210 lines
5.7 KiB
Ucode
210 lines
5.7 KiB
Ucode
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//=============================================================================
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// KFMGA_Rollercoaster
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//=============================================================================
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// Specific implementation of the animated trap type with extensions for the
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// rollercoaster trap. Mostly deals with timing of turning on damage
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// volumes, as well as the left/right movement of the trap.
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// - Dan Weiss
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//=============================================================================
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class KFMGA_Rollercoaster extends KFMGA_AnimatedTrap;
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/** Amount of time to move to the end position. Cached from base class MovementTime */
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var float MovementStartTime;
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/** Amount of time to take to move back to the starting position. If this is zero, gets set to match MovementTime */
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var() float MovementBackTime;
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/** Button to move left */
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var() KFTrigger_MinigameButton MoveLeftButton;
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/** Button to move right */
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var() KFTrigger_MinigameButton MoveRightButton;
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/** Which direction the coaster is travelling. Used to trigger client movement */
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var repnotify int MoveDirection;
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/** Default movement vector, cached from base class MovementVector */
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var Vector CachedMovementVector;
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/** Move vector in the opposite direction. If this is the zero vector, gets set to -MovementDirection */
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var() Vector RightMoveVector;
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/** Move time in the opposite direction. If this is zero, gets set to match MovementTime */
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var() float RightMovementTime;
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/** Move back time in the opposite direction. If this is zero, gets set to match MovementBackTime */
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var() float RightMovementBackTime;
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/** Physics volumes for the two ends of the coaster car. Enabling/disabling in code to time better compared to Kismet, while leaving LD option for location and setup intact. */
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var() KFDynamicPhysicsVolume LeftPhysicsVolume;
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var() KFDynamicPhysicsVolume RightPhysicsVolume;
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replication
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{
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if (bNetDirty)
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MoveDirection;
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}
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simulated event PostBeginPlay()
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{
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super.PostBeginPlay();
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//Cache off some values from base class
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MovementStartTime = MovementTime;
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CachedMovementVector = MovementVector;
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//Verify safe defaults on server/client
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if (MovementBackTime <= 0.f)
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{
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MovementBackTime = MovementTime;
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}
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if (VSize(RightMoveVector) <= 0.f)
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{
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RightMoveVector = -MovementVector;
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}
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if (RightMovementTime <= 0.f)
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{
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RightMovementTime = MovementTime;
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}
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if (RightMovementBackTime <= 0.f)
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{
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RightMovementBackTime = MovementBackTime;
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}
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if (LeftPhysicsVolume != none)
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{
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LeftPhysicsVolume.SetCollisionType(COLLIDE_NoCollision);
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}
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if (RightPhysicsVolume != none)
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{
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RightPhysicsVolume.SetCollisionType(COLLIDE_NoCollision);
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}
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}
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function bool CanBeActivated(KFTrigger_MinigameButton ActivationSource)
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{
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return !bActivated;
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}
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/** Client activation is being handled a bit different due to need to know direction to move.
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* For the rollercoaster, intercept bActivated and only respond to it if deactivating.
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*/
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simulated event ReplicatedEvent(name VarName)
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{
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if (VarName == 'bActivated')
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{
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if (!bActivated)
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{
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PlayDeactivation();
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}
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}
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else if (VarName == 'MoveDirection')
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{
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if (MoveDirection >= 0)
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{
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PlayActivation();
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}
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}
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else
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{
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super.ReplicatedEvent(VarName);
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}
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}
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/** Big change from base implementation is that we're modifying MovementTime and MovementVector
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* manually in the next handful of functions. The original values are cached off at the start
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* of play for reuse later, based on direction we're moving the rollercoaster trap.
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*/
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function Activated(KFTrigger_MinigameButton ActivationSource)
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{
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if (!bActivated)
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{
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if (ActivationSource == MoveLeftButton)
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{
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MoveDirection = 0;
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if (LeftPhysicsVolume != none)
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{
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LeftPhysicsVolume.SetCollisionType(COLLIDE_TouchAll);
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}
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}
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else if (ActivationSource == MoveRightButton)
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{
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MoveDirection = 1;
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if (RightPhysicsVolume != none)
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{
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RightPhysicsVolume.SetCollisionType(COLLIDE_TouchAll);
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}
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}
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}
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super.Activated(ActivationSource);
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}
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function Deactivated()
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{
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super.Deactivated();
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if (bActivated)
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{
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MoveDirection = -1;
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}
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}
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simulated function PlayActivationIdle()
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{
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MovementTime = MoveDirection == 0 ? MovementStartTime : RightMovementTime;
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super.PlayActivationIdle();
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}
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simulated function PlayDeactivation()
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{
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MovementTime = MoveDirection == 0 ? MovementBackTime : RightMovementBackTime;
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super.PlayDeactivation();
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}
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simulated function SetMoveActivationCurve()
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{
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//Left
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if (MoveDirection == 0)
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{
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MovementVector = CachedMovementVector;
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}
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//Right
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else
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{
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MovementVector = RightMoveVector;
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}
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super.SetMoveActivationCurve();
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}
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simulated state Moving
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{
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//Reset linked physics volumes, regardless of direction moved
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simulated function EndMovement()
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{
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if (LeftPhysicsVolume != none)
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{
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LeftPhysicsVolume.SetCollisionType(COLLIDE_NoCollision);
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}
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if (RightPhysicsVolume != none)
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{
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RightPhysicsVolume.SetCollisionType(COLLIDE_NoCollision);
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}
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super.EndMovement();
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}
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}
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defaultproperties
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{
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MoveDirection = -1
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}
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