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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeapAttach_Pulverizer
//=============================================================================
// A custom 3rd person weapon template for the pulverizer
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFWeapAttach_Pulverizer extends KFWeaponAttachment;
const PulverizerShoot_F = 'Atk_F_Shoot';
const PulverizerShoot_B = 'Atk_B_Shoot';
const PulverizerShoot_L = 'Atk_L_Shoot';
const PulverizerShoot_R = 'Atk_R_Shoot';
const CH_PulverizerShoot_F = 'Atk_F_Shoot_CH';
const CH_PulverizerShoot_B = 'Atk_B_Shoot_CH';
const CH_PulverizerShoot_L = 'Atk_L_Shoot_CH';
const CH_PulverizerShoot_R = 'Atk_R_Shoot_CH';
var transient EWeaponState NextPulverizerShootType;
/** Custom firing animations */
simulated function bool ThirdPersonFireEffects(vector HitLocation, KFPawn P, byte ThirdPersonAnimRateByte )
{
DecodeThirdPersonAnimRate( ThirdPersonAnimRateByte );
// Character shoot anims
if ( !P.IsDoingSpecialMove() )
{
PlayPulverizerShoot(P);
}
// Effects below this point are culled based on visibility and distance
if ( !ActorEffectIsRelevant(P, false, MaxFireEffectDistance) )
{
return false;
}
CauseMuzzleFlash(P.FiringMode);
return true;
}
/** Custom character animation for pulverizer third person shoot */
simulated function PlayPulverizerShoot(KFPawn P)
{
switch(NextPulverizerShootType)
{
case WEP_MeleeHeavy_B:
PlayCharacterMeshAnim(P, P.bIsCrouched ? CH_PulverizerShoot_B : PulverizerShoot_B);
break;
case WEP_MeleeHeavy_F:
PlayCharacterMeshAnim(P, P.bIsCrouched ? CH_PulverizerShoot_F : PulverizerShoot_F);
break;
case WEP_MeleeHeavy_L:
PlayCharacterMeshAnim(P, P.bIsCrouched ? CH_PulverizerShoot_L : PulverizerShoot_L);
break;
case WEP_MeleeHeavy_R:
PlayCharacterMeshAnim(P, P.bIsCrouched ? CH_PulverizerShoot_R : PulverizerShoot_R);
break;
}
NextPulverizerShootType = -1;
}
/** Cache the previous melee attact action to use it for 'ThirdPersonFireEffects' */
simulated function UpdateThirdPersonWeaponAction( EWeaponState NewWeaponState, KFPawn P, byte ThirdPersonAnimRateByte )
{
switch(NewWeaponState)
{
case WEP_MeleeHeavy_B:
case WEP_MeleeHeavy_F:
case WEP_MeleeHeavy_L:
case WEP_MeleeHeavy_R:
NextPulverizerShootType = NewWeaponState;
break;
}
Super.UpdateThirdPersonWeaponAction( NewWeaponState, P, ThirdPersonAnimRateByte );
}
defaultproperties
{
}