217 lines
7.4 KiB
Ucode
217 lines
7.4 KiB
Ucode
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//=============================================================================
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// KFWeap_Rifle_HRGIncision
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//=============================================================================
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2019 Tripwire Interactive LLC
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//=============================================================================
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class KFWeap_Rifle_HRGIncision extends KFWeap_Rifle_RailGun;
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const ShootDartAnim = 'Shoot_Dart_HI';
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const ShootDartIronAnim = 'Shoot_Dart_Iron_HI';
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/** Icon textures for lock on drawing */
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var Texture2D LockedTeammateHitZoneIcon;
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var Texture2D DefaultTeammateHitZoneIcon;
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var LinearColor GreenIconColor;
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/** Override for 1st person healing dart anims */
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simulated function name GetWeaponFireAnim(byte FireModeNum)
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{
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if (FireModeNum == ALTFIRE_FIREMODE)
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{
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return (bUsingSights) ? ShootDartIronAnim : ShootDartAnim;
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}
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return Super.GetWeaponFireAnim(FireModeNum);
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}
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/** Instead of switch fire mode use as immediate alt fire */
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simulated function AltFireMode()
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{
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if (!Instigator.IsLocallyControlled())
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{
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return;
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}
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// StartFire - StopFire called from KFPlayerInput
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StartFire(ALTFIRE_FIREMODE);
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}
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simulated function StartFire(byte FireModeNum)
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{
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// Skip KFWeap_Rifle_RailGun::StartFire because of some irrelevant cheat detection there
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super(KFWeap_ScopedBase).StartFire(FireModeNum);
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}
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simulated function vector GetInstantFireAimLocation()
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{
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return TargetingComp.LockedAimLocation[CurrentFireMode];
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}
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/*********************************************************************************************
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* @name Targeting HUD
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**********************************************************************************************/
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/** Handle drawing items on the scope ScriptedTexture */
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simulated function OnRender(Canvas C)
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{
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local int i;
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super.OnRender(C);
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if (!bUsingSights)
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{
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return;
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}
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// Draw the targeting locations on the scope
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for (i = 0; i < TargetingComp.TargetVulnerableLocations_Player.Length; i++)
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{
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if (!IsZero(TargetingComp.TargetVulnerableLocations_Player[i]))
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{
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DrawTargetingTeammateIcon( C, i );
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}
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}
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CanvasTexture.bNeedsUpdate = true;
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}
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/**
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* @brief Draws an icon when human players are hidden but in the field of view
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*
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* @param PRI Player's PlayerReplicationInfo
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* @param IconWorldLocation The "player's" location in the world
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*/
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simulated function DrawTargetingTeammateIcon( Canvas Canvas, int index )
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{
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local vector WorldPos;
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local float IconSize, IconScale;
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local vector2d ScreenPos;
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// Project world pos to canvas
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WorldPos = TargetingComp.TargetVulnerableLocations_Player[index];
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ScreenPos = WorldToCanvas(Canvas, WorldPos);
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// calculate scale based on resolution and distance
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IconScale = FMin(float(Canvas.SizeX) / 1024.f, 1.f);
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// Scale down up to 40 meters away, with a clamp at 20% size
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IconScale *= FClamp(1.f - VSize(WorldPos - Instigator.Location) / 4000.f, 0.2f, 1.f);
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// Apply size scale
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IconSize = 300.f * IconScale;
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ScreenPos.X -= IconSize / 2.f;
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ScreenPos.Y -= IconSize / 2.f;
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// Off-screen check
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if (ScreenPos.X < 0 || ScreenPos.X > Canvas.SizeX || ScreenPos.Y < 0 || ScreenPos.Y > Canvas.SizeY)
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{
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return;
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}
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Canvas.SetPos( ScreenPos.X, ScreenPos.Y );
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// Pick the color of the targeting box to draw
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if (TargetingComp.LockedHitZone[1] >= 0 && index == TargetingComp.LockedHitZone[1])
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{
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Canvas.DrawTile(LockedTeammateHitZoneIcon, IconSize, IconSize, 0, 0,
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LockedTeammateHitZoneIcon.SizeX, LockedTeammateHitZoneIcon.SizeY, GreenIconColor);
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}
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else if (TargetingComp.PendingHitZone[1] >= 0 && index == TargetingComp.PendingHitZone[1])
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{
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Canvas.DrawTile(LockedTeammateHitZoneIcon, IconSize, IconSize, 0, 0,
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LockedTeammateHitZoneIcon.SizeX, LockedTeammateHitZoneIcon.SizeY, YellowIconColor);
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}
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else
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{
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Canvas.DrawTile(DefaultTeammateHitZoneIcon, IconSize, IconSize, 0, 0,
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DefaultTeammateHitZoneIcon.SizeX, DefaultTeammateHitZoneIcon.SizeY, BlueIconColor);
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}
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}
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/*********************************************************************************************
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@name Reload / recharge
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********************************************************************************************* */
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/** Healing charge doesn't count as ammo for purposes of inventory management (e.g. switching) */
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simulated function bool HasAnyAmmo()
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{
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if (HasSpareAmmo() || HasAmmo(DEFAULT_FIREMODE))
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{
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return true;
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}
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return false;
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}
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defaultproperties
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{
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// Content
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PackageKey="HRG_Incision"
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FirstPersonMeshName="WEP_1P_HRG_Incision_MESH.WEP_1stP_HRG_Incision"
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FirstPersonAnimSetNames(0)="wep_1p_hrg_incision_anim.wep_1p_hrg_incision_anim"
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PickupMeshName="wep_3p_HRG_Incision_MESH.Wep_3rdP_HRG_Incision_Pickup"
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AttachmentArchetypeName="wep_hrg_incision_arch.Wep_HRG_Incision_3P_Updated"
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MuzzleFlashTemplateName="wep_hrg_incision_arch.Wep_HRG_Incision_MuzzleFlash"
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// Inventory / Grouping
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InventorySize=8
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WeaponSelectTexture=Texture2D'WEP_UI_HRG_Incision_Item_TEX.UI_WeaponSelect_HRG_Incision'
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SecondaryAmmoTexture=Texture2D'UI_SecondaryAmmo_TEX.MedicDarts'
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//Perk
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AssociatedPerkClasses.Empty()
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AssociatedPerkClasses(0)=class'KFPerk_FieldMedic'
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// Ammo
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MagazineCapacity[0]=1
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SpareAmmoCapacity[0]=39
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InitialSpareMags[0]=12
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bCanBeReloaded=true
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bReloadFromMagazine=true
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AmmoPickupScale[0]=3.0
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MagazineCapacity[1]=100
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bCanRefillSecondaryAmmo=false
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bNoMagazine=true
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// DEFAULT_FIREMODE
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FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'UI_SecondaryAmmo_TEX.UI_FireModeSelect_AutoTarget'
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FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
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WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_HRGIncisionHurt'
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InstantHitDamage(DEFAULT_FIREMODE)=400
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_HRGIncisionHurt'
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FireInterval(DEFAULT_FIREMODE)=0.1 //0.4
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PenetrationPower(DEFAULT_FIREMODE)=10.0
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Spread(DEFAULT_FIREMODE)=0.005
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// ALT_FIREMODE
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FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_MedicDart'
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FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
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WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_InstantHit
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WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_HRGIncisionHeal'
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FireInterval(ALTFIRE_FIREMODE)=+0.175
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InstantHitDamage(ALTFIRE_FIREMODE)=75
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InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_HRGIncisionHeal'
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InstantHitMomentum(ALTFIRE_FIREMODE)=50000.f
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Spread(ALTFIRE_FIREMODE)=0.005
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PenetrationPower(ALTFIRE_FIREMODE)=10.0
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AmmoCost(ALTFIRE_FIREMODE)=50
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// BASH_FIREMODE
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRGIncision'
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InstantHitDamage(BASH_FIREMODE)=30
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// Lock-on
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TargetingCompClass=class'KFTargetingWeaponComponent_HRGIncision'
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MedicCompClass=class'KFMedicWeaponComponent_HRGIncision'
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LockedTeammateHitZoneIcon=Texture2D'Wep_Scope_TEX.Wep_1stP_Yellow_Red_Target'
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DefaultTeammateHitZoneIcon=Texture2D'Wep_Scope_TEX.Wep_1stP_Blue_Target'
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GreenIconColor=(R=1, G=255, B=1)
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// Weapon Upgrade stat boosts
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f), (Stat=EWUS_Damage1, Scale=1.2f), (Stat=EWUS_Weight, Add=1), (Stat=EWUS_HealFullRecharge, Scale=0.9f)))
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}
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