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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFTargetingWeaponComponent_HRGIncision
//=============================================================================
//=============================================================================
// Killing Floor 2
// Copyright (C) 2019 Tripwire Interactive LLC
//=============================================================================
class KFTargetingWeaponComponent_HRGIncision extends KFTargetingWeaponComponent;
simulated function bool AllowTargetLockOn(byte TargetingMode)
{
local bool bAllowLockOn;
bAllowLockOn = super.AllowTargetLockOn(TargetingMode);
if (bAllowLockOn)
{
if (TargetingMode == ETargetingMode_Zed)
{
bAllowLockOn = KFW.bUsingSights;
}
}
return bAllowLockOn;
}
simulated function bool CanLockOnTo(byte TargetingMode, Actor TA)
{
local KFPawn PawnTarget;
local bool bCanLockOnTo;
bCanLockOnTo = super.CanLockOnTo(TargetingMode, TA);
if (bCanLockOnTo)
{
if (TargetingMode == ETargetingMode_Player)
{
PawnTarget = KFPawn(TA);
bCanLockOnTo = PawnTarget.Health < PawnTarget.HealthMax;
}
}
return bCanLockOnTo;
}
simulated function Actor DetermineBestTarget(byte TargetingMode)
{
local int i;
local vector StartTrace, EndTrace;
local rotator ViewRotation;
local array<Actor> HitActors;
local array<vector> HitLocations;
local Actor HitActor;
StartTrace = Instigator.GetWeaponStartTraceLocation();
ViewRotation = Instigator.GetViewRotation();
ViewRotation += KFPlayerController(Instigator.Controller).WeaponBufferRotation;
EndTrace = StartTrace + vector(ViewRotation) * GetLockRange();
HitActors = KFW.BeamLineCheck(EndTrace, StartTrace, vect(0,0,0), HitLocations);
for (i = 0; i < HitActors.Length; ++i)
{
HitActor = HitActors[i];
if (CanLockOnTo(TargetingMode, HitActor))
{
return HitActor;
}
else
{
if (Pawn(HitActor) == none)
{
break;
}
}
}
return none;
}
defaultproperties
{
// Lock on sounds
LockTargetingSoundInterval=0.09
LockAcquiredSoundFirstPerson=AkEvent'WW_WEP_SA_Railgun.Play_Railgun_Scope_Locked'
LockLostSoundFirstPerson=AkEvent'WW_WEP_SA_Railgun.Play_Railgun_Scope_Lost'
LockTargetingSoundFirstPerson=AkEvent'WW_WEP_SA_Railgun.Play_Railgun_Scope_Locking'
// Lock On Functionality
TargetingModeFlags[DEFAULT_FIREMODE]=TARGETINGMODE_FLAGS_PLAYER //Target only players. set to TARGETINGMODE_FLAGS_ZED if you only want to target Zeds or TARGETINGMODE_FLAGS_ALL to target both Zeds and Players.
LockRange[DEFAULT_FIREMODE]=200000
LockAim[DEFAULT_FIREMODE]=0.987
LockAcquireTime[DEFAULT_FIREMODE]=0.01
LockAcquireTime_Large[DEFAULT_FIREMODE]=0.01
LockAcquireTime_Boss[DEFAULT_FIREMODE]=0.01
LockAcquireTime_Versus[DEFAULT_FIREMODE]=0.01
LockTolerance[DEFAULT_FIREMODE]=0.4
HumanTargetableBoneNames=(spine2)
TargetLocationReplicationInterval=0.016
}