60 lines
1.4 KiB
Ucode
60 lines
1.4 KiB
Ucode
Class Ext_T_AutoFireHelper extends Info
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transient;
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var class<KFPerk> AssociatedPerkClass;
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var Pawn PawnOwner;
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var PlayerController LocalPC;
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var bool bNetworkOwner;
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replication
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{
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if ( bNetOwner )
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PawnOwner,AssociatedPerkClass;
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}
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function PostBeginPlay()
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{
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PawnOwner = Pawn(Owner);
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if( PawnOwner==None )
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Destroy();
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else SetTimer(0.5+FRand()*0.4,true);
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}
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function Timer()
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{
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if( PawnOwner==None || PawnOwner.Health<=0 || PawnOwner.InvManager==None )
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Destroy();
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}
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simulated function Tick( float Delta )
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{
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if ( WorldInfo.NetMode==NM_DedicatedServer
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|| PawnOwner==None
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|| PawnOwner.InvManager==None
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|| KFWeapon(PawnOwner.Weapon)==None
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|| ( KFWeapon(PawnOwner.Weapon).GetWeaponPerkClass(AssociatedPerkClass) != AssociatedPerkClass && AssociatedPerkClass != class'KFPerk_Survivalist' ))
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return;
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// Find local playercontroller.
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if( LocalPC==None )
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{
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LocalPC = PlayerController(PawnOwner.Controller);
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if( LocalPC==None )
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return;
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bNetworkOwner = (LocalPlayer(LocalPC.Player)!=None);
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}
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if( !bNetworkOwner )
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return;
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// Force always to pending fire.
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if( LocalPC.bFire!=0 && !PawnOwner.InvManager.IsPendingFire(None,0) )
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PawnOwner.Weapon.StartFire(0);
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else if( LocalPC.bAltFire!=0 && !PawnOwner.InvManager.IsPendingFire(None,1) )
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PawnOwner.Weapon.StartFire(1);
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}
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defaultproperties
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{
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Components.Empty()
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RemoteRole=ROLE_SimulatedProxy
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bOnlyRelevantToOwner=true
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}
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