1
0
KF2-Dev-Scripts/KFGame/Classes/KFAffliction_Microwave.uc

291 lines
8.5 KiB
Ucode
Raw Normal View History

2020-12-13 15:01:13 +00:00
//=============================================================================
// KFAfflication_Microwave
//=============================================================================
//
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFAffliction_Microwave extends KFAfflictionAdvanced;
/** How microwaved is this zed currently? */
var protected float MicrowavedAmount;
/** How microwaved is this zed currently displaying? Used so we can cap how unfluffed the zed gets */
var protected float UsedMicrowavedAmount;
/** How burned from microwaves is this zed currently? */
var protected float MicrowaveBurnedAmount;
/** Interp curve that allows us to ramp up how charred a zed looks when hit with microwave **/
var() InterpCurveFloat MicroWaveCharCurve;
/** On Microwave Steam Effect Template */
var protected ParticleSystem SteamingTemplate;
/** On Microwave Steam Effect Particle System Component */
var protected ParticleSystemComponent SteamingEffect;
/** The microwave steam effect is active */
var protected bool bSteamEffectActive;
var bool bHasToSpawnFire;
/** Sound to play when this pawn is on fire */
var protected AkEvent OnSteamSound;
/** Sound to play when this pawn stops being on fire */
var protected AkEvent OnSteamEndSound;
2022-05-11 15:13:25 +00:00
function Activate(optional class<KFDamageType> DamageType = none)
2020-12-13 15:01:13 +00:00
{
Super.Activate();
SetMicrowavePanicked(true);
}
function DeActivate()
{
Super.DeActivate();
SetMicrowavePanicked(false);
SteamingEffect.DeactivateSystem();
}
/** Set the fire panic functionality */
function SetMicrowavePanicked(bool bEnabled)
{
if( PawnOwner.Role == ROLE_Authority )
{
if( MonsterOwner.bMicrowavePanicked != bEnabled )
{
MonsterOwner.bMicrowavePanicked = bEnabled;
MonsterOwner.OnStackingAfflictionChanged(AF_Microwave);
}
}
}
event Tick(float DeltaTime)
{
UpdateMicrowaveMatParam(DeltaTime);
}
/** Network: Server */
protected function UpdateMicrowaveMatParam( float DeltaTime )
{
local float ParamValue;
// If we're dead, turn off inflate
if( PawnOwner.bPlayedDeath )
{
ParamValue=0.0;
}
// If we're microwave panicked, turn the inflate all the way up
else if( MonsterOwner != none && MonsterOwner.bMicrowavePanicked )
{
ParamValue=1.0;
}
// Set the inflate to our incap power
else
{
ParamValue = FMin(CurrentStrength / INCAP_THRESHOLD, 1.f);
}
// Deflating over time
if( ParamValue < MicrowavedAmount )
{
// If we're dead, ramp down the inflate really fast
if( PawnOwner.bPlayedDeath )
{
MicrowavedAmount = FMax(MicrowavedAmount - (DeltaTime * 4.0), 0);
}
// Ramp down the inflate over time
else
{
MicrowavedAmount = FMax(MicrowavedAmount - (DeltaTime * 0.5), 0);
}
}
// Inflating over time
else if( ParamValue > MicrowavedAmount )
{
MicrowavedAmount = FMin(MicrowavedAmount + DeltaTime * 2.0, 1);
}
// Not inflating or deflating, just use the same value
else
{
MicrowavedAmount = ParamValue;
}
// If we've already been inflated a bit, don't let us completely deflate
if( UsedMicrowavedAmount >= 0.1 )
{
// Store what we used for the inflate parameter to check against later
UsedMicrowavedAmount = FMax(MicrowavedAmount, 0.1);
}
else
{
// Store what we used for the inflate parameter to check against later
UsedMicrowavedAmount = MicrowavedAmount;
}
// Set the replicated inflate value
MonsterOwner.RepInflateMatParams.RepInflateMatParam = FloatToByte(UsedMicrowavedAmount);
MonsterOwner.RepInflateMatParams.bHasToIgniteFlames = bHasToSpawnFire;
MonsterOwner.RepInflateMatParams.Count += 1;
if( MonsterOwner.WorldInfo.NetMode != NM_DedicatedServer )
{
SetMaterialParameter(MonsterOwner.GetCurrentInflation());
// secondary 'burn' material parameter
UpdateBurnedMatParam( DeltaTime );
}
}
function UpdateBurnedMatParam( float DeltaTime )
{
local float ParamValue;
local KFAffliction_Fire FireAffliction;
// We have to get our fire incap instance and tick it from here
if ( !PawnOwner.AfflictionHandler.VerifyAfflictionInstance(AF_FirePanic) )
{
return;
}
// Set the burned value from being microwaved
if( MonsterOwner != none )
{
ParamValue = EvalInterpCurveFloat(MicroWaveCharCurve, MonsterOwner.GetCurrentInflation());
// Only make them more burned, not less. You never "unburn"
if( ParamValue > MicrowaveBurnedAmount )
{
MicrowaveBurnedAmount = ParamValue;
}
else
{
ParamValue = MicrowaveBurnedAmount;
}
// Assign to fire affliction
FireAffliction = KFAffliction_Fire(PawnOwner.AfflictionHandler.Afflictions[AF_FirePanic]);
FireAffliction.MicrowaveParamValue = ParamValue;
// Update the burned parameter from here if we're not on fire already
if( FireAffliction.CurrentStrength <= 0 )
{
FireAffliction.UpdateBurnedMatParam(DeltaTime);
}
}
}
/** Set scalar parameter value */
function SetMaterialParameter(float ParamValue)
{
if ( PawnOwner.WorldInfo.NetMode != NM_DedicatedServer )
{
// Handle steam effects
if( ParamValue > 0.1 )
{
if( !bSteamEffectActive )
{
if(bHasToSpawnFire == false)
{
SetMicrowaveSteamEffects(false);
}
else
{
SetMicrowaveSteamEffects(true);
}
}
}
else
{
if( bSteamEffectActive || bHasToSpawnFire == false)
{
SetMicrowaveSteamEffects(false);
}
}
if(bHasToSpawnFire == false)
{
SetMicrowaveSteamEffects(false);
}
if (MonsterOwner != none)
{
MonsterOwner.UpdateVisualInflation(ParamValue * 2.0);
}
}
}
/** Set whether or not this pawn is doing the steaming effects */
protected function SetMicrowaveSteamEffects(bool bEnabled)
{
// Don't do the effects on a dedicated server
if ( PawnOwner.WorldInfo.NetMode == NM_DedicatedServer )
{
return;
}
bSteamEffectActive = bEnabled;
if( bEnabled )
{
// Prevent turning these effects on after death. This is critical because we have
// looping sounds (with end events) and ShutDown has already been called
if ( PawnOwner.bPlayedDeath )
{
return;
}
if( SteamingEffect == none )
{
SteamingEffect = new(self) class'ParticleSystemComponent';
SteamingEffect.SetTemplate( SteamingTemplate );
PawnOwner.Mesh.AttachComponentToSocket( SteamingEffect, EffectSocketName );
SteamingEffect.ActivateSystem();
}
else
{
SteamingEffect.SetStopSpawning( -1, false );
}
if ( OnSteamSound != None )
{
PawnOwner.PlaySoundBase( OnSteamSound, true, true, true );
}
}
else
{
if( SteamingEffect != none )
{
SteamingEffect.SetStopSpawning( -1, true );
}
if ( OnSteamEndSound != None )
{
PawnOwner.PlaySoundBase( OnSteamEndSound, true, true );
}
}
}
/** flush active timers */
function Shutdown()
{
// Must cleanup looping steam PSC and looping audio
if( PawnOwner.WorldInfo.NetMode != NM_DedicatedServer && CurrentStrength > 0 )
{
SetMaterialParameter(0);
}
Super.Shutdown();
}
defaultproperties
{
DissipationRate=20.f
bNeedsTick=True
// Steam
SteamingTemplate=ParticleSystem'FX_Impacts_EMIT.FX_Microwave_steam_01'
//OnSteamSound=AkEvent'WW_WEP_SA_Microwave_Gun.Play_Microwave_Steam'
//OnSteamEndSound=AkEvent'WW_WEP_SA_Microwave_Gun.Stop_Microwave_Steam'
// Microwave
MicroWaveCharCurve=(Points=((InVal=0.f,OutVal=0.f),(InVal=0.75f, OutVal=0.2f),(InVal=1.0f, OutVal=0.75f)))//(Points=((InVal=0.f,OutVal=0.f),(InVal=0.75f, OutVal=0.2f),(InVal=1.0f, OutVal=1.f)))
bHasToSpawnFire=true;
}