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

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2021-06-02 20:06:18 +00:00
//=============================================================================
// KFWeapAttach_HRG_BarrierRifle
//=============================================================================
//
//=============================================================================
// Killing Floor 2
// Copyright (C) 2021 Tripwire Interactive LLC
//=============================================================================
class KFWeapAttach_HRG_BarrierRifle extends KFWeaponAttachment;
`define BARRIERRIFLE_MIC_SHIELD_INDEX 0
/** Indicates wheter we are activating/deactivating the shield fx */
var protected transient bool bActivatingShield;
var protected transient float FXDelta;
var protected transient float ShieldFXDuration;
var protected transient float OverlayDelta;
var protected transient float OverlayMax;
var protected transient float OverlayMin;
var protected transient float ShieldBlockVFXDuration;
simulated event PreBeginPlay()
{
Super.PreBeginPlay();
if ( WorldInfo.NetMode == NM_DedicatedServer )
{
return;
}
ShieldFXDuration = class'KFWeap_HRG_BarrierRifle'.default.ShieldFXDuration;
OverlayMax = class'KFWeap_HRG_BarrierRifle'.default.RedOverlayMax;
OverlayMin = class'KFWeap_HRG_BarrierRifle'.default.RedOverlayMin;
ShieldBlockVFXDuration = class'KFWeap_HRG_BarrierRifle'.default.ShieldBlockVFXDuration;
UpdateShieldFXValue(0.0f);
}
simulated function UpdateShieldFXValue(float Value)
{
if ( WeaponMIC == None && WeapMesh != None )
{
WeaponMIC = WeapMesh.CreateAndSetMaterialInstanceConstant(`BARRIERRIFLE_MIC_SHIELD_INDEX);
}
WeaponMIC.SetScalarParameterValue('Opacity', Value);
}
unreliable client function SetShieldActive(bool bActive)
{
bActivatingShield = bActive;
}
/** Special event added for weap attachments. Free for use */
function OnSpecialEvent(int Arg)
{
if (Arg < 2)
{
SetShieldActive(Arg == 1 ? True : False);
}
else if (Arg == 3)
{
UpdateShieldBlockVFX(OverlayMax);
OverlayDelta = OverlayMax;
}
}
simulated function UpdateShieldBlockVFX(float Value)
{
if ( WeaponMIC == None && WeapMesh != None )
{
WeaponMIC = WeapMesh.CreateAndSetMaterialInstanceConstant(`BARRIERRIFLE_MIC_SHIELD_INDEX);
}
WeaponMIC.SetScalarParameterValue('RedOverlay', Value);
}
simulated event Tick(float DeltaTime)
{
// Update Shield visuals
if (bActivatingShield && FXDelta < class'KFWeap_HRG_BarrierRifle'.default.ShieldFXDuration)
{
FXDelta = FMin(FXDelta + DeltaTime, ShieldFXDuration);
UpdateShieldFXValue(FXDelta / ShieldFXDuration);
}
else if (!bActivatingShield && FXDelta > 0.0f)
{
FXDelta = FMax(FXDelta - DeltaTime, 0.0f);
UpdateShieldFXValue(FXDelta / ShieldFXDuration);
}
if (OverlayDelta > 0.0f)
{
OverlayDelta = FMax(OverlayDelta - DeltaTime, OverlayMin);
UpdateShieldBlockVFX(OverlayMax * (OverlayDelta / ShieldBlockVFXDuration));
}
}
defaultproperties
{
OverlayDelta=0.0f
}