8 Commits

Author SHA1 Message Date
0fc17894b1 update readme and description 2022-07-08 06:26:55 +03:00
e5662242db preload weapon models 2022-07-08 06:03:30 +03:00
559eae0298 add some comments 2022-07-07 01:24:32 +03:00
e3535715fa hide ready button 2022-07-07 01:03:11 +03:00
3218132314 update description 2022-07-06 23:34:14 +03:00
edda872f5f redesign preloadcontent 2022-07-06 23:13:13 +03:00
eef8aa42f2 add pub content and README.md 2022-07-06 22:54:49 +03:00
351f3a46b0 redesign preloadcontent, add support for versus mode 2022-07-06 22:53:45 +03:00
7 changed files with 368 additions and 123 deletions

View File

@ -67,7 +67,7 @@ private function PreInit()
{
LogLevel = LL_Info;
bPreloadContent = true;
bForcePreloadContent = true;
bForcePreloadContent = false;
UnlockDLC = false;
SaveConfig();
}
@ -133,10 +133,40 @@ private function PostInit()
return;
}
if (UnlockDLC && KFGI.KFGFxManagerClass != class'CTI_GFxMoviePlayer_Manager')
// TODO:
// replace shopContainer (KFGFxTraderContainer_Store)
// without replacing KFGFxMoviePlayer_Manager
// but how? 🤔
if (UnlockDLC)
{
KFGI.KFGFxManagerClass = class'CTI_GFxMoviePlayer_Manager';
`Log_Info("DLC unlocked");
if (KFGameInfo_VersusSurvival(KFGI) != None)
{
if (KFGI.KFGFxManagerClass != class'CTI_GFxMoviePlayer_Manager_Versus')
{
if (KFGI.KFGFxManagerClass != class'KFGameInfo_VersusSurvival'.default.KFGFxManagerClass)
{
`Log_Warn("Found custom 'KFGFxManagerClass' (" $ KFGI.KFGFxManagerClass $ "), there may be compatibility issues");
`Log_Warn("If you notice problems, try disabling DLC unlock");
}
KFGI.KFGFxManagerClass = class'CTI_GFxMoviePlayer_Manager_Versus';
`Log_Info("DLC unlocked");
}
}
else
{
if (KFGI.KFGFxManagerClass != class'CTI_GFxMoviePlayer_Manager')
{
if (KFGI.KFGFxManagerClass != class'KFGameInfo'.default.KFGFxManagerClass)
{
`Log_Warn("Found custom 'KFGFxManagerClass' (" $ KFGI.KFGFxManagerClass $ "), there may be compatibility issues");
`Log_Warn("If you notice problems, try disabling DLC unlock");
}
KFGI.KFGFxManagerClass = class'CTI_GFxMoviePlayer_Manager';
`Log_Info("DLC unlocked");
}
}
}
if (KFGI.GameReplicationInfo == None)

View File

@ -0,0 +1,8 @@
class CTI_GFxMoviePlayer_Manager_Versus extends KFGFxMoviePlayer_Manager_Versus
dependsOn(CTI_GFxMenu_Trader);
defaultproperties
{
WidgetBindings.Remove((WidgetName="traderMenu",WidgetClass=class'KFGFxMenu_Trader'))
WidgetBindings.Add((WidgetName="traderMenu",WidgetClass=class'CTI_GFxMenu_Trader'))
}

View File

@ -14,10 +14,18 @@ var private bool ForcePreloadContent;
var private int Recieved;
var private int SyncSize;
var private int Preloaded;
var private KFPlayerController KFPC;
var private KFPawn KFP;
var private KFInventoryManager KFIM;
var private KFGFxWidget_PartyInGame PartyInGameWidget;
var private GFxObject Notification;
var private class<Weapon> PreloadWeaponClass;
var private float PreloadWeaponTime;
replication
{
if (bNetInitial && Role == ROLE_Authority)
@ -40,7 +48,9 @@ public function PrepareSync(
bool _PreloadContent,
bool _ForcePreloadContent)
{
CTI = _CTI;
`Log_Trace(`Location);
CTI = _CTI;
LogLevel = _LogLevel;
RemoveItems = _RemoveItems;
AddItems = _AddItems;
@ -50,28 +60,68 @@ public function PrepareSync(
SyncSize = RemoveItems.Length + AddItems.Length;
}
private simulated function PlayerController GetPlayerController()
private simulated function KFPlayerController GetKFPC()
{
local PlayerController PC;
`Log_Trace(`Location);
PC = PlayerController(Owner);
if (KFPC != None) return KFPC;
if (PC == None && ROLE < ROLE_Authority)
KFPC = KFPlayerController(Owner);
if (KFPC == None && ROLE < ROLE_Authority)
{
PC = GetALocalPlayerController();
KFPC = KFPlayerController(GetALocalPlayerController());
}
return PC;
return KFPC;
}
private simulated function KFPawn GetKFP()
{
local Pawn P;
`Log_Trace(`Location);
if (KFP != None) return KFP;
if (GetKFPC() != None)
{
P = GetKFPC().Pawn;
if (P != None)
{
KFP = KFPawn(P);
}
}
return KFP;
}
private simulated function KFInventoryManager GetKFIM()
{
local InventoryManager IM;
`Log_Trace(`Location);
if (KFIM != None) return KFIM;
if (GetKFP() != None)
{
IM = GetKFP().InvManager;
if (IM != None)
{
KFIM = KFInventoryManager(IM);
}
}
return KFIM;
}
private simulated function SetPartyInGameWidget()
{
local KFPlayerController KFPC;
`Log_Trace(`Location);
KFPC = KFPlayerController(GetPlayerController());
if (KFPC == None) return;
if (GetKFPC() == None) return;
if (KFPC.MyGFxManager == None) return;
if (KFPC.MyGFxManager.PartyWidget == None) return;
@ -81,6 +131,8 @@ private simulated function SetPartyInGameWidget()
private simulated function bool CheckPartyInGameWidget()
{
`Log_Trace(`Location);
if (PartyInGameWidget == None)
{
SetPartyInGameWidget();
@ -89,9 +141,34 @@ private simulated function bool CheckPartyInGameWidget()
return (PartyInGameWidget != None);
}
private simulated function UpdateNotification(String Title, String Downloading, String Remainig, int Percent)
private unreliable client function HideReadyButton()
{
if (Notification != None)
`Log_Trace(`Location);
if (CheckPartyInGameWidget())
{
PartyInGameWidget.SetReadyButtonVisibility(false);
}
}
private simulated function ShowReadyButton()
{
`Log_Trace(`Location);
if (CheckPartyInGameWidget())
{
Notification.SetVisible(false);
PartyInGameWidget.SetReadyButtonVisibility(true);
PartyInGameWidget.UpdateReadyButtonText();
PartyInGameWidget.UpdateReadyButtonVisibility();
}
}
private unreliable client function UpdateNotification(String Title, String Downloading, String Remainig, int Percent)
{
`Log_Trace(`Location);
if (CheckPartyInGameWidget() && Notification != None)
{
Notification.SetString("itemName", Title);
Notification.SetFloat("percent", Percent);
@ -114,10 +191,7 @@ private reliable client function ClientSync(class<KFWeaponDefinition> WeapDef, o
return;
}
if (CheckPartyInGameWidget())
{
PartyInGameWidget.SetReadyButtonVisibility(false);
}
HideReadyButton();
if (Remove)
{
@ -126,44 +200,30 @@ private reliable client function ClientSync(class<KFWeaponDefinition> WeapDef, o
else
{
AddItems.AddItem(WeapDef);
if (PreloadContent)
{
Helper.static.PreloadWeapon(WeapDef);
}
}
Recieved = RemoveItems.Length + AddItems.Length;
if (CheckPartyInGameWidget())
{
UpdateNotification(
"Sync items, please wait...",
Remove ? "-" : "+" @ Repl(String(WeapDef), "KFWeapDef_", ""),
Recieved @ "/" @ SyncSize,
(float(Recieved) / float(SyncSize)) * 100);
}
if (Recieved == SyncSize && (PreloadContent || ForcePreloadContent))
{
if (CheckPartyInGameWidget())
{
UpdateNotification(
"Preload Content, please wait...",
"Game isn't frozen",
"Don't panic",
0);
}
}
UpdateNotification(
"Sync trader items, please wait...",
Remove ? "-" : "+" @ Repl(String(WeapDef), "KFWeapDef_", ""),
Recieved @ "/" @ SyncSize,
(float(Recieved) / float(SyncSize)) * 100);
ServerSync();
}
private simulated reliable client function SyncFinished()
private simulated reliable client function ClientSyncFinished()
{
local KFGameReplicationInfo KFGRI;
`Log_Trace(`Location);
if (WorldInfo == None || WorldInfo.GRI == None)
{
SetTimer(1.0f, false, nameof(SyncFinished));
return;
}
ClearTimer(nameof(WaitForPreloadWeapon));
KFGRI = KFGameReplicationInfo(WorldInfo.GRI);
if (KFGRI == None)
@ -175,22 +235,7 @@ private simulated reliable client function SyncFinished()
Helper.static.ModifyTrader(KFGRI, RemoveItems, AddItems, ReplaceMode);
if (PreloadContent)
{
Helper.static.PreloadContent(AddItems);
}
if (ForcePreloadContent)
{
PreloadContentWorkaround();
}
if (CheckPartyInGameWidget())
{
Notification.SetVisible(false);
PartyInGameWidget.SetReadyButtonVisibility(true);
PartyInGameWidget.UpdateReadyButtonText();
PartyInGameWidget.UpdateReadyButtonVisibility();
}
ShowReadyButton();
SafeDestroy();
}
@ -205,10 +250,13 @@ public reliable server function ServerSync()
if (SyncSize <= Recieved || WorldInfo.NetMode == NM_StandAlone)
{
SyncFinished();
if (!CTI.DestroyRepLink(Controller(Owner)))
if (ForcePreloadContent)
{
SafeDestroy();
ServerPreloadWeaponWorkaround();
}
else
{
ServerSyncFinished();
}
}
else
@ -224,62 +272,88 @@ public reliable server function ServerSync()
}
}
private simulated function PreloadContentWorkaround()
private function ServerSyncFinished()
{
local PlayerController PC;
local Pawn P;
local KFInventoryManager KFIM;
local class<Weapon> CW;
local Weapon W;
local int Index;
local DroppedPickup DP;
local float Time;
`Log_Trace(`Location);
ClientSyncFinished();
if (!CTI.DestroyRepLink(Controller(Owner)))
{
SafeDestroy();
}
}
private reliable server function ServerPreloadWeaponWorkaround()
{
local class<Weapon> WC;
`Log_Trace(`Location);
PC = GetPlayerController();
RemovePreloadWeapon();
if (PC == None)
if (AddItems.Length <= Preloaded)
{
SetTimer(0.1f, false, nameof(PreloadContentWorkaround));
return;
ServerSyncFinished();
}
P = PC.Pawn;
if (P == None)
else
{
SetTimer(0.1f, false, nameof(PreloadContentWorkaround));
return;
}
KFIM = KFInventoryManager(P.InvManager);
if (KFIM == None)
{
SetTimer(0.1f, false, nameof(PreloadContentWorkaround));
return;
}
KFIM.bInfiniteWeight = true;
Time = WorldInfo.TimeSeconds - 1.0f;
for (Index = 0; Index < AddItems.Length; Index++)
{
CW = class<Weapon> (DynamicLoadObject(AddItems[Index].default.WeaponClassPath, class'Class'));
if (CW != None && Weapon(P.FindInventoryType(CW)) == None)
WC = class<Weapon> (DynamicLoadObject(AddItems[Preloaded++].default.WeaponClassPath, class'Class'));
if (WC != None)
{
P.CreateInventory(CW);
PreloadWeaponTime = WorldInfo.TimeSeconds - 1.0f;
PreloadWeaponClass = WC;
ClientPreloadWeapon(WC);
if (!AddPreloadWeapon(WC))
{
ServerPreloadWeaponWorkaround();
}
}
}
}
private reliable server function bool AddPreloadWeapon(class<Weapon> WC)
{
local Weapon W;
`Log_Trace(`Location);
if (GetKFIM() == None || WC == None) return false;
KFIM.bInfiniteWeight = true;
W = Weapon(KFP.FindInventoryType(WC));
if (W == None)
{
W = Weapon(KFP.CreateInventory(WC));
}
if (W != None)
{
KFIM.SetCurrentWeapon(W);
}
KFIM.bInfiniteWeight = false;
if (W == None) `Log_Warn("Can't preload" @ WC @ "for some reason (skip)");
return (W != None);
}
private function RemovePreloadWeapon()
{
local DroppedPickup DP;
local Weapon W;
`Log_Trace(`Location);
if (GetKFIM() == None || PreloadWeaponClass == None) return;
foreach KFIM.InventoryActors(class'Weapon', W)
{
if (W != None)
if (W != None && W.class == PreloadWeaponClass)
{
KFIM.PendingWeapon = W;
KFIM.ChangedWeapon();
if (W.CanThrow())
{
P.TossInventory(W);
KFP.TossInventory(W);
W.Destroy();
}
}
@ -287,15 +361,43 @@ private simulated function PreloadContentWorkaround()
foreach WorldInfo.DynamicActors(class'DroppedPickup', DP)
{
if (DP.Instigator == P && DP.CreationTime > Time)
if (DP.Instigator == KFP && DP.CreationTime > PreloadWeaponTime)
{
DP.Destroy();
}
}
}
KFIM.bInfiniteWeight = false;
private reliable client function ClientPreloadWeapon(class<Weapon> WC)
{
`Log_Trace(`Location);
`Log_Info("Force Preload Finished");
Preloaded++;
PreloadWeaponClass = WC;
SetTimer(0.5f, false, nameof(WaitForPreloadWeapon));
}
private simulated function WaitForPreloadWeapon()
{
`Log_Trace(`Location);
HideReadyButton();
UpdateNotification(
"Preload weapon models, please wait...",
Repl(String(PreloadWeaponClass), "KFWeap_", ""),
Preloaded @ "/" @ AddItems.Length,
(float(Preloaded) / float(AddItems.Length)) * 100);
if (GetKFIM() != None
&& KFIM.Instigator.Weapon != None
&& KFIM.Instigator.Weapon.Class == PreloadWeaponClass)
{
ServerPreloadWeaponWorkaround();
}
else
{
SetTimer(0.5f, false, nameof(WaitForPreloadWeapon));
}
}
defaultproperties
@ -306,4 +408,5 @@ defaultproperties
PendingSync = false
Recieved = 0
Preloaded = 0
}

View File

@ -52,18 +52,28 @@ public static simulated function ModifyTrader(
KFGRI.TraderItems = TraderItems;
}
public static function PreloadContent(Array<class<KFWeaponDefinition> > WeapDefs)
public static simulated function PreloadContent(Array<class<KFWeaponDefinition> > WeapDefs)
{
local class<KFWeaponDefinition> WeapDef;
foreach WeapDefs(WeapDef)
{
PreloadWeapon(WeapDef);
}
}
public static simulated function PreloadWeapon(class<KFWeaponDefinition> WeapDef)
{
local class<KFWeapon> KFW;
local int Index;
for (Index = 0; Index < WeapDefs.Length; Index++)
KFW = class<KFWeapon> (DynamicLoadObject(WeapDef.default.WeaponClassPath, class'Class'));
if (KFW != None)
{
KFW = class<KFWeapon> (DynamicLoadObject(WeapDefs[Index].default.WeaponClassPath, class'Class'));
if (KFW != None)
{
class'KFWeapon'.static.TriggerAsyncContentLoad(KFW);
}
// This doesn't seem to have any effect right now,
// so we're forced to use a workaround: CTI_RepInfo.ServerPreloadWeaponWorkaround()
// But I still leave it for the future
// in the hope that someday we can preload weapon models using this function
class'KFWeapon'.static.TriggerAsyncContentLoad(KFW);
}
}

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@ -1,9 +1,55 @@
[h1]Custom Trader Inventory[/h1]
[h1]Features[/h1]
- remove and/or add items;
- unlock DLC weapons;
- correct items sorting (by price);
- can preload weapon models (no lags during trader time);
- don't have to worry about adding new guns after each Tripware update.
[h1]Description[/h1]
description will come later...
[h1]Whitelisted?[/h1]
No. This mod is not whitelisted and will unrank your server. Any XP gained will not be saved.
[b]Mutator:[/b] CTI.CTIMut
[h1]Usage (single player)[/h1]
1. Subscribe to this mutator;
2. Start KF2;
3. Open console (`) and input:
[b]open KF-BioticsLab?Mutator=CTI.CTIMut[/b]
(replace the map and add the parameters you need)
4. <Enter>.
[h1]Usage (server)[/h1]
[b]Note:[/b] [i]If you don't understand what is written here, read the article [url=https://wiki.killingfloor2.com/index.php?title=Dedicated_Server_(Killing_Floor_2)][u]Dedicated Server (KF2 wiki)[/u][/url] before following these instructions.[/i]
1. Open your [b]PCServer-KFEngine.ini[/b] / [b]LinuxServer-KFEngine.ini[/b];
2. Add the following string to the [b][OnlineSubsystemSteamworks.KFWorkshopSteamworks][/b] section (create one if it doesn't exist):
[b]ServerSubscribedWorkshopItems=2830826239[/b]
3. Start the server and wait while the mutator is downloading;
4. Add mutator to server start parameters: [b]?Mutator=CTI.CTIMut[/b] and restart the server.
[h1]Setup (KFCTI.ini)[/h1]
Config will be created at the first start.
Set [b]UnlockDLC=True[/b] to allow all players to buy DLC weapons.
Set [b]bForcePreloadContent=True[/b] to preload weapon models and have no lags during trader time.
Use [b][CTI.RemoveItems][/b] to remove items from the trader inventory.
For example: [b]Item=KFGame.KFWeapDef_Mac10[/b] will remove MAC10 from sale.
Set [b]bAll=True[/b] if you want to remove all items (can be useful if you want to set the entire sale list in the [b][CTI.AddItems][/b] section yourself).
Use [b][CTI.AddItems][/b] to add items to the trader inventory.
For example: [b]Item=WeaponPack.KFWeapDef_XM25[/b] will add [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1147408497]XM25[/url] to sale.
[h1]Example config(s)[/h1]
🔗 [url=https://steamcommunity.com/workshop/filedetails/discussion/2830826239/3409804177172972154/]Reinforcement Weapon Pack[/url]
🔗 [url=https://steamcommunity.com/workshop/filedetails/discussion/2830826239/3409804177173363434/]Warface Arsenal[/url]
[h1]Notes[/h1]
📌 Mutator does not contain custom weapons. You must have the required weapon packs in your subscriptions to be able to add them to the trader.
📌 If you are using this mutator to add weapons, you should [b]not[/b] use mutators from weapon packs (just having them in subscriptions is enough).
📌 Unlike [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2193261170]DLC Weapon Unlocker[/url], a different method is used here.
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2193261170]DLC Weapon Unlocker[/url] creates clones of DLC weapons and adds them to the trader. This allows you not to replace any classes in the game, so Hunter mutator has better compatibility with other mutators. However, those who have already purchased the DLC will not be able to use their skins on clones.
CTI unlocks DLC weapons differently - it changes the trader filter allowing you to buy original DLC weapons without restrictions. Those who bought the DLC can use their skins and you don't need to update the mutator when new kf2 updates are released - unlocking will work with future weapons as well. However, when you set UnlockDLC=True CTI replaces the [b]KFGFxMoviePlayer_Manager[/b] class, so CTI may not be compatible with mods that replaces this class too. If you notice any compatibility issues, try turning off UnlockDLC.
You can use this method or use a [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2193261170]DLC Weapon Unlocker[/url] - choose what suits you best.
[h1]Sources[/h1]
[url=https://github.com/GenZmeY/KF2-CustomTraderInventory]https://github.com/GenZmeY/KF2-CustomTraderInventory[/url]
[url=https://github.com/GenZmeY/KF2-CustomTraderInventory]https://github.com/GenZmeY/KF2-CustomTraderInventory[/url] (GNU GPLv3)

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@ -1 +1,49 @@
# KF2-CustomTraderInventory
# Custom Trader Inventory
[![Steam Workshop](https://img.shields.io/static/v1?message=workshop&logo=steam&labelColor=gray&color=blue&logoColor=white&label=steam%20)](https://steamcommunity.com/sharedfiles/filedetails/?id=2830826239)
[![Steam Subscriptions](https://img.shields.io/steam/subscriptions/2830826239)](https://steamcommunity.com/sharedfiles/filedetails/?id=2830826239)
[![Steam Favorites](https://img.shields.io/steam/favorites/2830826239)](https://steamcommunity.com/sharedfiles/filedetails/?id=2830826239)
[![Steam Update Date](https://img.shields.io/steam/update-date/2830826239)](https://steamcommunity.com/sharedfiles/filedetails/?id=2830826239)
[![GitHub tag (latest by date)](https://img.shields.io/github/v/tag/GenZmeY/KF2-CustomTraderInventory)](https://github.com/GenZmeY/KF2-CustomTraderInventory/tags)
[![GitHub](https://img.shields.io/github/license/GenZmeY/KF2-CustomTraderInventory)](LICENSE)
# Description
Add/Remove Items in the Trader's Inventory
# Features
- remove and/or add items;
- unlock DLC weapons;
- correct items sorting (by price);
- can preload weapon models (no lags during trader time);
- don't have to worry about adding new guns after each Tripware update.
# Usage & Setup
[See steam workshop page](https://steamcommunity.com/sharedfiles/filedetails/?id=2830826239)
# Build
**Note:** If you want to build/test/brew/publish a mutator without git-bash and/or scripts, follow [these instructions](https://tripwireinteractive.atlassian.net/wiki/spaces/KF2SW/pages/26247172/KF2+Code+Modding+How-to) instead of what is described here.
1. Install [Killing Floor 2](https://store.steampowered.com/app/232090/Killing_Floor_2/), Killing Floor 2 - SDK and [git for windows](https://git-scm.com/download/win);
2. open git-bash and go to any folder where you want to store sources:
`cd <ANY_FOLDER_YOU_WANT>`
3. Clone this repository and go to the source folder:
`git clone https://github.com/GenZmeY/KF2-CustomTraderInventory && cd KF2-CustomTraderInventory`
4. Download dependencies:
`git submodule init && git submodule update`
5. Compile:
`./tools/builder -c`
5. The compiled files will be here:
`C:\Users\<USERNAME>\Documents\My Games\KillingFloor2\KFGame\Unpublished\BrewedPC\Script\`
# Testing
Open git-bash in the source folder and run command:
`./tools/builder -t`
(or `./tools/builder -ct` if you haven't compiled the mutator yet)
A local single-user test will be launched with parameters from `builder.cfg` (edit this file if you want to test mutator with different parameters).
# Bug reports
If you find a bug, go to the [issue page](https://github.com/GenZmeY/KF2-CustomTraderInventory/issues) and check if there is a description of your bug. If not, create a new issue.
Describe what the bug looks like and how reproduce it.
# License
[GNU GPLv3](LICENSE)