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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeapAttach_HuskCannon
//=============================================================================
//
//=============================================================================
// Killing Floor 2
// Copyright (C) 2017 Tripwire Interactive LLC
//=============================================================================
class KFWeapAttach_HuskCannon extends KFWeaponAttachment;
var transient ParticleSystemComponent ChargingPSC;
var ParticleSystem ChargingEffect;
var ParticleSystem ChargedEffect;
var bool bIsCharging;
var bool bIsFullyCharged;
var float StartFireTime;
var int ChargeLevel;
var const ParticleSystem MuzzleFlashEffectL1;
var const ParticleSystem MuzzleFlashEffectL2;
var const ParticleSystem MuzzleFlashEffectL3;
simulated function StartFire()
{
StartFireTime = WorldInfo.TimeSeconds;
bIsCharging = true;
if (ChargingPSC == none)
{
ChargingPSC = new(self) class'ParticleSystemComponent';
if (WeapMesh != none)
{
WeapMesh.AttachComponentToSocket(ChargingPSC, 'MuzzleFlash');
}
else
{
AttachComponent(ChargingPSC);
}
}
else
{
ChargingPSC.ActivateSystem();
}
if (ChargingPSC != none)
{
ChargingPSC.SetTemplate(ChargingEffect);
}
}
simulated event Tick(float DeltaTime)
{
local float ChargeRTPC;
if(bIsCharging && !bIsFullyCharged)
{
ChargeRTPC = FMin(class'KFWeap_HuskCannon'.default.MaxChargeTime, WorldInfo.TimeSeconds - StartFireTime) / class'KFWeap_HuskCannon'.default.MaxChargeTime;
if (ChargeRTPC >= 1.f)
{
bIsFullyCharged = true;
ChargingPSC.SetTemplate(ChargedEffect);
}
}
Super.Tick(DeltaTime);
}
simulated function FirstPersonFireEffects(Weapon W, vector HitLocation)
{
super.FirstPersonFireEffects(W, HitLocation);
if (ChargingPSC != none)
{
ChargingPSC.DeactivateSystem();
}
}
simulated function bool ThirdPersonFireEffects(vector HitLocation, KFPawn P, byte ThirdPersonAnimRateByte)
{
bIsCharging = false;
bIsFullyCharged = false;
ChargeLevel = GetChargeFXLevel();
if (ChargingPSC != none)
{
ChargingPSC.DeactivateSystem();
}
return Super.ThirdPersonFireEffects(HitLocation, P, ThirdPersonAnimRateByte);
}
simulated function CauseMuzzleFlash(byte FiringMode)
{
if (MuzzleFlash == None && MuzzleFlashTemplate != None)
{
AttachMuzzleFlash();
}
switch (ChargeLevel)
{
case 1:
MuzzleFlash.MuzzleFlash.ParticleSystemTemplate = MuzzleFlashEffectL1;
MuzzleFlash.MuzzleFlash.PSC.SetTemplate(MuzzleFlashEffectL1);
break;
case 2:
MuzzleFlash.MuzzleFlash.ParticleSystemTemplate = MuzzleFlashEffectL2;
MuzzleFlash.MuzzleFlash.PSC.SetTemplate(MuzzleFlashEffectL2);
break;
case 3:
MuzzleFlash.MuzzleFlash.ParticleSystemTemplate = MuzzleFlashEffectL3;
MuzzleFlash.MuzzleFlash.PSC.SetTemplate(MuzzleFlashEffectL3);
break;
}
Super.CauseMuzzleFlash(FiringMode);
}
// Should generally match up with KFWeap_HuskCannon::GetChargeFXLevel
function int GetChargeFXLevel()
{
local int MaxCharges;
local int Charges;
MaxCharges = int(class'KFWeap_HuskCannon'.default.MaxChargeTime / class'KFWeap_HuskCannon'.default.ValueIncreaseTime);
Charges = Min((WorldInfo.TimeSeconds - StartFireTime) / class'KFWeap_HuskCannon'.default.ValueIncreaseTime, MaxCharges);
if (Charges <= 1)
{
return 1;
}
else if (Charges < MaxCharges)
{
return 2;
}
else
{
return 3;
}
}
defaultproperties
{
MuzzleFlashTemplate=KFMuzzleFlash'WEP_HuskCannon_ARCH.Wep_HuskCannon_MuzzleFlash_3P'
MuzzleFlashEffectL1=ParticleSystem'WEP_HuskCannon_EMIT.FX_Huskcannon_MuzzleFlash_L1_3P'
MuzzleFlashEffectL2=ParticleSystem'WEP_HuskCannon_EMIT.FX_Huskcannon_MuzzleFlash_L2_3P'
MuzzleFlashEffectL3=ParticleSystem'WEP_HuskCannon_EMIT.FX_Huskcannon_MuzzleFlash_L3_3P'
ChargingEffect=ParticleSystem'WEP_HuskCannon_EMIT.FX_Huskcannon_Charging_01'
ChargedEffect=ParticleSystem'WEP_HuskCannon_EMIT.FX_Huskcannon_Charged_01'
}