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KF2-Dev-Scripts/KFGame/Classes/KFAffliction_Bleed.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFAffliction_Bleed
//=============================================================================
// Affliction for bleed-based weapons (Ex: Bleed Launcher). After a threshold
// is reached, initiates material effects on the victim and adds an
// incapacitation multiplier, similar to user perk multipliers on incaps.
//=============================================================================
// Killing Floor 2
// Copyright (C) 2017 Tripwire Interactive LLC
// - Dan Weiss
//=============================================================================
class KFAffliction_Bleed extends KFAfflictionAdvanced;
//Point at which the deflate (visual and incap modifier) turn on
var const float DeflateThreshold;
//Incapacitation modifier applied to stun, stumble, and knockdown while in deflate state
var const float IncapModifier;
// Damage modifier applied while in deflate state
var const float DamageModifier;
// Speed modifier applied while in deflate state
var const float SpeedModifier;
// Melee animation speed applied in deflate state
var const float AttackSpeedModifier;
// State tracking for speed mod reset
var float PrevStrength;
// Goal deflate when in effect
var const float MaxDeflate;
// Current deflate float value
var float CurDeflate;
// State tracking for deflation
// When the threshold is crossed, the pawn will blend in and out of
// full deflate over a set period of time (or partial time if it's hopping
// between two states), rather than the % base of microwave.
enum DeflateState
{
EDS_None,
EDS_Inflate,
EDS_Deflate,
};
var DeflateState CurrentDeflateState;
// Rate of change of deflation when a state change occurs
var const float DeflateChangeRate;
/** Accessor to get known affliction knockdown modifier */
function float GetKnockdownModifier()
{
if (CurrentStrength > DeflateThreshold)
{
return IncapModifier;
}
return 0.f;
}
/** Accessor to get known affliction Stumble modifier */
function float GetStumbleModifier()
{
if (CurrentStrength > DeflateThreshold)
{
return IncapModifier;
}
return 0.f;
}
/** Accessor to get known affliction Stun modifier */
function float GetStunModifier()
{
if (CurrentStrength > DeflateThreshold)
{
return IncapModifier;
}
return 0.f;
}
/** Accessor to get known affliction Damage modifier */
function float GetDamageModifier()
{
if (CurrentStrength > DeflateThreshold)
{
return DamageModifier;
}
return 0.f;
}
/** Accessor to get known affliction speed modifier */
function float GetSpeedModifier()
{
if (CurrentStrength > DeflateThreshold)
{
return SpeedModifier;
}
return 1.f;
}
function float GetAttackSpeedModifier()
{
if (CurrentStrength > DeflateThreshold)
{
return AttackSpeedModifier;
}
return 1.f;
}
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function Accrue(float InPower, optional class<KFDamageType> DamageType = none)
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{
super.Accrue(InPower);
if (PawnOwner != none)
{
PawnOwner.SetAfflictionSpeedModifier();
PawnOwner.SetAttackSpeedModifier();
}
}
function Tick(float DeltaTime)
{
super.Tick(DeltaTime);
if (PawnOwner != none && CurrentStrength < DeflateThreshold && PrevStrength > DeflateThreshold)
{
PawnOwner.SetAfflictionSpeedModifier();
PawnOwner.SetAttackSpeedModifier();
}
UpdateDeflateMaterialParam(DeltaTime);
PrevStrength = CurrentStrength;
}
/** Network: Server */
protected function UpdateDeflateMaterialParam(float DeltaTime)
{
MonsterOwner.UpdateBleedIncapFX();
//Don't allow updates while dead, leave at last known state
if (!MonsterOwner.IsAliveAndWell())
{
return;
}
//Check each state. If we're in the none state, we want to trigger state changes as appropriate to
// kick the visual changes in the next frame. Otherwise we can simply get out of here.
switch (CurrentDeflateState)
{
case EDS_None:
CheckStateChange();
return;
case EDS_Inflate:
CalcInflate(DeltaTime);
break;
case EDS_Deflate:
CalcDeflate(DeltaTime);
break;
}
MonsterOwner.RepBleedInflateMatParam = FloatToByte(CurDeflate);
if (MonsterOwner.WorldInfo.NetMode != NM_DedicatedServer)
{
SetMaterialParameter(CurDeflate);
}
}
protected function CheckStateChange()
{
if (PrevStrength == CurrentStrength)
{
return;
}
//Currently losing bleed strength, can start inflating back up
if (PrevStrength > CurrentStrength && CurrentStrength < DeflateThreshold)
{
CurrentDeflateState = EDS_Inflate;
}
//Currently bleeding out, can start deflating
if (PrevStrength < CurrentStrength && CurrentStrength > DeflateThreshold)
{
CurrentDeflateState = EDS_Deflate;
}
}
protected function CalcInflate(float DeltaTime)
{
CurDeflate -= DeflateChangeRate * DeltaTime;
if (CurDeflate < 0)
{
CurDeflate = 0.f;
CurrentDeflateState = EDS_None;
}
}
protected function CalcDeflate(float DeltaTime)
{
CurDeflate += DeflateChangeRate * DeltaTime;
if (CurDeflate >MaxDeflate)
{
CurDeflate = MaxDeflate;
CurrentDeflateState = EDS_None;
}
}
/** Set scalar parameter value */
function SetMaterialParameter(float ParamValue)
{
local MaterialInstanceConstant MIC;
local float InflateParam, DesatParam;
if (PawnOwner.WorldInfo.NetMode != NM_DedicatedServer && MonsterOwner != none)
{
InflateParam = MonsterOwner.GetCurrentInflation() * 2.0;
DesatParam = FClamp(Abs(ParamValue / MaxDeflate), 0.0, 1.0);
MonsterOwner.UpdateVisualInflation(InflateParam);
foreach MonsterOwner.CharacterMICs(MIC)
{
// Scale inflate down instantly if gore mesh to avoid holes
MIC.SetScalarParameterValue('Scalar_SkinDesat', DesatParam);
}
}
}
defaultproperties
{
bNeedsTick=true
DissipationRate=20.0 //5.0 25
DeflateThreshold=65.0
IncapModifier=0.5 //0.3
DamageModifier=-0.3
SpeedModifier=0.7f
AttackSpeedModifier=0.8f
MaxDeflate=1.0 //0.2
DeflateChangeRate=0.75 //0.5 //0.25 speed that you see them deflate
}