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

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2021-06-02 20:06:18 +00:00
//=============================================================================
// KFWeap_RocketLauncher_ThermiteBore
//=============================================================================
// Impale, burn, repeat
//=============================================================================
// Killing Floor 2
// Copyright (C) 2021 Tripwire Interactive LLC
//=============================================================================
class KFWeap_RocketLauncher_ThermiteBore extends KFWeap_GrenadeLauncher_Base;
/** List of spawned harpoons (will be detonated oldest to youngest) */
var array<KFProj_Rocket_ThermiteBore> DeployedHarpoons;
/** Same as DeployedHarpoons.Length, but replicated because harpoons are only tracked on server */
var int NumDeployedHarpoons;
/** Reduction for the amount of damage dealt to the weapon owner (including damage by the explosion) */
var float SelfDamageReductionValue;
var(Animations) const editconst name DetonateAnim;
var(Animations) const editconst name DetonateAnimLast;
var(Animations) const editconst name DetonateAnimIron;
var(Animations) const editconst name DetonateAnimIronLast;
replication
{
if( bNetDirty )
NumDeployedHarpoons;
}
/**
* Toggle between DEFAULT and ALTFIRE
*/
simulated function AltFireMode()
{
// skip super
if (!Instigator.IsLocallyControlled())
{
return;
}
StartFire(ALTFIRE_FIREMODE);
}
/** Overridded to add spawned charge to list of spawned charges */
simulated function Projectile ProjectileFire()
{
local Projectile P;
local KFProj_Rocket_ThermiteBore Harpoon;
P = super.ProjectileFire();
Harpoon = KFProj_Rocket_ThermiteBore(P);
if (Harpoon != none)
{
DeployedHarpoons.AddItem(Harpoon);
NumDeployedHarpoons = DeployedHarpoons.Length;
bForceNetUpdate = true;
}
return P;
}
/** Returns animation to play based on reload type and status */
simulated function name GetReloadAnimName(bool bTacticalReload)
{
// magazine relaod
if (AmmoCount[0] > 0)
{
return (bTacticalReload) ? ReloadNonEmptyMagEliteAnim : ReloadNonEmptyMagAnim;
}
else
{
return (bTacticalReload) ? ReloadEmptyMagEliteAnim : ReloadEmptyMagAnim;
}
}
function AdjustDamage(out int InDamage, class<DamageType> DamageType, Actor DamageCauser)
{
super.AdjustDamage(InDamage, DamageType, DamageCauser);
if (Instigator != none && DamageCauser != none && DamageCauser.Instigator == Instigator)
{
InDamage *= SelfDamageReductionValue;
}
}
/*********************************************************************************************
* State WeaponDetonating
* The weapon is in this state while detonating a charge
*********************************************************************************************/
simulated function GotoActiveState();
simulated state WeaponDetonating
{
ignores AllowSprinting;
simulated event BeginState( name PreviousStateName )
{
PrepareAndDetonate();
}
simulated function GotoActiveState()
{
GotoState('Active');
}
}
// GrenadeLaunchers determine ShouldPlayFireLast based on the spare ammo
// overriding to use the base KFWeapon version since that uses the current ammo in the mag
simulated function bool ShouldPlayFireLast(byte FireModeNum)
{
return Super(KFWeapon).ShouldPlayFireLast(FireModeNum);
}
simulated function PrepareAndDetonate()
{
local name SelectedAnim;
local float AnimDuration;
local bool bInSprintState;
// choose the detonate animation based on whether it is in ironsights and whether it is the last harpoon
if (bUsingSights)
{
SelectedAnim = ShouldPlayFireLast(DEFAULT_FIREMODE) ? DetonateAnimIronLast : DetonateAnimIron;
}
else
{
SelectedAnim = ShouldPlayFireLast(DEFAULT_FIREMODE) ? DetonateAnimLast : DetonateAnim;
}
AnimDuration = MySkelMesh.GetAnimLength(SelectedAnim);
bInSprintState = IsInState('WeaponSprinting');
if (WorldInfo.NetMode != NM_DedicatedServer)
{
if (bInSprintState)
{
AnimDuration *= 0.25f;
PlayAnimation(SelectedAnim, AnimDuration);
}
else
{
PlayAnimation(SelectedAnim);
}
}
if (Role == ROLE_Authority)
{
Detonate();
}
//AnimDuration value here representes the ALTFIRE FireInterval
AnimDuration = 0.75f; //1.f;
if (bInSprintState)
{
SetTimer(AnimDuration * 0.8f, false, nameof(PlaySprintStart));
}
else
{
SetTimer(AnimDuration * 0.5f, false, nameof(GotoActiveState));
}
}
/** Detonates all the harpoons */
simulated function Detonate()
{
local int i;
// auto switch weapon when out of ammo and after detonating the last deployed charge
if (Role == ROLE_Authority)
{
for (i = DeployedHarpoons.Length - 1; i >= 0; i--)
{
DeployedHarpoons[i].Detonate();
}
if (!HasAnyAmmo() && NumDeployedHarpoons == 0)
{
if (CanSwitchWeapons())
{
Instigator.Controller.ClientSwitchToBestWeapon(false);
}
}
}
}
/** Removes a charge from the list using either an index or an actor and updates NumDeployedHarpoons */
function RemoveDeployedHarpoon(optional int HarpoonIndex = INDEX_NONE, optional Actor HarpoonActor)
{
if (HarpoonIndex == INDEX_NONE)
{
if (HarpoonActor != none)
{
HarpoonIndex = DeployedHarpoons.Find(HarpoonActor);
}
}
if (HarpoonIndex != INDEX_NONE)
{
DeployedHarpoons.Remove(HarpoonIndex, 1);
NumDeployedHarpoons = DeployedHarpoons.Length;
bForceNetUpdate = true;
}
}
/** Allow reloads for primary weapon to be interupted by firing secondary weapon. */
simulated function bool CanOverrideMagReload(byte FireModeNum)
{
if(FireModeNum == ALTFIRE_FIREMODE)
{
return true;
}
return Super.CanOverrideMagReload(FireModeNum);
}
defaultproperties
{
// Content
PackageKey="Thermite"
FirstPersonMeshName="wep_1p_thermite_mesh.WEP_1stP_Thermite_Rig"
FirstPersonAnimSetNames(0)="wep_1p_thermite_anim.WEP_1stP_Thermite_Anim"
PickupMeshName="WEP_3P_Thermite_MESH.WEP_Thermite_Pickup" //@TODO: Replace me
AttachmentArchetypeName="wep_thermite_arch.Wep_Thermite_3P"
MuzzleFlashTemplateName="wep_thermite_arch.Wep_Thermite_MuzzleFlash" //@TODO: Replace me
// Inventory / Grouping
InventorySize=7
GroupPriority=100
WeaponSelectTexture=Texture2D'WEP_UI_Thermite_TEX.UI_WeaponSelect_Thermite'
AssociatedPerkClasses(0)=class'KFPerk_Firebug'
// FOV
MeshFOV=75
MeshIronSightFOV=40
PlayerIronSightFOV=65
// Depth of field
DOF_FG_FocalRadius=50
DOF_FG_MaxNearBlurSize=3.5
// Ammo
MagazineCapacity[0]=6
SpareAmmoCapacity[0]=36 //42
InitialSpareMags[0]=1
bCanBeReloaded=true
bReloadFromMagazine=true
// Zooming/Position
PlayerViewOffset=(X=11.0,Y=8,Z=-2)
2021-06-22 22:34:46 +00:00
IronSightPosition=(X=10,Y=-0.15,Z=0.7)
2021-06-02 20:06:18 +00:00
// AI warning system
bWarnAIWhenAiming=true
AimWarningDelay=(X=0.4f, Y=0.8f)
AimWarningCooldown=0.0f
// Recoil
maxRecoilPitch=500
minRecoilPitch=400
maxRecoilYaw=150
minRecoilYaw=-150
RecoilRate=0.08
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=1250
RecoilMinPitchLimit=64785
RecoilISMaxYawLimit=50
RecoilISMinYawLimit=65485
RecoilISMaxPitchLimit=500
RecoilISMinPitchLimit=65485
RecoilViewRotationScale=0.6
IronSightMeshFOVCompensationScale=1.5
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Rocket_ThermiteBore'
InstantHitDamage(DEFAULT_FIREMODE)=150
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_ThermiteBoreImpact'
FireInterval(DEFAULT_FIREMODE)=0.8 //100 RPM
Spread(DEFAULT_FIREMODE)=0
PenetrationPower(DEFAULT_FIREMODE)=0
FireOffset=(X=25,Y=3.0,Z=-2.5)
// ALTFIRE_FIREMODE (remote detonate)
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponDetonating
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Custom
AmmoCost(ALTFIRE_FIREMODE)=0
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_ThermiteBore'
InstantHitDamage(BASH_FIREMODE)=26
// Custom animations
FireSightedAnims=(Shoot_Iron)
BonesToLockOnEmpty=(RW_Exhaust, RW_BoltAssembly1, RW_BoltAssembly2, RW_BoltAssembly3)
bHasFireLastAnims=true
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Thermite.Play_WEP_Thermite_Thermite_Shoot_3P', FirstPersonCue=AkEvent'WW_WEP_Thermite.Play_WEP_Thermite_Thermite_Shoot_1P')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_Thermite.Play_WEP_Thermite_Dry_Fire'
EjectedShellForegroundDuration=1.5f
// Attachments
bHasIronSights=true
bHasFlashlight=false
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Medium_Recoil'
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.125f), (Stat=EWUS_Weight, Add=1)))
SelfDamageReductionValue=0.05f //0.25f
DetonateAnim=Alt_Fire
DetonateAnimLast=Alt_Fire_Last
DetonateAnimIron=Alt_Fire_Iron
DetonateAnimIronLast=Alt_Fire_Iron_Last
}