246 lines
6.3 KiB
Ucode
246 lines
6.3 KiB
Ucode
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//=============================================================================
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// KFSM_PlayerMeleeBase
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//=============================================================================
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// A base class for third person, player-controlled, creature melee attacks
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// - Andrew "Strago" Ladenberger
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//=============================================================================
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class KFSM_PlayerMeleeBase extends KFSM_MeleeAttack
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abstract;
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/** Max 16 types, 0-15 */
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enum EPlayerZedAtkType
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{
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PZA_Default,
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PZA_Sprinting,
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PZA_SprintBackwards,
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PZA_SprintCloaked,
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PZA_Cloaked,
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PZA_Jumping,
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PZA_Headless,
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PZA_Left,
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PZA_Right,
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PZA_Backwards,
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PZA_SpecialDefault,
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PZA_SpecialSprinting,
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PZA_SpecialBackwards,
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};
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struct PlayerZedAtkInfo
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{
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var array<name> Anims;
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var bool bIsInputHeld;
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var EPlayerZedAtkType Type;
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var EAnimSlotStance Stance;
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var float MomentumPush;
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var bool bForceDisableRootMotion;
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var bool bCannotBeParried;
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};
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var bool bAnimCanBeInterrupted;
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var array<PlayerZedAtkInfo> Attacks;
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/** global stop event for looping sounds played during the animation */
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var AkEvent SoundStopEvent;
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static function byte PackFlagsBase( KFPawn P )
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{
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local byte AtkIdx, Variant;
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local EPlayerZedAtkType Type;
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local bool bUsingSpecialAttacks;
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local EPawnOctant PawnMoveDir;
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if ( P != None )
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{
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PawnMoveDir = GetFourWayMoveDirection( P );
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bUsingSpecialAttacks = default.class.static.IsInSpecialMode( P );
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if ( P.IsHeadless() )
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{
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Type = PZA_Headless;
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}
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else if ( P.Physics == PHYS_Falling )
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{
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Type = PZA_Jumping;
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}
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else if ( P.bIsSprinting )
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{
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if( P.bIsCloaking )
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{
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Type = PZA_SprintCloaked;
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}
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else if( bUsingSpecialAttacks )
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{
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Type = PawnMoveDir == DIR_Backward ? PZA_SpecialBackwards : PZA_SpecialSprinting;
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}
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else if( PawnMoveDir == DIR_Right )
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{
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Type = PZA_Right;
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}
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else
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{
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Type = PawnMoveDir == DIR_Backward ? PZA_SprintBackwards : PZA_Sprinting;
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}
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}
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else if ( P.bIsCloaking )
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{
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Type = PZA_Cloaked;
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}
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else if ( PawnMoveDir == DIR_Backward )
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{
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Type = bUsingSpecialAttacks ? PZA_SpecialBackwards : PZA_Backwards;
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}
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else if( PawnMoveDir == DIR_Right )
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{
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Type = PZA_Right;
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}
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else if( PawnMoveDir == DIR_Left )
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{
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Type = PZA_Left;
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}
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else
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{
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Type = bUsingSpecialAttacks ? PZA_SpecialDefault : PZA_Default;
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}
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}
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AtkIdx = default.Attacks.Find('Type', Type);
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if ( AtkIdx == 255 )
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{
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AtkIdx = 0;
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}
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Variant = Rand(default.Attacks[AtkIdx].Anims.Length);
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return AtkIdx + (Variant << 4);
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}
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function SpecialMoveStarted( bool bForced, name PrevMove )
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{
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super.SpecialMoveStarted( bForced, PrevMove );
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bAnimCanBeInterrupted = false;
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bPendingStopFire = false;
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// Must be able to interrupt a parriable (e.g. stumble) attack
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// @todo: all these interrupt variables are confusing and have a lot of overlap
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bCanBeInterrupted = !bCannotBeParried;
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}
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function SpecialMoveEnded( Name PrevMove, Name NextMove )
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{
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Super.SpecialMoveEnded(PrevMove, NextMove);
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if ( SoundStopEvent != None && PawnOwner.WorldInfo.NetMode != NM_DedicatedServer )
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{
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PawnOwner.PostAkEvent(SoundStopEvent);
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}
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}
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/** Can be overridden in subclasses to determine if special attacks are used over defaults */
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static function bool IsInSpecialMode( KFPawn P )
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{
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return false;
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}
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/** Returns a 4-way direction based on pawn movement to use with SpecialMoveFlags */
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static function EPawnOctant GetFourWayMoveDirection(Pawn P)
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{
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local vector MoveDir;
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// Prefer to use acceleration, but if the player only has velocity use that.
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// This allows the player to let go off the movement keys just before an attack.
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MoveDir = (IsZero(P.Acceleration)) ? P.Velocity : P.Acceleration;
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return class'KFPawn'.static.CalcQuadRegion(P.Rotation, MoveDir);
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}
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/** Unpack Special move flags */
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function UnpackSpecialMoveFlags()
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{
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local byte Variant, AtkIdx;
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AtkIdx = KFPOwner.SpecialMoveFlags & 15;
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Variant = KFPOwner.SpecialMoveFlags >> 4;
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AnimName = Attacks[AtkIdx].Anims[Variant];
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AnimStance = Attacks[AtkIdx].Stance;
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bDisableMovement = (AnimStance == EAS_FullBody);
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bUseRootMotion = (AnimStance == EAS_FullBody && !Attacks[AtkIdx].bForceDisableRootMotion);
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// If we're doing a PHYS_Falling attack we need to allow RM take over
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// which means disabling bAllowMomentumPush.
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bAllowMomentumPush = (!bUseRootMotion || Attacks[AtkIdx].Type != PZA_Jumping);
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// Set parry flag on a per-attack basis
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bCannotBeParried = Attacks[AtkIdx].bCannotBeParried;
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if( Attacks[AtkIdx].bIsInputHeld )
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{
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bCanBeInterrupted = true;
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if( KFPOwner.IsLocallyControlled() )
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{
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KFPOwner.SetTimer( KFSkeletalMeshComponent(KFPOwner.Mesh).GetAnimInterruptTime(AnimName), false, nameOf(Timer_AnimInterrupt), self );
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}
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}
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// Apply momentum push, if we allow it and momentum is > 0
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if( bAllowMomentumPush && Attacks[AtkIdx].MomentumPush > 0.f && (KFPOwner.Role == ROLE_Authority || KFPOwner.IsLocallyControlled()) )
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{
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KFPOwner.Velocity += vector(KFPOwner.Rotation) * Attacks[AtkIdx].MomentumPush;
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}
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}
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/** Called on animations that can be interrupted */
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function Timer_AnimInterrupt()
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{
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bAnimCanBeInterrupted = true;
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if( bPendingStopFire )
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{
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SpecialMoveButtonReleased();
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}
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}
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/** When the grapple animation ends, continue it with a different grapple anim */
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function SpecialMoveFlagsUpdated()
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{
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if( KFPOwner.SpecialMoveFlags == FLAG_SpecialMoveButtonReleased )
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{
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KFPOwner.EndSpecialMove();
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}
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else
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{
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super.SpecialMoveFlagsUpdated();
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}
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}
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/* Called on some player-controlled moves when a firemode input has been pressed */
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function SpecialMoveButtonRetriggered()
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{
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bPendingStopFire = false;
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}
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/** Called on some player-controlled moves when a firemode input has been released */
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function SpecialMoveButtonReleased()
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{
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bPendingStopFire = true;
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if( !bAnimCanBeInterrupted )
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{
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return;
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}
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KFPOwner.DoSpecialMove( KFPOwner.SpecialMove, true,, FLAG_SpecialMoveButtonReleased );
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if( KFPOwner.Role < ROLE_Authority && KFPOwner.IsLocallyControlled() )
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{
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KFPOwner.ServerDoSpecialMove( KFPOwner.SpecialMove, true,, FLAG_SpecialMoveButtonReleased );
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}
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}
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defaultproperties
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{
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}
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