHand(float Hand) { Super.SetHand(Hand); if ( Hand == 1 ) Mesh = mesh'olweapons.QuadShotHeldL'; else Mesh = mesh'olweapons.QuadShotHeldR'; } simulated function PostRender( canvas Canvas ) //render amount of clips left..... { local PlayerPawn P; local float multiplier; Super.PostRender(Canvas); P = PlayerPawn(Owner); if (P != None) { if (p.myhud.isa('challengehud')) multiplier=0.8; else multiplier=0.9; //shotsleft=min(shotsleft, ammotype.ammoamount); //happened somehow, but I couldn't track it down, so the fix is right here.... Canvas.DrawColor.B = 0; if (shotsleft < 3 ){ //set colour according to shots left..... Canvas.DrawColor.R = 255; Canvas.DrawColor.G = 0;} else{ Canvas.DrawColor.R = 0; Canvas.DrawColor.G = 255;} if(P.Handedness != 1){ Canvas.SetPos(0.05 * Canvas.ClipX , multiplier * Canvas.ClipY); Canvas.Style = ERenderStyle.STY_Translucent; Canvas.Font = Canvas.SmallFont; } else { Canvas.SetPos(0.85 * Canvas.ClipX , multiplier * Canvas.ClipY); Canvas.Style = ERenderStyle.STY_Translucent; Canvas.Font = Canvas.SmallFont; } Canvas.DrawText("In Gun: "$ShotsLeft);} } simulated function PlayPostSelect() { shotsleft=max(1, shotsleft); //hehe :D super.playpostselect(); } function float SuggestAttackStyle() //taken from flakcannon (tells about aggression if baddie's got weapon) { return 0.3; } function float SuggestDefenseStyle() { return -0.2; } function Fire( float Value ) { local int i; if (Shotsleft>0) { AmmoType.UseAmmo(1); GotoState('NormalFire'); if ( PlayerPawn(Owner) != None ) PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert); bPointing=True; bcanclientfire=True; clientfire(Value); ShotsLeft--; //PlayFiring(); for(i = 0; i < 12; i++) TraceFire(1.0); if ( Owner.bHidden ) CheckVisibility(); } } function AltFire( float Value ) { local int i, r; local vector X,Y,Z; local float altaccuracy; if( Shotsleft > 0 ) { GetAxes(pawn(Owner).ViewRotation,x,y,z); x=normal(x); // If(pawn(owner).GetAnimGroup(Pawn(Owner).animsequence) != 'ducking'){ //only happens if standing up..... if (pawn(owner).baseeyeheight!=0){ //duck check VA compatible: pawn(Owner).SetLocation(pawn(Owner).Location+vect(0,0,15)); pawn(Owner).Velocity-=(849*X); //simple little thingy..... } //If ((pawn(Owner).health>19)&&(pawn(owner).GetAnimGroup(Pawn(Owner).animsequence) != 'ducking')) if (pawn(Owner).health>19&&pawn(owner).baseeyeheight!=0) //duck check VA compatible: pawn(Owner).health-=2;//haha too poweful :D else if (pawn(Owner).health>7) pawn(Owner).health--; bcanclientfire=True; clientaltfire(Value); GotoState('AltFiring'); if ( PlayerPawn(Owner) != None ) PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert); While ((ShotsLeft>0)&&(r<4)){ AmmoType.UseAmmo(1); Shotsleft--; //PlayAltFiring(); for (i = 0; i< 12; i++){ AltAccuracy = 3.0; // If (Pawn(Owner).GetAnimGroup(Pawn(Owner).animsequence) == 'ducking') //aim becomes a little better if (pawn(owner).baseeyeheight==0) //ducking (VA compatible) AltAccuracy=AltAccuracy/1.721; TraceFire(AltAccuracy); } r++; } GotoState('AltFiring'); if ( Owner.bHidden ) CheckVisibility(); } } simulated function PlayFiring() { PlayOwnedSound(FireSound); justfired=true; PlayAnim('Fire', 0.5, 0.05); bMuzzleFlash++; } simulated function PlayAltFiring() { PlayOwnedSound(FireSound); PlayAnim('Fire', 0.2, 0.05); bMuzzleFlash++; justfired=true; } state Reloading { ignores fire, altfire, animend; Begin: justfired=false; finishanim(); reloader: PlayAnim('Reload', 1.0, 0.05); //sped up a lot PlayownedSound(misc1sound, SLOT_None,1.0*Pawn(Owner).SoundDampening); FinishAnim(); ShotsLeft++; if ( bChangeWeapon ) GotoState('DownWeapon'); else if ( Pawn(Owner).bFire!=0 ) Global.Fire(0); else if ( Pawn(Owner).bAltFire!=0 ) Global.AltFire(0); else if ((PlayerPawn(Owner)!=None)&&(shotsleft 0 ) { Gotostate('Reloading'); } else Finish(); } //////////////////////////////////////////////////////// simulated function tick (float deltatime){ super.tick(deltatime); If (role0){ PlayAnim('Reload', 1.0, 0.05); Gotostate('clientReload'); PlayownedSound(misc1sound, SLOT_None,1.0*Pawn(Owner).SoundDampening); } else super.animend(); } } state ClientReload //the client-side reload animations..... { simulated function bool ClientFire(float Value) { bForceFire = bForceFire || ( bCanClientFire && (Pawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ); return bForceFire; } simulated function bool ClientAltFire(float Value) { bForceAltFire = bForceAltFire || ( bCanClientFire && (Pawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ); return bForceAltFire; } simulated function AnimEnd() { //local int tempshots; //tempshots=shotsleft; shotsleft++; //? if ( bCanClientFire && (PlayerPawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ) { if ( bForceFire || (Pawn(Owner).bFire != 0) ) { Global.ClientFire(0); return; } else if ( bForceAltFire || (Pawn(Owner).bAltFire != 0) ) { Global.ClientAltFire(0); return; } else if (playerpawn(owner).bextra3!=0&&(Shotsleft!=9)&&(shotsleft0){ PlayAnim('Reload', 1.0, 0.05); PlayownedSound(misc1sound, SLOT_None,1.0*Pawn(Owner).SoundDampening); Gotostate('clientReload'); } else super.animend(); } } state AltFiring { ignores Fire, AltFire, animend; function EndState() { Super.EndState(); OldFlashCount = FlashCount; } Begin: flashcount++; FinishAnim(); if( Shotsleft <= 0 &&ammotype.ammoamount>0) Gotostate('Reloading'); else Finish(); } //********************************************************************************** // Weapon is up, but not firing state Idle { event Tick(float DeltaTime) { global.tick(deltatime); If (Pawn(Owner)!=None) { If(PlayerPawn(Owner)!=None){ If ((Shotsleft0)&&(playerpawn(owner).bextra3!=0)&&(Shotsleft!=9)) { bcanclientfire=true; Gotostate('Reloading'); }} else { //no one's pissing this guy off and he doesn't have a full clip... might as well reload If ((Shotsleft0)&&(Pawn(Owner).enemy==None)&&(Shotsleft!=9)) Gotostate('Reloading'); } } } function bool PutDown() { GotoState('DownWeapon'); return True; } Begin: PlayIdleAnim(); //log ("bwantreload var is set to"$bwantreload); bPointing=False; if ( (AmmoType != None) && (AmmoType.AmmoAmount<=0) ) Pawn(Owner).SwitchToBestWeapon(); //Goto Weapon that has Ammo if ( Pawn(Owner).bFire!=0 ) Fire(0.0); if ( Pawn(Owner).bAltFire!=0 ) AltFire(0.0); } simulated function PlayIdleAnim() { if (justfired) PlayAnim ('stillfire',,0.05); else PlayAnim ('still',,0.05); } E @I""@?,-'@ _w*D@?%@I@@@?&   J Ye FDw*$@@.a!_L?L= N 8ad a!YL?L= ]H i7$~Aa/!Y.-iiff>qw* : & 7i|i gv=\ a!YL?L= ` {b*w*Ew.* .a/!Z..L#CaCB.%'$@.a!X>L= ur=:&$@.v: & w*s!|a!l @ ף<!|a!l @ ף<Y$ I U l a  i os3 -' u EljrE.E-5w* -[a/!p0.E-.E-'K.>w*]> K ]%(wKEK-|Kw*xE.w*xE.Q-[a/!p)r*KQ!UNKN%**Eow*w.* .a/!uK#QYou scavenge some ammo!\K#QYou scavenge some ammo!UoJw.* .a/!uKQAutomag Akimbo!!\oKQAutomag Akimbo!!UHr*-[a/!pa -'3 ICAxK>v - - KEaED'wr*( lE V } Y S nxr -' o // ============================================================ // OLweapons.OSGrenade: put your comment here // Created by UClasses - (C) 2000 by meltdown@thirdtower.com // Psychic_313: unchanged // ============================================================ class OSGrenade expands Grenade; simulated function Explosion(vector HitLocation) { local SpriteBallExplosion s; //makes use of decals and speeding up dedicated servers :D BlowUp(HitLocation); if ( Level.NetMode != NM_DedicatedServer ) { if (class'olweapons.uiweapons'.default.busedecals) spawn(class'odBlastMark',,,,rot(16384,0,0)); s = spawn(class'SpriteBallExplosion',,,HitLocation); s.RemoteRole = ROLE_None; } Destroy(); } q \ p2w* -`r*C,$]=:$,'$ $: &=:=:$(, =:=:$(: =:=:$(,=:=:$(: 2-q!paE-q!-'-'j::$ w*a/!dw.*".a/!Z -:.%.`jJ-:.%.ajj-.b tQ eG (a!|> #=Y$ Y hLg(a!@L?Y$ Z 8Q(Ba!Aff?L=8w*a!Aff?L=\$ I 2-`( X ct8Ca!g?L=$?.F$ [ uYU)a!w?L=\$ K ae9C$?.a!+?)\=F$ ^ B])a!u333?L=\$ tg n  X x0 w*Kx-`' c J-\e.we*\we*ea/!udL?gdfff?6$kw*e?&:,6=,6$6$6=,0Y?d$apClip: S,:: ,6=,6$6$6=,0L=d$apClip: S,: h: ,6=,6$6$6=,0Y?d$apClip: S,: :,6=,6$6$6=,0L=d$apClip: S,::,6=,6$6$6=,Te?&0L=d$0Y?d$apClip: S,:  f \42.-2,   '%x%ow*a..L{a & e l @)h.-'..?,a Xva k o   T kX0@+ak#a/!A -cRk  rR*Rk  VrR*Rk  T#wR*aaRR#a%R&a&a  %)a..L.-(-( r q _// ============================================================ // OLweapons.OSDAmmo2: put your comment here // Created by UClasses - (C) 2000 by meltdown@thirdtower.com // Psychic_313: unchanged // ============================================================ class OSDAmmo2 expands DAmmo2; simulated function PostBeginPlay() //decals or no decals? { Super.PostBeginPlay(); if (class'olweapons.uiweapons'.default.busedecals) ExplosionDecal=Class'odenergyimpact'; else ExplosionDecal=None; } a// ============================================================ // OLweapons.OSDAmmo4: put your comment here // Created by UClasses - (C) 2000 by meltdown@thirdtower.com // Psychic_313: unchanged // ============================================================ class OSDAmmo4 expands DAmmo4; simulated function PostBeginPlay() //decals or no decals? { Super.PostBeginPlay(); if (class'olweapons.uiweapons'.default.busedecals) ExplosionDecal=Class'odenergyimpact'; else ExplosionDecal=None; } L `P%\Mr.*)..a&!>=Za&!Q= rR L | ^o_ ia  !_?,X6hiwi*iTgծ>>XծL>L>hծ>?i?,r^a z `h?, Phw^ w^ w^*5L>X?,^+jX .`;EX^-^a/!Ta  `h?, ^a @ B vt w L Q a 1X4-( =:$: m: & w*S!|a #<eaL>!|w*a #<-'aew*aL>-'a-(: % r* :,$`@.RR: ,$`@.r.*w*% q!-q!:,r* : ,w*-L'q!):, : , w* : &a= W> $_:.%8:.%8 :.%8:.%8 : & w*hh-'a-( q! $BY// ============================================================ // OlWeapons.OLGESBioRifle: decal/network GES biorifle... (Green Explosive S**t) // Psychic_313: unchanged // ============================================================ class OLGESBioRifle expands UIweapons; var float ChargeSize,Count; var bool bBurst; function float RateSelf( out int bUseAltMode ) { local float EnemyDist; local bool bRetreating; local vector EnemyDir; if ( AmmoType.AmmoAmount <=0 ) return -2; if ( Pawn(Owner).Enemy == None ) { bUseAltMode = 0; return AIRating; } EnemyDir = Pawn(Owner).Enemy.Location - Owner.Location; EnemyDist = VSize(EnemyDir); if ( EnemyDist > 1400 ) { bUseAltMode = 0; return 0; } bRetreating = ( ((EnemyDir/EnemyDist) Dot Owner.Velocity) < -0.7 ); if ( (EnemyDist > 500) && (EnemyDir.Z > -0.4 * EnemyDist) ) { // only use if enemy not too far and retreating if ( (EnemyDist > 800) || !bRetreating ) { bUseAltMode = 0; return 0; } return AIRating; } bUseAltMode = int( bRetreating && (FRand() < 0.3) ); if ( bRetreating || (EnemyDir.Z < -0.7 * EnemyDist) ) return (AIRating + 0.15); return AIRating; } // return delta to combat style function float SuggestAttackStyle() { return -0.3; } function float SuggestDefenseStyle() { return -0.2; } function AltFire( float Value ) { bPointing=True; if ( AmmoType.UseAmmo(1) ) { CheckVisibility(); GoToState('AltFiring'); bCanClientFire = true; ClientAltFire(Value); } } simulated function bool ClientAltFire( float Value ) { local bool bResult; InstFlash = 0.0; bResult = Super.ClientAltFire(value); InstFlash = Default.InstFlash; return bResult; } function Projectile ProjectileFire(class ProjClass, float ProjSpeed, bool bWarn) { local Vector Start, X,Y,Z; Owner.MakeNoise(Pawn(Owner).SoundDampening); GetAxes(Pawn(owner).ViewRotation,X,Y,Z); Start = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; AdjustedAim = pawn(owner).AdjustToss(ProjSpeed, Start, 0, True, (bWarn || (FRand() < 0.4))); if ( Owner.IsA('PlayerPawn') ) PlayerPawn(Owner).ClientInstantFlash( -0.3, vect( 278, 435, 143)); return Spawn(ProjClass,,, Start,AdjustedAim); } /////////////////////////////////////////////////////// //better in net mode....... simulated function PlayAltFiring() //screwy { PlayOwnedSound(Misc1Sound, SLOT_Misc, 1.3*Pawn(Owner).SoundDampening); //loading goop PlayAnim('Charging',0.24,0.05); } state AltFiring //another attempt.... { function Tick( float DeltaTime ) { ChargeSize += DeltaTime; if( (pawn(Owner).bAltFire==0)) GoToState('ShootLoad'); Count += DeltaTime; if (Count > 1.0) { Count = 0.0; if ( (PlayerPawn(Owner) == None) && (FRand() < 0.3) ) GoToState('ShootLoad'); else if (!AmmoType.UseAmmo(1)) GoToState('ShootLoad'); } } function Animend() //so it goes to the right place (tourney weapon screws this up) { GoToState('ShootLoad'); } Begin: ChargeSize = 0.0; Count = 0.0; } state ShootLoad { function ForceFire() { bForceFire = true; } function ForceAltFire() { bForceAltFire = true; } function BeginState() { Local Projectile Gel; Gel = ProjectileFire(AltProjectileClass, AltProjectileSpeed, bAltWarnTarget); Gel.DrawScale = 0.5 + ChargeSize/3.5; PlayAltBurst(); } Begin: FinishAnim(); Finish(); } state ClientAltFiring { simulated function Tick(float DeltaTime) { if ( bBurst ) return; if ( !bCanClientFire || (Pawn(Owner) == None) ) GotoState(''); else if ( Pawn(Owner).bAltFire == 0 ) { PlayAltBurst(); bBurst = true; } } simulated function AnimEnd() { if ( bBurst ) { bBurst = false; Super.AnimEnd(); } else{ PlayAltBurst(); bBurst = true; } } } simulated function PlayAltBurst() { if ( Owner.IsA('PlayerPawn') ) PlayerPawn(Owner).ClientInstantFlash( InstFlash, InstFog); PlayOwnedSound(FireSound, SLOT_Misc, 1.7*Pawn(Owner).SoundDampening,,,fMax(0.5,1.35-ChargeSize/8.0) ); //shoot goop PlayAnim('Fire',0.4, 0.05); } // Finish a firing sequence function Finish() { local bool bForce, bForceAlt; bForce = bForceFire; bForceAlt = bForceAltFire; bForceFire = false; bForceAltFire = false; if ( bChangeWeapon ) GotoState('DownWeapon'); else if ( PlayerPawn(Owner) == None ) { Pawn(Owner).bAltFire = 0; Super.Finish(); } else if ( (AmmoType.AmmoAmount<=0) || (Pawn(Owner).Weapon != self) ) GotoState('Idle'); else if ( (Pawn(Owner).bFire!=0) || bForce ) Global.Fire(0); //else if ( (Pawn(Owner).bAltFire!=0) || bForceAlt ) //Global.AltFire(0); else GotoState('Idle'); } simulated function PlayFiring() { PlayOwnedSound(AltFireSound, SLOT_None, 1.7*Pawn(Owner).SoundDampening); //fast fire goop PlayAnim('Fire',1.1, 0.05); } /////////////////////////////////////////////////////////// simulated function PlayIdleAnim() { if (VSize(Owner.Velocity) > 10) PlayAnim('Walking',0.3,0.3); else if (FRand() < 0.3 ) PlayAnim('Drip', 0.1,0.3); else TweenAnim('Still', 1.0); Enable('AnimEnd'); } simulated function DripSound() { PlayOwnedSound(Misc2Sound, SLOT_None, 0.5*Pawn(Owner).SoundDampening); // Drip } j,*- -a!X>L= } UolEa U -w*a*U d ue-q!,r.*e%w.q! :,q!&w*-H':.%8:.%8q!  avh r u R r '-8a  a>P ! 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LawV*V?z  [ *2 -( m Z I1 -'' vU V h: w// ============================================================ // OLweapons.OSDispersionAmmo: put your comment here // Created by UClasses - (C) 2000 by meltdown@thirdtower.com // Psychic_313: unchanged // ============================================================ class OSDispersionAmmo expands DispersionAmmo; simulated function PostBeginPlay() //decals or no decals? { Super.PostBeginPlay(); if (class'olweapons.uiweapons'.default.busedecals) ExplosionDecal=Class'odenergyimpact'; else ExplosionDecal=None; } pF;.&w*a!+? ^ "D::$-` w-`(F-93a!3a!  !+ - _ b X90+-`( a 6-`( \ d :-m - -j-m(>-q!f:.%8:.%8q!  jq j 3BI--/-w.*%- ~h c[ Q P )hJH|C- r3*.Qmastermag equaled none!w.*!,.a%.!M.a!y.a!y >caba)--L w*-L(q!)-j'aa\-3-j( q!d-m'  ln kN// ============================================================ // OLweapons.OLeightball: network/decal eightball! // really the UT eightball.... all bot code there and everything.... // I couldn't use the eightball code (jacked up like hell)... // Psychic_313: unchanged // ============================================================ class OLeightball expands UIweapons; var int RocketsLoaded, ClientRocketsLoaded; var bool bFireLoad,bTightWad, bInstantRocket, bAlwaysInstant, bClientDone, bRotated, bPendingLock; var Actor LockedTarget, NewTarget, OldTarget; Replication { reliable if ( bNetOwner && (Role == ROLE_Authority) ) bInstantRocket; } function BecomeItem() { local TournamentPlayer TP; Super.BecomeItem(); TP = TournamentPlayer(Instigator); bInstantRocket = bAlwaysInstant || ( (TP != None) && TP.bInstantRocket ); } simulated function tweentostill(); //wierd bug.... simulated function PostRender( canvas Canvas ) { local float XScale; Super.PostRender(Canvas); bOwnsCrossHair = bLockedOn; if ( bOwnsCrossHair ) { // if locked on, draw special crosshair XScale = FMax(1.0, Canvas.ClipX/640.0); Canvas.SetPos(0.5 * (Canvas.ClipX - Texture'Crosshair6'.USize * XScale), 0.5 * (Canvas.ClipY - Texture'Crosshair6'.VSize * XScale)); Canvas.Style = ERenderStyle.STY_Normal; Canvas.DrawIcon(Texture'Crosshair6', 1.0); Canvas.Style = 1; } } simulated function PlayRotating() { if ( Owner == None ) return; Owner.PlayOwnedSound(CockingSound, SLOT_None, Pawn(Owner).SoundDampening); PlayAnim('Loading', 1.1,0.0); } simulated function PlayRFiring() { if ( Owner.IsA('PlayerPawn') ) { PlayerPawn(Owner).shakeview(ShakeTime, ShakeMag*RocketsLoaded, ShakeVert); //shake player view PlayerPawn(Owner).ClientInstantFlash( -0.4, vect(650, 450, 190)); } if ( Affector != None ) Affector.FireEffect(); if ( !bFireLoad ) PlayOwnedSound(AltFireSound, SLOT_None, 4.0*Pawn(Owner).SoundDampening); PlayAnim( 'Fire', 0.6, 0.05); } // tell bot how valuable this weapon would be to use, based on the bot's combat situation // also suggest whether to use regular or alternate fire mode function float RateSelf( out int bUseAltMode ) //UsAaR33: this is kick-@$$ bot code... helps a lot.... weapon much better in the hands of these guys with this code :D { local float EnemyDist, Rating; local bool bRetreating; local vector EnemyDir; local Pawn P; // don't recommend self if out of ammo if ( AmmoType.AmmoAmount <=0 ) return -2; // by default use regular mode (rockets) bUseAltMode = 0; P = Pawn(Owner); if ( P.Enemy == None ) return AIRating; // if standing on a lift, make sure not about to go around a corner and lose sight of target // (don't want to blow up a rocket in bot's face) if ( (P.Base != None) && (P.Base.Velocity != vect(0,0,0)) && !P.CheckFutureSight(0.1) ) return 0.1; EnemyDir = P.Enemy.Location - Owner.Location; EnemyDist = VSize(EnemyDir); Rating = AIRating; // don't pick rocket launcher is enemy is too close if ( EnemyDist < 360 ) { if ( P.Weapon == self ) { // don't switch away from rocket launcher unless really bad tactical situation if ( (EnemyDist > 230) || ((P.Health < 50) && (P.Health < P.Enemy.Health - 30)) ) return Rating; } return 0.05 + EnemyDist * 0.001; } // increase rating for situations for which rocket launcher is well suited if ( P.Enemy.IsA('StationaryPawn') ) Rating += 0.4; // rockets are good if higher than target, bad if lower than target if ( Owner.Location.Z > P.Enemy.Location.Z + 120 ) Rating += 0.25; else if ( P.Enemy.Location.Z > Owner.Location.Z + 160 ) Rating -= 0.35; else if ( P.Enemy.Location.Z > Owner.Location.Z + 80 ) Rating -= 0.05; // decide if should use alternate fire (grenades) instead if ( (Owner.Physics == PHYS_Falling) || Owner.Region.Zone.bWaterZone ) bUseAltMode = 0; else if ( EnemyDist < -1.5 * EnemyDir.Z ) bUseAltMode = int( FRand() < 0.5 ); else { // grenades are good covering fire when retreating bRetreating = ( ((EnemyDir/EnemyDist) Dot Owner.Velocity) < -0.7 ); bUseAltMode = 0; if ( bRetreating && (EnemyDist < 800) && (FRand() < 0.4) ) bUseAltMode = 1; } return Rating; } // return delta to combat style while using this weapon function float SuggestAttackStyle() { local float EnemyDist; // recommend backing off if target is too close EnemyDist = VSize(Pawn(Owner).Enemy.Location - Owner.Location); if ( EnemyDist < 600 ) { if ( EnemyDist < 300 ) return -1.5; else return -0.7; } else return -0.2; } function Fire( float Value ) { local TournamentPlayer TP; bPointing=True; if ( AmmoType == None ) { // ammocheck GiveAmmo(Pawn(Owner)); } if ( AmmoType.UseAmmo(1) ) { TP = TournamentPlayer(Instigator); bCanClientFire = true; bInstantRocket = bAlwaysInstant || ( (TP != None) && TP.bInstantRocket ); if ( bInstantRocket ) { bFireLoad = True; RocketsLoaded = 1; GotoState(''); GotoState('FireRockets', 'Begin'); } else if ( Instigator.IsA('Bot') ) { if ( LockedTarget != None ) { bFireLoad = True; RocketsLoaded = 1; Instigator.bFire = 0; bPendingLock = true; GotoState(''); GotoState('FireRockets', 'Begin'); return; } else if ( (NewTarget != None) && !NewTarget.IsA('StationaryPawn') && (FRand() < 0.8) && (VSize(Instigator.Location - NewTarget.Location) > 400 + 400 * (1.25 - TimerCounter) + 1300 * FRand()) ) { Instigator.bFire = 0; bPendingLock = true; GotoState('Idle','PendingLock'); return; } else if ( !Bot(Owner).bNovice && (FRand() < 0.7) && IsInState('Idle') && (Instigator.Enemy != None) && ((Instigator.Enemy == Instigator.Target) || (Instigator.Target == None)) && !Instigator.Enemy.IsA('StationaryPawn') && (VSize(Instigator.Location - Instigator.Enemy.Location) > 700 + 1300 * FRand()) && (VSize(Instigator.Location - Instigator.Enemy.Location) < 2000) ) { NewTarget = CheckTarget(); OldTarget = NewTarget; if ( NewTarget == Instigator.Enemy ) { if ( TimerCounter > 0.6 ) SetTimer(1.0, true); Instigator.bFire = 0; bPendingLock = true; GotoState('Idle','PendingLock'); return; } } bPendingLock = false; GotoState('NormalFire'); } else GotoState('NormalFire'); } } simulated function bool ClientFire( float Value ) { if ( bCanClientFire && ((Role == ROLE_Authority) || (AmmoType == None) || (AmmoType.AmmoAmount > 0)) ) { GotoState('ClientFiring'); return true; } return false; } simulated function FiringRockets() { PlayRFiring(); bClientDone = true; Disable('Tick'); } function AltFire( float Value ) { bPointing=True; bCanClientFire = true; if ( AmmoType == None ) { // ammocheck GiveAmmo(Pawn(Owner)); } if ( AmmoType.UseAmmo(1) ) GoToState('AltFiring'); } simulated function bool ClientAltFire( float Value ) { if ( bCanClientFire && ((Role == ROLE_Authority) || (AmmoType == None) || (AmmoType.AmmoAmount > 0)) ) { GotoState('ClientAltFiring'); return true; } return false; } function Actor CheckTarget() { local Actor ETarget; local Vector Start, X,Y,Z; local float bestDist, bestAim; local Pawn PawnOwner; local rotator AimRot; local int diff; PawnOwner = Pawn(Owner); bPointing = false; if ( Owner.IsA('PlayerPawn') ) { GetAxes(PawnOwner.ViewRotation,X,Y,Z); Start = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; bestAim = 0.93; ETarget = PawnOwner.PickTarget(bestAim, bestDist, X, Start); } else if ( PawnOwner.Enemy == None ) return None; else if ( Owner.IsA('Bot') && Bot(Owner).bNovice ) return None; else if ( VSize(PawnOwner.Enemy.Location - PawnOwner.Location) < 2000 ) { Start = Owner.Location + CalcDrawOffset() + FireOffset.Z * vect(0,0,1); AimRot = rotator(PawnOwner.Enemy.Location - Start); diff = abs((AimRot.Yaw & 65535) - (PawnOwner.Rotation.Yaw & 65535)); if ( (diff > 7200) && (diff < 58335) ) return None; // check if can hold lock if ( !bPendingLock ) //not already locked { AimRot = rotator(PawnOwner.Enemy.Location + (3 - PawnOwner.Skill) * 0.3 * PawnOwner.Enemy.Velocity - Start); diff = abs((AimRot.Yaw & 65535) - (PawnOwner.Rotation.Yaw & 65535)); if ( (diff > 16000) && (diff < 49535) ) return None; } // check line of sight ETarget = Trace(X,Y, PawnOwner.Enemy.Location, Start, false); if ( ETarget != None ) return None; return PawnOwner.Enemy; } bPointing = (ETarget != None); Return ETarget; } ////////////////////////////////////////////////////// state AltFiring { function Tick( float DeltaTime ) { if( (pawn(Owner).bAltFire==0) || (RocketsLoaded > 5) ) // If if Fire button down, load up another GoToState('FireRockets'); } function AnimEnd() { if ( RocketsLoaded == 6 ) { GotoState('FireRockets'); return; } RocketsLoaded++; AmmoType.UseAmmo(1); if ( (PlayerPawn(Owner) == None) && ((FRand() > 0.5) || (Pawn(Owner).Enemy == None)) ) Pawn(Owner).bAltFire = 0; bPointing = true; if ( Level.Game.Difficulty > 0 ) Owner.MakeNoise(0.15 * Level.Game.Difficulty * Pawn(Owner).SoundDampening); RotateRocket(); } function RotateRocket() { if (AmmoType.AmmoAmount<=0) { GotoState('FireRockets'); return; } PlayRotating(); } function BeginState() { Super.BeginState(); RocketsLoaded = 1; bFireLoad = False; RotateRocket(); } Begin: bLockedOn = False; } /////////////////////////////////////////////////////// state NormalFire { function bool SplashJump() { return true; } function Tick( float DeltaTime ) { if ( (PlayerPawn(Owner) == None) && ((Pawn(Owner).MoveTarget != Pawn(Owner).Target) || (LockedTarget != None) || (Pawn(Owner).Enemy == None) || ( Mover(Owner.Base) != None ) || ((Owner.Physics == PHYS_Falling) && (Owner.Velocity.Z < 5)) || (VSize(Owner.Location - Pawn(Owner).Target.Location) < 400) || !Pawn(Owner).CheckFutureSight(0.15)) ) Pawn(Owner).bFire = 0; if( pawn(Owner).bFire==0 || RocketsLoaded > 5) // If Fire button down, load up another GoToState('FireRockets'); } function AnimEnd() { if ( RocketsLoaded == 6 ) { GotoState('FireRockets'); return; } RocketsLoaded++; AmmoType.UseAmmo(1); if (pawn(Owner).bAltFire!=0) bTightWad=True; NewTarget = CheckTarget(); if ( Pawn(NewTarget) != None ) Pawn(NewTarget).WarnTarget(Pawn(Owner), ProjectileSpeed, vector(Pawn(Owner).ViewRotation)); if ( LockedTarget != None ) { If ( NewTarget != LockedTarget ) { LockedTarget = None; Owner.PlaySound(Misc2Sound, SLOT_None, Pawn(Owner).SoundDampening); bLockedOn=False; } else if (LockedTarget != None) Owner.PlaySound(Misc1Sound, SLOT_None, Pawn(Owner).SoundDampening); } bPointing = true; if ( Level.Game.Difficulty > 0 ) Owner.MakeNoise(0.15 * Level.Game.Difficulty * Pawn(Owner).SoundDampening); RotateRocket(); } function BeginState() { Super.BeginState(); bFireLoad = True; RocketsLoaded = 1; RotateRocket(); } function RotateRocket() { if ( PlayerPawn(Owner) == None ) { if ( FRand() > 0.33 ) Pawn(Owner).bFire = 0; if ( Pawn(Owner).bFire == 0 ) { GoToState('FireRockets'); return; } } if ( AmmoType.AmmoAmount <= 0 ) { GotoState('FireRockets'); return; } if ( AmmoType.AmmoAmount == 1 ) Owner.PlaySound(Misc2Sound, SLOT_None, Pawn(Owner).SoundDampening); PlayRotating(); } Begin: Sleep(0.0); } /////////////////////////////////////////////////////// state Idle { function Timer() { NewTarget = CheckTarget(); if ( NewTarget == OldTarget ) { LockedTarget = NewTarget; If (LockedTarget != None) { bLockedOn=True; Owner.MakeNoise(Pawn(Owner).SoundDampening); Owner.PlaySound(Misc1Sound, SLOT_None,Pawn(Owner).SoundDampening); if ( (Pawn(LockedTarget) != None) && (FRand() < 0.7) ) Pawn(LockedTarget).WarnTarget(Pawn(Owner), ProjectileSpeed, vector(Pawn(Owner).ViewRotation)); if ( bPendingLock ) { OldTarget = NewTarget; Pawn(Owner).bFire = 0; bFireLoad = True; RocketsLoaded = 1; GotoState('FireRockets', 'Begin'); return; } } } else if( (OldTarget != None) && (NewTarget == None) ) { Owner.PlaySound(Misc2Sound, SLOT_None,Pawn(Owner).SoundDampening); bLockedOn = False; } else { LockedTarget = None; bLockedOn = False; } OldTarget = NewTarget; bPendingLock = false; } Begin: if (Pawn(Owner).bFire!=0) Fire(0.0); if (Pawn(Owner).bAltFire!=0) AltFire(0.0); bPointing=False; if (AmmoType.AmmoAmount<=0) Pawn(Owner).SwitchToBestWeapon(); //Goto Weapon that has Ammo PlayIdleAnim(); OldTarget = CheckTarget(); SetTimer(1.25,True); LockedTarget = None; bLockedOn = False; PendingLock: if ( bPendingLock ) bPointing = true; if ( TimerRate <= 0 ) SetTimer(1.0, true); } state ClientReload { simulated function bool ClientFire(float Value) { bForceFire = bForceFire || ( bCanClientFire && (Pawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ); return bForceFire; } simulated function bool ClientAltFire(float Value) { bForceAltFire = bForceAltFire || ( bCanClientFire && (Pawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ); return bForceAltFire; } simulated function AnimEnd() { if ( bCanClientFire && (PlayerPawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ) { if ( bForceFire || (Pawn(Owner).bFire != 0) ) { Global.ClientFire(0); return; } else if ( bForceAltFire || (Pawn(Owner).bAltFire != 0) ) { Global.ClientAltFire(0); return; } } GotoState(''); Global.AnimEnd(); } simulated function EndState() { bForceFire = false; bForceAltFire = false; } simulated function BeginState() { bForceFire = false; bForceAltFire = false; } } state ClientFiring { simulated function Tick(float DeltaTime) { if ( (Pawn(Owner).bFire == 0) || (Ammotype.AmmoAmount <= 0) ) FiringRockets(); } simulated function AnimEnd() { if ( !bCanClientFire || (Pawn(Owner) == None) ) GotoState(''); else if ( bClientDone ){ PlayRotating(); GotoState('ClientReload'); } else { ClientRocketsLoaded++; if ( bInstantRocket || (ClientRocketsLoaded == 6) ) { FiringRockets(); return; } Enable('Tick'); PlayRotating(); } } simulated function BeginState() { bFireLoad = true; if ( bInstantRocket ) { ClientRocketsLoaded = 1; FiringRockets(); } else { ClientRocketsLoaded = 1; PlayRotating(); bRotated = true; } } simulated function EndState() { ClientRocketsLoaded = 0; bClientDone = false; } } state ClientAltFiring { simulated function Tick(float DeltaTime) { if ( (Pawn(Owner).bAltFire == 0) || (Ammotype.AmmoAmount <= 0) ) FiringRockets(); } simulated function AnimEnd() { if ( !bCanClientFire || (Pawn(Owner) == None) ) GotoState(''); else if ( bClientDone ) { PlayRotating(); GotoState('ClientReload'); } else { ClientRocketsLoaded++; if ( ClientRocketsLoaded == 6 ) { FiringRockets(); return; } Enable('Tick'); PlayRotating(); } } simulated function BeginState() { bFireLoad = false; ClientRocketsLoaded = 1; PlayRotating(); } simulated function EndState() { ClientRocketsLoaded = 0; bClientDone = false; } } /////////////////////////////////////////////////////// state FireRockets { function Fire(float F) {} function AltFire(float F) {} function ForceFire() { bForceFire = true; } function ForceAltFire() { bForceAltFire = true; } function bool SplashJump() { return false; } function BeginState() { local vector FireLocation, StartLoc, X,Y,Z; local rotator FireRot, RandRot; local rocket r; local SeekingRocket s; local grenade g; local float Angle, RocketRad; local pawn BestTarget, PawnOwner; local PlayerPawn PlayerOwner; local int DupRockets; local bool bMultiRockets; PawnOwner = Pawn(Owner); if ( PawnOwner == None ) return; PawnOwner.PlayRecoil(FiringSpeed); PlayerOwner = PlayerPawn(Owner); Angle = 0; DupRockets = RocketsLoaded - 1; if (DupRockets < 0) DupRockets = 0; if ( PlayerOwner == None ) bTightWad = ( FRand() * 4 < PawnOwner.skill ); GetAxes(PawnOwner.ViewRotation,X,Y,Z); StartLoc = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; if ( bFireLoad ) AdjustedAim = PawnOwner.AdjustAim(ProjectileSpeed, StartLoc, AimError, True, bWarnTarget); else AdjustedAim = PawnOwner.AdjustToss(AltProjectileSpeed, StartLoc, AimError, True, bAltWarnTarget); if ( PlayerOwner != None ) AdjustedAim = PawnOwner.ViewRotation; PlayRFiring(); Owner.MakeNoise(PawnOwner.SoundDampening); if ( !bFireLoad ) { LockedTarget = None; bLockedOn = false; } else if ( LockedTarget != None ) { BestTarget = Pawn(CheckTarget()); if ( (LockedTarget!=None) && (LockedTarget != BestTarget) ) { LockedTarget = None; bLockedOn=False; } } else BestTarget = None; bPendingLock = false; bPointing = true; FireRot = AdjustedAim; RocketRad = 4; if (bTightWad || !bFireLoad) RocketRad=7; bMultiRockets = ( RocketsLoaded > 1 ); While ( RocketsLoaded > 0 ) { if ( bMultiRockets ) Firelocation = StartLoc - (Sin(Angle)*RocketRad - 7.5)*Y + (Cos(Angle)*RocketRad - 7)*Z - X * 4 * FRand(); else FireLocation = StartLoc; if (bFireLoad) { if ( Angle > 0 ) { if ( Angle < 3 && !bTightWad) FireRot.Yaw = AdjustedAim.Yaw - Angle * 600; else if ( Angle > 3.5 && !bTightWad) FireRot.Yaw = AdjustedAim.Yaw + (Angle - 3) * 600; else FireRot.Yaw = AdjustedAim.Yaw; } if ( LockedTarget != None ) { s = Spawn( class 'osSeekingRocket',, '', FireLocation,FireRot); s.Seeking = LockedTarget; s.NumExtraRockets = DupRockets; if ( Angle > 0 ) s.Velocity *= (0.9 + 0.2 * FRand()); } else { r = Spawn( class'osrocket',, '', FireLocation,FireRot); r.NumExtraRockets = DupRockets; if (RocketsLoaded>4 && bTightWad) r.bRing=True; if ( Angle > 0 ) r.Velocity *= (0.9 + 0.2 * FRand()); } } else { g = Spawn( class 'osGrenade',, '', FireLocation,AdjustedAim); g.NumExtraGrenades = DupRockets; if ( DupRockets > 0 ) { RandRot.Pitch = FRand() * 1500 - 750; RandRot.Yaw = FRand() * 1500 - 750; RandRot.Roll = FRand() * 1500 - 750; g.Velocity = g.Velocity >> RandRot; } } Angle += 1.0484; //2*3.1415/6; RocketsLoaded--; } bTightWad=False; } Begin: FinishAnim(); if (AmmoType.AmmoAmount > 0) { PlayRotating(); FinishAnim(); RocketsLoaded = 1; } LockedTarget = None; Finish(); } xx`1-(Fq!]!m LSI%:.%-(a>?( p p (r**&a   B $* H %RJ:.%:.% ?\ t f u 9BI--/-w.*%- } j// ============================================================ // OLweapons.OSDAmmo3: put your comment here // Created by UClasses - (C) 2000 by meltdown@thirdtower.com // Psychic_313: unchanged // ============================================================ class OSDAmmo3 expands DAmmo3; simulated function PostBeginPlay() //decals or no decals? { Super.PostBeginPlay(); if (class'olweapons.uiweapons'.default.busedecals) ExplosionDecal=Class'olweapons.odenergyimpact'; else ExplosionDecal=None; } Z=;a!fff?L=$.@ w 8;$.@a!ff?L= x ~ r*`.}&. @-'-'b.. o[Zl a  !lo?,"ll6o6[6Z. wlD'-a Y l ~ q! @ a1}d_// ============================================================ // OLweapons.OSDAmmo5: put your comment here // Created by UClasses - (C) 2000 by meltdown@thirdtower.com // Psychic_313: unchanged // ============================================================ class OSDAmmo5 expands DAmmo5; simulated function PostBeginPlay() //decals or no decals? { Super.PostBeginPlay(); if (class'olweapons.uiweapons'.default.busedecals) ExplosionDecal=Class'odenergyimpact'; else ExplosionDecal=None; } q// ============================================================ // OLweapons.OSSeekingRocket: put your comment here // Created by UClasses - (C) 2000 by meltdown@thirdtower.com // Psychic_313: unchanged // ============================================================ class OSSeekingRocket expands SeekingRocket; simulated function PostBeginPlay() //decals or no decals? { Super.PostBeginPlay(); if (class'olweapons.uiweapons'.default.busedecals) ExplosionDecal=Class'odBlastMark'; else ExplosionDecal=None; }  qF// ============================================================ // OLweapons.OLstinger: Network/decal stinger.... // Psychic_313: unchanged // ============================================================ class OLstinger expands UIweapons; var bool bAlreadyFiring, idleplaying; //simply plays the rapid fire animation...... function Fire( float Value ) { if ( (AmmoType == None) && (AmmoName != None) ) { // ammocheck GiveAmmo(Pawn(Owner)); } if ( AmmoType.UseAmmo(1) ) { GotoState('NormalFire'); bPointing=True; bCanClientFire = true; ClientFire(Value); Pawn(Owner).PlayRecoil(FiringSpeed); ProjectileFire(ProjectileClass, ProjectileSpeed, bWarnTarget); } } function float RateSelf( out int bUseAltMode ) { local float EnemyDist; if ( AmmoType.AmmoAmount <=0 ) return -2; if ( Pawn(Owner).Enemy == None ) { bUseAltMode = 0; return AIRating; } EnemyDist = VSize(Pawn(Owner).Enemy.Location - Owner.Location); bUseAltMode = int( 600 * FRand() > EnemyDist - 140 ); return AIRating; } simulated function PlayFiring() { //if (bclientfireallowed){ if ( bAlreadyFiring ) { AmbientSound = sound'StingerTwoFire'; SoundVolume = Pawn(Owner).SoundDampening*255; LoopAnim( 'FireOne', 0.7); } else { PlayOwnedSound(FireSound, SLOT_Misc,2.0*Pawn(Owner).SoundDampening); PlayAnim( 'FireOne', 0.7 ); } bAlreadyFiring = true; bWarnTarget = (FRand() < 0.2); // } } simulated function PlayAltFiring() { //if (bclientfireallowed){ PlayOwnedSound(AltFireSound, SLOT_Misc,2.0*Pawn(Owner).SoundDampening); PlayAnim( 'FireOne', 0.6 );//} } /////////////////////////////////////////////////////// state ClientAltFiring //notcode stuff.... { simulated function timer(){ idleplaying=false; if ( (Pawn(Owner) == None) || ((AmmoType != None) && (AmmoType.AmmoAmount <= 0)) ) { PlayIdleAnim(); GotoState(''); } else if ( !bCanClientFire ) Gotostate (''); else if (( Pawn(Owner).bFire != 0)){ //animation stuff...... Global.ClientFire(0); } else if (( Pawn(Owner).bAltFire != 0)){ //will simply play idle anim if not... Global.ClientAltFire(0); } else { PlayIdleAnim(); GotoState(''); }} simulated function AnimEnd() { Playidleanim(); if (!idleplaying) settimer (1.0, false); idleplaying=true; } } state clientfiring { //anim control...... simulated function EndState() { if (AmbientSound!=None&&Owner!=none) PlayownedSound(Misc1Sound, SLOT_Misc,2.0*Pawn(Owner).SoundDampening); AmbientSound = None; bAlreadyFiring = false; Super.EndState(); } } state NormalFire { ignores animend; function Tick( float DeltaTime ) { if (Owner==None) AmbientSound=None; else SetLocation(Owner.Location); } function EndState() { if (AmbientSound!=None && Owner!=None) PlayOwnedSound(Misc1Sound, SLOT_Misc,2.0*Pawn(Owner).SoundDampening); AmbientSound = None; bAlreadyFiring = false; Super.EndState(); } Begin: Sleep(0.2); SetLocation(Owner.Location); Finish(); } /////////////////////////////////////////////////////////////// state AltFiring { ignores animend; function Projectile ProjectileFire(class ProjClass, float ProjSpeed, bool bWarn) { local Projectile S; local int i; local vector Start,X,Y,Z; local Rotator StartRot, AltRotation; S = Global.ProjectileFire(ProjClass, ProjSpeed, bWarn); StartRot = S.Rotation; Start = S.Location; for (i = 0; i< 4; i++) { if (AmmoType.UseAmmo(1)) { AltRotation = StartRot; AltRotation.Pitch += FRand()*3000-1500; AltRotation.Yaw += FRand()*3000-1500; AltRotation.Roll += FRand()*9000-4500; S = Spawn(AltProjectileClass,,, Start - 2 * VRand(), AltRotation); } } StingerProjectile(S).bLighting = True; } Begin: FinishAnim(); // bpreventclientfire=true; PlayIdleAnim(); //animations only var. clientcanfire would actually screw this up...... Sleep(1.0); Finish(); // bpreventclientfire=false; } /////////////////////////////////////////////////////////// simulated function PlayIdleAnim() { PlayAnim('Still',,0.05); }  6r.*%Yq!K-q!s:.%8:.%8 Yq!\ t [ >C8[ -m - -j-m(-w.*%-:.%8 -:.%8  q!8 _ 6"\a/!9J.a/!Z.A8a='.$.$8 LN V,VXI--/-w.*%- p8c, T@..a!T@@L=Ra!e@@L= N-oz* hw.*..̾#"DC>Ch..ga .! ?,hծ333@6@OP?&Owg*g@gTgծ>>hծL>L>Oծ>?P?,r-a ^ BI?, PI  w- w- w-*-a/!S76B6- R?-)a/!9?&/-a/!Q.-- -)j,d.B?h!y-(j,-.B`Fh!} -a/!S-a/!Ta  BI?,  F J I--/-w.*%- K l H$w|w.*)..!Taa!Q?L=!e !Taa!>?L= X-(-( M -(-( E j1`eH-(-( i v 'L$ =:$: 5: & w* II:,: & w*!|a #<eaL>!|w*a #<aew*aL>a(: % :,$`@.\\: ,$`@.o-q!%w.q! :,r* : ,w*-L'-H'q!&:, : , w* : &a= W> $e:.%8:.%8:.%8:.%8: & w*hhaq!  dZ6r.*% q!XK-q!Xmq!V l'=%xX-i !g !\%aaaa-i( hT GO!f)a%!+a&>dR%a!k?L=da!?L= U Z"a!C #<> < s r* _w.*)..a!Q?qa!>? { Z\?}y // ============================================================ // OLweapons.OSChunk4: put your comment here // Created by UClasses - (C) 2000 by meltdown@thirdtower.com // Psychic_313: unchanged // ============================================================ class OSChunk4 expands Chunk4; simulated function HitWall( vector HitNormal, actor Wall ) { if (!bDelayTime) { if ( (Level.Netmode != NM_DedicatedServer) && (FRand()<0.5) &&class'olweapons.uiweapons'.default.busedecals) Spawn(class'odWallCrack',,,Location, rotator(HitNormal)); } Super.HitWall(HitNormal, Wall ); } n// ============================================================ // OLweapons.OlShells: to actually work... // Psychic_313: unchanged // ============================================================ class OlShells expands Shells; ` Y -1 o XB1a    -wX*:X,SA.  wA*-'a/!A -cAwA*A- wA*Aa/!GAa/!HAaAAJ W z 'B!:.%bw.* .a/!Z.Ca(::$q! q! e ] !1 W - -  x { ,j-'a%w*uua-(k: % w*%%-' =:$: : & w*{{w*: & !Xaa-(a>asr.*w*% iw* q!-q!: % :, : ,'$`@.%:,r* : ,w*-L'q!):.%:, : , w* : &-(a> $ !ew*BB-'aw*a!Hfff?L=a!Hfff?L=a-(Er.*w*% q!Z-q!:.%8:.%8  q! ekAb  uPaw*uua& =:$: n: & w* :,.@?7G: & w*{{w*a>aG?,G?U: % :,$`@.: ,$`@.-q!%w.q! #:,r* : ,w*-L'-H'q!&:.%%r.*.=A:, : , w* : &a> $ !ew*BBaw*a!Hfff?L=a!Hfff?L=a e&8P1 Q` f _J!_---J?_ D_`?_? J?_? J_$_ ?_$ ri u  vk 7Q D D oD#gH0Fu!-(-( Bp Rl$arRa/!A -cAwA*A- wAAaAA_R  p S #,?7?>@???r*. r*.  m O B|r.* -O a @_w.*.}#@C@CЯC.$ .-'w.*.-(aw.*.}>#@@Я..Z.%.-(w.*.-'  q z @F=du ]AnE.  fE?X]E?,c333lL EH<.-w.*%f-:.%8 -:.%8  q!8 P o a(  @C B'a?' Jj '9Va  h QKn-F'v! L To;3w.*.%frTa b CH?, PHwT wT wT*Ta/!STa/!Ta  CH?, "Ta/!Q L>.Tn.CTu,,FL>T?,T3ju.Cի?uCT!} m J -(=w*%.r{w*a!&a!t ף<=a!t ף<=:.%8:.%8 jk[g Pj%g %Ww.*.-33?w.*j.  j?j?@?8jff> s aJX DFP wO*@+E%,.-Xr.*.-r,*F%,a/!LF&>b-Xh,a!z,a!y,a!{&,L?F&>-X, #F&*-X2, , ?F%L=b8, , >6, 6, ?,FA?>FA> s// ============================================================ // OLweapons.olSMenf: SMP enforcer style!!!!!!! // Psychic_313: unchanged // ============================================================ class olSMenf expands olSMmag; //skinz #exec TEXTURE IMPORT NAME=thridskin FILE=Textures\3rdenfred.pcx #exec TEXTURE IMPORT NAME=enfredone FILE=Textures\enfred1.pcx #exec TEXTURE IMPORT NAME=enfredtwo FILE=Textures\enfred2.pcx can't use thankz to $#%% Epic.... #exec TEXTURE IMPORT NAME=enfredthree FILE=Textures\enfred3.pcx #exec TEXTURE IMPORT NAME=enfredfour FILE=Textures\enfred4.pcx var() texture MuzzleFlashVariations[5]; state NormalFire { ignores Fire, AltFire, animend; function EndState(){ bSteadyFlash3rd = false; super.endstate(); } Begin: bmuzzleflash++; bSteadyFlash3rd = true; sleep(0.07); if (ClipCount>35) PlayOwnedSound(Misc1Sound, SLOT_None, 3.5*Pawn(Owner).SoundDampening); bSteadyFlash3rd = false; if ( bChangeWeapon ) GotoState('DownWeapon'); else if ( PlayerPawn(Owner) == None ) Super.Finish(); else if ( (AmmoType.AmmoAmount<=0) || (Pawn(Owner).Weapon != self) ){ GotoState('Idle'); } else if (ClipCount>=40) GoToState('NewClip'); else if ( Pawn(Owner).bFire!=0 ) Global.Fire(0); else if ( Pawn(Owner).bAltFire!=0 ){Global.AltFire(0);} GoToState('Idle'); } state ClientNewclip //reload 'em client's........ { simulated function AnimEnd() { if (newclipanim==1){ Owner.PlaySound(SelectSound, SLOT_None,1.0*Pawn(Owner).SoundDampening); PlayAnim('Select',1.466666,0.07); newclipanim=2; } else{ if ( bCanClientFire && (PlayerPawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ) { if ( bForceFire || (Pawn(Owner).bFire != 0) ) { Global.ClientFire(0); return; } else if ( bForceAltFire || (Pawn(Owner).bAltFire != 0) ) { Global.ClientAltFire(0); return; } } GotoState(''); Global.AnimEnd(); } } simulated function BeginState() { PlayAnim('Eject',1.54,0.05); newclipanim=1; PlayownedSound(Misc2Sound, SLOT_None,1.0*Pawn(Owner).SoundDampening); bForceFire = false; bForceAltFire = false; } } state NewClip //new animations........... { ignores Fire, AltFire; Begin: //hack sorta to play cockgun (only works if the mesh is in wating state). I like Hasanim!!!! if ((pawn(owner)!=None)&&(pawn(owner).GetAnimGroup(pawn(owner).AnimSequence) == 'waiting')&&(pawn(owner).hasanim('cockgun'))) Pawn(owner).PlayAnim('CockGun',, 0.3); PlayAnim('Eject',1.54,0.05); Owner.PlayOwnedSound(Misc2Sound, SLOT_None,1.0*Pawn(Owner).SoundDampening); FinishAnim(); //PlayAnim('Down',0.05); //FinishAnim(); If (3915) Owner.PlaySound(Misc1Sound, SLOT_None, 3.5*Pawn(Owner).SoundDampening); if ( bChangeWeapon ) GotoState('DownWeapon'); else if ( Pawn(Owner).Weapon != Self ) GotoState('Idle'); else if ((Pawn(Owner).bAltFire!=0) && AmmoType.AmmoAmount>0 && ClipCount<40) { Goto('Repeater'); } PlayAnim('T2', 0.9, 0.05); FinishAnim(); Finish(); } state ClientAltFiring { simulated function AnimEnd() { if ( Pawn(Owner) == None ) GotoState(''); else if ( Ammotype.AmmoAmount <= 0 ) { PlayAnim('T2', 0.9, 0.05); GotoState(''); } else if (clipcount>39) GoToState('clientNewClip'); else if ( !bCanClientFire ) GotoState(''); else if (pawn(owner).baltfire != 0) PlayshotgunFiring(); else if ( Pawn(Owner).bFire != 0 &&!nowfire){ PlayAnim('T2', 0.9, 0.05); Nowfire=true;} else if ( nowfire){ Nowfire=false; Global.ClientFire(0);} else { PlayAnim('T2', 0.9, 0.05); GotoState(''); } } } simulated function PlayIdleAnim() { if ( Mesh == PickupViewMesh ) return; if ( (FRand()>0.96) && (AnimSequence != 'Twiddle') ) PlayAnim('Twiddle',0.6,0.3); else LoopAnim('Sway',0.2, 0.3); } state Idle { function AnimEnd() { PlayIdleAnim(); } simulated event Tick(float DeltaTime) { If (Pawn(Owner)!=None) { If(PlayerPawn(Owner)!=None){ //bextra3...only used by mods... same reload key as serpentine..... that ain't in UT, though...so its a unique key :D If ((40-clipcount 0) && !Level.bDropDetail ) MFTexture = MuzzleFlashVariations[Rand(5)]; PlayerOwner = PlayerPawn(Owner); if ( PlayerOwner != None ) { if ( PlayerOwner.DesiredFOV != PlayerOwner.DefaultFOV ) return; realhand = PlayerOwner.Handedness; if ( (Level.NetMode == NM_Client) && (realHand == 2) ) { bHideWeapon = true; return; } if ( !bHideWeapon ) { if ( Mesh == mesh'AutoML' ) PlayerOwner.Handedness = 1; } } if ( (PlayerOwner == None) || (PlayerOwner.Handedness == 0) ) { if ( AnimSequence == 'Shot2' ) { FlashO = -2 * Default.FlashO; FlashY = Default.FlashY * 2.5; } else { FlashO = 1.9 * Default.FlashO; FlashY = Default.FlashY; } } else if ( AnimSequence == 'Shot2' ) { FlashO = Default.FlashO * 0.3; FlashY = Default.FlashY * 2.5; } else { FlashO = Default.FlashO; FlashY = Default.FlashY; } if ( !bHideWeapon ) { if ( PlayerOwner == None ) bMuzzleFlash = 0; } multiskins[1]=texture'enfredtwo'; //swap skin so it is displayed only in 1st person Super.RenderOverlays(Canvas); multiskins[1]=default.MultiSkins[1]; if ( PlayerOwner != None ) PlayerOwner.Handedness = realhand; } function ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z) { local ut_shellcase s; local vector realLoc; realLoc = Owner.Location + CalcDrawOffset(); if (frand()<0.31415926){ //we don't want too many shell cases.... s = Spawn(class'ut_ShellCase',Pawn(Owner), '', realLoc + 20 * X + FireOffset.Y * Y + Z); if ( s != None ) s.Eject(((FRand()*0.3+0.4)*X + (FRand()*0.2+0.2)*Y + (FRand()*0.3+1.0) * Z)*160);} if (Other == Level) Spawn(class'Ut_heavyWallHitEffect',,, HitLocation+HitNormal*9, Rotator(HitNormal)); else if ((Other != self) && (Other != Owner) && (Other != None) ) { if ( FRand() < 0.2 ) X *= 5; Other.TakeDamage(HitDamage, Pawn(Owner), HitLocation, 3000.0*X, 'shot'); if ( !Other.IsA('Pawn') && !Other.IsA('Carcass') ) spawn(class'SpriteSmokePuff',,,HitLocation+HitNormal*9); } } function SetSwitchPriority(pawn Other) //uses master priority { local int i; local name temp, carried; if ( PlayerPawn(Other) != None ) { for ( i=0; i<.R RRW'%%q!W [ Sar(&-;(R O\'/2a  WCpk)' VYu)X'r.*w. . w*r.*w. *2::$6 ?,7 . ?. A>.$V:.% ,q!W @j/-;'&R [R\0Ur.*2>.$U:.%q!W r%q!W &a$.[ U^ 6%:.%J:.%-(z%.r o^a?'*-(-Y-'?%a?' l\2^row*-'b.a$.w.* 333?.)n.9. -Yo.$-;'&q!W! ufwo* r*a$.-(u*-(o-Y( ]hV+<h U8I--/-w.*%- \// ============================================================ // OLweapons.OSRocket: put your comment here // Created by UClasses - (C) 2000 by meltdown@thirdtower.com // Psychic_313: unchanged // ============================================================ class OSRocket expands Rocket; simulated function PostBeginPlay() //decals or no decals? { Super.PostBeginPlay(); if (class'olweapons.uiweapons'.default.busedecals) ExplosionDecal=Class'odBlastMark'; else ExplosionDecal=None; } f `c 9I--/-w.*%- X Gw*r!"a%!+a&>a!?L=!a%!+a&>a!?L= c`:-w.*%f-:.%8 -:.%8  q!8 f"<-(-( g(<-(-( _n1_@k1 =86:.%%Q j7=u'-r.*q!s@-F[q!VsXf-G X,Q u![ lK??8-;'!-GX&Q6X&[-r ' m[K@X%-F( iE,CdJ0!w* a&!+o:a&!+o: [IBa I I I -wI*:I,Sb.  wb*-' MYy$* s`-o( oJWRHa'%[a&* 8o w'D K vyGD xomD -' znD -' {}CD( ie ]=j.5wj*j-L>> g CP'%@r.*C%S.  kS^k?o:L>.a/!LC%>^k?C%,k?k? 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HiG-( T a!> L= CEuaYa/!A w~*~-^-e~I% cH r* w~*~j%-elH l?~jla n   a Uf] LL ehcL B -' k -i( q|6r.*% q!zK-q!zl-ia-i(q!Vz-i' O S ,+kB{n| u\DS33s?$r.*q! n. t?,D@~yD~t. v9. u. bSw v Iw.u*a??,(-'.un.HCva>?(:.%:.%-( ~B 6Ib.GwP*qP DBRq?. efg{ 6e6f6g., an{D'`@?&?%, }.aB {&-&&,}a f {,,}a a {C,,}a _ {,,}a \ {w}* q?} oq U ` r="a!333?L= s8'ia!`fff?L=-K' t{,a!@>L= uw0B@&+-O-'8q! vyI/a6-{ar.*w*%.M.r-q!:.% .Mq! !:.%r.& !ea!yfff?L=aa!{L>L=a:.%r.8q!  eU D 6Ab.. ][ZG 6]6[6Z. at GD'-s 61.aD G u#// ============================================================ // OLweapons.OSFlakShell: put your comment here // Created by UClasses - (C) 2000 by meltdown@thirdtower.com // Psychic_313: unchanged // ============================================================ class OSFlakShell expands FlakShell; /*simulated function PostBeginPlay() //decals or no decals? { Super.PostBeginPlay(); if (class'olweapons.ulweapons'.default.busedecals) ExplosionDecal=Class'Botpack.BlastMark'; else ExplosionDecal=None; } */ var vector initialDir; simulated function PostBeginPlay() { Super.PostBeginPlay(); initialDir = Velocity; } simulated function Timer() //drop detail allowed to.... { local SpriteSmokePuff s; initialDir = Velocity; if (Level.NetMode!=NM_DedicatedServer) { s = Spawn(class'SpriteSmokePuff'); s.RemoteRole = ROLE_None; } if ( Level.bDropDetail ) SetTimer(0.25,True); else if ( Level.bHighDetailMode ) SetTimer(0.04,True); } simulated function Landed( vector HitNormal ) { local DirectionalBlast D; if (( Level.NetMode != NM_DedicatedServer )&&(class'olweapons.uiweapons'.default.bUseDecals)) { D = Spawn(class'odDirectionalBlast',self); if ( D != None ) D.DirectionalAttach(initialDir, HitNormal); } Explode(Location,HitNormal); } simulated function HitWall (vector HitNormal, actor Wall) { local DirectionalBlast D; if (( Level.NetMode != NM_DedicatedServer )&&(class'olweapons.uiweapons'.default.bUseDecals)) { D = Spawn(class'odDirectionalBlast',self); if ( D != None ) D.DirectionalAttach(initialDir, HitNormal); } Super.HitWall(HitNormal, Wall); } function Explode(vector HitLocation, vector HitNormal) { local vector start; HurtRadius(damage, 150, 'exploded', MomentumTransfer, HitLocation); start = Location + 10 * HitNormal; Spawn( class'FlameExplosion',,,Start); Spawn(class 'OSMasterChunk',,,Start); Spawn( class 'OSChunk2',, '', Start); Spawn( class 'OSChunk3',, '', Start); Spawn( class 'OSChunk4',, '', Start); Spawn( class 'OSChunk1',, '', Start); Spawn( class 'OSChunk2',, '', Start); Destroy(); } V ~_`"Da!\ff?L='$ff?. z // ============================================================ // OLweapons.OSChunk3: put your comment here // Created by UClasses - (C) 2000 by meltdown@thirdtower.com // Psychic_313: unchanged // ============================================================ class OSChunk3 expands Chunk3; simulated function HitWall( vector HitNormal, actor Wall ) { if (!bDelayTime) { if ( (Level.Netmode != NM_DedicatedServer) && (FRand()<0.5) &&class'olweapons.uiweapons'.default.busedecals) Spawn(class'odWallCrack',,,Location, rotator(HitNormal)); } Super.HitWall(HitNormal, Wall ); } G=z q!~$ff?. ?qw.*.%%a!Y>L>&a!@>L>,a!sL>L>,a!r=L>,a!q=L> @st9 P* FF Lh :F q!R xC,r.*w*%[-Ua!yfff?L=-U'|a!{L>L=-U(q!}-q!}:.%-Ua!yfff?L=-U'a!{L>L=-U(8}4-K:.%{-K(}\-Ua!yfff?L=-U'}a!{L>L=-U(q! 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HL=0sI:-#/=J!:K>?EZZdO}O?bk; u*sJ/>EZm$2?O}ZOddj*HMMXM"0/!J?PdLbZZOb1/1qaAL>bkk#s>O2$dY""1A1XhMY Jjsbj=E??O?1#AAMh{hMb?OjVsj>d$)OOA1zj5+Z2dMMMXM{hMbm$E$>,2)O?$MM\\M޶{aMb$$mO2>J#)6dMMaaM{aMcs2?3(v?d2$MMaaMtXAbOk>3mMMaaM{޽qMA>0O˦7kMMaaMtؽhMAL#bL2#MMaaAqնaAAb 6==.*;;*HA"1L0>)$3(3`s?k**;. .uu *##( b֖zJ0==**;. .exe -3YJ/0V=```rVV^Kj,*.;;*.S]Q* -sJ(0sJV3ss` @;;. js=jzzbs; * VbVs ;*-bssz S vm}kzjz e] dOdd3sr uC?OZdmvvI/0Ld(OOZ11X0bsLz?2O1Aa\c?YYc)OMMhɠ\k2?LLZOMMh͝\=OE2`+E?M\hНX(>Z2YE2Mah՝M0cc#Maa͒A0bvj*;._ #0=L0*;*eCKY#VJzjj`m@. bJz .Jkzs;.$ZE}a\#LYkcA{??sEM{>?s?Xt>Y.]-=0sV()))))*/,#.+&7-_4+#:.M3C,7,&--.4/'2/*:1"9/'>2H0R8 11252.84+=2*n%A6$F7N3"Z> 556:62<7/A6-D:'H<#E8/88:Q9%=:6:9:B<2I>*I:2,T>(==>A>;F@5LA/w2 RD(N?5\A*AACFB>JD9OF5XI+6r=,EEGKGAeC1PH<_M.XGgXghnqkcwn\_BvBllpl[zqayOoovp_}ufCtbst{{wryiww~weO}o{hz{s~kM~lxpVyrtw]yfjƵxøʿϬX// ============================================================ // OLweapons.OLFlakCannon: the network/decal flak cannon... // Psychic_313: unchanged // ============================================================ class OLFlakCannon expands UIweapons; var bool bejected; //for handling better animations on client... //------------------------------------------------------- // AI related functions function float SuggestAttackStyle() { local bot B; B = Bot(Owner); if ( (B != None) && B.bNovice ) return 0.2; return 0.4; } function float SuggestDefenseStyle() { return -0.3; } //kick-@$$ b0t c0dE! function float RateSelf( out int bUseAltMode ) { local float EnemyDist, rating; local vector EnemyDir; if ( AmmoType.AmmoAmount <=0 ) return -2; if ( Pawn(Owner).Enemy == None ) { bUseAltMode = 0; return AIRating; } EnemyDir = Pawn(Owner).Enemy.Location - Owner.Location; EnemyDist = VSize(EnemyDir); rating = FClamp(AIRating - (EnemyDist - 450) * 0.001, 0.2, AIRating); if ( Pawn(Owner).Enemy.IsA('StationaryPawn') ) { bUseAltMode = 0; return AIRating + 0.3; } if ( EnemyDist > 900 ) { bUseAltMode = 0; if ( EnemyDist > 2000 ) { if ( EnemyDist > 3500 ) return 0.2; return (AIRating - 0.3); } if ( EnemyDir.Z < -0.5 * EnemyDist ) { bUseAltMode = 1; return (AIRating - 0.3); } } else if ( (EnemyDist < 750) && (Pawn(Owner).Enemy.Weapon != None) && Pawn(Owner).Enemy.Weapon.bMeleeWeapon ) { bUseAltMode = 0; return (AIRating + 0.3); } else if ( (EnemyDist < 340) || (EnemyDir.Z > 30) ) { bUseAltMode = 0; return (AIRating + 0.2); } else bUseAltMode = int( FRand() < 0.65 ); return rating; } /* simulated event RenderOverlays( canvas Canvas ) { Texture'FlakAmmoled'.NotifyActor = Self; Super.RenderOverlays(Canvas); Texture'FlakAmmoled'.NotifyActor = None; } */ // Fire chunks function Fire( float Value ) { local Vector Start, X,Y,Z; local Bot B; local Pawn P; if ( AmmoType == None ) { // ammocheck GiveAmmo(Pawn(Owner)); } if (AmmoType.UseAmmo(1)) { bCanClientFire = true; bPointing=True; Start = Owner.Location + CalcDrawOffset(); B = Bot(Owner); P = Pawn(Owner); P.PlayRecoil(FiringSpeed); Owner.MakeNoise(2.0 * P.SoundDampening); AdjustedAim = P.AdjustAim(AltProjectileSpeed, Start, AimError, True, bWarnTarget); GetAxes(AdjustedAim,X,Y,Z); Spawn(class'WeaponLight',,'',Start+X*20,rot(0,0,0)); Start = Start + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; Spawn( class 'OSMasterChunk',, '', Start, AdjustedAim); Spawn( class 'OSChunk2',, '', Start - Z, AdjustedAim); Spawn( class 'OSChunk3',, '', Start + 2 * Y + Z, AdjustedAim); Spawn( class 'OSChunk4',, '', Start - Y, AdjustedAim); Spawn( class 'OSChunk1',, '', Start + 2 * Y - Z, AdjustedAim); Spawn( class 'OSChunk2',, '', Start, AdjustedAim); Spawn( class 'OSChunk3',, '', Start + Y - Z, AdjustedAim); // lower skill bots fire less flak chunks (I made it so only those below 2 are affected... cause of slow fire rates..... if ( (B == None) || B.Skill > 2 || ((B.Enemy != None) && (B.Enemy.Weapon != None) && B.Enemy.Weapon.bMeleeWeapon) ) Spawn( class 'OSChunk4',, '', Start + 2 * Y + Z, AdjustedAim); ClientFire(Value); GoToState('NormalFire'); } } simulated function PlayFiring() { PlayAnim( 'Fire', 0.9, 0.05); PlayOwnedSound(FireSound, SLOT_Misc,Pawn(Owner).SoundDampening*4.0); //bMuzzleFlash++; } simulated function PlayAltFiring() { PlayOwnedSound(AltFireSound, SLOT_Misc,Pawn(Owner).SoundDampening*4.0); PlayAnim('AltFire', 1.3, 0.05); //bMuzzleFlash++; } function AltFire( float Value ) { local Vector Start, X,Y,Z; if ( AmmoType == None ) { // ammocheck GiveAmmo(Pawn(Owner)); } if (AmmoType.UseAmmo(1)) { Pawn(Owner).PlayRecoil(FiringSpeed); bPointing=True; bCanClientFire = true; Owner.MakeNoise(Pawn(Owner).SoundDampening); GetAxes(Pawn(owner).ViewRotation,X,Y,Z); Start = Owner.Location + CalcDrawOffset(); Spawn(class'WeaponLight',,'',Start+X*20,rot(0,0,0)); Start = Start + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; AdjustedAim = pawn(owner).AdjustToss(AltProjectileSpeed, Start, AimError, True, bAltWarnTarget); Spawn(class'OSflakshell',,, Start,AdjustedAim); ClientAltFire(Value); GoToState('AltFiring'); } } //////////////////////////////////////////////////////////// state AltFiring { function EndState() { Super.EndState(); OldFlashCount = FlashCount; } function AnimEnd() { if ( (AnimSequence != 'Loading') && (AmmoType.AmmoAmount > 0) ) PlayReloading(); else Finish(); } Begin: FlashCount++; } ///////////////////////////////////////////////////////////// simulated function PlayReloading() { PlayAnim('Loading',0.65, 0.05); Owner.PlayOwnedSound(CockingSound, SLOT_None,0.5*Pawn(Owner).SoundDampening); } simulated function Playejecting() { PlayAnim('Eject',1.5, 0.05); Owner.PlayOwnedSound(Misc3Sound, SLOT_None,0.6*Pawn(Owner).SoundDampening); } simulated function PlayFastReloading() { //FinishAnim(); PlayAnim('Loading',1.4, 0.05); Owner.PlayOwnedSound(CockingSound, SLOT_None,0.5*Pawn(Owner).SoundDampening); //FinishAnim(); } state ClientReload { simulated function bool ClientFire(float Value) { bForceFire = bForceFire || ( bCanClientFire && (Pawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ); return bForceFire; } simulated function bool ClientAltFire(float Value) { bForceAltFire = bForceAltFire || ( bCanClientFire && (Pawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ); return bForceAltFire; } simulated function AnimEnd() { if ( bCanClientFire && (PlayerPawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ) { if ( bForceFire || (Pawn(Owner).bFire != 0) ) { Global.ClientFire(0); return; } else if ( bForceAltFire || (Pawn(Owner).bAltFire != 0) ) { Global.ClientAltFire(0); return; } } GotoState(''); Global.AnimEnd(); } simulated function EndState() { bForceFire = false; bForceAltFire = false; } simulated function BeginState() { bForceFire = false; bForceAltFire = false; } } state ClientFiring { simulated function AnimEnd() { if ( (Pawn(Owner) == None) || (Ammotype.AmmoAmount <= 0) ) { PlayIdleAnim(); GotoState(''); } else if ( !bCanClientFire) GotoState(''); else if (bejected) { PlayFastReloading(); bejected=false; GotoState('ClientReload');} else { PlayEjecting(); bEjected=True; } } simulated function EndState() { bejected = false; } } state ClientAltFiring { simulated function AnimEnd() { if ( (Pawn(Owner) == None) || (Ammotype.AmmoAmount <= 0) ) { PlayIdleAnim(); GotoState(''); } else if ( !bCanClientFire ) GotoState(''); else { PlayReloading(); GotoState('ClientReload'); } } } state NormalFire { ignores animend; /*function AnimEnd() { //if ( (AnimSequence != 'Eject') && (AmmoType.AmmoAmount > 0) ) //would be playing if network.... If ((!bEjected)&& (AmmoType.AmmoAmount > 0)){ PlayEjecting(); bEjected=True; if ( (bEjected) && (AmmoType.AmmoAmount > 0) ) PlayFastReloading(); } else Finish(); bEjected=False; } */ Begin: If ((!bEjected)&& (AnimSequence != 'Eject')&&(AnimSequence != 'Loading')&&(AmmoType.AmmoAmount > 0)){ FinishAnim(); PlayEjecting(); //bEjected=True; } //if ( (bEjected) && (AnimSequence != 'Eject')&&(AmmoType.AmmoAmount > 0) ) FinishAnim(); PlayFastReloading(); FinishAnim(); } Finish(); bEjected=False; } /////////////////////////////////////////////////////////// simulated function TweenDown() { if ( GetAnimGroup(AnimSequence) == 'Select' ) TweenAnim( AnimSequence, AnimFrame * 0.4 ); else { if (AmmoType.AmmoAmount<=0) PlayAnim('Down2',1.0, 0.05); else PlayAnim('Down',1.0, 0.05); } } simulated function PlayIdleAnim() { LoopAnim('Sway',0.01,0.3); } simulated function PlayPostSelect() { PlayAnim('Loading', 1.3, 0.05); Owner.PlayOwnedSound(Misc2Sound, SLOT_None,1.3*Pawn(Owner).SoundDampening); } v// ============================================================ // OLweapons.osmagammo2: put your comment here // Created by UClasses - (C) 2000 by meltdown@thirdtower.com // Psychic_313: unchanged // ============================================================ class osmagammo2 expands Miniammo; Z// ============================================================ // OLweapons.OSBiodrop // Psychic_313: unchanged // ============================================================ class OSBiodrop expands Biodrop; simulated function SetWall(vector HitNormal, Actor Wall) { Super.SetWall(HitNormal, Wall); if ( Level.NetMode != NM_DedicatedServer && class'olweapons.uiweapons'.default.busedecals) spawn(class'odBioMark',,,Location, rotator(SurfaceNormal)); } JMR RAFR.-G-WwR*R- ]j2R _"U$]You got a flak shell.*G (G 3$ A/$Aq // ============================================================ // OLweapons.OSBigBiogel // Psychic_313: unchanged // ============================================================ class OSBigBiogel expands BigBiogel; simulated function SetWall(vector HitNormal, Actor Wall) { Super.SetWall(HitNormal, Wall); if ( Level.NetMode != NM_DedicatedServer && class'olweapons.uiweapons'.default.busedecals) spawn(class'odBioMark',,,Location, rotator(SurfaceNormal)); } function DropDrip() { local BioGel Gel; PlaySound(SpawnSound); // Dripping Sound Gel = Spawn(class'OSBioDrop', Pawn(Owner),,Location-Vect(0,0,1)*10); Gel.DrawScale = DrawScale * 0.5; } ZN]7T4,.- % y // ============================================================ // OLweapons.OSChunk2: put your comment here // Created by UClasses - (C) 2000 by meltdown@thirdtower.com // Psychic_313: unchanged // ============================================================ class OSChunk2 expands Chunk2; simulated function HitWall( vector HitNormal, actor Wall ) { if (!bDelayTime) { if ( (Level.Netmode != NM_DedicatedServer) && (FRand()<0.5) &&class'olweapons.uiweapons'.default.busedecals) Spawn(class'odWallCrack',,,Location, rotator(HitNormal)); } Super.HitWall(HitNormal, Wall ); } TRP#>%R%w.Krw*Ow  QOPQ?h ,R&P uQcOP9 wP*u@+uE%L=vr.*O%u?&OA>6 6. ?,xO&6. 6 ?,xO%&,O%u?& ECUR 9c// ============================================================ // OLweapons.OSStingerProjectile // Psychic_313: unchanged // ============================================================ class OSStingerProjectile expands StingerProjectile; simulated function PostBeginPlay() //decals or no decals? { Super.PostBeginPlay(); if (class'olweapons.uiweapons'.default.busedecals) ExplosionDecal=Class'odpock'; else ExplosionDecal=None; } F // ============================================================ // olweapons.osflakshellammo: to stop cheats... thankz to UTPT for mesh extraction.... // Psychic_313: unchanged // ============================================================ class osflakshellammo expands flakammo; //mesh stuff #exec MESH IMPORT MESH=FlakSlugAm ANIVFILE=MODELS\FlakSlugm_a.3D DATAFILE=MODELS\FlakSlugm_d.3D #exec MESH ORIGIN MESH=FlakSlugAm X=0 Y=0 Z=0 Yaw=128 ROLL=0 PITCH=0 #exec MESH SEQUENCE MESH=FlakSlugAm SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=FlakSlugAm SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=flakslugAm X=0.03167 Y=0.03167 Z=0.0633333 #exec MESHMAP SETTEXTURE MESHMAP=flakslugam NUM=1 TEXTURE=Jflakslugel1 TLOD=50 `Y ]J2ac::$a/!9r..*L=,, K, F-'a-q! Mcmcn8ea/!9.%?..̾#"DC>Cw*E-;$@.a!?L= a\8{R8.  Dw.8*.8O*8.  "w."8*."8N*8.  &w.&8*.&8Q*8.  w.8*.8P* g [0J r*  $.a!\̌? _CPN& Z%C%*.Kr**w**'* #* A==_*  B_JB?hnr*nB?,C*,2,**,JL=Bo:*a/!LJ>6 6* ?,xJ>;6* 6 ?,J33>6* 6 ?,PJL=::$6 - C%RB6_CA?R-Q_B 333C%R-QB?  >C&J 37!sa*a!p>- ' \M// ============================================================ // OLweapons.OLrazorjack: network/decal razorjack... // Psychic_313: unchanged // ============================================================ class OLrazorjack expands UIweapons; var bool clientanidone, bfirstfire; function float SuggestAttackStyle() { return -0.2; } function float SuggestDefenseStyle() { return -0.2; } function Projectile ProjectileFire(class 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); } simulated function tweentostill(){} //wierd bug.... simulated function PlayFiring() { PlayAnim( 'Fire', 0.7,0.05 ); } simulated function PlayAltFiring() { PlayAnim('AltFire1', 0.9,0.05); bFirstFire = true; } simulated function PlayRepeatFiring() { PlayAnim('AltFire2', 0.4,0.05); } function AltFire( float Value ) { if (AmmoType.UseAmmo(1)) { if ( Owner.bHidden ) CheckVisibility(); bPointing=True; PlayAltFiring(); GotoState('AltFiring'); } } /////////////////////////////////////////////////////////// state AltFiring { ignores animend; function Projectile ProjectileFire(class ProjClass, float ProjSpeed, bool bWarn) { local Vector Start, X,Y,Z; Owner.MakeNoise(Pawn(Owner).SoundDampening); GetAxes(Pawn(owner).ViewRotation,X,Y,Z); 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); PlayRepeatFiring(); FinishAnim(); if ( PlayerPawn(Owner) == None ) { if ( (AmmoType != None) && (AmmoType.AmmoAmount<=0) ) { Pawn(Owner).StopFiring(); Pawn(Owner).SwitchToBestWeapon(); if ( bChangeWeapon ) GotoState('DownWeapon'); } else if ( (Pawn(Owner).bAltFire == 0) || (FRand() > AltRefireRate) ) { Pawn(Owner).StopFiring(); GotoState('Idle'); } } 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'); } /* state ClientFiring { simulated function AnimEnd() { if ( (Pawn(Owner) == None) || (Ammotype.AmmoAmount <= 0) ) { PlayIdleAnim(); GotoState(''); } else if ( !bCanClientFire ) GotoState(''); else if ( bFirstFire || (Pawn(Owner).bAltFire != 0) ) { PlayRepeatFiring(); bFirstFire = false; } else if ( Pawn(Owner).bFire != 0 ) Global.ClientFire(0); else { PlayIdleAnim(); GotoState(''); } } simulated function BeginState() { Super.BeginState(); SetTimer(0.5, false); } } */ state ClientAltFiring //animation stuff.... { simulated function AnimEnd() { if ( (Pawn(Owner) == None) || ((AmmoType != None) && (AmmoType.AmmoAmount <= 0)) ) { if (!clientanidone){ //for using two anims.... PlayAnim('AltFire3', 0.9,0.05); clientanidone=true;} else{ PlayAnim('Load',0.2,0.05); clientanidone=False; GotoState('');} } else if ( !bCanClientFire ) GotoState(''); else if ( Pawn(Owner).bFire != 0 ) { if (!clientanidone){ //for using two anims.... PlayAnim('AltFire3', 0.9,0.05); clientanidone=true;} else{ PlayAnim('Load',0.2,0.05); clientanidone=False; Global.ClientFire(0); } } else if (bfirstfire || Pawn(Owner).bAltFire != 0 ){ PlayRepeatFiring(); bFirstFire = false;} //stuff to know if the first fire.... else { if (!clientanidone){ //for using two anims.... PlayAnim('AltFire3', 0.9,0.05); clientanidone=true;} else{ PlayAnim('Load',0.2,0.05); clientanidone=False; GotoState('');} } } } /////////////////////////////////////////////////////////// simulated function PlayIdleAnim() { LoopAnim('Idle', 0.4); } v /-(-( [i! \hk* jmC]' o cCa!g?L=$?.J$ nbta!̌?L=J$ oaC$?.a!+?)\=J$ ^ddOi]`vf_~RScbf"h"-XTzA$HB!l""""" * "a4( q-bL~`L=~Jǁ~tF~YF߁~$~aD~LHɁ~D~\E~fF3~lF~eHl~JF~M~bF~]O4~~RF~kF ~~N~HH~aE~lF=a~gFb~]F~oF~$~qF~nF~cFڳ~ ~<"~aOC~B~ >Z~`Hp~eE~#~rH~B~@L~ >~A"m~DAJ~[sp \ruy  x 63 C xD--*- w*%- yw{ D--*- w*%- |DP  -(-(J$ N 83!a!Aff?L=L$ @u!a!w?L=L$ AB!a!ufff?L=L$ { M H1X'TF4*$:8FLF8L)\=L Si0&l-(-( E=$N?w* w*$@.* GC%6r.*% q!L,(q!)a-q!:.%8 :.%8 q! 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[@OK  \BOT  M ~_j w*Esw.*..L#CaCB.%$@.a!X_>L= i CI}a&. =NM==.a%.!q.%a . #pA. ?Q=!w.* .a/!Z.%7%_%_, ,(&%?&)\?.a%.!q%% @7%_:_a%?,%? -q!t0w.q! tt:.%% ,( !ea!Hfff?L=a e[Fx \EHx Gz n DK,m Rr.*q!J%a!Hfff?L=q!`,'q!)u-q!:.%_:.% -ea!Hfff?L=-e'-e-e(8a!Hfff?L=q! e J Wr Cu? !Ua!U?>Ua!CL>> d LO -(=w*%.ra!C ף<=t:.%8:.%8 c   a NPw.*ow.*l,(:.% %q!&,(r.* %q!&  IM|I>2I|%|?& 0   cy+j!lL>(--/-w.*%- q Q=a!l@ ף< S L  2:%-,` B.wB*pBB bDB::$ b,-' -r B?ZrB*B?%:!X @W33?!X> @-rB*$& p && wB*B?b  ba// ============================================================ // Olweapons.OSBioGel:decals... // Psychic_313: unchanged // ============================================================ class OSBioGel expands BioGel; simulated function SetWall(vector HitNormal, Actor Wall) { Super.SetWall(HitNormal, Wall); if ( Level.NetMode != NM_DedicatedServer && class'olweapons.uiweapons'.default.busedecals) spawn(class'odBioMark',,,Location, rotator(SurfaceNormal)); } dF10l ToDq&u |٠>ca .!u?,R6xwwc*cTgծ>>RծL>L>xծ>?w?, ra ]d?, Pdw w w*JL>R?,+jY.];ER!}a/!Sa/!Ta  ]d?,   bw3  ^Z`B)=r*r.**-g( r*-Q   . ?%4 . ?,d8 R// ============================================================ // olweapons.shieldbeltpower: powershield with UT effects..... // Psychic_313: unchanged // ============================================================ class shieldbeltpower expands osut_shieldbelt; x`]\) _[( A XSUZ),*w.S*/%^/,2T/.S!Z=/ /}!Z/:*/,2/.S!/.S}   /,2&t/.S/.S}}t/u e:x$ :.  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OooIXR2o%o?& k0 @  A8*$;$.@a!gL?L= vJbi`.w`*Q`a/!uUL?\Ufff?6$ ,6=,6$6$6=,Z`?&0L=U$0Y?U$apIn Gun: S  ^// ============================================================ // OLweapons.OSWallHitEffect // Psychic_313: unchanged // ============================================================ class OSWallHitEffect expands WallHitEffect; var rotator RealRotation; replication { // Things the server should send to the client. unreliable if( Role==ROLE_Authority ) RealRotation; } function PostBeginPlay(); Auto State StartUp { simulated function Tick(float DeltaTime) { if ( Instigator != None ) MakeNoise(0.3); if ( Role == ROLE_Authority ) RealRotation = Rotation; else SetRotation(RealRotation); if ( Level.NetMode != NM_DedicatedServer ) SpawnEffects(); Disable('Tick'); } } simulated function SpawnEffects() { local Actor A; local float decision; if ( Level.NetMode == NM_DedicatedServer ) return; decision = FRand(); if (decision<0.1) PlaySound(sound'ricochet',, 1,,1200, 0.5+FRand()); if ( decision < 0.35 ) PlaySound(sound'Impact1',, 2.0,,1200); else if ( decision < 0.6 ) PlaySound(sound'Impact2',, 2.0,,1200); if (FRand()< 0.3) { A = spawn(class'Chip'); if ( A != None ) A.RemoteRole = ROLE_None; } if (FRand()< 0.3) { A = spawn(class'Chip'); if ( A != None ) A.RemoteRole = ROLE_None; } if (FRand()< 0.3) { A = spawn(class'Chip'); if ( A != None ) A.RemoteRole = ROLE_None; } if ( !Level.bHighDetailMode ) return; If(class'olweapons.UIweapons'.default.bUseDecals&& Level.NetMode != NM_DedicatedServer ) Spawn(class'odPock'); if ( Level.bDropDetail ) return; A = spawn(class'SmallSpark2',,,,Rotation + RotRand()); if ( A != None ) A.RemoteRole = ROLE_None; } TfXHn+Of#a/!A -cSf  rS*Sf  VrS*Sf  T#wS*OOSS#O%S&O&O f// ============================================================ //oldskoolinvisibility. ensures that the invisibility unhides if stuff...... // Psychic_313: unchanged // ============================================================ class oldskoolinvisibility expands TournamentPickup; var byte TempVis; var bool waspointing; function Invisibility (bool Vis) { if (Pawn(Owner)==None) Return; if( Vis ) { PlaySound(ActivateSound,,4.0); if ( PlayerPawn(Owner) != None ) PlayerPawn(Owner).ClientAdjustGlow(-0.15, vect(156.25,156.25,351.625)); Pawn(Owner).Visibility = 10; Pawn(Owner).bHidden=True; if ( Pawn(Owner).Weapon != None ) Pawn(Owner).Weapon.bOnlyOwnerSee=False; } else { PlaySound(DeActivateSound); if ( PlayerPawn(Owner) != None ) PlayerPawn(Owner).ClientAdjustGlow(0.15, vect(-156.25,-156.25,-351.625)); Pawn(Owner).Visibility = Pawn(Owner).Default.Visibility; if ( Pawn(Owner).health > 0 ) Pawn(Owner).bHidden=False; if ( Pawn(Owner).Weapon != None ) Pawn(Owner).Weapon.bOnlyOwnerSee=True; } } state Activated { function endstate() { Invisibility(False); bActive = false; } function tick(float deltatime){ //tick to verify if weapon is firing........ If (Pawn(Owner).weapon.Isinstate('normalfire')||Pawn(Owner).weapon.Isinstate('altfiring')) //check states Owner.bHidden = false; Pawn(Owner).Visibility = Pawn(Owner).Default.Visibility; } function Timer() { Charge -= 1; Owner.bHidden=True; Pawn(Owner).Visibility = 10; if (Charge<-0) { Pawn(Owner).ClientMessage(ExpireMessage); UsedUp(); } } function BeginState() { Invisibility(True); SetTimer(0.5,True); } } state DeActivated { Begin: } x~~ &  |~]A> }@c~L W}q#$Lka  yzk  }?kk k jkfAj'-r.*q!h@-F[q!VhX[X,Q u![  eis>$w.i*.i-|..i  w|*|,v!l|jZ.iw*x.iPw*x.i|r*.iQ!U.iN%** yICX%-F( t// ============================================================ // OLweapons.osmagammo: used for the mag..... // Psychic_313: unchanged // ============================================================ class osmagammo expands ShellBox; jBC-;(X&[ |soF[.r[* [ @~.GI&lI%I%r~*-H?,[[ zr@r 6z6r6@A-;[ arD'-m[ wrD'-w~*[ nb[-;*-(w*}.^w* w}*-(}*-Y(-'mr@a-H -;r@-}&y%-}srկGr@rկGr?,@z?,sr-;G?%?G?, -H6mD?6G?XG`@ -H6mD?6G?,?X6m6w*\a L !sm\ \IG?%\ fff?L>Ra ` !smRIx,-HR-'G?%R fff?L>c]a g !s]IcI%6ZD??6ZD??6ZD??] a] ZG1?p-H( NAXaiA^A  Yw.^*."iN.^i A=.-p'a!?L= L8..a!L>L=-p' MQq-p(aa!n?L=$?.a a-q!q:.%8q:.%8qw.* :.%  ,  !~qjr.* r.*  ,  !~qq!  ~ txP AOR NGo*#!3w.*.%frGa ^ on?, PnwG wG wG*Ga/!SGa/!Ta  on?, L>Y?,G(j,.o@EY MWl#gCrW/a/!A -cj.  rj*j.  Vrj*j.  Trj*WW/jjW|w*xW.w*xW.r*.Q!U.N%**Wa @WD'Pr*( lW i K`P: wN*33?+E%I.rI*+a/!Y.- `%Ia/!L`%>`A?I  .? Axo:rx*qB B@Fs.vws*s.̾#C>C"DwQ*{Q DB{?A 6Bի633S@o6k@@~A^~BA~^bP y^?,^pA^?q~D^bAw.x*,.xfU{?y y zay q?,PqUwz*zaz @wx wx wx*x4jD?{.PCGB!u YS_''&Pa5 %%q!q; @x\ % A[^ % ]% Am R0H @  0 <A=8 ,$ (4AIQRT U]iy  "$&(,0.,.08<AEIMQSUYUQSU]iqu}ۊ׋؍ڎۖۦעؤڦۮۺ׶ٸۺ  $(,04 L= e Z O^-k6-6-(e [ 6--k I // ============================================================ // OLweapons.OSMasterChunk: put your comment here // Created by UClasses - (C) 2000 by meltdown@thirdtower.com // Psychic_313: unchanged // ============================================================ class OSMasterChunk expands MasterChunk; simulated function HitWall( vector HitNormal, actor Wall ) { if (!bDelayTime) { if ( (Level.Netmode != NM_DedicatedServer) && (FRand()<0.5) &&class'olweapons.uiweapons'.default.busedecals) Spawn(class'odWallCrack',,,Location, rotator(HitNormal)); } Super.HitWall(HitNormal, Wall ); } M~JW *b-J6-6-(Er[B*a6--J Cm6(wQ*GQ DB3G?b.. jnW~ 6j6n6W-(. aK ~D'-~-'am ~Ga/!A.-* }W !b-}6-6-(Er[B*a6--} E= ;$.@a!g?L=  GW o-G6-6-(Rr[B#?*a6--G G^Z.:.% ?\C- w*- w*(a/!xa/!Yw.*%.?&C #,  33s?-g'q!n -g(* OW !b-O6-6-(Er[B*a6--O II\xN33s?$r.*q! Q9. I. bNpQ w.I*-'.In.CQa??,(a??,(-( PW b-P6-6-(Er[B*a6--P ]sQ* SW 3b-S6-6-(Er[B*a6--S IHKA 3La/!Y-a/!A.-!., JJwJ*K.J3wK*>K  ? ?,dKK c JJ !O" "" " " *-7w* "c^CI q@OVojwohbVVVVjSSME= (.857VwzjjEb{(((9"7MSM=\wE==752IIU&PC_ %.Ww7% !/PiPqP(.Vj5  C_iXiJIiPC72^p'  /Cuqi1}BuP6'5Vj' &&PuPuuui5 CiXJP_%M^! P/uqPiquXi_qiq6/2/*;1 #@!;3"DTA3/J52,D4"?7#'V85-444I;@8&S9F8#+B-WA $K;.(e H>$6T<9:J>)2G1Q:)G?,;<;ZGC>5N@*RC#GQZv=]hL 3P4FB:TE+_?*-y YJ*GE@`D.OH7N4SWI17Z93mVZQ)gL&#Eh\J4PJ>MJJ- XN?PNFaO7|\+KmbU2lS.D]ESPKe[/\SBH,twY%Sp&OPV?jBXVL1 cXDm\7gX5`\Ll0}9Syqa:Z _t4EvG^]Wd`Pre@p_Jp; 8]}h:f.ucLkgU^mXge`{lF8zkq>yhSNc;cQUx'mnf{+xo_sRzBMoz tvmx`LKs|\_dBjS}wgOzʟ~qUfDxԯb{dؐM~ndbܨXnĊڶg˸}Ũmxz̝ݯ@~|}{ywxuvstopmnkldecrjhigab`^}_~]|[z\{ZyXwYxWvUtVuTsSrRqQpPoOnLkMlKjMmJiIhHgGfFeEdDcBaCbA`@_~?^}>]|=\{<[z;Zy:Yx8Vu9Xw7Ut8Wv6Ts5Sr4Rq3Qp2Po1On0Nm0Ml/Lk.Kj-Ji,Ih*Fe+Hg*Gf)Ed(Dc'Cb&Ba%@_$?^%A`#>]"=\ :X!<[9W8V!;Z7U6T5S3Q4R2P1N/L0M.K-J+G*F,I)E(D&A%@'C$?!;#>"= : 7 9 6 3 5 2 / 1 .+-*(%'"$!       ^dOi]_RSc b2f" h"XTzJ$@A$HB!v """"" * "{ q80Gv00`6ׁ{YǾQ*2 p݁3[灯Q1[ށ:ݭ2Áy7$S u]*}X:.[䁫A // ============================================================ // OLweapons.ODBigEnergyImpact // This is the weapons pack. // Holds the network/decal compatible unreal I weapons, projectiles and effects to spawn decals, UT weapons with new ammo, // and new ammo that has icons and goes in the right slot.... // ============================================================ class ODBigEnergyImpact expands BigEnergyImpact; simulated function AttachToSurface() //fog zone hack (note that this code cannot be compiled normaly) { local bool oldfog; oldfog=region.zone.bfogzone; region.zone.bfogzone=false; //ignore fog zone when attaching. (decals don't work in fogzones) if(AttachDecal(100) == None) // trace 100 units ahead in direction of current rotation Destroy(); region.zone.bfogzone=oldfog; } S // ============================================================ // OLweapons.ODpock // This is the weapons pack. // Holds the network/decal compatible unreal I weapons, projectiles and effects to spawn decals, UT weapons with new ammo, // and new ammo that has icons and goes in the right slot.... // ============================================================ class ODpock expands pock; simulated function AttachToSurface() //fog zone hack (note that this code cannot be compiled normaly) { local bool oldfog; oldfog=region.zone.bfogzone; region.zone.bfogzone=false; //ignore fog zone when attaching. (decals don't work in fogzones) //super.attachtosurface(); if (AttachDecal(100, vect(0,0,1)) == None) destroy(); region.zone.bfogzone=oldfog; } o // ============================================================ // OLweapons.ODBlastMark // This is the weapons pack. // Holds the network/decal compatible unreal I weapons, projectiles and effects to spawn decals, UT weapons with new ammo, // and new ammo that has icons and goes in the right slot.... // ============================================================ class ODBlastMark expands BlastMark; simulated function AttachToSurface() //fog zone hack (note that this code cannot be compiled normaly) { local bool oldfog; oldfog=region.zone.bfogzone; region.zone.bfogzone=false; //ignore fog zone when attaching. (decals don't work in fogzones) if(AttachDecal(100) == None) // trace 100 units ahead in direction of current rotation Destroy(); region.zone.bfogzone=oldfog; } Vs6N* X // ============================================================ // OLweapons.ODDirectionalBlast // This is the weapons pack. // Holds the network/decal compatible unreal I weapons, projectiles and effects to spawn decals, UT weapons with new ammo, // and new ammo that has icons and goes in the right slot.... // ============================================================ class ODDirectionalBlast expands DirectionalBlast; simulated function DirectionalAttach(vector Dir, vector Norm) //fog zone hack (note that this code cannot be compiled normaly) { local bool oldfog; oldfog=region.zone.bfogzone; region.zone.bfogzone=false; //ignore fog zone when attaching. (decals don't work in fogzones) Super.DirectionalAttach(Dir,Norm); region.zone.bfogzone=oldfog; } c// ============================================================ // OLweapons.OLautomag: The automag now playing twirl :D // can be akimbo'd to (uses bane's code..... only one controls firing....other purely for animation) // Psychic_313: unchanged // ============================================================ class OLautomag expands UIweapons; var() int hitdamage; var float AltAccuracy; var bool bBringingUp; var bool nowfire, isslave, slaverequestreload, slaveprevent; //for reloading and animations var byte ClipCount, slaveclipcount; //both clipcounts stored (for accurate counting :D) var olautomag slavemag, mastermag; //the slave (second one) and the master (for referencing in newclip) var byte fireanim, firstfire, newclipanim, iFireAGun; //for client stuff..... var bool bSetup, trytick; // used for setting display properties var bool wantfinish; //client-side finish anim stuff. var bool repfire; replication { reliable if ( bNetOwner && (Role == ROLE_Authority) ) //server send to client clipcount, slavemag, slaveclipcount, bBringingUp; reliable if ((bNetInitial||repFire)&&Role==Role_Authority) iFireAGun; /*reliable if (Role < Role_Authority) //client send to server.... reload; */ } function BringUp() { if (Slavemag != none ) { SetTwoHands(); Slavemag.BringUp(); } bbringingup=true; Super.BringUp(); } //shows clip count (an enhancement) (idea from AgentX...thankx guys!!! great mod!!!!!!) simulated function PostRender( canvas Canvas ) { local PlayerPawn P; local float multiplier; P = PlayerPawn(Owner); if (P != None) { if (P.myhud!=none&&P.myhud.isa('challengehud')) multiplier=0.8; else multiplier=0.9; Canvas.DrawColor.B = 0; If (slavemag !=none){ //reverse if left side...) if(P.Handedness != 1){ if (clipcount > 15){ //set colour according to shots left..... Canvas.DrawColor.R = 255; Canvas.DrawColor.G = 0;} else{ Canvas.DrawColor.R = 0; Canvas.DrawColor.G = 255;} Canvas.SetPos(0.85 * Canvas.ClipX , multiplier* Canvas.ClipY); Canvas.Style = ERenderStyle.STY_Translucent; Canvas.Font = Canvas.SmallFont; Canvas.DrawText("Clip: "$20-clipcount); if (slaveclipcount > 15){ //set colour according to shots left..... Canvas.DrawColor.R = 255; Canvas.DrawColor.G = 0;} else{ Canvas.DrawColor.R = 0; Canvas.DrawColor.G = 255;} Canvas.SetPos(0.05 * Canvas.ClipX ,multiplier * Canvas.ClipY); Canvas.Style = ERenderStyle.STY_Translucent; Canvas.Font = Canvas.SmallFont; Canvas.DrawText("Clip: "$20-slaveclipcount);} else{ if (slaveclipcount > 15){ //set colour according to shots left..... Canvas.DrawColor.R = 255; Canvas.DrawColor.G = 0;} else{ Canvas.DrawColor.R = 0; Canvas.DrawColor.G = 255;} Canvas.SetPos(0.85 * Canvas.ClipX , multiplier * Canvas.ClipY); Canvas.Style = ERenderStyle.STY_Translucent; Canvas.Font = Canvas.SmallFont; Canvas.DrawText("Clip: "$20-slaveclipcount); if (clipcount > 15){ //set colour according to shots left..... Canvas.DrawColor.R = 255; Canvas.DrawColor.G = 0;} else{ Canvas.DrawColor.R = 0; Canvas.DrawColor.G = 255;} Canvas.SetPos(0.05 * Canvas.ClipX , multiplier * Canvas.ClipY); Canvas.Style = ERenderStyle.STY_Translucent; Canvas.Font = Canvas.SmallFont; Canvas.DrawText("Clip: "$20-clipcount); }} else { //doesn't have 2 if (clipcount > 15){ //set colour according to shots left..... Canvas.DrawColor.R = 255; Canvas.DrawColor.G = 0;} else{ Canvas.DrawColor.R = 0; Canvas.DrawColor.G = 255;} if(P.Handedness != 1){ Canvas.SetPos(0.05 * Canvas.ClipX , multiplier * Canvas.ClipY); Canvas.Style = ERenderStyle.STY_Translucent; Canvas.Font = Canvas.SmallFont; } else { Canvas.SetPos(0.85 * Canvas.ClipX ,multiplier * Canvas.ClipY); Canvas.Style = ERenderStyle.STY_Translucent; Canvas.Font = Canvas.SmallFont; } Canvas.DrawText("Clip: "$20-clipcount);} } } function Finish() { if ( bChangeWeapon ) GotoState('DownWeapon'); else if ( PlayerPawn(Owner) == None ) Super.Finish(); else if ( (AmmoType.AmmoAmount<=0) || (Pawn(Owner).Weapon != self) ) GotoState('Idle'); else if (ClipCount>=20){ GoToState('NewClip'); if (slavemag!=none) repfire=true; } else if (Pawn(Owner).bFire!=0 ) Global.Fire(0); else if (Pawn(Owner).bAltFire!=0 ) Global.AltFire(0); else GotoState('Idle'); } function DropFrom(vector StartLocation) { if ( !SetLocation(StartLocation) ) return; if (slavemag!=none){ slavemag.Destroy(); slavemag=None; } AIRating = Default.AIRating; Super.DropFrom(StartLocation); } function ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z) { local shellcase s; local vector realLoc; realLoc = Owner.Location + CalcDrawOffset(); // if (slavemag!=None && ( (iFireAGun==1 && IsInState('AltFiring')) || iFireAGun==0 && IsInState('NormalFire'))) // s = Spawn(class'ShellCase',Pawn(Owner), '', realLoc + 20 * X + slavemag.FireOffset.Y * Y + Z); // else s = Spawn(class'ShellCase',, '', realLoc + 20 * X + FireOffset.Y * Y + Z); if ( s != None ) s.Eject(((FRand()*0.3+0.4)*X + (FRand()*0.2+0.2)*Y + (FRand()*0.3+1.0) * Z)*160); if (Other == Level) { Spawn(class'olweapons.osWallHitEffect',,, HitLocation+HitNormal*9, Rotator(HitNormal)); } else if ((Other != self) && (Other != Owner) && (Other != None) ) { if ( FRand() < 0.2 ) X *= 5; Other.TakeDamage(HitDamage, Pawn(Owner), HitLocation, 3000.0*X, MyDamageType); if ( !Other.bIsPawn && !Other.IsA('Carcass') ) spawn(class'SpriteSmokePuff',,,HitLocation+HitNormal*9); else Other.PlaySound(Sound 'ChunkHit',, 4.0,,100); } } function bool HandlePickupQuery( inventory Item ) { local int OldAmmo; local Pawn P; if (Item.class == class) { if ( (Weapon(item).bWeaponStay && (slavemag!=None||!akimbomag||level.game.isa('unrealgameinfo'))) && (!Weapon(item).bHeldItem || Weapon(item).bTossedOut) ) return true; P = Pawn(Owner); if ( AmmoType != None ) { OldAmmo = AmmoType.AmmoAmount; if ( AmmoType.AddAmmo(PickupAmmoCount) && (OldAmmo == 0) && (P.Weapon.class != item.class) && !P.bNeverSwitchOnPickup ) WeaponSet(P); } if (Level.Game.LocalLog != None) Level.Game.LocalLog.LogPickup(Item, Pawn(Owner)); if (Level.Game.WorldLog != None) Level.Game.WorldLog.LogPickup(Item, Pawn(Owner)); //message if (!akimbomag||level.game.isa('unrealgameinfo')){ if (PickupMessageClass == None) P.ClientMessage(PickupMessage, 'Pickup'); else P.ReceiveLocalizedMessage( PickupMessageClass, 0, None, None, item.Class );} else if (slavemag!=None){ if (playerpawn(owner)!=none&&playerpawn(owner).myhud.isa('challengehud')) P.ClientMessage("You scavenge some ammo",'PickupMessagePlus'); else P.ClientMessage("You scavenge some ammo",'Pickup');} else{ if (playerpawn(owner)!=none&&playerpawn(owner).myhud.isa('challengehud')) P.clientmessage("Automag Akimbo!",'PickupMessagePlus'); else P.ClientMessage("Automag Akimbo!",'Pickup');} //P.ReceiveLocalizedMessage( class'PickupMessagePlus', 0, None, None, Self.Class ); if (slavemag==None&&akimbomag&&!level.game.isa('unrealgameinfo')) { slavemag=Spawn(class'olautomag',owner); slavemag.isslave=true; slavemag.mastermag=self; //new clip referencing.. slavemag.setHand(255); slavemag.BecomeItem(); slavemag.BringUp(); SetTwoHands(); AIRating = 0.4; Slavemag.SetDisplayProperties(Style, Texture, bUnlit, bMeshEnviromap); SetTwoHands(); } item.PlaySound(PickupSound); item.SetRespawn(); return true; } if ( Inventory == None ) return false; return Inventory.HandlePickupQuery(Item); } function SetTwoHands() { if ( Slavemag == None ) return; if ( (PlayerPawn(Owner) != None) && (PlayerPawn(Owner).Handedness == 2) ) { SetHand(2); return; } if ( Mesh == mesh'AutoMagL' ) SetHand(1); else SetHand(-1); } function setHand(float Hand) { local rotator newRot; if ( Hand == 2 ) { bHideWeapon = true; Super.SetHand(Hand); return; } if ( Slavemag != None ) { if ( Hand == 0 ) Hand = -1; Slavemag.SetHand(-1 * Hand); } Super.SetHand(Hand); if ( Hand == 1 ) Mesh = mesh'AutoMagL'; else Mesh = mesh'AutoMagR'; } function TraceFire( float Accuracy ) { if ( Owner.IsA('Bot') && !Bot(Owner).bNovice ) Accuracy = FMax(Accuracy, 0.45); if (slavemag!=none&&iFireAGun==1) slavemag.TraceFire(Accuracy); else Super.TraceFire(Accuracy); } function Fire(float Value) { if ( AmmoType == None ) { // ammocheck GiveAmmo(Pawn(Owner)); } if (slavemag!=none&&slavemag.isinstate('newclip')) return; if ( AmmoType.UseAmmo(1) ) { GotoState('NormalFire'); bCanClientFire = true; bPointing=True; ClientFire(value); Pawn(Owner).PlayRecoil(FiringSpeed); TraceFire(0.0); } } simulated function PlayFiring() { PlayOwnedSound(FireSound, SLOT_None,2.0*Pawn(Owner).SoundDampening); //PlayAnim('Shoot',0.5 + 0.31 * FireAdjust, 0.02); if (iFireAGun==1 && slavemag!=None) { if (slavemag.AnimSequence!='Shoot0') slavemag.PlayAnim('Shoot',2.5, 0.02); } else{ if (AnimSequence!='Shoot0') PlayAnim('Shoot',2.5, 0.02); } fireanim=0; } simulated function PlayFiringmid() { PlayAnim('Shoot0',0.26, 0.04); fireanim=2; } simulated function PlayFiringend() { PlayAnim('Shoot2',0.8, 0.0); fireanim=3; } simulated function PlayAltFiring() { PlayAnim('T1', 1.3, 0.05); if (slavemag!=None ) slavemag.PlayAnim('T1', 1.3, 0.05); firstfire=1; } simulated function PlayAltstart() { PlayAnim('Shot2a', 1.2, 0.05); firstfire=2; } simulated function Playaltend(){ PlayAnim('Shot2c', 0.7, 0.05); firstfire=3; } simulated function PlayRepeatFiring() { if ( Affector != None ) Affector.FireEffect(); if ( PlayerPawn(Owner) != None &&playerpawn(owner).player.IsA('viewport')) { PlayerPawn(Owner).ClientInstantFlash( -0.2, vect(325, 225, 95)); PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert); } //bMuzzleFlash++; owner.PlayownedSound(FireSound, SLOT_None,2.0*Pawn(Owner).SoundDampening); PlayAnim('Shot2b', 0.4, 0.05); } function AltFire( float Value ) { if (slavemag!=none&&slavemag.isinstate('newclip')) return; bPointing=True; bCanClientFire = true; AltAccuracy = 0.4; CheckVisibility(); if ( AmmoType == None ) { // ammocheck GiveAmmo(Pawn(Owner)); } if (AmmoType.AmmoAmount>0) { Pawn(Owner).PlayRecoil(1.5 * FiringSpeed); if ( PlayerPawn(Owner) != None ) PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert); ClientAltFire(value); GotoState('AltFiring'); } } simulated function bool ClientAltFire( float Value ) { if (slavemag!=none&&slavemag.isinstate('clientnewclip')) return false; if ( bCanClientFire && ((Role == ROLE_Authority) || (AmmoType == None) || (AmmoType.AmmoAmount > 0)) ) { if ( (PlayerPawn(Owner) != None) && ((Level.NetMode == NM_Standalone) || PlayerPawn(Owner).Player.IsA('ViewPort')) ) { if ( InstFlash != 0.0 ) PlayerPawn(Owner).ClientInstantFlash( InstFlash, InstFog); PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert); } if ( Affector != None ) Affector.FireEffect(); PlayAltFiring(); if ( Role < ROLE_Authority ) GotoState('ClientAltFiring'); return true; } return false; } simulated function bool ClientFire( float Value ) //for returning state stuff..... { if (slavemag!=none&&slavemag.isinstate('clientnewclip')) return false; return Super.ClientFire(Value); } state Active { function bool PutDown() { if ( bWeaponUp || (AnimFrame < 0.75) ) GotoState('DownWeapon'); else bChangeWeapon = true; return True; } function BeginState() { bChangeWeapon = false; } function EndState() { Super.EndState(); bBringingUp = false; } Begin: if (ammotype!=none&&!isslave){ If (slavemag==none){ //simple check...... if (19 0) ); return bForceFire; } simulated function bool ClientAltFire(float Value) { bForceAltFire = bForceAltFire || ( bCanClientFire && (Pawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ); return bForceAltFire; } simulated function tick(float delta){ global.tick(delta); // if (frand()<0.25) // playerpawn(owner).clientmessage("ClientNewClipTick! Animsequence is"@animsequence@" Animating?"@IsAnimating()@" Doing tick?"@trytick@"This is slave?"@isslave); if (trytick&&!isslave&&!slaveprevent){ trytick=false; if ( bCanClientFire && (PlayerPawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ) { if ( bForceFire || (Pawn(Owner).bFire != 0) ) { Global.ClientFire(0); return; } else if ( bForceAltFire || (Pawn(Owner).bAltFire != 0) ) { Global.ClientAltFire(0); return; } } GotoState(''); Global.AnimEnd(); } } simulated function animend(){ if (trytick&&!isslave) //if not then it should wait for finishanim() PlayIdleAnim(); } simulated function EndState() { bForceFire = false; bForceAltFire = false; newclipanim=0; // playerpawn(owner).clientmessage("State ended! now: "@GetStateName()@" Animsequence is"@animsequence@" Animating?"$IsAnimating()); } simulated function BeginState() { // newclipanim=0; //Playeject(); bForceFire = false; bForceAltFire = false; } begin: //bcanclientfire=false; //hack sorta to play cockgun (only works if the mesh is in wating state). I like Hasanim!!!! if (isslave&&mastermag==none) playerpawn(owner).clientmessage("mastermag equaled none!"); if ((pawn(owner)!=None)&&owner.animsequence!=''&&(pawn(owner).GetAnimGroup(pawn(owner).AnimSequence) == 'waiting')&&(pawn(owner).hasanim('cockgun'))) Pawn(owner).PlayAnim('CockGun',, 0.3); Playeject(); // playerpawn(owner).clientmessage("Awaiting Eject"); FinishAnim(); // playerpawn(owner).clientmessage("Awaiting Down"); Playdownclip(); FinishAnim(); // playerpawn(owner).clientmessage("Awaiting Re-Select"); if (!isslave&&slaverequestreload&&slavemag!=none){ slaverequestreload=false; slavemag.gotostate('clientnewclip'); slaveprevent=true; } Playselectclip(); FinishAnim(); //bcanclientfire=true; // reloadnow=false; if (isslave) { mastermag.slaveprevent=false; playidleanim(); Gotostate(''); } else trytick=true; //launch ticker.... PlayIdleAnim(); //replicate move crap } state NormalFire { ignores Fire, AltFire, AnimEnd; Begin: iFireAGun=1-iFireAGun; if (ifireagun==1&&slavemag!=none) slaveclipcount++; else if (clipcount<20) ClipCount++; if (iFireAGun==1 && slavemag!=None) { if (slavemag.AnimSequence!='Shoot0') sleep(0.01); slavemag.playfiringmid(); Sleep(0.2); } else { if (AnimSequence!='Shoot0') { if (slavemag!=None) Sleep(0.01); else FinishAnim(); } Playfiringmid(); if (slavemag!=None) Sleep(0.2); else FinishAnim(); } if (ifireagun==0&&ClipCount>15) PlayOwnedSound(Misc1Sound, SLOT_None, 3.5*Pawn(Owner).SoundDampening); else if (slaveclipcount>15) PlayOwnedSound(Misc1Sound, SLOT_None, 3.5*Pawn(Owner).SoundDampening); if ( bChangeWeapon ) GotoState('DownWeapon'); // else if ( PlayerPawn(Owner) == None ) UsAaR33: pawns obey same rulez as players..... // Super.Finish(); else if ( (AmmoType.AmmoAmount<=0) || (Pawn(Owner).Weapon != self) ) GotoState('Idle'); else if (ClipCount>=20&&(slavemag==none||slaveclipcount>=20)){ if (slavemag!=none){ slaverequestreload=true; repfire=true; } GoToState('NewClip'); } else if (clipcount>=20&&slaveclipcount<20&&slavemag!=none&&ifireagun==1){ //we need to sleep to let it catch up..... sleep(0.21); ifireagun=0; if ( Pawn(Owner).bFire!=0 ) Global.Fire(0); else if ( Pawn(Owner).bAltFire!=0 )Global.AltFire(0);} else if ( Pawn(Owner).bFire!=0 ) Global.Fire(0); else if ( Pawn(Owner).bAltFire!=0 )Global.AltFire(0); if (iFireAGun==1 && slavemag!=None) slavemag.PlayFiringend(); Playfiringend(); FinishAnim(); GoToState('Idle'); } /* state ClientFiring { simulated function AnimEnd() { playerpawn(owner).clientmessage("Normfire Animend! Animsequence is"@animsequence@" Animating?"$IsAnimating()@" Fore anim"@fireanim); if ((ClipCount>=20)&&(Ammotype.ammoamount>0)){ fireanim=0; GoToState('clientNewClip'); } else if(fireanim==2){ if (ClipCount>15) PlayOwnedSound(Misc1Sound, SLOT_None, 3.5*Pawn(Owner).SoundDampening); Playfiringend(); } else if(fireanim!=3) Playfiringmid(); else{ fireanim=0; if ( (Pawn(Owner) == None) || (Ammotype.AmmoAmount <= 0) ) { PlayIdleAnim(); GotoState(''); } else if ( !bCanClientFire ) GotoState(''); else if ( Pawn(Owner).bAltFire != 0) { FirstFire = 0; Global.ClientAltFire(0); } else if ( Pawn(Owner).bFire != 0 ) Global.ClientFire(0); else { PlayIdleAnim(); GotoState(''); } } } } */ simulated state ClientFiring { simulated function AnimEnd(){ //replicate move hack if (!wantfinish&&!isslave) playidleanim(); } Begin: wantfinish=false; iFireAGun=1-iFireAGun; if (iFireAGun==1 && slavemag!=None) { if (slavemag.AnimSequence!='Shoot0') sleep(0.01); slavemag.playfiringmid(); Sleep(0.2); } else { if (AnimSequence!='Shoot0') { if (slavemag!=None) Sleep(0.01); else{ wantFinish=true; FinishAnim(); } } Playfiringmid(); if (slavemag!=None) Sleep(0.2); else { wantfinish=true; FinishAnim(); } } wantfinish=false; if ((ifireagun==0||slavemag==none)&&ClipCount>15) PlayOwnedSound(Misc1Sound, SLOT_None, 3.5*Pawn(Owner).SoundDampening); else if (slaveclipcount>15) PlayOwnedSound(Misc1Sound, SLOT_None, 3.5*Pawn(Owner).SoundDampening); // else if ( PlayerPawn(Owner) == None ) UsAaR33: pawns obey same rulez as players..... // Super.Finish(); if ( (Pawn(Owner) == None) || ((AmmoType != None) && (AmmoType.AmmoAmount <= 0)) ) { PlayIdleAnim(); GotoState(''); } else if ( !bCanClientFire ) GotoState(''); else if (ClipCount>=20&&(slavemag==none||slaveclipcount>=20)){ if (slavemag!=none) slaverequestreload=true; GoToState('ClientNewClip'); } else if (clipcount>=20&&slaveclipcount<20&&slavemag!=none&&ifireagun==1){ //we need to sleep to let it catch up..... sleep(0.21); ifireagun=0; if ( Pawn(Owner).bFire!=0 ) Global.ClientFire(0); else if ( Pawn(Owner).bAltFire!=0 )Global.ClientAltFire(0); } else if ( Pawn(Owner).bFire!=0 ) Global.ClientFire(0); else if ( Pawn(Owner).bAltFire!=0 )Global.ClientAltFire(0); if (iFireAGun==1 && slavemag!=None) slavemag.PlayFiringend(); Playfiringend(); wantfinish=true; FinishAnim(); wantfinish=false; PlayIdleAnim(); GoToState(''); } /* state ClientAltFiring { simulated function timer(){ if (ifireagun==0&&ClipCount>15&&firstfire!=1) PlayownedSound(Misc1Sound, SLOT_None, 3.5*Pawn(Owner).SoundDampening); else if (slaveclipcount>15&&firstfire!=1) PlayownedSound(Misc1Sound, SLOT_None, 3.5*Pawn(Owner).SoundDampening); if ( Pawn(Owner) == None ) GotoState(''); else if (ClipCount>=20&&(slavemag==none||slaveclipcount>=20)){ if (slavemag!=none) slaverequestreload=true; GoToState('clientNewClip'); } else if ( Ammotype.AmmoAmount <= 0 ) { PlayAnim('T2', 0.9, 0.05); GotoState(''); } else if ( !bCanClientFire ) GotoState(''); else if ( FirstFire==2 || (Pawn(Owner).bAltFire != 0) ) { if (iFireAGun==1 && slavemag!=None) slavemag.playrepeatfiring(); else PlayRepeatFiring(); settimer(0.13,false); } else if (firstfire!=3){ enable('animend'); Playaltend(); } else if ( Pawn(Owner).bFire != 0 &&!nowfire){ PlayAnim('T2', 0.9, 0.05); Nowfire=true; enable('animend');} else { PlayAnim('T2', 0.9, 0.05); GotoState(''); } } simulated function AnimEnd() { playerpawn(owner).clientmessage("Altfire Animend! Animsequence is"@animsequence@" Animating?"$IsAnimating()@" Fore anim"@firstfire); if (ifireagun==0&&ClipCount>15&&firstfire!=1) PlayownedSound(Misc1Sound, SLOT_None, 3.5*Pawn(Owner).SoundDampening); else if (slaveclipcount>15&&firstfire!=1) PlayownedSound(Misc1Sound, SLOT_None, 3.5*Pawn(Owner).SoundDampening); if ( Pawn(Owner) == None ) GotoState(''); else if (ClipCount>=20&&(slavemag==none||slaveclipcount>=20)){ if (slavemag!=none) slaverequestreload=true; GoToState('clientNewClip'); } else if (firstfire==1){ if (slavemag!=None) slavemag.Playaltstart(); Playaltstart(); } else if ( Ammotype.AmmoAmount <= 0 ) { PlayAnim('T2', 0.9, 0.05); GotoState(''); } else if ( !bCanClientFire ) GotoState(''); else if ( FirstFire==2 || (Pawn(Owner).bAltFire != 0) ) { if (iFireAGun==1 && slavemag!=None) slavemag.playrepeatfiring(); else PlayRepeatFiring(); if (slavemag!=none&&ifireagun==1) slavemag.firstfire= 0; else FirstFire = 0; if (slavemag!=none) { settimer(0.13,false); disable('animend'); } } else if (firstfire!=3) Playaltend(); else if ( Pawn(Owner).bFire != 0 &&!nowfire){ PlayAnim('T2', 0.9, 0.05); Nowfire=true;} else if ( nowfire){ Nowfire=false; Global.ClientFire(0); } else { PlayAnim('T2', 0.9, 0.05); GotoState(''); } } } */ simulated state ClientAltFiring { simulated function AnimEnd(){ //replicate move hack if (!wantfinish&&!isslave) PlayAnim('Shot2b', 0.4, 0.05); //playidleanim(); } Begin: WantFinish=true; FinishAnim(); if (slavemag!=None) slavemag.Playaltstart(); Playaltstart(); FinishAnim(); wantfinish=false; if (iFireAGun==0 && slavemag!=None&&AmmoType.AmmoAmount>0) Animend(); //crappy hack :( Repeater: // playerpawn(owner).clientmessage("Repeater BEG! Anim="@animsequence@"Slavemag anim="@slavemag.animsequence@"iFireAGun="@ifireagun); if (AmmoType.AmmoAmount>0) { Wantfinish=true; iFireAGun=1-iFireAGun; if (iFireAGun==1 && slavemag!=None) slavemag.playrepeatfiring(); else PlayRepeatFiring(); if (slavemag!=None){ if (iFireAGun==1&&animsequence=='shot2b'&&IsAnimating()) Finishanim(); else{ WantFinish=false; Sleep(0.13); } } else FinishAnim(); } //playerpawn(owner).clientmessage("Repeater END! Anim="@animsequence@"Slavemag anim="@slavemag.animsequence@"iFireAGun="@ifireagun); if ( (Pawn(Owner) == None) || ((AmmoType != None) && (AmmoType.AmmoAmount <= 0)) ) { PlayIdleAnim(); if (slavemag!=none) slavemag.playidleanim(); GotoState(''); } else if ( !bCanClientFire ) GotoState(''); if ((ifireagun==0&&ClipCount>15)||slaveclipcount>15) owner.PlayOwnedSound(Misc1Sound, SLOT_None, 3.5*Pawn(Owner).SoundDampening); if (ClipCount>=20&&(slavemag==none||slaveclipcount>=20)){ if (slavemag!=none) slaverequestreload=true; GoToState('ClientNewClip'); } else if (Pawn(Owner).bAltFire!=0) { if (clipcount>=20&&slaveclipcount<20&&slavemag!=none&&ifireagun==1){ //if norm done and out of clip WantFinish=false; sleep(0.13); ifireagun=0; } // playerpawn(owner).clientmessage("Going back to repeat! Anim="@animsequence@"Slavemag anim="@slavemag.animsequence@"iFireAGun="@ifireagun); Goto('Repeater'); } if (slavemag!=None) slavemag.playaltend(); Playaltend(); WantFinish=true; FinishAnim(); if(slavemag!=None) slavemag.PlayAnim('T2', 0.9, 0.05); PlayAnim('T2', 0.9, 0.05); FinishAnim(); WantFinish=false; //playerpawn(owner).clientmessage("After finish! Anim="@animsequence@"Slavemag anim="@slavemag.animsequence@"iFireAGun="@ifireagun); //finish: if ( (Pawn(Owner) == None) || ((AmmoType != None) && (AmmoType.AmmoAmount <= 0)) ) { PlayIdleAnim(); GotoState(''); } else if ( !bCanClientFire ) GotoState(''); else if ( Pawn(Owner).bFire != 0 ) Global.ClientFire(0); else if ( Pawn(Owner).bAltFire != 0 ) Global.ClientAltFire(0); else { PlayIdleAnim(); GotoState(''); } } state AltFiring { ignores Fire, AltFire, AnimEnd; Begin: FinishAnim(); if (slavemag!=None) slavemag.Playaltstart(); Playaltstart(); FinishAnim(); Repeater: if (AmmoType.UseAmmo(1)) { iFireAGun=1-iFireAGun; if (ifireagun==1&&slavemag!=none) slaveclipcount++; else if (clipcount<20) ClipCount++; Pawn(Owner).PlayRecoil(1.5 * FiringSpeed); TraceFire(AltAccuracy); if (iFireAGun==1 && slavemag!=None) slavemag.playrepeatfiring(); else PlayRepeatFiring(); if (slavemag!=None){ Sleep(0.13); } else FinishAnim(); } if ( AltAccuracy < 3 ) AltAccuracy += 0.5; if (ifireagun==0&&ClipCount>15) PlayOwnedSound(Misc1Sound, SLOT_None, 3.5*Pawn(Owner).SoundDampening); else if (slaveclipcount>15) PlayOwnedSound(Misc1Sound, SLOT_None, 3.5*Pawn(Owner).SoundDampening); if ( bChangeWeapon ) GotoState('DownWeapon'); else if ( (AmmoType.AmmoAmount<=0) || (Pawn(Owner).Weapon != self) ) GotoState('Idle'); else if (ClipCount>=20&&(slavemag==none||slaveclipcount>=20)){ if (slavemag!=none){ slaverequestreload=true; repfire=true; } GoToState('NewClip'); } else if ( (Pawn(Owner).bAltFire!=0) && AmmoType.AmmoAmount>0 ) { if ( PlayerPawn(Owner) == None ) Pawn(Owner).bAltFire = int( FRand() < AltReFireRate ); if (clipcount>=20&&slaveclipcount<20&&slavemag!=none&&ifireagun==1){ //we need to sleep to let it catch up..... sleep(0.13); ifireagun=0; } Goto('Repeater'); } if (/*iFireAGun==1 && */slavemag!=None) slavemag.playaltend(); Playaltend(); FinishAnim(); if(slavemag!=None) slavemag.PlayAnim('T2', 0.9, 0.05); PlayAnim('T2', 0.9, 0.05); FinishAnim(); Finish(); } simulated function PlayIdleAnim() { local float randy; if ( Mesh == PickupViewMesh ) return; /* if (slavemag!=none&&!slavemag.isinstate('newclip')&&!slavemag.isinstate('clientnewclip')){ randy=frand(); if (randy>0.95 ) slavemag.PlayAnim('Twiddle',0.6,0.3); else if (randy>0.9 ) slavemag.PlayAnim('Twirl',0.6); //I utilitized the unused twirl animation.... else slavemag.LoopAnim('Sway1',0.02, 0.3); } */ if (slavemag!=none&&!slavemag.IsAnimating()) slavemag.PlayIdleAnim(); randy=frand(); if (randy>0.95 ) PlayAnim('Twiddle',0.6,0.3); else if (randy>0.9 ) PlayAnim('Twirl',0.6); //I utilitized the unused twirl animation.... else LoopAnim('Sway1',0.02, 0.3); } /* exec function reload(){ If ((20-clipcount 0 ) return FMax( 0.25 * desire, AlreadyHas.AmmoType.MaxDesireability * FMin(1, 0.15 * AlreadyHas.AmmoType.MaxAmmo/AlreadyHas.AmmoType.AmmoAmount) ); } } if ( (Bot.Weapon == None) || (Bot.Weapon.AIRating <= 0.4) ) return 2*desire; return desire; } //almighty double renderer :D simulated event RenderOverlays(canvas Canvas) { local PlayerPawn PlayerOwner; local int realhand; PlayerOwner = PlayerPawn(Owner); if ( PlayerOwner != None ) { if ( PlayerOwner.DesiredFOV != PlayerOwner.DefaultFOV ) return; realhand = PlayerOwner.Handedness; if ( (Level.NetMode == NM_Client) && (realHand == 2) ) { bHideWeapon = true; return; } if ( !bHideWeapon ) { if ( Mesh == mesh'AutoMagL' ) PlayerOwner.Handedness = 1; else if (/* bIsSlave || */(Slavemag != None) ) PlayerOwner.Handedness = -1; } } Super.RenderOverlays(Canvas); if ( !bHideWeapon && ( (Slavemag != None) /*|| bIsSlave*/ ) ) { Slavemag.isslave=true; //keep updating this stuff: no need to replicate slavemag.mastermag=self; if ( Slavemag.bBringingUp ) { Slavemag.bBringingUp = false; Slavemag.PlayAnim('Select',1.0,0.0); } Slavemag.RenderOverlays(Canvas); } if ( PlayerOwner != None ) PlayerOwner.Handedness = realhand; } //more stuff for akimbo...... simulated function TweenDown() { if (slavemag!=None) { if ( (slavemag.AnimSequence != '') && (slavemag.GetAnimGroup(slavemag.AnimSequence) == 'Select') ) TweenAnim( slavemag.AnimSequence, slavemag.AnimFrame * 0.4 ); else slavemag.PlayAnim('Down', 1.0, 0.05); } if ( (AnimSequence != '') && (GetAnimGroup(AnimSequence) == 'Select') ) TweenAnim( AnimSequence, AnimFrame * 0.4 ); else PlayAnim('Down', 1.0, 0.05); } simulated function TweenSelect() { if (slavemag!=None) slavemag.TweenAnim('Select',0.001); TweenAnim('Select',0.001); } simulated function PlaySelect() { if (slavemag!=None) slavemag.PlayAnim('Select',1.0,0.0); Super.PlaySelect(); } simulated function AnimEnd() { if ( (Level.NetMode == NM_Client) && bBringingUp && (Mesh != PickupViewMesh) ) { bBringingUp = false; PlaySelect(); } else if (isslave&&(mastermag.isinstate('')||mastermag.IsInState('idle')||animsequence=='select')) PlayIdleAnim(); else if (!isslave) Super.AnimEnd(); } State ClientActive { simulated function AnimEnd() { bBringingUp = false; Super.AnimEnd(); } simulated function BeginState() { Super.BeginState(); bBringingUp = false; } } // End Class //============================================================================= E @Y\c;yL D @~td ha  a>P4!@ !I !a)\=P !I I:PavPm wQ*H@+HE%hr.*v%.a/!Lv&>?-F.a!z.a!y.a!{'.b.v&H>{-F#. #v& -F<. . ?v%L=b8. . >6. 6. ?,vA?>vA>H  Vq>vr*`.&q!-'-'. @ qr*a/!QI.6-6?%-'r -( ^g ($aa!^  f^u.$ru*q!U :u%Uua/!Y?ru*).u?,u$ f@fwN*@ #<hN D@h?C@ #<@hu>a/!9..w*Eu>& xd7O Jb.. TLKN 6T6L6KMNիd?L?իd?K?-g w*f # ?,(*  33s?M?' N-(. a$tIND0@((-'M?'9*-g(Z.pa[MNoZa[9LK ZZ @=-';&Oq!-' Z  |pj@gXaapgqg  Yw.q*.p .qp `\ 5$*-w*a* x // ============================================================ // OLweapons.ODEnergyImpact // This is the weapons pack. // Holds the network/decal compatible unreal I weapons, projectiles and effects to spawn decals, UT weapons with new ammo, // and new ammo that has icons and goes in the right slot.... // ============================================================ class ODEnergyImpact expands EnergyImpact; simulated function AttachToSurface() //fog zone hack (note that this code cannot be compiled normaly) { local bool oldfog; oldfog=region.zone.bfogzone; region.zone.bfogzone=false; //ignore fog zone when attaching. (decals don't work in fogzones) if(AttachDecal(100) == None) // trace 100 units ahead in direction of current rotation Destroy(); region.zone.bfogzone=oldfog; } J// ============================================================ // OLweapons.OSHeavyWallHitEffect: LOL exact same as the light one....... of course the super calls differently :D // Psychic_313: unchanged // ============================================================ class OSHeavyWallHitEffect expands HeavyWallHitEffect; var rotator RealRotation; replication { // Things the server should send to the client. unreliable if( Role==ROLE_Authority ) RealRotation; } function PostBeginPlay(); Auto State StartUp { simulated function Tick(float DeltaTime) { if ( Instigator != None ) MakeNoise(0.3); if ( Role == ROLE_Authority ) RealRotation = Rotation; else SetRotation(RealRotation); if ( Level.NetMode != NM_DedicatedServer ) SpawnEffects(); Disable('Tick'); } } simulated function SpawnEffects() { local Actor A; local float decision; if ( Level.NetMode == NM_DedicatedServer ) return; decision = FRand(); if (decision<0.15) PlaySound(sound'ricochet',, 0.5,,1200, 0.3 + 0.7 * FRand()); else if ( decision < 0.5 ) PlaySound(sound'Impact1',, 4.0,,800); else if ( decision < 0.9 ) PlaySound(sound'Impact2',, 4.0,,800); if (FRand()< 0.5) { A = spawn(class'Chip'); if ( A != None ) A.RemoteRole = ROLE_None; } if (FRand()< 0.5) { A = spawn(class'Chip'); if ( A != None ) A.RemoteRole = ROLE_None; } if (FRand()< 0.5) { A = spawn(class'Chip'); if ( A != None ) A.RemoteRole = ROLE_None; } if ( !Level.bHighDetailMode ) return; If(class'olweapons.UIweapons'.default.bUseDecals&& Level.NetMode != NM_DedicatedServer ) Spawn(class'odPock'); if ( Level.bDropDetail ) return; A = spawn(class'SmallSpark',,,,Rotation + RotRand()); if ( A != None ) A.RemoteRole = ROLE_None; } HD// ============================================================ // OLweapons.OSRazorBlade: makes use of decals and nothing more.... // Psychic_313: unchanged // ============================================================ class OSRazorBlade expands RazorBlade; auto state Flying { simulated function HitWall (vector HitNormal, actor Wall) { super.Hitwall(hitnormal,wall); If (class'olweapons.uiweapons'.default.bUseDecals) Spawn(class'odWallCrack',,,Location, rotator(HitNormal)); } } mSW .$ nSW :.$.  o // ============================================================ // OLweapons.odWallCrack // This is the weapons pack. // Holds the network/decal compatible unreal I weapons, projectiles and effects to spawn decals, UT weapons with new ammo, // and new ammo that has icons and goes in the right slot.... // ============================================================ class odWallCrack expands WallCrack; simulated function AttachToSurface() //fog zone hack (note that this code cannot be compiled normaly) { local bool oldfog; oldfog=region.zone.bfogzone; region.zone.bfogzone=false; //ignore fog zone when attaching. (decals don't work in fogzones) if(AttachDecal(100) == None) // trace 100 units ahead in direction of current rotation Destroy(); region.zone.bfogzone=oldfog; } DM20!2-m -^ -L z& -m'MwM*tMa/!{gMMNe%ex D?g?I%e e // ============================================================ //OLweapons.ODbiomark //This is the weapons pack. //Holds the network/decal compatible unreal I weapons, projectiles and effects to spawn decals, UT weapons with new ammo, //and new ammo that has icons and goes in the right slot.... // ============================================================ class ODbiomark expands biomark; simulated function AttachToSurface() //fog zone hack (note that this code cannot be compiled normaly) { local bool oldfog; oldfog=region.zone.bfogzone; region.zone.bfogzone=false; //ignore fog zone when attaching. (decals don't work in fogzones) if(AttachDecal(100) == None) // trace 100 units ahead in direction of current rotation Destroy(); region.zone.bfogzone=oldfog; } olIEvgtwt*ta/!{qvl,/a8 MB  Bt Il&0 10{a M t w{*{-e'{~{ qtt! t// ============================================================ // OLweapons.OSRazorBladeAlt: put your comment here // Created by UClasses - (C) 2000 by meltdown@thirdtower.com // Psychic_313: unchanged // ============================================================ class OSRazorBladeAlt expands RazorBladeAlt; auto state Flying { simulated function HitWall (vector HitNormal, actor Wall) { super.Hitwall(hitnormal,wall); If (class'olweapons.uiweapons'.default.bUseDecals) Spawn(class'odWallCrack',,,Location, rotator(HitNormal)); } } _x' aQ8>  @ 6%(wN*fN DB3f?b.. {a_z 6{6a6_. aD zD'-E zzջa?,կ?,z,A_ff?ba@ zbbf Mt// ============================================================ // Olweapons.olstarterbolt: used for skaarj trooper and nalitrooper (operation: na pali) // This is the weapons pack. // Holds the network/decal compatible unreal I weapons, projectiles and effects to spawn decals, UT weapons with new ammo, and new ammo that has icons and goes in the right slot.... // ============================================================ class OLstarterbolt expands starterbolt; simulated function Tick(float DeltaTime) { local vector X,Y,Z, AimSpot, DrawOffset, AimStart; local int YawErr; local float dAdjust; local Bot MyBot; local scriptedpawn mypawn; AnimTime += DeltaTime; if ( AnimTime > 0.05 ) { AnimTime -= 0.05; SpriteFrame++; if ( SpriteFrame == ArrayCount(SpriteAnim) ) SpriteFrame = 0; Skin = SpriteAnim[SpriteFrame]; } // orient with respect to instigator if ( Instigator != None ) { if ( (Level.NetMode == NM_Client) && (!Instigator.IsA('PlayerPawn') || (PlayerPawn(Instigator).Player == None)) ) { SetRotation(AimRotation); Instigator.ViewRotation = AimRotation; DrawOffset = ((0.01 * class'PulseGun'.Default.PlayerViewOffset) >> Rotation); DrawOffset += (Instigator.EyeHeight * vect(0,0,1)); } else { MyBot = Bot(instigator); if ( MyBot != None ) { if ( Instigator.Target == None ) Instigator.Target = Instigator.Enemy; if ( Instigator.Target == Instigator.Enemy ) { if (MyBot.bNovice ) dAdjust = DeltaTime * (4 + instigator.Skill) * 0.075; else dAdjust = DeltaTime * (4 + instigator.Skill) * 0.12; if ( OldError > NewError ) OldError = FMax(OldError - dAdjust, NewError); else OldError = FMin(OldError + dAdjust, NewError); if ( OldError == NewError ) NewError = FRand() - 0.5; if ( StartError > 0 ) StartError -= DeltaTime; else if ( MyBot.bNovice && (Level.TimeSeconds - MyBot.LastPainTime < 0.2) ) StartError = MyBot.LastPainTime; else StartError = 0; AimSpot = 1.25 * Instigator.Target.Velocity + 0.75 * Instigator.Velocity; if ( Abs(AimSpot.Z) < 120 ) AimSpot.Z *= 0.25; else AimSpot.Z *= 0.5; if ( Instigator.Target.Physics == PHYS_Falling ) AimSpot = Instigator.Target.Location - 0.0007 * AimError * OldError * AimSpot; else AimSpot = Instigator.Target.Location - 0.0005 * AimError * OldError * AimSpot; if ( (Instigator.Physics == PHYS_Falling) && (Instigator.Velocity.Z > 0) ) AimSpot = AimSpot - 0.0003 * AimError * OldError * AimSpot; AimStart = Instigator.Location + FireOffset.X * X + FireOffset.Y * Y + (1.2 * FireOffset.Z - 2) * Z; if ( FastTrace(AimSpot - vect(0,0,10), AimStart) ) AimSpot = AimSpot - vect(0,0,10); GetAxes(Instigator.Rotation,X,Y,Z); AimRotation = Rotator(AimSpot - AimStart); AimRotation.Yaw = AimRotation.Yaw + (OldError + StartError) * 0.75 * aimerror; YawErr = (AimRotation.Yaw - (Instigator.Rotation.Yaw & 65535)) & 65535; if ( (YawErr > 3000) && (YawErr < 62535) ) { if ( YawErr < 32768 ) AimRotation.Yaw = Instigator.Rotation.Yaw + 3000; else AimRotation.Yaw = Instigator.Rotation.Yaw - 3000; } } else if ( Instigator.Target != None ) AimRotation = Rotator(Instigator.Target.Location - Instigator.Location); else AimRotation = Instigator.ViewRotation; Instigator.ViewRotation = AimRotation; SetRotation(AimRotation); } else if (instigator.isa('scriptedpawn')){ //skaarj or nali mypawn=scriptedpawn(instigator); if ( Instigator.Target == None ) Instigator.Target = Instigator.Enemy; if ( Instigator.Target == Instigator.Enemy&&instigator.target!=none ) { dAdjust = DeltaTime * (4 + instigator.Skill) * 0.12; if ( OldError > NewError ) OldError = FMax(OldError - dAdjust, NewError); else OldError = FMin(OldError + dAdjust, NewError); if ( OldError == NewError ) NewError = FRand() - 0.5; if ( StartError > 0 ) StartError -= DeltaTime; else if ( mypawn.skill<2 && (Level.TimeSeconds - mypawn.LastPainTime < 0.2) ) StartError = mypawn.LastPainTime; else StartError = 0; AimSpot = 1.25 * Instigator.Target.Velocity + 0.75 * Instigator.Velocity; if ( Abs(AimSpot.Z) < 120 ) AimSpot.Z *= 0.25; else AimSpot.Z *= 0.5; if ( Instigator.Target.Physics == PHYS_Falling ) AimSpot = Instigator.Target.Location - 0.0007 * AimError * OldError * AimSpot; else AimSpot = Instigator.Target.Location - 0.0005 * AimError * OldError * AimSpot; if ( (Instigator.Physics == PHYS_Falling) && (Instigator.Velocity.Z > 0) ) AimSpot = AimSpot - 0.0003 * AimError * OldError * AimSpot; AimStart = Instigator.Location + FireOffset.X * X + FireOffset.Y * Y + (1.2 * FireOffset.Z - 2) * Z; if ( FastTrace(AimSpot - vect(0,0,10), AimStart) ) AimSpot = AimSpot - vect(0,0,10); GetAxes(Instigator.Rotation,X,Y,Z); AimRotation = Rotator(AimSpot - AimStart); AimRotation.Yaw = AimRotation.Yaw + (OldError + StartError) * 0.75 * aimerror; YawErr = (AimRotation.Yaw - (Instigator.Rotation.Yaw & 65535)) & 65535; if ( (YawErr > 3000) && (YawErr < 62535) ) { if ( YawErr < 32768 ) AimRotation.Yaw = Instigator.Rotation.Yaw + 3000; else AimRotation.Yaw = Instigator.Rotation.Yaw - 3000; } } else if ( Instigator.Target != None ) AimRotation = Rotator(Instigator.Target.Location - Instigator.Location); else AimRotation = Instigator.ViewRotation; Instigator.ViewRotation = AimRotation; SetRotation(AimRotation); } else //who knows... { AimRotation = Instigator.ViewRotation; SetRotation(AimRotation); } Drawoffset = Instigator.Weapon.CalcDrawOffset(); } GetAxes(Instigator.ViewRotation,X,Y,Z); if ( bCenter ) { FireOffset.Z = Default.FireOffset.Z * 1.5; FireOffset.Y = 0; } else { FireOffset.Z = Default.FireOffset.Z; if ( bRight ) FireOffset.Y = Default.FireOffset.Y; else FireOffset.Y = -1 * Default.FireOffset.Y; } if (instigator.isa('nali')){ drawoffset.z-=9; drawoffset.y+=5.5; drawoffset.x+=14; } else if (instigator.isa('skaarj')){ drawoffset.y+=59; drawoffset.z-=9; } SetLocation(Instigator.Location + DrawOffset + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z); } else GetAxes(Rotation,X,Y,Z); CheckBeam(X, DeltaTime); } iIkP'a  rXdc \% a/!_N-A &g-[ _-d S-m L-0 z& vWa/!9-f Q-q h,-0 PE-| nrUU333?-f Q-q hU>-0 P-| n-| n-0 P2-0 PK-| nUGa?s-f Q-q h-q h-f Q7[w7*Dw.7*w.7*.7.777-]7a `w7*7-'77 s-X -0  o !H r// ============================================================ // OLweapons.Olrifle: the rifle..... with HUD crosshair since the rifle disappears anyway.... // Psychic_313: unchanged // ============================================================ class Olrifle expands UIweapons; var int NumFire; var float StillTime, StillStart; var vector OwnerLocation; simulated function TweenDown() { if ( IsAnimating() && (AnimSequence != '') && (GetAnimGroup(AnimSequence) == 'Select') ) TweenAnim( AnimSequence, AnimFrame * 0.4 ); else if ((playerpawn(owner) != None)&&( Playerpawn(Owner).DesiredFOV != Playerpawn(Owner).DefaultFOV )) PlayAnim('DownWscope', 1.0, 0.05); //yeah!! else PlayAnim('Down', 1.0, 0.05); } function float RateSelf( out int bUseAltMode ) //from UT snipey rifle... { local float dist; if ( AmmoType.AmmoAmount <=0 ) return -2; bUseAltMode = 0; if ( (Bot(Owner) != None) && Bot(Owner).bSniping ) return AIRating + 1.15; if ( Pawn(Owner).Enemy != None ) { dist = VSize(Pawn(Owner).Enemy.Location - Owner.Location); if ( dist > 1200 ) { if ( dist > 2000 ) return (AIRating + 0.75); return (AIRating + FMin(0.0001 * dist, 0.45)); } } return AIRating; } function AltFire( float Value ) { ClientAltFire(Value); } simulated function bool ClientAltFire( float Value ) { GotoState('Zooming'); return true; } /////////////////////////////////////////////////////// state NormalFire { function Fire(float F); function AltFire(float F); Begin: FinishAnim(); Finish(); } function Timer() { local actor targ; local float bestAim, bestDist; local vector FireDir; bestAim = 0.95; if ( Pawn(Owner) == None ) { GotoState(''); return; } if ( VSize(Pawn(Owner).Location - OwnerLocation) < 6 ) StillTime += FMin(2.0, Level.TimeSeconds - StillStart); else StillTime = 0; StillStart = Level.TimeSeconds; OwnerLocation = Pawn(Owner).Location; FireDir = vector(Pawn(Owner).ViewRotation); targ = Pawn(Owner).PickTarget(bestAim, bestDist, FireDir, Owner.Location); if ( Pawn(targ) != None ) { SetTimer(1 + 4 * FRand(), false); bPointing = true; Pawn(targ).WarnTarget(Pawn(Owner), 200, FireDir); } else { SetTimer(0.4 + 1.6 * FRand(), false); if ( (Pawn(Owner).bFire == 0) && (Pawn(Owner).bAltFire == 0) ) bPointing = false; } } simulated function PlayAltFiring() //uses the 1337 scope, man!!!!!!! { if ( Playerpawn(Owner).DesiredFOV != Playerpawn(Owner).DefaultFOV ) //if not then we want to scope down... PlayAnim('Scopeup', 3.0,0.05); else PlayAnim('Scopedown', 3.0,0.05); } /* simulated function PlayDownScope() //uses the 1337 scope, man!!!!!!! { PlayAnim('Scopedown', 3.0,0.05); } */ simulated function PlayFiring() { PlayOwnedSound(FireSound, SLOT_None, Pawn(Owner).SoundDampening*3.0); if ((playerpawn(owner) != None)&&( Playerpawn(Owner).DesiredFOV != Playerpawn(Owner).DefaultFOV )) PlayAnim('ScopeFire', 0.56,0.05); else PlayAnim('Fire', 0.7,0.05); } function ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z) { local shellcase s; if ( PlayerPawn(Owner) != None ) { PlayerPawn(Owner).ClientInstantFlash( -0.4, vect(650, 450, 190)); if ( PlayerPawn(Owner).DesiredFOV == PlayerPawn(Owner).DefaultFOV ) bMuzzleFlash++; } s = Spawn(class'ShellCase',Pawn(Owner), '', Owner.Location + CalcDrawOffset() + 30 * X + (2.8 * FireOffset.Y+5.0) * Y - Z * 1); if ( s != None ) { s.DrawScale = 2.0; s.Eject(((FRand()*0.3+0.4)*X + (FRand()*0.2+0.2)*Y + (FRand()*0.3+1.0) * Z)*160); } if (Other == Level) Spawn(class'OSHeavyWallHitEffect',,, HitLocation+HitNormal*9, Rotator(HitNormal)); else if ( (Other != self) && (Other != Owner) && (Other != None) ) { if ( Other.IsA('Pawn') && (HitLocation.Z - Other.Location.Z > 0.62 * Other.CollisionHeight) && (instigator.IsA('PlayerPawn') || (instigator.skill > 1)) && (!Other.IsA('ScriptedPawn') || !ScriptedPawn(Other).bIsBoss) ) Other.TakeDamage(100, Pawn(Owner), HitLocation, 35000 * X, 'decapitated'); else Other.TakeDamage(45, Pawn(Owner), HitLocation, 30000.0*X, 'shot'); if ( !Other.IsA('Pawn') && !Other.IsA('Carcass') ) spawn(class'SpriteSmokePuff',,,HitLocation+HitNormal*9); } } function Finish() { //bMuzzleFlash = 0; if ( ((Pawn(Owner).bFire!=0) || (Pawn(Owner).bAltFire!=0)) && (FRand() < 0.6) ) Timer(); Super.Finish(); } state Idle { function AltFire( float Value ) { GoToState('Zooming'); } function Fire( float Value ) { if (AmmoType.UseAmmo(1)) { GotoState('NormalFire'); bCanClientFire = true; if ( PlayerPawn(Owner) != None ) PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert); bPointing=True; //taken from sniper rifle: helps bot code :D if ( Owner.IsA('Bot') ) { // simulate bot using zoom if ( Bot(Owner).bSniping && (FRand() < 0.65) ) AimError = AimError/FClamp(StillTime, 1.0, 8.0); else if ( VSize(Owner.Location - OwnerLocation) < 6 ) AimError = AimError/FClamp(0.5 * StillTime, 1.0, 3.0); else StillTime = 0; } Pawn(Owner).PlayRecoil(FiringSpeed); TraceFire(0.0); ClientFire(Value); CheckVisibility(); } } function BeginState() { if (Pawn(Owner).bFire!=0) Fire(0.0); bPointing = false; SetTimer(0.4 + 1.6 * FRand(), false); Super.BeginState(); } function EndState() { SetTimer(0.0, false); Super.EndState(); } Begin: bPointing=False; if ( (AmmoType != None) && (AmmoType.AmmoAmount<=0) ) Pawn(Owner).SwitchToBestWeapon(); //Goto Weapon that has Ammo if ( Pawn(Owner).bFire!=0 ) Fire(0.0); Disable('AnimEnd'); PlayIdleAnim(); } simulated event RenderOverlays( canvas Canvas ) //prevents the damn thing from hiding the sniper rifle, cause that's bad :D { local rotator NewRot; local bool bPlayerOwner; local int Hand; local PlayerPawn PlayerOwner; if ( bHideWeapon || (Owner == None) ) return; PlayerOwner = PlayerPawn(Owner); if ( PlayerOwner != None ) { bPlayerOwner = true; Hand = PlayerOwner.Handedness; if ( (Level.NetMode == NM_Client) && (Hand == 2) ) { bHideWeapon = true; return; } } if ( !bPlayerOwner || (PlayerOwner.Player == None) ) Pawn(Owner).WalkBob = vect(0,0,0); if ( (bMuzzleFlash > 0) && bDrawMuzzleFlash && Level.bHighDetailMode && (MFTexture != None) ) { MuzzleScale = Default.MuzzleScale * Canvas.ClipX/640.0; if ( !bSetFlashTime ) { bSetFlashTime = true; FlashTime = Level.TimeSeconds + FlashLength; } else if ( FlashTime < Level.TimeSeconds ) bMuzzleFlash = 0; if ( bMuzzleFlash > 0 ) { if ( Hand == 0 ) Canvas.SetPos(Canvas.ClipX/2 - 0.5 * MuzzleScale * FlashS + Canvas.ClipX * (-0.2 * Default.FireOffset.Y * FlashO), Canvas.ClipY/2 - 0.5 * MuzzleScale * FlashS + Canvas.ClipY * (FlashY + FlashC)); else Canvas.SetPos(Canvas.ClipX/2 - 0.5 * MuzzleScale * FlashS + Canvas.ClipX * (Hand * Default.FireOffset.Y * FlashO), Canvas.ClipY/2 - 0.5 * MuzzleScale * FlashS + Canvas.ClipY * FlashY); Canvas.Style = 3; Canvas.DrawIcon(MFTexture, MuzzleScale); Canvas.Style = 1; } } else bSetFlashTime = false; SetLocation( Owner.Location + CalcDrawOffset() ); NewRot = Pawn(Owner).ViewRotation; if ( Hand == 0 ) newRot.Roll = -2 * Default.Rotation.Roll; else newRot.Roll = Default.Rotation.Roll * Hand; setRotation(newRot); Canvas.DrawActor(self, false); } /////////////////////////////////////////////////////// //so it can zoom instantly like the UT one...... state Zooming { simulated function Animend(){ if (owner==none) return; if ((playerpawn(owner) != None)&&( Playerpawn(Owner).DesiredFOV != Playerpawn(Owner).DefaultFOV )) PlayAnim('StillScope',1.0, 0.0); else PlayAnim('Still',1.0, 0.0); } simulated function Tick(float DeltaTime) { if (Pawn(Owner).bAltFire == 0) { if ((PlayerPawn(Owner) != None) && PlayerPawn(Owner).Player.IsA('ViewPort')) PlayerPawn(Owner).StopZoom(); SetTimer(0.0,False); if (role==role_authority) GoToState('Idle'); else GotoState(''); } } simulated function BeginState() { if ( Owner.IsA('PlayerPawn') ) { if ( PlayerPawn(Owner).Player.IsA('ViewPort') ) PlayerPawn(Owner).ToggleZoom(); PlayAltFiring(); SetTimer(0.075,True); } else { Pawn(Owner).bFire = 1; Pawn(Owner).bAltFire = 0; Global.Fire(0); } } } /////////////////////////////////////////////////////////// simulated function PlayIdleAnim() { if ( Mesh != PickupViewMesh ) { if ((playerpawn(owner) != None)&&( Playerpawn(Owner).DesiredFOV != Playerpawn(Owner).DefaultFOV )&&(Animsequence!='scopeup'||!IsAnimating())) PlayAnim('StillScope',1.0, 0.05); else if ((animsequence!='scopedown'&&animsequence!='scopeup')||IsAnimating()) PlayAnim('Still',1.0, 0.05); } } simulated function TweenToStill(){ if (playerpawn(owner)==none||Playerpawn(Owner).DesiredFOV == Playerpawn(Owner).DefaultFOV) TweenAnim('Still', 0.1); else TweenAnim('StillScope', 0.1); } x I:H a/!wr. *.  -(t\%\ &![!h ,!\!p ,!H!t ,!W!m ,!Y!s ,!_!W 3,!b!V Q,!J!U o, !N!S , !e!p , !x!G , -0!Z!M!@!O 4 a/. . 'q a/. . 'a/!W a/!g  #(z&z ,D!H ,D!D ,D!d ),D!] <,D!k O,D!j b,D!f u, D!g , D!i , D!f  a/D( a/!R \%-' a/!g \%+ a/!m-A-'J a/!h-'i a/!M-' a/!W-m-' a/!V-d-' a/!S-f-' a/!s-|-'; a/!]-0-' a/!p)-C  #-' a/!U-[-' a/!t-q-'? a/!e-L a/!| olWeapons.osDispersionpowerupi a/!|-L-' a/!h-e-' a/!\-\-' a/!g-s-' a/!V-V-'; a/!{-D-'e a/!`-D-'w*- I - ](// ============================================================ // OLWeapons.OSDispersionPowerUp: so it works on the NEW dispersion pistol..... // Psychic_313: moved from OldSkool // ============================================================ class OSDispersionPowerUp expands tournamentpickup; var float idletime; //for using the DM stuff..... var oldskool mastermutator; var bool doswap; var Sound PowerUpSounds[4]; function prebeginplay(){ super.prebeginplay(); if ( class'olWeapons.oldskool'.default.poweruptime==0) disable('tick'); //don't tick or it'll crash :D } function Destroyed() { if (Level.Game.Isa('deathmatchplus')&&(Mastermutator != None)&&(mastermutator.bpowerups)&&doswap){ //verify that we do want to call the function.... mastermutator.Spawnpowerup(0); } Super.Destroyed(); } function Tick(float deltatime) //only actually set from the mutator so nothing to worry about here...... { if (Owner == None&&mastermutator!=none&&mastermutator.poweruptime!=0&&doswap) { IdleTime += deltatime; if ( IdleTime >= mastermutator.poweruptime ) { IdleTime = 0; Spawn(class'osringexplosion2', self,, self.Location, self.Rotation); //uses asmd blast.. Destroy(); } } } event float BotDesireability( pawn Bot ) { local OLDPistol D; D = OlDPistol(Bot.FindInventoryType(class'olDPistol')); if ( (D == None) || (D.PowerLevel >=4) ) return -1; else return Super.BotDesireability(Bot); } auto state Pickup { function BeginState() { BecomePickup(); SetOwner(None); LoopAnim('AnimEnergy',0.4); bCollideWorld = true; //check that no idle stuff.... } function Touch( actor Other ) { local olDPistol d; local Inventory Copy; if ( Pawn(Other)!=None && Pawn(Other).bIsPlayer) { d = olDPistol(Pawn(Other).FindInventoryType(class'olDPistol')); if ( (d != None) && (d.PowerLevel < 4) ){ Disable('tick'); IdleTime = 0; ActivateSound = PowerUpSounds[d.PowerLevel]; Level.Game.PickupQuery(Pawn(Other), Self); if (Level.Game.LocalLog != None) Level.Game.LocalLog.LogPickup(Self, Pawn(Other)); if (Level.Game.WorldLog != None) Level.Game.WorldLog.LogPickup(Self, Pawn(Other)); if ( PickupMessageClass == None) Pawn(Other).ClientMessage(PickupMessage, 'Pickup'); else Pawn(Other).ReceiveLocalizedMessage( PickupMessageClass, 0, None, None, Self.Class ); } } } } A// ============================================================ // OLweapons.OSLightWallHitEffect: put your comment here // Created by UClasses - (C) 2000 by meltdown@thirdtower.com // Psychic_313: unchanged // ============================================================ class OSLightWallHitEffect expands LightWallHitEffect; var rotator RealRotation; replication { // Things the server should send to the client. unreliable if( Role==ROLE_Authority ) RealRotation; } function PostBeginPlay(); Auto State StartUp { simulated function Tick(float DeltaTime) { if ( Instigator != None ) MakeNoise(0.3); if ( Role == ROLE_Authority ) RealRotation = Rotation; else SetRotation(RealRotation); if ( Level.NetMode != NM_DedicatedServer ) SpawnEffects(); Disable('Tick'); } } simulated function SpawnEffects() { local Actor A; local float decision; if ( Level.NetMode == NM_DedicatedServer ) return; decision = FRand(); if (decision<0.2) PlaySound(sound'ricochet',, 1,,1200, 0.5+FRand()); else if ( decision < 0.4 ) PlaySound(sound'Impact1',, 3.0,,800); else if ( decision < 0.6 ) PlaySound(sound'Impact2',, 3.0,,800); if (FRand()< 0.2) { A = spawn(class'Chip'); if ( A != None ) A.RemoteRole = ROLE_None; } if ( !Level.bHighDetailMode ) return; If(class'olweapons.UIweapons'.default.bUseDecals&& Level.NetMode != NM_DedicatedServer ) Spawn(class'odPock'); if ( Level.bDropDetail ) return; if (FRand()< 0.2) { A = spawn(class'SmallSpark',,,,Rotation + RotRand()); if ( A != None ) A.RemoteRole = ROLE_None; } } c8e ;$ff?.a!Ju>L=  |})d $\%\ w& ![#!h$olweapons.oldpistol!olWeapons.osDispersionpowerupm , !\#!p$olweapons.olautomag!UnrealShare.Shellboxm $, !H#!t$olweapons.olstinger!UnrealShare.StingerAmmom v, !W#!m$olweapons.olasmd!UnrealShare.ASMDAmmom , !Y#!s$olweapons.oleightball!UnrealShare.RocketCanm !, !_#!W$olweapons.olflakcannon!UnrealI.FlakBoxm u, !b#!V$olweapons.olrazorjack!UnrealI.RazorAmmom , !J#!U$olweapons.olgesbiorifle!UnrealI.Sludgem ,  !N#!S$olweapons.olrifle!UnrealI.RifleAmmom m,  !e#!p$olweapons.olminigun!UnrealShare.Shellboxm ,  !x#!G$olweapons.olquadshot!olweapons.olshellsm j, -0 !Z#!M$olweapons.olsmmag!olweapons.osmagammog !@#!O$olweapons.olsmenf!olweapons.osmagammo2m a/!Wa/ -($(a/!ga/#!(YYa/!_a/!g #(@z&z ,C!CF!H ,C!bF!D ,C!aF!d ,C!~F!] ,C!EF!k ,C!BF!j =,C!GF!f [, C!^F!g y, C!AF!i , C!DF!f a/C5 v.(@a/F #r*olweapons.olshells(Va/!R'= a/!Ya/!ba/![-q5 h.(-s5 ".('>a/!^-f5 Q.(a/!B-d5 S.(a/!A-C5 P.( a/!C-05 .(N a/!~-|5 n.( a/!E-m5 L.(: a/!aa/!Fa/!Z -A5 &.(: 8 -s5 .(: ' a/!F-Aolweapons.olasmdolweapons.osamplifier( a/!G-[5 _.() a/!l-LolWeapons.osDispersionPowerUp(t a/!m-E olWeapons.osDispersionPowerUp(; a/!D i&olweapons.olasmdunrealshare.amplifier(9 9 i, -05 Z.7 5 N.(''a/!^ a/!d -Aunrealshare.asmdammo( . '@ a/!] -|unrealshare.RocketCan(@ ,. $, . $. ' a/!D -qunrealshare.stingerAmmo( ,. $,. $. N'`a/!j-dunreali.razorammo(`,. $,. $. 'a/!]-funreali.Rifleround(, . $%. $'_a/!ga/!],-funreali.rifleAmmo(_, . $%. $'a/!k-munreali.FlakBox(,. $,. $. 'a/!Ha-0 #r*unrealshare.Clip(%. $,. $. 'a/!ia/!Ha/!OX-C #r*unrealshare.ShellBox(%. $,. $. '.a/!f-[unreali.Sludge(.,. $,. $. 'a/!ga/!^r. . . 'a/!ya/!Y-D olweapons.osJumpBoots(Ia/!v-solweapons.osAmplifier(a/!s-Volweapons.osKevlarSuit(. 'a/!R-\unrealshare.SuperHealth(aa/!Ua/!WF-]olweapons.olArmor(a. 'a/!u-eUnrealshare.Bandages(a/!Q-Dunrealshare.health(ya/!za/!XDj,olweapons.osPowerShield(ywj&olweapons.osShieldbelt(y'a/!T-Y olweapons.oldskoolinvisibility(' F// ============================================================ // OLweapons.OLminigun: Network/decal minigun... // Psychic_313: unchanged // ============================================================ class OLminigun expands UIweapons; var float ShotAccuracy, Count; var bool bOutOfAmmo, bFiredShot; var OverHeatLight s; function GenerateBullet() { if ( LightType == LT_None ) LightType = LT_Steady; else LightType = LT_None; bFiredShot = true; if ( PlayerPawn(Owner) != None ) PlayerPawn(Owner).ClientInstantFlash( -0.2, vect(325, 225, 95)); if ( AmmoType.UseAmmo(1) ) TraceFire(ShotAccuracy); else GotoState('FinishFire'); } function ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z) { local int rndDam; if ( PlayerPawn(Owner) != None ) PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert); if (Other == Level) Spawn(class'OSLightWallHitEffect',,, HitLocation+HitNormal*9, Rotator(HitNormal)); else if ( (Other!=self) && (Other!=Owner) && (Other != None) ) { if ( !Other.IsA('Pawn') && !Other.IsA('Carcass') ) spawn(class'SpriteSmokePuff',,,HitLocation+HitNormal*9); if ( Other.IsA('ScriptedPawn') && (FRand() < 0.2) ) Pawn(Other).WarnTarget(Pawn(Owner), 500, X); rndDam = 8 + Rand(6); if ( FRand() < 0.2 ) X *= 2; Other.TakeDamage(rndDam, Pawn(Owner), HitLocation, rndDam*500.0*X, 'shot'); } } function Fire( float Value ) { Enable('Tick'); if ( (Count<1) && AmmoType.UseAmmo(1) ) { CheckVisibility(); if ( PlayerPawn(Owner) != None ) PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert); AmbientSound = FireSound; SoundVolume = 255*Pawn(Owner).SoundDampening; //so it uses the recoil animation..... Pawn(Owner).PlayRecoil(FiringSpeed); bCanClientFire = true; bPointing=True; ShotAccuracy = 0.1; //PlayFiring(); ClientFire(value); GotoState('NormalFire'); } else GoToState('Idle'); } function AltFire( float Value ) { Enable('Tick'); if ( (Count<1) && AmmoType.UseAmmo(1) ) { CheckVisibility(); bPointing=True; ShotAccuracy = 0.8; bCanClientFire = true; Pawn(Owner).PlayRecoil(FiringSpeed); AmbientSound = FireSound; SoundVolume = 255*Pawn(Owner).SoundDampening; //PlayAltFiring(); ClientAltFire(value); GoToState('AltFiring'); } else GoToState('Idle'); } simulated function PlayFiring() { LoopAnim('Shoot1',0.8, 0.05); } simulated function PlayAltFiring() { PlayAnim('Shoot1',0.8, 0.05); } simulated function PlayUnwind() { if ( Owner != None ) { PlayOwnedSound(Misc1Sound, SLOT_Misc, 3.0*Pawn(Owner).SoundDampening); //Finish firing, power down PlayAnim('UnWind',0.8, 0.05); } } //////////////////////////////////////////////////////// state FinishFire //from minigun2 { function Fire(float F) {} function AltFire(float F) {} function ForceFire() { bForceFire = true; } function ForceAltFire() { bForceAltFire = true; } function BeginState() { PlayUnwind(); } Begin: FinishAnim(); Finish(); } /////////////////////////////////////////////////////// state NormalFire { function Tick( float DeltaTime ) { if (Owner==None) AmbientSound = None; else SetLocation(Owner.Location); } function AnimEnd() { if (Pawn(Owner).Weapon != self) GotoState(''); else if (Pawn(Owner).bFire!=0 && AmmoType.AmmoAmount>0) { if ( (PlayerPawn(Owner) != None) || (FRand() < ReFireRate) ) Global.Fire(0); else { Pawn(Owner).bFire = 0; GotoState('FinishFire'); } } else if ( Pawn(Owner).bAltFire!=0 && AmmoType.AmmoAmount>0) Global.AltFire(0); else GotoState('FinishFire'); } function EndState() { LightType = LT_None; AmbientSound = None; Super.EndState(); } Begin: SetLocation(Owner.Location); Sleep(0.13); GenerateBullet(); Goto('Begin'); } //////////////////////////////////////////////////////// //netcode stuff.... state ClientFiring { simulated function AnimEnd() { if ( (Pawn(Owner) == None) || (AmmoType.AmmoAmount <= 0) ) { PlayUnwind(); GotoState(''); } else if ( !bCanClientFire ) GotoState(''); else if ( Pawn(Owner).bFire != 0 ) Global.ClientFire(0); else if ( Pawn(Owner).bAltFire != 0 ) Global.ClientAltFire(0); else { PlayUnwind(); GotoState('ClientFinish'); } } simulated function BeginState() { AmbientSound = FireSound; bSteadyFlash3rd = true; } simulated function EndState() { bSteadyFlash3rd = false; Super.EndState(); } } //////////////////////////////////////////////////////// state ClientFinish { simulated function bool ClientFire(float Value) { bForceFire = bForceFire || ( bCanClientFire && (Pawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ); return bForceFire; } simulated function bool ClientAltFire(float Value) { bForceAltFire = bForceAltFire || ( bCanClientFire && (Pawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ); return bForceAltFire; } simulated function AnimEnd() { if ( bCanClientFire && (PlayerPawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ) { if ( bForceFire || (Pawn(Owner).bFire != 0) ) { Global.ClientFire(0); return; } else if ( bForceAltFire || (Pawn(Owner).bAltFire != 0) ) { Global.ClientAltFire(0); return; } } GotoState(''); Global.AnimEnd(); } simulated function EndState() { // bSteadyFlash3rd = false; bForceFire = false; bForceAltFire = false; AmbientSound = None; } simulated function BeginState() { //bSteadyFlash3rd = false; bForceFire = false; bForceAltFire = false; } } state ClientAltFiring { simulated function AnimEnd() { if ( (Pawn(Owner) == None) || (AmmoType.AmmoAmount <= 0) ) { PlayUnwind(); GotoState(''); } else if ( !bCanClientFire ) GotoState(''); else if ( Pawn(Owner).bAltFire != 0 ) { if ( (AnimSequence != 'Shoot2') || !bAnimLoop ) { AmbientSound = AltFireSound; SoundVolume = 255*Pawn(Owner).SoundDampening; LoopAnim('Shoot2',1.9); } else if ( AmbientSound == None ) AmbientSound = FireSound; if ( Affector != None ) Affector.FireEffect(); if ( PlayerPawn(Owner) != None ) PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert); } else if ( Pawn(Owner).bFire != 0 ) Global.ClientFire(0); else { PlayUnwind(); bSteadyFlash3rd = false; GotoState('ClientFinish'); } } simulated function BeginState() { bSteadyFlash3rd = true; AmbientSound = FireSound; } simulated function EndState() { bSteadyFlash3rd = false; Super.EndState(); } } state AltFiring { function Tick( float DeltaTime ) { if (Owner==None) { AmbientSound = None; GotoState('Pickup'); } else SetLocation(Owner.Location); if ( (PlayerPawn(Owner) == None) && bFiredShot && (FRand() < DeltaTime/AltReFireRate) ) Pawn(Owner).bAltFire = 0; if ( bFiredShot && ((pawn(Owner).bAltFire==0) || bOutOfAmmo) ) GoToState('FinishFire'); } function AnimEnd() { if ( (AnimSequence != 'Shoot2') || !bAnimLoop ) { AmbientSound = AltFireSound; SoundVolume = 255*Pawn(Owner).SoundDampening; LoopAnim('Shoot2',0.8); } } function EndState() { LightType = LT_None; AmbientSound = None; Super.EndState(); } function BeginState() { Super.BeginState(); bFiredShot = false; } Begin: SetLocation(Owner.Location); Sleep(0.13); GenerateBullet(); if ( AnimSequence == 'Shoot2' ) Goto('FastShoot'); Goto('Begin'); FastShoot: Sleep(0.07); GenerateBullet(); Goto('FastShoot'); } /////////////////////////////////////////////////////////// state Idle { Begin: if (Pawn(Owner).bFire!=0 && AmmoType.AmmoAmount>0) Fire(0.0); if (Pawn(Owner).bAltFire!=0 && AmmoType.AmmoAmount>0) AltFire(0.0); PlayAnim('Still'); bPointing=False; if ( (AmmoType != None) && (AmmoType.AmmoAmount<=0) ) Pawn(Owner).SwitchToBestWeapon(); //Goto Weapon that has Ammo Disable('AnimEnd'); PlayIdleAnim(); } Y\ -x 2-r.*q!ZZ:.%-x'  K"// ============================================================ // olarmor by UsAaR33. allows UT armor rules..... // Psychic_313: unchanged in Oldskool III OlWeapons.OlArmor // ============================================================ class olarmor expands armor2; function bool HandlePickupQuery( inventory Item ) { local inventory S; if ( item.class == class ) { if (level.game.isa('deathmatchplus')&&class'olweapons.uiweapons'.default.newarmorrules){ S = Pawn(Owner).FindInventoryType(class'UT_Shieldbelt'); if (s==none) //try another check S = Pawn(Owner).FindInventoryType(class'osShieldbelt'); if (s==none) //try another check S = Pawn(Owner).FindInventoryType(class'ospowershield'); if ( S==None ) { if ( Charge Pawn(owner).Enemy.Location.Z + 120 )) bUseAltMode = 1; else if ( Pawn(owner).Enemy.Location.Z > Owner.Location.Z + 120 ) bUseAltMode = 0; if (powerlevel>2) //always use primary if the power is high... bUseAltMode = 0; return rating * (PowerLevel + 1); } // return delta to combat style function float SuggestAttackStyle() { local float EnemyDist; local Inventory Inv; if ( !Pawn(Owner).bIsPlayer || (PowerLevel > 0) ) return 0; return -0.3; } function bool HandlePickupQuery( inventory Item ) { if ( Item.IsA('osDispersionPowerup') || (String(Item.Class)~="oldskool.osweaponpowerup") ) { AmmoType.AddAmmo(AmmoType.MaxAmmo); Pawn(Owner).ClientMessage(Item.PickupMessage, 'Pickup'); Item.PlaySound (PickupSound); if ( PowerLevel<4 ) { ShakeVert = Default.ShakeVert + PowerLevel; PowerUpSound = Item.ActivateSound; if ( Pawn(Owner).Weapon == self ) { PowerLevel++; GotoState('PowerUp'); if ( (Level.NetMode != NM_Standalone) && Owner.IsA('PlayerPawn') && (ViewPort(PlayerPawn(Owner).Player) == None) ) // playerpawn(owner).ClientWeaponEvent('PowerUp'); DoPowerUp(powerlevel); } else if ( (Pawn(Owner).Weapon != Self) && !Pawn(Owner).bNeverSwitchOnPickup ) { Pawn(Owner).Weapon.PutDown(); Pawn(Owner).PendingWeapon = self; GotoState('PowerUp', 'Waiting'); } else PowerLevel++; } Item.SetRespawn(); return true; } else return Super.HandlePickupQuery(Item); } /*simulated function ClientWeaponEvent(name EventType) //called up pickup { if ( EventType == 'PowerUp' ) { GotoState('Clientpowerup'); } } */ simulated function DoPowerUp(byte newlevel){ //called on pickup powerlevel=newlevel; GotoState('Clientpowerup'); } /* simulated function tick(float deltatime){ //ticker for client-powerups if (clientpowerlevel!=powerlevel&&Role ProjClass, float ProjSpeed, bool bWarn) { local Vector Start, X,Y,Z; local DispersionAmmo da; local float Mult; Owner.MakeNoise(Pawn(Owner).SoundDampening); if (Amp!=None) Mult = Amp.UseCharge(80); else Mult=1.0; GetAxes(Pawn(owner).ViewRotation,X,Y,Z); Start = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; AdjustedAim = pawn(owner).AdjustAim(ProjSpeed, Start, AimError, True, (3.5*FRand()-1=4) && AmmoType.UseAmmo(6) ) da = Spawn(class'olweapons.OSDAmmo5',,, Start,AdjustedAim); } if ( (da != None) && (Mult>1.0) ) da.InitSplash(Mult); } function AltFire( float Value ) { bPointing=True; CheckVisibility(); bCanClientFire = true; ClientAltFire(Value); GoToState('AltFiring'); } //////////////////////////////////////////////////////// state AltFiring { ignores AltFire, animend; function Tick( float DeltaTime ) { if ( Level.NetMode == NM_StandAlone || (Level.Netmode == NM_listenserver&&playerpawn(owner)!=none&&playerpawn(owner).player.isa('viewport'))) //don't let this happen in netgames.... (that is called by clientaltfire) { PlayerViewOffset.X = WeaponPos.X + FRand()*ChargeSize*7; PlayerViewOffset.Y = WeaponPos.Y + FRand()*ChargeSize*7; PlayerViewOffset.Z = WeaponPos.Z + FRand()*ChargeSize*7; } ChargeSize += DeltaTime; if( (pawn(Owner).bAltFire==0)) GoToState('ShootLoad'); Count += DeltaTime; if (Count > 0.3) { Count = 0.0; If (!AmmoType.UseAmmo(1)) GoToState('ShootLoad'); AmmoType.GoToState('Idle2'); } } Function EndState() { PlayerviewOffset = WeaponPos; if (cl1!=None) cl1.Destroy(); if (cl2!=None) cl2.Destroy(); } function BeginState() { WeaponPos = PlayerviewOffset; ChargeSize=0.0; } Begin: if (AmmoType.UseAmmo(1)) { //Owner.Playsound(Misc1Sound,SLOT_Misc, Pawn(Owner).SoundDampening*4.0); Count = 0.0; Sleep(2.0 + 0.6 * PowerLevel); GoToState('ShootLoad'); } else GotoState('Idle'); } simulated function playaltfiring(){ //play misc sound Playownedsound(Misc1Sound,SLOT_Misc, Pawn(Owner).SoundDampening*4.0); if (role=(2.0 + 0.6 * PowerLevel)) { Playshootload(); bburst=true; PlayerviewOffset=weaponpos; } } // } simulated function AnimEnd() //when shootload is done...... { if ( bBurst ) { bBurst = false; chargesize=0.0; if ( (Pawn(Owner) == None) || ((AmmoType != None) && (AmmoType.AmmoAmount <= 0)) ) { PlayIdleAnim(); GotoState(''); } else if ( !bCanClientFire ) GotoState(''); else if ( Pawn(Owner).bFire != 0 ) Global.ClientFire(0); else if ( Pawn(Owner).bAltFire != 0 ) Global.ClientaltFire(0); else { PlayIdleAnim(); GotoState(''); } } } simulated function endstate(){ super.endstate(); //disable('tick'); PlayerviewOffset=weaponpos; } simulated function beginstate(){ super.beginstate(); //enable('tick'); chargesize=0.0; bburst=false; weaponpos=PlayerviewOffset; } } simulated function Playshootload(){ PlayOwnedSound(AltFireSound, SLOT_Misc, 1.8*Pawn(Owner).SoundDampening); if ( PlayerPawn(Owner) != None ) PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag*ChargeSize, ShakeVert); if (PowerLevel==0) PlayAnim('Shoot1',0.2, 0.05); else if (PowerLevel==1) PlayAnim('Shoot2',0.2, 0.05); else if (PowerLevel==2) PlayAnim('Shoot3',0.2, 0.05); else if (PowerLevel==3) PlayAnim('Shoot4',0.2, 0.05); else if (PowerLevel==4) PlayAnim('Shoot5',0.2, 0.05); Owner.MakeNoise(Pawn(Owner).SoundDampening);} state ShootLoad { function Fire(float F) {} function AltFire(float F) {} function BeginState() { local DispersionAmmo d; local Vector Start, X,Y,Z; local float Mult; if (Amp!=None) Mult = Amp.UseCharge(ChargeSize*50+50); else Mult=1.0; Playshootload(); GetAxes(Pawn(owner).ViewRotation,X,Y,Z); Start = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; AdjustedAim = pawn(owner).AdjustAim(AltProjectileSpeed, Start, AimError, True, True); d = DispersionAmmo(Spawn(AltProjectileClass,,, Start,AdjustedAim)); if ( d != None ) { d.bAltFire = True; d.DrawScale = 0.5 + ChargeSize*0.6; d.InitSplash(d.DrawScale * Mult * 1.1); } } Begin: FinishAnim(); Finish(); } /////////////////////////////////////////////////////////// simulated function PlayIdleAnim() { if (PowerLevel==0) LoopAnim('Idle1',0.04,0.2); else if (PowerLevel==1) LoopAnim('Idle2',0.04,0.2); else if (PowerLevel==2) LoopAnim('Idle3',0.04,0.2); else if (PowerLevel==3) LoopAnim('Idle4',0.04,0.2); else if (PowerLevel==4) LoopAnim('Idle5',0.04,0.2); } simulated function PlayPowerup() { if ( PowerLevel < 5 ) PlayOwnedSound(PowerUpSound, SLOT_None, Pawn(Owner).SoundDampening); if (PowerLevel==1) PlayAnim('PowerUp1',0.1, 0.05); else if (PowerLevel==2) PlayAnim('PowerUp2',0.1, 0.05); else if (PowerLevel==3) PlayAnim('PowerUp3',0.1, 0.05); else if (PowerLevel==4) PlayAnim('PowerUp4',0.1, 0.05); } /////////////////////////////////////////////////////// simulated state Clientpowerup //client-side anims..... { simulated function bool ClientFire(float Value) { bForceFire = bForceFire || ( bCanClientFire && (Pawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ); return bForceFire; } /* simulated function tick(float deltatime){ //ticker to detect mid-anim powerlevel chages // if (powerlevel!=clientpowerlevel) // clientpowerlevel=powerlevel; Playpowerup(); //replay anim... }*/ simulated function bool ClientAltFire(float Value) { bForceAltFire = bForceAltFire || ( bCanClientFire && (Pawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ); return bForceAltFire; } simulated function AnimEnd() { if ( bCanClientFire && (PlayerPawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ) { if ( bForceFire || (Pawn(Owner).bFire != 0) ) { Global.ClientFire(0); return; } else if ( bForceAltFire || (Pawn(Owner).bAltFire != 0) ) { Global.ClientAltFire(0); return; } } GotoState(''); Global.AnimEnd(); } simulated function EndState() { bForceFire = false; bForceAltFire = false; } simulated function Start() { // clientpowerlevel=powerlevel; Playpowerup(); Enable('tick'); bForceFire = false; bForceAltFire = false; } Begin: Start(); } state PowerUp { ignores fire, altfire, clientfire, clientaltfire; function BringUp() { bWeaponUp = false; PlaySelect(); GotoState('Powerup', 'Raising'); } function bool PutDown() { bChangeWeapon = true; return True; } function BeginState() { bChangeWeapon = false; } Raising: FinishAnim(); PowerLevel++; if ( (Level.NetMode != NM_Standalone) && Owner.IsA('PlayerPawn') && (ViewPort(PlayerPawn(Owner).Player) == None) ) // playerpawn(owner).ClientWeaponEvent('PowerUp'); DoPowerUp(powerlevel); Begin: if (PowerLevel<5) { AmmoType.MaxAmmo += 10; AmmoType.AddAmmo(10); PlayPowerUp(); bcanclientfire=true; FinishAnim(); if ( bChangeWeapon ) GotoState('DownWeapon'); else Finish(); } Waiting: } simulated function TweenDown() { if ( GetAnimGroup(AnimSequence) == 'Select' ) TweenAnim( AnimSequence, AnimFrame * 0.4 ); else { if (PowerLevel==0) PlayAnim('Down1', 1.0, 0.05); else if (PowerLevel==1) PlayAnim('Down2', 1.0, 0.05); else if (PowerLevel==2) PlayAnim('Down3', 1.0, 0.05); else if (PowerLevel==3) PlayAnim('Down4', 1.0, 0.05); else if (PowerLevel==4) PlayAnim('Down5', 1.0, 0.05); } } simulated function TweenSelect() { TweenAnim('Select1',0.001); } simulated function PlaySelect() { If (Level.Netmode !=NM_StandAlone) Enable('tick'); Owner.PlaySound(SelectSound, SLOT_None, Pawn(Owner).SoundDampening); //tourney: bForceFire = false; bForceAltFire = false; bCanClientFire = false; if ( !IsAnimating() || bool(string(AnimSequence) != "Select"$string(powerlevel+1)) ){ if (PowerLevel==0) PlayAnim('Select1',0.5,0.0); else if (PowerLevel==1) PlayAnim('Select2',0.5,0.0); else if (PowerLevel==2) PlayAnim('Select3',0.5,0.0); else if (PowerLevel==3) PlayAnim('Select4',0.5,0.0); else if (PowerLevel==4) PlayAnim('Select5',0.5,0.0); } } simulated function TweenToStill() //handle powerlevelz { if (PowerLevel==0) TweenAnim('Idle1',0.1); else if (PowerLevel==1) TweenAnim('Idle2',0.1); else if (PowerLevel==2) TweenAnim('Idle3',0.1); else if (PowerLevel==3) TweenAnim('Idle4',0.1); else if (PowerLevel==4) TweenAnim('Idle5',0.1); } o// ============================================================ // OLweapons.OSRingExplosion2: spawns the decals...... // Psychic_313: unchanged // ============================================================ class OSRingExplosion2 expands RingExplosion2; simulated function SpawnEffects(){ super.SpawnEffects(); If(class'olweapons.UIweapons'.default.bUseDecals) Spawn(class'odBigEnergyImpact',,,,rot(16384,0,0));} yNW// ============================================================ // OLweapons.OSShockRifle: can use amp... // Psychic_313: unchanged // ============================================================ class OSShockRifle expands ShockRifle; var Pickup Amp; function inventory SpawnCopy( pawn Other ) { local inventory Copy; local Inventory I; Copy = Super.SpawnCopy(Other); I = Other.FindInventoryType(class'OSAmplifier'); if ( Amplifier(I) != None ) OSshockrifle(Copy).Amp = OSAmplifier(I); return Copy; } //if have amp the weapon is better...... function float RateSelf( out int bUseAltMode ) { local Pawn P; local bool bNovice; if ( Amp != None ) Airating = 2 * AIRating; else airating = AIRating; if ( AmmoType.AmmoAmount <=0 ) return -2; P = Pawn(Owner); bNovice = ( (Bot(Owner) == None) || Bot(Owner).bNovice ); if ( P.Enemy == None ) bUseAltMode = 0; else if ( P.Enemy.IsA('StationaryPawn') ) { bUseAltMode = 1; return (AIRating + 0.4); } else if ( !bNovice && (P.IsInState('Hunting') || P.IsInState('StakeOut') || P.IsInState('RangedAttack') || (Level.TimeSeconds - P.LastSeenTime > 0.8)) ) { bUseAltMode = 1; return (AIRating + 0.3); } else if ( !bNovice && (P.Acceleration == vect(0,0,0)) ) bUseAltMode = 1; else if ( !bNovice && (VSize(P.Enemy.Location - P.Location) > 1200) ) { bUseAltMode = 0; return (AIRating + 0.05 + FMin(0.00009 * VSize(P.Enemy.Location - P.Location), 0.3)); } else if ( P.Enemy.Location.Z > P.Location.Z + 200 ) { bUseAltMode = int( FRand() < 0.6 ); return (AIRating + 0.15); } else bUseAltMode = int( FRand() < 0.4 ); return AIRating; } //can't have amp on if its a pickup... function BecomePickup() { Amp = None; Super.BecomePickup(); } //use amp... function Projectile ProjectileFire(class ProjClass, float ProjSpeed, bool bWarn) { local Vector Start, X,Y,Z; local PlayerPawn PlayerOwner; local float Mult; if (Amp!=None) Mult = Amp.UseCharge(80); else Mult=1.0; Owner.MakeNoise(Pawn(Owner).SoundDampening); GetAxes(Pawn(owner).ViewRotation,X,Y,Z); Start = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; AdjustedAim = pawn(owner).AdjustAim(ProjSpeed, Start, AimError, True, bWarn); PlayerOwner = PlayerPawn(Owner); if ( PlayerOwner != None ) PlayerOwner.ClientInstantFlash( -0.4, vect(450, 190, 650)); Tracked = Spawn(ProjClass,,, Start,AdjustedAim); Tracked.Damage = Tracked.Damage*Mult; if ( Level.Game.IsA('DeathMatchPlus') && DeathmatchPlus(Level.Game).bNoviceMode ) Tracked = None; //no combo move } function ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z){ local int i; local PlayerPawn PlayerOwner; local float Mult; if (Amp!=None) Mult = Amp.UseCharge(100); else Mult=1.0; if (Other==None) { HitNormal = -X; HitLocation = Owner.Location + X*10000.0; } PlayerOwner = PlayerPawn(Owner); if ( PlayerOwner != None ) PlayerOwner.ClientInstantFlash( -0.4, vect(450, 190, 650)); if (Mult>1.5) //supershock beem if the amp IS ON!!!! SpawnEffectmult(HitLocation, Owner.Location + CalcDrawOffset() + (FireOffset.X + 20) * X + FireOffset.Y * Y + FireOffset.Z * Z); else SpawnEffect(HitLocation, Owner.Location + CalcDrawOffset() + (FireOffset.X + 20) * X + FireOffset.Y * Y + FireOffset.Z * Z); if ( ShockProj(Other)!=None ) { AmmoType.UseAmmo(2); ShockProj(Other).SuperExplosion(); } else{ if (Mult>1.5) //supershock if we've got amp!!!!! Spawn(class'ut_SuperRing2',,, HitLocation+HitNormal*8,rotator(HitNormal)); else Spawn(class'ut_RingExplosion5',,, HitLocation+HitNormal*8,rotator(HitNormal)); } if ( (Other != self) && (Other != Owner) && (Other != None) ) Other.TakeDamage(HitDamage*mult, Pawn(Owner), HitLocation, 60000.0*X, MyDamageType); } //taken from supershockrifle... function SpawnEffectmult(vector HitLocation, vector SmokeLocation) { local SuperShockBeam Smoke,shock; local Vector DVector; local int NumPoints; local rotator SmokeRotation; DVector = HitLocation - SmokeLocation; NumPoints = VSize(DVector)/135.0; if ( NumPoints < 1 ) return; SmokeRotation = rotator(DVector); SmokeRotation.roll = Rand(65535); Smoke = Spawn(class'SuperShockBeam',,,SmokeLocation,SmokeRotation); Smoke.MoveAmount = DVector/NumPoints; Smoke.NumPuffs = NumPoints - 1; } function SetSwitchPriority(pawn Other) //uses master priority { local int i; local name temp, carried; if ( PlayerPawn(Other) != None ) { for ( i=0; i VSize(P.Enemy.Location - Owner.Location) ); AIRating *= FMin(Pawn(Owner).DamageScaling, 1.5); return AIRating; } function BecomePickup() { Amp = None; Super.BecomePickup(); } function AltFire( float Value ) { //local float Mult; //if (Amp!=None) Mult = Amp.UseCharge(50); //else Mult=1.0; if ( AmmoType == None ) { // ammocheck GiveAmmo(Pawn(Owner)); } if (AmmoType.UseAmmo(1)) { GotoState('AltFiring'); bCanClientFire = true; bPointing=True; Pawn(Owner).PlayRecoil(FiringSpeed); ClientAltFire(value); if ( PlasmaBeam == None ) { if (owner.isa('scriptedpawn')) //hack sethand(0); PlasmaBeam = PBolt(ProjectileFire(AltProjectileClass, AltProjectileSpeed, bAltWarnTarget)); if ( FireOffset.Y == 0 ) PlasmaBeam.bCenter = true; else if ( Mesh == mesh'PulseGunR' ) PlasmaBeam.bRight = false; } } } state AltFiring //all this just to keep using amp power..... { ignores AnimEnd; function Tick(float DeltaTime) { local Pawn P; local float Mult; P = Pawn(Owner); if ( P == None ) { GotoState('Pickup'); return; } if ( (P.bAltFire == 0) || (P.IsA('Bot') && ((P.Enemy == None) || (Level.TimeSeconds - Bot(P).LastSeenTime > 5))) ) { P.bAltFire = 0; Finish(); return; } Count += Deltatime; countamp += Deltatime; if (Amp!=None){ if ( Countamp > 0.01 ) //every milisecond we use 2 amp charges :D Mult=Amp.UseCharge(2); } else Mult=1.0; if ( Countamp > 0.01 ){ countamp=0; PlasmaBeam.Damage = Plasmabeam.Damage*Mult;} //stupid verification thingy...... if ( Count > 0.24 ) { if ( Owner.IsA('PlayerPawn') ) PlayerPawn(Owner).ClientInstantFlash( InstFlash,InstFog); if ( Affector != None ) Affector.FireEffect(); Count -= 0.24; if ( !AmmoType.UseAmmo(1) ) Finish(); } } function EndState() { AmbientGlow = 0; AmbientSound = None; if ( PlasmaBeam != None ) { PlasmaBeam.Destroy(); PlasmaBeam = None; } Super.EndState(); } Begin: AmbientGlow = 200; FinishAnim(); LoopAnim( 'boltloop'); } state NormalFire { ignores AnimEnd; function Projectile ProjectileFire(class ProjClass, float ProjSpeed, bool bWarn) { local float Mult; local Vector Start, X,Y,Z; if (Amp!=None) Mult = Amp.UseCharge(80); else Mult=1.0; Owner.MakeNoise(Pawn(Owner).SoundDampening); GetAxes(Pawn(owner).ViewRotation,X,Y,Z); Start = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; AdjustedAim = pawn(owner).AdjustAim(ProjSpeed, Start, AimError, True, bWarn); Start = Start - Sin(Angle)*Y*4 + (Cos(Angle)*4 - 10.78)*Z; Angle += 1.8; Tracked= Spawn(ProjClass,,, Start,AdjustedAim); Tracked.Damage = Tracked.Damage*Mult; } function Tick( float DeltaTime ) { if (Owner==None) GotoState('Pickup'); } function BeginState() { Super.BeginState(); Angle = 0; AmbientGlow = 200; } function EndState() { PlaySpinDown(); AmbientSound = None; AmbientGlow = 0; OldFlashCount = FlashCount; Super.EndState(); } Begin: Sleep(0.18); Finish(); } function SetSwitchPriority(pawn Other) //uses master priority { local int i; local name temp, carried; if ( PlayerPawn(Other) != None ) { for ( i=0; i 4) ) return; // let high skill bots hear pickup if close enough for ( P=Level.PawnList; P!=None; P=P.NextPawn ) { B = Bot(p); if ( (B != None) && (VSize(B.Location - Instigator.Location) < 800 + 100 * B.Skill) ) { B.HearPickup(Instigator); return; } } } event TravelPostAccept() //UsAaR33: post is better. { local inventory w; Super.TravelPostAccept(); w = Pawn(Owner).FindInventoryType(class'OSshockrifle'); if ( w != None ) OSshockrifle(w).Amp = self; w = Pawn(Owner).FindInventoryType(class'OSpulsegun'); if ( w != None ) OSpulsegun(w).Amp = self; w = Pawn(Owner).FindInventoryType(class'OLASMD'); if ( w != None ) OLASMD(w).Amp = self; w = Pawn(Owner).FindInventoryType(class'OLdpistol'); if ( w != None ) OLdpistol(w).Amp = self; } event travelpreaccept(){ super(pickup).travelpreaccept(); } function inventory SpawnCopy( pawn Other ) { local inventory Copy; local Inventory I; Copy = Super.SpawnCopy(Other); I = Other.FindInventoryType(class'OSshockrifle'); if ( OSshockrifle(I) != None ) OSshockrifle(I).amp = Amplifier(Copy); I = Other.FindInventoryType(class'OSpulsegun'); if ( OSpulsegun(I) != None ) OSpulsegun(I).amp = Amplifier(Copy); I = Other.FindInventoryType(class'OLASMD'); if ( OLASMD(I) != None ) OLASMD(I).amp = Amplifier(Copy); I = Other.FindInventoryType(class'OLdpistol'); if ( OLdpistol(I) != None ) OLdpistol(I).amp = Amplifier(Copy); return Copy; } function UsedUp() { local Inventory I; I = Pawn(Owner).FindInventoryType(class'OSshockrifle'); if (OSshockrifle(I) != None ) OSshockrifle(I).amp = None; I = Pawn(Owner).FindInventoryType(class'OSpulsegun'); if ( OSpulsegun(I) != None ) OSpulsegun(I).amp = None; I = Pawn(Owner).FindInventoryType(class'OLASMD'); if ( OLASMD(I) != None ) OLASMD(I).amp = None; I = Pawn(Owner).FindInventoryType(class'OLdpistol'); if ( OLdpistol(I) != None ) OLdpistol(I).amp = None; Super.UsedUp(); } w// ============================================================ // oldskool.oldskoolpowershield: simply the powershield hack... // Psychic_313: unchanged // ============================================================ class ospowershield expands osshieldbelt; function prebeginplay(){ super(ut_shieldbelt).prebeginplay(); if (level.game.isa('deathmatchplus')&&class'olweapons.uiweapons'.default.newarmorrules) charge=150; } KIlcq2a*wI * ow2*ca/!|2-(22 sI2-'2 `I2 UI2 |I2$"Ia/!92I.I22q! Iq!I*I2 p4// ============================================================ // oldskool.oldskoolshieldbelt: hack to use in DM and change the HUD... will destroy other armors as its DMP :D note: also uses the effects ripped shamelessly from unreal I // Psychic_313: unchanged // ============================================================ class osshieldbelt expands ut_shieldbelt; //warning: data ripped utx file! will crash ued! #exec OBJ LOAD FILE=Textures\Belt2.utx PACKAGE=olweapons.Belt_fx var ShieldBeltEffect MyEffectold; function prebeginplay(){ super.prebeginplay(); if (level.game.isa('deathmatchplus')&&class'olweapons.uiweapons'.default.newarmorrules) charge=150; } function SetEffectTexture() { if ( TeamNum != 3 ) MyEffectold.ScaleGlow = 0.5; else MyEffectold.ScaleGlow = 1.0; MyEffectold.ScaleGlow *= (0.25 + 0.75 * Charge/Default.Charge); if ( TeamFireTextures[TeamNum] == None ) TeamFireTextures[TeamNum] =FireTexture(DynamicLoadObject(TeamFireTextureStrings[TeamNum], class'Texture')); MyEffectold.Texture = TeamFireTextures[TeamNum]; if ( TeamTextures[TeamNum] == None ) TeamTextures[TeamNum] = Texture(DynamicLoadObject(TeamTextureStrings[TeamNum], class'Texture')); MyEffectold.LowDetailTexture = TeamTextures[TeamNum]; } function bool HandlePickupQuery( inventory Item ) { local Inventory I; if (item.class == class&&level.game.isa('deathmatchplus')&&class'olweapons.uiweapons'.default.newarmorrules) { // remove other armors for ( I=Owner.Inventory; I!=None; I=I.Inventory ) if ( I.bIsAnArmor && (I != self) ) I.Destroy(); } return Super(TournamentPickup).HandlePickupQuery(Item); } function PickupFunction(Pawn Other) { local inventory i; MyEffectold = Spawn(class'ShieldBeltEffect', Owner,,Owner.Location, Owner.Rotation); MyEffectold.Mesh = Owner.Mesh; MyEffectold.DrawScale = Owner.Drawscale; if ( Level.Game.bTeamGame && (Other.PlayerReplicationInfo != None) ) TeamNum = Other.PlayerReplicationInfo.Team; else TeamNum = 3; SetEffectTexture(); //copied as we WANT this code.... I = Pawn(Owner).FindInventoryType(class'UT_Invisibility'); if ( I != None ) MyEffectold.bHidden = true; // remove other armors (if DMP) if (level.game.isa('deathmatchplus')&&class'olweapons.uiweapons'.default.newarmorrules) for ( I=Owner.Inventory; I!=None; I=I.Inventory ) if ( I.bIsAnArmor && (I != self)&&(!I.isa('suits')||i.isa('kevlarsuit') )) I.Destroy(); } function ArmorImpactEffect(vector HitLocation) { if ( Owner.IsA('PlayerPawn') ) { PlayerPawn(Owner).ClientFlash(-0.05,vect(400,400,400)); PlayerPawn(Owner).PlaySound(DeActivateSound, SLOT_None, 2.7*PlayerPawn(Owner).SoundDampening); } if ( MyEffectold != None ) { MyEffectold.ScaleGlow = 4.0; MyEffectold.Fatness = 255; SetTimer(0.8, false); } } function Timer() { if ( MyEffectold != None ) { MyEffectold.Fatness = MyEffectold.Default.Fatness; SetEffectTexture(); } } function Destroyed() { if ( Owner != None ) { Owner.SetDefaultDisplayProperties(); if( Owner.Inventory != None ) Owner.Inventory.SetOwnerDisplay(); } if ( MyEffectold != None ) MyEffectold.Destroy(); Super(tournamentpickup).Destroyed(); } fM"// ============================================================ // OLweapons.OSSniperRifle // Psychic_313: unchanged // ============================================================ class OSSniperRifle expands SniperRifle; /*hack so HUD doesn't change color in SP... simulated function PostRender( canvas Canvas ) { local PlayerPawn P; local float Scale; Super(tournamentweapon).PostRender(Canvas); P = PlayerPawn(Owner); if ( (P != None) && (P.DesiredFOV != P.DefaultFOV) ) { bOwnsCrossHair = true; Scale = Canvas.ClipX/640; Canvas.SetPos(0.5 * Canvas.ClipX - 128 * Scale, 0.5 * Canvas.ClipY - 128 * Scale ); if ( Level.bHighDetailMode ) Canvas.Style = ERenderStyle.STY_Translucent; else Canvas.Style = ERenderStyle.STY_Normal; Canvas.DrawIcon(Texture'RReticle', Scale); Canvas.SetPos(0.5 * Canvas.ClipX + 64 * Scale, 0.5 * Canvas.ClipY + 96 * Scale); if (P.MyHUD.HUDConfigWindowType=="UTMenu.UTChallengeHUDConfig"){ Canvas.DrawColor.R = 0; Canvas.DrawColor.G = 255; Canvas.DrawColor.B = 0; } Scale = P.DefaultFOV/P.DesiredFOV; Canvas.DrawText("X"$int(Scale)$"."$int(10 * Scale - 10 * int(Scale))); } else bOwnsCrossHair = false; } */ function SetSwitchPriority(pawn Other) //uses master priority { local int i; local name temp, carried; if ( PlayerPawn(Other) != None ) { for ( i=0; i Y> Y> Y> Y> Y> Y> Y> Y XU)v,*w.X*6%^6,2T6.X!^=6 6W!^6:*6,26.X!6.XW   6,2&y6.X6.XWWy6u  uiir*q!U 4U // ============================================================ // OLweapons.OLTazerProj: Decals, decals..... // Psychic_313: unchanged // ============================================================ class OLTazerProj expands TazerProj; //allows decals... function SuperExplosion() { local RingExplosion2 r; HurtRadius(Damage*3.9, 240, 'jolted', MomentumTransfer*2, Location ); r = Spawn(Class'OSRingExplosion2',,'',Location, Instigator.ViewRotation); r.PlaySound(r.ExploSound,,20.0,,1000,0.6); Destroy(); } simulated function PostBeginPlay() //decals or no decals? { Super.PostBeginPlay(); if (class'olweapons.uiweapons'.default.busedecals) ExplosionDecal=Class'Botpack.EnergyImpact'; else ExplosionDecal=None; } R(`k.8(a/!w( #(P wP*'aP (( ( (a/!ww.(*.(.'kw.'*.'.('@a ' կ'(#?.(*'a/!w.'-'.'*w'*'('(' ( '( A -(-( 'G// ============================================================ // OLweapons.OLASMD: For the And Suck My Dick (yup, that's what ASMD stands for, not Advanced Shock Molecular Device or whatever you thought it was :D // Psychic_313: after Doom's Big F***ing Gun, why doesn't that surprise me? // mostly from original ASMD... Epic has seemed to bring it up to UT already (an example being the bot part of altfire). Simple anims meant few changes required... Some bot and net code taken from shock rifle... // Psychic_313: unchanged in Oldskool III // ============================================================ class OLASMD expands UIweapons; var() int HitDamage; var Pickup Amp; var Projectile Tracked; var bool bBotSpecialMove; var float TapTime; function inventory SpawnCopy( pawn Other ) { local inventory Copy; local Inventory I; Copy = Super.SpawnCopy(Other); I = Other.FindInventoryType(class'Amplifier'); if ( Amplifier(I) != None ) ASMD(Copy).Amp = Amplifier(I); return Copy; } function AltFire( float Value ) { local actor HitActor; local vector HitLocation, HitNormal, Start; if ( Owner.IsA('Bots') || Owner.IsA('Bot') ) //make sure won't blow self up { Start = Owner.Location + CalcDrawOffset() + FireOffset.Z * vect(0,0,1); HitActor = Trace(HitLocation, HitNormal, Start + 250 * Normal(Pawn(Owner).Enemy.Location - Start), Start, false, vect(12,12,12)); if ( HitActor != None ) { Global.Fire(Value); return; } if ( Owner.IsInState('TacticalMove') && (Owner.Target == Pawn(Owner).Enemy) && (Owner.Physics == PHYS_Walking) && (Pawn(Owner).Skill > 1) && (FRand() < 0.35) ) Pawn(Owner).SpecialFire(); } if (AmmoType.UseAmmo(1)) { GotoState('AltFiring'); bCanClientFire = true; if ( PlayerPawn(Owner) != None ) { PlayerPawn(Owner).ClientInstantFlash( -0.4, vect(0, 0, 800)); PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert); } if ( Owner.IsA('Bot') ) //help those little bot guys with UT code :D { if ( Owner.IsInState('TacticalMove') && (Owner.Target == Pawn(Owner).Enemy) && (Owner.Physics == PHYS_Walking) && !Bot(Owner).bNovice && (FRand() * 6 < Pawn(Owner).Skill) ) Pawn(Owner).SpecialFire(); } Pawn(Owner).PlayRecoil(FiringSpeed); bPointing=True; ProjectileFire(AltProjectileClass, AltProjectileSpeed, bAltWarnTarget); ClientAltFire(value); //PlayAltFiring(); if ( Owner.bHidden ) CheckVisibility(); } } function TraceFire( float Accuracy ) { local vector HitLocation, HitNormal, StartTrace, EndTrace, X,Y,Z; local actor Other; Owner.MakeNoise(Pawn(Owner).SoundDampening); GetAxes(Pawn(owner).ViewRotation,X,Y,Z); StartTrace = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; EndTrace = StartTrace + Accuracy * (FRand() - 0.5 )* Y * 1000 + Accuracy * (FRand() - 0.5 ) * Z * 1000 ; if ( bBotSpecialMove && (Tracked != None) && (((Owner.Acceleration == vect(0,0,0)) && (VSize(Owner.Velocity) < 40)) || (Normal(Owner.Velocity) Dot Normal(Tracked.Velocity) > 0.95)) ) EndTrace += 10000 * Normal(Tracked.Location - StartTrace); else { bSplashDamage = false; AdjustedAim = pawn(owner).AdjustAim(1000000, StartTrace, 2.75*AimError, False, False); bSplashDamage = true; EndTrace += (10000 * vector(AdjustedAim)); } Tracked = None; bBotSpecialMove = false; Other = Pawn(Owner).TraceShot(HitLocation,HitNormal,EndTrace,StartTrace); ProcessTraceHit(Other, HitLocation, HitNormal, vector(AdjustedAim),Y,Z); } function float RateSelf( out int bUseAltMode ) { local float rating; local bool bNovice; if ( Amp != None ) rating = 2 * AIRating; else rating = AIRating; if ( AmmoType.AmmoAmount <=0 ) return -2; if ( Pawn(Owner).Enemy == None ) bUseAltMode = 0; else if ( Pawn(Owner).Enemy.IsA('StationaryPawn') ) //UT botcode...for those evil turrets :D { bUseAltMode = 1; return (AIRating + 0.4); } else if ( !bNovice &&Pawn(Owner).IsInState('Hunting') || Pawn(Owner).IsInState('StakeOut') || Pawn(Owner).IsInState('RangedAttack') || !Pawn(Owner).LineOfSightTo(Pawn(Owner).Enemy) ) { bUseAltMode = 1; return (Rating + 0.3); } else if ( !bNovice && (Pawn(Owner).Acceleration == vect(0,0,0)) ) //ahh...more wonderful UT code....... bUseAltMode = 1; else if ( !bNovice && (VSize(Pawn(Owner).Enemy.Location - Pawn(Owner).Location) > 1200) ) { bUseAltMode = 0; return (AIRating + 0.05 + FMin(0.00009 * VSize(Pawn(Owner).Enemy.Location - Pawn(Owner).Location), 0.3)); } else if ( Pawn(Owner).Enemy.Location.Z > Pawn(Owner).Location.Z + 200 ) { bUseAltMode = int( FRand() < 0.6 ); return (AIRating + 0.15); } else bUseAltMode = int( FRand() < 0.4 ); return rating; } function BecomePickup() { Amp = None; Super.BecomePickup(); } function Timer() { local actor targ; local float bestAim, bestDist; local vector FireDir; bestAim = 0.95; if ( Pawn(Owner) == None ) { GotoState(''); return; } FireDir = vector(Pawn(Owner).ViewRotation); targ = Pawn(Owner).PickTarget(bestAim, bestDist, FireDir, Owner.Location); if ( Pawn(targ) != None ) { bPointing = true; Pawn(targ).WarnTarget(Pawn(Owner), 300, FireDir); SetTimer(1 + 4 * FRand(), false); } else { SetTimer(0.5 + 2 * FRand(), false); bPointing = false; } } function Finish() { if ( (Pawn(Owner).bFire!=0) && (FRand() < 0.6) ) Timer(); if ( !bChangeWeapon && (Tracked != None) && !Tracked.bDeleteMe && (Owner != None) && (Owner.IsA('Bots') || Owner.IsA('Bot')) && (Pawn(Owner).Enemy != None) && (AmmoType.AmmoAmount > 0) && (Pawn(Owner).Skill > 1) ) { if ( (Owner.Acceleration == vect(0,0,0)) || (Abs(Normal(Owner.Velocity) dot Normal(Tracked.Velocity)) > 0.95) ) { bBotSpecialMove = true; GotoState('ComboMove'); return; } } bBotSpecialMove = false; Tracked = None; Super.Finish(); } /////////////////////////////////////////////////////// simulated function PlayFiring() { PlayOwnedSound(FireSound, SLOT_None, Pawn(Owner).SoundDampening*4.0); PlayAnim('Fire1', 0.5,0.05); } function Projectile ProjectileFire(class ProjClass, float ProjSpeed, bool bWarn) { local Vector Start, X,Y,Z; local float Mult; if (Amp!=None) Mult = Amp.UseCharge(80); else Mult=1.0; Owner.MakeNoise(Pawn(Owner).SoundDampening); GetAxes(Pawn(owner).ViewRotation,X,Y,Z); Start = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; bSplashDamage = false; AdjustedAim = pawn(owner).AdjustAim(ProjSpeed, Start, AimError, True, bWarn); bSplashDamage = true; Tracked = Spawn(ProjClass,,, Start,AdjustedAim); Tracked.Damage = Tracked.Damage*Mult; if ( Level.Game.IsA('DeathMatchPlus') && DeathmatchPlus(Level.Game).bNoviceMode ) Tracked = None; //no combo move } function ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z) { local vector SmokeLocation,DVector; local rotator SmokeRotation; local float NumPoints,Mult; local int i; local class rc; local RingExplosion r; local PlayerPawn PlayerOwner; if (Other==None) { HitNormal = -X; HitLocation = Owner.Location + X*10000.0; } //ripped from shock from here PlayerOwner = PlayerPawn(Owner); if ( PlayerOwner != None ) PlayerOwner.ClientInstantFlash( -0.4, vect(450, 190, 650)); //to here.. if (Amp!=None) Mult = Amp.UseCharge(100); else Mult=1.0; SmokeLocation = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * 3.3 * Y + FireOffset.Z * Z * 3.0; DVector = HitLocation - SmokeLocation; NumPoints = VSize(DVector)/70.0; SmokeLocation += DVector/NumPoints; SmokeRotation = rotator(HitLocation-Owner.Location); if (NumPoints>15) NumPoints=15; if ( NumPoints>1.0 ) SpawnEffect(DVector, NumPoints, SmokeRotation, SmokeLocation); if ( TazerProj(Other)!=None ) { AmmoType.UseAmmo(2); TazerProj(Other).SuperExplosion(); } else { if (Mult>1.5) rc = class'RingExplosion3'; else rc = class'RingExplosion'; r = Spawn(rc,,, HitLocation+HitNormal*8,rotator(HitNormal)); //doesn't work in network and I don't think decals are that nessacary for primary fire.... //if (bUseDecals) //Spawn(class'EnergyImpact',,, HitLocation+HitNormal*8,rotator(HitNormal)); if ( r != None ) r.PlaySound(r.ExploSound,,6); } if ( (Other != self) && (Other != Owner) && (Other != None) ) Other.TakeDamage(HitDamage*Mult, Pawn(Owner), HitLocation, 50000.0*X, 'jolted'); } function SpawnEffect(Vector DVector, int NumPoints, rotator SmokeRotation, vector SmokeLocation) { local RingExplosion4 Smoke; Smoke = Spawn(class'RingExplosion4',,,SmokeLocation,SmokeRotation); Smoke.MoveAmount = DVector/NumPoints; Smoke.NumPuffs = NumPoints; } simulated function PlayAltFiring() { PlayOwnedSound(AltFireSound, SLOT_None,Pawn(Owner).SoundDampening*4.0); PlayAnim('Fire1',0.8,0.05); } simulated function PlayIdleAnim() { if ( AnimSequence == 'Fire1' && FRand()<0.2) { PlayOwnedSound(Misc1Sound, SLOT_None, Pawn(Owner).SoundDampening*0.5); PlayAnim('Steam',0.1,0.4); } else if ( VSize(Owner.Velocity) > 20 ) { if ( AnimSequence=='Still' ) LoopAnim('Sway',0.1,0.3); } else if ( AnimSequence!='Still' ) { if (FRand()<0.5) { PlayAnim('Steam',0.1,0.4); PlayOwnedSound(Misc1Sound, SLOT_None, Pawn(Owner).SoundDampening*0.5); } else LoopAnim('Still',0.04,0.3); } Enable('AnimEnd'); } state Idle { function BeginState() { bPointing = false; SetTimer(0.5 + 2 * FRand(), false); Super.BeginState(); if (Pawn(Owner).bFire!=0) Fire(0.0); if (Pawn(Owner).bAltFire!=0) AltFire(0.0); } function EndState() { SetTimer(0.0, false); Super.EndState(); } } state ComboMove { function Fire(float F); function AltFire(float F); function Tick(float DeltaTime) { if ( (Owner == None) || (Pawn(Owner).Enemy == None) ) { Tracked = None; bBotSpecialMove = false; Finish(); return; } if ( (Tracked == None) || Tracked.bDeleteMe || (((Tracked.Location - Owner.Location) dot (Tracked.Location - Pawn(Owner).Enemy.Location)) >= 0) || (VSize(Tracked.Location - Pawn(Owner).Enemy.Location) < 100) ) Global.Fire(0); } Begin: Sleep(7.0); Tracked = None; bBotSpecialMove = false; Global.Fire(0); } //ripped from ShockRifle (same weapon really :D state ClientFiring { simulated function bool ClientFire(float Value) { if ( Level.TimeSeconds - TapTime < 0.2 ) return false; bForceFire = bForceFire || ( bCanClientFire && (Pawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ); return bForceFire; } simulated function bool ClientAltFire(float Value) { if ( Level.TimeSeconds - TapTime < 0.2 ) return false; bForceAltFire = bForceAltFire || ( bCanClientFire && (Pawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ); return bForceAltFire; } simulated function AnimEnd() { local bool bForce, bForceAlt; bForce = bForceFire; bForceAlt = bForceAltFire; bForceFire = false; bForceAltFire = false; if ( bCanClientFire && (PlayerPawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ) { if ( bForce || (Pawn(Owner).bFire != 0) ) { Global.ClientFire(0); return; } else if ( bForceAlt || (Pawn(Owner).bAltFire != 0) ) { Global.ClientAltFire(0); return; } } Super.AnimEnd(); } simulated function EndState() { bForceFire = false; bForceAltFire = false; } simulated function BeginState() { TapTime = Level.TimeSeconds; bForceFire = false; bForceAltFire = false; } } v]U,*w.]*.%^.,2T..]!a=. .[!a.:*.,2..]!..][   .,2&E..]..][[E.u 2 v/& - Q-* 2 x/& - Q-* 2 v/& - Q-* 2 w/& - Q-* 2 /& - Q-* 2 /& - d-* 2 v/& - d-* ^ j R^ U P::$ -a g P {=";$?.a!̌?L= f d- ?, a!n>>[N>a!]=>[a&!>?u!  eQKWa Qa Q . #??, Q? ] j R] ` P::$ -a g P D-w.*%f-:.%8 -:.%8  q!8 @ !#')+-/1379;=?ACGIKMOQSWY[]_acegkmoqsuw{} !!##$$&&''))++--//113344667799;;==??AACCDDFFGGIIKKMMOOQQSSTTVVWWYY[[]]__aaccddffggiikkmmooqqssttvvwwyy{{}}S j RS R P::$ -a g P gf)$?. E2 B/& - ^-*  Mf Ey@pC!u?,Ma n ! M"aM A zD?a U$ q2f/& - -* UO wXUr::$L -a d "@Wa  UW$a VHI UVI V\DVC4\& OPV6OKa  VOK  V?\K \& XC }kY-Y::$ ? -a w PXXP  r%(V*$ CrP+%@r.*r%q.  rA?Xq?, \C mkY-Y::$ ? -a w P\\Q  Fq`C mkY-Y::$ ? -a w P``|  tbUL,*w.b*1%^1,2T1.b!b=1 1]!b1:*1,21.b!1.b]   1,2&d1.b1.b]]d1u Z;H"wK*Ka9wL*La UC nkY-Y::$ ? -a w PUU{  O// ============================================================ // OLweapons.OLDMmag: (sub-machine mag)Story: When I first compiled the lweapons package, this weapon screwed up and had this insane fire rate. I took the weapon out changed the alternate and killed animation bugs and here it is now!!!!!! // Psychic_313: unchanged // ============================================================ class OLSMmag expands UIweapons; #exec TEXTURE IMPORT NAME=newmagskin FILE=Textures\autoyellow.pcx var() int hitdamage; var float tickyo; //client-stuff..... var float AltAccuracy; var int ClipCount, i; var vector X,Y,Z, Dir; //to throw backwards with "shotgun" fire.... var bool bIsDucking, nowfire; //recoil different if pawn is ducking..... var byte firstfire, newclipanim; //for client stuff..... replication { // Things the server should send to the client. reliable if( bNetOwner && (Role==ROLE_Authority) ) clipcount; } simulated function tick (float deltatime){ //client side tick super.tick(deltatime); If (Playerpawn(owner)!=None&&owner.role==role_autonomousproxy&&(PlayerPawn(Owner).bExtra3!=0)&&(40-clipcount5) bUseAltMode = 1; return rating; } function AltFire( float Value ) { bPointing=True; AltAccuracy = 0.4; CheckVisibility(); bCanClientFire = true; if (AmmoType.AmmoAmount>0) { //Pawn(Owner).PlayRecoil(5 * FiringSpeed); if ( PlayerPawn(Owner) != None ) PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert); //PlayAnim('T1', 1.3, 0.05); ClientAltFire(value); GotoState('AltFiring'); } } simulated function bool ClientFire( float Value ) //to play sound..... { if ( bCanClientFire && ((Role == ROLE_Authority) || (AmmoType == None) || (AmmoType.AmmoAmount > 0)) ) { if ( (PlayerPawn(Owner) != None) && ((Level.NetMode == NM_Standalone) || PlayerPawn(Owner).Player.IsA('ViewPort')) ) { if ( InstFlash != 0.0 ) PlayerPawn(Owner).ClientInstantFlash( InstFlash, InstFog); PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert); } if ( Affector != None ) Affector.FireEffect(); PlayFiring(); PlayOwnedSound(FireSound, SLOT_None,2.0*Pawn(Owner).SoundDampening); if ( Role < ROLE_Authority ) GotoState('ClientFiring'); return true; } return false; } function Fire(float Value) { if ( AmmoType == None ) { // ammocheck GiveAmmo(Pawn(Owner)); } if ( AmmoType.UseAmmo(1) ) { clipcount++; GotoState('NormalFire'); bCanClientFire = true; bPointing=True; ClientFire(value); Pawn(Owner).PlayRecoil(5*FiringSpeed); TraceFire(0.05); //pawn(owner).GetAxes(Rotation, X,Y,Z); //read rotation... GetAxes(pawn(Owner).ViewRotation,x,y,z); x=normal(x); //Dir = Normal(Acceleration); //If (Pawn(Owner).GetAnimGroup(Pawn(Owner).animsequence) != 'ducking'){ if (pawn(owner).baseeyeheight!=0){ pawn(Owner).SetLocation(pawn(Owner).Location+vect(0,0,15)); //kick back..... pawn(Owner).Velocity-=(257*X); } else bIsDucking=True; //ducking } } simulated function PlayFiring() { loopAnim('Shoot0',5,0.05); } // set which hand is holding weapon function setHand(float Hand) { Super.SetHand(Hand); if ( Hand == 1 ) Mesh = mesh'AutoMagL'; else Mesh = mesh'AutoMagR'; } /////////////////////////////////////////////////////// state NormalFire { ignores Fire, AltFire, AnimEnd; function bool SplashJump() { return true; } Begin: //FinishAnim(); Sleep(0.07); //too fast to be anim based...... if (ClipCount>35) PlayOwnedSound(Misc1Sound, SLOT_None, 3.5*Pawn(Owner).SoundDampening); if ( bChangeWeapon ) GotoState('DownWeapon'); else if ( (AmmoType.AmmoAmount<=0) || (Pawn(Owner).Weapon != self) ){ GotoState('Idle'); } else if (ClipCount>=40){ GoToState('NewClip'); } else if ( Pawn(Owner).bFire!=0 ) Global.Fire(0); else if ( Pawn(Owner).bAltFire!=0 )Global.AltFire(0); GoToState('Idle'); } //////////////////////////////////////////////////////// simulated function playeject(){ PlayAnim('Eject',1.375,0.05); PlayOwnedSound(Misc2Sound, SLOT_None,1.0*Pawn(Owner).SoundDampening); newclipanim=1; } simulated function playdownclip(){ PlayAnim('Down',1.1,0.05); newclipanim=2; } simulated function playselectclip(){ PlayOwnedSound(SelectSound, SLOT_None,1.0*Pawn(Owner).SoundDampening); PlayAnim('Select',1.4666667,0.07); newclipanim=3; } state NewClip { ignores Fire, AltFire; begin: //bcanclientfire=false; //hack sorta to play cockgun (only works if the mesh is in wating state). I like Hasanim!!!! if ((pawn(owner)!=None)&&(pawn(owner).GetAnimGroup(pawn(owner).AnimSequence) == 'waiting')&&(pawn(owner).hasanim('cockgun'))) Pawn(owner).PlayAnim('CockGun',, 0.3); Playeject(); FinishAnim(); Playdownclip(); FinishAnim(); If (39 0) ); return bForceFire; } simulated function bool ClientAltFire(float Value) { bForceAltFire = bForceAltFire || ( bCanClientFire && (Owner != None) && (AmmoType.AmmoAmount > 0) ); return bForceAltFire; } simulated function AnimEnd() { //if (newclipanim==0) //Playeject(); // pawn(owner).clientmessage ("SMMAG: Animend with anim:"@NewClipAnim); if (newclipanim==1) Playdownclip(); else if (newclipanim==2){ If (39 0) ) { if ( bForceFire || (Pawn(Owner).bFire != 0) ) { // pawn(owner).clientmessage ("SMMAG: Animend do Fire"); Global.ClientFire(0); return; } else if ( bForceAltFire || (Pawn(Owner).bAltFire != 0) ) { // pawn(owner).clientmessage ("SMMAG: Animend do ALT"); Global.ClientAltFire(0); return; } } // pawn(owner).clientmessage ("SMMAG: Animend do IFLE"); GotoState(''); Global.AnimEnd(); } } simulated function EndState() { //pawn(owner).clientmessage ("SMMAG: End NewClip State. Anim is "$animsequence); bForceFire = false; bForceAltFire = false; newclipanim=0; } simulated function BeginState() { Playeject(); bForceFire = false; bForceAltFire = false; } } //////////////////////////////////////////////////////// simulated function PlayAltFiring() { PlayAnim('T1', 1.3, 0.05); firstfire=1; } simulated function PlayAltstart() { PlayAnim('Shot2a', 1.2, 0.05); firstfire=0; } simulated function Playaltend(){ PlayAnim('Shot2c', 0.9, 0.05); firstfire=3; } simulated function PlayShotGunFiring() { if ( Affector != None ) Affector.FireEffect(); if ( PlayerPawn(Owner) != None &&playerpawn(owner).player.isa('ViewPort')) { PlayerPawn(Owner).ClientInstantFlash( -0.2, vect(325, 225, 95)); PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert); } //bMuzzleFlash++; PlayOwnedSound(AltFireSound, SLOT_None,2.0*Pawn(Owner).SoundDampening); PlayAnim('Shot2b', 0.4, 0.05); firstfire=2; } state ClientFiring { simulated function tick(float deltatime){ global.tick(deltatime); tickyo+=deltatime; if (tickyo>=0.07){ tickyo=0.0; bmuzzleflash++; } } simulated function EndState() { if (AmbientSound!=None && Owner!=None) PlayOwnedSound(Misc1Sound, SLOT_Misc,2.0*Pawn(Owner).SoundDampening); AmbientSound = None; Super.EndState(); } simulated function AnimEnd() { if ( (Pawn(Owner) == None) || (Ammotype.AmmoAmount <= 0) ) { PlayIdleAnim(); GotoState(''); } else if (ClipCount>=40){ GoToState('clientNewClip'); } else if ( !bCanClientFire ) GotoState(''); else if ( Pawn(Owner).bAltFire != 0) { Global.ClientAltFire(0); } else if ( Pawn(Owner).bFire != 0 ) Global.ClientFire(0); else { PlayIdleAnim(); GotoState(''); } } } state ClientAltFiring { simulated function AnimEnd() { if ( Pawn(Owner) == None ) GotoState(''); else if ( Ammotype.AmmoAmount <= 0 ) { PlayAnim('T2', 0.9, 0.05); GotoState(''); } else if (clipcount>39) GoToState('clientNewClip'); else if (firstfire==1) Playaltstart(); else if ( !bCanClientFire ) GotoState(''); else if ( FirstFire==0) { PlayshotgunFiring(); clipcount=min(40,clipcount+10); //predict } else if (firstfire==2) Playaltend(); else if (Pawn(Owner).bAltFire != 0){ Playaltstart(); } else if ( Pawn(Owner).bFire != 0 &&!nowfire){ PlayAnim('T2', 0.9, 0.05); Nowfire=true;} else if ( nowfire){ Nowfire=false; Global.ClientFire(0);} else { PlayAnim('T2', 0.9, 0.05); GotoState(''); } } simulated function BeginState(){ Super.BeginState(); } } state AltFiring { ignores Fire, AltFire, animend; Begin: FinishAnim(); Repeater: if (AmmoType.ammoamount>0) { Playaltstart(); FinishAnim(); GetAxes(pawn(Owner).ViewRotation,x,y,z); x=normal(x); //X=(FRand()+5)*10; //If(pawn(owner).GetAnimGroup(Pawn(Owner).animsequence) != 'ducking'){ //only happens if standing up..... if (pawn(owner).baseeyeheight!=0){ pawn(Owner).SetLocation(pawn(Owner).Location+vect(0,0,15)); pawn(Owner).Velocity-=(849*X); //simple little thingy..... } if ( PlayerPawn(Owner) != None ) PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert); ClipCount++; TraceFire(AltAccuracy); AmmoType.UseAmmo(1); for (i = 0; i< 9; i++){ If (ClipCount<40){ AmmoType.UseAmmo(1); clipcount++; //if there is stuff in the clip then there's ammo... AltAccuracy = (frand()+1)*1.62;//wierd accuracy calculation....spices up the accuracy even more :D //If(Pawn(Owner).GetAnimGroup(Pawn(Owner).animsequence) == 'ducking') //aim becomes a little better if (pawn(owner).baseeyeheight==0) AltAccuracy/=2.5; TraceFire(AltAccuracy); }} PlayShotGunFiring(); //throw backwards..... FinishAnim(); } if ( AltAccuracy < 3 ) AltAccuracy += 0.5; //if (ClipCount>15) Owner.PlaySound(Misc1Sound, SLOT_None, 3.5*Pawn(Owner).SoundDampening); Playaltend(); FinishAnim(); if ( bChangeWeapon ) GotoState('DownWeapon'); else if ( Pawn(Owner).Weapon != Self ) GotoState('Idle'); else if ((Pawn(Owner).bAltFire!=0) && AmmoType.AmmoAmount>0 && ClipCount<40) { //if ( PlayerPawn(Owner) == None ) //Pawn(Owner).bAltFire = int( FRand() < AltReFireRate ); Goto('Repeater'); } PlayAnim('T2', 0.9, 0.05); FinishAnim(); Finish(); } function ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z) { local shellcase s; local vector realLoc; realLoc = Owner.Location + CalcDrawOffset(); if (frand()<0.31415926){ //we don't want too many shell cases.... s = Spawn(class'ShellCase',Pawn(Owner), '', realLoc + 20 * X + FireOffset.Y * Y + Z); if ( s != None ) s.Eject(((FRand()*0.3+0.4)*X + (FRand()*0.2+0.2)*Y + (FRand()*0.3+1.0) * Z)*160);} if (Other == Level) Spawn(class'OSHeavyWallHitEffect',,, HitLocation+HitNormal*9, Rotator(HitNormal)); else if ((Other != self) && (Other != Owner) && (Other != None) ) { if ( FRand() < 0.2 ) X *= 5; Other.TakeDamage(HitDamage, Pawn(Owner), HitLocation, 3000.0*X, 'shot'); if ( !Other.IsA('Pawn') && !Other.IsA('Carcass') ) spawn(class'SpriteSmokePuff',,,HitLocation+HitNormal*9); } } simulated function PostRender( canvas Canvas ) //show clip { local float multiplier; Super.PostRender(Canvas); if (PlayerPawn(Owner) != None){ //HUD only for playerpawns..... if (playerpawn(owner).myhud.isa('challengehud')) multiplier=0.8; else multiplier=0.9; Canvas.DrawColor.B = 0; if (clipcount > 30 ){ //set colour according to clipcount..... Canvas.DrawColor.R = 255; Canvas.DrawColor.G = 0;} else{ Canvas.DrawColor.R = 0; Canvas.DrawColor.G = 255;} if(PlayerPawn(Owner).Handedness != 1){ Canvas.SetPos(0.05 * Canvas.ClipX , multiplier * Canvas.ClipY); Canvas.Style = ERenderStyle.STY_Translucent; Canvas.Font = Canvas.SmallFont; } else { Canvas.SetPos(0.85 * Canvas.ClipX , multiplier * Canvas.ClipY); Canvas.Style = ERenderStyle.STY_Translucent; Canvas.Font = Canvas.SmallFont; } Canvas.DrawText("Clip: "$40-clipcount);}} //so its immediately called state Active { function bool PutDown() { if ( bWeaponUp || (AnimFrame < 0.75) ) GotoState('DownWeapon'); else bChangeWeapon = true; return True; } function BeginState() { bChangeWeapon = false; } Begin: If (39=40) GoToState('NewClip'); else if ( Pawn(Owner).bFire!=0 ) Global.Fire(0); else if (Pawn(Owner).bAltFire!=0 ) Global.AltFire(0); else GotoState('Idle'); } simulated function PlayIdleAnim() { local float randy; if ( Mesh == PickupViewMesh ) return; randy=frand(); if (randy>0.95 ) PlayAnim('Twiddle',0.6,0.3); else if (randy>0.9 ) PlayAnim('Twirl',0.6); //I utilitized the unused twirl animation.... else LoopAnim('Sway1',0.02, 0.3); } state Idle { function AnimEnd() { PlayIdleAnim(); } function bool PutDown() { GotoState('DownWeapon'); return True; } event Tick(float DeltaTime) { If (Pawn(Owner)!=None&&ammotype!=none) { If(PlayerPawn(Owner)!=None){ //bextra3...only used by mods... same reload key as serpentine..... that ain't in UT, though...so its a unique key :D If ((40-clipcount6$@.a!k? hC mkY-Y::$ ? -a w Phh}  OFXgakFlF  zYw.l*.kO.zlk \HX-E(Kr.*w*% q!`-q!:.%8:.%8  q! GK.iC 9iZ 7 -a w Pi  Qpoh m(wO*}O DB3}?mrp*P@U @@FF.wF*F.̾#C>C"D}?UU ծ6?,@6M6^yqU ծ6?,@6M6^w.p*,.pf}?a UP?,PPa UP?,PPkwp wp wp*p4jD? }.U`jG@ KO1k KK~C d9~Y 7 -a w P~ xQx V?w* w*$@.*-w( e//============================================================== //the original mutator (made in Unreal ED :)... //gets the honor of being called OldSkool... (Original didn't have options though) // Psychic_313: moved to OlWeapons as it seemed to fit in there. // Hmm... the irony... OldSkool.uc removed from Oldskool.u :-) // Also imported another PulseIcon for OlWeapons, and added a couple of fixes requested by UsAaR33. //============================================================== class oldskool expands Arena config (oldskool); //h4ck.... #exec TEXTURE IMPORT NAME=pulseicon FILE=Textures\pulseicon.pcx var config bool bmed, bPistol, bMag, bBioRifle, bASMD, bStingy, bRazor, bFlak, bmini, bEball, bRifle, bSuperASMD, bPower, bRedeem, bjump, bdamage, bpad, bmegahealth, barmor, bbandaid, binvis, bdefauto, bpowerups, bscorebored; var config int shieldmode, redeemmode, quadmode, arenamode, maxpowerups; var config int poweruptime; var int NumPoints; var bool Initialized; var osDispersionpowerup SpawnedRelic; function PostBeginPlay() //following 3 functions ripped and heavily edited from relic.relic { local NavigationPoint NP; local int i; if (Initialized || !bpowerups || !bpistol || quadmode==1) //only call once or option not enabled...... return; Initialized = True; //certain UT versions call mutator postbegin play's twice.... // Calculate number of navigation points. for (NP = Level.NavigationPointList; NP != None; NP = NP.NextNavigationPoint) { if (NP.IsA('PathNode')) NumPoints++; } for (i=0; i1) GiveWeapon(Other, class'olweapons.olquadshot'); if ( Other.IsA('PlayerPawn') ) { if (brifle) GiveWeapon(Other, class'olweapons.olRifle'); if (bstingy) GiveWeapon(Other, class'olweapons.olstinger'); if (bmag) GiveWeapon(Other, class'olweapons.olminigun'); if (beball) GiveWeapon(Other, class'olweapons.olEightball'); Other.SwitchToBestWeapon(); } else { // randomize order for bots so they don't always use the same weapon; unfortunately this isn't perfect as different random vars are called in LMS... (this function called before LMS') F = FRand(); if ( F < 0.7 ) { if (brifle) GiveWeapon(Other, class'olweapons.olRifle'); if (bstingy) GiveWeapon(Other, class'olweapons.olstinger'); if ( F < 0.4 ) { if (bmag) GiveWeapon(Other, class'olweapons.olMinigun'); if (beball) GiveWeapon(Other, class'olweapons.olEightball'); } else { if (beball) GiveWeapon(Other, class'olweapons.olEightball'); if (bmag) GiveWeapon(Other, class'olweapons.olMinigun'); } } else { if (bmag) GiveWeapon(Other, class'olweapons.olMinigun'); if (beball) GiveWeapon(Other, class'olweapons.olEightball'); if ( F < 0.88 ) { if (brifle) GiveWeapon(Other, class'olweapons.olRifle'); if (bstingy) GiveWeapon(Other, class'olweapons.olstinger'); } else { if (bstingy) GiveWeapon(Other, class'olweapons.olstinger'); if (brifle) GiveWeapon(Other, class'olweapons.olRifle'); } } } for ( inv=Other.inventory; inv!=None; inv=inv.inventory ) { //weap = Weapon(inv); if ( (Weapon(inv) != None) && (Weapon(inv).AmmoType != None) ) Weapon(inv).AmmoType.AmmoAmount = Weapon(inv).AmmoType.MaxAmmo; } if (barmor) { inv = Spawn(class'olarmor'); if( inv != None ) { inv.bHeldItem = true; inv.RespawnTime = 0.0; inv.GiveTo(Other); } } } else if ((bdefauto)&&(bmag)) GiveWeapon(Other, class'olweapons.olautomag'); } function bool AlwaysKeep( Actor Other ) { local bool bRetVal; local name quadammoname; // if (other.IsA('inventory')&&bhud) //so pickup messages work (yes, you can call it safely here :P)...... //Inventory(other).PickupMessageClass = None; if (other.IsA('inventory')&&inventory(other).pickupmessageclass==none) Inventory(Other).PickupMessageClass=Class'BotPack.PickupMessagePlus'; bRetVal = false; if (arenamode>0){ //launch arena handler :D switch (arenamode){ //gotta love 'em switches..... case 1: weaponname='oldpistol'; ammoname='defaultammo'; break; case 2: weaponname='olautomag'; ammoname='shellbox'; break; case 3: weaponname='olstinger'; ammoname='StingerAmmo'; break; case 4: weaponname='olasmd'; ammoname='ASMDammo'; break; case 5: weaponname='oleightball'; ammoname='RocketCan'; break; case 6: weaponname='olflakcannon'; ammoname='Flakbox'; break; case 7: weaponname='olrazorjack'; ammoname='Razorammo'; break; case 8: weaponname='olgesbiorifle'; ammoname='sludge'; break; case 9: weaponname='olrifle'; ammoname='RifleAmmo'; break; case 10: weaponname='olminigun'; ammoname='shellbox'; break; case 11: weaponname='olquadshot'; ammoname='olshells'; break; case 12: if (bmag){ //only option that means ANYTHING in arena mode.... weaponname='olsmmag'; ammoname='osmagammo'; } else{ weaponname='olsmenf'; ammoname='osmagammo2'; } break; } if ( Other.IsA(WeaponName) ) { Weapon(Other).PickupAmmoCount = Weapon(Other).AmmoName.Default.MaxAmmo; return true; } if ( Other.IsA(AmmoName)) { Ammo(Other).AmmoAmount = Ammo(Other).MaxAmmo; return true; } } else if (level.game.isa('lastmanstading')&&Other.Isa('ammo')&&Other.Location!=Vect(0,0,0)) return false; if (quadmode>1){ switch (quadmode){ case 2: quadammoname='eclip'; break; case 3: quadammoname='pammo'; break; case 4: quadammoname='shockcore'; break; case 5: quadammoname='rocketpack'; break; case 6: quadammoname='flakammo'; break; case 7: quadammoname='bladehopper'; break; case 8: quadammoname='bioammo'; break; case 9: quadammoname='bulletbox'; break; case 10: quadammoname='miniammo'; break; case 11: quadammoname='warhadammo'; break; } if (Other.Isa(quadammoname)) return false; } if (other.Isa('uiweapons')&&ArenaMode==0) //in case something screws up and changes these.... bretval = true; else if (other.Isa('ammo')&&Arenamode==0){ if (other.Isa('asmdammo')&&basmd) bretval=true; else if (other.isa('defaultammo')) //always as this isn't NORMALLY found in levels.... bretval=true; else if (Other.isa('osmagammo')) //always preserve this :D bretval=true; else if (other.isa('flakbox')&&bflak) bretval=true; else if (other.isa('razorammo')&&brazor) bretval=true; else if (other.isa('rifleammo')&&brifle) bretval=true; else if (other.isa('rocketcan')&&beball) bretval=true; else if (other.isa('clip')&&bmag) bretval=true; else if (other.isa('shellbox')&&(bmini||Other.Location== vect(0,0,0))) bretval=true; else if (other.isa('sludge')&&bbiorifle) bretval=true; else if (other.isa('stingerammo')&&bstingy) bretval=true; } //if it's destroyed it kills our reference to it...... else if ( Other.IsA('WeaponPowerUp') && bpistol&&!Other.Isa('osDispersionpowerup')) { Replacewith(Other, "olWeapons.osDispersionpowerup"); //so it doesn't die.... } else if ( Other.IsA('osDispersionPowerUp') && bpistol) { bRetVal = true; } else if ( Other.IsA('Bandages') &&bbandaid) //the following must stay....... { bRetVal = true; } else if ( Other.IsA('SuperHealth')&&bmegahealth ) { bRetVal = true; } else if ( Other.IsA('Amplifier')&&bdamage ) { bRetVal = true; } else if ( Other.IsA('osKevlarSuit')&&bpad ) { bRetVal = true; } else if ( Other.IsA('nalifruit')&&bmed ) { bRetVal = true; } else if ( Other.IsA('Health')&&bmed ) { bRetVal = true; } /*else if ( Other.IsA('invisibility')&&binvis ) { bRetVal = true; } */ else if ( NextMutator != None ) //yawn.... { bRetVal = NextMutator.AlwaysKeep(Other); } return bRetVal; } function bool CheckReplacement(Actor Other, out byte bSuperRelevant) { local name WeaponName, AmmoName, quadname, quadammoname; local string WeaponString, AmmoString; bSuperRelevant = 0; if (arenamode>0){ //launch arena handler :D switch (arenamode){ //gotta love 'em switches..... case 1: weaponname='oldpistol'; ammoname='defaultammo'; weaponstring="olweapons.oldpistol"; ammostring="olWeapons.osDispersionpowerup"; break; case 2: weaponname='olautomag'; ammoname='shellbox'; weaponstring="olweapons.olautomag"; ammostring="UnrealShare.Shellbox"; break; case 3: weaponname='olstinger'; ammoname='StingerAmmo'; weaponstring="olweapons.olstinger"; ammostring="UnrealShare.StingerAmmo"; break; case 4: weaponname='olasmd'; ammoname='ASMDammo'; weaponstring="olweapons.olasmd"; ammostring="UnrealShare.ASMDAmmo"; break; case 5: weaponname='oleightball'; ammoname='RocketCan'; weaponstring="olweapons.oleightball"; ammostring="UnrealShare.RocketCan"; break; case 6: weaponname='olflakcannon'; ammoname='Flakbox'; weaponstring="olweapons.olflakcannon"; ammostring="UnrealI.FlakBox"; break; case 7: weaponname='olrazorjack'; ammoname='Razorammo'; weaponstring="olweapons.olrazorjack"; ammostring="UnrealI.RazorAmmo"; break; case 8: weaponname='olgesbiorifle'; ammoname='sludge'; weaponstring="olweapons.olgesbiorifle"; ammostring="UnrealI.Sludge"; break; case 9: weaponname='olrifle'; ammoname='RifleAmmo'; weaponstring="olweapons.olrifle"; ammostring="UnrealI.RifleAmmo"; break; case 10: weaponname='olminigun'; ammoname='shellbox'; weaponstring="olweapons.olminigun"; ammostring="UnrealShare.Shellbox"; break; case 11: weaponname='olquadshot'; ammoname='olshells'; weaponstring="olweapons.olquadshot"; ammostring="olweapons.olshells"; break; case 12: if (bmag){ //only option that means ANYTHING in arena mode.... weaponname='olsmmag'; ammoname='osmagammo'; weaponstring="olweapons.olsmmag"; ammostring="olweapons.osmagammo"; } else{ weaponname='olsmenf'; ammoname='osmagammo2'; weaponstring="olweapons.olsmenf"; ammostring="olweapons.osmagammo2"; } break; } if ( Other.IsA('Weapon') ) { if ( !Other.IsA(WeaponName)) { Level.Game.bCoopWeaponMode = false; ReplaceWith(Other, WeaponString); return false; } } if ( Other.IsA('Ammo') ) { if (!Other.IsA(AmmoName)) { ReplaceWith(Other, AmmoString); return false; } }} else if (level.game.isa('lastmanstanding')&&Other.Isa('ammo')&&Other.location!=Vect(0,0,0)) //emulate non-arena mode... return false; if (quadmode>1){ switch (quadmode){ case 2: quadname='enforcer'; quadammoname='eclip'; break; case 3: quadname='pulsegun'; quadammoname='pammo'; break; case 4: quadname='shockrifle'; quadammoname='shockcore'; break; case 5: quadname='ut_eightball'; quadammoname='rocketpack'; break; case 6: quadname='ut_flakcannon'; quadammoname='flakammo'; break; case 7: quadname='ripper'; quadammoname='bladehopper'; break; case 8: quadname='ut_biorifle'; quadammoname='bioammo'; break; case 9: quadname='sniperrifle'; quadammoname='bulletbox'; break; case 10: quadname='minigun2'; quadammoname='miniammo'; break; case 11: quadname='warheadlauncher'; quadammoname='warhadammo'; break; } if (Other.Isa(quadname)) { //first verifications...... Replaceweapon( Other, class'olweapons.olquadshot', pawn(Other.owner) ); return false; } if (Other.Isa(quadammoname)&&Other.Location != vect(0,0,0)&&Other.owner==None) { Replacewith( Other, "olweapons.olshells" ); return false; } } if (Other.Isa('Uiweapons')) return true; if (other.isa('tournamentweapon')) { if (Other.IsA('PulseGun')&&!other.isa('ospulsegun')) { if (bstingy) { Replaceweapon(Other, class'olweapons.olstinger', pawn(Other.owner)); return false; } else if (bdamage){ Replaceweapon(Other, class'olweapons.ospulsegun', pawn(Other.owner)); return false; } else return true; } if ( Other.IsA('SniperRifle')&&bRifle ) { Replaceweapon( Other, class'olweapons.olrifle', pawn(Other.owner) ); return false; } if ( Other.IsA('Ripper')&&bRazor ) { Replaceweapon( Other, class'olweapons.olrazorjack', pawn(Other.owner) ); return false; } if ( Other.IsA('Minigun2')&&bMini ) { Replaceweapon( Other, class'olweapons.olMinigun', pawn(Other.owner) ); return false; } if ( Other.IsA('Enforcer')&&bMag ) { Replaceweapon( Other, class'olweapons.olautomag',pawn(Other.owner) ); return false; } if ( Other.IsA('UT_Eightball')&&bEball ) { Replaceweapon( Other, class'olweapons.olEightball', pawn(Other.owner) ); return false; } if ( Other.IsA('UT_FlakCannon')&&bFlak ) { Replaceweapon( Other, class'olweapons.olFlakCannon', pawn(Other.owner) ); return false; } if ( Other.IsA('ShockRifle')&&!Other.IsA('superShockRifle')&&!other.isa('osshockrifle')) { if (basmd){ Replaceweapon( Other, class'olweapons.olasmd', pawn(Other.owner) ); return false;} else if (bdamage){ Replaceweapon( Other, class'olweapons.osshockrifle', pawn(Other.owner) ); return false;} else return true; } if ( Other.IsA('SuperShockRifle')&&bASMD ) //if owner had shock rifle at start it would be fawked anyway.... { ReplaceWith( Other, "olweapons.olasmd"); ReplaceWith( Other, "olweapons.osamplifier"); return false; } if ( Other.IsA('UT_BioRifle')&&bBioRifle ) { Replaceweapon( Other, class'olweapons.olGESBioRifle', pawn(Other.owner) ); return false; } if ( Other.IsA('impacthammer')&&bPistol ) //default weapon wouldn;t be called :D { ReplaceWith( Other, "olWeapons.osDispersionPowerUp"); return false; } if ( Other.IsA('chainsaw') &&bPower) { ReplaceWith( Other, "olWeapons.osDispersionPowerUp"); return false; } if ( Other.IsA('WarheadLauncher')) { If (redeemmode==1){ ReplaceWith( Other, "olweapons.olasmd" ); ReplaceWith( Other, "unrealshare.amplifier" ); return false; } else if (redeemmode==2){ if (!bmag) Replaceweapon( Other, class'olweapons.olSMmag', pawn(Other.owner)); else Replaceweapon( Other, class'olweapons.olSMenf', pawn(Other.owner) ); return false; } return true; } return true;} if (other.isa('tournamentammo')) //second part ensures that ammo in guns is not replaced.... { if ( Other.IsA('ShockCore')) { if (basmd){ ReplaceWith( Other, "unrealshare.asmdammo" ); return false;} else{ shockcore(other).icon=Texture'UnrealShare.Icons.I_ASMD'; return true;} } if ( Other.IsA('RocketPack')) { If (beball){ ReplaceWith( Other, "unrealshare.RocketCan" ); return false;} else { RocketPack(Other).UsedInWeaponSlot[5]=0; RocketPack(Other).UsedInWeaponSlot[9]=1; RocketPack(Other).Icon=Texture'UnrealShare.Icons.I_RocketAmmo'; return true;} } if ( Other.IsA('PAmmo') ) { if (bstingy){ ReplaceWith(Other, "unrealshare.stingerAmmo"); return false; } else{ Pammo(Other).UsedInWeaponSlot[3]=0; Pammo(Other).UsedInWeaponSlot[5]=1; Pammo(Other).Icon=Texture'pulseicon'; //ph34r |\/|y 1c0|\| |\/|4k1|\|9 5k1llz!!!!!!! return true;} } if ( Other.IsA('BladeHopper')) { if (brazor){ ReplaceWith( Other, "unreali.razorammo" ); return false;} else{bladehopper(other).UsedInWeaponSlot[7]=0; bladehopper(other).UsedInWeaponSlot[6]=1; bladehopper(other).Icon=Texture'UnrealI.Icons.I_RazorAmmo'; return true; } } if ( Other.IsA('RifleShell')) { if (brifle){ ReplaceWith( Other, "unreali.Rifleround" ); return false; } else{ bulletbox(other).UsedInWeaponSlot[9]=0; //already has icon..... good epic :D bulletbox(other).UsedInWeaponSlot[0]=1; return true;} } if ( Other.IsA('BulletBox')&&!Other.Isa('Rifleshell')) { if (brifle){ ReplaceWith( Other, "unreali.rifleAmmo" ); return false;} else{bulletbox(other).UsedInWeaponSlot[9]=0; bulletbox(other).UsedInWeaponSlot[0]=1; return true;} } if ( Other.IsA('FlakAmmo')) { if (bflak){ ReplaceWith( Other, "unreali.FlakBox" ); return false;} else{ flakammo(other).UsedInWeaponSlot[6]=0; flakammo(other).UsedInWeaponSlot[8]=1; flakammo(other).Icon=Texture'UnrealI.Icons.I_FlakAmmo'; return true;} } if ( Other.IsA('EClip')) { if (bmag&&Other.Location!= vect(0,0,0)&&Other.owner==None){ ReplaceWith( Other, "unrealshare.Clip" ); return false; } else{ miniammo(other).UsedInWeaponSlot[0]=0; miniammo(other).UsedInWeaponSlot[7]=1; miniammo(other).Icon=Texture'UnrealShare.Icons.I_ShellAmmo'; return true;} } if ( Other.IsA('MiniAmmo')&&!Other.Isa('eclip')&&!Other.Isa('osmagammo2')) { if (bmini&&Other.Location!= vect(0,0,0)&&Other.owner==None){ ReplaceWith( Other, "unrealshare.ShellBox" ); return false; } else{ miniammo(other).UsedInWeaponSlot[0]=0; miniammo(other).UsedInWeaponSlot[7]=1; miniammo(other).Icon=Texture'UnrealShare.Icons.I_ShellAmmo'; return true;} } if ( Other.IsA('Bioammo')) { if (bBioRifle){ ReplaceWith( Other, "unreali.Sludge" ); return false; } else {bioammo(other).UsedInWeaponSlot[8]=0; bioammo(other).UsedInWeaponSlot[3]=1; bioammo(other).Icon=Texture'UnrealI.Icons.I_SludgeAmmo'; return true;} } if (Other.Isa('Ammo')&&!Other.Isa('TournamentAmmo')){ //fix up this stuff..... if (Ammo(Other).PickupSound==Sound'UnrealShare.Pickups.AmmoSnd') Ammo(Other).PickupSound=Sound'BotPack.Pickups.AmmoPick'; Ammo(Other).PickupMessageClass=Class'BotPack.PickupMessagePlus'; } return true;} if ( Other.IsA('UT_JumpBoots')&&!Other.IsA('osjumpBoots')&&bJump ) { ReplaceWith( Other, "olweapons.osJumpBoots" ); return false; } if ( Other.IsA('UDamage')&&bdamage ) { ReplaceWith( Other, "olweapons.osAmplifier" ); return false; } if ( Other.IsA('ThighPads')) { if (bpad){ ReplaceWith( Other, "olweapons.osKevlarSuit"); return false; } else{ thighpads(other).Icon=Texture'UnrealShare.Icons.I_kevlar'; //to stop confusion :D return true;} } if ( Other.IsA('HealthPack')&&bmegahealth ) { ReplaceWith( Other, "unrealshare.SuperHealth" ); return false; } if ( Other.IsA('Armor2')&&!Other.Isa('olarmor')) { if (barmor){ ReplaceWith( Other, "olweapons.olArmor" ); return false;} else{ armor2(other).Icon=Texture'UnrealShare.Icons.I_Armor'; return true;} } if ( Other.IsA('HealthVial')&&bbandaid ) { ReplaceWith( Other, "Unrealshare.Bandages" ); return false; } if ( Other.IsA('Medbox')&&bmed ) { ReplaceWith( Other, "unrealshare.health" ); return false; } if ( Other.IsA('UT_ShieldBelt')&&!Other.IsA('osShieldBelt')) { If (shieldmode==2){ ReplaceWith( Other, "olweapons.osPowerShield" ); return false; } else If (shieldmode==1){ ReplaceWith( Other, "olweapons.osShieldbelt" ); return false; } else return true; } if ( Other.IsA('UT_invisibility')&&binvis ) { ReplaceWith( Other, "olweapons.oldskoolinvisibility" ); return false; } return true; } function PreBeginPlay() { local class weaponclass; local string oldservername; if ( (Level != None) && (Level.Game != None)&& (Level.Game.GameReplicationInfo != None)&& (Level.NetMode != NM_Client)) //modify server name, so it says -oldskool- { oldservername = Level.Game.GameReplicationInfo.Default.ServerName; if (InStr(oldservername,"-oldskool- ")==-1) //not already changed Level.Game.GameReplicationInfo.Default.ServerName="-oldskool- "$oldservername; ///now change name... } /* if (bhud&&!level.game.isa('rocketarenagame')) //notifications destroy hud when it's spawned and put new one in.. faster then actually destroying it in postbegin play, as saves calling hundreds of hud functions spawn (class'oldskool.oldhudnotify'); if (bscorebored&&!level.game.isa('rocketarenagame')) spawn (class'oldskool.oldboardnotify'); */ // Psychic_313: wasn't me, UsAaR did this I think if (arenamode>0){ switch (arenamode){ //gotta love 'em switches..... case 1: weaponclass=class'olweapons.oldpistol'; break; case 2: weaponclass=class'olweapons.olautomag'; break; case 3: weaponclass=class'olweapons.olstinger'; break; case 4: weaponclass=class'olweapons.olasmd'; break; case 5: weaponclass=class'olweapons.oleightball'; break; case 6: weaponclass=class'olweapons.olflakcannon'; break; case 7: weaponclass=class'olweapons.olrazorjack'; break; case 8: weaponclass=class'olweapons.olgesbiorifle'; break; case 9: weaponclass=class'olweapons.olrifle'; break; case 10: weaponclass=class'olweapons.olminigun'; break; case 11: weaponclass=class'olweapons.olquadshot'; break; case 12: if (bmag) //only option that means ANYTHING in arena mode.... weaponclass=class'olweapons.olsmmag'; else weaponclass=class'olweapons.olsmenf'; break; } } //DefaultWeapon=class'olweapons.olDPistol';} else if (quadmode==1&&!level.game.isa('rocketarenagame')) weaponclass=class'olweapons.olquadshot'; else if(bPistol&&!level.game.isa('rocketarenagame')) weaponclass=class'olweapons.olDPistol'; defaultweapon=weaponclass; //set the var..... } //based on DMP's giveweapon..... function GiveWeapon (Pawn P, Class WepClass) { local Weapon newweapon; newWeapon = Spawn(WepClass); if( P.FindInventoryType(WepClass) != None ) return; if( newWeapon != None ) { If (level.game.isa('rocketarenagame')) //gotta make sure of RA compatibility.... newWeapon.bCanThrow = false; newWeapon.RespawnTime = 0.0; newWeapon.GiveTo(P); newWeapon.bHeldItem = true; newWeapon.GiveAmmo(P); newWeapon.SetSwitchPriority(P); newWeapon.WeaponSet(P); newWeapon.AmbientGlow = 0; if ( P.IsA('PlayerPawn') ) newWeapon.SetHand(Playerpawn(P).Handedness); else newWeapon.GotoState('Idle'); P.Weapon.GotoState('DownWeapon'); P.PendingWeapon = None; P.Weapon = newWeapon; } } function bool ReplaceWeapon(actor Other, class aclass, pawn owner) //function used to replace the weapons........ { local Actor A; if (owner!=None){ //verify if it is owned...... giveweapon(owner, aclass); return false; } if ( Other.Location == vect(0,0,0)) return false; if ( aClass != None ) A = Spawn(aClass,,Other.tag,Other.Location, Other.Rotation); if ( Inventory(Other).MyMarker != None ) { Inventory(Other).MyMarker.markedItem = Inventory(A); if ( Inventory(A) != None ) { Inventory(A).MyMarker = Inventory(Other).MyMarker; A.SetLocation(A.Location + (A.CollisionHeight - Other.CollisionHeight) * vect(0,0,1)); } Inventory(Other).MyMarker = None; } else { Inventory(A).bHeldItem = true; Inventory(A).Respawntime = 0.0; } if ( A != None ) { A.event = Other.event; A.tag = Other.tag; A.RotationRate= Other.RotationRate; //if (a.isa('olautomag')&&bmini) //set ammo types right.... return true; } return false; } function bool ReplaceWith(actor Other, string aClassName) //simply to preserve rotationrate var.... { local Actor A; local class aClass; if ( Other.IsA('Inventory') && (Other.Location == vect(0,0,0)) ) return false; aClass = class(DynamicLoadObject(aClassName, class'Class')); if ( aClass != None ) A = Spawn(aClass,,Other.tag,Other.Location, Other.Rotation); if ( Other.IsA('Inventory') ) { if ( Inventory(Other).MyMarker != None ) { Inventory(Other).MyMarker.markedItem = Inventory(A); if ( Inventory(A) != None ) { Inventory(A).MyMarker = Inventory(Other).MyMarker; A.SetLocation(A.Location + (A.CollisionHeight - Other.CollisionHeight) * vect(0,0,1)); } Inventory(Other).MyMarker = None; } else if ( A.IsA('Inventory') ) { Inventory(A).bHeldItem = true; Inventory(A).Respawntime = 0.0; } } if ( A != None ) { A.event = Other.event; A.tag = Other.tag; A.RotationRate= Other.RotationRate; return true; } return false; } Y2uY Os\|YA::$sa s$_-a>'zz-a #='  SM 6Q!(wO*}O DB3}?b.. cax 66c6a. aL xD'-J |.8w|*|.̾#C>C"DaM x}a/!A.-* PBg,tp^::$ -pa X^wp*pZYBtB FsF/O* K// ============================================================ // oldskool.Oldskoolut_shieldbelt: Stops destroying of other armors so it can be used in SP... // Psychic_313: unchanged // ============================================================ class Osut_shieldbelt expands ut_shieldbelt; function bool HandlePickupQuery( inventory Item ) { return Super(Pickup).HandlePickupQuery(Item); } function PickupFunction(Pawn Other) { local Inventory I; MyEffect = Spawn(class'UT_ShieldBeltEffect', Other,,Other.Location, Other.Rotation); MyEffect.Mesh = Owner.Mesh; MyEffect.DrawScale = Owner.Drawscale; if ( Level.Game.bTeamGame && (Other.PlayerReplicationInfo != None) ) TeamNum = Other.PlayerReplicationInfo.Team; else TeamNum = 3; SetEffectTexture(); //hey, its still useful...sorta :D I = Pawn(Owner).FindInventoryType(class'UT_Invisibility'); if ( I != None ) MyEffect.bHidden = true; } R{C9p^::$ -ma X^wm*mZY{{N  ,f Z^)++.-(a/!9+ CALc 6C6A6LK{n?~+bK{ Ccr+**a/!Y.-*+ + ?c 6#?xP+ ckD?6x?6+  k  k*-YxP+ ի?,+>+ ckD?6x?6+ k> k*~aCA+ c(w~**+-w~*~ Ub tE>C!o?b h?, _ a ha @ ha a !ha m !ha n !ha @ !ha a !ha ~^dOi]vf_~RScbf"h"XTzJ$@A$HB!N""""" *' "S qTS~^N5Y~pQ~_T~pTd~`TOh~^V~R~\TLc~\V~~dT~R~fPH~cT~pT~_PX~QT~VRX~tP4~bTe~fM> ~aN)~jMh~cP~jP"~m+// ============================================================ // OLweapons.UIweapons: really a dummy class... defines 1 var (decals) but mainly helps the mutator // Psychic_313: unchanged // This is the main config class - note for menu making // ============================================================ class UIweapons expands TournamentWeapon config (oldskool) abstract; var config bool bUseDecals; //decals option var config bool akimbomag; //akimbo mag option (here to look neater in INI's.. var config bool newarmorrules; //new armor rules (i.e. limit at 150 armor) //the following vars do nothing, but removing them may break binary compatibility. var bool bwantreload; var bool wepcanreload; replication { reliable if (Role < Role_Authority) //client send to server.... reload, stopreload; } function SetSwitchPriority(pawn Other) //allow weapon to register in first 20.... { local int i; local name temp, carried; if ( PlayerPawn(Other) != None ) { for ( i=0; iW ? @? 6 ?,x6 >,6 ?::$  ի47:   իo: ::$6 ?% իRI9 f 6a6lկ?6?,rb$ # Af # A alrP f6D?6@?b66 b  bGb66  66   w*P    a+n R a/!Q.r* rw*Kn?,=K3KQ?l?%n?,&L> ? @? 16 ?,x6 >B6 ?::$  ի47:   իo: 1 ::$6 ?% իRI9 f 6a6lկ?6?,r b$ # Af # A alrP f6D?6@?b66  b  bG b66   66  3  w*P  3   a+n  a+Z  alr -66?65 66 -665 66{ a/!R6Z?, 6Z@6Z?,  a/!W6Z?,;6Z?, a  Z6a6l6r alrSan p*// ============================================================ // oskevlarsuit. allows new rulez to work. // Psychic_313: unchanged // ============================================================ class osKevlarSuit expands KevlarSuit; function BecomeItem() { local Bot B; local Pawn P; Super.BecomeItem(); if ( Instigator.IsA('Bot') || Level.Game.bTeamGame || !Level.Game.IsA('DeathMatchPlus') || DeathMatchPlus(Level.Game).bNoviceMode || (DeathMatchPlus(Level.Game).NumBots > 4) ) return; // let high skill bots hear pickup if close enough for ( P=Level.PawnList; P!=None; P=P.NextPawn ) { B = Bot(p); if ( (B != None) && (VSize(B.Location - Instigator.Location) < 800 + 100 * B.Skill) ) { B.HearPickup(Instigator); return; } } } function bool HandlePickupQuery( inventory Item ) { local inventory S; if ( item.class == class ) { if (level.game.isa('deathmatchplus')&&class'olweapons.uiweapons'.default.newarmorrules){ S = Pawn(Owner).FindInventoryType(class'UT_Shieldbelt'); if (s==none) //try another check S = Pawn(Owner).FindInventoryType(class'osShieldbelt'); if (s==none) //try another check S = Pawn(Owner).FindInventoryType(class'ospowershield'); if ( S==None ) { if ( Chargew*a j33s?a!U?>fff?a!P?a!t ף<> I2 f?G$P::$ EME=a  ? 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