Compare commits
3 Commits
Author | SHA1 | Date | |
---|---|---|---|
8cb2005ec1 | |||
0fc17894b1 | |||
e5662242db |
@ -67,7 +67,7 @@ private function PreInit()
|
||||
{
|
||||
LogLevel = LL_Info;
|
||||
bPreloadContent = true;
|
||||
bForcePreloadContent = true;
|
||||
bForcePreloadContent = false;
|
||||
UnlockDLC = false;
|
||||
SaveConfig();
|
||||
}
|
||||
|
@ -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();
|
||||
@ -89,8 +141,10 @@ private simulated function bool CheckPartyInGameWidget()
|
||||
return (PartyInGameWidget != None);
|
||||
}
|
||||
|
||||
private simulated function HideReadyButton()
|
||||
private unreliable client function HideReadyButton()
|
||||
{
|
||||
`Log_Trace(`Location);
|
||||
|
||||
if (CheckPartyInGameWidget())
|
||||
{
|
||||
PartyInGameWidget.SetReadyButtonVisibility(false);
|
||||
@ -99,6 +153,8 @@ private simulated function HideReadyButton()
|
||||
|
||||
private simulated function ShowReadyButton()
|
||||
{
|
||||
`Log_Trace(`Location);
|
||||
|
||||
if (CheckPartyInGameWidget())
|
||||
{
|
||||
Notification.SetVisible(false);
|
||||
@ -108,8 +164,10 @@ private simulated function ShowReadyButton()
|
||||
}
|
||||
}
|
||||
|
||||
private reliable client function UpdateNotification(String Title, String Downloading, String Remainig, int Percent)
|
||||
private unreliable client function UpdateNotification(String Title, String Downloading, String Remainig, int Percent)
|
||||
{
|
||||
`Log_Trace(`Location);
|
||||
|
||||
if (CheckPartyInGameWidget() && Notification != None)
|
||||
{
|
||||
Notification.SetString("itemName", Title);
|
||||
@ -151,7 +209,7 @@ private reliable client function ClientSync(class<KFWeaponDefinition> WeapDef, o
|
||||
Recieved = RemoveItems.Length + AddItems.Length;
|
||||
|
||||
UpdateNotification(
|
||||
"Sync items, please wait...",
|
||||
"Sync trader items, please wait...",
|
||||
Remove ? "-" : "+" @ Repl(String(WeapDef), "KFWeapDef_", ""),
|
||||
Recieved @ "/" @ SyncSize,
|
||||
(float(Recieved) / float(SyncSize)) * 100);
|
||||
@ -159,17 +217,14 @@ private reliable client function ClientSync(class<KFWeaponDefinition> WeapDef, o
|
||||
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(KeepPreloadNotification));
|
||||
ClearTimer(nameof(WaitForPreloadWeapon));
|
||||
|
||||
KFGRI = KFGameReplicationInfo(WorldInfo.GRI);
|
||||
if (KFGRI == None)
|
||||
@ -198,14 +253,11 @@ public reliable server function ServerSync()
|
||||
{
|
||||
if (ForcePreloadContent)
|
||||
{
|
||||
PreloadContentWorkaround();
|
||||
ServerPreloadWeaponWorkaround();
|
||||
}
|
||||
|
||||
SyncFinished();
|
||||
|
||||
if (!CTI.DestroyRepLink(Controller(Owner)))
|
||||
else
|
||||
{
|
||||
SafeDestroy();
|
||||
ServerSyncFinished();
|
||||
}
|
||||
}
|
||||
else
|
||||
@ -221,92 +273,143 @@ public reliable server function ServerSync()
|
||||
}
|
||||
}
|
||||
|
||||
private 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);
|
||||
|
||||
HideReadyButton();
|
||||
PC = GetPlayerController();
|
||||
|
||||
if (PC == None)
|
||||
{
|
||||
SetTimer(0.1f, false, nameof(PreloadContentWorkaround));
|
||||
return;
|
||||
}
|
||||
|
||||
P = PC.Pawn;
|
||||
if (P == None)
|
||||
{
|
||||
SetTimer(0.1f, false, nameof(PreloadContentWorkaround));
|
||||
return;
|
||||
}
|
||||
|
||||
KFIM = KFInventoryManager(P.InvManager);
|
||||
if (KFIM == None)
|
||||
{
|
||||
SetTimer(0.1f, false, nameof(PreloadContentWorkaround));
|
||||
return;
|
||||
}
|
||||
RemovePreloadWeapon();
|
||||
|
||||
KFIM.bInfiniteWeight = true;
|
||||
Time = WorldInfo.TimeSeconds - 1.0f;
|
||||
|
||||
for (Index = 0; Index < AddItems.Length; Index++)
|
||||
if (AddItems.Length <= Preloaded)
|
||||
{
|
||||
HideReadyButton();
|
||||
UpdateNotification(
|
||||
"Game isn't frozen, Don't panic",
|
||||
"Preload content:",
|
||||
Index @ "/" @ AddItems.Length,
|
||||
(float(Index) / float(AddItems.Length)) * 100);
|
||||
|
||||
CW = class<Weapon> (DynamicLoadObject(AddItems[Index].default.WeaponClassPath, class'Class'));
|
||||
if (CW != None && Weapon(P.FindInventoryType(CW)) == None)
|
||||
ServerSyncFinished();
|
||||
}
|
||||
else
|
||||
{
|
||||
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;
|
||||
|
||||
HideReadyButton();
|
||||
UpdateNotification("Cleanup", "", "", 0);
|
||||
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
HideReadyButton();
|
||||
UpdateNotification("Cleanup", "", "", 0);
|
||||
|
||||
foreach WorldInfo.DynamicActors(class'DroppedPickup', DP)
|
||||
{
|
||||
if (DP.Instigator == P && DP.CreationTime > Time)
|
||||
if (DP.Instigator == KFP && DP.CreationTime > PreloadWeaponTime)
|
||||
{
|
||||
DP.Destroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private reliable client function ClientPreloadWeapon(class<Weapon> WC)
|
||||
{
|
||||
`Log_Trace(`Location);
|
||||
|
||||
KFIM.bInfiniteWeight = false;
|
||||
Preloaded++;
|
||||
PreloadWeaponClass = WC;
|
||||
|
||||
`Log_Info("Force Preload Finished (" $ PC.PlayerReplicationInfo.PlayerName $ ")");
|
||||
if (!IsTimerActive(nameof(KeepPreloadNotification)))
|
||||
{
|
||||
SetTimer(0.1f, true, nameof(KeepPreloadNotification));
|
||||
}
|
||||
|
||||
SetTimer(0.5f, false, nameof(WaitForPreloadWeapon));
|
||||
}
|
||||
|
||||
private simulated function KeepPreloadNotification()
|
||||
{
|
||||
HideReadyButton();
|
||||
UpdateNotification(
|
||||
"Preload weapon models, please wait...",
|
||||
Repl(String(PreloadWeaponClass), "KFWeap_", ""),
|
||||
Preloaded @ "/" @ AddItems.Length,
|
||||
(float(Preloaded) / float(AddItems.Length)) * 100);
|
||||
}
|
||||
|
||||
private simulated function WaitForPreloadWeapon()
|
||||
{
|
||||
`Log_Trace(`Location);
|
||||
|
||||
KeepPreloadNotification();
|
||||
|
||||
if (GetKFIM() != None
|
||||
&& KFIM.Instigator.Weapon != None
|
||||
&& KFIM.Instigator.Weapon.Class == PreloadWeaponClass)
|
||||
{
|
||||
ServerPreloadWeaponWorkaround();
|
||||
}
|
||||
else
|
||||
{
|
||||
SetTimer(0.5f, false, nameof(WaitForPreloadWeapon));
|
||||
}
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
@ -317,4 +420,5 @@ defaultproperties
|
||||
|
||||
PendingSync = false
|
||||
Recieved = 0
|
||||
Preloaded = 0
|
||||
}
|
||||
|
@ -70,7 +70,7 @@ public static simulated function PreloadWeapon(class<KFWeaponDefinition> WeapDef
|
||||
if (KFW != None)
|
||||
{
|
||||
// This doesn't seem to have any effect right now,
|
||||
// so we're forced to use a workaround: CTI_RepInfo.PreloadContentWorkaround()
|
||||
// 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);
|
||||
|
@ -2,7 +2,7 @@
|
||||
- remove and/or add items;
|
||||
- unlock DLC weapons;
|
||||
- correct items sorting (by price);
|
||||
- can preload content (no lags during trader time);
|
||||
- can preload weapon models (no lags during trader time);
|
||||
- don't have to worry about adding new guns after each Tripware update.
|
||||
|
||||
[h1]Whitelisted?[/h1]
|
||||
@ -25,10 +25,6 @@ No. This mod is not whitelisted and will unrank your server. Any XP gained will
|
||||
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]Note[/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).
|
||||
|
||||
[h1]Setup (KFCTI.ini)[/h1]
|
||||
Config will be created at the first start.
|
||||
|
||||
@ -47,5 +43,13 @@ For example: [b]Item=WeaponPack.KFWeapDef_XM25[/b] will add [url=https://steamco
|
||||
🔗 [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] (GNU GPLv3)
|
||||
|
@ -14,7 +14,7 @@ Add/Remove Items in the Trader's Inventory
|
||||
- remove and/or add items;
|
||||
- unlock DLC weapons;
|
||||
- correct items sorting (by price);
|
||||
- can preload content (no lags during trader time);
|
||||
- can preload weapon models (no lags during trader time);
|
||||
- don't have to worry about adding new guns after each Tripware update.
|
||||
|
||||
# Usage & Setup
|
||||
|
Reference in New Issue
Block a user