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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFMuzzleFlash
//=============================================================================
// Muzzle flash effects used for 1st and 3rd person
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - Andrew "Strago" Ladenberger
//=============================================================================
class KFMuzzleFlash extends Object
hidecategories(Object)
native(Effect)
config(Game);
/** Owning Actor used for handling timers */
var transient Actor Owner;
/*********************************************************************************************
Muzzle Flash Fire Effects
********************************************************************************************* */
struct native MuzzleEffectInfo
{
/** Dynamic light component */
var() KFExplosionLight LightTemplate;
/** Muzzle flash PSC and Templates */
var() ParticleSystem ParticleSystemTemplate;
var() bool bPSCLoops<EditCondition=!bIgnoreStopFire>;
/** If set, do not deactivate when weapon stops firing (only works with bPSCLoops=FALSE) */
var() bool bIgnoreStopFire<EditCondition=!bPSCLoops>;
/** Sets LifeSpan of PSC (iff bMuzzleFlashPSCLoops=FALSE) and light */
var() float Duration;
/** The default socket name to attach to */
var() name SocketName;
var() ESceneDepthPriorityGroup FirstPersonDepthPriorityGroup;
var const name TimerName;
/** Transient vars used by muzzle flash instances */
var transient KFParticleSystemComponent PSC;
var transient KFExplosionLightComponent LightComponent;
var transient bool bIsActive;
structdefaultproperties
{
SocketName=MuzzleFlash
Duration=0.33f
FirstPersonDepthPriorityGroup=SDPG_Foreground
}
};
var() MuzzleEffectInfo MuzzleFlash;
/** If set, creates a second set of muzzle flash data used for alt firemode */
var() bool bEnableSecondaryMuzzleFlash;
var() MuzzleEffectInfo MuzzleFlashAlt<EditCondition=bEnableSecondaryMuzzleFlash>;
/*********************************************************************************************
* Advanced settings
********************************************************************************************* */
/** Set this to a fire mode when you want them to alternate between the primary muzzle flash, and alternate when using this fire mode */
var(Advanced) byte FireModeAlternateBothEffects;
/** Set this to a fire mode when you want them to fire both the primary muzzle flash when using that firemode. Set to 254 to always fire both primary and secondary flashes */
var(Advanced) byte FireModeFireBothEffects;
/** Used to track which effect was last used when FireModeAlternateBothEffects is used */
var transient bool bLastWasPrimary;
/*********************************************************************************************
Shell Eject
********************************************************************************************* */
/** Muzzle flash PSC and Templates */
var(ShellEject) ParticleSystem ShellEjectPSCTemplate;
/** The default socket name to attach to */
var(ShellEject) name ShellEjectSocketName;
/** If set, the shell eject will automatically trigger with the muzzle flash */
var(ShellEject) bool bAutoActivateShellEject;
/** Transient vars used by muzzle flash instances */
var transient KFParticleSystemComponent ShellEjectPSC;
/** Life time */
var globalconfig float ShellEjectLifetime;
/*********************************************************************************************
* Functions
********************************************************************************************* */
cpptext
{
void StartMuzzleFlash(struct FMuzzleEffectInfo& Effect);
void StopMuzzleFlash(struct FMuzzleEffectInfo& Effect, UBOOL bForce);
}
/** Activate the muzzle flash effects from the owning actor */
native function CauseMuzzleFlash(optional byte FiringMode);
native function StopMuzzleFlash(optional bool bForce);
native function MuzzleFlashTimer();
native function MuzzleFlashAltTimer();
function AttachMuzzleFlash(SkeletalMeshComponent OwnerMesh, optional name SocketNameOverride, optional name ShellEjectSocketOverride)
{
local float OwnerMeshFOV;
// Allow code to override attachment socket
if ( SocketNameOverride != 'None' )
{
MuzzleFlash.SocketName = SocketNameOverride;
}
// Attach the primary muzzle flash
if( MuzzleFlash.ParticleSystemTemplate != none )
{
// Attach MuzzleFlashPSC to owner
OwnerMesh.AttachComponentToSocket(MuzzleFlash.PSC, MuzzleFlash.SocketName);
MuzzleFlash.PSC.SetTemplate(MuzzleFlash.ParticleSystemTemplate);
}
// Initialize and attach the muzzle flash light
if ( MuzzleFlash.LightTemplate != None )
{
MuzzleFlash.LightComponent = new(self) class'KFExplosionLightComponent';
MuzzleFlash.LightComponent.SetTemplate(MuzzleFlash.LightTemplate);
MuzzleFlash.LightComponent.SetEnabled(false);
OwnerMesh.AttachComponentToSocket(MuzzleFlash.LightComponent, MuzzleFlash.SocketName);
}
if ( bEnableSecondaryMuzzleFlash )
{
// Attach the alt fire muzzle flash
if( MuzzleFlashAlt.ParticleSystemTemplate != none )
{
// Attach MuzzleFlashAltPSC to owner
OwnerMesh.AttachComponentToSocket(MuzzleFlashAlt.PSC, MuzzleFlashAlt.SocketName);
MuzzleFlashAlt.PSC.SetTemplate(MuzzleFlashAlt.ParticleSystemTemplate);
}
// Initialize and attach the muzzle flash light
if ( MuzzleFlashAlt.LightTemplate != None )
{
MuzzleFlashAlt.LightComponent = new(self) class'KFExplosionLightComponent';
MuzzleFlashAlt.LightComponent.SetTemplate(MuzzleFlashAlt.LightTemplate);
MuzzleFlashAlt.LightComponent.SetEnabled(false);
OwnerMesh.AttachComponentToSocket(MuzzleFlashAlt.LightComponent, MuzzleFlashAlt.SocketName);
}
}
// Initialize and attach the shell eject psc
if ( ShellEjectPSCTemplate != None )
{
if ( ShellEjectSocketOverride != 'None' )
{
ShellEjectSocketName = ShellEjectSocketOverride;
}
ShellEjectPSC = new(self) class'KFParticleSystemComponent';
ShellEjectPSC.bAutoActivate = false;
ShellEjectPSC.SetTemplate(ShellEjectPSCTemplate);
ShellEjectPSC.SetFloatParameter('LifetimeParam', ShellEjectLifetime);
OwnerMesh.AttachComponentToSocket(ShellEjectPSC, ShellEjectSocketName);
}
// If attaching to a foreground (1st person) mesh
if ( OwnerMesh.DepthPriorityGroup == SDPG_Foreground )
{
// No MuzzleFlashPSC foreground adjustment for now
//MuzzleFlash.PSC.bDepthTestEnabled=false;
//MuzzleFlashAlt.PSC.bDepthTestEnabled=false;
if( MuzzleFlash.PSC != none )
{
MuzzleFlash.PSC.SetDepthPriorityGroup( MuzzleFlash.FirstPersonDepthPriorityGroup );
MuzzleFlash.PSC.bDepthTestEnabled = MuzzleFlash.FirstPersonDepthPriorityGroup == SDPG_Foreground;
}
if( MuzzleFlashAlt.PSC != none )
{
MuzzleFlashAlt.PSC.SetDepthPriorityGroup( MuzzleFlashAlt.FirstPersonDepthPriorityGroup );
MuzzleFlashAlt.PSC.bDepthTestEnabled = MuzzleFlashAlt.FirstPersonDepthPriorityGroup == SDPG_Foreground;
}
//if( ShellEjectPSC != none )
//{
//ShellEjectPSC.SetDepthPriorityGroup( SDPG_Foreground );
//ShellEjectPSC.bDepthTestEnabled = true;
//}
}
// If attaching to a mesh with a custom FOV
if (OwnerMesh.IsA('KFSkeletalMeshComponent'))
{
OwnerMeshFOV = KFSkeletalMeshComponent(OwnerMesh).FOV;
SetFOV(OwnerMeshFOV);
}
Owner = OwnerMesh.Owner;
}
/**
* Adjust the FOV for the first person weapon and arms.
*/
simulated event SetFOV( float NewFOV )
{
MuzzleFlash.PSC.SetFOV(NewFOV);
if ( MuzzleFlashAlt.PSC != None )
{
MuzzleFlashAlt.PSC.SetFOV(NewFOV);
}
}
function DetachMuzzleFlash(SkeletalMeshComponent OwnerMesh)
{
OwnerMesh.DetachComponent(MuzzleFlash.PSC);
OwnerMesh.DetachComponent(MuzzleFlashAlt.PSC);
if ( MuzzleFlash.LightComponent != None )
{
OwnerMesh.DetachComponent(MuzzleFlash.LightComponent);
}
if ( MuzzleFlashAlt.LightComponent != None )
{
OwnerMesh.DetachComponent(MuzzleFlashAlt.LightComponent);
}
if ( ShellEjectPSC != None )
{
OwnerMesh.DetachComponent(ShellEjectPSC);
}
}
/** Returns a socket name used by the primary muzzle flash effect */
function name GetSocketName()
{
return MuzzleFlash.SocketName;
}
/** Returns a socket name used by the secondary muzzle flash effect */
function name GetAltSocketName()
{
return MuzzleFlashAlt.SocketName;
}
function CauseShellEject()
{
if ( !Owner.WorldInfo.bDropDetail && ShellEjectPSC != none )
{
ShellEjectPSC.ActivateSystem();
}
}
function SetShellEjectLife(float NewLifetime=8.f)
{
if ( ShellEjectPSCTemplate != None )
{
ShellEjectPSC.SetFloatParameter('LifetimeParam', NewLifetime);
}
}
defaultproperties
{
Begin Object Class=KFParticleSystemComponent Name=ParticleSystemComponent0
bAutoActivate=FALSE
TickGroup=TG_PostUpdateWork
End Object
Begin Object Class=KFParticleSystemComponent Name=ParticleSystemComponent1
bAutoActivate=FALSE
TickGroup=TG_PostUpdateWork
End Object
Begin Object Class=KFParticleSystemComponent Name=ParticleSystemComponent2
bAutoActivate=FALSE
TickGroup=TG_PostUpdateWork
End Object
MuzzleFlash=(PSC=ParticleSystemComponent0, TimerName=MuzzleFlashTimer)
MuzzleFlashAlt=(PSC=ParticleSystemComponent1, TimerName=MuzzleFlashAltTimer)
ShellEjectSocketName=ShellEject
bAutoActivateShellEject=true
FireModeAlternateBothEffects=255
FireModeFireBothEffects=255
}