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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_Blunt_Pulverizer
//=============================================================================
// A sledgehammer combined with a makeshift shotgun
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFWeap_Blunt_Pulverizer extends KFWeap_MeleeBase;
const ShootAnim_L = 'HardFire_L';
const ShootAnim_R = 'HardFire_R';
const ShootAnim_F = 'HardFire_F';
const ShootAnim_B = 'HardFire_B';
var bool bWasTimeDilated;
/** Explosion actor class to spawn */
var class<KFExplosionActor> ExplosionActorClass;
var() KFGameExplosion ExplosionTemplate;
/** If true, use an alternate set of explosion effects */
var bool bAltExploEffects;
var KFImpactEffectInfo AltExploEffects;
var transient Actor BlastAttachee;
/** Spawn location offset to improve cone hit detection */
var transient float BlastSpawnOffset;
/** If set, heavy attack button has been released during the attack */
var transient bool bPulverizerFireReleased;
var bool bFriendlyFireEnabled;
var class<KFExplosionActor> NukeExplosionActorClass;
var float StartingDamageRadius;
replication
{
if (bNetInitial)
bFriendlyFireEnabled;
}
simulated event PreBeginPlay()
{
Super.PreBeginPlay();
/** Initially check whether friendly fire is on or not. */
if(Role == ROLE_Authority && KFGameInfo(WorldInfo.Game).FriendlyFireScale != 0.f)
{
bFriendlyFireEnabled = true;
}
if (ExplosionTemplate != none)
{
StartingDamageRadius = ExplosionTemplate.DamageRadius;
}
}
/** Healing charge doesn't count as ammo for purposes of inventory management (e.g. switching) */
simulated function bool HasAnyAmmo()
{
// Special ammo is stored in the default firemode (heal darts are separate)
if (HasSpareAmmo() || AmmoCount[DEFAULT_FIREMODE] >= AmmoCost[CUSTOM_FIREMODE])
{
return true;
}
return false;
}
simulated event bool HasAmmo(byte FireModeNum, optional int Amount)
{
// Default fire mode either has ammo to trigger the heal or needs to return true to still allow a basic swing
if (FireModeNum == DEFAULT_FIREMODE)
{
return true;
}
return super.HasAmmo(FireModeNum, Amount);
}
/** Pulverizer should be able to interrupt its reload state with any melee attack */
simulated function bool CanOverrideMagReload(byte FireModeNum)
{
return FireModeNum != RELOAD_FIREMODE;
}
/** Explosion Actor version */
simulated function CustomFire()
{
local KFExplosionActor ExploActor;
local vector SpawnLoc;
local rotator SpawnRot;
if ( Instigator.Role < ROLE_Authority )
{
return;
}
// On local player or server, we cache off our time dilation setting here
if (WorldInfo.NetMode == NM_ListenServer || WorldInfo.NetMode == NM_DedicatedServer || Instigator.Controller != None)
{
bWasTimeDilated = WorldInfo.TimeDilation < 1.f;
}
PrepareExplosionTemplate();
SetExplosionActorClass();
SpawnLoc = Instigator.GetWeaponStartTraceLocation();
SpawnRot = GetPulverizerAim(SpawnLoc);
// nudge backwards to give a wider code near the player
SpawnLoc += vector(SpawnRot) * BlastSpawnOffset;
// explode using the given template
ExploActor = Spawn(ExplosionActorClass, self,, SpawnLoc, SpawnRot,, true);
if (ExploActor != None)
{
ExploActor.InstigatorController = Instigator.Controller;
ExploActor.Instigator = Instigator;
// Force the actor we collided with to get hit again (when DirectionalExplosionAngleDeg is small)
// This is only necessary on server since GetEffectCheckRadius() will be zero on client
ExploActor.Attachee = BlastAttachee;
ExplosionTemplate.bFullDamageToAttachee = true;
// enable muzzle location sync
ExploActor.bReplicateInstigator = true;
ExploActor.SetSyncToMuzzleLocation(true);
ExploActor.Explode(ExplosionTemplate, vector(SpawnRot));
}
// tell remote clients that we fired, to trigger effects in third person
IncrementFlashCount();
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ExplosionTemplate.DamageRadius = StartingDamageRadius;
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if ( bDebug )
{
DrawDebugCone(SpawnLoc, vector(SpawnRot), ExplosionTemplate.DamageRadius, ExplosionTemplate.DirectionalExplosionAngleDeg * DegToRad,
ExplosionTemplate.DirectionalExplosionAngleDeg * DegToRad, 16, MakeColor(64,64,255,0), TRUE);
}
}
// for nukes && concussive force
simulated protected function PrepareExplosionTemplate()
{
local KFPlayerReplicationInfo InstigatorPRI;
local KFPlayerController KFPC;
local KFPerk InstigatorPerk;
if (bWasTimeDilated)
{
InstigatorPRI = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo);
if (InstigatorPRI != none)
{
if (InstigatorPRI.bNukeActive)
{
ExplosionTemplate = class'KFPerk_Demolitionist'.static.GetNukeExplosionTemplate();
ExplosionTemplate.Damage = ExplosionTemplate.Damage * class'KFPerk_Demolitionist'.static.GetNukeDamageModifier();
ExplosionTemplate.DamageRadius = ExplosionTemplate.DamageRadius * class'KFPerk_Demolitionist'.static.GetNukeRadiusModifier();
ExplosionTemplate.DamageFalloffExponent = ExplosionTemplate.DamageFalloffExponent;
}
else if (InstigatorPRI.bConcussiveActive && AltExploEffects != none)
{
ExplosionTemplate.ExplosionEffects = AltExploEffects;
ExplosionTemplate.ExplosionSound = class'KFPerk_Demolitionist'.static.GetConcussiveExplosionSound();
}
}
}
else
{
// When copying the default, we are assigning a reference that can change the default
// So since we are changing the DamageRadius, save that default off and re-apply it here
ExplosionTemplate = default.ExplosionTemplate;
ExplosionTemplate.DamageRadius = StartingDamageRadius;
}
// Change the radius and damage based on the perk
if (Owner.Role == ROLE_Authority)
{
KFPC = KFPlayerController(Instigator.Controller);
if (KFPC != none)
{
InstigatorPerk = KFPC.GetPerk();
ExplosionTemplate.DamageRadius *= InstigatorPerk.GetAoERadiusModifier();
}
}
}
simulated protected function SetExplosionActorClass()
{
local KFPlayerReplicationInfo InstigatorPRI;
if (bWasTimeDilated && Instigator != none)
{
InstigatorPRI = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo);
if (InstigatorPRI != none)
{
if (InstigatorPRI.bNukeActive)
{
ExplosionActorClass = NukeExplosionActorClass;
return;
}
}
}
ExplosionActorClass = default.ExplosionActorClass;
}
/** Called by CustomFire when shotgun blast is fired */
simulated function Rotator GetPulverizerAim( vector StartFireLoc )
{
local Rotator R;
R = GetAdjustedAim(StartFireLoc);
// Adjust cone fire angle based on swing direction
switch (MeleeAttackHelper.CurrentAttackDir)
{
case DIR_Left:
R.Yaw += 5461;
break;
case DIR_Right:
R.Yaw -= 5461;
break;
case DIR_Forward:
R.Pitch -= 2048;
break;
case DIR_Backward:
R.Pitch += 2048;
break;
}
return R;
}
/** Don't play a shoot anim when FireAmmunition is called */
simulated function name GetWeaponFireAnim(byte FireModeNum)
{
// Adjust cone fire angle based on swing direction
switch (MeleeAttackHelper.CurrentAttackDir)
{
case DIR_Forward:
case DIR_ForwardLeft:
case DIR_ForwardRight:
return ShootAnim_F;
case DIR_Backward:
case DIR_BackwardLeft:
case DIR_BackwardRight:
return ShootAnim_B;
case DIR_Left:
return ShootAnim_L;
case DIR_Right:
return ShootAnim_R;
}
return '';
}
/** Called on the server alongside PulverizerFired */
reliable server private function ServerBeginPulverizerFire(Actor HitActor, optional vector HitLocation)
{
// Ignore if too far away (something went wrong!)
if ( VSizeSq2D(HitLocation - Instigator.Location) > Square(500) )
{
`log("ServerBeginPulverizerFire outside of range!");
return;
}
BlastAttachee = HitActor;
SendToFiringState(CUSTOM_FIREMODE);
}
/** Called when altfire melee attack hits a target and there is ammo left */
simulated function BeginPulverizerFire()
{
SendToFiringState(CUSTOM_FIREMODE);
}
/** Skip calling StillFiring/PendingFire to fix log warning */
simulated function bool ShouldRefire()
{
if ( CurrentFireMode == CUSTOM_FIREMODE )
return false;
return Super.ShouldRefire();
}
/** Override to allow for two different states associated with RELOAD_FIREMODE */
simulated function SendToFiringState(byte FireModeNum)
{
// Ammo needs to be synchronized on client/server for this to work!
if ( FireModeNum == RELOAD_FIREMODE && !Super(KFWeapon).CanReload() )
{
SetCurrentFireMode(FireModeNum);
GotoState('WeaponUpkeep');
return;
}
Super.SendToFiringState(FireModeNum);
}
/** Always allow reload and choose the correct state in SendToFiringState() */
simulated function bool CanReload(optional byte FireModeNum)
{
return true;
}
/** Debugging */
`if(`notdefined(ShippingPC))
exec function ToggleWeaponDebug()
{
bDebug = !bDebug;
}
`endif
/*********************************************************************************************
* State MeleeHeavyAttacking
* This is the alt-fire Melee State.
*********************************************************************************************/
simulated state MeleeHeavyAttacking
{
/** Reset bPulverizerFireReleased */
simulated event BeginState(Name PreviousStateName)
{
Super.BeginState(PreviousStateName);
bPulverizerFireReleased = false;
}
/** Set bPulverizerFireReleased to ignore NotifyMeleeCollision */
simulated function StopFire(byte FireModeNum)
{
Super.StopFire(FireModeNum);
bPulverizerFireReleased = true;
}
/** Network: Local Player */
simulated function NotifyMeleeCollision(Actor HitActor, optional vector HitLocation)
{
local KFPawn Victim;
// If fire button is being held down, try firing pulverizer
if ( Instigator != None && Instigator.IsLocallyControlled() /*&& !bPulverizerFireReleased*/ )
{
// only detonate when the pulverizer hits a pawn so that level geometry doesn't get in the way
if ( HitActor.bWorldGeometry )
{
return;
}
Victim = KFPawn(HitActor);
if ( Victim == None ||
(!bFriendlyFireEnabled && Victim.GetTeamNum() == Instigator.GetTeamNum()) ||
(Victim.bPlayedDeath && `TimeSince(Victim.TimeOfDeath) > 0.f) )
{
return;
}
if ( AmmoCount[0] >= AmmoCost[CUSTOM_FIREMODE] && !IsTimerActive(nameof(BeginPulverizerFire)) )
{
BlastAttachee = HitActor;
// need to delay one frame, since this is called from AnimNotify
SetTimer(0.001f, false, nameof(BeginPulverizerFire));
if ( Role < ROLE_Authority )
{
if( HitActor.bTearOff && Victim != none )
{
Victim.TakeRadiusDamage(Instigator.Controller, ExplosionTemplate.Damage, ExplosionTemplate.DamageRadius, ExplosionTemplate.MyDamageType,
ExplosionTemplate.MomentumTransferScale, Location, true, (Owner != None) ? Owner : self);
}
else
{
ServerBeginPulverizerFire(HitActor, HitLocation);
}
}
}
}
}
}
simulated state Active
{
/**
* Called from Weapon:Active.BeginState when HasAnyAmmo (which is overridden above) returns false.
*/
simulated function WeaponEmpty()
{
local int i;
// Copied from Weapon:Active.BeginState where HasAnyAmmo returns true.
// Basically, pretend the weapon isn't empty in this case.
for (i=0; i<GetPendingFireLength(); i++)
{
if (PendingFire(i))
{
BeginFire(i);
break;
}
}
}
}
defaultproperties
{
AssociatedPerkClasses(0)=class'KFPerk_Berserker'
AssociatedPerkClasses(1)=class'KFPerk_Demolitionist'
// Content
PackageKey="Pulverizer"
FirstPersonMeshName="WEP_1P_Pulverizer_MESH.Wep_1stP_Pulverizer_Rig_New"
FirstPersonAnimSetNames(0)="WEP_1P_Pulverizer_ANIM.Wep_1stP_Pulverizer_Anim"
PickupMeshName="WEP_3P_Pulverizer_MESH.Wep_Pulverizer_Pickup"
AttachmentArchetypeName="WEP_Pulverizer_ARCH.Wep_Pulverizer_3P"
MuzzleFlashTemplateName="WEP_Pulverizer_ARCH.Wep_Pulverizer_MuzzleFlash"
Begin Object Name=MeleeHelper_0
MaxHitRange=190
WorldImpactEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Blunted_melee_impact'
// Override automatic hitbox creation (advanced)
HitboxChain.Add((BoneOffset=(Y=-3,Z=170)))
HitboxChain.Add((BoneOffset=(Y=+3,Z=150)))
HitboxChain.Add((BoneOffset=(Y=-3,Z=130)))
HitboxChain.Add((BoneOffset=(Y=+3,Z=110)))
HitboxChain.Add((BoneOffset=(Y=-3,Z=90)))
HitboxChain.Add((BoneOffset=(Y=+3,Z=70)))
HitboxChain.Add((BoneOffset=(Y=-3,Z=50)))
HitboxChain.Add((BoneOffset=(Y=+3,Z=30)))
HitboxChain.Add((BoneOffset=(Y=-3,Z=10)))
// modified combo sequences
MeleeImpactCamShakeScale=0.04f //0.5
ChainSequence_F=(DIR_ForwardRight, DIR_ForwardLeft, DIR_ForwardRight, DIR_ForwardLeft)
ChainSequence_B=(DIR_BackwardRight, DIR_ForwardLeft, DIR_BackwardLeft, DIR_ForwardRight)
ChainSequence_L=(DIR_Right, DIR_ForwardLeft, DIR_ForwardRight, DIR_Left, DIR_Right)
ChainSequence_R=(DIR_Left, DIR_ForwardRight, DIR_ForwardLeft, DIR_Right, DIR_Left)
End Object
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BluntMelee'
InstantHitDamage(DEFAULT_FIREMODE)=80
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Bludgeon_Pulverizer'
FireModeIconPaths(HEAVY_ATK_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BluntMelee'
InstantHitDamage(HEAVY_ATK_FIREMODE)=145
InstantHitDamageTypes(HEAVY_ATK_FIREMODE)=class'KFDT_Bludgeon_PulverizerHeavy'
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_PulverizerBash'
InstantHitDamage(BASH_FIREMODE)=20
// Trigger explosion
FireModeIconPaths(CUSTOM_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
FiringStatesArray(CUSTOM_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(CUSTOM_FIREMODE)=EWFT_Custom
FireInterval(CUSTOM_FIREMODE)=1.0f
AmmoCost(CUSTOM_FIREMODE)=1
BlastSpawnOffset=-10.f
// Explosion settings. Using archetype so that clients can serialize the content
// without loading the 1st person weapon content (avoid 'Begin Object')!
ExplosionActorClass=class'KFExplosionActorReplicated'
ExplosionTemplate=KFGameExplosion'WEP_Pulverizer_ARCH.Wep_Pulverizer_Explosion'
AltExploEffects = KFImpactEffectInfo'WEP_RPG7_ARCH.RPG7_Explosion_Concussive_Force' //Leave this alone until we want it
NukeExplosionActorClass=class'KFExplosion_ReplicatedNuke'
// RELOAD
FiringStatesArray(RELOAD_FIREMODE)=Reloading
// Ammo
MagazineCapacity[0]=5
SpareAmmoCapacity[0]=15
InitialSpareMags[0]=0
bCanBeReloaded=true
bReloadFromMagazine=true
// Inventory
GroupPriority=75
InventorySize=6
WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_Pulverizer'
// Fire Effects
WeaponFireSnd(CUSTOM_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_MEL_Pulverizer.Play_WEP_MEL_Pulverizer_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_MEL_Pulverizer.Play_WEP_MEL_Pulverizer_Fire_1P')
// Block Effects
BlockSound=AkEvent'WW_WEP_Bullet_Impacts.Play_Block_MEL_Hammer'
ParrySound=AkEvent'WW_WEP_Bullet_Impacts.Play_Parry_Wood'
// Trader
ParryDamageMitigationPercent=0.40
BlockDamageMitigation=0.50
ParryStrength=5
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.05f,IncrementWeight=1)
//WeaponUpgrades[2]=(IncrementDamage=1.1f,IncrementWeight=2)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.1f), (Stat=EWUS_Damage1, Scale=1.1f), (Stat=EWUS_Damage2, Scale=1.1f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f), (Stat=EWUS_Damage1, Scale=1.2f), (Stat=EWUS_Damage2, Scale=1.2f), (Stat=EWUS_Weight, Add=2)))
}