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

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//=============================================================================
// KFWeap_AutoTurretWeapon
//=============================================================================
//=============================================================================
// Killing Floor 2
// Copyright (C) 2022 Tripwire Interactive LLC
//=============================================================================
class KFWeap_AutoTurretWeapon extends KFWeap_SMGBase;
var KFPawn_AutoTurret InstigatorDrone;
var transient bool bFiring;
simulated event PreBeginPlay()
{
super.PreBeginPlay();
StartLoadWeaponContent();
}
simulated state WeaponFiring
{
simulated function EndState(Name NextStateName)
{
local Pawn OriginalInstigator;
// The Instigator for this weapon is the Player owning the weapon (for Perk, damage, etc,. calculations)
// But for Weapon Firing end state logic we need to point to the real Drone Pawn so we don't mess
// With whichever weapon the Player had equipped at that point
OriginalInstigator = Instigator;
Instigator = InstigatorDrone;
super.EndState(NextStateName);
Instigator = OriginalInstigator;
}
}
simulated function FireAmmunition()
{
CurrentFireMode = DEFAULT_FIREMODE;
super.FireAmmunition();
}
simulated function GetMuzzleLocAndRot(out vector MuzzleLoc, out rotator MuzzleRot)
{
if (KFSkeletalMeshComponent(Mesh).GetSocketWorldLocationAndRotation('MuzzleFlash', MuzzleLoc, MuzzleRot) == false)
{
`Log("MuzzleFlash not found!");
}
// To World Coordinates. (Rotation should be 0 so no taken into account)
// MuzzleLoc = Location + QuatRotateVector(QuatFromRotator(Rotation), MuzzleLoc);
}
simulated function InstantFireClient()
{
local vector StartTrace;
local vector EndTrace;
local rotator AimRot;
local Array<ImpactInfo> ImpactList;
local int Idx;
local ImpactInfo RealImpact;
local float CurPenetrationValue;
local KFPawn KFPOwner;
// see Controller AimHelpDot() / AimingHelp()
bInstantHit = true;
// define range to use for CalcWeaponFire()
GetMuzzleLocAndRot(StartTrace, AimRot );
EndTrace = StartTrace + vector(Owner.Rotation) * GetTraceRange();
bInstantHit = false;
// Initialize penetration power
PenetrationPowerRemaining = GetInitialPenetrationPower(CurrentFireMode);
CurPenetrationValue = PenetrationPowerRemaining;
// Perform shot
RealImpact = CalcWeaponFire(StartTrace, EndTrace, ImpactList);
// Set flash location to trigger client side effects. Bypass Weapon.SetFlashLocation since
// that function is not marked as simulated and we want instant client feedback.
// ProjectileFire/IncrementFlashCount has the right idea:
// 1) Call IncrementFlashCount on Server & Local
// 2) Replicate FlashCount if ( !bNetOwner )
// 3) Call WeaponFired() once on local player
KFPOwner = KFPawn(Owner);
if( KFPOwner != None )
{
KFPOwner.SetFlashLocation( Self, CurrentFireMode, RealImpact.HitLocation );
}
// local player only for clientside hit detection
// allow weapon to add extra bullet impacts (useful for shotguns)
InstantFireClient_AddImpacts(StartTrace, AimRot, ImpactList);
for (Idx = 0; Idx < ImpactList.Length; Idx++)
{
ProcessInstantHitEx(CurrentFireMode, ImpactList[Idx],, CurPenetrationValue, Idx);
}
if ( Instigator.Role < ROLE_Authority )
{
SendClientImpactList(CurrentFireMode, ImpactList);
}
}
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simulated function HandleProjectileImpact(byte ProjectileFireMode, ImpactInfo Impact, optional float PenetrationValue)
{
// local player only for clientside hit detection
if ( Instigator != None)
{
if ( Instigator.Role < ROLE_Authority )
{
SendClientProjectileImpact(ProjectileFireMode, Impact, PenetrationValue);
}
ProcessInstantHitEx(ProjectileFireMode, Impact,, PenetrationValue, 0);
}
}
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simulated function Projectile ProjectileFire()
{
local vector StartTrace, RealStartLoc, AimDir;
local rotator AimRot;
local class<KFProjectile> MyProjectileClass;
// tell remote clients that we fired, to trigger effects
if ( ShouldIncrementFlashCountOnFire() )
{
IncrementFlashCount();
}
MyProjectileClass = GetKFProjectileClass();
if( Role == ROLE_Authority || (MyProjectileClass.default.bUseClientSideHitDetection
&& MyProjectileClass.default.bNoReplicationToInstigator && Instigator != none
&& Instigator.IsLocallyControlled()) )
{
// This is where we would start an instant trace. (what CalcWeaponFire uses)
// MySkelMesh.GetSocketWorldLocationAndRotation( 'MuzzleFlash', StartTrace, AimRot );
GetMuzzleLocAndRot(StartTrace, AimRot );
AimDir = Vector(Owner.Rotation);
// this is the location where the projectile is spawned.
RealStartLoc = StartTrace;
return SpawnAllProjectiles(MyProjectileClass, RealStartLoc, AimDir);
}
return None;
}
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simulated function KFProjectile SpawnProjectile( class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir )
{
local KFProjectile SpawnedProjectile;
local int ProjDamage;
local Pawn OriginalInstigator;
/*
* Instigator issues here. The instigator of the weapon here is the PlayerController which won't replicate the projectile.
* Changing it to the drone pawn for spawning, then swapping it again to be able to apply perk effects.
*/
// Spawn projectile
OriginalInstigator = Instigator;
Instigator = InstigatorDrone;
SpawnedProjectile = Spawn( KFProjClass, self,, RealStartLoc);
if( SpawnedProjectile != none && !SpawnedProjectile.bDeleteMe )
{
// Mirror damage and damage type from weapon. This is set on the server only and
// these properties are replicated via TakeHitInfo
if ( InstantHitDamage.Length > CurrentFireMode && InstantHitDamageTypes.Length > CurrentFireMode )
{
ProjDamage = GetModifiedDamage(CurrentFireMode);
SpawnedProjectile.Damage = ProjDamage;
SpawnedProjectile.MyDamageType = InstantHitDamageTypes[CurrentFireMode];
}
// Set the penetration power for this projectile
// because of clientside hit detection, we need two variables --
// one that replicates on init and one that updates but doesn't replicate
SpawnedProjectile.InitialPenetrationPower = GetInitialPenetrationPower(CurrentFireMode);
SpawnedProjectile.PenetrationPower = SpawnedProjectile.InitialPenetrationPower;
SpawnedProjectile.UpgradeDamageMod = GetUpgradeDamageMod();
SpawnedProjectile.Init( AimDir );
}
if (MedicComp != none && KFProj_HealingDart(SpawnedProjectile) != None)
{
if (TargetingComp != none && TargetingComp.LockedTarget[1] != none)
{
KFProj_HealingDart(SpawnedProjectile).SeekTarget = TargetingComp.LockedTarget[1];
}
}
Instigator = OriginalInstigator;
// return it up the line
return SpawnedProjectile;
}
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simulated function IncrementFlashCount()
{
local KFPawn P;
P = KFPawn(Owner);
if( P != None )
{
P.IncrementFlashCount( Self, CurrentFireMode );
}
}
simulated function Fire()
{
if (bFiring)
{
return;
}
if (HasAmmo(DEFAULT_FIREMODE))
{
SendToFiringState(DEFAULT_FIREMODE);
}
bFiring = true;
}
simulated function StopFire(byte FireModeNum)
{
if (!bFiring)
{
return;
}
bFiring = false;
super.StopFire(FireModeNum);
GoToState('Inactive');
}
simulated function bool ShouldRefire()
{
// if doesn't have ammo to keep on firing, then stop
if( !HasAmmo( CurrentFireMode ) )
{
return false;
}
return bFiring;
}
/**
* Starts playing looping FireSnd only (used for switching sounds in Zedtime)
*/
simulated function StartLoopingFireSound(byte FireModeNum)
{
if ( FireModeNum < bLoopingFireSnd.Length && bLoopingFireSnd[FireModeNum] && !ShouldForceSingleFireSound() )
{
bPlayingLoopingFireSnd = true;
KFPawn(Owner).SetWeaponAmbientSound(WeaponFireSnd[FireModeNum].DefaultCue, WeaponFireSnd[FireModeNum].FirstPersonCue);
}
}
/**
* Stops playing looping FireSnd only (used for switching sounds in Zedtime)
*/
simulated function StopLoopingFireSound(byte FireModeNum)
{
if ( bPlayingLoopingFireSnd )
{
KFPawn(Owner).SetWeaponAmbientSound(None);
if ( FireModeNum < WeaponFireLoopEndSnd.Length )
{
WeaponPlayFireSound(WeaponFireLoopEndSnd[FireModeNum].DefaultCue, WeaponFireLoopEndSnd[FireModeNum].FirstPersonCue);
}
bPlayingLoopingFireSnd = false;
}
}
simulated function PlayFireEffects( byte FireModeNum, optional vector HitLocation )
{
local name WeaponFireAnimName;
local KFPerk CurrentPerk;
local float TempTweenTime, AdjustedAnimLength;
local KFPawn KFPO;
// If we have stopped the looping fire sound to play single fire sounds for zed time
// start the looping sound back up again when the time is back above zed time speed
if( FireModeNum < bLoopingFireSnd.Length && bLoopingFireSnd[FireModeNum] && !bPlayingLoopingFireSnd )
{
StartLoopingFireSound(FireModeNum);
}
PlayFiringSound(CurrentFireMode);
KFPO = KFPawn(Owner);
if( KFPO != none )
{
// Tell our pawn about any changes in animation speed
UpdateWeaponAttachmentAnimRate( GetThirdPersonAnimRate() );
if( KFPO.IsLocallyControlled() )
{
if( KFPO.IsFirstPerson() )
{
if ( !bPlayingLoopingFireAnim )
{
WeaponFireAnimName = GetWeaponFireAnim(FireModeNum);
if ( WeaponFireAnimName != '' )
{
AdjustedAnimLength = MySkelMesh.GetAnimLength(WeaponFireAnimName);
TempTweenTime = FireTweenTime;
CurrentPerk = GetPerk();
if( CurrentPerk != none )
{
CurrentPerk.ModifyRateOfFire( AdjustedAnimLength, self );
// We need to unlock the slide if we fire from zero ammo while uber ammo is active
if( EmptyMagBlendNode != none
&& BonesToLockOnEmpty.Length > 0
&& AmmoCount[GetAmmoType(FireModeNum)] == 0
&& CurrentPerk.GetIsUberAmmoActive(self) )
{
EmptyMagBlendNode.SetBlendTarget( 0, 0 );
TempTweenTime = 0.f;
}
}
PlayAnimation(WeaponFireAnimName, AdjustedAnimLength,, TempTweenTime);
}
}
// Start muzzle flash effect
CauseMuzzleFlash(FireModeNum);
}
HandleRecoil();
ShakeView();
if (AmmoCount[0] == 0 && ForceReloadTimeOnEmpty > 0)
{
SetTimer(ForceReloadTimeOnEmpty, false, nameof(ForceReload));
}
}
}
}
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simulated function WeaponPlayFireSound(AkBaseSoundObject DefaultSound, AkBaseSoundObject FirstPersonSound)
{
// ReplicateSound needs an "out" vector
local vector SoundLocation;
if( Owner != None && !bSuppressSounds )
{
SoundLocation = KFPawn(Owner).GetPawnViewLocation();
if ( DefaultSound != None )
{
Owner.PlaySoundBase( DefaultSound, false, false, false, SoundLocation );
}
}
}
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/** True if we want to override the looping fire sounds with fire sounds from another firemode */
simulated function bool ShouldForceSingleFireSound()
{
// If this weapon has a single-shot firemode, disable looping fire sounds during zedtime
if ( `IsInZedTime(Instigator) && SingleFireSoundIndex != 255 )
{
return true;
}
return false;
}
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defaultproperties
{
// Shooting Animations
FireSightedAnims[0]=Shoot_Iron
FireSightedAnims[1]=Shoot_Iron2
FireSightedAnims[2]=Shoot_Iron3
// FOV
MeshIronSightFOV=52
PlayerIronSightFOV=70
// Depth of field
DOF_FG_FocalRadius=75
DOF_FG_MaxNearBlurSize=3.5
// Zooming/Position
PlayerViewOffset=(X=9.0,Y=10,Z=-4)
// Content
PackageKey="AutoTurretWeapon"
FirstPersonMeshName="wep_1p_autoturretWeapon_mesh.Wep_1stP_AutoTurretWeapon_Rig"
FirstPersonAnimSetNames(0)="wep_1p_autoturretWeapon_anim.Wep_1stP_AutoTurretWeapon_Anim"
PickupMeshName="wep_3p_autoturretWeapon_mesh.Wep_AutoTurretWeapon_Pickup"
AttachmentArchetypeName="WEP_AutoTurretWeapon_ARCH.AutoTurretWeaponAttachment"
MuzzleFlashTemplateName="wep_autoturretWeapon_arch.Wep_AutoTurretWeapon_MuzzleFlash"
// Zooming/Position
IronSightPosition=(X=7,Y=0,Z=0)
// Ammo
MagazineCapacity[0]=150
SpareAmmoCapacity[0]=0
InitialSpareMags[0]=0
bCanBeReloaded=false
bReloadFromMagazine=false
// Recoil
maxRecoilPitch=225
minRecoilPitch=150
maxRecoilYaw=150
minRecoilYaw=-150
RecoilRate=0.085
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=75
RecoilISMinYawLimit=65460
RecoilISMaxPitchLimit=195
RecoilISMinPitchLimit=65460
RecoilViewRotationScale=0.25
IronSightMeshFOVCompensationScale=1.5
// Inventory / Grouping
InventorySize=5
GroupPriority=25
WeaponSelectTexture=Texture2D'WEP_UI_AutoTurret_TEX.UI_WeaponSelect_AutoTurret'
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletBurst'
FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Pistol9mm'
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_AutoTurret'
FireInterval(DEFAULT_FIREMODE)=+0.12 // 500 rpm
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InstantHitDamage(DEFAULT_FIREMODE)=10
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Spread(DEFAULT_FIREMODE)=0.01
FireOffset=(X=30,Y=4.5,Z=-4)
// ALT_FIREMODE
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
// BASH_FIREMODE
WeaponFireTypes(BASH_FIREMODE)=EWFT_None
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Autoturret.Play_WEP_AutoTurret_Shot_LP_3P', FirstPersonCue=AkEvent'WW_WEP_Autoturret.Play_WEP_AutoTurret_Shot_LP_1P')
WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Autoturret.Play_WEP_AutoTurret_Shot_EndLP_3P', FirstPersonCue=AkEvent'WW_WEP_Autoturret.Play_WEP_AutoTurret_Shot_EndLP_1P')
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WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Autoturret.Play_WEP_AutoTurret_Shoot_3P', FirstPersonCue=AkEvent'WW_WEP_Autoturret.Play_WEP_AutoTurret_Shoot_1P')
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SingleFireSoundIndex=ALTFIRE_FIREMODE
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bLoopingFireSnd(DEFAULT_FIREMODE)=true
bLoopingFireAnim(DEFAULT_FIREMODE)=true
AssociatedPerkClasses(0)=class'KFPerk_Commando'
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Damage1, Scale=1.3f), (Stat=EWUS_Weight, Add=2)))
InstigatorDrone=none
bFiring=false
}