*~}@^'A&%-yOuUot}None BDDawnRifleAdvancedEngineEngineCore EndAimedModeSystem DOTZEngineStartAimedModeToggleAimedMode StaticMeshMeshInventoryType RifleWeapon DrawTypeSetSensitivityTempActionPickupMessageiMinInaccuracy SniperHitUserMuzzleFlashEmitterClass WeaponModeSniperRifleStandIdleSniperRifleCrouchIdle HitAnimNameCrouchIdleAnimNameStandIdleAnimName FireAnimNamePawnAnimationPackageTraceEmitterClass MultiTimerThirdPersonMuzzleFlashClass ItemNameFireSniperRifleFireAltFire ReloadingMaxDesireabilityAttachmentClass MyDamageTypePlayReloading AimedOffsetAutoSwitchPriority AimedFOVInventoryGroupVector OfficialName ZoomOutDelay AmmoAmount bInstantHit PickupClassMaxAmmo FireSound AmmoNamePickupAmmoCount ReloadCount RiflePickup HitSpread DamageAmount StartUnZoomRifleAmmunition StartZoomExRifleAttachmentXDOTZPlayerControllerRifleAmmoPickupAdvancedWeapon IntPropertyAdvancedPlayerControllerValue InstigatorPC FireOffset GroundSpeedAimedWalkingSpeedPlayerViewOffset TraceDistiAimingAccuracyModifierAdvancedWeaponAttachmenttimerID ScriptTextWeaponAmmo Inventory ControllerPawn SkeletalMeshActorSoundClassbAimingStaticReticuleAccuracyIndicatorPackageDOTZGunWeaponConstDOTZWeaponPickupDOTZBigBulletDamageDOTZAmmunitionBaseDOTZAmmoPickup PlayerInput BBParticles DOTZXWeaponsBBPMediumTracerBBPSniperRifleMuzzleFlash DOTZSWeaponsSniperRifleClipMixdownMixdownRangedSniperRifleShoot TextBufferObject FunctionState BoolPropertyFloatPropertyStructPropertyMouseSensitivityObjectPropertyZOOM_OUT_TIMER bWasAimed BytePropertyDawnRifleMeshDawnRiflePickup DawnRifleA DawnRifle 3PDawnRifle 2ȓBЅL9ZZ\;L9L9L9ȉZZL9L9sߊ/$L>]DOTZAHumans.3PSniperRifle"$ #<9$B):-33A+"7.= Dawn Rifle56"7*",2& ]Rifle <2~+:"n3"x1'82G<] Press Action to take the Rifle%$@?   =- > )64   Q.**?r* Z%-' =9? ??$9?, #(&a/!?(   !.$-a (  @8// BD/ class RifleWeapon extends DOTZGunWeapon config(user); var() float ZoomOutDelay; const ZOOM_OUT_TIMER = 371740; var protected bool bWasAimed; simulated function AltFire( float Value ) { //ON PC ONLY if (Instigator.Controller.IsA('XDotzPlayerController') == false){ ToggleAimedMode(); } //super.AltFire(Value); does reload } /** * Start the timer to kick out of the scope view... */ simulated function Fire(float Value) { //NOTE this would probably be better as a notify on the fire anim... if ( bAiming ) SetMultiTimer( ZOOM_OUT_TIMER, ZoomOutDelay, false ); super.Fire( value ); } /** * Timers... */ simulated function MultiTimer( int timerID ) { switch ( timerID ) { case ZOOM_OUT_TIMER: EndAimedMode(); bWasAimed = true; break; default: super.MultiTimer( timerID ); } } /** * End all zooming effects */ simulated function PlayReloading() { // Log( self @ "PLAYRELOADING" ) ; EndAimedMode(); super.PlayReloading(); } /** * Cycle through zoom levels instead of on/off toggle... */ simulated function ToggleAimedMode() { // Log ("ToggleAimedMode"); if ( !bAiming ) { StartAimedMode(); } else { EndAimedMode(); } } /** * Put the controller/pawn/weapon into aimed-mode, intended to * represent the player steadying their aim and peering down the * sights of the weapon. * * @param AimedFOV The FOV to zoom to. When omitted, uses the * weapon's AimedFOV. */ simulated function StartAimedMode( optional int AimedFOV ) { local AdvancedPlayerController pc; pc = AdvancedPlayerController( instigator.controller ); super.StartAimedMode(AimedFOV); AccuracyIndicator = none; StaticReticule = none; if ( pc == None ) return; if (AimedFOV <= 0) AimedFOV = self.AimedFOV; bAiming = true; pc.StartZoomEx( AimedFOV ); pc.SetSensitivityTemp(1); PlayerViewOffset = default.PlayerViewOffset + AimedOffset; FireOffset = default.FireOffset + AimedOffset; instigator.GroundSpeed = AimedWalkingSpeed; iAimingAccuracyModifier = default.iAimingAccuracyModifier * 0.5; WeaponMode = WM_Single; TraceDist = default.TraceDist * 2; } /** * Puts the controller/pawn/weapon into the default, non-aimed mode. */ simulated function EndAimedMode() { local AdvancedPlayerController pc; pc = AdvancedPlayerController( instigator.controller ); super.EndAimedMode(); AccuracyIndicator = default.AccuracyIndicator; StaticReticule = default.StaticReticule; if ( pc == None ) return; bAiming = false; pc.StartUnZoom(); pc.SetSensitivityTemp(class'PlayerInput'.default.MouseSensitivity); PlayerViewOffset = default.PlayerViewOffset; FireOffset = default.FireOffset; instigator.GroundSpeed = instigator.default.GroundSpeed; FireOffset = default.FireOffset; iAimingAccuracyModifier = default.iAimingAccuracyModifier; WeaponMode = default.WeaponMode; TraceDist = default.TraceDist; } state Reloading{ simulated function ToggleAimedMode() { } simulated function StartAimedMode( optional int AimedFOV ) { } } //NOTE could do the same for Reloading-AnimEnd... //=========================================================================== // DefaultProperties //=========================================================================== !0 - '.  I // Copyright (C) 2005 Brainbox Games. All Rights Reserved. // September 27, 2005 /***************************************************************** * SniperPickup - * * @version $1.0$ * @author Jesse (Jesse@digitalextremes.com) * @date Jan 2004 ***************************************************************** */ class RiflePickup extends DOTZWeaponPickup placeable; //=========================================================================== // DefaultProperties //=========================================================================== (2 E // Copyright (C) 2005 Brainbox Games. All Rights Reserved. // September 27, 2005 /***************************************************************** * SniperAttachment - * * @version $1.0$ * @author Jesse (Jesse@digitalextremes.com) * @date Nov 2003 ***************************************************************** */ class RifleAttachment extends AdvancedWeaponAttachment; //=========================================================================== // DefaultProperties //===========================================================================  371740E// Copyright (C) 2005 Brainbox Games. All Rights Reserved. // September 27, 2005 class RifleAmmoPickup extends DOTZAmmoPickup; q // Copyright (C) 2005 Brainbox Games. All Rights Reserved. // September 27, 2005 /***************************************************************** * SniperAmmunition - * * @version 1.0 * @author Jesse (jesse@digitalextremes.com) * @date Nov 2003 * description this class is for the simple weapon ***************************************************************** */ class RifleAmmunition extends DOTZAmmunitionBase; //=========================================================================== // DefaultProperties //=========================================================================== j .Br* -(;  @2Y5ڠռW]$#Press Action to pick up Rifle ammo0"  $      \\\XAXT\XPXnXCXXrGtEXVXmXlrJXRpYX]qKqLtSXBt[XcqHXq\dwtZXMXbnnXtX_\zr)XgXann!n(qIB+\h\eo$n#qsn X`XSXoX^\jXfWk\Q i\x yXpU|U{F O$ + \$ F h$ fu$N [*<lg*8LS, -_.>fL/D r0/ ~0v J1kV1#6A4D w4!2C5O4K8u5;@nO4T {n("Ox O4P qxu AO4PMO4| ]NY@Qg$*x b ~+ Z