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KF2-Dev-Scripts/KFGameContent/Classes/KFSM_Husk_FlameThrowerAttack.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFSM_Husk_FlameThrowerAttack
//=============================================================================
//
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFSM_Husk_FlameThrowerAttack extends KFSM_PlaySingleAnim;
/** The Archetype to spawn for our fire spray actors. */
var KFSprayActor FlameSprayArchetype;
var KFSprayActor MyFlameSpray;
/** Emitter to play when firing stops. */
var ParticleSystemComponent PSC_EndSpray;
/** Replicated flag to turn off the flamethrower effect on clients. */
var bool bFlameThrowerActive;
/** Pilot light sound play event */
var AkEvent FlameAttackPlayEvent;
/** Pilot light sound stop event */
var AkEvent FlameAttackStopEvent;
protected function bool InternalCanDoSpecialMove()
{
local vector HitLocation, HitNormal;
local Actor HitActor;
if( KFPOwner.IsHumanControlled() )
{
return KFPOwner.IsCombatCapable();
}
if( AIOwner == none || AIOwner.MyKFPawn == none || AIOwner.Enemy == none )
{
return false;
}
if( !KFPOwner.IsCombatCapable() )
{
return false;
}
// Make sure we have line of sight
HitActor = PawnOwner.Trace(HitLocation, HitNormal, AIOwner.Enemy.Location, PawnOwner.Location, true);
if ( HitActor != None && HitActor != AIOwner.Enemy )
{
return false;
}
return super.InternalCanDoSpecialMove();
}
function SpecialMoveStarted( bool bForced, name PrevMove )
{
super.SpecialMoveStarted( bForced, PrevMove );
if( AIOwner != none )
{
`AILog_Ext( self@"started for"@AIOwner, 'Husk', AIOwner );
AIOwner.AIZeroMovementVariables();
}
}
/** Turns the flamethrower on */
simulated function TurnOnFlamethrower()
{
local KFPawn_ZedHusk HuskOwner;
HuskOwner = KFPawn_ZedHusk( PawnOwner );
if( HuskOwner == none || !HuskOwner.IsAliveAndWell() || bFlameThrowerActive )
{
return;
}
if( MyFlameSpray == none )
{
MyFlameSpray = HuskOwner.Spawn(FlameSprayArchetype.Class, HuskOwner,, HuskOwner.Location, HuskOwner.Rotation, FlameSprayArchetype, TRUE);
// Use a particular ImpactProjectileClass that will scale damage by difficulty
MyFlameSpray.ImpactProjectileClass = class'KFProj_HuskGroundFire';
MyFlameSpray.OwningKFPawn = HuskOwner;
MyFlameSpray.SetBase(HuskOwner,, HuskOwner.Mesh, MyFlameSpray.SpraySocketName );
if( HuskOwner.WorldInfo.NetMode != NM_DedicatedServer && PSC_EndSpray != None )
{
if( PSC_EndSpray != None)
{
PSC_EndSpray.SetTemplate(MyFlameSpray.SprayEndEffect);
}
HuskOwner.Mesh.AttachComponentToSocket( PSC_EndSpray, MyFlameSpray.SpraySocketName );
}
if( HuskOwner.Role < ROLE_Authority )
{
// Set these to be visual only as we do the damage on the server versions
MyFlameSpray.bVisualOnly=true;
}
}
bFlameThrowerActive = true;
if( HuskOwner.Role == ROLE_Authority || HuskOwner.IsLocallyControlled() )
{
HuskOwner.SetWeaponAmbientSound(FlameAttackPlayEvent);
}
if( MyFlameSpray != none )
{
// Apply rally boost damage
MyFlameSpray.SprayDamage.X = HuskOwner.GetRallyBoostDamage( MyFlameSpray.default.SprayDamage.X );
MyFlameSpray.SprayDamage.Y = HuskOwner.GetRallyBoostDamage( MyFlameSpray.default.SprayDamage.Y );
// Start flames
MyFlameSpray.BeginSpray();
}
}
function SpecialMoveEnded(Name PrevMove, Name NextMove)
{
TurnOffFlamethrower();
super.SpecialMoveEnded( PrevMove, NextMove );
if( AIOwner != none )
{
`AILog_Ext( self@"ended for"@AIOwner, 'Husk', AIOwner );
}
}
/** Turns the flamethrower off */
simulated function TurnOffFlamethrower()
{
local KFPawn_ZedHusk HuskOwner;
HuskOwner = KFPawn_ZedHusk( PawnOwner );
if( HuskOwner == none || !bFlameThrowerActive )
{
return;
}
bFlameThrowerActive = false;
if( HuskOwner.Role == ROLE_Authority || HuskOwner.IsLocallyControlled() )
{
HuskOwner.SetWeaponAmbientSound(FlameAttackStopEvent);
}
// play end-of-firing poof. will stop itself.
if( PSC_EndSpray != None )
{
PSC_EndSpray.ActivateSystem();
}
if( MyFlameSpray != none )
{
MyFlameSpray.DetachAndFinish();
}
}
/**
* Can a new special move override this one before it is finished?
* This is only if CanDoSpecialMove() == TRUE && !bForce when starting it.
*/
function bool CanOverrideMoveWith( Name NewMove )
{
if ( bCanBeInterrupted && (NewMove == 'KFSM_Stunned' || NewMove == 'KFSM_Stumble' || NewMove == 'KFSM_Knockdown' || NewMove == 'KFSM_Frozen') )
{
return TRUE; // for NotifyAttackParried
}
return FALSE;
}
DefaultProperties
{
// SpecialMove
Handle=KFSM_Husk_FlameThrowerAttack
bDisableSteering=false
bDisableMovement=true
bDisableTurnInPlace=true
bCanBeInterrupted=true
bUseCustomRotationRate=true
CustomRotationRate=(Pitch=66000,Yaw=100000,Roll=66000)
CustomTurnInPlaceAnimRate=2.f
// Animation
AnimName=Player_Flame
AnimStance=EAS_FullBody
// Flamethrower
FlameSprayArchetype=SprayActor_Flame'zed_husk_arch.Husk_Flamethrower_Flame'
Begin Object Class=ParticleSystemComponent Name=FlameEndSpray0
bAutoActivate=FALSE
TickGroup=TG_PostUpdateWork
End Object
PSC_EndSpray=FlameEndSpray0
FlameAttackPlayEvent=AkEvent'WW_ZED_Husk.ZED_Husk_SFX_Flamethrower_LP'
FlameAttackStopEvent=AkEvent'WW_ZED_Husk.ZED_Husk_SFX_Flamethrower_Stop'
}