1
0
KF2-Dev-Scripts/KFGame/Classes/KFWeapAttach_SprayBase.uc

513 lines
13 KiB
Ucode
Raw Normal View History

2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeapAttach_FlameBase
//=============================================================================
// Base weapon attachment class for weapons that shoot fire
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// John "Ramm-Jaeger" Gibson
//=============================================================================
class KFWeapAttach_SprayBase extends KFWeaponAttachment;
/** Internal. TRUE if fire is spewing, false otherwise. */
var protected transient bool bFireSpraying;
var protected transient int NextFlamePoolIdx;
/** A pool of fire spray actors to use for this attachment. Needed because if you fire quickly blending between the two looks better */
var protected transient KFSprayActor FlamePool[2];
/** The spray actor we are associated with, if currently firing. */
var transient protected KFSprayActor ActiveFlameSpray;
/** The Archetype to spawn for our fire spray actors. */
var() protected const KFSprayActor FlameSprayArchetype;
/** Whether TurnOnPilot has already been called */
var protected bool bPilotLightOn;
/** Pilot light sound play event */
var AkEvent PilotLightPlayEvent;
/** Pilot light sound stop event */
var AkEvent PilotLightStopEvent;
/** Effect for the pilot light. */
var protected KFParticleSystemComponent PSC_PilotLight;
/** Socket to attach the pilot light to. */
var name PilotLightSocketName;
/** Dynamic light component */
var() KFExplosionLight PilotLightTemplate;
var transient KFExplosionLightComponent PilotLightComponent;
/** Emitter to play when firing stops. */
var() const ParticleSystemComponent PSC_EndSpray;
/** How hot the Barrel Currently is */
var float BarrelHeat;
/** How hot the Barrel was last frame */
var float LastBarrelHeat;
/*********************************************************************************************
* Optional dynamic pilot lights
********************************************************************************************* */
struct PilotLight
{
var() PointLightComponent Light;
var() name LightAttachBone;
var() float FlickerIntensity;
var() float FlickerInterpSpeed;
var() float LastLightBrightness;
};
var(PilotLights) transient array<PilotLight> PilotLights;
/*********************************************************************************************
* @name Debugging
*********************************************************************************************/
simulated function SetFlameDebugDamage(bool bDebugDirectDamage, bool bDebugSplashDamage, bool bDebugShowSplashRadius, bool bDebugShowCollision)
{
`if(`notdefined(ShippingPC))
FlamePool[0].bDebugDirectDamage = bDebugDirectDamage;
FlamePool[0].bDebugSplashDamage = bDebugSplashDamage;
FlamePool[0].bDebugShowSplashRadius = bDebugShowSplashRadius;
FlamePool[0].bDebugShowCollision = bDebugShowCollision;
FlamePool[1].bDebugDirectDamage = bDebugDirectDamage;
FlamePool[1].bDebugSplashDamage = bDebugSplashDamage;
FlamePool[1].bDebugShowSplashRadius = bDebugShowSplashRadius;
FlamePool[1].bDebugShowCollision = bDebugShowCollision;
`endif
}
simulated function SetFlameDebugFX(bool bDebugShowSeeds, bool bDebugShowBones, bool bDebugForceNonPlayerParticles)
{
`if(`notdefined(ShippingPC))
FlamePool[0].bDebugShowSeeds = bDebugShowSeeds;
FlamePool[0].bDebugShowBones = bDebugShowBones;
FlamePool[0].bDebugForceNonPlayerParticles = bDebugForceNonPlayerParticles;
FlamePool[1].bDebugShowSeeds = bDebugShowSeeds;
FlamePool[1].bDebugShowBones = bDebugShowBones;
FlamePool[1].bDebugForceNonPlayerParticles = bDebugForceNonPlayerParticles;
`endif
}
/**
* Called immediately before gameplay begins.
*/
simulated event PreBeginPlay()
{
Super.PreBeginPlay();
if ( WorldInfo.NetMode == NM_DedicatedServer )
{
return;
}
if ( WeaponMIC == None && WeapMesh != None )
{
WeaponMIC = WeapMesh.CreateAndSetMaterialInstanceConstant(0);
}
}
simulated protected function TurnOnPilot()
{
local vector MuzzleLoc;
local rotator Aim;
local int Idx;
if (bPilotLightOn)
return;
// start looping sound
StartPilotSound();
// Attach and start up the pilot light
if( PSC_PilotLight != None )
{
WeapMesh.AttachComponentToSocket( PSC_PilotLight, PilotLightSocketName );
PSC_PilotLight.ActivateSystem();
// Turn on the low flame, turn off the high flame
PSC_PilotLight.SetFloatParameter('Pilotlow', 1.0);
PSC_PilotLight.SetFloatParameter('Pilothigh', 0.0);
}
if( class'KFWeap_FlameBase'.default.bArePilotLightsAllowed )
{
// Attach the dynamic pilot lights
for( Idx = 0; Idx < PilotLights.length; ++Idx )
{
WeapMesh.AttachComponentToSocket( PilotLights[Idx].Light, PilotLights[Idx].LightAttachBone );
}
}
else
{
PilotLights.Remove(0, PilotLights.length);
}
SetPilotDynamicLightEnabled(true);
GetFlameSocketLocAndRot(MuzzleLoc, Aim);
if( FlamePool[0] == None )
{
FlamePool[0] = Spawn(FlameSprayArchetype.Class, Instigator,, MuzzleLoc, Aim, FlameSprayArchetype, TRUE);
}
if( FlamePool[1] == None )
{
FlamePool[1] = Spawn(FlameSprayArchetype.Class, Instigator,, MuzzleLoc, Aim, FlameSprayArchetype, TRUE);
}
// attach flamesprays here too, so they are hooked up before firing
FlamePool[0].AttachToMesh(Self, WeapMesh, FlamePool[0].SpraySocketName);
FlamePool[1].AttachToMesh(Self, WeapMesh, FlamePool[1].SpraySocketName);
// Set these to be visual only as we do the damage on the first person versions
FlamePool[0].bVisualOnly=true;
FlamePool[1].bVisualOnly=true;
if( PSC_EndSpray != None )
{
PSC_EndSpray.SetTemplate(FlamePool[0].SprayEndEffect);
WeapMesh.AttachComponentToSocket( PSC_EndSpray, FlamePool[0].SpraySocketName );
}
bPilotLightOn = TRUE;
}
simulated function GetFlameSocketLocAndRot(out Vector out_Loc, out Rotator out_Rot)
{
if( WeapMesh != none && FlameSprayArchetype.Class.default.SpraySocketName != '' )
{
WeapMesh.GetSocketWorldLocationAndRotation(FlameSprayArchetype.Class.default.SpraySocketName, out_Loc, out_Rot);
}
else
{
out_Loc = Instigator.Location;
out_Rot = Instigator.Rotation;
}
}
simulated protected function TurnOffPilot()
{
// if (AC_PilotLoop != None)
// {
// AC_PilotLoop.FadeOut(0.2f, 0.f);
// AC_PilotLoop = None;
//
// if (PilotLightExtinguishSound != None)
// {
// WeaponPlaySound(PilotLightExtinguishSound);
// }
// }
if( PSC_PilotLight != None )
{
PSC_PilotLight.DeActivateSystem();
}
StopPilotSound();
// turn off lights
SetPilotDynamicLightEnabled( false );
bPilotLightOn = FALSE;
}
simulated protected function KFSprayActor GetFlameSprayFromPool()
{
local KFSprayActor Ret;
Ret = FlamePool[NextFlamePoolIdx];
NextFlamePoolIdx++;
if (NextFlamePoolIdx >= ArrayCount(FlamePool))
{
NextFlamePoolIdx = 0;
}
return Ret;
}
/**
* Starts playing looping Pilot light sound
*/
simulated function StartPilotSound()
{
if( Instigator != none && !Instigator.IsFirstPerson() )
{
if ( PilotLightPlayEvent != None )
{
Instigator.PlaySoundBase(PilotLightPlayEvent, true, true, true,, true);
}
}
}
/**
* Stops playing looping Pilot light sound
*/
simulated function StopPilotSound()
{
if ( PilotLightStopEvent != None )
{
Instigator.PlaySoundBase(PilotLightStopEvent, true, true, true,, true);
}
}
/**
* Toggle the dynamic pilot lights
*/
simulated function SetPilotDynamicLightEnabled( bool bLightEnabled )
{
local int Idx;
// Don't turn these on if we're not in third person
if( bLightEnabled && (Instigator != none && Instigator.IsFirstPerson()) )
{
return;
}
// turn off lights
for (Idx=0; Idx<PilotLights.length; ++Idx)
{
PilotLights[Idx].Light.SetEnabled(bLightEnabled);
}
}
simulated protected function TurnOnFireSpray()
{
//local GearGRI GRI;
if (!bDeleteMe && !bFireSpraying)
{
// spawn flame actor
ActiveFlameSpray = GetFlameSprayFromPool();
if (ActiveFlameSpray != None)
{
ActiveFlameSpray.BeginSpray();
}
else
{
`Warn(GetFuncName() @ "ActiveFlameSpray is NONE!!!");
}
StopPilotSound();
SetPilotDynamicLightEnabled(false);
// if( PSC_UnignitedFuel != None )
// {
// PSC_UnignitedFuel.ActivateSystem();
// }
bFireSpraying = TRUE;
}
}
simulated protected function TurnOffFireSpray()
{
// play end-of-firing poof. will stop itself.
if( PSC_EndSpray != None )
{
PSC_EndSpray.ActivateSystem();
}
if (ActiveFlameSpray != None)
{
ActiveFlameSpray.DetachAndFinish();
}
if( !bDeleteMe )
{
StartPilotSound();
SetPilotDynamicLightEnabled(true);
}
//
// if( PSC_UnignitedFuel != None )
// {
// PSC_UnignitedFuel.DeactivateSystem();
// }
bFireSpraying = FALSE;
}
/**
* Spawn all of the effects that will be seen in behindview/remote clients. This
* function is called from the pawn, and should only be called when on a remote client or
* if the local client is in a 3rd person mode.
*/
simulated function bool ThirdPersonFireEffects(vector HitLocation, KFPawn P, byte ThirdPersonAnimRateByte )
{
local bool bResult;
bResult = Super.ThirdPersonFireEffects(HitLocation,P,ThirdPersonAnimRateByte);
// Wider effect distances for fire spray. Called on Instigator to go beyond the weapon mesh cull distance
if ( P.FiringMode != 1 && P.ActorEffectIsRelevant(P, false, 15000, 2000) )
{
TurnOnFireSpray();
bResult = true;
}
return bResult;
}
simulated function StopThirdPersonFireEffects(optional bool bForce)
{
TurnOffFireSpray();
Super.StopThirdPersonFireEffects(bForce);
}
/** Attach weapon to owner's skeletal mesh */
simulated function AttachTo(KFPawn P)
{
Super.AttachTo(P);
TurnOnPilot();
}
/** Detach weapon from owner's skeletal mesh */
simulated function DetachFrom(KFPawn P)
{
if( bFireSpraying )
{
TurnOffFireSpray();
}
TurnOffPilot();
Super.DetachFrom(P);
}
simulated function Destroyed()
{
local int Idx;
if (bFireSpraying)
{
// make sure to clean up spray effects
TurnOffFireSpray();
}
for (Idx = 0; Idx < ArrayCount(FlamePool); ++Idx)
{
if (FlamePool[Idx] != None)
{
FlamePool[Idx].Destroy();
FlamePool[Idx] = None;
}
}
StopPilotSound();
super.Destroyed();
}
/**
* Get the value to flicker the lights at
*/
simulated function FLOAT GetFlickerVal(FLOAT BaseVal, FLOAT Intensity, FLOAT Last, FLOAT DeltaTime, FLOAT InterpSpeed)
{
local FLOAT GoalVal;
GoalVal = BaseVal + RandRange(-Intensity, Intensity);
return FInterpTo(Last, GoalVal, DeltaTime, InterpSpeed);
}
/**
* Overridden to handle the dynamic flickering lights
*/
simulated event Tick(float DeltaTime)
{
local int Idx;
local float FlameHeat;
super.Tick(DeltaTime);
if( WorldInfo.NetMode != NM_DedicatedServer && WeaponMIC != None )
{
if( bFireSpraying && ActiveFlameSpray != None)
{
FlameHeat = GetRangeValueByPct(ActiveFlameSpray.MaterialHeatRange, FMin(ActiveFlameSpray.CurrentAge / ActiveFlameSpray.MaterialHeatRampTime, 1.f)) * 3.5;
// Blend the heat in
if( BarrelHeat < FlameHeat )
{
BarrelHeat += DeltaTime * 2.0;
}
else
{
BarrelHeat = FlameHeat;
}
}
else
{
if( BarrelHeat > 0 )
{
// Cool the barrel down when not shooting
BarrelHeat -= DeltaTime * 0.5;
if( BarrelHeat < 0 )
{
BarrelHeat = 0;
}
}
}
ChangeMaterial();
LastBarrelHeat = BarrelHeat;
}
// hacky flicker for lights.
for (Idx=0; Idx<PilotLights.Length; ++Idx)
{
if (PilotLights[Idx].Light != none)
{
PilotLights[Idx].LastLightBrightness = FMax( 0.f, GetFlickerVal(Default.PilotLights[Idx].Light.Brightness, PilotLights[Idx].FlickerIntensity, PilotLights[Idx].LastLightBrightness, DeltaTime, PilotLights[Idx].FlickerInterpSpeed) );
PilotLights[Idx].Light.SetLightProperties( PilotLights[Idx].LastLightBrightness, PilotLights[Idx].Light.LightColor, PilotLights[Idx].Light.Function );
}
}
}
simulated function ChangeMaterial()
{
if( BarrelHeat != LastBarrelHeat )
{
WeaponMIC.SetScalarParameterValue('Glow_Intensity', BarrelHeat);
}
}
simulated event ChangeVisibility(bool bIsVisible)
{
super.ChangeVisibility(bIsVisible);
if (bIsVisible)
{
TurnOnPilot();
}
else
{
TurnOffPilot();
}
}
defaultproperties
{
Begin Object Class=ParticleSystemComponent Name=FlameEndSpray0
bAutoActivate=FALSE
TickGroup=TG_PostUpdateWork
End Object
PSC_EndSpray=FlameEndSpray0
Begin Object Class=KFParticleSystemComponent Name=PilotLight0
bAutoActivate=TRUE
TickGroup=TG_PostUpdateWork
End Object
PSC_PilotLight=PilotLight0
}