*~@ !=]| -B)lX0 NoneAdvancedEngineEngineCore BDAshSawnOffSystem DOTZEngine DrawTypeMeshVectorInventoryType StaticMeshActionPickupMessageSpawnProjectileExAshShotgunAmmoPickupHitWallLandedPostBeginPlay sprayrangeAshShotGunAmmunitionAshShotgunAttachmentUserExplosionEmitteriMinInaccuracyMuzzleFlashEmitterClass WeaponMode HitAnimNameAshShotgunPickupAshShotgunProjectileCrouchIdleAnimNameAshShotgunWeapon FireAnimNamePawnAnimationPackageThirdPersonMuzzleFlashClass WeaponType TakeDamage BloodEmitter'SawnoffCrouchIdle AimedOffset OfficialNameDrawTraceEffectSawnoffStandidle ItemName SawnoffFireGetViewRotation SawnoffHit GetFireStart DrawScale LifeSpanMaxDesireabilityAttachmentClass MyDamageTypeProjectileFire DamageRadiusDamageTossZAutoSwitchPriorityInventoryGroupMomentumTransferStandIdleAnimName AmmoAmountSpeed PickupClassMaxAmmoProjectileClass FireSound AmmoNamePickupAmmoCount FireOffset ReloadCount AmmoType AdjustedAim HitActor aimerrorDirStart HitLocation Acceleration HitNormal InstigatorOwner AdjustAim ScriptTextAdvancedWeaponAdvancedAmmunitionXYZiAdvancedWeaponAttachment Rotation VelocityWeapon Projectile InfinitebUnderBotControlnewProjOwnedByAmmo AmmunitionPawn SkeletalMeshActorYawRollPitchSoundShotgunShellsClassDOTZGunWeaponDOTZWeaponPickupDOTZProjectileBaseDOTZBigBulletDamageDOTZAmmunitionBaseDOTZAmmoPickupBBPImpactFlesh BBParticlesBBPBulletBasicTankBBPShotgunMuzzleFlash DOTZSWeapons ShotgunFirePackagenewDir TextBufferObject FunctionRotatorStructStructPropertyClassProperty AshShotgun_M AshSawnoff AshShotgun_S AshShotgun_AObjectPropertyFloatProperty BoolProperty IntProperty 3PSawnoff SawnOffHands  2  +lJlJeblJeb"@" A4 Gޢ)6!B*eq}$>$PF8$A7$B6$HB;$@F1$L>0$?2E<"% ]+*Press Action to take the Sawn Off Shotgun2$@?  27BBЄebL9L9ebi ]AshShotgun_A.3PSawnOffAnim,<*&.$?': @(] BoomstickC D"F9"E: A@:?3+] Boomstick5bb? - /  9D)#a9?&'w*w.*!#,d9?*.   y -(6%%w,-69D9?69?,?69D9?69?,?69D9?69??69D9?69??a . mw*       Q// BD class AshShotgunWeapon extends DOTZGunWeapon config(user); /***************************************************************** * ***************************************************************** */ function ProjectileFire(){ local Vector Start, X,Y,Z; local Actor HitActor; local vector HitLocation, HitNormal; Owner.MakeNoise(1.0); GetAxes(Instigator.GetViewRotation(),X,Y,Z); Start = GetFireStart(X,Y,Z); AdjustedAim = Instigator.AdjustAim(AmmoType, Start, AimError); //added some effects nonsense here DrawTraceEffect(vect(0,0,0)); //special case (if the guy is right in front of you!) // CARROT //HitActor = Trace(HitLocation,HitNormal,Start*150, Start,true); HitActor = Trace(HitLocation,HitNormal,Start + X * 550, Start,true); if (HitActor !=None && Pawn(HitActor) != None){ HitActor.TakeDamage(100,instigator,HitLocation,X*1000,none); } AdvancedAmmunition(AmmoType).SpawnProjectileEx(Start,AdjustedAim, instigator); } //=========================================================================== // DefaultProperties //=========================================================================== m //BD class AshShotgunProjectile extends DOTZProjectileBase; /***************************************************************** * PostBeginPlay * Give your newly spawned projectile a velocity ***************************************************************** */ function PostBeginPlay() { local vector Dir; //Give your projectile a velocity Dir = vector(Rotation); velocity += speed * Dir; Super.PostBeginPlay(); } /***************************************************************** * Landed ***************************************************************** */ simulated function Landed( vector HitNormal ){ HitWall( HitNormal, None ); } //=========================================================================== // DefaultProperties //=========================================================================== E// BD class AshShotgunPickup extends DOTZWeaponPickup placeable; //=========================================================================== // DefaultProperties //=========================================================================== ~// BD class AshShotgunAttachment extends AdvancedWeaponAttachment; //=========================================================================== // DefaultProperties //=========================================================================== a//BD class AshShotGunAmmunition extends DOTZAmmunitionBase; var int sprayrange; function SpawnProjectileEx(vector Start, rotator Dir, Actor OwnedBy){ local Projectile newProj; local int i; local rotator newDir; if (infinite == false){ // AmmoAmount -= 1; } newDir.Roll = 0; for (i = 0; i < 15; i++){ //bots do less spray than the user, so they don't kill you as much if (bUnderBotControl){ newDir.Pitch = Dir.Pitch + sprayrange/2 * (Frand() - 0.5); newDir.Yaw = Dir.Yaw + sprayrange/2 * (Frand() - 0.5); } else { newDir.Pitch = Dir.Pitch + sprayrange * (Frand() - 0.5); newDir.Yaw = Dir.Yaw + sprayrange * (Frand() - 0.5); } newProj = Spawn(ProjectileClass,,,Start, newDir); newProj.Instigator = Pawn(OwnedBy); if (newProj != none){ newProj.Velocity += OwnedBy.Velocity; newProj.Acceleration += OwnedBy.Acceleration; } } } //=========================================================================== // DefaultProperties //=========================================================================== s( 99  >// BD class AshShotgunAmmoPickup extends DOTZAmmoPickup; * 2 mռW ]&%Press Action to pick up shotgun ammo="   zzm}mgmAz@@ zm|mmm^m]GPmUmeJjzuJhm~A\mGANmr~mwmomnzFGGAHmJmsmZmpmT~ ~5I`I_HJ~RzxH>BA~mqGQA[mtJimvzc lzC DzEkymdfKfL{ Y&a f&L s&K @'V M'  Z'I f'Y s'b 'X L([Y(W t*K A+M N+c[+O ~,O K-MX-L e/Zr/ZL25Gf6 Om9S4\|=S4x XQS4PP_S4I`c S4lig0Uz S4HE{"M|Ro|