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UT2k4AssaultFull.FM_BallTurret_Fire


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//=============================================================================
// FM_BallTurret_Fire
//=============================================================================

class FM_BallTurret_Fire extends ProjectileFire;

#exec OBJ LOAD FILE=..\Sounds\ONSVehicleSounds-S.uax

var class<Projectile>   TeamProjectileClasses[2];
var bool                bSwitch;
var name                FireAnimLeft, FireAnimRight;

event ModeDoFire()
{
    if ( Weapon.ThirdPersonActor != None )
        bSwitch = ( (WeaponAttachment(Weapon.ThirdPersonActor).FlashCount % 2) == 1 );
    else
        bSwitch = !bSwitch;

    super.ModeDoFire();
}

function DoFireEffect()
{
    local Vector    ProjOffset;
    local Vector    Start, X,Y,Z, HL, HN;

    if ( Instigator.IsA('ASVehicle') )
        ProjOffset = ASVehicle(Instigator).VehicleProjSpawnOffset;

    ProjSpawnOffset = ProjOffset;
    if ( bSwitch )
        ProjSpawnOffset.Y = -ProjSpawnOffset.Y;

    Instigator.MakeNoise(1.0);
    Instigator.GetAxes(Instigator.Rotation, X, Y, Z);

    Start = MyGetFireStart(X, Y, Z);

    ASVehicle(Instigator).CalcWeaponFire( HL, HN );
    SpawnProjectile(Start, Rotator(HL - Start));
}

simulated function vector MyGetFireStart(vector X, vector Y, vector Z)
{
    return Instigator.Location + X*ProjSpawnOffset.X + Y*ProjSpawnOffset.Y + Z*ProjSpawnOffset.Z;
}


function projectile SpawnProjectile(Vector Start, Rotator Dir)
{
    local Projectile p;

    p = Weapon.Spawn(TeamProjectileClasses[Instigator.GetTeamNum()], Instigator, , Start, Dir);
    if ( p == None )
        return None;

    p.Damage *= DamageAtten;
    return p;
}


function PlayFiring()
{
    if ( Weapon.Mesh != None )
    {
        if ( bSwitch && Weapon.HasAnim(FireAnimRight) )
            FireAnim = FireAnimRight;
        else if ( !bSwitch && Weapon.HasAnim(FireAnimLeft) )
            FireAnim = FireAnimLeft;
    }

    super.PlayFiring();
}

simulated function bool AllowFire()
{
    return true;
}

//=============================================================================
// defaultproperties
//=============================================================================

defaultproperties
{
     TeamProjectileClasses(0)=Class'UT2k4AssaultFull.PROJ_TurretSkaarjPlasma_Red'
     TeamProjectileClasses(1)=Class'UT2k4AssaultFull.PROJ_TurretSkaarjPlasma'
     FireAnimLeft="FireL"
     FireAnimRight="FireR"
     ProjSpawnOffset=(X=200.000000,Y=14.000000,Z=-14.000000)
     FireLoopAnim=
     FireEndAnim=
     FireAnimRate=0.450000
     TweenTime=0.000000
     FireSound=Sound'ONSVehicleSounds-S.LaserSounds.Laser02'
     FireForce="TranslocatorFire"
     FireRate=0.250000
     AmmoClass=Class'UT2k4Assault.Ammo_Dummy'
     ShakeRotMag=(X=40.000000)
     ShakeRotRate=(X=2000.000000)
     ShakeRotTime=2.000000
     ShakeOffsetMag=(Y=1.000000)
     ShakeOffsetRate=(Y=-2000.000000)
     ShakeOffsetTime=4.000000
     BotRefireRate=0.990000
     WarnTargetPct=0.100000
}

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Class file time: Mon 23/10/2006 20:40:04.000 - Creation time: Wed 7/2/2007 19:16:39.343 - Created with UnCodeX