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KF2-Dev-Scripts/KFGameContent/Classes/KFProj_Bolt_CompoundBowCryo.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFProj_Bolt_CompoundBowCryo
//=============================================================================
// Bullet class for the compound bow cryo arrows
//=============================================================================
// Killing Floor 2
// Copyright (C) 2019 Tripwire Interactive LLC
// - Tulio Beloqui (Saber Interactive)
//=============================================================================
class KFProj_Bolt_CompoundBowCryo extends KFProj_RicochetBullet
hidedropdown;
/** Starting Damage radius of the explosion*/
var float StartingDamageRadius;
var repnotify int ChargeLevel;
/** Set to true if the ChargeLevel was replicated */
var bool bHasChargeLevel;
/** Set to true if the bHasExploded was replicated */
var bool bHasExplodedReplicated;
replication
{
if (bNetInitial)
ChargeLevel;
}
simulated event ReplicatedEvent(name VarName)
{
if (VarName == nameof(ChargeLevel))
{
bHasChargeLevel = true;
SpawnFlightEffects();
// Mark the explosion here to trigger it in the client
if (bHasExploded && bHasExplodedReplicated)
{
bHasExploded = false;
}
}
else if (VarName == nameof(bHasExploded))
{
bHasExplodedReplicated = true;
if (!bHasChargeLevel)
{
// do not explode if ChargeLevel hasn't been replicated.
return;
}
}
Super.ReplicatedEvent(VarName);
}
simulated function PostBeginPlay ()
{
local KFWeap_Bow_CompoundBow CompoundBow;
if (Role == ROLE_Authority)
{
CompoundBow = KFWeap_Bow_CompoundBow(Owner);
if (CompoundBow != none)
{
ChargeLevel = CompoundBow.GetChargeLevel();
bHasChargeLevel = true;
}
}
Super.PostBeginPlay ();
}
simulated function float GetChargeLevelTrail ()
{
if (ChargeLevel >= 2)
{
return 1.0;
}
if (ChargeLevel == 1)
{
if (WorldInfo.NetMode == NM_Client)
{
return 0.8;
}
return 0.5;
}
// For level 0, no charge on the arrow:
if (WorldInfo.NetMode == NM_Client)
{
return 0.5;
}
return 0;
}
simulated function SpawnFlightEffects ()
{
if (!bHasChargeLevel || bHasExploded || bHasDisintegrated)
{
// we need ChargeLevel to be replicated to Spawn the projectile!
// and also stop if the projectile already exploded (likely high speed arrows!)
return;
}
super.SpawnFlightEffects ();
if (ProjEffects != none)
{
ProjEffects.SetVectorParameter('ChargeLevelTrail', GetChargeLevelTrail() * vect(1.f, 1.f, 1.f));
}
}
simulated event PreBeginPlay()
{
Super.PreBeginPlay();
if (ExplosionTemplate != none)
{
StartingDamageRadius = ExplosionTemplate.DamageRadius;
}
}
simulated function Tick( float DeltaTime )
{
super.Tick(DeltaTime);
if ( WorldInfo.NetMode != NM_DedicatedServer && Physics != PHYS_None )
{
SetRotation( rotator(Velocity) );
}
}
simulated protected function PrepareExplosionTemplate()
{
local KFPlayerController KFPC;
local KFPerk InstigatorPerk;
ExplosionTemplate.DamageRadius = StartingDamageRadius;
// Change the radius and damage based on the perk
if (Instigator != none && Instigator.Controller != none)
{
KFPC = KFPlayerController(Instigator.Controller);
if (KFPC != none)
{
InstigatorPerk = KFPC.GetPerk();
if (InstigatorPerk != none)
{
ExplosionTemplate.DamageRadius = StartingDamageRadius * InstigatorPerk.GetAoERadiusModifier();
}
}
}
super.PrepareExplosionTemplate ();
}
simulated function TriggerExplosion (Vector HitLocation, Vector HitNormal, Actor HitActor)
{
local ParticleSystemComponent ComponentIt;
super.TriggerExplosion (HitLocation, HitNormal, HitActor);
if (bHasExploded)
{
foreach ComponentList(class'ParticleSystemComponent',ComponentIt)
{
ComponentIt.DeactivateSystem();
}
}
}
defaultproperties
{
bWarnAIWhenFired=true
// Speed is defined by the charge level of the bow:
MaxSpeed=15000.0
Speed=15000.0
TerminalVelocity=15000.0
bBounce=false
BouncesLeft=0
DamageRadius=0
ChargeLevel=-1
ProjFlightTemplate=ParticleSystem'WEP_CompoundBow_EMIT.FX_Compound_Bow_Cryo_Projectile'
bWaitForEffects=true
LifeSpan=10.0
bBlockedByInstigator=false
bCollideActors=true
bCollideComplex=true
bNoEncroachCheck=true
// Network
bNetTemporary=false
bNoReplicationToInstigator=false
bUseClientSideHitDetection=true
bUpdateSimulatedPosition=false
bRotationFollowsVelocity=false
bAlwaysReplicateDisintegration=true
bReplicateLocationOnExplosion=true
bAlwaysReplicateExplosion=true
bValidateExplosionNormalOnClient=true
bSyncToOriginalLocation=true
TouchTimeThreshhold=0.15
ImpactEffects=KFImpactEffectInfo'WEP_CompoundBow_ARCH.FX_CompoundBow_Cryo_Projectile_Impact'
AmbientSoundPlayEvent=AkEvent'WW_WEP_SA_Crossbow.Play_Bolt_Fly_By'
AmbientSoundStopEvent=AkEvent'WW_WEP_SA_Crossbow.Stop_Bolt_Fly_By'
ExplosionActorClass=class'KFExplosionActor'
bCanDisintegrate=true
// Arrow explosion light
Begin Object Class=PointLightComponent Name=ExplosionPointLight
LightColor=(R=128,G=200,B=255,A=255)
Brightness=4.f
Radius=1500.f //1500
FalloffExponent=10.f
CastShadows=False
CastStaticShadows=FALSE
CastDynamicShadows=True
bEnabled=FALSE
LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
End Object
// Ice explosion
Begin Object Class=KFGameExplosion Name=ExploTemplate0
2021-06-02 20:06:18 +00:00
Damage=75 //25
DamageRadius=250 //200
DamageFalloffExponent=0.5f //1.f
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DamageDelay=0.f
bIgnoreInstigator=false
MomentumTransferScale=1
// Damage Effects
MyDamageType=class'KFDT_Freeze_CompoundBowCryExplosion'
KnockDownStrength=0
FractureMeshRadius=200.0
FracturePartVel=500.0
ExplosionEffects=KFImpactEffectInfo'WEP_CompoundBow_ARCH.FX_CompoundBow_Cryo_Projectile_Explosion'
ExplosionSound=AkEvent'WW_WEP_SA_CompoundBow.Play_Arrow_Impact_Cryo'
// Dynamic Light
ExploLight=ExplosionPointLight
ExploLightStartFadeOutTime=0.0
ExploLightFadeOutTime=0.2
// Camera Shake
CamShake=None
End Object
ExplosionTemplate=ExploTemplate0
}