377 lines
12 KiB
Ucode
377 lines
12 KiB
Ucode
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//=============================================================================
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// KFSM_RagdollKnockdown
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//=============================================================================
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// Sends pawn into a temporary ragdoll
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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_RagdollKnockdown extends KFSpecialMove;
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/** If falling past this distance during knockdown kill pawn */
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var(Physics) float KnockdownMaxZ;
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/** maximum number of pawns that can use this SM at once */
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var const int MaxKnockdownPawns;
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var transient vector KnockdownStartLoc;
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/** Dazed particle effect */
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var transient ParticleSystemComponent DazedPSC;
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//failsafe
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var int MaxKnockDownTests;
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var int CurrentKnockdownTests;
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protected function bool InternalCanDoSpecialMove()
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{
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local Pawn P;
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local int KnockdownCount;
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local bool bMayHavePartialKinematics;
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// If we have a dismembered limb (partial kinematics), then we don't want to apply
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// impulses via SetRBLinearVelocity. For now, just prevent the knockdown.
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// @note: have to make some assumptions because gore is handled clientside
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bMayHavePartialKinematics = KFPOwner.IsHeadless();
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if ( bMayHavePartialKinematics )
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{
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return false;
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}
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// fast (no-cast) count of knocked down pawns
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foreach PawnOwner.WorldInfo.AllPawns( class'Pawn', P )
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{
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if ( P.Physics == PHYS_RigidBody && !P.bPlayedDeath )
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{
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KnockdownCount++;
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}
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}
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// handle MaxKnockdownPawns
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if ( KnockdownCount >= MaxKnockdownPawns )
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{
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return false;
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}
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return Super.InternalCanDoSpecialMove();
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}
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/** Notification called when Special Move starts */
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function SpecialMoveStarted(bool bForced, Name PrevMove )
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{
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local TWDeferredWorkManager DeferredWorkManager;
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DeferredWorkManager = TWDeferredWorkManager(KFPOwner.WorldInfo.DeferredWorkManager);
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// KnockdownImpulse is replicated before this move (if this has problems go back to repnotify KnockdownImpulse)
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DeferredWorkManager.SetTimer(0.0001, false, nameof(DeferApplyKnockdownImpulse), self);
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// Spawn the dazed particle effect
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if( KFPOwner.WorldInfo.NetMode != NM_DedicatedServer )
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{
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DazedPSC = class'KFSM_Stunned'.static.AttachDazedEffect( KFPawn_Monster(KFPOwner) );
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}
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}
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/** Notification called when Special Move starts */
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function SpecialMoveEnded(Name PrevMove, Name NextMove)
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{
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local TWDeferredWorkManager DeferredWorkManager;
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DeferredWorkManager = TWDeferredWorkManager(KFPOwner.WorldInfo.DeferredWorkManager);
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DeferredWorkManager.ClearTimer(nameof(DeferApplyKnockdownImpulse), self);
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// Make sure dazed particle effect is always deactivated
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if( DazedPSC != none && DazedPSC.bIsActive )
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{
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DazedPSC.DeactivateSystem();
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}
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// failsafe in case knockdown needs to be cleaned up
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if ( PawnOwner.Mesh.PhysicsWeight >= 1.f && NextMove != 'KFSM_RecoverFromRagdoll' )
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{
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PawnOwner.ClearTimer(nameof(EndKnockdown), self);
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PawnOwner.ClearTimer(nameof(KnockdownTimer), self);
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TermKnockdownRagdoll(KFPOwner);
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}
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}
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function DeferApplyKnockdownImpulse()
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{
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ApplyKnockdownImpulse(KFPOwner.KnockdownImpulse);
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}
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/** Applies the contents of KnockdownImpulse. */
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function ApplyKnockdownImpulse(const out KnockdownImpulseInfo Info)
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{
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local vector PointImpulse;
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local name PointImpulseBoneName;
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// KnockdownImpulse should alwasy be non-zero
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if (IsZero(Info.LinearVelocity) && IsZero(Info.AngularVelocity))
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{
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`warn(self@"invalid KnockdownImpulse for"@PawnOwner);
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}
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if (PawnOwner.Physics != PHYS_RigidBody || PawnOwner.Mesh != PawnOwner.CollisionComponent)
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{
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// first send them to ragdoll
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PlayFallDown();
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}
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if (PawnOwner.Physics == PHYS_RigidBody)
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{
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KnockdownStartLoc = PawnOwner.Location;
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// whole-body velocities
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//@note: we set instead of adding for angular velocity as it's generally zero for newly created ragdolls
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// and if it weren't, the client wouldn't be able to reliably derive the same value so it would just cause mismatches
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PawnOwner.Mesh.SetRBAngularVelocity(Info.AngularVelocity, false);
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if (!IsZero(Info.LinearVelocity))
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{
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PawnOwner.Mesh.SetRBLinearVelocity(Info.LinearVelocity, true);
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}
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if ( !IsZero(Info.ImpulseStrength) )
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{
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// handle radial and point impulses exclusively (network optimization)
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if ( Info.bIsRadialImpulse )
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{
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PawnOwner.Mesh.AddRadialImpulse(Info.ImpulsePosition, Info.ImpulseStrength.X, Info.ImpulseStrength.Y, RIF_Linear, true);
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}
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else
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{
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// Apply the same scaling factor we use for dead ragdolls
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PointImpulse = Info.ImpulseStrength * KFPOwner.KnockdownImpulseScale;
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if ( Info.PointImpulseHitZone != 255 )
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{
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PointImpulseBoneName = KFPOwner.HitZones[Info.PointImpulseHitZone].BoneName;
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// make sure it's a valid RB bone
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PointImpulseBoneName = KFPOwner.GetRBBoneFromBoneName(PointImpulseBoneName);
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}
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PawnOwner.Mesh.AddImpulse(PointImpulse, Info.ImpulsePosition, PointImpulseBoneName, true);
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}
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}
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if (KFPOwner.Role == ROLE_Authority )
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{
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// check for rest on an interval, but also set a maximum time
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PawnOwner.SetTimer(1.5f, false, nameof(EndKnockdown), self);
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PawnOwner.SetTimer(0.20f, true, nameof(KnockdownTimer), self);
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}
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}
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else
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{
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`warn(self@"failed to transition to RigidBody for"@GetFuncName());
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KFPOwner.EndSpecialMove();
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}
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}
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protected function PlayFallDown()
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{
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//Reset phys asset for the same reason as we would if dying
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if (KFPOwner.bReinitPhysAssetOnDeath && KFPOwner.CharacterArch != none && KFPOwner.CharacterArch.PhysAsset != none)
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{
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KFPOwner.Mesh.SetPhysicsAsset(KFPOwner.CharacterArch.PhysAsset, , true);
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}
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KFPOwner.PrepareRagdoll();
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if( KFPOwner.InitRagdoll() )
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{
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// Move into post so that we are hitting physics from last frame, rather than animated from this
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PawnOwner.Mesh.SetTickGroup(TG_PostAsyncWork);
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PawnOwner.SetTickGroup(TG_PostAsyncWork);
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if( PawnOwner.Mesh.PhysicsAssetInstance != None )
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{
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// Make sure all motors are off on joints.
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PawnOwner.Mesh.PhysicsAssetInstance.SetAllMotorsAngularPositionDrive(FALSE, FALSE, PawnOwner.Mesh, TRUE);
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// Turn on velocity motors, to add some joint friction
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PawnOwner.Mesh.PhysicsAssetInstance.SetAllMotorsAngularDriveParams(0.f, 0.f, 0.004f, PawnOwner.Mesh, TRUE);
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// Don't set motors on dangly bits.
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PawnOwner.Mesh.PhysicsAssetInstance.SetAllMotorsAngularVelocityDrive(TRUE, TRUE, PawnOwner.Mesh, TRUE);
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}
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PawnOwner.Mesh.bUpdateJointsFromAnimation = FALSE;
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// we purposefully do NOT turn collide with RBBC_Pawn on
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// we will innerpentrate other ragdolled pawns as we do not collide with the Pawn channel. This is acceptable because if we do
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// collide with other ragdolled pawns there is a chance that we will have the physics system forcibly push us apart causing one
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// or both the pawns to fly through the world
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PawnOwner.Mesh.SetRBChannel(RBCC_KnockedDownPawn);
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PawnOwner.Mesh.SetRBCollidesWithChannel(RBCC_KnockedDownPawn, TRUE);
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PawnOwner.Mesh.SetRBCollidesWithChannel(RBCC_Pawn, FALSE);
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PawnOwner.Mesh.SetRBCollidesWithChannel(RBCC_DeadPawn, FALSE);
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//ReduceConstraintLimits();
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}
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else
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{
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`Warn("Failed to init ragdoll for"@self);
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}
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}
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protected event KnockdownFailsafe()
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{
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PawnOwner.Died(PawnOwner.LastHitBy, class'KFDT_Falling', PawnOwner.Location);
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}
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/** Timer called to check if ragdoll has come to a rest */
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protected function KnockdownTimer()
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{
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CurrentKnockdownTests++;
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if ( PawnOwner.Physics != PHYS_RigidBody || VSizeSq( PawnOwner.Velocity) < 100.f || !PawnOwner.Mesh.RigidBodyIsAwake() || MaxKnockdownTests == CurrentKnockdownTests)
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{
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EndKnockdown(true);
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}
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}
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/** Initiate recover from ragdoll on the server */
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protected function EndKnockdown(optional bool bForceEnd = false)
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{
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CurrentKnockdownTests = 0;
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//don't let them recover if they shouldn't
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if (!bForceEnd)
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{
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if (!(PawnOwner.Physics != PHYS_RigidBody || VSizeSq(PawnOwner.Velocity) < 100.f || !PawnOwner.Mesh.RigidBodyIsAwake()))
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{
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`log("failed to recover from knockdown " @PawnOwner.Physics @VSizeSq(PawnOwner.Velocity) < 100.f @PawnOwner.Mesh.RigidBodyIsAwake());
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return;
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}
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}
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PawnOwner.ClearTimer(nameof(EndKnockdown), self);
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PawnOwner.ClearTimer(nameof(KnockdownTimer), self);
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// Deactivate dazed particle effect
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if( DazedPSC != none )
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{
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DazedPSC.DeactivateSystem();
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}
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// if we've fallen a significant distance then assume we're dead
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if ( Abs(KnockdownStartLoc.Z - PawnOwner.Location.Z) > KnockdownMaxZ )
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{
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KnockdownFailsafe();
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}
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KFPOwner.KnockdownImpulse.LinearVelocity = vect(0,0,0);
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KFPOwner.KnockdownImpulse.AngularVelocity = vect(0,0,0);
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// If we have a dismembered limb (partial kinematics), then we can't get back up
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// note: It should be possible to handle this using bEnableFullAnimWeightBodies/bAlwaysFullAnimWeight
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// on the dismembered limb, but for now just kill the pawn.
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if ( KFPOwner.HasInjuredHitZones() )
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{
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KnockdownFailsafe();
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}
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// if we're still alive at this point
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if ( PawnOwner.IsAliveAndWell() && PawnOwner.Physics == PHYS_RigidBody )
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{
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KFPOwner.DoSpecialmove(SM_RecoverFromRagdoll, TRUE);
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if ( KFPOwner.SpecialMove != SM_RecoverFromRagdoll )
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{
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TermKnockdownRagdoll(KFPOwner);
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`log(GetFuncName() @ "Failed to find special move class for: SM_RecoverFromRagdoll" @ self);
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}
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}
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// If something else changed owner's physics mode - should not happen!
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else if ( PawnOwner.Physics != PHYS_RigidBody )
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{
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// if this happens the first place to look is a SetPhysics() call in AIC state Action_Idle
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`Warn("Knockdown timer called outside of PHYS_RigidBody"@PawnOwner.Physics@KFPOwner.SpecialMove);
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KnockdownFailsafe();
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}
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}
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/** Restore normal pawn physics */
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static function TermKnockdownRagdoll(KFPawn P)
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{
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local SkeletalMeshComponent Mesh;
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local SkeletalMeshComponent DefaultMesh;
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if ( P.bPlayedDeath )
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{
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return; // Skip TermKnockdown after death and use full ragdoll
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}
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// this code is a lot like TermRagdoll, but without turning off the PhysicsAssetInstance
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P.SetPhysics(PHYS_Falling);
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P.Velocity = vect(0,0,0);
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P.Acceleration = vect(0,0,0);
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P.CollisionComponent = P.CylinderComponent;
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Mesh = P.Mesh;
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DefaultMesh = P.default.Mesh;
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// Restore things we turned off when we went into rag doll
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if( !DefaultMesh.bHasPhysicsAssetInstance )
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{
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Mesh.SetHasPhysicsAssetInstance(FALSE);
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}
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Mesh.MinDistFactorForKinematicUpdate = DefaultMesh.MinDistFactorForKinematicUpdate;
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Mesh.bUpdateKinematicBonesFromAnimation = DefaultMesh.bUpdateKinematicBonesFromAnimation;
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Mesh.bUpdateJointsFromAnimation = DefaultMesh.bUpdateJointsFromAnimation;
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Mesh.PhysicsWeight = DefaultMesh.PhysicsWeight;
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// Restore non-default collision settings to the way it was before knockdown
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RestoreRBCollision(P);
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// Kick dead bodies
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//Mesh.bUpdateKinematicBonesFromAnimation = true;
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//Mesh.SetRBCollidesWithChannel(RBCC_DeadPawn, TRUE);
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// restore danglers
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if( Mesh != None && Mesh.PhysicsAssetInstance != None )
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{
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Mesh.PhysicsAssetInstance.SetFullAnimWeightBonesFixed(FALSE, Mesh);
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}
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// If Pawn was using partial kinamatics for gore (e.g. Headless), reset those settings now
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if ( P.bHasBrokenConstraints && P.HasInjuredHitZones() )
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{
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P.InitPartialKinematics();
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P.Mesh.UpdateMeshForBrokenConstraints();
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}
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}
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/** If RB settings were modified while alive (e.g. Ragdoll knockdown) restore settings */
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static function RestoreRBCollision(KFPawn P)
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{
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P.Mesh.SetRBCollidesWithChannel(RBCC_KnockedDownPawn, FALSE);
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if( !P.Mesh.bUpdateKinematicBonesFromAnimation )
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{
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// No RB collision
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P.Mesh.SetRBChannel(RBCC_Nothing);
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}
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else
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{
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// Go back to being a pawn, and can collide with other live pawns (for flappy bits),
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// and corpses, but not knocked down alive people )
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P.Mesh.SetRBChannel(RBCC_Pawn);
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P.Mesh.SetRBCollidesWithChannel(RBCC_Pawn, P.default.Mesh.RBCollideWithChannels.Pawn);
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}
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P.UpdateMeshForFleXCollision();
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}
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defaultproperties
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{
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Handle=KFSM_Knockdown
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KnockdownMaxZ=750.f
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MaxKnockdownPawns=5
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bCanOnlyWanderAtEnd=true
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bDisablesWeaponFiring=true
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MaxKnockdownTests=25
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}
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