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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeapAttach_DualBase
//=============================================================================
// Attachment with a second set of meshes/FX for dual weapons
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFWeapAttach_DualBase extends KFWeaponAttachment;
/*********************************************************************************************
* Left-hand weapon components
********************************************************************************************* */
/** Left hand skeletal mesh. If none is specified, the right hand skeletal mesh will be duplicated. */
var() const SkeletalMesh LeftHandSkelMesh;
/** Anim set to use for 3rd person weapon anims */
var() AnimSet LeftWeaponAnimSet;
var protected transient SkeletalMeshComponent LeftWeapMesh;
var protected transient KFMuzzleFlash LeftMuzzleFlash;
/** A reference to the left muzzle flash template (to specify left shell eject socket) */
var() protected const KFMuzzleFlash LeftMuzzleFlashTemplate;
var protected transient AnimNodeSequence LeftWeapAnimNode;
/** Toggled when switching from right to left hand weapons */
var transient bool bPlayFXOnSecondWeapon;
/** Last world time bPlayFXOnSecondWeapon was set */
var transient float LastChooseWeaponTime;
/** Additive shoot anims */
const ShootLeftAnim = 'ADD_Shoot_LW';
const ShootRightAnim = 'ADD_Shoot_RW';
const CrouchShootLeftAnim = 'ADD_CH_Shoot_LW';
const CrouchShootRightAnim = 'ADD_CH_Shoot_RW';
const IronShootLeftAnim = 'ADD_Iron_Shoot_LW';
const IronShootRightAnim = 'ADD_Iron_Shoot_RW';
/** Weapon shoots */
// @todo: these should just be "Shoot", but the animsets for each gun have both anims
const WeaponFireAnim_R = 'Shoot_RW';
const WeaponFireAnim_L = 'Shoot_LW';
const WeaponAltFireAnim_R = 'Shoot_RW';
const WeaponAltFireAnim_L = 'Shoot_LW';
const LeftWeaponSocket = 'LW_Weapon';
event PreBeginPlay()
{
// set up left hand skel mesh just like we do the right in super
if ( LeftWeapMesh != None && !bWeapMeshIsPawnMesh )
{
if ( LeftWeaponAnimSet != None )
{
LeftWeapMesh.AnimSets[0] = LeftWeaponAnimSet;
}
else if( WeaponAnimSet != None )
{
// default to right weapon anim set
LeftWeapMesh.AnimSets[0] = WeaponAnimSet;
}
if ( LeftHandSkelMesh != none )
{
// set the skeletal mesh from our archetype to the WeaponAttachment
LeftWeapMesh.SkeletalMesh = LeftHandSkelMesh;
}
LeftWeapAnimNode = AnimNodeSequence(LeftWeapMesh.Animations);
}
super.PreBeginPlay();
}
/** Weapon Mesh Attachment */
event ChangeVisibility( bool bIsVisible )
{
super.ChangeVisibility( bIsVisible );
if( LeftWeapMesh != none && !bWeapMeshIsPawnMesh )
{
LeftWeapMesh.SetHidden( !bIsVisible );
}
}
/*********************************************************************************************
* Attach / Detach
********************************************************************************************* */
/** Added second weapon */
simulated function AttachTo(KFPawn P)
{
Super.AttachTo(P);
if ( bWeapMeshIsPawnMesh )
{
LeftWeapMesh = P.Mesh;
}
else if ( LeftWeapMesh != None )
{
if( LeftHandSkelMesh == none )
{
// Create a duplicate of the right-hand weapn mesh
LeftWeapMesh = new(self) Class'SkeletalMeshComponent'(WeapMesh);
}
// Attach Weapon mesh to player skel mesh
LeftWeapMesh.SetShadowParent(P.Mesh);
P.Mesh.AttachComponent(LeftWeapMesh, LeftWeaponSocket);
}
//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);
}
}
/** Added second weapon */
simulated function DetachFrom(KFPawn P)
{
Super.DetachFrom(P);
// first, detach FX
if ( LeftMuzzleFlash != None )
{
LeftMuzzleFlash.DetachMuzzleFlash(LeftWeapMesh);
}
// detach weapon mesh from player skelmesh
if ( bWeapMeshIsPawnMesh )
{
LeftWeapMesh = None;
}
else if ( LeftWeapMesh != None )
{
LeftWeapMesh.SetShadowParent(None);
P.Mesh.DetachComponent(LeftWeapMesh);
}
}
/** Added second weapon */
simulated function AttachMuzzleFlash()
{
Super.AttachMuzzleFlash();
if ( WeapMesh != none && LeftMuzzleFlash == None )
{
LeftMuzzleFlash = new(self) Class'KFMuzzleFlash'(LeftMuzzleFlashTemplate);
LeftMuzzleFlash.AttachMuzzleFlash(LeftWeapMesh);
}
}
/**
* Assign weapon skin to 3rd person mesh
*/
event SetWeaponSkin(int ItemId, optional bool bFinishedLoading = false)
{
local array<MaterialInterface> SkinMICs;
if ( WeapMesh != none && LeftWeapMesh != none && 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]);
LeftWeapMesh.SetMaterial(0, SkinMICs[0]);
}
}
}
/*********************************************************************************************
* Fire Effects
********************************************************************************************* */
/** Updates bPlayFXOnSecondWeapon each time weapon is fired */
function bool ChooseActiveWeapon(byte FlashCount)
{
// If this was already called in this frame do nothing. See GetProjectileStartLoc() for details.
if ( LastChooseWeaponTime == WorldInfo.TimeSeconds )
{
return bPlayFXOnSecondWeapon;
}
if ( FlashCount > 0 )
{
// If we have a flash count (e.g. projectile) use that to synchronize with 1st P
bPlayFXOnSecondWeapon = (FlashCount & 1) == 0;
}
else
{
// Otherwise just toggle it
bPlayFXOnSecondWeapon = !bPlayFXOnSecondWeapon;
}
LastChooseWeaponTime = WorldInfo.TimeSeconds;
return bPlayFXOnSecondWeapon;
}
/** Added second weapon */
simulated function bool ThirdPersonFireEffects( vector HitLocation, KFPawn P, byte ThirdPersonAnimRateByte )
{
ChooseActiveWeapon(P.FlashCount);
return super.ThirdPersonFireEffects( HitLocation, P, ThirdPersonAnimRateByte );
}
/** Plays fire animation on weapon mesh.
* Overloaded to switch between right and left.
*/
simulated function PlayWeaponFireAnim()
{
local float Duration;
if( Instigator.FiringMode == 1 && WeaponAltFireAnim != 'None' )
{
if( bPlayFXOnSecondWeapon )
{
Duration = LeftWeapMesh.GetAnimLength( WeaponAltFireAnim_L );
LeftWeapMesh.PlayAnim( WeaponAltFireAnim_L, Duration / ThirdPersonAnimRate,, true );
}
else
{
Duration = WeapMesh.GetAnimLength( WeaponAltFireAnim_R );
WeapMesh.PlayAnim( WeaponAltFireAnim_R, Duration / ThirdPersonAnimRate,, true );
}
}
else if( WeaponFireAnim != 'None' )
{
if( bPlayFXOnSecondWeapon )
{
Duration = LeftWeapMesh.GetAnimLength( WeaponFireAnim_L );
LeftWeapMesh.PlayAnim( WeaponFireAnim_L, Duration / ThirdPersonAnimRate,, true );
}
else
{
Duration = WeapMesh.GetAnimLength( WeaponFireAnim_R );
WeapMesh.PlayAnim( WeaponFireAnim_R, Duration / ThirdPersonAnimRate,, true );
}
}
}
/** Plays fire animation on pawn
* Overloaded to switch between right and left.
*/
simulated function PlayPawnFireAnim( KFPawn P, EAnimSlotStance AnimType )
{
if ( P.bIsCrouched )
{
P.PlayBodyAnim((bPlayFXOnSecondWeapon) ? CrouchShootLeftAnim : CrouchShootRightAnim, EAS_FullBody, ThirdPersonAnimRate, ShootBlendInTime, ShootBlendOutTime);
}
else if ( P.bIsWalking )
{
P.PlayBodyAnim((bPlayFXOnSecondWeapon) ? IronShootLeftAnim : IronShootRightAnim, EAS_FullBody, ThirdPersonAnimRate, ShootBlendInTime, ShootBlendOutTime);
}
else
{
P.PlayBodyAnim((bPlayFXOnSecondWeapon) ? ShootLeftAnim : ShootRightAnim, EAS_FullBody, ThirdPersonAnimRate, ShootBlendInTime, ShootBlendOutTime);
}
}
/** Added second weapon */
simulated function CauseMuzzleFlash(byte FiringMode)
{
// Can use the same weapon that was used by ThirdPersonFireEffects
if ( bPlayFXOnSecondWeapon )
{
if (LeftMuzzleFlash == None && MuzzleFlashTemplate != None)
{
AttachMuzzleFlash();
}
if (LeftMuzzleFlash != None )
{
LeftMuzzleFlash.CauseMuzzleFlash(FiringMode);
if ( LeftMuzzleFlash.bAutoActivateShellEject )
{
LeftMuzzleFlash.CauseShellEject();
}
}
}
else
{
Super.CauseMuzzleFlash(FiringMode);
}
}
/** Added second weapon */
simulated function vector GetMuzzleLocation(optional byte MuzzleID)
{
local vector SocketLocation;
if ( MuzzleID >= 1 || bPlayFXOnSecondWeapon )
{
if (LeftMuzzleFlash == None && MuzzleFlashTemplate != None)
{
AttachMuzzleFlash();
}
if( LeftMuzzleFlash != none )
{
LeftWeapMesh.GetSocketWorldLocationAndRotation(LeftMuzzleFlash.GetSocketName(), SocketLocation);
return SocketLocation;
}
}
return Super.GetMuzzleLocation(MuzzleID);
}
/** Overrides super to play anim on both meshes. Used for reloads at the moment (will this mess up other possible anims?) */
simulated function PlayWeaponMeshAnim(name AnimName, AnimNodeSlot SyncNode, bool bLoop)
{
local float Duration;
super.PlayWeaponMeshAnim( AnimName, SyncNode, bLoop );
Duration = LeftWeapMesh.GetAnimLength( AnimName );
LeftWeapMesh.PlayAnim( AnimName, Duration / ThirdPersonAnimRate, bLoop );
}
/*********************************************************************************************
* @name Rendering/Lighting
********************************************************************************************* */
/** Set the lighting channels on all the appropriate weapon attachment mesh(es) */
simulated function SetMeshLightingChannels(LightingChannelContainer NewLightingChannels)
{
super.SetMeshLightingChannels( NewLightingChannels );
if( !bWeapMeshIsPawnMesh )
{
LeftWeapMesh.SetLightingChannels(NewLightingChannels);
}
}
/** Debug */
simulated function bool HasIndoorLighting()
{
return super.HasIndoorLighting() && LeftWeapMesh.LightingChannels.Indoor;
}
/** Debug */
simulated function bool HasOutdoorLighting()
{
return super.HasOutdoorLighting() && LeftWeapMesh.LightingChannels.Outdoor;
}
defaultproperties
{
// Left Weapon SkeletalMesh (copy of right weapon in super)
Begin Object Class=SkeletalMeshComponent Name=SkeletalMeshComponent1
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
LeftWeapMesh=SkeletalMeshComponent1
}