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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_AssaultRifle_MedicRifleGrenadeLauncher
//=============================================================================
// A Medic Rifle with Grenade Launcher attachment
//=============================================================================
// Killing Floor 2
// Copyright (C) 2017 Tripwire Interactive LLC
//=============================================================================
class KFWeap_AssaultRifle_MedicRifleGrenadeLauncher extends KFWeap_MedicBase;
var(Positioning) vector SecondaryFireOffset;
const SecondaryFireAnim = 'Shoot_Secondary';
const SecondaryFireIronAnim = 'Shoot_Secondary_Iron';
const SecondaryReloadAnim = 'Reload_Secondary';
const SecondaryReloadAnim_Elite = 'Reload_Secondary_Elite';
// Used on the server to keep track of grenades
// TODO: ALL ServerTotalAltAmmo CODE IS COPY-PASTED FROM M16M203. THIS CODE NEEDS TO LIVE IN ONE PLACE.
var int ServerTotalAltAmmo;
var transient bool bCanceledAltAutoReload;
simulated function int GetSecondaryAmmoForHUD()
{
return super(KFWeapon).GetSecondaryAmmoForHUD();
}
static simulated event EFilterTypeUI GetTraderFilter()
{
return FT_Assault;
}
static simulated event EFilterTypeUI GetAltTraderFilter()
{
return FT_Explosive;
}
/** Instead of switch fire mode use as immediate alt fire */
simulated function AltFireMode()
{
if ( !Instigator.IsLocallyControlled() )
{
return;
}
if (bCanceledAltAutoReload)
{
bCanceledAltAutoReload = false;
TryToAltReload();
return;
}
// StartFire - StopFire called from KFPlayerInput
StartFire(ALTFIRE_FIREMODE);
}
simulated function BeginFire( Byte FireModeNum )
{
local bool bStoredAutoReload;
// We are trying to reload the weapon but the primary ammo in already at full capacity
if ( FireModeNum == RELOAD_FIREMODE && !CanReload() )
{
// Store the cuurent state of bCanceledAltAutoReload in case its not possible to do the reload
bStoredAutoReload = bCanceledAltAutoReload;
bCanceledAltAutoReload = false;
if(CanAltAutoReload())
{
TryToAltReload();
return;
}
bCanceledAltAutoReload = bStoredAutoReload;
}
super.BeginFire( FireModeNum );
}
/**
* Initializes ammo counts, when weapon is spawned.
*/
function InitializeAmmo()
{
Super.InitializeAmmo();
// Add Secondary ammo to our secondary spare ammo count both of these are important, in order to allow dropping the weapon to function properly.
SpareAmmoCount[1] = Min(SpareAmmoCount[1] + InitialSpareMags[1] * default.MagazineCapacity[1], GetMaxAmmoAmount(1) - AmmoCount[1]);
ServerTotalAltAmmo += SpareAmmoCount[1];
// Make sure the server doesn't get extra shots on listen servers.
if(Role == ROLE_Authority && !Instigator.IsLocallyControlled())
{
ServerTotalAltAmmo += AmmoCount[1];
}
}
/**
* @see Weapon::ConsumeAmmo
*/
simulated function ConsumeAmmo( byte FireModeNum )
{
local byte AmmoType;
local bool bNoInfiniteAmmo;
local int OldAmmoCount;
if(UsesSecondaryAmmo() && FireModeNum == ALTFIRE_FIREMODE && Role == ROLE_Authority && !Instigator.IsLocallyControlled())
{
AmmoType = GetAmmoType(FireModeNum);
OldAmmoCount = AmmoCount[AmmoType];
Super.ConsumeAmmo(FireModeNum);
bNoInfiniteAmmo = (OldAmmoCount - AmmoCount[AmmoType]) > 0 || AmmoCount[AmmoType] == 0;
if ( bNoInfiniteAmmo )
{
ServerTotalAltAmmo--;
}
}
else
{
Super.ConsumeAmmo(FireModeNum);
}
}
/** Make sure user can't fire infinitely if they cheat to get infinite ammo locally. */
simulated event bool HasAmmo( byte FireModeNum, optional int Amount=1 )
{
local byte AmmoType;
AmmoType = GetAmmoType(FireModeNum);
if(AmmoType == 1 && Role == ROLE_Authority && UsesSecondaryAmmo() && !Instigator.IsLocallyControlled())
{
if(ServerTotalAltAmmo <= 0)
{
return false;
}
}
return Super.HasAmmo(FireModeNum, Amount );
}
/**
* Overridden so any grenades added will go to the spare ammo and no the clip.
*/
function int AddSecondaryAmmo(int Amount)
{
local int OldAmmo;
// If we can't accept spare ammo, then abort
if( !CanRefillSecondaryAmmo() )
{
return 0;
}
if(Role == ROLE_Authority && !Instigator.IsLocallyControlled())
{
OldAmmo = ServerTotalAltAmmo;
ServerTotalAltAmmo = Min(ServerTotalAltAmmo + Amount, GetMaxAmmoAmount(1));
ClientGiveSecondaryAmmo(Amount);
return ServerTotalAltAmmo - OldAmmo;
}
else
{
OldAmmo = SpareAmmoCount[1];
ClientGiveSecondaryAmmo(Amount);
return SpareAmmoCount[1] - OldAmmo;
}
}
/** Give client specified amount of ammo (used player picks up ammo on the server) */
reliable client function ClientGiveSecondaryAmmo(byte Amount)
{
SpareAmmoCount[1] = Min(SpareAmmoCount[1] + Amount, GetMaxAmmoAmount(1) - AmmoCount[1]);
TryToAltReload();
}
function SetOriginalValuesFromPickup( KFWeapon PickedUpWeapon )
{
local KFWeap_AssaultRifle_MedicRifleGrenadeLauncher Weap;
Super.SetOriginalValuesFromPickup(PickedUpWeapon);
if(Role == ROLE_Authority && !Instigator.IsLocallyControlled())
{
Weap = KFWeap_AssaultRifle_MedicRifleGrenadeLauncher(PickedUpWeapon);
ServerTotalAltAmmo = Weap.ServerTotalAltAmmo;
SpareAmmoCount[1] = ServerTotalAltAmmo - AmmoCount[1];
}
else
{
// If we're locally controlled, don't bother using ServerTotalAltAmmo.
SpareAmmoCount[1] = PickedUpWeapon.SpareAmmoCount[1];
}
}
/*********************************************************************************************
* State GrenadeFiring
* Handles firing grenade launcher.
*********************************************************************************************/
simulated state FiringSecondaryState extends WeaponSingleFiring
{
// Overriden to not call FireAmmunition right at the start of the state
simulated event BeginState( Name PreviousStateName )
{
Super.BeginState(PreviousStateName);
NotifyBeginState();
}
simulated function EndState(Name NextStateName)
{
Super.EndState(NextStateName);
NotifyEndState();
}
/**
* This function returns the world location for spawning the visual effects
* Overridden to use a special offset for throwing grenades
*/
simulated event vector GetMuzzleLoc()
{
local vector MuzzleLocation;
// swap fireoffset temporarily
FireOffset = SecondaryFireOffset;
MuzzleLocation = Global.GetMuzzleLoc();
FireOffset = default.FireOffset;
return MuzzleLocation;
}
/** Get whether we should play the reload anim as well or not */
simulated function name GetWeaponFireAnim(byte FireModeNum)
{
return bUsingSights ? SecondaryFireIronAnim : SecondaryFireAnim;
}
}
/**
* Don't allow secondary fire to make a primary fire shell particle come out of the gun.
*/
simulated function CauseMuzzleFlash(byte FireModeNum)
{
local bool AutoShellEject;
if(FireModeNum == ALTFIRE_FIREMODE)
{
if (MuzzleFlash == None)
{
AttachMuzzleFlash();
}
AutoShellEject = MuzzleFlash.bAutoActivateShellEject;
MuzzleFlash.bAutoActivateShellEject = false;
Super.CauseMuzzleFlash(FireModeNum);
MuzzleFlash.bAutoActivateShellEject = AutoShellEject;
}
else
{
Super.CauseMuzzleFlash(FireModeNum);
}
}
/*********************************************************************************************
* State Reloading
* This is the default Reloading State. It's performed on both the client and the server.
*********************************************************************************************/
/** Do not allow alternate fire to tell the weapon to reload. Alt reload occurs in a separate codepath */
simulated function bool ShouldAutoReload(byte FireModeNum)
{
if(FireModeNum == ALTFIRE_FIREMODE)
{
return false;
}
return Super.ShouldAutoReload(FireModeNum);
}
/** Called on local player when reload starts and replicated to server */
simulated function SendToAltReload()
{
ReloadAmountLeft = MagazineCapacity[1];
GotoState('AltReloading');
if ( Role < ROLE_Authority )
{
ServerSendToAltReload();
}
}
/** Called from client when reload starts */
reliable server function ServerSendToAltReload()
{
ReloadAmountLeft = MagazineCapacity[1];
GotoState('AltReloading');
}
/**
* State Reloading
* State the weapon is in when it is being reloaded (current magazine replaced with a new one, related animations and effects played).
*/
simulated state AltReloading extends Reloading
{
ignores ForceReload, ShouldAutoReload, AllowSprinting;
simulated function byte GetWeaponStateId()
{
local KFPerk Perk;
local bool bTacticalReload;
Perk = GetPerk();
bTacticalReload = (Perk != None && Perk.GetUsingTactialReload(self));
return (bTacticalReload ? WEP_ReloadSecondary_Elite : WEP_ReloadSecondary);
}
simulated event BeginState(Name PreviousStateName)
{
super.BeginState(PreviousStateName);
bCanceledAltAutoReload = true;
}
// Overridding super so we don't call functions we don't want to call.
simulated function EndState(Name NextStateName)
{
ClearZedTimeResist();
ClearTimer(nameof(ReloadStatusTimer));
ClearTimer(nameof(ReloadAmmoTimer));
CheckBoltLockPostReload();
NotifyEndState();
`DialogManager.PlayAmmoDialog( KFPawn(Instigator), float(SpareAmmoCount[1]) / float(GetMaxAmmoAmount(1)) );
}
// Overridding super so when this reload is called directly after normal reload state there
// are not complications resulting from back to back reloads.
simulated event ReplicatedEvent(name VarName)
{
Global.ReplicatedEvent(Varname);
}
/** Make sure we can inturrupt secondary reload with anything. */
simulated function bool CanOverrideMagReload(byte FireModeNum)
{
return true;
}
/** Returns animation to play based on reload type and status */
simulated function name GetReloadAnimName( bool bTacticalReload )
{
// magazine relaod
if ( AmmoCount[1] > 0 )
{
return (bTacticalReload) ? SecondaryReloadAnim_Elite : SecondaryReloadAnim;
}
else
{
return (bTacticalReload) ? SecondaryReloadAnim_Elite : SecondaryReloadAnim;
}
}
simulated function PerformReload(optional byte FireModeNum)
{
Global.PerformReload(ALTFIRE_FIREMODE);
if(Instigator.IsLocallyControlled() && Role < ROLE_Authority)
{
ServerSetAltAmmoCount(AmmoCount[1]);
}
bCanceledAltAutoReload = false;
}
simulated function EReloadStatus GetNextReloadStatus(optional byte FireModeNum)
{
return Global.GetNextReloadStatus(ALTFIRE_FIREMODE);
}
}
reliable server function ServerSetAltAmmoCount(byte Amount)
{
AmmoCount[1] = min(Amount, MagazineCapacity[1]);
}
/** Allow reloads for primary weapon to be interupted by firing secondary weapon. */
simulated function bool CanOverrideMagReload(byte FireModeNum)
{
if(FireModeNum == ALTFIRE_FIREMODE)
{
return true;
}
return Super.CanOverrideMagReload(FireModeNum);
}
/*********************************************************************************************
* State Active
* Try to get weapon to automatically reload secondary fire types when it can.
*********************************************************************************************/
simulated state Active
{
/** Initialize the weapon as being active and ready to go. */
simulated event BeginState(Name PreviousStateName)
{
// do this last so the above code happens before any state changes
Super.BeginState(PreviousStateName);
// If nothing happened, try to reload
TryToAltReload();
}
}
/** Network: Local Player */
simulated function bool CanAltAutoReload()
{
if ( !Instigator.IsLocallyControlled() )
{
return false;
}
if(!UsesSecondaryAmmo())
{
return false;
}
// If the weapon wants to fire its primary weapon, and it can fire, do not allow weapon to automatically alt reload
if(PendingFire(DEFAULT_FIREMODE) && HasAmmo(DEFAULT_FIREMODE))
{
return false;
}
if(!CanReload(ALTFIRE_FIREMODE))
{
return false;
}
if (bCanceledAltAutoReload)
{
return false;
}
return true;
}
simulated function TryToAltReload()
{
if ((IsInState('Active') || IsInState('WeaponSprinting')) && CanAltAutoReload())
{
SendToAltReload();
}
}
/**
* Update our displayed ammo count if it's changed
*/
simulated function UpdateOpticsUI(optional bool bForceUpdate)
{
if (OpticsUI != none && OpticsUI.OpticsContainer != none)
{
if (AmmoCount[DEFAULT_FIREMODE] != StoredPrimaryAmmo || bForceUpdate)
{
StoredPrimaryAmmo = AmmoCount[DEFAULT_FIREMODE];
OpticsUI.SetPrimaryAmmo(StoredPrimaryAmmo);
}
if (AmmoCount[ALTFIRE_FIREMODE] != StoredSecondaryAmmo || bForceUpdate)
{
StoredSecondaryAmmo = AmmoCount[ALTFIRE_FIREMODE];
OpticsUI.SetHealerCharge(StoredSecondaryAmmo * 100); //1 = full
}
if (OpticsUI.MinPercentPerShot != AmmoCost[ALTFIRE_FIREMODE])
{
OpticsUI.SetShotPercentCost(AmmoCost[ALTFIRE_FIREMODE]);
}
}
}
defaultproperties
{
bRechargeHealAmmo=false
bCanRefillSecondaryAmmo=true
// Shooting Animations
FireSightedAnims[0]=Shoot_Iron
FireSightedAnims[1]=Shoot_Iron2
FireSightedAnims[2]=Shoot_Iron3
// FOV
MeshFov=65
MeshIronSightFOV=45
PlayerIronSightFOV=70
// Depth of field
DOF_FG_FocalRadius=75
DOF_FG_MaxNearBlurSize=3.5
// Content
PackageKey="Medic_GrenadeLauncher"
FirstPersonMeshName="wep_1p_medic_grenadelauncher_mesh.Wep_1stP_Medic_GrenadeLauncher_Rig"
FirstPersonAnimSetNames(0)="wep_1p_medic_grenadelauncher_anim.Wep_1stP_Medic_GrenadeLauncher_Anim"
PickupMeshName="WEP_3P_Medic_GrenadeLauncher_MESH.Wep_3rdP_Medic_GrenadeLauncher_Pickup"
AttachmentArchetypeName="wep_medic_grenadelauncher_arch.Wep_Medic_GrenadeLauncher_3P"
MuzzleFlashTemplateName="WEP_Medic_GrenadeLauncher_ARCH.Wep_Medic_GrenadeLauncher_MuzzleFlash"
HealingDartDamageType=class'KFDT_Dart_Healing'
DartFireSnd=(DefaultCue=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Fire_1P')
LockAcquiredSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Locked_1P'
LockLostSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Lost_1P'
LockTargetingSoundFirstPerson=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Alert_Locking_1P'
HealImpactSoundPlayEvent=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Heal'
HurtImpactSoundPlayEvent=AkEvent'WW_WEP_SA_MedicDart.Play_WEP_SA_Medic_Dart_Hurt'
OpticsUIClass=class'KFGFxWorld_MedicOptics'
HealingDartWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Default_Recoil'
// Zooming/Position
PlayerViewOffset=(X=22.0,Y=9.f,Z=-2.f)
IronSightPosition=(X=0,Y=0,Z=0)
// Pickup
AmmoPickupScale[1]=2.0
// Ammo
InitialSpareMags[0]=2
MagazineCapacity[0]=30
SpareAmmoCapacity[0]=210
AmmoPickupScale[0]=1.0
InitialSpareMags[1]=3
MagazineCapacity[1]=1
SpareAmmoCapacity[1]=9 //11
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=150
minRecoilPitch=125
maxRecoilYaw=125
minRecoilYaw=-125
RecoilRate=0.11 //0.085
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=75
RecoilISMinYawLimit=65460
RecoilISMaxPitchLimit=375
RecoilISMinPitchLimit=65460
IronSightMeshFOVCompensationScale=1.5
HippedRecoilModifier=1.5
SecondaryAmmoTexture=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Grenade'
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bUseGrenadeAsSecondaryAmmo=true
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// Inventory / Grouping
InventorySize=8
GroupPriority=125
WeaponSelectTexture=Texture2D'WEP_UI_Medic_GrenadeLauncher_TEX.UI_WeaponSelect_MedicGrenadeLauncher'
AssociatedPerkClasses(0)=class'KFPerk_FieldMedic'
AssociatedPerkClasses(1) = class'KFPerk_Commando'
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'
FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_MedicRifleGrenadeLauncher'
FireInterval(DEFAULT_FIREMODE)=+0.12 // 400 RPM
Spread(DEFAULT_FIREMODE)=0.0085
InstantHitDamage(DEFAULT_FIREMODE)=47.0 //24
FireOffset=(X=30,Y=4.5,Z=-5)
SecondaryFireOffset=(X=39,Y=4.5,Z=-10)
// ALT_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
FiringStatesArray(ALTFIRE_FIREMODE)=FiringSecondaryState
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_MedicGrenade_Mini'
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_MedicRifleGrenadeLauncherImpact'
FireInterval(ALTFIRE_FIREMODE)=+0.25f
InstantHitDamage(ALTFIRE_FIREMODE)=50.0
AmmoCost(ALTFIRE_FIREMODE)=1
Spread(ALTFIRE_FIREMODE)=0.0085
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_MedicRifleGrenadeLauncher'
InstantHitDamage(BASH_FIREMODE)=26
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Medic_GrenadeLauncher.Play_WEP_Medic_GrenadeLauncher_PrimaryFire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_Medic_GrenadeLauncher.Play_WEP_Medic_GrenadeLauncher_PrimaryFire_1P_Single')
//WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Medic_GrenadeLauncher.Play_WEP_Medic_GrenadeLauncher_PrimaryFire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_Medic_GrenadeLauncher.Play_WEP_Medic_GrenadeLauncher_PrimaryFire_1P_EndLoop')
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Medic_GrenadeLauncher.Play_WEP_Medic_GrenadeLauncher_SecondaryFire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_Medic_GrenadeLauncher.Play_WEP_Medic_GrenadeLauncher_SecondaryFire_1P_Single')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Handling_DryFire'
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Handling_DryFire'
// Advanced (High RPM) Fire Effects
bLoopingFireAnim(DEFAULT_FIREMODE)=true
bLoopingFireSnd(DEFAULT_FIREMODE)=false
WeaponFireSnd(2)=(DefaultCue=AkEvent'WW_WEP_M16M203.Play_M16_Fire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_M16M203.Play_M16_Fire_1P_Single')
SingleFireSoundIndex=2
// Attachments
bHasIronSights=true
bHasFlashlight=false
}