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

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//=============================================================================
// KFWeap_Pistol_Blunderbuss
//=============================================================================
// A pistol that can shoot explosive cannonballs and shard shotgun projectiles.
//=============================================================================
// Killing Floor 2
// Copyright (C) 2020 Tripwire Interactive LLC
// - Tulio Beloqui (Saber Interactive)
//=============================================================================
class KFWeap_Pistol_Blunderbuss extends KFWeap_PistolBase;
/** List of spawned cannon balls */
var array<KFProj_Cannonball_Blunderbuss> DeployedCannonballs;
/** Same as DeployedCannonballs.Length, but replicated because cannon balls are only tracked on server */
var int NumDeployedCannonballs;
/** set in the state to control the spawned projectiles **/
var bool bDeployedCannonball;
/** flag indicating that the cannonball was detonated **/
var bool bCannonballWasDetonated;
/** flag indicating that the cannonbal was converted to a time bomb and should not be converted again if it is in mid air **/
var bool bCannonballConvertedToTimeBomb;
/** flag indicating that the player released the button and the cannonbal can't be configured as a timed bomb **/
var bool bForceStandardCannonbal;
/** Amount of time we hold the fire button on this fire state, used in BlunderbussDeployAndDetonate **/
var transient float FireHoldTime;
/** Amount of time we should pass with the fire button on hold to trigger a timed explosion, used in BlunderbussDeployAndDetonate **/
var transient float TimedDetonationThresholdTime;
/** The server can block client shots in some cases **/
var transient bool bWaitingForServer;
var(Animations) const editconst name FireLoopStartLastSightedAnim;
var(Animations) const editconst name FireLoopStartLastAnim;
var(Animations) const editconst name FireLoopLastSightedAnim;
var bool bLastAnim;
replication
{
if (bNetDirty)
bDeployedCannonball, NumDeployedCannonballs, bCannonballWasDetonated;
}
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static simulated event EFilterTypeUI GetTraderFilter()
{
return FT_Explosive;
}
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simulated function AltFireMode()
{
if ( !Instigator.IsLocallyControlled() )
{
return;
}
StartFire(ALTFIRE_FIREMODE);
}
simulated function Projectile ProjectileFire()
{
local Projectile P;
local KFProj_Cannonball_Blunderbuss Cannonball;
P = super.ProjectileFire();
Cannonball = KFProj_Cannonball_Blunderbuss(P);
if (Cannonball != none)
{
DeployedCannonballs.AddItem(Cannonball);
NumDeployedCannonballs = DeployedCannonballs.Length;
bForceNetUpdate = true;
}
return P;
}
/** Removes a charge from the list using either an index or an actor and updates NumDeployedCannonballs */
function RemoveDeployedCannonball(optional int CannonballIndex = INDEX_NONE, optional Actor CannonballActor)
{
if (CannonballIndex == INDEX_NONE)
{
if (CannonballActor != none)
{
CannonballIndex = DeployedCannonballs.Find(CannonballActor);
}
}
if (CannonballIndex != INDEX_NONE)
{
DeployedCannonballs.Remove(CannonballIndex, 1);
NumDeployedCannonballs = DeployedCannonballs.Length;
bForceNetUpdate = true;
}
}
simulated function StartFire(byte FireModeNum)
{
if(bWaitingForServer && FireModeNum <= 1)
{
return;
}
super.StartFire(FireModeNum);
}
simulated function EndFire(byte FireModeNum)
{
//if(PendingFire(DEFAULT_FIREMODE)) return;
bForceStandardCannonbal = true;
super.EndFire(FireModeNum);
}
simulated function ResetFireState()
{
FireHoldTime = 0;
bForceStandardCannonbal = false;
bCannonballWasDetonated = false;
bCannonballConvertedToTimeBomb = false;
}
/*********************************************************************************************
* State WeaponSingleFiring (Alt Fire)
* Fire must be released between every shot.
*********************************************************************************************/
simulated state WeaponSingleFiring
{
simulated function FireAmmunition()
{
Super.FireAmmunition();
if(Role != Role_Authority)
{
bWaitingForServer = true;
}
}
simulated function bool ShouldRefire()
{
return Super.ShouldRefire() && !bWaitingForServer;
}
}
/*********************************************************************************************
* State Reloading
* State the weapon is in when it is being reloaded
*********************************************************************************************/
simulated state Active
{
simulated function BeginState( name PreviousStateName )
{
super.BeginState( PreviousStateName );
if (Role == ROLE_Authority)
{
ClientResetFire();
}
}
}
/*********************************************************************************************
* State BlunderbussDeployAndDetonate
* The weapon is in this state while holding fire button for the CannonBall fire
*********************************************************************************************/
simulated state BlunderbussDeployAndDetonate extends WeaponSingleFiring
{
simulated event BeginState(Name PreviousStateName)
{
if( !IsTimerActive('TryDetonateCannonBall') )
{
SetTimer( 0.05f, true, nameof(TryDetonateCannonBall) );
}
Super.BeginState(PreviousStateName);
ResetFireState();
}
simulated event EndState(Name NextStateName)
{
local int iNumOfCannonballs, i;
if (Role == ROLE_Authority)
{
iNumOfCannonballs = DeployedCannonballs.Length;
for(i=0; i < iNumOfCannonballs; i++)
{
DeployedCannonballs[0].Detonate();
}
}
bDeployedCannonball = false;
ClearTimer( nameof(TryDetonateCannonBall) );
Super.EndState(NextStateName);
}
simulated function PutDownWeapon()
{
local KFProj_Cannonball_Blunderbuss Cannonball;
if (Role == ROLE_Authority && bDeployedCannonball && DeployedCannonballs.Length > 0)
{
Cannonball = DeployedCannonballs[DeployedCannonballs.Length - 1];
if (Cannonball.bIsTimedExplosive)
{
Cannonball.Detonate();
bCannonballWasDetonated = true;
}
}
if(Role == ROLE_Authority)
{
ClientResetFire();
bDeployedCannonball = false;
}
global.PutDownWeapon();
}
simulated function TryDetonateCannonBall()
{
if( bCannonballWasDetonated || bWeaponPutDown || ShouldRefire() )
{
return;
}
DetonateCannonball();
}
simulated event Tick(float DeltaTime)
{
local KFProj_Cannonball_Blunderbuss Cannonball;
global.Tick(DeltaTime);
// Timed bomb is not allowed if we press the button after releasing it
if(Role == ROLE_Authority && bForceStandardCannonbal && !bCannonballConvertedToTimeBomb)
{
bDeployedCannonball = false;
bNetDirty=true;
return;
}
// Don't charge unless we're holding down the button
if (PendingFire(CurrentFireMode) && FireHoldTime < TimedDetonationThresholdTime)
{
FireHoldTime += DeltaTime;
}
if (Role == ROLE_Authority)
{
// Double check, this should not be empty:
if (DeployedCannonballs.Length > 0)
{
Cannonball = DeployedCannonballs[DeployedCannonballs.Length - 1];
// make sure we mark it as timed exploside only once!
if (!Cannonball.bIsTimedExplosive && FireHoldTime >= TimedDetonationThresholdTime && !bCannonballConvertedToTimeBomb)
{
bCannonballConvertedToTimeBomb = true;
Cannonball.bIsTimedExplosive = true;
Cannonball.bNetDirty = true;
}
}
}
}
simulated function FireAmmunition()
{
if (!bDeployedCannonball)
{
if(Role != Role_Authority)
{
bWaitingForServer = true;
}
super.FireAmmunition();
ResetFireState();
bNetDirty=true;
}
bDeployedCannonball = true;
// re-set the pending fire, so we can still be in this state until release the fire button
SetPendingFire(CurrentFireMode);
}
simulated function bool ShouldRefire()
{
return !bCannonballWasDetonated && StillFiring(CurrentFireMode);
}
simulated function DetonateCannonball ()
{
local KFProj_Cannonball_Blunderbuss Cannonball;
if (Role == ROLE_Authority)
{
// Double check, this should be not empty:
if (bDeployedCannonball && DeployedCannonballs.Length > 0)
{
Cannonball = DeployedCannonballs[DeployedCannonballs.Length - 1];
if (Cannonball.bIsTimedExplosive)
{
Cannonball.Detonate();
bCannonballWasDetonated = true;
ClientResetFireInterval();
if( IsTimerActive('RefireCheckTimer') )
{
ClearTimer( nameof(RefireCheckTimer) );
}
SetTimer( GetFireInterval(0), true, nameof(RefireCheckTimer) );
bDeployedCannonball = false;
}
}
}
}
simulated function HandleFinishedFiring ()
{
if (Role == ROLE_Authority)
{
// auto switch weapon when out of ammo and after detonating the last deployed ball
if (!HasAnyAmmo() && NumDeployedCannonballs == 0)
{
if (CanSwitchWeapons())
{
Instigator.Controller.ClientSwitchToBestWeapon(false);
}
}
}
super.HandleFinishedFiring();
}
}
reliable client function ClientResetFire()
{
bWaitingForServer = false;
}
reliable client function ClientResetFireInterval()
{
if( IsTimerActive('RefireCheckTimer') )
{
ClearTimer( nameof(RefireCheckTimer) );
}
SetTimer( GetFireInterval(0), true, nameof(RefireCheckTimer) );
}
simulated function HandleProjectileImpact(byte ProjectileFireMode, ImpactInfo Impact, optional float PenetrationValue)
{
// Blunderbuss projectile detection is handled in the server to avoid collision sync problems
if(Instigator != None && Instigator.Role == ROLE_Authority)
{
ProcessInstantHitEx(ProjectileFireMode, Impact,, PenetrationValue, 0);
}
}
simulated function KFProjectile SpawnAllProjectiles(class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir)
{
local KFPerk InstigatorPerk;
if (CurrentFireMode == ALTFIRE_FIREMODE)
{
InstigatorPerk = GetPerk();
if (InstigatorPerk != none)
{
Spread[CurrentFireMode] = default.Spread[CurrentFireMode] * InstigatorPerk.GetTightChokeModifier();
}
}
return super.SpawnAllProjectiles(KFProjClass, RealStartLoc, AimDir);
}
/** Get name of the animation to play for PlayFireEffects */
simulated function name GetLoopStartFireAnim(byte FireModeNum)
{
if ( bUsingSights )
{
if(AmmoCount[GetAmmoType(FireModeNum)] <= 1 && FireModeNum == DEFAULT_FIREMODE)
{
return FireLoopStartLastSightedAnim;
}
else
{
return FireLoopStartSightedAnim;
}
}
if(AmmoCount[GetAmmoType(FireModeNum)] <= 1 && FireModeNum == DEFAULT_FIREMODE)
{
return FireLoopStartLastAnim;
}
else
{
return FireLoopStartAnim;
}
}
/** Get name of the animation to play for PlayFireEffects */
simulated function name GetLoopingFireAnim(byte FireModeNum)
{
// scoped-sight anims
if( bUsingScopePosition )
{
return FireLoopScopedAnim;
}
// ironsights animations
else if ( bUsingSights )
{
if(AmmoCount[GetAmmoType(FireModeNum)] < 1 && FireModeNum == DEFAULT_FIREMODE)
{
return FireLoopLastSightedAnim;
}
else
{
return FireLoopSightedAnim;
}
}
return FireLoopAnim;
}
defaultproperties
{
//Custom Anims
FireLoopStartLastSightedAnim=ShootLoop_Iron_Start_Last;
FireLoopStartLastAnim=ShootLoop_Start_Last;
FireLoopLastSightedAnim=ShootLoop_Iron_Last;
// Revolver
bRevolver=true
bUseDefaultResetOnReload=false
CylinderRotInfo=(Inc=120.0, Time=0.2)
// Inventory
InventoryGroup=IG_Primary
InventorySize=7
GroupPriority=100
bCanThrow=true
bDropOnDeath=true
WeaponSelectTexture=Texture2D'WEP_UI_Blunderbuss_TEX.UI_WeaponSelect_BlunderBluss'
bIsBackupWeapon=false
// Gameplay
TimedDetonationThresholdTime=0.01f
// FOV
MeshFOV=86
MeshIronSightFOV=75
PlayerIronSightFOV=75
PlayerSprintFOV=95
// Depth of field
DOF_bOverrideEnvironmentDOF=true
DOF_SharpRadius=500.0
DOF_FocalRadius=1000.0
DOF_MinBlurSize=0.0
DOF_MaxNearBlurSize=2.0
DOF_MaxFarBlurSize=0.0
DOF_ExpFalloff=1.0
DOF_MaxFocalDistance=2000.0
DOF_BlendInSpeed=1.0
DOF_BlendOutSpeed=1.0
DOF_FG_FocalRadius=50
DOF_FG_SharpRadius=0
DOF_FG_MinBlurSize=0
DOF_FG_MaxNearBlurSize=3
DOF_FG_ExpFalloff=1
// Zooming/Position
PlayerViewOffset=(X=-15,Y=12,Z=-6)
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IronSightPosition=(X=-3,Y=0.145,Z=0)
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// Content
PackageKey="Blunderbuss"
FirstPersonMeshName="WEP_1P_Blunderbuss_MESH.Wep_1stP_Blunderbuss_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_Blunderbuss_ANIM.Wep_1stP_Blunderbuss_Anim"
PickupMeshName="WEP_3P_Blunderbuss_MESH.Wep_3rdP_Blunderbuss_Pickup"
AttachmentArchetypeName="WEP_Blunderbuss_ARCH.Wep_Blunderbuss_3P"
MuzzleFlashTemplateName="WEP_Blunderbuss_ARCH.Wep_Blunderbuss_MuzzleFlash"
Begin Object Name=FirstPersonMesh
// new anim tree with skelcontrol to rotate cylinders
AnimTreeTemplate=AnimTree'CHR_1P_Arms_ARCH.WEP_1stP_Animtree_Master_Revolver'
End Object
// Ammo
MagazineCapacity[0]=3
SpareAmmoCapacity[0]=39
InitialSpareMags[0]=4
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=900
minRecoilPitch=775
maxRecoilYaw=500
minRecoilYaw=-500
RecoilRate=0.085
RecoilBlendOutRatio=1.1
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=1500
RecoilMinPitchLimit=64785
RecoilISMaxYawLimit=50
RecoilISMinYawLimit=65485
RecoilISMaxPitchLimit=500
RecoilISMinPitchLimit=65485
// DEFAULT_FIREMODE
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Grenade'
FiringStatesArray(DEFAULT_FIREMODE)=BlunderbussDeployAndDetonate
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Cannonball_Blunderbuss'
FireInterval(DEFAULT_FIREMODE)=+0.69 // 86 RPM
InstantHitDamage(DEFAULT_FIREMODE)=300.0
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_BlunderbussImpact'
PenetrationPower(DEFAULT_FIREMODE)=0
Spread(DEFAULT_FIREMODE)=0.015
bLoopingFireAnim(DEFAULT_FIREMODE)=true
FireOffset=(X=39,Y=5,Z=-5)
// ALT_FIREMODE
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Nail_Blunderbuss'
FireInterval(ALTFIRE_FIREMODE)=+0.69 // 86 RPM
InstantHitDamage(ALTFIRE_FIREMODE)=50.0
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_BlunderbussShards'
PenetrationPower(ALTFIRE_FIREMODE)=2.0
Spread(ALTFIRE_FIREMODE)=0.175
NumPellets(ALTFIRE_FIREMODE)=10
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Blunderbuss'
InstantHitDamage(BASH_FIREMODE)=26
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Blunderbuss.Play_WEP_Blunderbuss_Fire_3P_01', FirstPersonCue=AkEvent'WW_WEP_Blunderbuss.Play_WEP_Blunderbuss_Fire_1P_01')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_9mm.Play_WEP_SA_9mm_Handling_DryFire'
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Blunderbuss.Play_WEP_Blunderbuss_Fire_3P_01', FirstPersonCue=AkEvent'WW_WEP_Blunderbuss.Play_WEP_Blunderbuss_Fire_1P_01')
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_9mm.Play_WEP_SA_9mm_Handling_DryFire'
// Attachments
bHasIronSights=true
bHasFlashlight=true
AssociatedPerkClasses(0)=class'KFPerk_Demolitionist'
AssociatedPerkClasses(1)=class'KFPerk_Support'
// Custom animations
FireSightedAnims=(Shoot_Iron)
IdleFidgetAnims=(Guncheck_v1, Guncheck_v2, Guncheck_v3)
bHasFireLastAnims=true
BonesToLockOnEmpty=(RW_Hammer, RW_Frizzen)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
}