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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFProj_PinningBullet
//=============================================================================
// Base class for small arms projectiles that can pin zeds or zed body parts
// to walls
// Based loosely on UTProj_StingerShard Copyright 1998-2008 Epic Games, Inc.
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// John "Ramm-Jaeger" Gibson
//=============================================================================
class KFProj_PinningBullet extends KFProj_RicochetBullet
abstract;
/** The constraint for this projectile pinning a ragdoll or ragdoll body part to a wall */
var RB_ConstraintActor PinConstraint;
/** This is true if this projectile is currently pinning a victim */
var bool bPinned;
/** Can only create a pin effect if we aren't already being used to pin a dead pawn */
var bool bSpawnedForPin;
/**
* This function creates the actual pin in the world. A duplicate pinning projectile is spawned
* and that projectile is used to pin the pawn. We use a secondary actor in order to avoid
* having to wait for replication to occur since this actor is spawned client-side
*/
static function bool CreatePin(KFPawn DeadPawn, vector InitialHitLocation, vector Direction, name HitBoneName)
{
local KFProj_PinningBullet PinProjectile;
local vector BoneLoc;
local class<KFProj_PinningBullet> BulletClass;
// Do nothing for now until this can be properly implemented
return false;
if ( DeadPawn != None && DeadPawn.WorldInfo.GRI.ShouldShowGore() && !DeadPawn.bDeleteMe && DeadPawn.Health <= 0 && DeadPawn.Physics == PHYS_RigidBody
&& DeadPawn.Mesh != None && DeadPawn.Mesh.PhysicsAssetInstance != None && HitBoneName != '')
{
// Spawn a pinning projectile
BoneLoc = DeadPawn.Mesh.GetBoneLocation(HitBoneName);
BulletClass = default.Class;
PinProjectile = DeadPawn.Spawn(BulletClass,,, BoneLoc, rotator(Direction));
if (PinProjectile != None)
{
// Send the projectile moving
PinProjectile.bSpawnedForPin = True;
PinProjectile.Init(Direction);
// Attach the victim to this projectile
PinProjectile.PinVictim(DeadPawn,HitBoneName);
return true;
}
}
return false;
}
/**
* This function is responsible for creating the constraint between the projectile
* and the victim.
*/
simulated function PinVictim(KFPawn Victim, name VictimBone)
{
// give projectile extent so that it collides the same way the pawn does
// (so we don't get the ragdoll stuck in a blocking volume, etc)
bSwitchToZeroCollision = false;
CylinderComponent.SetCylinderSize(1.0, 1.0);
CylinderComponent.SetActorCollision(true, false);
// Set the location of the projectile to the bone location to start with
SetLocation(Victim.Mesh.GetBoneLocation(VictimBone));
// Spawn the constraint that pins the ragdoll to this projectile
PinConstraint = Spawn(class'RB_ConstraintActorSpawnable',,,Location);
PinConstraint.SetBase(self);
PinConstraint.InitConstraint( self, Victim, '', VictimBone, 2000.f);
PinConstraint.LifeSpan = 8.0;
LifeSpan = 8.0;
bPinned = true;
}