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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_PistolBase
//=============================================================================
// Generic pistol class
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// Chris "schneidzekk" Schneider
//=============================================================================
class KFWeap_PistolBase extends KFWeapon
native;
/*********************************************************************************************
* @name Revolver vars
********************************************************************************************* */
// Whether this weapon is a revolver. Enables revolver functionality like rotating cylinder and noticeably-used shells
var bool bRevolver;
// Whether this revolver resets its rotation at the start of the reload state
var bool bUseDefaultResetOnReload;
// Meshes to indicate which rounds have been fired or not
var SkeletalMesh UnusedBulletMeshTemplate;
var SkeletalMesh UsedBulletMeshTemplate;
var array<name> BulletFXSocketNames;
var array<KFSkeletalMeshComponent> BulletMeshComponents;
const CYLINDERSTATE_READY = 0;
const CYLINDERSTATE_PENDING = 1;
const CYLINDERSTATE_ROTATING = 2;
var CylinderRotationInfo CylinderRotInfo;
cpptext
{
// cylinder is incrementally rotated
virtual void TickSpecial( FLOAT DeltaSeconds );
};
/** Cache Anim Nodes from the tree
* @note: skipped on server because AttachComponent/AttachWeaponTo is not called
*/
simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp)
{
super.PostInitAnimTree( SkelComp );
if( bRevolver )
{
PostInitAnimTreeRevolver( SkelComp );
}
}
/*********************************************************************************************
* @name Ammo
********************************************************************************************* */
// /**
// * @see Weapon::ConsumeAmmo
// */
simulated function ConsumeAmmo( byte FireModeNum )
{
local int BulletIndex;
BulletIndex = MagazineCapacity[DEFAULT_FIREMODE] - AmmoCount[DEFAULT_FIREMODE];
super.ConsumeAmmo( FireModeNum );
// update bullet mesh
if( BulletIndex < BulletMeshComponents.Length )
{
BulletMeshComponents[BulletIndex].SetSkeletalMesh( UsedBulletMeshTemplate );
}
// do revovler ammo before actually consuming ammo
if( bRevolver && Instigator != none && Instigator.IsLocallyControlled() )
{
ConsumeAmmoRevolver();
}
}
/**
* State Reloading
* State the weapon is in when it is being reloaded (current magazine replaced with a new one, related animations and effects played).
*/
simulated state Reloading
{
ignores ForceReload, ShouldAutoReload, AllowSprinting;
simulated function BeginState( name PreviousStateName )
{
super.BeginState( PreviousStateName );
if( bRevolver && bUseDefaultResetOnReload )
{
ResetCylinder();
}
}
}
/*********************************************************************************************
* @name Revolver
********************************************************************************************* */
simulated event PostInitAnimTreeRevolver( SkeletalMeshComponent SkelComp )
{
local int i;
CylinderRotInfo.Control = SkelControlSingleBone( SkelComp.FindSkelControl('CylinderControl') );
if( CylinderRotInfo.Control != none )
{
CylinderRotInfo.Control.SetSkelControlActive( true );
}
// attach bullet meshes to correct sockets
for( i = 0; i < BulletMeshComponents.Length; ++i )
{
BulletMeshComponents[i].SetHidden( false );
MySkelMesh.AttachComponentToSocket( BulletMeshComponents[i], BulletFXSocketNames[i] );
}
}
simulated function ConsumeAmmoRevolver()
{
if(bUseDefaultResetOnReload)
{
CheckCylinderRotation( CylinderRotInfo );
CylinderRotInfo.State = CYLINDERSTATE_PENDING;
}
}
simulated function CheckCylinderRotation( out CylinderRotationInfo RotInfo, optional bool bResetState )
{
if( RotInfo.State != CYLINDERSTATE_READY )
{
RotateCylinder( RotInfo, true );
if( bResetState )
{
RotInfo.State = CYLINDERSTATE_READY;
}
}
}
/** Initiate cylinder rotation (rotation occurs in tickspecial in native) */
simulated function ANIMNOTIFY_RotateCylinder()
{
RotateCylinder( CylinderRotInfo );
}
/** Reset the rotation of the cylinder via notification, ddefault revolvers do not need this */
simulated function ANIMNOTIFY_ResetCylinder()
{
ResetCylinder();
}
/** Initiates cylinder rotation process */
simulated function RotateCylinder( out CylinderRotationInfo RotInfo, optional bool bInstant )
{
if( bInstant )
{
// don't use timer, just set rotation
if( RotInfo.State == CYLINDERSTATE_PENDING )
{
// if we're pending, we don't have an updated rotation yet, so get a rotation
IncrementCylinderRotation( RotInfo );
}
else
{
// if we're rotating already, we're going to go to a pending state after forcing rotation
RotInfo.State = CYLINDERSTATE_PENDING;
}
SetCylinderRotation( RotInfo, RotInfo.NextDegrees );
RotInfo.Timer = 0.f;
}
else
{
// use timer, rotate over time in native tickspecial
RotInfo.State = CYLINDERSTATE_ROTATING;
IncrementCylinderRotation( RotInfo );
RotInfo.Timer = RotInfo.Time;
}
}
simulated function IncrementCylinderRotation( out CylinderRotationInfo RotInfo )
{
RotInfo.PrevDegrees = RotInfo.NextDegrees;
RotInfo.NextDegrees += RotInfo.Inc;
}
simulated function ResetCylinderInfo( out CylinderRotationInfo RotInfo )
{
RotInfo.PrevDegrees = 0;
RotInfo.NextDegrees = 0;
RotInfo.State = CYLINDERSTATE_READY;
}
simulated event OnCylinderRotationFinished( out CylinderRotationInfo RotInfo )
{
RotInfo.State = CYLINDERSTATE_READY;
}
// directly sets cylinder rotation, instead of allowing tickspecial to increment rotation
native simulated function SetCylinderRotation( out CylinderRotationInfo RotInfo, float Degrees );
simulated function InitializeReload()
{
super.InitializeReload();
CheckCylinderRotation( CylinderRotInfo, true );
}
simulated function ANIMNOTIFY_ResetBulletMeshes()
{
ResetBulletMeshes();
}
/** Resets cylinder orientation to initial state and repositions bullet meshes to line up with their pre-reset locations */
simulated function ResetCylinder()
{
local int i, UsedStartIdx, UsedEndIdx;
// reset cylinder rotation (skel control needs to be reset to initial state while bullet casings are not on screen)
SetCylinderRotation( CylinderRotInfo, 0 );
ResetCylinderInfo( CylinderRotInfo );
// now, we need to make sure the used bullets are still in the correct positions
// if we fired all our ammo, it doesn't matter where the bullets are, because they're all the same (used)
if( AmmoCount[DEFAULT_FIREMODE] == 0 )
{
return;
}
if (BulletMeshComponents.Length > 0)
{
// after cylinder reset, top-most bullet will be unused
BulletMeshComponents[0].SetSkeletalMesh( UnusedBulletMeshTemplate );
// find the range of bullets that have been used
UsedStartIdx = BulletMeshComponents.Length - 1;
UsedEndIdx = UsedStartIdx - (MagazineCapacity[DEFAULT_FIREMODE] - AmmoCount[DEFAULT_FIREMODE]);
// set used bullets to used mesh
for( i = UsedStartIdx; i > UsedEndIdx; --i )
{
BulletMeshComponents[i].SetSkeletalMesh( UsedBulletMeshTemplate );
}
// set the rest of the bullets to unused
for( i = UsedEndIdx; i > 0; --i )
{
BulletMeshComponents[i].SetSkeletalMesh( UnusedBulletMeshTemplate );
}
}
}
/** Sets all bullet casing meshes back to unused state */
simulated function ResetBulletMeshes()
{
local int i;
for( i = 0; i < BulletMeshComponents.Length; ++i )
{
BulletMeshComponents[i].SetSkeletalMesh( UnusedBulletMeshTemplate );
}
}
/*********************************************************************************************
* State WeaponPuttingDown
* Putting down weapon in favor of a new one.
* Weapon is transitioning to the Inactive state.
*********************************************************************************************/
simulated state WeaponPuttingDown
{
simulated function EndState(Name NextStateName)
{
super.EndState( NextStateName );
CheckCylinderRotation( CylinderRotInfo, true );
}
}
/*********************************************************************************************
* @name Firing / Projectile
********************************************************************************************* */
/**
* See Pawn.ProcessInstantHit
* @param DamageReduction: Custom KF parameter to handle penetration damage reduction
*/
simulated function ProcessInstantHitEx(byte FiringMode, ImpactInfo Impact, optional int NumHits, optional out float out_PenetrationVal, optional int ImpactNum )
{
local KFPerk InstigatorPerk;
InstigatorPerk = GetPerk();
if( InstigatorPerk != none )
{
InstigatorPerk.UpdatePerkHeadShots( Impact, InstantHitDamageTypes[FiringMode], ImpactNum );
}
super.ProcessInstantHitEx( FiringMode, Impact, NumHits, out_PenetrationVal, ImpactNum );
}
/**
* @brief Checks if weapon should be auto-reloaded - overwritten to allow gunslinger insta switch
*
* @param FireModeNum Current fire mode
* @return auto reload or not
*/
simulated function bool ShouldAutoReload( byte FireModeNum )
{
return ShouldAutoReloadGunslinger( FireModeNum );
}
/*********************************************************************************************
* @name Iron Sights / Zoom
*********************************************************************************************/
/**
* Adjust the FOV for the first person weapon and arms.
*/
simulated event SetFOV( float NewFOV )
{
local int i;
super.SetFOV( NewFOV );
for( i = 0; i < BulletMeshComponents.Length; ++i )
{
BulletMeshComponents[i].SetFOV( NewFOV );
}
}
/*********************************************************************************************
* @name Trader
*********************************************************************************************/
/** Returns trader filter index based on weapon type */
static simulated event EFilterTypeUI GetTraderFilter()
{
return FT_Pistol;
}
DefaultProperties
{
InventoryGroup=IG_Secondary
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
// BASH_FIREMODE
InstantHitDamage(BASH_FIREMODE)=20.0 //10
// Aim Assist
AimCorrectionSize=40.f
// All revolvers resets their rotation by default
bUseDefaultResetOnReload=true
}