1
0
KF2-Dev-Scripts/KFGame/Classes/KFAnim_AimOffset.uc

67 lines
2.4 KiB
Ucode
Raw Permalink Normal View History

2020-12-13 15:01:13 +00:00
//=============================================================================
// KFAnim_AimOffset
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
// Based on GearAnim_AimOffset
// Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
//=============================================================================
class KFAnim_AimOffset extends AnimNodeAimOffset
native(Anim);
/** Internal cached pointer to Owner */
var const transient KFPawn PawnOwner;
/** Internal cached pointers */
var const duplicatetransient KFAnim_TurnInPlace TurnInPlaceNode;
/** Asks to look up the InteractionPawn's aim. Used by hostages. */
var() bool bUseInteractionPawnAim;
/** Only update once when it becomes relevant */
var() bool bOnlyUpdateOnBecomeRelevant;
/** See if we want to shut down that aimoffset when reloading */
var() bool bTurnOffWhenReloadingWeapon;
var() float ReloadingBlendTime;
var transient const bool bDoingWeaponReloadInterp;
var transient const float ReloadingBlendTimeToGo;
/** Interpolation when looping around, so it doesn't look weird */
var transient const vector2d LastAimOffset, LastPostProcessedAimOffset;
var transient const FLOAT TurnAroundTimeToGo;
var() FLOAT TurnAroundBlendTime;
enum EAimInput
{
AI_PawnAimOffset,
/** Use the VehicleAimOffset in GearVehicle for aiming */
AI_VehicleAimOffset,
/** Use Base to retrieve aiming information */
AI_BasePawn,
/** Use Custom Aim Offset - override GetCustomAimOffset function in the GearPawn*/
AI_CustomAimOffset,
};
/** What we are using as our Aim input. */
var() editconst EAimInput AimInput;
cpptext
{
virtual void PostAnimNodeInstance(UAnimNode* SourceNode, TMap<UAnimNode*,UAnimNode*>& SrcToDestNodeMap);
virtual void InitAnim(USkeletalMeshComponent* MeshComp, UAnimNodeBlendBase* Parent);
/** Pull aim information from Pawn */
virtual FVector2D GetAim() ;
virtual void PostAimProcessing(FVector2D &AimOffsetPct);
/** Parent node is requesting a blend out. Give node a chance to delay that. */
virtual UBOOL CanBlendOutFrom();
/** parent node is requesting a blend in. Give node a chance to delay that. */
virtual UBOOL CanBlendTo();
}
defaultproperties
{
TurnAroundBlendTime=0.42f
ReloadingBlendTime=0.33f
AimInput=AI_PawnAimOffset
}