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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeaponAttachment
//=============================================================================
// Base class for third person weapon attachments
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - Andrew "Strago" Ladenberger
//=============================================================================
class KFWeaponAttachment extends Actor
hidecategories(Object, Movement, Attachment, Collision, Physics, Advanced, Debug, Mobile)
native;
/*********************************************************************************************
* @name Mesh Components
********************************************************************************************* */
/** Editable SkeletalMesh set by the archetype */
var() const SkeletalMesh SkelMesh;
/** Extra pawn anim set when weapon is equipped */
var() AnimSet CharacterAnimSet;
/** Anim set to use for 3rd person weapon anims */
var() AnimSet WeaponAnimSet;
/** Third Person Weapon SkelMesh */
var transient SkeletalMeshComponent WeapMesh;
/** If true this third person weapon is part of the pawn's mesh */
var() bool bWeapMeshIsPawnMesh;
/*********************************************************************************************
* @name LaserSight
********************************************************************************************* */
var() bool bHasLaserSight;
var() const KFLaserSightAttachment LaserSightArchetype;
var transient KFLaserSightAttachment LaserSight;
/*********************************************************************************************
* @name Fire Effects
********************************************************************************************* */
/** A muzzle flash instance */
var KFMuzzleFlash MuzzleFlash;
/** A reference to the muzzle flash template */
var() const KFMuzzleFlash MuzzleFlashTemplate;
var float MaxFireEffectDistance;
/** replicated information on a hit we've taken */
struct native KFTracerInfo
{
/** Tracer Effect */
var() ParticleSystem TracerTemplate;
/** The velocity the tracer should travel at */
var() int TracerVelocity;
/** Show the tracer when the weapon is firing in normal time */
var() bool bDoTracerDuringNormalTime;
/** Show the tracer when the weapon is firing in zed time */
var() bool bDoTracerDuringZedTime;
/** How far away the hitlocation has to be to spawn this tracer */
var int MinTracerEffectDistanceSquared;
/** Actual tracer velocity vector, set at runtime */
var vector VelocityVector;
structdefaultproperties
{
TracerVelocity=7000
bDoTracerDuringNormalTime=true
bDoTracerDuringZedTime=false
MinTracerEffectDistanceSquared=40000
}
};
/** Tracer effect info per fire mode */
var() array<KFTracerInfo> TracerInfos;
/*********************************************************************************************
* @name Material Effects
********************************************************************************************* */
/** MIC for blood effects */
var transient MaterialInstanceConstant WeaponMIC;
var transient float BloodParamValue;
const BloodParamName = 'Scalar_Blood_Contrast';
const MinBloodParamValue = 0.20f;
/*********************************************************************************************
* @name Animation - (using const FNames for 'static' data)
********************************************************************************************* */
/** Replicated state of the 1st person weapon */
enum EWeaponState
{
WEP_Idle,
WEP_Reload,
WEP_ReloadEmpty,
WEP_Reload_Elite,
WEP_ReloadEmpty_Elite,
WEP_ReloadSingle,
WEP_ReloadSingleEmpty,
WEP_ReloadSingle_Elite,
WEP_ReloadSingleEmpty_Elite,
WEP_ReloadSecondary,
WEP_ReloadSecondary_Elite,
WEP_ReloadDualsOneEmpty,
WEP_ReloadDualsOneEmpty_Elite,
WEP_MeleeBasic,
WEP_MeleeChain, // @deprecated
WEP_MeleeSustained,
WEP_Melee_L,
WEP_Melee_R,
WEP_Melee_F,
WEP_Melee_B,
WEP_MeleeHeavy_L,
WEP_MeleeHeavy_R,
WEP_MeleeHeavy_F,
WEP_MeleeHeavy_B,
WEP_MeleeBlock,
WEP_Cleaning,
WEP_Equipping,
WEP_PutAway,
WEP_Grenade,
WEP_Heal,
WEP_HealQuick,
WEP_Weld,
WEP_Custom0,
WEP_Custom1,
WEP_Custom2,
WEP_Custom3,
WEP_Custom4,
WEP_Custom5,
WEP_Custom6,
WEP_Custom7,
WEP_Custom8,
WEP_Custom9,
};
/** Animation rate to scale all of our 3rd person animations by */
var protected transient float ThirdPersonAnimRate;
/** Animation Physics Recoil */
var GameSkelCtrl_Recoil.RecoilDef Recoil_Hand;
var GameSkelCtrl_Recoil.RecoilDef Recoil_Spine;
/** MELEE */
const MeleeBasic = 'Melee';
const CH_MeleeBasic = 'Melee_CH';
/** directional attack anims */
const MeleeAnim_F = 'Atk_F';
const MeleeAnim_B = 'Atk_B';
const MeleeAnim_L = 'Atk_L';
const MeleeAnim_R = 'Atk_R';
const CH_MeleeAnim_F = 'Atk_F_CH';
const CH_MeleeAnim_B = 'Atk_B_CH';
const CH_MeleeAnim_L = 'Atk_L_CH';
const CH_MeleeAnim_R = 'Atk_R_CH';
/** heavy attack anims */
const MeleeHeavy_F = 'Atk_H_F';
const MeleeHeavy_B = 'Atk_H_B';
const MeleeHeavy_L = 'Atk_H_L';
const MeleeHeavy_R = 'Atk_H_R';
const CH_MeleeHeavy_F = 'Atk_H_F_CH';
const CH_MeleeHeavy_B = 'Atk_H_B_CH';
const CH_MeleeHeavy_L = 'Atk_H_L_CH';
const CH_MeleeHeavy_R = 'Atk_H_R_CH';
/** Continious (aka chainsaw) melee */
const MeleeLoopAnim = 'Atk_F_Loop';
const MeleeStartAnim = 'Atk_F_In';
const MeleeEndAnim = 'Atk_F_Out';
const CH_MeleeLoopAnim = 'Atk_F_Loop_CH';
const CH_MeleeStartAnim = 'Atk_F_In_CH';
const CH_MeleeEndAnim = 'Atk_F_Out_CH';
/** blocking/parry anims */
const BlockLoopAnim = 'Brace_Loop';
const BlockStartAnim = 'Brace_In';
const BlockEndAnim = 'Brace_Out';
const CH_BlockLoopAnim = 'Brace_Loop_CH';
const CH_BlockStartAnim = 'Brace_In_CH';
const CH_BlockEndAnim = 'Brace_Out_CH';
/** melee misc */
const CleanWeaponAnim = 'Clean_NoBlood';
const CH_CleanWeaponAnim = 'Clean_NoBlood_CH';
/** General, all inventory items anims */
const GrenadeAnim = 'Nade_Throw';
const EquipAnim = 'Equip';
const PutAwayAnim = 'PutAway';
const CH_GrenadeAnim = 'Nade_Throw_CH';
const CH_EquipAnim = 'Equip_CH';
const CH_PutAwayAnim = 'PutAway_CH';
/** Reload (magazine) anims */
const ReloadEmptyAnim = 'Reload_Empty';
const ReloadHalfAnim = 'Reload_Half';
const ReloadEmptyEliteAnim = 'Reload_Empty_Elite';
const ReloadHalfEliteAnim = 'Reload_Half_Elite';
const ReloadDualsOneEmptyAnim = 'Reload_Empty_Half';
const ReloadDualsOneEmptyEliteAnim = 'Reload_Empty_Half_Elite';
const CH_ReloadEmptyAnim = 'Reload_Empty_CH';
const CH_ReloadHalfAnim = 'Reload_Half_CH';
const CH_ReloadEmptyEliteAnim = 'Reload_Empty_Elite_CH';
const CH_ReloadHalfEliteAnim = 'Reload_Half_Elite_CH';
const CH_ReloadDualsOneEmptyAnim = 'Reload_Empty_Half_CH';
const CH_ReloadDualsOneEmptyEliteAnim = 'Reload_Empty_Half_Elite_CH';
/** Reload (single) anims */
const ReloadOpenAnim = 'Reload_Open';
const ReloadInsertAnim = 'Reload_Insert';
const ReloadCloseAnim = 'Reload_Close';
const ReloadOpenEliteAnim = 'Reload_Open_Elite';
const ReloadInsertEliteAnim = 'Reload_Insert_Elite';
const ReloadCloseEliteAnim = 'Reload_Close_Elite';
const ReloadOpenEmptyAnim = 'Reload_Open_Shell';
const ReloadOpenEmptyEliteAnim = 'Reload_Open_Shell_Elite';
const CH_ReloadOpenAnim = 'Reload_Open_CH';
const CH_ReloadInsertAnim = 'Reload_Insert_CH';
const CH_ReloadCloseAnim = 'Reload_Close_CH';
const CH_ReloadOpenEliteAnim = 'Reload_Open_Elite_CH';
const CH_ReloadInsertEliteAnim = 'Reload_Insert_Elite_CH';
const CH_ReloadCloseEliteAnim = 'Reload_Close_Elite_CH';
const CH_ReloadOpenEmptyAnim = 'Reload_Open_Shell_CH';
const CH_ReloadOpenEmptyEliteAnim = 'Reload_Open_Shell_Elite_CH';
/** Used only by the healing syringe */
const HealSelfAnim = 'Healer_Self';
const HealOtherAnim = 'Healer_F';
const QuickHealAnim = 'Heal_Quick';
const CH_HealSelfAnim = 'Healer_Self_CH';
const CH_HealOtherAnim = 'Healer_F_CH';
const CH_QuickHealAnim = 'Heal_Quick_CH';
/** Used only by the welder */
const WeldStartAnim = 'Welder_Start';
const WeldLoopAnim = 'Welder_Loop';
const WeldEndAnim = 'Welder_End';
const CH_WeldStartAnim = 'Welder_Start_CH';
const CH_WeldLoopAnim = 'Welder_Loop_CH';
const CH_WeldEndAnim = 'Welder_End_CH';
/** Additive shoot anims */
const ShootAnim = 'ADD_Shoot';
const CrouchShootAnim = 'ADD_CH_Shoot';
const IronShootAnim = 'ADD_Iron_Shoot';
/** Weapon shoots */
const WeaponFireAnim = 'Shoot';
const WeaponAltFireAnim = 'Shoot';
const WeaponIronFireAnim = 'Iron_Shoot';
/** (TEMP) blend settings */
var(Anims) float DefaultBlendInTime;
var(Anims) float DefaultBlendOutTime;
var(Anims) float ShootBlendInTime;
var(Anims) float ShootBlendOutTime;
/** Enable recoile skeletal controls */
var(Anims) bool bPlayIKRecoil;
/** Save the last random index so we can choose a different one */
var transient byte LastMeleeAnimIdx;
/** If set, check a character AnimNodeSlot and attempt to synchronize the weapon */
var transient bool bSynchronizeWeaponAnim;
var transient AnimNodeSlot SyncPawnNode;
var transient name SyncAnimName;
var transient bool bSyncAnimCheckRelevance;
/** Info for state LoopingWeaponAction */
var transient name LoopingAnim;
var transient name LoopIntroAnim;
var transient name LoopOutroAnim;
var transient bool bLoopSynchedWeaponAnim;
/** Cached AnimNodeSequence for the 3rd person weapon mesh */
var transient AnimNodeSequence WeapAnimNode;
/** Profile name for this weapon */
var(Anims) name AimOffsetProfileName;
/** Used by AimOffset node when bTurnOffWhenReloadingWeapon==TRUE */
var transient bool bIsReloading;
var transient int WeaponSkinId;
var bool bWaitingForWeaponSkinLoad;
/*********************************************************************************************
* @name Attach / Detach
********************************************************************************************* */
/** Weapon Mesh Attachment */
native event ChangeVisibility(bool bIsVisible);
/*********************************************************************************************
* @name Skins
********************************************************************************************* */
native function bool StartLoadWeaponSkin(int SkinId);
event PreBeginPlay()
{
local int i;
if ( WeapMesh != None && !bWeapMeshIsPawnMesh )
{
if ( WeaponAnimSet != None )
{
WeapMesh.AnimSets[0] = WeaponAnimSet;
}
if ( SkelMesh != none )
{
// set the skeletal mesh from our archetype to the WeaponAttachment
WeapMesh.SkeletalMesh = SkelMesh;
}
WeapAnimNode = AnimNodeSequence(WeapMesh.Animations);
}
for( i = 0; i < TracerInfos.Length; ++i )
{
TracerInfos[i].VelocityVector = vect(1,0,0) * TracerInfos[i].TracerVelocity;
}
super.PreBeginPlay();
}
/** Attach weapon to owner's skeletal mesh */
simulated function AttachTo(KFPawn P)
{
local byte WeaponAnimSetIdx;
if ( bWeapMeshIsPawnMesh )
{
WeapMesh = P.Mesh;
}
else if ( WeapMesh != None )
{
// Attach Weapon mesh to player skel mesh
WeapMesh.SetShadowParent(P.Mesh);
P.Mesh.AttachComponent(WeapMesh, P.WeaponAttachmentSocket);
}
// Additional attachments
if( bHasLaserSight && !P.IsFirstPerson() )
{
AttachLaserSight();
}
// Animation
if ( CharacterAnimSet != None )
{
WeaponAnimSetIdx = P.CharacterArch.GetWeaponAnimSetIdx();
P.Mesh.AnimSets[WeaponAnimSetIdx] = CharacterAnimSet;
// update animations will reload all AnimSeqs with the new AnimSet
P.Mesh.UpdateAnimations();
}
// update aim offset nodes with new profile for this weapon
P.SetAimOffsetNodesProfile(AimOffsetProfileName);
//Do a first chance weapon skin switch (EX: changed weapon w/o ID changing by throwing a dualie)
if (KFPawn_Human(P) != None && KFPawn_Human(P).WeaponSkinItemId > 0)
{
SetWeaponSkin(KFPawn_Human(P).WeaponSkinItemId);
}
}
/** Detach weapon from owner's skeletal mesh */
simulated function DetachFrom(KFPawn P)
{
// detach effects
if (MuzzleFlash != None)
{
MuzzleFlash.DetachMuzzleFlash(WeapMesh);
}
// Finally, detach weapon mesh
if ( bWeapMeshIsPawnMesh )
{
WeapMesh = None;
}
else if ( WeapMesh != None )
{
WeapMesh.SetShadowParent(None);
P.Mesh.DetachComponent( WeapMesh );
}
}
simulated function AttachMuzzleFlash()
{
if ( WeapMesh != none && MuzzleFlash == None )
{
MuzzleFlash = new(self) Class'KFMuzzleFlash'(MuzzleFlashTemplate);
MuzzleFlash.AttachMuzzleFlash(WeapMesh);
}
}
simulated function AttachLaserSight()
{
if ( WeapMesh != none && LaserSight == None && LaserSightArchetype != None )
{
LaserSight = new(self) Class'KFLaserSightAttachment' (LaserSightArchetype);
LaserSight.AttachLaserSight(WeapMesh, false);
}
}
/**
* Assign weapon skin to 3rd person mesh
*/
event SetWeaponSkin(int ItemId, optional bool bFinishedLoading = false)
{
local array<MaterialInterface> SkinMICs;
if ( ItemId > 0 && WorldInfo.NetMode != NM_DedicatedServer && !bWaitingForWeaponSkinLoad)
{
if (!bFinishedLoading && StartLoadWeaponSkin(ItemId))
{
return;
}
SkinMICs = class'KFWeaponSkinList'.static.GetWeaponSkin(ItemId, WST_ThirdPerson);
if ( SkinMICs.Length > 0 )
{
WeapMesh.SetMaterial(0, SkinMICs[0]);
}
}
}
/*********************************************************************************************
* @name Fire Effect Methods
********************************************************************************************* */
/**
* Need to either call Instigator.ActorEffectIsRelevant(), or determine our
* own Location and LastRenderTime before calling Super.ActorEffectIsRelevant().
*/
simulated function bool ActorEffectIsRelevant(Pawn EffectInstigator, bool bForceDedicated, optional float VisibleCullDistance=5000.0, optional float HiddenCullDistance=350.0 )
{
if ( Instigator != None )
{
return Instigator.ActorEffectIsRelevant(EffectInstigator, bForceDedicated, VisibleCullDistance, HiddenCullDistance);
}
return FALSE;
}
/**
* The Weapon attachment, though hidden, is also responsible for controlling
* the first person effects for a weapon.
*/
simulated function FirstPersonFireEffects(Weapon W, vector HitLocation) // Should be subclassed
{
if ( W != None )
{
SpawnTracer(W.GetMuzzleLoc(), HitLocation);
}
}
simulated function StopFirstPersonFireEffects(Weapon W) // Should be subclassed
{
if ( W != None )
{
// Tell the weapon to cause the muzzle flash, etc.
W.StopFireEffects( Pawn(Owner).FiringMode );
}
}
simulated function StartFire()
{
}
simulated function StartPawnCrouch ()
{
}
simulated function EndPawnCrouch ()
{
}
simulated function SetWeaponUsingIronSights (bool bUsingIronSights)
{
}
simulated function SetWeaponAltFireMode (bool bUsingAltFireMode)
{
}
/**
* Spawn all of the effects that will be seen in behindview/remote clients. This
* function is called from the pawn, and should only be called when on a remote client or
* if the local client is in a 3rd person mode.
* @return TRUE if the effect culling check passes
*/
simulated function bool ThirdPersonFireEffects( vector HitLocation, KFPawn P, byte ThirdPersonAnimRateByte )
{
local EAnimSlotStance AnimType;
SpawnTracer(GetMuzzleLocation(), HitLocation);
// Effects below this point are culled based on visibility and distance
if ( !ActorEffectIsRelevant(P, false, MaxFireEffectDistance) )
{
return false;
}
DecodeThirdPersonAnimRate( ThirdPersonAnimRateByte );
// Weapon shoot anims
if( !bWeapMeshIsPawnMesh )
{
PlayWeaponFireAnim();
}
if( P.IsDoingSpecialMove() && P.SpecialMoves[P.SpecialMove].bAllowFireAnims )
{
AnimType = EAS_Additive;
}
else
{
AnimType = EAS_FullBody;
}
// Character shoot anims
if ( !P.IsDoingSpecialMove() || AnimType == EAS_Additive )
{
PlayPawnFireAnim( P, AnimType );
// interrupt other weapon action anims (e.g. Reload)
if( !P.IsDoingSpecialMove() )
{
P.StopBodyAnim(P.bIsCrouched ? EAS_CH_UpperBody : EAS_UpperBody, 0.1f);
}
if ( OnWeaponStateChanged != None )
{
OnWeaponStateChanged(true);
}
}
CauseMuzzleFlash(P.FiringMode);
return true;
}
/** Plays fire animation on weapon mesh */
simulated function PlayWeaponFireAnim()
{
local float Duration;
if ( Instigator.bIsWalking )
{
Duration = WeapMesh.GetAnimLength( WeaponIronFireAnim );
WeapMesh.PlayAnim( WeaponIronFireAnim, Duration / ThirdPersonAnimRate,, true );
}
else
{
Duration = WeapMesh.GetAnimLength( WeaponFireAnim );
WeapMesh.PlayAnim( WeaponFireAnim, Duration / ThirdPersonAnimRate,, true );
}
}
/** Plays fire animation on pawn */
simulated function PlayPawnFireAnim( KFPawn P, EAnimSlotStance AnimType )
{
if ( P.bIsCrouched )
{
P.PlayBodyAnim(CrouchShootAnim, AnimType, ThirdPersonAnimRate, ShootBlendInTime, ShootBlendOutTime);
}
else if ( P.bIsWalking )
{
P.PlayBodyAnim(IronShootAnim, AnimType, ThirdPersonAnimRate, ShootBlendInTime, ShootBlendOutTime);
}
else
{
P.PlayBodyAnim(ShootAnim, AnimType, ThirdPersonAnimRate, ShootBlendInTime, ShootBlendOutTime);
}
}
simulated function StopThirdPersonFireEffects(optional bool bForce)
{
if (MuzzleFlash != None)
{
MuzzleFlash.StopMuzzleFlash(bForce);
}
}
/** @return the starting location for effects (e.g. tracers) */
simulated function vector GetMuzzleLocation(optional byte MuzzleID)
{
local vector SocketLocation;
if ( MuzzleFlashTemplate != none )
{
WeapMesh.GetSocketWorldLocationAndRotation(MuzzleFlashTemplate.GetSocketName(), SocketLocation);
return SocketLocation;
}
else
{
`log("Missing 3rd person muzzle socket for"@SkelMesh);
return WeapMesh.Bounds.Origin + (vect(45,0,0) >> Instigator.Rotation);
}
}
/** Spawn tracer effects for this weapon */
simulated function SpawnTracer(vector EffectLocation, vector HitLocation)
{
local ParticleSystemComponent E;
local vector Dir;
local float DistSQ;
local float TracerDuration;
local KFTracerInfo TracerInfo;
if ( Instigator == None || Instigator.FiringMode >= TracerInfos.Length )
{
return;
}
TracerInfo = TracerInfos[Instigator.FiringMode];
if( ((`NotInZedTime(self) && TracerInfo.bDoTracerDuringNormalTime)
|| (`IsInZedTime(self) && TracerInfo.bDoTracerDuringZedTime))
&& TracerInfo.TracerTemplate != none )
{
Dir = HitLocation - EffectLocation;
DistSQ = VSizeSq(Dir);
if ( DistSQ > TracerInfo.MinTracerEffectDistanceSquared )
{
// Lifetime scales based on the distance from the impact point. Subtract a frame so it doesn't clip.
TracerDuration = fMin( (Sqrt(DistSQ) - 100.f) / TracerInfo.TracerVelocity, 1.f );
if( TracerDuration > 0.f )
{
E = WorldInfo.MyEmitterPool.SpawnEmitter( TracerInfo.TracerTemplate, EffectLocation, rotator(Dir) );
E.SetVectorParameter( 'Tracer_Velocity', TracerInfo.VelocityVector );
E.SetFloatParameter( 'Tracer_Lifetime', TracerDuration );
}
}
}
}
/** Attach if needed, trigger muzzle flash, trigger shell eject */
simulated function CauseMuzzleFlash(byte FiringMode)
{
if (MuzzleFlash == None && MuzzleFlashTemplate != None)
{
AttachMuzzleFlash();
}
if (MuzzleFlash != None )
{
MuzzleFlash.CauseMuzzleFlash(FiringMode);
if ( MuzzleFlash.bAutoActivateShellEject )
{
MuzzleFlash.CauseShellEject();
}
}
}
/** notify to spawn a shell eject from the muzzle flash component */
simulated function ANIMNOTIFY_ShellEject()
{
if (MuzzleFlash == None && MuzzleFlashTemplate != None)
{
MuzzleFlash = new(self) Class'KFMuzzleFlash'(MuzzleFlashTemplate);
MuzzleFlash.AttachMuzzleFlash(WeapMesh);
}
if (MuzzleFlash != None )
{
MuzzleFlash.CauseShellEject();
}
}
/** Adds some value to this weapon's blood material parameter */
simulated function AddBattleBlood(float InBloodParamIncrementValue)
{
// Weapon shoot anims
if( !bWeapMeshIsPawnMesh )
{
if ( WeaponMIC == None && WeapMesh != None )
{
WeaponMIC = WeapMesh.CreateAndSetMaterialInstanceConstant(0);
}
if ( WeaponMIC != None )
{
BloodParamValue = FMax(BloodParamValue + InBloodParamIncrementValue, MinBloodParamValue);
WeaponMIC.SetScalarParameterValue(BloodParamName, BloodParamValue);
}
}
}
/*********************************************************************************************
* @name Character Animation
********************************************************************************************* */
delegate OnWeaponStateChanged(optional bool bInterrupted);
/**
* Plays a split (upper and lower body) animation on the owning pawn
* Network: All but dedicated
*
* @param P Owning pawn to play animation on
* @param AnimName Anim to play
* @param bPlaySynchronizedWeaponAnim If true, try to play the same animation on the weapon mesh
*/
simulated function float PlayCharacterMeshAnim(KFPawn P, name AnimName, optional bool bPlaySynchedWeaponAnim, optional bool bLooping)
{
local float Duration;
local EAnimSlotStance Stance;
// skip weapon anims while in a special move
if( P.IsDoingSpecialMove() && !P.SpecialMoves[P.SpecialMove].bAllowThirdPersonWeaponAnims )
{
return 0.f;
}
Stance = (!P.bIsCrouched) ? EAS_UpperBody : EAS_CH_UpperBody;
Duration = P.PlayBodyAnim(AnimName, Stance, ThirdPersonAnimRate, DefaultBlendInTime, DefaultBlendOutTime, bLooping);
if ( Duration > 0 && bPlaySynchedWeaponAnim )
{
PlayWeaponMeshAnim(AnimName, P.BodyStanceNodes[Stance], bLooping);
}
`log(GetFuncName()@"called on:"$P@"Anim:"$AnimName@"Duration:"$Duration, bDebug);
return Duration;
}
function DecodeThirdPersonAnimRate( byte ThirdPersonAnimRateByte )
{
ThirdPersonAnimRate = 1.f + ByteToFloat( ThirdPersonAnimRateByte );
}
/** Called from the pawn when our first person weapon changes states */
simulated function UpdateThirdPersonWeaponAction(EWeaponState NewWeaponState, KFPawn P, byte ThirdPersonAnimRateByte )
{
ClearTimer(nameof(LoopWeaponMeleeAnim));
bIsReloading = false;
// We need our anim rate scale before doing anything
DecodeThirdPersonAnimRate( ThirdPersonAnimRateByte );
if ( OnWeaponStateChanged != None )
{
OnWeaponStateChanged();
}
`log(GetFuncName()@"called on"@self@"State:"@EWeaponState(NewWeaponState), bDebug);
switch (NewWeaponState)
{
case WEP_Equipping:
PlayCharacterMeshAnim(P, P.bIsCrouched ? CH_EquipAnim : EquipAnim);
break;
case WEP_PutAway:
PlayCharacterMeshAnim(P, P.bIsCrouched ? CH_PutAwayAnim : PutAwayAnim);
break;
case WEP_Grenade:
PlayCharacterMeshAnim(P, P.bIsCrouched ? CH_GrenadeAnim : GrenadeAnim);
break;
case WEP_Heal:
PlayHealAnim(P);
break;
case WEP_HealQuick:
PlayCharacterMeshAnim(P, P.bIsCrouched ? CH_QuickHealAnim : QuickHealAnim);
break;
case WEP_Weld:
PlayWeldAnim(P);
break;
case WEP_Cleaning:
PlayCharacterMeshAnim(P, P.bIsCrouched ? CH_CleanWeaponAnim : CleanWeaponAnim);
break;
case WEP_MeleeBasic:
//case WEP_MeleeChain:
case WEP_Melee_B:
case WEP_Melee_F:
case WEP_Melee_L:
case WEP_Melee_R:
case WEP_MeleeHeavy_B:
case WEP_MeleeHeavy_F:
case WEP_MeleeHeavy_L:
case WEP_MeleeHeavy_R:
PlayMeleeAtkAnim(NewWeaponState, P);
break;
case WEP_MeleeSustained:
PlayMeleeSustainedAnim(P);
break;
case WEP_MeleeBlock:
PlayMeleeBlockAnim(P);
break;
case WEP_Reload:
case WEP_ReloadEmpty:
case WEP_Reload_Elite:
case WEP_ReloadEmpty_Elite:
case WEP_ReloadSecondary:
case WEP_ReloadSecondary_Elite:
case WEP_ReloadDualsOneEmpty:
case WEP_ReloadDualsOneEmpty_Elite:
bIsReloading = true;
PlayReloadMagazineAnim(NewWeaponState, P);
break;
case WEP_ReloadSingle:
case WEP_ReloadSingle_Elite:
case WEP_ReloadSingleEmpty:
case WEP_ReloadSingleEmpty_Elite:
bIsReloading = true;
PlayReloadSingleAnim(NewWeaponState, P);
break;
}
}
/** Play a melee attack animation */
simulated function float PlayMeleeAtkAnim(EWeaponState NewWeaponState, KFPawn P)
{
local name AnimName;
local float Duration;
// third-person melee notifies don't properly handle the bIgnoreIfActorHidden setting because their owning actor isn't ever hidden (because it's the pawn),
// so just don't play third-person melee anims on first-person pawns (there's no need to anyway)
if( P.IsFirstPerson() )
{
return Duration;
}
switch (NewWeaponState)
{
case WEP_MeleeBasic:
AnimName = P.bIsCrouched ? CH_MeleeBasic : MeleeBasic;
break;
case WEP_MeleeHeavy_B:
AnimName = P.bIsCrouched ? CH_MeleeHeavy_B : MeleeHeavy_B;
break;
case WEP_MeleeHeavy_F:
AnimName = P.bIsCrouched ? CH_MeleeHeavy_F : MeleeHeavy_F;
break;
case WEP_MeleeHeavy_L:
AnimName = P.bIsCrouched ? CH_MeleeHeavy_L : MeleeHeavy_L;
break;
case WEP_MeleeHeavy_R:
AnimName = P.bIsCrouched ? CH_MeleeHeavy_R : MeleeHeavy_R;
break;
case WEP_Melee_B:
AnimName = P.bIsCrouched ? CH_MeleeAnim_B : MeleeAnim_B;
break;
case WEP_Melee_F:
AnimName = P.bIsCrouched ? CH_MeleeAnim_F : MeleeAnim_F;
break;
case WEP_Melee_L:
AnimName = P.bIsCrouched ? CH_MeleeAnim_L : MeleeAnim_L;
break;
case WEP_Melee_R:
AnimName = P.bIsCrouched ? CH_MeleeAnim_R : MeleeAnim_R;
break;
//case WEP_MeleeChain:
// AnimName = GetRandomDirectionalMeleeAnim(P);
// break;
}
if ( AnimName != '' )
{
Duration = PlayCharacterMeshAnim(P, AnimName);
//if ( WeaponState == WEP_MeleeChain && Duration > 0 )
//{
// SetTimer(FMax(0.01, Duration - MeleeLoopAtkTimeFromEnd), false, nameof(LoopWeaponMeleeAnim));
//}
}
return Duration;
}
/** Helper for PlayMeleeAtkAnim */
simulated function name GetRandomDirectionalMeleeAnim(Pawn P)
{
local byte AnimIdx, NumTries;
do
{
// pick a random animation, different than the last
AnimIdx = Rand(4);
NumTries++;
} until ( LastMeleeAnimIdx != AnimIdx || NumTries >= 4 );
LastMeleeAnimIdx = AnimIdx;
switch (AnimIdx)
{
case 0:
return P.bIsCrouched ? CH_MeleeAnim_F : MeleeAnim_F;
case 1:
return P.bIsCrouched ? CH_MeleeAnim_B : MeleeAnim_B;
case 2:
return P.bIsCrouched ? CH_MeleeAnim_L : MeleeAnim_L;
case 3:
return P.bIsCrouched ? CH_MeleeAnim_R : MeleeAnim_R;
}
}
/** Restart (aka Loop) this weapon state animation */
simulated function LoopWeaponMeleeAnim()
{
local KFPawn P;
P = KFPawn(Owner);
if ( P != None && !P.IsDoingSpecialMove() )
{
UpdateThirdPersonWeaponAction( WEP_MeleeChain, P, P.GetWeaponAttachmentAnimRateByte() );
}
}
/** Play a 3rd person weapon action anim */
simulated function PlayMeleeBlockAnim(KFPawn P)
{
if ( P.bIsCrouched )
{
StartLoopingAnim(P, CH_BlockLoopAnim, CH_BlockStartAnim, CH_BlockEndAnim);
}
else
{
StartLoopingAnim(P, BlockLoopAnim, BlockStartAnim, BlockEndAnim);
}
}
/** Play a 3rd person weapon action anim */
simulated function PlayMeleeSustainedAnim(KFPawn P)
{
if ( P.bIsCrouched )
{
StartLoopingAnim(P, CH_MeleeLoopAnim, CH_MeleeStartAnim, CH_MeleeEndAnim);
}
else
{
StartLoopingAnim(P, MeleeLoopAnim, MeleeStartAnim, MeleeEndAnim);
}
}
/** Play a 3rd person reload animation */
simulated function PlayReloadMagazineAnim(EWeaponState NewWeaponState, KFPawn P)
{
local name AnimName;
switch (NewWeaponState)
{
case WEP_Reload:
AnimName = (!P.bIsCrouched) ? ReloadHalfAnim : CH_ReloadHalfAnim;
break;
case WEP_ReloadEmpty:
AnimName = (!P.bIsCrouched) ? ReloadEmptyAnim : CH_ReloadEmptyAnim;
break;
case WEP_ReloadDualsOneEmpty:
AnimName = (!P.bIsCrouched) ? ReloadDualsOneEmptyAnim : CH_ReloadDualsOneEmptyAnim;
break;
case WEP_Reload_Elite:
AnimName = (!P.bIsCrouched) ? ReloadHalfEliteAnim : CH_ReloadHalfEliteAnim;
break;
case WEP_ReloadEmpty_Elite:
AnimName = (!P.bIsCrouched) ? ReloadEmptyEliteAnim : CH_ReloadEmptyEliteAnim;
break;
case WEP_ReloadDualsOneEmpty_Elite:
AnimName = (!P.bIsCrouched) ? ReloadDualsOneEmptyEliteAnim : CH_ReloadDualsOneEmptyEliteAnim;
break;
}
PlayCharacterMeshAnim(P, AnimName, true);
}
/** Play a 3rd person reload animation */
simulated function PlayReloadSingleAnim(EWeaponState NewWeaponState, KFPawn P)
{
switch (NewWeaponState)
{
case WEP_ReloadSingle:
if ( P.bIsCrouched )
StartLoopingAnim(P, CH_ReloadInsertAnim, CH_ReloadOpenAnim, CH_ReloadCloseAnim, true);
else
StartLoopingAnim(P, ReloadInsertAnim, ReloadOpenAnim, ReloadCloseAnim, true);
break;
case WEP_ReloadSingle_Elite:
if ( P.bIsCrouched )
StartLoopingAnim(P, CH_ReloadInsertEliteAnim, CH_ReloadOpenEliteAnim, CH_ReloadCloseEliteAnim, true);
else
StartLoopingAnim(P, ReloadInsertEliteAnim, ReloadOpenEliteAnim, ReloadCloseEliteAnim, true);
break;
case WEP_ReloadSingleEmpty:
if ( P.bIsCrouched )
StartLoopingAnim(P, CH_ReloadInsertAnim, CH_ReloadOpenEmptyAnim, CH_ReloadCloseAnim, true);
else
StartLoopingAnim(P, ReloadInsertAnim, ReloadOpenEmptyAnim, ReloadCloseAnim, true);
break;
case WEP_ReloadSingleEmpty_Elite:
if ( P.bIsCrouched )
StartLoopingAnim(P, CH_ReloadInsertEliteAnim, CH_ReloadOpenEmptyEliteAnim, CH_ReloadCloseEliteAnim, true);
else
StartLoopingAnim(P, ReloadInsertEliteAnim, ReloadOpenEmptyEliteAnim, ReloadCloseEliteAnim, true);
break;
}
}
/** Play a 3rd person heal animation */
simulated function PlayHealAnim(KFPawn P)
{
if ( P.bIsCrouched )
{
PlayCharacterMeshAnim(P, (P.FiringMode == 0) ? CH_HealOtherAnim : CH_HealSelfAnim);
}
else
{
PlayCharacterMeshAnim(P, (P.FiringMode == 0) ? HealOtherAnim : HealSelfAnim);
}
}
/* Plays a 3rd person weld animation */
simulated function PlayWeldAnim(KFPawn P)
{
if ( P.bIsCrouched )
{
StartLoopingAnim(P, CH_WeldLoopAnim, CH_WeldStartAnim, CH_WeldEndAnim);
}
else
{
StartLoopingAnim(P, WeldLoopAnim, WeldStartAnim, WeldEndAnim);
}
}
/*********************************************************************************************
* @name Weapon Animation
********************************************************************************************* */
simulated function PlayWeaponMeshAnim(name AnimName, AnimNodeSlot SyncNode, bool bLoop)
{
local float Duration;
// Weapon shoot anims
if( !bWeapMeshIsPawnMesh )
{
Duration = WeapMesh.GetAnimLength(AnimName);
WeapMesh.PlayAnim(AnimName, Duration / ThirdPersonAnimRate, bLoop);
// syncronize this with the character anim
if ( SyncNode != None )
{
bSynchronizeWeaponAnim = true;
SyncPawnNode = SyncNode;
SyncAnimName = AnimName;
bSyncAnimCheckRelevance = false;
}
}
}
/** Tick is used by bSynchronizeWeaponAnim */
simulated event Tick( float DeltaTime )
{
// If we're playing a a syncronzied weapon action, check the owner pawn's animation
if ( !bWeapMeshIsPawnMesh && bSynchronizeWeaponAnim && SyncPawnNode != None && WeapMesh.bForceRefpose == 0 )
{
// check to see if the character anim is still playing
if ( !SyncPawnNode.bIsPlayingCustomAnim
|| (!SyncPawnNode.bRelevant && bSyncAnimCheckRelevance)
|| SyncPawnNode.GetPlayedAnimation() != SyncAnimName )
{
if ( WeapAnimNode.bPlaying && WeapAnimNode.AnimSeqName == SyncAnimName )
{
InterruptWeaponAnim();
}
bSynchronizeWeaponAnim = false;
}
// After character mesh has been ticked once start checking node relevance
bSyncAnimCheckRelevance = true;
}
}
/** Stops a currently playing 3rd person weapon animation */
simulated function InterruptWeaponAnim()
{
// Weapon shoot anims
if( !bWeapMeshIsPawnMesh )
{
WeapAnimNode.StopAnim();
// Return to RefPos, because StopAnim doesn't call OnAnimEnd
if ( WeapAnimNode.bForceRefposeWhenNotPlaying )
{
WeapMesh.SetForceRefPose(TRUE);
}
}
}
/*********************************************************************************************
* @name Rendering/Lighting
********************************************************************************************* */
/** Set the lighting channels on all the appropriate weapon attachment mesh(es) */
simulated function SetMeshLightingChannels(LightingChannelContainer NewLightingChannels)
{
if( !bWeapMeshIsPawnMesh )
{
WeapMesh.SetLightingChannels(NewLightingChannels);
}
if( LaserSight != none )
{
LaserSight.SetMeshLightingChannels(NewLightingChannels);
}
}
/** Debug */
simulated function bool HasIndoorLighting()
{
return WeapMesh.LightingChannels.Indoor;
}
/** Debug */
simulated function bool HasOutdoorLighting()
{
return WeapMesh.LightingChannels.Outdoor;
}
/*********************************************************************************************
* State LoopingWeaponAction
* Plays a looping character animation with optional intro/outro anims. Most weapon
* actions don't use state logic, but looping is complex enough that states are useful.
*********************************************************************************************/
simulated function StartLoopingAnim(KFPawn P, name InLoopAnim, optional name InIntroAnim, optional name InOutroAnim, optional bool bPlaySynchedWeaponAnim)
{
if ( !P.IsDoingSpecialMove() )
{
LoopingAnim = InLoopAnim;
LoopIntroAnim = InIntroAnim;
LoopOutroAnim = InOutroAnim;
bLoopSynchedWeaponAnim = bPlaySynchedWeaponAnim;
GotoState('LoopingWeaponAction');
}
}
// Global declarations for LoopingWeaponAction
simulated function PlayLoopAnim();
simulated State LoopingWeaponAction
{
/** Play intro anim and start timer */
simulated function BeginState(name PreviousStateName)
{
local KFPawn P;
local float Duration;
P = KFPawn(Owner);
if ( LoopIntroAnim != '' )
{
Duration = PlayCharacterMeshAnim(P, LoopIntroAnim, bLoopSynchedWeaponAnim);
if ( Duration > 0 )
{
// 0.2f should match the blend in time of the loop anim
SetTimer(Duration - 0.2f, false, nameof(PlayLoopAnim));
return;
}
}
// no intro, start immediately
PlayLoopAnim();
}
/** Make sure looping anim is stopped */
simulated function EndState(Name NextStateName)
{
local KFPawn P;
P = KFPawn(Owner);
if ( P != None )
{
P.StopBodyAnim(EAS_UpperBody, 0.1f);
P.StopBodyAnim(EAS_CH_UpperBody, 0.1f);
}
if ( bLoopSynchedWeaponAnim && bSynchronizeWeaponAnim )
{
InterruptWeaponAnim();
}
}
/** Play main looping anim */
simulated function PlayLoopAnim()
{
local KFPawn P;
P = KFPawn(Owner);
if ( P != None )
{
PlayCharacterMeshAnim(P, LoopingAnim, bLoopSynchedWeaponAnim, true);
}
}
/** Stop looping state and play outro anim */
simulated function UpdateThirdPersonWeaponAction( EWeaponState NewWeaponState, KFPawn P, byte ThirdPersonAnimRateByte )
{
GotoState('');
if( LoopOutroAnim != '' )
{
DecodeThirdPersonAnimRate( ThirdPersonAnimRateByte );
PlayCharacterMeshAnim(P, LoopOutroAnim, bLoopSynchedWeaponAnim);
}
Global.UpdateThirdPersonWeaponAction( NewWeaponState, P, ThirdPersonAnimRateByte );
}
/** Stop looping state */
simulated function bool ThirdPersonFireEffects( vector HitLocation, KFPawn P, byte ThirdPersonAnimRateByte )
{
GotoState('');
return Global.ThirdPersonFireEffects( HitLocation, P, ThirdPersonAnimRateByte );
}
/** Stop looping state */
simulated function DetachFrom(KFPawn P)
{
GotoState('');
Global.DetachFrom(P);
}
}
defaultproperties
{
Begin Object class=AnimNodeSequence Name=MeshSequenceA
bForceRefposeWhenNotPlaying=true
End Object
// Weapon SkeletalMesh
Begin Object Class=SkeletalMeshComponent Name=SkeletalMeshComponent0
bOwnerNoSee=true
bOnlyOwnerSee=false
CollideActors=false
AlwaysLoadOnClient=true
AlwaysLoadOnServer=true
MaxDrawDistance=4000
bUpdateSkelWhenNotRendered=false
bIgnoreControllersWhenNotRendered=true
bOverrideAttachmentOwnerVisibility=true
bAcceptsDynamicDecals=FALSE
Animations=MeshSequenceA
CastShadow=true
bCastDynamicShadow=true
bPerBoneMotionBlur=true
bForceRefPose=1
// Default to outdoor. If indoor, this will be set when TWIndoorLightingVolume::Touch() event is received at spawn.
LightingChannels=(Outdoor=TRUE,bInitialized=TRUE)
End Object
WeapMesh=SkeletalMeshComponent0
LaserSightArchetype=KFLaserSightAttachment'FX_LaserSight_ARCH.Default_LaserSight_3P'
TickGroup=TG_DuringAsyncWork
NetUpdateFrequency=10
RemoteRole=ROLE_None
bReplicateInstigator=true
MaxFireEffectDistance=5000.0
AimOffsetProfileName=Default
// temp
DefaultBlendInTime=0.2f
DefaultBlendOutTime=0.2f
ShootBlendInTime=0.1
ShootBlendOutTime=0.1
ThirdPersonAnimRate=1.0f
LastMeleeAnimIdx=255
bWaitingForWeaponSkinLoad=false
}