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

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2021-09-02 21:46:08 +00:00
//=============================================================================
// KFProjectileStickHelper_ParasiteImplanter
//=============================================================================
//=============================================================================
// Killing Floor 2
// Copyright (C) 2021 Tripwire Interactive LLC
//=============================================================================
class KFProjectileStickHelper_ParasiteImplanter extends KFProjectileStickHelper;
simulated function TryStick(vector HitNormal, optional vector HitLocation, optional Actor HitActor)
{
if( WorldInfo.NetMode != NM_DedicatedServer )
{
`ImpactEffectManager.PlayImpactEffects(HitLocation, Instigator,, KFProj_Bullet_ParasiteImplanterAlt(Outer).ImpactEffects);
}
super.TryStick(HitNormal, HitLocation, HitActor);
}
/** Stops movement of projectile and calculates orientation to surface */
simulated function Stick(Actor HitActor, vector HitLocation, vector HitNormal, const out TraceHitInfo HitInfo)
{
local int BoneIdx;
local KFPawn_Monster HitMonster;
local array<ImpactInfo> HitZoneImpactList;
local vector StartTrace, EndTrace, Direction, ClosestBoneLocation;
local name BoneName;
BoneName = HitInfo.BoneName;
HitMonster = KFPawn_Monster(HitActor);
if (HitMonster != none)
{
// get injury hit zone
StartTrace = HitLocation;
Direction = Normal(Velocity);
EndTrace = StartTrace + Direction * (HitMonster.CylinderComponent.CollisionRadius * 6.0);
TraceProjHitZones(HitMonster, EndTrace, StartTrace, HitZoneImpactList);
if (BoneName == '')
{
// get the best bone to attach to
ClosestBoneLocation = HitMonster.Mesh.GetClosestCollidingBoneLocation(HitLocation, true, false);
BoneName = HitMonster.Mesh.FindClosestBone(ClosestBoneLocation, ClosestBoneLocation);
}
// Deleted damage to monster code, we don't want to do damage on sticking
// Bringed damage back
if (KFWeapon(Owner) != none)
{
HitZoneImpactList[0].RayDir = Normal(EndTrace - StartTrace); // add a raydir here since TraceProjHitZones doesn't fill this out (so certain afflictions apply)
KFWeapon(Owner).HandleProjectileImpact(WeaponFireMode, HitZoneImpactList[0], PenetrationPower);
}
}
else if (KFPawn_Human(HitActor) != none)
{
// When it hits a human, use explosion.
KFProj_Bullet_ParasiteImplanterAlt(Outer).ExplodeOnHuman(HitLocation, HitNormal, HitActor);
return;
}
if (!IsZero(HitLocation))
{
SetLocation(HitLocation);
}
SetStickOrientation(HitNormal);
BoneIdx = INDEX_NONE;
if (BoneName != '')
{
BoneIdx = GetBoneIndexFromActor(HitActor, BoneName);
}
StickToActor(HitActor, HitInfo.HitComponent, BoneIdx, true);
if (Role < ROLE_Authority)
{
Outer.ServerStick(HitActor, BoneIdx, StuckToLocation, StuckToRotation);
}
if (WorldInfo.NetMode != NM_DedicatedServer && StickAkEvent != none)
{
PlaySoundBase(StickAkEvent);
}
}
/** Changes the base of the charge to the stick actor and sets its relative loc/rot */
simulated function StickToActor(Actor StickTo, PrimitiveComponent HitComp, int BoneIdx, optional bool bCalculateRelativeLocRot)
{
local SkeletalMeshComponent SkelMeshComp;
local Name BoneName;
local vector RelStuckToLocation;
local rotator RelStuckToRotation;
local KFPawn StickToPawn;
local KFProj_Bullet_ParasiteImplanterAlt ParasiteProj;
StickToPawn = KFPawn(StickTo);
if (bCanPin && (StickToPawn == none || StickToPawn.bCanBePinned))
{
// if StickTo pawn is dead, pin it and keep flying
if (Role == ROLE_Authority)
{
if (StickToPawn != none && !StickToPawn.IsAliveAndWell())
{
if (PinPawn == none)
{
Pin(StickTo, BoneIdx);
}
return;
}
}
if (WorldInfo.NetMode != NM_DedicatedServer && PinPawn != none)
{
if (StickToPawn == none)
{
// Pin pinned pawn to StickTo actor
//PinPawn.Mesh.RetardRBLinearVelocity(vector(Rotation), 0.75);
PinPawn.Mesh.SetRBPosition(Location, PinBoneName);
PinConstraint = Spawn(class'RB_ConstraintActorSpawnable',,,Location);
PinConstraint.InitConstraint(PinPawn, none, PinBoneName, '');
}
PinPawn = none;
}
}
else if (StickToPawn != none && !StickToPawn.IsAliveAndWell())
{
return;
}
SetPhysics(PHYS_None);
PrevStuckToActor = StuckToActor;
StuckToActor = StickTo;
StuckToBoneIdx = BoneIdx;
// if we found a skel mesh, set our base to it and set relative loc/rot
if (BoneIdx != INDEX_NONE)
{
SkelMeshComp = SkeletalMeshComponent(HitComp);
BoneName = SkelMeshComp.GetBoneName(BoneIdx);
if (bCalculateRelativeLocRot)
{
StuckToLocation = Location;
StuckToRotation = Rotation;
}
SkelMeshComp.TransformToBoneSpace(BoneName, StuckToLocation, StuckToRotation, RelStuckToLocation, RelStuckToRotation);
SetBase(StickTo,, SkelMeshComp, BoneName);
SetRelativeLocation(RelStuckToLocation);
SetRelativeRotation(RelStuckToRotation);
}
// otherwise, just set our base
else
{
if (bCalculateRelativeLocRot)
{
// set replicated loc/rot
StuckToLocation = Location;
StuckToRotation = Rotation;
}
else
{
// set loc/rot to replicated loc/rot
SetLocation(StuckToLocation);
SetRotation(StuckToRotation);
}
SetBase(StickTo);
}
ParasiteProj = KFProj_Bullet_ParasiteImplanterAlt(Outer);
ParasiteProj.OnActorSticked(StickTo);
}
/** Resets physics/collision vars to defaults */
simulated function UnStick()
{
// local KFPawn_Monster KFPM;
GravityScale=0.5f;
/*
KFPM = KFPawn_Monster(StuckToActor);
if (KFPM != none && KFPM.Health > 0)
{
KFPM.ParasiteSeeds.Remove(0, KFPM.ParasiteSeeds.Length - (KFPM.MaxNumSeeds-1));
}
*/
super.UnStick();
}