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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_LMG_MG3.uc

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//=============================================================================
// KFWeap_LMG_MG3
//=============================================================================
// The MG3 rifle
//=============================================================================
// Killing Floor 2
// Copyright (C) 2023 Tripwire Interactive LLC
//=============================================================================
class KFWeap_LMG_MG3 extends KFWeap_RifleBase;
/** Alternate reload anims (when below the bullet belt threshold */
const ReloadLowAmmoAnim = 'Reload_Empty_Half';
const ReloadLowAmmoEliteAnim = 'Reload_Empty_Half_Elite';
const AltFireLoopAnim = 'ShootLoop_Secondary';
const AltFireLoopStartAnim = 'ShootLoop_Start_Secondary';
const AltFireLoopEndAnim = 'ShootLoop_End_Secondary';
/** Array of bone names corresponding to bullets in the ammo belt */
var protected const string AmmoBeltBulletBonePrefix;
/** Number of bullets in the ammo belt */
var protected const int NumAmmoBeltBullets;
/** How much ammo we had the last time we updated the ammo belt */
var transient protected int LastAmmoCount;
/** TRUE when set for the first time */
var transient protected bool bAmmoBeltInitialized;
/** Number of bullets fired (Alt firemode)) */
var byte NumAltBullets;
/** Degrees used in altfire */
var float SpreadWidthDegrees;
/** Max offset from shot in Y and X axes. */
var vector2d SpreadMaxOffset;
var transient float StartingAltBulletPosition;
/** Just in case we spawned in with an ammo count that's lower than the threshold */
simulated event ReplicatedEvent( name VarName )
{
super.ReplicatedEvent( VarName );
if( !bAmmoBeltInitialized )
{
UpdateAmmoBeltBullets();
}
}
simulated event PreBeginPlay()
{
Super.PreBeginPlay();
Spread[ALTFIRE_FIREMODE] = SpreadWidthDegrees * DegToRad / (NumAltBullets - 1);
StartingAltBulletPosition = -SpreadWidthDegrees * DegToRad * 0.5f;
}
/** Just in case we spawned in with an ammo count that's lower than the threshold */
simulated event PostBeginPlay()
{
super.PostBeginPlay();
if( !bAmmoBeltInitialized && Role == ROLE_Authority )
{
UpdateAmmoBeltBullets();
}
}
/** Update ammo belt */
simulated function ConsumeAmmo( byte FireModeNum )
{
super.ConsumeAmmo( FireModeNum );
UpdateAmmoBeltBullets();
}
/** Update ammo belt */
simulated function PerformReload( optional byte FireModeNum )
{
super.PerformReload( FireModeNum );
UpdateAmmoBeltBullets();
}
/** Notify triggered by reload animations, when ammo belt is grabbed offscreen */
simulated function ANIMNOTIFY_RestoreAmmoBelt()
{
local int AmmoType, PendingAmmoCount;
AmmoType = GetAmmoType(0);
// This value will sync with the amount actually reloaded in PerformReload()
PendingAmmoCount = Min( AmmoCount[AmmoType] + SpareAmmoCount[AmmoType], MagazineCapacity[AmmoType] );
if( PendingAmmoCount < NumAmmoBeltBullets )
{
UpdateAmmoBeltBullets( PendingAmmoCount );
}
else
{
UpdateAmmoBeltBullets( , true );
}
}
/** Hides/shows bones on the weapon to simulate reaching the end of the ammo belt */
simulated function UpdateAmmoBeltBullets( optional int ForcedBulletCount=INDEX_NONE, optional bool bShowAll=false )
{
local Name BulletBoneName;
local int NumAmmo, i;
if( WorldInfo.NetMode == NM_DedicatedServer )
{
return;
}
// Don't do any bone alterations until the bone array has been filled out
if( MySkelMesh.LocalAtoms.Length == 0 )
{
// Check on the next frame to see if we can init our ammo belt
if( !IsTimerActive(nameOf(Timer_AttemptAmmoBeltUpdate)) )
{
SetTimer( 0.01f, false, nameOf(Timer_AttemptAmmoBeltUpdate) );
}
return;
}
// So we don't do this in PostInitAnimTree() or again in Timer_AttemptAmmoBeltUpdate() if we don't have to
bAmmoBeltInitialized = true;
// Don't do anything if ammo hasn't changed
NumAmmo = ForcedBulletCount != INDEX_NONE ? ForcedBulletCount : AmmoCount[GetAmmoType(0)];
if( !bShowAll && (LastAmmoCount == NumAmmo || (LastAmmoCount >= NumAmmoBeltBullets && NumAmmo >= NumAmmoBeltBullets)) )
{
return;
}
// Hide or unhide depending on place in array
for( i = 0; i < NumAmmoBeltBullets; ++i )
{
BulletBoneName = Name( AmmoBeltBulletBonePrefix $ (i+1) );
// Unhide all bullets if our ammo count is higher than the number of bullets
if( bShowAll || NumAmmo >= NumAmmoBeltBullets )
{
MySkelMesh.UnHideBoneByName( BulletBoneName );
continue;
}
if( i > NumAmmo-1 )
{
MySkelMesh.HideBoneByName( BulletBoneName, PBO_None );
}
else
{
MySkelMesh.UnHideBoneByName( BulletBoneName );
}
}
LastAmmoCount = NumAmmo;
}
simulated function Timer_AttemptAmmoBeltUpdate()
{
if( !bAmmoBeltInitialized )
{
UpdateAmmoBeltBullets();
}
}
/** Returns animation to play based on reload type and status */
simulated function name GetReloadAnimName( bool bTacticalReload )
{
if( AmmoCount[0] > 0 && AmmoCount[0] < NumAmmoBeltBullets )
{
// If we are below the threshold, play our low ammo reload
return bTacticalReload ? ReloadLowAmmoEliteAnim : ReloadLowAmmoAnim;
}
else
{
return super.GetReloadAnimName( bTacticalReload );
}
}
/**
* State WeaponEquipping
* The Weapon is in this state while transitioning from Inactive to Active state.
* Typically, the weapon will remain in this state while its selection animation is being played.
* While in this state, the weapon cannot be fired.
*/
simulated state WeaponEquipping
{
simulated event BeginState( Name PreviousStateName )
{
super.BeginState( PreviousStateName );
// Just in case a reload was interrupted after ANIMNOTIFY_RestoreAmmoBelt() was called,
// set the ammo belt to the current amount of bullets in the magazine on equip
UpdateAmmoBeltBullets();
}
}
simulated function KFProjectile SpawnAllProjectiles(class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir)
{
local int i;
local float InitialOffset;
if (CurrentFireMode != ALTFIRE_FIREMODE)
{
return Super.SpawnAllProjectiles(KFProjClass, RealStartLoc, AimDir);
}
InitialOffset = StartingAltBulletPosition;
for (i = 0; i < NumAltBullets; i++)
{
SpawnProjectile(KFProjClass, RealStartLoc, CalculateSpread(InitialOffset, Spread[ALTFIRE_FIREMODE], i));
}
return None;
}
simulated function vector CalculateSpread(float InitialOffset, float CurrentSpread, byte BulletNum)
{
local Vector X, Y, Z, POVLoc;
local Quat R;
local rotator POVRot;
local float RandValue;
if (Instigator != None && Instigator.Controller != none)
{
Instigator.Controller.GetPlayerViewPoint(POVLoc, POVRot);
}
GetAxes(POVRot, X, Y, Z);
// Calculate random offset on X axis
RandValue = FRand() * SpreadMaxOffset.X * DegToRad * (Rand(2) == 0 ? 1 : -1);
R = QuatFromAxisAndAngle(Z, InitialOffset + CurrentSpread * BulletNum + RandValue);
// Calculate random offset on Y axisº
RandValue = FRand() * SpreadMaxOffset.Y * DegToRad * (Rand(2) == 0 ? 1 : -1);
R = QuatProduct(R, QuatFromAxisAndAngle(Y, RandValue));
return QuatRotateVector(R, vector(POVRot));
}
simulated function StartFire(byte FireModeNum)
{
if (FireModeNum == DEFAULT_FIREMODE && bUseAltFireMode)
{
if (AmmoCount[FireModeNum] < AmmoCost[ALTFIRE_FIREMODE] && SpareAmmoCount[FireModeNum] > 0)
{
BeginFire(RELOAD_FIREMODE);
return;
}
}
super.StartFire(FireModeNum);
}
simulated function InstantFireClient()
{
local vector StartTrace, EndTrace;
local rotator AimRot;
local Array<ImpactInfo> ImpactList;
local int Idx;
local ImpactInfo RealImpact;
local float CurPenetrationValue;
// see Controller AimHelpDot() / AimingHelp()
bInstantHit = true;
// define range to use for CalcWeaponFire()
StartTrace = GetSafeStartTraceLocation();
AimRot = GetAdjustedAim(StartTrace);
EndTrace = StartTrace + vector(AimRot) * GetTraceRange();
bInstantHit = false;
// Initialize penetration power
PenetrationPowerRemaining = GetInitialPenetrationPower(CurrentFireMode);
CurPenetrationValue = PenetrationPowerRemaining;
if (bUseAltFireMode)
{
EndTrace = StartTrace + CalculateSpread(StartingAltBulletPosition, Spread[ALTFIRE_FIREMODE], 0) * GetTraceRange();
}
// 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
if( Instigator != None )
{
Instigator.SetFlashLocation( Self, CurrentFireMode, RealImpact.HitLocation );
}
// local player only for clientside hit detection
if ( Instigator != None && Instigator.IsLocallyControlled() )
{
// 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);
}
}
}
simulated function InstantFireClient_AddImpacts(vector StartTrace, rotator Aim, out array<ImpactInfo> ImpactList)
{
local int i;
local ImpactInfo RealImpact;
if (!bUseAltFireMode)
{
return;
}
for (i = 1; i < NumAltBullets; ++i)
{
RealImpact = CalcWeaponFire(StartTrace, StartTrace + CalculateSpread(StartingAltBulletPosition, Spread[ALTFIRE_FIREMODE], i) * GetTraceRange(), ImpactList);
if( Instigator != None )
{
Instigator.SetFlashLocation( Self, CurrentFireMode, RealImpact.HitLocation );
}
}
}
/** Get name of the animation to play for PlayFireEffects */
simulated function name GetLoopingFireAnim(byte FireModeNum)
{
if (FireModeNum == ALTFIRE_FIREMODE && !bUsingSights)
{
return AltFireLoopAnim;
}
return super.GetLoopingFireAnim(FireModeNum);
}
/** Get name of the animation to play for PlayFireEffects */
simulated function name GetLoopStartFireAnim(byte FireModeNum)
{
if (FireModeNum == ALTFIRE_FIREMODE && !bUsingSights)
{
return AltFireLoopStartAnim;
}
return super.GetLoopStartFireAnim(FireModeNum);
}
/** Get name of the animation to play for PlayFireEffects */
simulated function name GetLoopEndFireAnim(byte FireModeNum)
{
if (FireModeNum == ALTFIRE_FIREMODE && !bUsingSights)
{
return AltFireLoopEndAnim;
}
return super.GetLoopEndFireAnim(FireModeNum);
}
defaultproperties
{
// Shooting Animations
FireSightedAnims[0]=Shoot_Iron
FireSightedAnims[1]=Shoot_Iron2
FireSightedAnims[2]=Shoot_Iron3
// FOV
MeshFOV=75
MeshIronSightFOV=35
PlayerIronSightFOV=70
// Depth of field
DOF_FG_FocalRadius=85
DOF_FG_MaxNearBlurSize=2.5
// Content
PackageKey="MG3"
FirstPersonMeshName="WEP_1P_MG3_MESH.Wep_1stP_MG3_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_MG3_ANIM.Wep_1stP_MG3_Anim"
PickupMeshName="WEP_3P_MG3_MESH.Wep_MG3_Pickup"
AttachmentArchetypeName="WEP_MG3_ARCH.Wep_MG3_3P"
MuzzleFlashTemplateName="WEP_MG3_ARCH.Wep_MG3_MuzzleFlash"
// Zooming/Position
PlayerViewOffset=(X=-5,Y=9,Z=-5) // (X=-8.5,Y=9,Z=-5)
IronSightPosition=(X=5,Y=0,Z=-5) // (X=8.5,Y=0,Z=-5)
// Ammo
MagazineCapacity[0]=75
SpareAmmoCapacity[0]=525
InitialSpareMags[0]=1
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=120
minRecoilPitch=70
maxRecoilYaw=130
minRecoilYaw=-130
RecoilRate=0.08
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=75
RecoilISMinYawLimit=65460
RecoilISMaxPitchLimit=375
RecoilISMinPitchLimit=65460
RecoilViewRotationScale=0.25
IronSightMeshFOVCompensationScale=2.3
HippedRecoilModifier=1.5
// Inventory / Grouping
InventorySize=9
GroupPriority=100
WeaponSelectTexture=Texture2D'WEP_UI_MG3_TEX.UI_WeaponSelect_MG3'
AssociatedPerkClasses(0)=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_MG3'
FireInterval(DEFAULT_FIREMODE)=+0.066 // 900 RPM
Spread(DEFAULT_FIREMODE)=0.0085
InstantHitDamage(DEFAULT_FIREMODE)=35.0
FireOffset=(X=30,Y=4.5,Z=-5)
// ALT_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletBurst'
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_MG3_Alt'
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_MG3_Alt'
FireInterval(ALTFIRE_FIREMODE)=+0.132 // 900 RPM it was +0.066 originally
Spread(ALTFIRE_FIREMODE)=0.001
InstantHitDamage(ALTFIRE_FIREMODE)=15.0 // 30
AmmoCost(ALTFIRE_FIREMODE)=3
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_MG3'
InstantHitDamage(BASH_FIREMODE)=26
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_MG3.Play_WEP_MG3_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_MG3.Play_WEP_MG3_Fire_1P_Loop')
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_MG3.Play_WEP_MG3_AltFire_3P_Single', FirstPersonCue=AkEvent'WW_WEP_MG3.Play_WEP_MG3_AltFire_1P_Single')
WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_MG3.Play_WEP_MG3_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_MG3.Play_WEP_MG3_Fire_1P_EndLoop')
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'
EjectedShellForegroundDuration=0.8f
// Advanced (High RPM) Fire Effects
bLoopingFireAnim(DEFAULT_FIREMODE)=true
bLoopingFireSnd(DEFAULT_FIREMODE)=true
bLoopingFireAnim(ALTFIRE_FIREMODE)=true
SingleFireSoundIndex=ALTFIRE_FIREMODE
// Attachments
bHasIronSights=true
bHasFlashlight=false
// Ammo belt
AmmoBeltBulletBonePrefix="RW_Bullets"
NumAmmoBeltBullets=14
LastAmmoCount=-1
NumAltBullets=5
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SpreadWidthDegrees=20
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StartingAltBulletPosition=0.0f
SpreadMaxOffset=(X=1.2f, Y=1.5f)
}