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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeldableComponent
//=============================================================================
// Actor that encapsulates the management and replication of welding info.
// Enables any object to be weldable (used along with KFWeldableTrigger).
//=============================================================================
// Killing Floor 2
// Copyright (C) 2018 Tripwire Interactive LLC
//=============================================================================
class KFWeldableComponent extends Actor
native;
/** Amount of damage a welded door can take */
var int MaxWeldIntegrity;
/** Current integrity of a welded door */
var repnotify transient int WeldIntegrity;
/** Percent of repair complete from 0-255 */
var repnotify byte RepairProgress;
/** Amount of "explosive" weld needed */
var int DemoWeldRequired;
/** Current amount of "explosive" weld */
var transient int DemoWeld;
/** True if the door has health less than 0 and is off its hinges */
var transient bool bIsDestroyed;
var bool bWeldable, bUnweldable, bRepairable;
delegate Delegate_AdjustWeldAmount(out int Amount);
delegate Delegate_OnWeldIntegrityChanged(optional int Amount, optional KFPawn Welder);
delegate Delegate_OnRepairProgressChanged(optional float Amount, optional KFPawn Welder);
replication
{
if (bNetDirty && Role == ROLE_Authority)
WeldIntegrity, DemoWeld, RepairProgress, bIsDestroyed;
}
cpptext
{
UBOOL IsOverlapping(AActor *Other, FCheckResult* Hit = NULL, UPrimitiveComponent* OtherPrimitiveComponent = NULL, UPrimitiveComponent* MyPrimitiveComponent = NULL);
};
simulated event ReplicatedEvent(name VarName)
{
if (VarName == nameof(WeldIntegrity))
{
if (Delegate_OnWeldIntegrityChanged != none)
{
Delegate_OnWeldIntegrityChanged(0, None);
}
}
else if (VarName == nameof(RepairProgress))
{
if (Delegate_OnRepairProgressChanged != none)
{
Delegate_OnRepairProgressChanged(0, None);
}
}
else
{
super.ReplicatedEvent(VarName);
}
}
function Weld(int Amount, optional KFPawn Welder)
{
local int OriginalAmount;
local KFPerk WelderPerk;
local bool bCanExplosiveWelded;
if (Welder != none && Amount > 0)
{
WelderPerk = KFPlayerController(Welder.Controller).GetPerk();
if (WelderPerk != none && WelderPerk.CanExplosiveWeld())
{
bCanExplosiveWelded = true;
}
}
if ((Amount > 0 && !CanBeWelded() && !bCanExplosiveWelded) || (Amount < 0 && !CanBeUnwelded()))
{
return;
}
OriginalAmount = Amount;
if (Delegate_AdjustWeldAmount != none)
{
Delegate_AdjustWeldAmount(Amount);
}
UpdateWeldIntegrity(Amount);
if (Welder != none && Amount > 0)
{
if (bCanExplosiveWelded)
{
UpdateDemoWeld(Amount);
}
}
if (Delegate_OnWeldIntegrityChanged != none)
{
Delegate_OnWeldIntegrityChanged(OriginalAmount, Welder);
}
}
function UpdateWeldIntegrity(int Amount)
{
SetWeldIntegrity(WeldIntegrity + Amount);
}
function SetWeldIntegrity(int Amount)
{
WeldIntegrity = Clamp(Amount, 0, MaxWeldIntegrity);
bForceNetUpdate = true;
}
function SetRepairProgress(int Amount)
{
RepairProgress = Clamp(Amount, 0, 255);
bForceNetUpdate = true;
}
function UpdateDemoWeld(int Amount)
{
SetDemoWeld(DemoWeld + Amount);
}
function SetDemoWeld(int Amount)
{
DemoWeld = Clamp(Amount, 0, DemoWeldRequired);
bForceNetUpdate = true;
}
function SetDestroyed(bool bDestroyed)
{
bIsDestroyed = bDestroyed;
}
/** Increase the weld integrity - Network: Server only */
function Repair(float Amount, optional KFPawn Welder)
{
local byte ByteAmount;
if (!CanBeRepaired())
{
return;
}
ByteAmount = FloatToByte(Amount);
if (RepairProgress + ByteAmount >= 255)
{
RepairProgress = 255;
}
else
{
RepairProgress += ByteAmount;
}
bForceNetUpdate = true;
if (Delegate_OnRepairProgressChanged != none)
{
Delegate_OnRepairProgressChanged(Amount, Welder);
}
}
simulated function bool CanBeWelded()
{
return bWeldable && WeldIntegrity < MaxWeldIntegrity;
}
simulated function bool CanBeUnwelded()
{
return bUnweldable && WeldIntegrity > 0;
}
simulated function bool CanBeRepaired()
{
return bRepairable;
}
simulated function bool CanBeDemoWelded()
{
return DemoWeldRequired > 0 && DemoWeld < DemoWeldRequired;
}
simulated function float GetWeldPct()
{
return (float(WeldIntegrity) / float(MaxWeldIntegrity)) * 100.f;
}
simulated function SetCollisionCylinderSize(float Radius, float Height)
{
CylinderComponent(CollisionComponent).SetCylinderSize(Radius, Height);
}
simulated function float GetCollisionCylinderRadius()
{
return CylinderComponent(CollisionComponent).CollisionRadius;
}
simulated function float GetCollisionCylinderHeight()
{
return CylinderComponent(CollisionComponent).CollisionHeight;
}
defaultproperties
{
RemoteRole=ROLE_SimulatedProxy
bAlwaysRelevant=true
Begin Object Class=CylinderComponent NAME=CollisionCylinder
CollideActors=true
CollisionRadius=+00100.000000
CollisionHeight=+00200.000000
bAlwaysRenderIfSelected=true
End Object
CollisionComponent=CollisionCylinder
Components.Add(CollisionCylinder)
bHidden=true
bCollideActors=true
bProjTarget=false
bStatic=false
bNoDelete=false
}