*E@X_F+lR)Mz NoneEngineCore olweaponsFireBeginAltFireAnimEndTickSystem InternalTime PlayIdleAnimClientAltFire ClientFireIdleBotpackUseAmmoFindInventoryTypeColor BeginState EndState ReplaceWithVectorFinish GiveWeapon AltFiring DownWeaponMipZeroUBitsVSizeVBitsPaletteVClampUSizeUClampPickupMessage UnrealShare NormalFireNewClip ShakeViewClientNewclipMeshPickupViewMeshClientAltFiringSelect oldskoolClientInstantFlash PickupSoundCollisionHeight ItemNameCollisionRadiusPostBeginPlay ClientFiringReplaceWeapon TraceFireProjectileFirePlayAltFiring PlayFiring PlayerPawn PlayRecoilThirdPersonMeshStillPlayerViewMeshDeathMatchPlus AmmoNamePlayerViewOffsetT2WeaponDescriptionPickupAmmoCount SelectSound DeathMessage bNoSmoothIcon FX_PhaseAutoSwitchPriorityPickup ClientReload FX_Frequency AIRating FireRockets bRealtimeCheckVisibility bParametric FireSoundInventoryGroup RateSelf FireOffsetClientMessageSetHandBotTimer NumSparks SparksLimit FX_VertSpeed PlayRotatingEject AdjustAimFX_Size Viewport GiveAmmo SparkType RenderHeatFX_HorizSpeed RepeaterFX_AreaFX_Heat ShootLoad shakemagHandlePickupQuery PlayAltstartAltRefireRate StatusIcon TakeDamageProcessTraceHit AltFireSound Misc1Sound RefireRateReloadSwitchToBestWeapon MaxFrameRate LogPickupCockGunShoot2 PrimeCountHitWallPlayRepeatFiringUnrealI UseCharge FireEffectAltProjectileClassDown Playaltend MaxColorshotShoot0 SpawnEffects CockingSoundPutDownStationaryPawn MinFrameRate shakevertbRisingSetSwitchPriorityLoadingSuggestAttackStyleplayselectclipWaiting bInstantHitMassCarcass AttachDecalAttachToSurface SpawnCopybAltWarnTarget PlayUnwindFiringRocketsProjectileClassPawn playdownclipolSMmagPlayShotGunFiring RotateRocket playeject CheckTarget MyDamageTypeDropsADrop ReloadingPlayFiringmidAmmo WarnTargetMuzzleFlashVariations ShellBox FinishFireChargebAltInstantHitPlayFiringendSway1 BecomePickup Misc2Sound ChallengeHUD MultiSkinsReceiveLocalizedMessage ScriptedPawn PreBeginPlay OLautomag AmmoAmountRenderOverlaysTeamFireTextureStringsPowerUp SetTwoHands RespawnTimeOLASMD PlayAltBurstShoot1 FX_AuxSizeShot2bAllosDispersionPowerupPowerUpSoundsTwiddleolSMenf PlaySelect TweenDownLoad SpawnpowerupSetEffectTexture osmagammo bSpecialIcon TweenToStill PostRenderGenerateBullet BecomeItem shaketime ShockRifleEClip PulseGunPickupMessageClass osmagammo2Idle2 Inventory SetRespawn SniperRifleTeamFireTextures AltFire3SuggestDefenseStyleBringUpSway PlayejectingBioAmmo BladeHopper SpawnEffect RocketPack ShockCore BulletBox DefaultAmmo hitdamage MiniammobSplashDamage FlakAmmo PlayPowerupZoomingSuperExplosion ASMDAmmoUnrealGameInfo StillFire PendingLockPlayerViewScale RocketCan StingerAmmo PlayRFiringstartup AdjustTossPlayReloadingPlayFastReloading ClientFinishUsedUpDirectionalAttach Invisibility InstFlashSetWall OlShellsLightSaturation FastShoot SplashJumpMaxAmmoUsedInWeaponSlotPAmmo DoPowerUp OLDpistol OLstingerInstFog LightHueT1SetDisplayProperties OLeightball OLFlakCannon OLrazorjackSetDefaultDisplayPropertiesOLGESBioRiflePlayshootload StillScopeOlrifle bClientAnim RifleAmmoScopeUp OLminigunSludge UIweapons ForceAltFire ForceFireFire1AddAmmoFireOnejoltedShoot RazorAmmo OLquadshotFlakBoxshot2rocketarenagame reloaderActivateSoundLightBrightness StakeOutbAutoActivateHunting RangedAttack AlwaysKeep TacticalMove warhadammoWAV SoundRadius StopFiringTwirlPickupFunctionPlayerJumpZScalingTournamentPlayerMaxDesireability Activated OwnerJumpedGiveToBotsClientpowerup WeaponSet stopreloadWarheadLauncher UT_EightballUT_FlakCannon minigun2Startripper DecapitatedShot2a ScopeDown wepcanreload bWarnTargetSteam Destroyed ut_biorifleShot2cSpawnEffectmult enforcer osshieldbelt MuzzleScaleClientAdjustGlowSelect1olarmorExplodeShoot3 SoundVolumeShoot4Shoot5 ImpactSound FlashLengthActive OSShockRifle AnimEnergyExpireMessage MFTextureFlashSFlashCFlashOFlashYBotDesireability LightRadius HearPickup TweenSelectFlyingbDrawMuzzleFlash Misc3Sound osjumpboots InitSplashPlayPostSelect BobDampingUpdateRealWeapon SendAltFire SendFireCheckFutureSightLastManStanding SpecialFire FiringSpeedIdle5 NameColorIdle3Down2TournamentAmmo PathNodeSuperShockRifleDucking osKevlarSuitIdle1 RifleShell ComboMoveRaisingItemMessageClassPickupMessagePlusbMuzzleFlashParticles OSPulseGunIdle4MuzzleFlashStyleMuzzleFlashMeshMuzzleFlashScaleMuzzleFlashTexturelastmanstading quadmode redeemmode maxpowerups bscoreboredArmorAbsorption bpowerups shieldmodebPower bSuperASMDbFlakbRazorbEballbASMD bBioRiflebStingybPistolbmedbMagbDisplayableInv bActivatableODpock ODBlastMarkODBigEnergyImpactODDirectionalBlastbRecommendSplashDamageODEnergyImpact odWallCrack ODbiomarkOLstarterboltoldskoolinvisibilityshieldbeltpowerOSRazorBladeAltospowershield OSRazorBlade OSDAmmo5AltDamageTypeOSStingerProjectile OSDAmmo3 OSDAmmo2 OSDAmmo4 OSGrenadeOSDispersionAmmo OSRocket OSFlakShellOSSeekingRocket OSChunk3 OSChunk2 OSChunk4OSMasterChunk OSBiodropSourceTexture OSChunk1OSWallHitEffectOSHeavyWallHitEffect OSBioGelOSSniperRifle OLTazerProj OSAmplifier poweruptime bdefautobinvis bmegahealth akimbomag bUseDecalsosut_shieldbelt ParentAmmoosflakshellammo OSBigBiogelbdamage SpawnSound ShotsLeft MiscSoundOSRingExplosion2OSLightWallHitEffectLandedTouch RemoteRoleTextureArmor2Weapon ThighPads HealthVial CheckBeamMedBox HealthPack ChainSawUT_invisibility ImpactHammerUDamage PlaySpinDown UT_JumpbootsUT_ShieldBelt boltloopbHidden ClientActiveTournamentWeaponTravelPostAcceptSetOwnerDisplay DropFrom ModifyPlayer TraceShot PickupQueryCheckReplacementBRifle ScopeFire AnimSequenceArmorImpactEffect explodedAdjustDesireFor DropTypeWaveAmp DownWScope AmbientGlow FX_Amplitude FX_Speed FX_Radius AltFire1 FX_DepthFX_Time NumDropsTravelPreAcceptUnwind AltFire2 StopZoombmini LightEffect DripSoundClip SuperHealthSuits KevlarSuit BandagesDown5 DropDrip ChargingSelect5 PowerUp4 ExplosionDown4 PowerUp3NaliDown3Select3 PowerUp2 AmbientSoundSkaarjBlowUpSelect2 PowerUp1Down1 DeActivatedDripHealthWeaponPowerUp NaliFruitSelect4 Amplifier ClientFlashWalking ToggleZoom TeamTextures bForceFireSpriteSmokePuffOther DeltaTimebForceAltFireCarriedDirDeltaaClassCalcDrawOffset Difficulty bNetOwnerbHighDetailMode bCanThrowAltProjectileSpeedProjectileSpeed Handedness DefaultFOV DesiredFOV Invisible ShieldBeltAutoMagASMDhand aimerror ServerNameDamageScalingSoundDampening SmallFont ExploSoundStingerP WeaponNameRingExplosionAimSpotSetPos DrawIcon BestTarget projSpeed AnimFrame PointRegion NewWeapon HitLocationDamage HitNormalbNeverSwitchOnPickup bShadowCast LocationDispersionAmmo StartTraceJumpZWeaponPriority RealRotation SpriteAnimbMeshEnviroMapbUnlit ERenderStyle bIsPlayer EightballBiodropFatness ScaleGlowDAmmo2DAmmo3DAmmo4 Acceleration WeaponLightBioGel BigBiogelFlameExplosionGrenadeHeavyWallHitEffectWallHitEffect Velocity bTeamGameLightWallHitEffectRingExplosion2RingExplosion3RingExplosion4Rocket HurtRadius ChargeLightSeekingRocket ShellCaseShellsShieldBeltEffectSpriteBallExplosion SmallSpark SmallSpark2ChipbIsPawnStingerProjectileEnemy LastSeenTime TazerProjPlayOwnedSoundDAmmo5RifleMinigunCockingWalkBobLowDetailTexture LastPainTime enemyDist enemyDir oldTargettargYawErrbIsBossAngle Palette13 Palette11 Palette7Pickups WeaponPickupNumBots Palette5 decisionbSetUp Crosshair6SkinsASMDM ASMDPickASMD3VapourAmpTrackedbBotSpecialMoveSmokeLocationDVectorSmokeRotation NumPointsrcSmokeAutoMagPickupauto3rd AutoMagL AutoMagRflakGame AltAccuracy ClipCountrealLocDPistol DPistolPick DPistol3rd Dispersion PowerLevel WeaponPos ChargeSizecl1cl2 PowerUpSounddaEightB EightPick 8Ball3rd BarrelMove SelectingRocketsLoaded RocketRad bFireLoad bTightWad LockedTarget bRetreatingETarget FireLocation StartLocFireRot DupRockets StingerMStingerPickup Stinger3rdStingerAltFireEndFirebAlreadyFiring StartRot AltRotationAmmoSndI_ASMD I_ShellAmmo I_RocketAmmo ArmorSndI_ArmorArmorM GenPickSnd I_kevlarShieldBeltMeshBelt_fx N_Shield RedShieldnewblue Touchingnewgoldnewred Greenshield BlueShield Effect_1Testing DamagewetInvis Pulsehit Effect_2 UDamageFX MyEffectWeaponPowerUpMeshnumber1number2number3number4RandRot BioRifleSurfaceNormalGel AnimTimeNumExtraGrenadesSeeking InitialDirbRingNumExtraRockets RicochetImpact1Impact2 MoveAmount NumPuffsBootSndbOnlyOwnerSeebestAim RotationRate LightTypeRegion InstigatorTargetmyHUDZone TimerCounterStyle TimerRatebRightOverHeatLight VisibilityTeamRazorBladeAltIcons RazorBlade QuadShot MasterChunkbForce FlakShellChunk4Chunk2Chunk1Chunk3ChunkClick FlakPickFlak3rdload1 DrawColorbExtra3 BRiflePickBRifle3GelLoadGelDrip minigunM minipickSMini3 ShotAccuracy bOutOfAmmo bFiredShotrndDamQuadShotPickup GunPick1 QuadHand1RazorRazPick Razor3rdRifleMRiPick Rifle3rd RiflePickupNumFire I_FlakAmmo I_RazorAmmo I_SludgeAmmoI_InvisibilityInvisibilityMeshTempVisVisBootJmplboot TimeCharge ChunkHit bDelayTime bNetInitial Initialized WeaponClass NewTarget nextPawnrating DrawScaleOwnerPhysics TimeSeconds bDropDetailbCollideWorldFNetModeNavigationPointList PawnList WeaponStringtempbCoopWeaponMode AmmoStringdist bDeathMatchD FireAnimWPitchRollSDefaultWeaponGTeamTextureStringsDynamicLoadObjectNewRot HitActor NewTextureYawBaseArena NewStyle bEnviroMap bLightingiRZ Palette9 ReturnValueItemYBX ScriptTextMultA ShockProjPockPBoltWallMutator bFogZone LevelInfo GameInfoTournamentPickup bWaterZone Projectile ZoneInfoInventorySpotHUD StartErrorNavigationPoint BlastMark WallCrackbiomarkUT_Superring2UT_ShieldBeltEffectUT_RingExplosion5UT_HeavyWallHitEffectPlayerReplicationInfoBigEnergyImpactsupershockbeam StarterBoltItemMessagePlusStatLog EnergyImpactGameReplicationInfoDirectionalBlast UT_ShellCasebInstantRocketbNovice bQuickFireNorm bNoviceMode(All)XScale 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 AimStartdAdjustMyBotDecalCanvasFontLevelMoverActorLodMeshBitmapPlayerCount WetTexture FireTextureSoundClipXSkillRoleTagEventClassPackage bAltFirebFire TextBufferObjectEnum FunctionStateRotatorStructName StrPropertyStructPropertyClassProperty NamePropertyObjectPropertyFloatProperty BoolProperty IntProperty ByteProperty EyeHeightExplosionDecal Palette3MomentumTransfer LocalLog WorldLog NextMutator bDeleteMebSuperRelevant AccuracybWarn ProjClassOldAmmoFireDir bPlayerOwnerValue bAnimLoop bestDist Palette1 EndTraceBaseEyeHeight FlashTime bMuzzleFlash aClassNamebSetFlashTime AdjustedAimbResultbCenterClipY PlayerOwnernextNavigationPoint markedItem myMarker ViewRotation bSnipingSkinTeamNum bCountJumps Rotation MoveTarget bMeleeWeapon bHideWeaponbOwnsCrosshair bWeaponStayInv bLockedOnbChangeWeapon bWeaponUpbActive bPointing AmmoType bHeldItem bTossedOutPendingWeaponStartLocationCopy PawnOwner DrawOffset bUseAltModedesire AlreadyHas bIsAnArmorbSteadyFlash3rdDeActivateSound FlashCount newgreenOldFlashCount FlakSlugAm MyEffectold waspointing idletimemastermutatordoswap countampnewarmorrules bwantreload newlevelnowfireisslaveslaverequestreload slavepreventslaveclipcount slavemag mastermag firstfire newclipanim iFireAGuntrytick wantfinishrepfire multiplierrandymastertostate bejected idleplayingclientanidone newmagskintickyo bIsDucking thridskin enfredone enfredtwo enfredthree enfredfourQsfire reloadsoundQuadShotthirdQuadShotHeldrQuadShotHeldl justfiredoldfog pulseiconbRedeembjumpbpadbarmor bbandaid arenamode SpawnedRelicNP RecurseCount PointCount navpointbRetVal quadammoname quadnameoldservername WepClassmypawn U1Sounds WindD2V1AltF1V1 BladeHitV1 BladeThunkV1clickV1 CockingV1 DispPickupV1 DispShotV1EightAltFireV1 GelHitV1 GelSelectV1 GelShotV1 Hidraul2V1load1V1 LoadingV1 MiniSelectV1 RazorHumV1RegF1V1 ReloadV1RiflePickupV1 RifleShotV1 SeekLockV1 SeekLostV1shot1V1shot2V1shotV1 StartBladeV1TazerAltFireV1 TazerFireV1TazerSelectV1WeaponPickupV1StingerTwoFireV1StingerAltFireV1StingerFireV1N / IH` ::$7A&̻tttX'tԝXԝXԝXԝX> Y> YAA> Y> Y> Y> Y> Y> Y> Y-TSPBpy7- ::$- -E ::$6KAˊ> Y> Y> Y> Y> Yˊ> YttˌѸBˌѸBˌѸBˌѸBˌѸBˌѸBttX'ˊ> YtѸB> YtѸB> YtѸBˌѸBt˄ttt> YѸB> YѸB> YѸBˌѸBt˄ttѸBttѸBtˌѸBѸBˌѸB˂ԝXttˌѸBtt˄ttѸBtttt˄ttѸBtttttˌѸBttѸBѸB> YԝXtttt˄ttԝXttttѸBѸBѸBˌѸBˌѸBˌѸB˄ttѸBѸBѸBѸBѸBѸBѸBԝX> Y> YR@GtxxtxxxxˌѸB> YR@G> Y> YXu6ˌѸBt> YXu6> YR@G> Y> YԝXt˄tˌѸBtԝXL]ˊ> YГX'X'X'ѸBѸBtX'Гt& & ttГ> Y5Itt> Y5IttˍГГГԝXĉ0ԝXԝXԝXԝXˌѸBttt> Y> Y5Ix> Yxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx> Yxxxxxxxxxxxxx-l"OCmEClassification: Automatic Magnum\n\nPrimary Fire: Traditional Carriage, accurate, slow.\n\nSecondary Fire: 'Gangsta' -style sideways carriage, less accurate, much faster rate of fire.\n\nTechniques: Reload (bind key in preferences-->controls) whenever you can!C$LO:CaCB@D"So}$?V: dEk$HCL$@N$L>t$333?n$fff?SrHEss F]%o got gatted by %k's %w.*JT#]You got the AutoMag1] AutomagA:@ٿ,>*<o/H)GS2$A0$ AT$pAaE   Z Sm  ]L Cb@LZcM!- ::$::$6Z"4AԝXtԝX> YѸBѸBѸBttѸBѸBt^tԝXt////t> YԝXtѸBtttѸBtGfGf> YR@GtѸBѸBѸBԝXt^tԝXtѸBѸBѸBѸBѸBѸBѸB/ѸBt> YГГѸBѸBtГГГtԝX> YtttX'tГtѸBtԝXttttԝX-CmxClassification: 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"2YPSV:@Ap\]A]k$HCU$>L$@t$Y?n$>SrEs F]*)%o was killed by %k's %w. What a loser!#]You got the Dispersion Pistol1]Dispersion PistolA:33s@> *< /b)GS2$A0$AT$pAFB FHO ::$w.*&;.----uE S`UlpoTEO\w N21 clC> Y> Y> Y> Y> Y> Y> Y> Y^ԝXttԝXt__jatttL]t^jajaԝX> YXu6ѸBѸBtԝXjajaѸBtԝXL]ttttԝXtt cl Aw D*@[y d 27# 7> Y> Y> Y> Y> Y> Y> Y> Y`XIq`XIq^ԝX> YԝXԝXѸB ‚ԝX^ԝXttԝXt> Y__-%nѸBL]tttttttttttttttttt# 7 fG!S @CB@ 6y+3!AѸBttѸBѸBt__ԝX_tt_tttttԝXttSSԝX> Y^ԝXԝXѸB1MWxWxԝX^ԝXttԝXt__-%ntt_ԝXԝXtѸBtԝXԝX_ttԝXtѸBttttttttttttttttttԝXttԝXԝXԝXԝX__ttԝXԝXԝXttԝXԝXtԝXttѸB> Y> YԝXԝXԝXtԝXL]tttԝXtv&-l"#Cm!_Classification: Energy Rifle\n\nPrimary Fire: Lightning-Fast Burst of focused energy.\n\nSecondary Fire: Unstable Energy projectile, expands radially.\n\nTechniques: Hitting the secondary fire energy projectiles with the regular fire's energy will cause an immensely powerful explosion.@ D"SYnV:@AA] dfN$?n$333?S r E s F]10%k inflicted mortal damage upon %o with the %w.JT#]You got the ASMD1]ASMDA:`@ff> *< o/H)GS2$A0$AT$HBaxezp`P[@QHWpZ_U"CmtwggR^ F2!M#Xu6tt"4"4& & ttM#t"4~rL~rLM#M#~rL~rL~rL G G G G #]'&You got the Dispersion Pistol Powerup$A*~e)2$@Av_`d{:K[ @L[btmnE@fH C@KMQ$i~X zAZzQ^Rd@ } oLn o}Kr{111 OB -C~rLԱԝXԝXԝXԝXԝXԝXГГҗOГГԝXԝXԝXԝXГԝXГГԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXГГҗOГГԝXԝXԝXԝXГГГԝXԝXԝXԝXԝXԝXtX'X'X'X'X'X'X'X'tX'> YX'tX'tt'n 6'n 6ԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝX_ԝX5b5b5bԝX"W"W"WԝXeeeԝXxxԝXԝXxxԝXԝXԝXԝX52X52X52XԝXԝXԝXԝXԝX52X52X52XԝXYtslYtslYtslԝXԝXѸBѸBѸBԝXԝXԝXԝX}kԝXԝXԝXy ԝXԝXԝXԝXԝXԝXГГԝXX'X'ѸBԝXѸBѸBԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝXԝX=$:etttГX'X'ѸBX'ѸBГГГГw4w4w4w4M#M#M#w4w4w4w4-edfbac_^Q`|]\YRQPZX["V"U"W"O"s[E]Y@oDe@aDU_OFJPw25NX=cF q ] /r*c.-&q!%-'-' q .;@6L=. <pL<<%.?%.%a . #pA. ?<--\ ' {q SN- ::$6xWAtttԝXtttԝXtмммBfbBfbBfb1r1r1rѸBtѸBtѸBѸBttѸBѸBԝXtԝXttttԝXtttѸBtttѸBѸBԝXtѸBtttԝXtԝXtԝXttttԝXԝXԝXԝXtԝXtttѸBѸBttԝXttԝXtԝXttԝXL]tttԝXttttttttttttѸBѸBѸBѸBxxttԝXtԝXtL]ttttttttttttttttԝXѸBtttԝXtttԝXtttttttԝXttttԝXttԝXԝXԝX1ԝXԝX> Y> YXu6tԝXtxxxZ!xZ!xxxxx-Cm#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"PYnm\]ADk$CU$L>L$@N$333?t$>n$>r H E s s r F]0/%o was smacked down multiple times by %k's %w.JT#]You got the Eightball gun1] EightballA:33?> v$(|?*< o/H)GS0$ At v 7 |-'%>Q-'z%hw.*.' v q! 4<}W-_mW2:^T׬ɕԝXԝXԝXГaaaԝX> Y> Y> YaaԝXԝXaԝXaԝXtt{#UtaAԝXГГГГГГГAԝXГГГГaaaaaA |]('olweapons.Belt_fx.ShieldBelt.RedShield|)(olweapons.Belt_fx.ShieldBelt.BlueShield|*)olweapons.Belt_fx.ShieldBelt.Greenshield|'&olweapons.Belt_fx.ShieldBelt.N_Shield_Z_E_R_A*n"d)DBdfQFZ 6^cωKA> 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> Y-Cm/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"SoV:dExLk$CU$>L$AN$333?t$?n$>S EF]$#%k put a bullet through %o's head.J T #]You got the Rifle1] Sniper RifleA:L@ٿ>*<o/H)GS2$A0$AQ[N6dNA__ѸBtrtԝXԝXtѸBtttttѸBtttԝXѸBt-C])(Classification: Tarydium Shard Launcher@ D"(YPSV:@A p\OAOk$BN$>t$L?S r s F]%o was perforated by %k's %w.JT#]You picked up the Stinger1] StingerA:ff@@> w$?*< /)GSx@^2$A0$A[V^63iYVAtѸBtѸBѸBttԝXttԝXѸBttXu6> YtѸBttѸBѸBѸBttttѸBttѸBԝXԝXtѸBttѸB> Ytt> YԝXԝXԝXtԝX> YѸB-Cm@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"2SoV:k$CL$AN$?t$fff?n${n?S r E s F]/.%k's %w turned %o into a leaky piece of meat.J T #]You got the Minigun1] MinigunA:33@ff>*<o/H)GSx@^2$A0$AR oPF mdZu\YqZw[@M_^y@Hxbz n 6@lzHVE}HE nON}k111 lgs|K e~@Rs~X i^h<111 )TDY C;a '8NA~ ]r@\@WSY\nmn@wbIcv aVK^ _;- ::$6}AAѸB> YѸBtѸBtttѸBtttѸBѸBԝX> Y> YR@Gtxxtxxxx> Y5Ixxxxx> YxxxxxxxxxxxxxԝXĉ0ԝXԝXԝXѸBttttt> YѸBѸBtttѸBѸBttѸBtttXu6> YR@G> Y> YtѸBѸBѸBttѸBѸBttttѸBѸBtttttѸBtttѸBttttttѸB> YR@G> Y> YXu6tѸB> YѸBtttԝXԝX> YѸB-l"OCmhfClassification: Sub-Machine Pistol\n\nPrimary Fire: Extremely rapid shots. Fairly accurate.\n\nSecondary Fire: Fire 10 bullets out at once! Extremely unaccurate however.\n\nTechniques: Remember that the huge recoil will slow you down. Also, firing when crouching will enable you to control the weapon better, resulting in greater accuracy and less recoil.@tD"So}$?V: dEk$HCL$@N$fff?t$333?n$fff?S r HEs s F]%$%o stood no chance against %k's %w.J T #]+*You got the SMP 7243. Now kick some @$$!1] SMP 7243A:@ٿ,>*<o/H)GSuw2$A0$ AT$A^^lu2BY1^T׬A #]You got the PowerShield$Bn"7]Mz\ui0 - ::$6TK +AѸBѸB> YѸBѸBtѸBtttѸBѸBtѸBtt> YѸBtѸBѸBѸBt> YѸBtѸB> YԝXԝXԝXtttѸB> YѸBttttttttttt> YѸBtԝXѸB> YԝX> Y5Ixxxxx> YxxxxxxxxxxxxxѸBtttԝXt-[" CmAClassification: 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.@l D"SoPSV:dEN$333?S{HEs|F]$#%o was blasted to bits by %k's %w.qX$?k$G=j$)\>i$k w$333?*<rMPQ R$=S /n)GS2$ B0$0AoPFGT$ BGhc@KAqRcx f ]dCwuF@YK jha3V111 mxMM` pl;a\Aȴ111 }LxoI B;rr A~ X%yF %&q!%Uw.*.'-'-'  w%w, 6?w~-Q o^O~P{WL]W6DAtԝXttѸBttԝX> Ytt_tѸBtԝXttԝXtԝX> YѸBѸBtttԝXԝX-CmClassification: 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. Timing is critical!C$O: CZCB@D"YV:@A\c Aa N$?t$fff?n$333?SrHE ssF]/.%o drank a glass of %k's dripping green load.*JT#]You got the GES BioRifle1]GES Bio RifleA:@33333>*<o/H)GS2$A0$pAZBg@N@U kJ{vO E;SQ3x/A~ ~~\AFeMcSUa@@`ax} n %$r*c.>w*a!& &q!%-'-' n . ;6 b] p+#w*a!& -'-'x>Q_r*c.%.;?w.*.' ] q! IF@m@vT|{ia D;ya X4ҏ܍A~ E_ynT67}lCeAԝXtѸBѸBѸBѸBѸBttѸBѸBԝXtԝXtԝXtѸBѸBtԝXttԝXtttѸBԝXtԝXttL]L]L]tL]tX'ѸBtttԝXttttttX'L]-CmB@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" PYnV: A@p\SAck$CU$>L$AN$L?S r HE s rF]%$%o was ripped to shreds by %k's %w.JT#]You got the Flak Cannon1] Flak CannonA:ff@>w$?*<o/H)GS2$A0$AoPFGmIu J v ::$ |lg7?ԝXԝXԝXAԝX$ x@ 1/ %. XK Q XX.?%.%a . #pA. ?QX.,.?%.,**.,.-' @ q!ww.*.' % r,& D%D, S@@.?%SSI?6SDrwq!/-Q OvU6Bf& AѸBttԝXttԝXtѸBttttttѸBttѸBԝX> YԝXttԝXt-CmXVClassification: 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"V:Ap\z A~ k$BN$?t$zT?n$zT?EF]/.%k took a bloody chunk out of %o with the %w.JT#]You got the RazorJack1] RazorjackA:@fff>v$Qx?*<o/H)GS2$A0$@T$ArAVhQ z*-'Q-' zq! qtHQy" O#wtrA$ s t_PL H;T-0uA~ Ye [2-U,~oy AtttГГГГГГГГAtttГГГГГ& & ttU,~oГГГ #]You got the Assault Vest*Y"Z~$ff?/ H)R C@^ohwB U2[\I ɕttMԝXMԝXtt{#UtM n"ddm"]BfbA$ ` PyW X@GO C[\CiFDXR Q ]siFA$ G INz sS]s N2*{] '%Yt# 7t clt+3!t"4t# 7t clt+3!t"4t# 7t clt+3!t"4t-%n-%ntL]tL]L]t$ 1] AmplifierYK{KX  YLAJx I6MC3gA> Y> Y> Y> Y> Y> Y> Y> YԝX}MԝXԝXԝX> Y> Y> Y> Y> Y> YѸB> YѸBtѸBtttѸBttѸBtttttt> YR@G> YѸBttttѸBXu6> Y> YtttttԝXtѸBѸBԝXttttԝXtѸBtttѸBttt-kk k k k C$LO:CaCB@C S HEqX$?k$=j$ ף*< MPQ R$ ף=S r)uHuFuLuN2$A0$@AiH };D:1rA$ _WVE JXX2J%J?& 0  KRnMVUZT}@jp urmk~"]"/A$ \^LhEm_ @+c¥ҾAo}Ao} a~ H V W@QS S w.*::$:.%,( % a!4 a!+ a!(q!( FbRr\W UIguf@A^ l~ {o}111 A}_ HLn[|GcBs| F@uSXgMyWh Bt mk b |@eU p @.Yx eVX-'#r*c.V&b.-'-D-nwb*b--D-:'&q!q!O!VOa/!Y w*-:'&$-V'q!q!O! =w*a/!J L?K  ????$-V'q!!v ==.- 333? a!w*5rr*a/!J>  ??2  ?cl=r?a?'$-V'q!!v -V(q!%Vq!% k [ Z m[ S- ::$r.*w. r*w.*:.%,: :%- a!4 a!+ a!(q!(kw.*:.%#,(::  :%- a!4 a!+ a!(q!(-N'kw.*:.%#,(::  : %- a!4 a!+a!(-Nc-Nq!(k-L' _u 76w.*..̾#C"Db.. ~X iT 6~6i. `A TD'-Y au T tfd W 2u!M?&&Qaw.*.'C?,.. ;-'-'k= W q!%q! qsHMu!M?&&Q-'kL?-'. ;C?,. sq!q! 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(decals don't work in fogzones) if(AttachDecal(100) == None) // trace 100 units ahead in direction of current rotation Destroy(); region.zone.bfogzone=oldfog; } G -20 -a j "@ 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));} @r Ey@pC!f?,@a s ! @"a@ A zD?a S 3f/& - -* R D RR ` P::$ -a l P U // ============================================================ // 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; } ^vZ X6O Jb.. 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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; } } DuSW :.$.  GEW .$ 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; i5) 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-clipcount 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 ( Charge1) 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; } Q ;E"wo*oa9wi*ia 3 B/& - ^-* deMiaCfh~MIf]\"["PR{K$@w$HBT!"""" "*' "&b% QnTS~^N5Y~pQ~_T~pTd~`TOh~^V~R~\TLc~\V~~dT~R~fPH~cT~pT~_PX~QT~VRX~tP4~bTe~fM> ~aN)~jMh~cP~jP"~VT{U]w*b>/::$7a+T::$Gv! 3 XX{ZYQ]w*b>/::$g7a+gT::$Gv! m ~p!q r* Gw.*.?,X@ dr X?oX 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); } ^Ze FDw*$@@.a!NL?L= a8ad a!BL?L= }jr9\ a!BL?L= r}b*w*@w.* .a/!b..L#CaCB.''$@.a!D>L= zi9:&$@.v: & w*s!Fa!g @ ף<!Fa!g @ ף<e$ ]gm a  }bs3 -' h} Z faxr -' 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(); } f nc2w* -`r*C,$]=:$,'$ $: &=:=:$(, =:=:$(: =:=:$(,=:=:$(: 2-q!paE-q!-'-'j::$ w*a/!}w.*".a/!b -:.%.yjJ-:.%.xjj-.w tdhG (a!F> #=e$ kpLg(a!zL?e$ l8Q(Ba!Qff?L=8w*a!Qff?L=u$ _2-c( jbt8Ca!_?L=$?.|$ mmYU)a!M?L=u$ `Qe9C$?.a!,?)\=|$ pC])a!T333?L=u$ q{n  qs&;1- r/*mastermag equaled none!w.*!,.a%.!R.a!y.a!y >ba^a)- r* ,$&=:$V-,'$-,'// $-=:=:$(,/ =:=:$(/:/C--L w*-L(q!&-g'Qav-/-g( q!~-u' iv_: g b0 w*~b-c' q|s2x^RɫttttttԝXtԝXttԝX f]The Jump Boots have drainedqS1= Jump Boots*n)0$@ zZ42.-2,@  @ '%x%ow*a..|@a & y)h.-'..?,a Xrs~o   %)a..|.-(-( ED_// ============================================================ // 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; } ZQP%\Mr.*)..a&!==Za&!Y= d I%L$ =:$: 5: & w* II:,: & w*!Fa #<haL>!Fw*a #<ahw*aL>a(: % :,$`@.\\: ,$`@.o-q!%w.q!:,r* : ,w*-L'-E'q!&:, : , w* : &a= W> $e:.%8:.%8:.%8:.%8: & w*ppaq! i_L kHJL Gm4X4-( =:$: m: & w*S!Fa #<haL>!Fw*a #<-'ahw*aL>-'a-(: % r* :,$`@.RR: ,$`@.r.*w*% q!-q!:,r* : ,w*-L'q!(:, : , w* : &a= W> $_:.%8 :.%8 :.%8 :.%8 : & w*pp-'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 } E SqD#eO'B!:.%bw.* .a/!b.Pa(::$q!q! KQ+j-'a%w*mma-(k: % w*%%-' =:$: : & w*}}w*: & !Daa-(a>asr.*w*% iw* q!-q!: % :, : ,'$`@.%:,r* : ,w*-L'q!(:.%:, : , w* : &-(a> $ !gw*CC-'aw*a!Bfff?L=a!Bfff?L=a-(Er.*w*% q!Z-q!:.%8 :.%8  q! gkj,*- -a!D>L= M ue-q!,r.*e%w.q!:,q!&w*-E':.%8:.%8q! \PUuPaw*mma& =:$: n: & w* :,.;?6x: & w*}}w*a>ax?,x?U: % :,$`@.: ,$`@.-q!%w.q!#:,r* : ,w*-L'-E'q!&:.%%r.*.=A:, : , w* : &a> $ !gw*CCaw*a!Bfff?L=a!Bfff?L=a g&8kqzu eA%-8a  a>S ! ( #w.q!:.%%w.* 8.$q!m:.%%8q!m \I10$- @?q!,-'' \ AF=+B(-( r  ]HIw1 q!' YY2 -( o^ 9a!B?L=|$ kS o::$$!$-t'_w.*..L#CaCB&6kq!m dQ"9%a&!G=6&a&![=R,a&!@=n,a&!O=,a&!~= QJ6(::$u!a$.-(-(-(&aKpT{WSelectS&%a!Z?&&a!h?&,a!c?&,a!p?&&,a!\? M V=5-m-m'-w*V-m( kugh: iKy4)a%!,a&>I%a!j?L=i&a!A?L=,a!b?L=,a!_?L=,a!Y?L= vj}J2ac::$a/!:r..*L=,, d, p-'a-q! RcJk*2 -( |lI1 -'' 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; } sJ;.&w*a!,? n"D::$-c w-c(J-9/a!/a! !, - ors90+-c( q6-c( ft:-u - -g-u(>-q!f:.%8:.%8q! uf y 3BI--/-w.*%- o xa[ }`N// ============================================================ // 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(); } Jb`1-(Jq!}!J p SI%:.%-(a>?( @p (r**&a   X$* z %RJ:.%:.% ?Z f vD 9BI--/-w.*%- Lj// ============================================================ // 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; } ~ 9;a!fff?L=$.@ F8;$.@a!ff?L= VZ4}gK <1 k_// ============================================================ // 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; } K C   &sF// ============================================================ // 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'StingerTwoFireV1'; 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.*%Zq!K-q!s:.%8 :.%8 Zq! N6"\a/!:J.a/!b.t8a='.$.$8 H\L,Q XI--/-w.*%- s 8c, T@..a!]@@L=Ra!N@@L= UX I--/-w.*%- YM H$w|w.*)..!]aa!Y?L=!N !]aa!=?L= S-(-( [-(-( Tb4YeH-(-( ]a++kdZ6r.*% q!XK-q!X}q!L `%=%xX-f !_ !O%ada~a-f( hbKO!f)a%!,a&>dR%a!A?L=da!B?L= c Z"a!c #<> < s r* _w.*)..a!Y?qa!=? Ie?kh -1 |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; Jol!1 W - -  oA1 j Q iru Bt%9Va  ~u7Q BwC0J PJ0pu!-(-( q B N #,?7?>@???r*. r*.   wK<.-w.*%f-:.%8  -:.%8  q!8 c 63 ~a( }C B'a?' r k 0 q!q' l [Kz-C'v! jvZkJX 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<.a UaW'%%q!O ^ Var(&-:(a R_%/2a  ZHpk)' Y\u)X'r.*w.. w*r.*w. *2::$6 ?,7 . ?. z>.$V:.% ,q!O HD/-:'&a ^a\0Ur.*2>.$U:.%q!O r%q!O &a$.^ Xa6%:.%J:.%-(z%.v lca?'*-(-V-' ?%a?' vZ2crlw*-'b.a$.w.* 333?.)j.9. -Vl.$-:'&q!O! ufwl* r*a$.-(u*-(l-V( `kL+<l l 8I--/-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; } U cp 9I--/-w.*%- h Kw*r!"a%!,a&>a!B?L=!a%!,a&>a!B?L= f`:-w.*%f-:.%8  -:.%8  q!8 i"<-(-( j(<-(-( bq4_@n1 =86:.%%[ m7=u'-r.*q!s@-C^q!LsUf-D U,[ u!^ oK??8-:'!-DU&[6U&^-z ' p[K@U%-C( lI+Cgo0!w* a&!,o:a&!,o: ue@86:.%%[ SYy$* v`-t( jy'D V x{GD zbmD -' |aD -' }HD( |deMiaChMIfz]\"[",PR{2K$@w$ B`!"""" 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JI+a F~|Da!O33?L='$?. x\ $ -|a?(-|' V9n $.@@yw.*)..a!})\?L=a!333?L= GL4k fT V?w* w*$@.*-V( Nqx (r**&a   } I--/-w.*%- RW-w.*%f-:.%8  -:.%8  q!8 tJV XY|aG-( I a!= L= DRuaYa/!? wm*m-O-imM% P^P LL ]`aL R-' c -f( q|6r.*% q!zK-q!zl-f~-f(q!Lzd-f' TLelQ g9"a!333?L= h8'ia!Ifff?L=-_' i},a!O>L= jl0B@&+-Q-'8q! 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(); } du_`"Da!Off?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 ); } lr9z q![$ff?. ?qw.*.'%a!B>L>&a!z>L>,a!]L>L>,a!_=L>,a!`=L> C rt9 [* w u+r.*w*%[-Pa!`fff?L=-P'|a!LL>L=-P(q!}-q!}:.%-Pa!`fff?L=-P'a!LL>L=-P(8 }4-_:.%}-_(}\-Pa!`fff?L=-P'}a!LL>L=-P(q! t >a!> x!"""" 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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>)$3(3`s?k**;. .uu *##( b֖zJ0==**;. .exe -3YJ/0V=```rVV^Kj,*.;;*.S]Q* -sJ(0sJV3ss` J@;;. js=jzzbs; * VbVs ;*-bssz S vm}kzjz e] dOdd3sr uC?OZdmvvI/0Ld(OOZ11X0bsLz?2O1Aa\c?YYc)OMMhɠ\k2?LLZOMMh͝\=OE2`+E?M\hНX(>Z2YE2Mah՝M0cc#Maa͒A0bvj*;._ #0=L0*;*eCKY#VJzjj`K@. bJz .Jkzs;.$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); }  P7T4,.- % 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)); } {~\ IW2B z"V#]You got a flak shell.*K )K 2$ A0$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; } 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 ); } pR`c// ============================================================ // 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 Mz8ea/!:.'?..̾#"DC>Cw*@-:$@.a!?L= L\ ^0J r*  $.a!Ǒ? 37!ra*a!e>- ' \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); } |/-(-( VR! XQT* SVH]' t bCa!_?L=$?.J$ W^ta!B̌?L=J$ XQC$?.a!,?)\=J$ dedMia`Cfh~MIf]\"["-PR{w$HBz!"""" 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VZOK  XY\OT  C X`j w*@sw.*..L#CaCB.'$@.a!k_>L= M ]c}a&. <pL<<.a%.!E.%a . #pA. ?Q<!w.* .a/!b.'6%Z%Z, ,(&%?&)\?.a%.!E%% @6%Z:`a%?,%? -q!t0w.q!tt:.%% ,( !ga!Bfff?L=a gV`x X_bx az m ^e+g Rr.*q!J%a!Bfff?L=q!`,'q!(u-q!:.%`:.% -ga!Bfff?L=-g'-g-g(8 a!Bfff?L=q! ~d Wr Cu? !Ha!H?>Ua!cL>> ^ fi-(=w*%.va!c ף<=t:.%8:.%8 e   n hjw.*ow.*l,(:.% %q!&,(r.* %q!&  E G 9a!g@ ף< ea// ============================================================ // 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)); } v M3 R// ============================================================ // olweapons.shieldbeltpower: powershield with UT effects..... // Psychic_313: unchanged // ============================================================ class shieldbeltpower expands osut_shieldbelt; hN// ============================================================ // OLweapons.osjumpboots: so the jumpboots appear on the HUD.... // Psychic_313: unchanged // ============================================================ class osjumpboots expands ut_jumpboots; function OwnerJumped() { TimeCharge=0; if ( Charge <= 0 ) { if ( Owner != None ) { Owner.PlaySound(DeActivateSound); Pawn(Owner).JumpZ = Pawn(Owner).Default.JumpZ * Level.Game.PlayerJumpZScaling(); } UsedUp(); } else Owner.PlaySound(sound'BootJmp'); Charge -= 1; } function Timer() { if ( !Pawn(Owner).bAutoActivate ) { TimeCharge++; if (TimeCharge>20) OwnerJumped(); } } state Activated { function endstate() { Pawn(Owner).JumpZ = Pawn(Owner).Default.JumpZ * Level.Game.PlayerJumpZScaling(); Pawn(Owner).bCountJumps = False; bActive = false; } Begin: Pawn(Owner).bCountJumps = True; Pawn(Owner).JumpZ = Pawn(Owner).Default.JumpZ * 3; Owner.PlaySound(ActivateSound); } ^GCfDBA6meDnx l@d  i G _@[`@@dqG@@Z@ `H( GVH[8@VΠG @@@GdG ` @@Ї`887.0. .7 7 ` i .0 7G qGd@d`G@P@ 00 0X<@0?@Ї Gh@ ?@GGd@ GGjG@X<@dGZ@G _@ jG@ @GGdGqG$<@<@dZ@@$qG@sx EAx ^GCfDBA6meDx ^GCfDBA6meDl ף< ף< #=HB@?????l     &'%%-,&)*  #9 !D , O -9>LFK0. 7b fhtVNPBH69@$ 3*^*W1U-KY"b#N`8V 1-MO%0a_X/.IZEJ/G+>7 UJT @ %9PCTB5!E6")24 3$ Q04FF>RR\W `;^S5LLA!KHAY::#?D8cdefkQ]Xa<_ [.==C?DIZghijl,7,)2((+tEgEXp6qsmj2<x<r`Vviu4 U8lE$^g}JGG ~E5a)Z fBL  P||*Bz7shEEEn5n5oS8klr83trlV3r3`w;{:,::,,W^T_%]]w{ww  G   S &g&%gg~KK$[Y**|O OY[ Z   C N!N  "!Q!""#Q%Q#f    "#$%&'()*+,-.!01234(67'/:;<=@AC>EAIKAMNLMQRSTUVZ["#^_'a "#f%hijk1m55pq80tuvw9;P~GHIxybcd9$&=-.5\),`WgJK G|z{geSRXeg]?@DFgF +,FO FCN #$%fr0Lyz Kz$5M6MyzE0byz{| K=Xyzz<KhlEyz7vAzz)HJ98 z | ϶ ж  r! z  Az:9=X0b1bz:4:l Kyzae7JN'i)J|ϵz ϵе϶ H Kyzz| \ ^!!"@"#е#ж#$7v$Az$%%%H%<&&'&''8'H(9(4)0b)1b)***+3,`,y-6M-z. 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N.z/E9/0 J0z1&12l34E945s677889$99:;<`<`=z=~>$>@>?@)@$A7vAAzABLB\BF\CCBCCD`E)FFFGuHKtIIGIyJJJK HKyLLLMtNfNzOLOOOyOzPyPzPQyQ}RRSLSFMTTTyTzUUzV7VzW7WzXYZ[[\\] ] ]y^ ^y^z_!_z`!`zafazb c d efgh i%jk%l>? >It{!`uW]w*b>/::$_7a+_T::$Gv! e UXF-u -  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; } ZHZ-|(Kr.*w*% q!`-q!:.%8 :.%8  q! 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