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# Gameplay.MPCarryableThrower

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    class MPCarryableThrower extends TimeChargeUpWeapon;
    var()	float		extraSpawnDistance	"This distance will be added when carryables spawn as projectiles.  Can be used to prevent self-collisions.";
    var	MPCarryable		carryable;

    replication
    {
    	reliable if (Role == ROLE_Authority)
    		carryable;
    }

    simulated function heldByCharacter(Character c)
    {
    	return; // MPCarryableThrower doesn't need this function
    }

    simulated function droppedByCharacter(Character c)
    {
    	return; // MPCarryableThrower doesn't need this function
    }

    function setCarryable(MPCarryable c)
    {
    	carryable = c;
    }

    protected function Projectile makeProjectile(Rotator fireRot, Vector fireLoc)
    {
    	local vector newLoc; //hitLoc, hitNormal, startLoc;
    	local int i;
    	local MPCarryable extraCarryable;
    	local Character c;
    	local int numThrown;
    	//local Vector extra, extraLoc, testLoc;;
    	local bool bFreeze;

    	c = Character(Owner);

    	//startLoc = Owner.Location;
    	//startLoc.z = c.EyeHeight;
    	newLoc = fireLoc;
    	//// hack check to stop carryable from falling through terrain
    	//if (TerrainInfo(Trace(hitLoc, hitNormal, newLoc, startLoc, false, carryable.GetCollisionExtent())) != None)
    	//{
    	//	newLoc += hitNormal * carryable.CollisionHeight;
    	//}

    	//// Push the carryable further away from the player
    	//// MJ:  Disabled because it was used for Fuel but you currently can't throw Fuel
    	//extra.X = extraSpawnDistance;
    	//extra.Y = extraSpawnDistance;
    	//extra.Z = 0;
    	//extraLoc += Normal(Vector(fireRot)) * extra;

    	//// Don't allow throwing through geometry
    	//// MJ:  Disabled...may no longer be necessary
    	//startLoc -= Normal(Vector(fireRot)) * 10;
    	//testLoc = extraLoc + Normal(Vector(fireRot)) * 10;
    	//if (Trace(hitLoc, hitNormal, startLoc, fireLoc, true, carryable.GetCollisionExtent()) != None)
    	//{
    	//	bFreeze = true;
    	//	newLoc = c.Location - hitNormal * 20;
    	//}

    	// First compose carryables into their largest denominations (if applicable)
    	c.composeCarryables();

    	// Throw carryables with spread
    	// Don't throw the first one because it should be thrown without spread
    	// Don't throw the character's permanent carryables
    	// Throw in reverse so we can just chop off the array
    	for(i=c.carryables.Length - 1; i>c.numPermanentCarryables; i--)
    	{
    		extraCarryable = c.carryables[i];
    		//Log("Carryable makeProjectile "$extraCarryable$", newLoc = "$newLoc$", shooterloc = "$c.Location$", fireRot = "$fireRot);
    		launchCarryable(extraCarryable, newLoc, fireRot, true, bFreeze);
    		numThrown++;
    	}

    	// Throw the first carryable without spread
    	launchCarryable(c.carryables[0], newLoc, fireRot, false, bFreeze);
    	numThrown++;

    	fireCount++;

    	// If none should be left, clear them completely
    	if (c.numPermanentCarryables == 0)
    		c.clearCarryables();
    	// Otherwise clear them partially
    	else
    	{
    		c.carryables.Length = c.carryables.Length - numThrown;
    		c.numCarryables = c.carryables.Length;
    	}

    	return None;
    }

    function launchCarryable(MPCarryable c, Vector newLoc, Rotator fireRot, bool bSpread, optional bool bFreeze)
    {
    	local Vector X, Y, Z;
    	local Vector newVelocity;

    	GetAxes(fireRot, X, Y, Z);

    	c.SetPhysics(c.droppedPhysics);
    	c.bWasDropped = true;
    	c.unifiedSetPosition(newLoc);
    	//c.SetRotation(fireRot);
    	newVelocity = Normal(Vector(fireRot)) * projectileVelocity;

    	// Random spread for all carryables except the first
    	if (bSpread)
    		newVelocity += Vector(fireRot) + (c.spread * (FRand() - 0.5)) * X +
    										(c.spread * (FRand() - 0.5)) * Y +
    										(c.spread * (FRand() - 0.5)) * Z;

    	// Charge it
    	newVelocity *= charge * chargeScale + 1.0;

    	// inherit velocity from pawn
    	newVelocity += Owner.Velocity * projectileInheritedVelFactor;

    	if (bFreeze)
    		c.unifiedSetVelocity(Vect(0, 0, 0));
    	else
    		c.unifiedSetVelocity(newVelocity);

    	//Log("Launching "$c$" with velocity = "$newVelocity$" and charge "$charge$" at location "$newLoc$" in physics "$c.droppedPhysics);

    	c.GotoState('Dropped');
    }

    simulated function moveWeapon()
    {
    	if (firstPersonMesh != None || firstPersonAltMesh != None)
    		super.moveWeapon();
    }

    protected function fireWeapon()
    {
    	local Vector fireLoc;

    	fireLoc = rookMotor.getProjectileSpawnLocation();
    	makeProjectile(getAimRotation(fireLoc), fireLoc);

    	lastFireTime = Level.TimeSeconds;

    	bFiredWeapon = true;
    }

    simulated state FirePressed
    {
    	simulated function BeginState()
    	{
    		super.BeginState();
    		carryable.bThrowingEffect = true;
    		carryable.updateCarryableEffects();
    		animClass.static.playEquippableAnim(self, fireAnimation);
    	}
    }

    simulated state FireReleased
    {
    	simulated function BeginState()
    	{
    		super.BeginState();

    		if (Role == ROLE_Authority)
    		{
    			carryable.bThrowingEffect = false;
    			carryable.updateCarryableEffects();
    		}

    		// carryable code will put state to 'dropped'
    	}
    }

    // dropped state: we can never really be dropped, we just hide ourselves and disable collision so we can't be picked up
    simulated state Dropped
    {
    	simulated function BeginState()
    	{
    		Character(Owner).removeEquipment(self);
    		equipped = false;
    		bHidden = true;
    		SetCollision(false, false, false);
    	}
    }

    // if carryable is a weapon-type, we need to handle display and attachment when we are the selected weapon
    simulated state Idle
    {
    	simulated function BeginState()
    	{
    		super.BeginState();
    		if (Role == ROLE_Authority && carryable.bIsWeaponType)
    		{
    			carryable.bHidden = true;
    		}
    	}

    	simulated function Tick(float Delta)
    	{
    		super.Tick(Delta);

    		if (!IsAnimating())
    			playIdleAnim();
    	}
    }

    // if carryable is a weapon-type, we need to handle display and attachment when we are not the selected weapon
    simulated state Held
    {
    	simulated function BeginState()
    	{
    		super.BeginState();
    		if (Role == ROLE_Authority && carryable.bIsWeaponType)
    		{
    			if (carryable.isReplicatedInstance())
    			{
    				carryable.attachToCarrier();
    				carryable.bHidden = false;
    			}
    			else
    				carryable.bHidden = true;
    		}
    	}
    }

    defaultproperties
    {
    	firstPersonMesh = None
    	thirdPersonMesh = None

    	chargeScale = 1
    	maxCharge = 0.5
    	roundsPerSecond = 1.0

    	ammoCount = 1
    	ammoUsage = 1

    	projectileClass = None
    	projectileVelocity = 800
    	projectileInheritedVelFactor = 1.0

    	firstPersonOffset = (X=50,Y=30,Z=0)

    	aimClass = class'AimArcWeapons'
    	animClass = class'CharacterEquippableAnimator'
    	animPrefix = "Carryable"
    	releaseAnimation = "throw"
    	releaseDelay = 0.1

    	bShowChargeOnHUD = true
    	bCanDrop = false

    	extraSpawnDistance = 100
    }

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Class file time: ne 5.9.2004 15:53:12.000 - Creation time: st 23.5.2018 00:10:45.867 - Created with UnCodeX