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KF2-Dev-Scripts/KFGame/Classes/KFAffliction_Fire.uc

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//=============================================================================
// KFAfflication_Fire
//=============================================================================
//
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFAffliction_Fire extends KFAfflictionAdvanced;
/** How burned is this zed currently? */
var protected float FireBurnedAmount;
/** How long does a pawn have to be burning over the heat threshhold to get to fully charred skin */
var protected float FireFullyCharredDuration;
/** When over this % on the FirePanicResist.StackedPower, apply charring to the skin shader. Think of it like how "hot" the character needs to get before its shader gets char applied */
var protected float FireCharPercentThreshhold;
/** On Fire Effect Template */
var protected ParticleSystem BurningTemplate;
/** On Fire Effect Particle System Component */
var protected ParticleSystemComponent BurningEffect;
/** Material param value from the microwave class */
var float MicrowaveParamValue;
/** Sound to play when this pawn is on fire */
var protected AkEvent OnFireSound;
/** Sound to play when this pawn stops being on fire */
var protected AkEvent OnFireEndSound;
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var transient KFPlayerController Instigator;
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function Init(KFPawn P, EAfflictionType Type, KFPerk InstigatorPerk)
{
Super.Init(P, Type, InstigatorPerk);
// copy over some settings from the affliction handler that we'll need
FireFullyCharredDuration = P.AfflictionHandler.FireFullyCharredDuration;
FireCharPercentThreshhold = P.AfflictionHandler.FireCharPercentThreshhold;
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if (InstigatorPerk != none)
{
Instigator = InstigatorPerk.OwnerPC;
}
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}
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function Activate(optional class<KFDamageType> DamageType = none)
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{
// fire can accrue after death, but cannot trigger panic
if ( !PawnOwner.bPlayedDeath )
{
Super.Activate();
SetFirePanicked(true);
}
}
function DeActivate()
{
Super.DeActivate();
BurningEffect.DeactivateSystem();
SetFirePanicked(false);
}
event Tick(float DeltaTime)
{
UpdateBurnedMatParam(DeltaTime);
}
/** Set the fire panic functionality */
function SetFirePanicked(bool bEnabled)
{
if( PawnOwner.Role == ROLE_Authority )
{
if( PawnOwner.bFirePanicked == bEnabled )
{
return;
}
PawnOwner.bFirePanicked = bEnabled;
PawnOwner.OnStackingAfflictionChanged(AF_FirePanic);
}
ToggleEffects(bEnabled);
}
/** Enable/Disable the Burned material effect */
function SetMaterialParameter(float BurnedAmount)
{
local MaterialInstanceConstant MIC;
if ( PawnOwner.WorldInfo.NetMode != NM_DedicatedServer )
{
foreach PawnOwner.CharacterMICs(MIC)
{
MIC.SetScalarParameterValue('Scalar_Burnt',BurnedAmount);
}
if ( PawnOwner.Role < ROLE_Authority )
{
FireBurnedAmount = BurnedAmount * PawnOwner.AfflictionHandler.FireFullyCharredDuration;
}
}
}
/** Set whether or not this pawn is doing the burning effects */
function ToggleEffects(bool bEnabled, optional bool bDummy)
{
`warn("FIRE");
// Don't do the effects on a dedicated server
if ( PawnOwner.WorldInfo.NetMode == NM_DedicatedServer )
{
return;
}
if( bEnabled )
{
if( BurningEffect == none )
{
BurningEffect = new(self) class'ParticleSystemComponent';
BurningEffect.SetTemplate( BurningTemplate );
PawnOwner.Mesh.AttachComponentToSocket( BurningEffect, EffectSocketName );
BurningEffect.ActivateSystem();
}
else
{
BurningEffect.SetStopSpawning( -1, false );
}
PawnOwner.PlaySoundBase( OnFireSound, true, true, true );
if( PawnOwner.Role < ROLE_Authority )
{
// So the client knows when to stop burning
LastActivationTime = PawnOwner.WorldInfo.TimeSeconds;
}
}
else
{
if( BurningEffect != none )
{
BurningEffect.SetStopSpawning( -1, true );
}
PawnOwner.PlaySoundBase( OnFireEndSound, true, true );
}
}
/** Net: Server */
function UpdateBurnedMatParam( float DeltaTime )
{
local float BurnedParam;
local float FinalCharParam;
if ( !PawnOwner.bPlayedDeath && PawnOwner.GetTeamNum() == 0 )
{
return;
}
// Add additional char to the skin if we're over the threshhold
if( (PawnOwner.bPlayedDeath || CurrentStrength > (INCAP_THRESHOLD * FireCharPercentThreshhold)) && FireBurnedAmount < FireFullyCharredDuration )
{
FireBurnedAmount = FMin(FireBurnedAmount + DeltaTime, FireFullyCharredDuration);
BurnedParam = FireBurnedAmount/FireFullyCharredDuration;
// Use whichever is more burned, fire or microwave burn
if( MicrowaveParamValue > BurnedParam )
{
FinalCharParam = MicrowaveParamValue;
}
else
{
FinalCharParam = BurnedParam;
}
PawnOwner.RepFireBurnedAmount = FloatToByte(FinalCharParam);
if( PawnOwner.WorldInfo.NetMode != NM_DedicatedServer )
{
SetMaterialParameter(FinalCharParam);
}
}
// Handle exclusive microwave burn
else if( MicrowaveParamValue > 0 )
{
BurnedParam = FireBurnedAmount/FireFullyCharredDuration;
// Use whichever is more burned, fire or microwave burn
if( MicrowaveParamValue > BurnedParam )
{
FinalCharParam = MicrowaveParamValue;
}
else
{
FinalCharParam = BurnedParam;
}
PawnOwner.RepFireBurnedAmount = FloatToByte(FinalCharParam);
if( PawnOwner.WorldInfo.NetMode != NM_DedicatedServer )
{
SetMaterialParameter(FinalCharParam);
}
}
PawnOwner.DeathFireStackedPower = FloatToByte(CurrentStrength/INCAP_THRESHOLD);
}
/** On death send FirePanic strength to all clients so they can continue to burn (aka TearOffFirePanic) */
function Shutdown()
{
Super.Shutdown();
if ( PawnOwner.bTearOff )
{
CurrentStrength = ByteToFloat(PawnOwner.DeathFireStackedPower) * INCAP_THRESHOLD;
}
}
defaultproperties
{
DissipationRate=10
bNeedsTick=true
BurningTemplate=ParticleSystem'FX_Gameplay_EMIT.Chr.FX_CHR_Fire'
OnFireSound=AkEvent'WW_WEP_SA_Flamethrower.Play_WEP_SA_Flamethrower_Fleshburn_Loop'
OnFireEndSound=AkEvent'WW_WEP_SA_Flamethrower.Stop_WEP_SA_Flamethrower_Fleshburn_Loop'
}