1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
|
//=============================================================================
// Shield Gun
//=============================================================================
class ShieldGun extends Weapon
config(user);
#EXEC OBJ LOAD FILE=InterfaceContent.utx
var Sound ShieldHitSound;
var String ShieldHitForce;
replication
{
reliable if (Role == ROLE_Authority)
ClientTakeHit;
}
simulated function DoAutoSwitch()
{
}
simulated event RenderOverlays( Canvas Canvas )
{
local int m;
if ((Hand < -1.0) || (Hand > 1.0))
{
for (m = 0; m < NUM_FIRE_MODES; m++)
{
if (FireMode[m] != None)
{
FireMode[m].DrawMuzzleFlash(Canvas);
}
}
}
Super.RenderOverlays(Canvas);
}
// AI Interface
function GiveTo(Pawn Other, optional Pickup Pickup)
{
Super.GiveTo(Other, Pickup);
if ( Bot(Other.Controller) != None )
Bot(Other.Controller).bHasImpactHammer = true;
}
function bool CanAttack(Actor Other)
{
return true;
}
simulated function Timer()
{
local Bot B;
if (ClientState == WS_BringUp)
{
// check if owner is bot waiting to do impact jump
B = Bot(Instigator.Controller);
if ( (B != None) && B.bPreparingMove && (B.ImpactTarget != None) )
{
B.ImpactJump();
B = None;
}
}
Super.Timer();
if ( (B != None) && (B.Enemy != None) )
BotFire(false);
}
function FireHack(byte Mode)
{
if ( Mode == 0 )
{
FireMode[0].PlayFiring();
FireMode[0].FlashMuzzleFlash();
FireMode[0].StartMuzzleSmoke();
IncrementFlashCount(0);
}
}
/* BestMode()
choose between regular or alt-fire
*/
function byte BestMode()
{
local float EnemyDist;
local bot B;
B = Bot(Instigator.Controller);
if ( (B == None) || (B.Enemy == None) )
return 1;
EnemyDist = VSize(B.Enemy.Location - Instigator.Location);
if ( EnemyDist > 2 * Instigator.GroundSpeed )
return 1;
if ( (B.MoveTarget != B.Enemy) && ((EnemyDist > 0.5 * Instigator.GroundSpeed)
|| (((B.Enemy.Location - Instigator.Location) Dot vector(Instigator.Rotation)) <= 0)) )
return 1;
return 0;
}
// super desireable for bot waiting to impact jump
function float GetAIRating()
{
local Bot B;
local float EnemyDist;
B = Bot(Instigator.Controller);
if ( B == None )
return AIRating;
if ( B.bPreparingMove && (B.ImpactTarget != None) )
return 9;
if ( B.PlayerReplicationInfo.HasFlag != None )
{
if ( Instigator.Health < 50 )
return AIRating + 0.35;
return AIRating + 0.25;
}
if ( B.Enemy == None )
return AIRating;
EnemyDist = VSize(B.Enemy.Location - Instigator.Location);
if ( B.Stopped() && (EnemyDist > 100) )
return 0.1;
if ( (EnemyDist < 750) && (B.Skill <= 2) && !B.Enemy.IsA('Bot') && (ShieldGun(B.Enemy.Weapon) != None) )
return FClamp(300/(EnemyDist + 1), 0.6, 0.75);
if ( EnemyDist > 400 )
return 0.1;
if ( (Instigator.Weapon != self) && (EnemyDist < 120) )
return 0.25;
return ( FMin(0.6, 90/(EnemyDist + 1)) );
}
// End AI interface
function AdjustPlayerDamage( out int Damage, Pawn InstigatedBy, Vector HitLocation,
out Vector Momentum, class<DamageType> DamageType)
{
local int Drain;
local vector Reflect;
local vector HitNormal;
local float DamageMax;
DamageMax = 100.0;
if ( DamageType == class'Fell' )
DamageMax = 20.0;
else if( !DamageType.default.bArmorStops || (DamageType == class'DamTypeShieldImpact' && InstigatedBy == Instigator) )
return;
if ( CheckReflect(HitLocation, HitNormal, 0) )
{
Drain = Min( Ammo[1].AmmoAmount*2, Damage );
Drain = Min(Drain,DamageMax);
Reflect = MirrorVectorByNormal( Normal(Location - HitLocation), Vector(Instigator.Rotation) );
Damage -= Drain;
Momentum *= 1.25;
Ammo[1].UseAmmo(Drain/2);
DoReflectEffect(Drain/2);
}
}
function DoReflectEffect(int Drain)
{
PlaySound(ShieldHitSound, SLOT_None);
ShieldAltFire(FireMode[1]).TakeHit(Drain);
ClientTakeHit(Drain);
}
simulated function ClientTakeHit(int Drain)
{
ClientPlayForceFeedback(ShieldHitForce);
ShieldAltFire(FireMode[1]).TakeHit(Drain);
}
function bool CheckReflect( Vector HitLocation, out Vector RefNormal, int AmmoDrain )
{
local Vector HitDir;
local Vector FaceDir;
if (!FireMode[1].bIsFiring || Ammo[0].AmmoAmount == 0) return false;
FaceDir = Vector(Instigator.Controller.Rotation);
HitDir = Normal(Instigator.Location - HitLocation + Vect(0,0,8));
//Log(self@"HitDir"@(FaceDir dot HitDir));
RefNormal = FaceDir;
if ( FaceDir dot HitDir < -0.37 ) // 68 degree protection arc
{
if (AmmoDrain > 0)
Ammo[0].UseAmmo(AmmoDrain);
return true;
}
return false;
}
function AnimEnd(int channel)
{
if (FireMode[0].bIsFiring)
{
LoopAnim('Charged');
}
else if (!FireMode[1].bIsFiring)
{
Super.AnimEnd(channel);
}
}
function float SuggestAttackStyle()
{
return 0.8;
}
function float SuggestDefenseStyle()
{
return -0.8;
}
simulated function float ChargeBar()
{
return FMin(1,FireMode[0].HoldTime/ShieldFire(FireMode[0]).FullyChargedTime);
}
defaultproperties
{
ItemName="Shield Gun"
IconMaterial=Material'InterfaceContent.Hud.SkinA'
IconCoords=(X1=200,Y1=281,X2=321,Y2=371)
bShowChargingBar=true
bCanThrow=false
FireModeClass(0)=ShieldFire
FireModeClass(1)=ShieldAltFire
InventoryGroup=1
Mesh=mesh'Weapons.ShieldGun_1st'
BobDamping=2.2
PickupClass=class'ShieldGunPickup'
EffectOffset=(X=15.0,Y=6.7,Z=1.2)
bMeleeWeapon=true
ShieldHitSound=Sound'WeaponSounds.ShieldGun.ShieldReflection'
DrawScale=0.4
PutDownAnim=PutDown
DisplayFOV=60
PlayerViewOffset=(X=2,Y=-0.7,Z=-2.7)
PlayerViewPivot=(Pitch=500,Roll=0,Yaw=500)
UV2Texture=Material'XGameShaders.WeaponEnvShader'
AttachmentClass=class'ShieldAttachment'
SelectSound=Sound'WeaponSounds.ShieldGun_change'
SelectForce="ShieldGun_change"
ShieldHitForce="ShieldReflection"
AIRating=0.35
CurrentRating=0.35
DefaultPriority=2
}
|