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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFGiblet
//=============================================================================
// Giblets are spawned during obliteration
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - Sakib Saikia 8/13/2014
//=============================================================================
class KFGiblet extends Actor
notplaceable;
/** The component that will be set to the chosen mesh */
var MeshComponent GibMeshComp;
/** The giblet's sound group based on the destroyed pawn */
var KFPawnSoundGroup SoundGroup;
/** The time when this gib las collided with something in the world (relative to WorldInfo.TimeSeconds) */
var float LastCollisionTime;
/** Retain gibs as long as the player can see it */
simulated function LifespanTimer()
{
if( LifeSpan < 3.5f && PlayerCanSeeMe() )
{
LifeSpan = 3.5f;
}
SetTimer(2.f, false, 'LifespanTimer');
}
/** Intialize the mesh from the passed in GibInfo */
simulated function SetMesh(KFGibletInfo InGibInfo)
{
local StaticMeshComponent SMC;
local SkeletalMeshComponent SKMC;
// do the static mesh version of the gib
if( InGibInfo.GibStaticMesh != none )
{
GibMeshComp = new(self) class'KFGibStaticMeshComponent';
CollisionComponent = GibMeshComp;
SMC = StaticMeshComponent(GibMeshComp);
SMC.SetScale(InGibInfo.DrawScale);
if( InGibInfo.CullDistance > 0 )
{
SMC.SetCullDistance(InGibInfo.CullDistance);
}
// NOTE: Need to attach before calling SetStaticMesh, so component is in right place before creating physics
AttachComponent(GibMeshComp);
SMC.SetStaticMesh( InGibInfo.GibStaticMesh );
}
// do the skeletal mesh version of the gib
else if( InGibInfo.GibSkelMesh != none &&
InGibInfo.GibPhysAsset != none )
{
GibMeshComp = new(self) class'KFGibSkeletalMeshComponent';
CollisionComponent = GibMeshComp;
SKMC = SkeletalMeshComponent(GibMeshComp);
SKMC.SetSkeletalMesh( InGibInfo.GibSkelMesh );
SKMC.SetPhysicsAsset( InGibInfo.GibPhysAsset );
SKMC.SetScale(InGibInfo.DrawScale);
if( InGibInfo.CullDistance > 0 )
{
SKMC.SetCullDistance(InGibInfo.CullDistance);
}
AttachComponent(GibMeshComp);
SKMC.SetHasPhysicsAssetInstance( TRUE ); // this need to comes after the AttachComponent so component is in right place.
}
else
{
// No valid mesh specified for the giblet
Destroy();
}
// Rigid body collisions events for giblets such as impact blood splats and sounds
if( GibMeshComp != none && !WorldInfo.bDropDetail && WorldInfo.GetDetailMode() > DM_Medium )
{
GibMeshComp.SetNotifyRigidBodyCollision(true);
}
}
simulated event RigidBodyCollision(
PrimitiveComponent HitComponent,
PrimitiveComponent OtherComponent,
const out CollisionImpactData RigidCollisionData,
int ContactIndex )
{
local int i;
local KFGoreManager GoreManager;
local RigidBodyContactInfo ContactInfo;
GoreManager = KFGoreManager(WorldInfo.MyGoreEffectManager);
if( GoreManager != none && `TimeSince(LastCollisionTime) > GoreManager.GetTimeBetweenGibBloodSplats() )
{
// Play impact sound
if( OtherComponent != none && OtherComponent.Owner != none &&
/* don't play zed-on-zed ragdoll collision sounds */
!OtherComponent.Owner.IsA('KFPawn_Monster') )
{
SoundGroup.PlayGibletCollisionSound( self, RigidCollisionData.ContactInfos[ContactIndex].ContactPosition );
// Leave blood splats on impact
for( i=0; i<RigidCollisionData.ContactInfos.length; i++ )
{
ContactInfo = RigidCollisionData.ContactInfos[i];
GoreManager.LeaveAPersistentBloodSplat(ContactInfo.ContactPosition, -ContactInfo.ContactNormal);
//DrawDebugCoordinateSystem(ContactInfo.ContactPosition, rotator(-ContactInfo.ContactNormal), 10, true);
}
// Update last collision time
LastCollisionTime = WorldInfo.TimeSeconds;
}
}
}
defaultproperties
{
TickGroup=TG_PostAsyncWork
RemoteRole=ROLE_None
Physics=PHYS_RigidBody
bNoEncroachCheck=true
bDestroyedByInterpActor=TRUE
bCollideActors=true
bBlockActors=false
bWorldGeometry=false
bCollideWorld=FALSE // we want the gib to use the rigidbody collision. Setting this to TRUE means that unreal physics will try to control
bProjTarget=true
LifeSpan=10.0
bGameRelevant=true
}