403 lines
9.6 KiB
Ucode
403 lines
9.6 KiB
Ucode
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//=============================================================================
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// KFWeapAttach_CompoundBow
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//=============================================================================
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// A custom 3rd person weapon template for the CompoundBow
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2020 Tripwire Interactive LLC
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// Tulio Beloqui (Saber Interactive)
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//=============================================================================
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class KFWeapAttach_CompoundBow extends KFWeaponAttachment;
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/** The static mesh for arrow **/
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var() StaticMeshComponent ArrowSMC;
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/** The partcile FX to display for the Cryo Projectile **/
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var ParticleSystem CryoProjectileEffectOn;
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var ParticleSystem CryoProjectileEffectOff;
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var() ParticleSystemComponent CryoProjectilePSC;
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/** set to True if we started charging **/
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var bool bCharging;
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const WeaponIdleAnim = 'Idle_master';
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const WeaponIronIdleAnim = 'Idle_Iron_V1';
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const WeaponFireLoopStartAnim = 'ShootLoop_Start';
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const WeaponFireLoopAnim = 'ShootLoop';
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const WeaponFireLoopIronAnim = 'ShootLoop_Sight';
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const WeaponFireEndLoopAnim = 'ShootLoop_End';
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const CH_WeapondleAnim = 'Idle_CH_V1';
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const CH_WeaponFireStartAnim = 'ShootLoop_Start_CH';
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const CH_WeaponFireLoopAnim = 'ShootLoop_CH';
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const CH_WeaponFireLoopIronAnim = 'ShootLoop_Sight_CH';
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const CH_WeaponFireEndLoopAnim = 'ShootLoop_End_CH';
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const ArrowSocketName = 'RW_Weapon';
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simulated function StartFire()
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{
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local KFPawn_Human P;
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local name WeaponLoopAnimName;
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P = KFPawn_Human(Owner);
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bCharging = true;
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WeaponLoopAnimName = GetWeaponFireLoopAnim (P);
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// ShootLoop animation is determined in PlayLoopAnim(), our "outro" animation is the actual ShootLoop_End:
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if (P.bIsCrouched)
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{
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StartLoopingAnim(P, WeaponLoopAnimName, CH_WeaponFireStartAnim, '', true);
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}
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else
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{
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StartLoopingAnim(P, WeaponLoopAnimName, WeaponFireLoopStartAnim, '', true);
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}
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}
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simulated function PlayWeaponFireAnim()
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{
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local float Duration;
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if (Instigator.bIsCrouched)
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{
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Duration = WeapMesh.GetAnimLength( CH_WeaponFireEndLoopAnim );
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WeapMesh.PlayAnim( CH_WeaponFireEndLoopAnim, Duration / ThirdPersonAnimRate,, true );
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}
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else
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{
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Duration = WeapMesh.GetAnimLength( WeaponFireEndLoopAnim );
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WeapMesh.PlayAnim( WeaponFireEndLoopAnim, Duration / ThirdPersonAnimRate,, true );
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}
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}
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simulated function PlayShoot(KFPawn P)
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{
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PlayPawnFireAnim (P, EAS_Additive);
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if (P.bIsCrouched)
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{
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P.PlayBodyAnim(CH_WeaponFireEndLoopAnim, EAS_CH_UpperBody, ThirdPersonAnimRate, ShootBlendInTime, ShootBlendOutTime);
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}
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else
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{
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P.PlayBodyAnim(WeaponFireEndLoopAnim, EAS_UpperBody, ThirdPersonAnimRate, ShootBlendInTime, ShootBlendOutTime);
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}
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}
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simulated function PlayReloadMagazineAnim (EWeaponState NewWeaponState, KFPawn P)
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{
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Super.PlayReloadMagazineAnim (NewWeaponState, P);
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SetTimer( 0.15f, false, nameof(ShowArrowOnReload) );
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}
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simulated function ShowArrowOnReload()
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{
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// We show the arrow since we are reloading we know that we have one
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SetArrowVisbility (true);
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}
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simulated function UpdateThirdPersonWeaponAction( EWeaponState NewWeaponState, KFPawn P, byte ThirdPersonAnimRateByte )
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{
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local KFPawn_Human PHuman;
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PHuman = KFPawn_Human (P);
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Super.UpdateThirdPersonWeaponAction( NewWeaponState, P, ThirdPersonAnimRateByte );
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switch (NewWeaponState)
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{
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case WEP_Grenade:
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SetArrowVisbility (false);
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break;
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case WEP_Equipping:
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case WEP_Idle:
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if (P.IsLocallyControlled ())
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{
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ToggleShowHideArrow (P);
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}
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else
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{
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/** just show the arrow if we cannot access AmmoCount from MyKFWeapon **/
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SetArrowVisbility (true);
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}
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/** restore Cryo visibility based on the Pawn alt fire mode **/
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if (PHuman != none)
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{
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if (PHuman.bUsingAltFireMode)
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{
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ToggleCryoFX (true);
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}
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}
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break;
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default:
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break;
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}
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}
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simulated function bool ThirdPersonFireEffects (vector HitLocation, KFPawn P, byte ThirdPersonAnimRateByte)
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{
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bCharging = false;
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SpawnTracer(GetMuzzleLocation(), HitLocation);
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// Effects below this point are culled based on visibility and distance
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if ( !ActorEffectIsRelevant(P, false, MaxFireEffectDistance) )
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{
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return false;
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}
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DecodeThirdPersonAnimRate( ThirdPersonAnimRateByte );
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if (P.FiringMode == 0 || P.FiringMode == 1)
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{
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SetArrowVisbility (false);
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}
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// Weapon shoot anims
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PlayWeaponFireAnim();
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// Character shoot anims
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if ( !P.IsDoingSpecialMove())
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{
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PlayShoot (P);
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if ( OnWeaponStateChanged != None )
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{
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OnWeaponStateChanged(true);
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}
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}
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CauseMuzzleFlash(P.FiringMode);
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return true;
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}
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simulated function ToggleShowHideArrow (KFPawn P)
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{
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if (P.MyKFWeapon != none)
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{
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if (P.MyKFWeapon.AmmoCount[0] > 0)
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{
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SetArrowVisbility (true);
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}
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else
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{
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SetArrowVisbility (false);
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}
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}
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}
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simulated function SetArrowVisbility (bool bVisible)
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{
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// Keep the arrow from the weapon mesh unvisible
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WeapMesh.HideBoneByName (ArrowSocketName, PBO_None);
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if (bVisible)
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{
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ArrowSMC.SetHidden(false);
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CryoProjectilePSC.SetHidden(false);
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}
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else
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{
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ArrowSMC.SetHidden(true);
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CryoProjectilePSC.SetHidden(true);
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}
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}
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simulated function StartPawnCrouch ()
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{
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if (KFPawn_Human (Owner) != none)
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{
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ResetAnimationState (KFPawn_Human (Owner));
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}
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}
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simulated function EndPawnCrouch ()
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{
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if (KFPawn_Human (Owner) != none)
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{
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ResetAnimationState (KFPawn_Human (Owner));
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}
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}
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simulated function SetWeaponUsingIronSights (bool bUsingIronSights)
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{
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if (KFPawn_Human (Owner) != none)
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{
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ResetAnimationState (KFPawn_Human (Owner));
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}
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}
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simulated function SetWeaponAltFireMode (bool bUsingAltFireMode)
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{
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ToggleCryoFX (bUsingAltFireMode);
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}
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simulated function ResetAnimationState (KFPawn_Human P)
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{
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PlayCharacterMeshAnim (P, GetCharacterAnimationName(P), true, true);
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}
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simulated function ToggleCryoFX(bool bEnable)
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{
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if (bEnable)
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{
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CryoProjectilePSC.DeactivateSystem();
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CryoProjectilePSC.SetTemplate(CryoProjectileEffectOn);
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CryoProjectilePSC.ActivateSystem();
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}
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else
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{
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CryoProjectilePSC.DeactivateSystem();
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CryoProjectilePSC.SetTemplate(CryoProjectileEffectOff);
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CryoProjectilePSC.ActivateSystem();
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}
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}
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simulated function name GetWeaponFireLoopAnim (KFPawn_Human P)
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{
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if (P.bIsCrouched && P.bUsingIronSights)
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{
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return CH_WeaponFireLoopIronAnim;
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}
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if (P.bIsCrouched)
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{
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return CH_WeaponFireLoopAnim;
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}
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if (P.bUsingIronSights)
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{
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return WeaponFireLoopIronAnim;
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}
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return WeaponFireLoopAnim;
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}
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simulated function name GetCharacterAnimationName (KFPawn_Human P)
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{
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if (bCharging)
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{
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return GetWeaponFireLoopAnim (P);
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}
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if (P.bUsingIronSights && P.bIsCrouched)
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{
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return CH_WeaponFireLoopIronAnim;
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}
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if (P.bUsingIronSights)
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{
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return WeaponIronIdleAnim;
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}
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if (P.bIsCrouched)
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{
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return CH_WeapondleAnim;
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}
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return WeaponIdleAnim;
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}
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simulated function AttachTo (KFPawn P)
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{
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local byte WeaponAnimSetIdx;
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if ( WeapMesh != None )
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{
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// Attach Weapon mesh to player skel mesh
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WeapMesh.SetShadowParent(P.Mesh);
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P.Mesh.AttachComponent (WeapMesh, 'LW_Weapon');
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// Keep the arrow from the weapon mesh unvisible
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WeapMesh.HideBoneByName (ArrowSocketName, PBO_None);
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}
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// Animation
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if ( CharacterAnimSet != None )
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{
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WeaponAnimSetIdx = P.CharacterArch.GetWeaponAnimSetIdx();
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P.Mesh.AnimSets[WeaponAnimSetIdx] = CharacterAnimSet;
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// update animations will reload all AnimSeqs with the new AnimSet
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P.Mesh.UpdateAnimations();
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}
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// update aim offset nodes with new profile for this weapon
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P.SetAimOffsetNodesProfile(AimOffsetProfileName);
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//Do a first chance weapon skin switch (EX: changed weapon w/o ID changing by throwing a dualie)
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if (KFPawn_Human(P) != None && KFPawn_Human(P).WeaponSkinItemId > 0)
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{
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SetWeaponSkin(KFPawn_Human(P).WeaponSkinItemId);
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}
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if (ArrowSMC != none)
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{
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P.Mesh.AttachComponentToSocket(ArrowSMC, ArrowSocketName);
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}
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if (CryoProjectilePSC != none)
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{
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P.Mesh.AttachComponentToSocket(CryoProjectilePSC, ArrowSocketName);
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}
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if (P.MyKFWeapon != none && P.MyKFWeapon.bUseAltFireMode)
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{
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ToggleCryoFX (true);
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}
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}
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simulated function DetachFrom(KFPawn P)
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{
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if (CryoProjectilePSC != none)
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{
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CryoProjectilePSC.DeactivateSystem();
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CryoProjectilePSC.DetachFromAny();
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}
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if (ArrowSMC != none)
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{
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P.DetachComponent(ArrowSMC);
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ArrowSMC.DetachFromAny();
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}
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Super.DetachFrom(P);
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}
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event SetWeaponSkin(int ItemId, optional bool bFinishedLoading = false)
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{
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local array<MaterialInterface> SkinMICs;
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if ( WeapMesh != none && ArrowSMC != none && ItemId > 0 && WorldInfo.NetMode != NM_DedicatedServer && !bWaitingForWeaponSkinLoad)
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{
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if (!bFinishedLoading && StartLoadWeaponSkin(ItemId))
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{
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return;
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}
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SkinMICs = class'KFWeaponSkinList'.static.GetWeaponSkin(ItemId, WST_ThirdPerson);
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if ( SkinMICs.Length > 0 )
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{
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WeapMesh.SetMaterial(0, SkinMICs[0]);
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ArrowSMC.SetMaterial(0, SkinMICs[0]);
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}
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}
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}
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defaultproperties
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{
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Begin Object Class=StaticMeshComponent Name=ArrowStaticMeshComp0
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StaticMesh=StaticMesh'WEP_3P_CompoundBow_MESH.Wep_3rdP_Compound_Bow_Arrow_Resource'
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End Object
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ArrowSMC=ArrowStaticMeshComp0
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Begin Object Class=KFParticleSystemComponent Name=CryoArrowParticleComp0
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bAutoActivate=FALSE
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TickGroup=TG_PostUpdateWork
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End Object
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CryoProjectilePSC=CryoArrowParticleComp0
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CryoProjectileEffectOn=ParticleSystem'WEP_CompoundBow_EMIT.FX_Compound_Bow_Cryo_Idle_3P'
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CryoProjectileEffectOff=ParticleSystem'WEP_CompoundBow_EMIT.FX_Compound_Bow_Cryo_ToggleOff'
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}
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