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

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//=============================================================================
// KFWeapAttach_FAMAS
//=============================================================================
//
//=============================================================================
// Killing Floor 2
// Copyright (C) 2021 Tripwire Interactive LLC
//=============================================================================
class KFWeapAttach_FAMAS extends KFWeaponAttachment;
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const SecondaryFireAnim = 'Shoot_Secondary';
const SecondaryFireAnimCrouch = 'Shoot_Secondary_CH';
const SecondaryFireIronAnim = 'Shoot_Secondary_Iron';
const SecondaryFireBodyAnim = 'ADD_Shoot_Secondary';
const SecondaryFireBodyAnimCH = 'ADD_Shoot_Secondary_CH';
const SecondaryFireBodyAnimIron = 'ADD_Shoot_Secondary_Iron';
const SecondaryReloadAnimEmpty = 'Reload_Secondary_Empty';
const SecondaryReloadAnimEmptyCrouch = 'Reload_Secondary_Empty_CH';
const SecondaryReloadAnimHalf = 'Reload_Secondary_Half';
const SecondaryReloadAnimHalfCrouch = 'Reload_Secondary_Half_CH';
const SecondaryReloadAnimEliteEmpty = 'Reload_Secondary_Elite_Empty';
const SecondaryReloadAnimEliteEmptyCrouch = 'Reload_Secondary_Elite_Empty_CH';
const SecondaryReloadAnimEliteHalf = 'Reload_Secondary_Elite_Half';
const SecondaryReloadAnimEliteHalfCrouch = 'Reload_Secondary_Elite_Half_CH';
const ShotgunMuzzleSocket = 'ShotgunMuzzleFlash';
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var protected transient KFMuzzleFlash ShotgunMuzzleFlash;
/** Play a 3rd person reload animation */
simulated function PlayReloadMagazineAnim(EWeaponState NewWeaponState, KFPawn P)
{
local name AnimName;
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switch (NewWeaponState)
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{
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case WEP_ReloadSecondary:
AnimName = (P.bIsCrouched) ? SecondaryReloadAnimHalfCrouch : SecondaryReloadAnimHalf;
break;
case WEP_ReloadSecondaryEmpty:
AnimName = (P.bIsCrouched) ? SecondaryReloadAnimEmptyCrouch : SecondaryReloadAnimEmpty;
break;
case WEP_ReloadSecondary_Elite:
AnimName = (P.bIsCrouched) ? SecondaryReloadAnimEliteHalfCrouch : SecondaryReloadAnimEliteHalf;
break;
case WEP_ReloadSecondaryEmpty_Elite:
AnimName = (P.bIsCrouched) ? SecondaryReloadAnimEliteEmptyCrouch : SecondaryReloadAnimEliteEmpty;
break;
}
if (AnimName != '')
{
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PlayCharacterMeshAnim(P, AnimName, true);
}
else
{
Super.PlayReloadMagazineAnim(NewWeaponState, P);
}
}
simulated function CauseMuzzleFlash(byte FiringMode)
{
if ( FiringMode == 1 ) // AltFire
{
if (ShotgunMuzzleFlash == None)
{
AttachMuzzleFlash();
}
if (ShotgunMuzzleFlash != None )
{
ShotgunMuzzleFlash.CauseMuzzleFlash(FiringMode);
if ( ShotgunMuzzleFlash.bAutoActivateShellEject )
{
ShotgunMuzzleFlash.CauseShellEject();
}
}
}
else
{
Super.CauseMuzzleFlash(FiringMode);
}
}
/** Added second weapon */
simulated function AttachMuzzleFlash()
{
Super.AttachMuzzleFlash();
if ( WeapMesh != none && ShotgunMuzzleFlash == None )
{
ShotgunMuzzleFlash = new(self) Class'KFMuzzleFlash'(class'KFWeap_AssaultRifle_FAMAS'.default.ShotgunMuzzleFlashTemplate);
ShotgunMuzzleFlash.AttachMuzzleFlash(WeapMesh, ShotgunMuzzleSocket,);
}
}
/** Plays fire animation on weapon mesh */
simulated function PlayFireAnim(KFPawn P)
{
local float Duration;
local name Anim;
local KFPawn OwnerPawn;
OwnerPawn = KFPawn(Owner);
if ( Instigator.bIsWalking ) // IronSight anims
{
if (OwnerPawn.FiringMode == 0) // DEFAULT FIRE MODE (Rifle)
{
Anim = WeaponIronFireAnim;
}
else if (OwnerPawn.FiringMode == 1) // ALT FIRE MODE (Shotgun)
{
Anim = SecondaryFireIronAnim;
}
}
else // Normal anims
{
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if (OwnerPawn.FiringMode == 0) // DEFAULT FIRE MODE (Rifle)
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{
Anim = WeaponFireAnim;
}
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else if (OwnerPawn.FiringMode == 1) // ALT FIRE MODE (Shotgun)
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{
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Anim = OwnerPawn.bIsCrouched ? SecondaryFireAnimCrouch : SecondaryFireAnim;
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}
}
Duration = WeapMesh.GetAnimLength( Anim );
WeapMesh.PlayAnim( Anim, Duration / ThirdPersonAnimRate,, true );
}
simulated function bool ThirdPersonFireEffects( vector HitLocation, KFPawn P, byte ThirdPersonAnimRateByte )
{
local EAnimSlotStance AnimType;
if (P.FiringMode == 1) // AltFire
{
SpawnTracer(GetAltMuzzleLocation(), HitLocation);
}
else
{
SpawnTracer(GetMuzzleLocation(), HitLocation);
}
// Effects below this point are culled based on visibility and distance
if ( !ActorEffectIsRelevant(P, false, MaxFireEffectDistance) )
{
return false;
}
DecodeThirdPersonAnimRate( ThirdPersonAnimRateByte );
// Weapon shoot anims
if( !bWeapMeshIsPawnMesh )
{
PlayFireAnim(P);
}
if( P.IsDoingSpecialMove() && P.SpecialMoves[P.SpecialMove].bAllowFireAnims )
{
AnimType = EAS_Additive;
}
else
{
AnimType = EAS_FullBody;
}
// Character shoot anims
if ( !P.IsDoingSpecialMove() || AnimType == EAS_Additive )
{
PlayPawnFireAnim( P, AnimType );
// interrupt other weapon action anims (e.g. Reload)
if( !P.IsDoingSpecialMove() )
{
P.StopBodyAnim(P.bIsCrouched ? EAS_CH_UpperBody : EAS_UpperBody, 0.1f);
}
if ( OnWeaponStateChanged != None )
{
OnWeaponStateChanged(true);
}
}
CauseMuzzleFlash(P.FiringMode);
return true;
}
/** Plays fire animation on pawn */
simulated function PlayPawnFireAnim( KFPawn P, EAnimSlotStance AnimType )
{
if (P.FiringMode == 0)
{
super.PlayPawnFireAnim(P, AnimType);
}
else if (P.FiringMode == 1)
{
if ( P.bIsCrouched )
{
P.PlayBodyAnim(SecondaryFireBodyAnimCH, AnimType, ThirdPersonAnimRate, ShootBlendInTime, ShootBlendOutTime);
}
else if ( P.bIsWalking )
{
P.PlayBodyAnim(SecondaryFireBodyAnimIron, AnimType, ThirdPersonAnimRate, ShootBlendInTime, ShootBlendOutTime);
}
else
{
P.PlayBodyAnim(SecondaryFireBodyAnim, AnimType, ThirdPersonAnimRate, ShootBlendInTime, ShootBlendOutTime);
}
}
}
simulated function vector GetAltMuzzleLocation(optional byte MuzzleID)
{
local vector SocketLocation;
if (ShotgunMuzzleFlash == None && MuzzleFlashTemplate != None)
{
AttachMuzzleFlash();
}
if( ShotgunMuzzleFlash != none )
{
WeapMesh.GetSocketWorldLocationAndRotation(ShotgunMuzzleFlash.GetSocketName(), SocketLocation);
return SocketLocation;
}
return Super.GetMuzzleLocation(MuzzleID);
}
defaultproperties
{
}