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@ -11,13 +11,21 @@ class GravityVolume extends PhysicsVolume
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/** Gravity along Z axis applied to objects inside this volume. */
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/** Gravity along Z axis applied to objects inside this volume. */
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var() float GravityZ;
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var() float GravityZ;
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/** Scaling GravityZ and being used different function (GetGravityZHuman) to retrieve GravityZ */
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var() float ScaleGravityHuman;
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/** Scaling GravityZ and being used different function (GetGravityZMonster) to retrieve GravityZ */
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var() float ScaleGravityMonster;
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cpptext
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cpptext
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{
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{
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virtual FLOAT GetGravityZ() { return GravityZ; }
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virtual FLOAT GetGravityZ() { return GravityZ; }
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virtual FLOAT GetGravityZHuman() { return GravityZ * ScaleGravityHuman; }
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virtual FLOAT GetGravityZMonster() { return GravityZ * ScaleGravityMonster; }
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}
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}
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defaultproperties
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defaultproperties
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{
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{
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GravityZ = -520.0
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GravityZ = -520.0
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ScaleGravityHuman = 1.0
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ScaleGravityMonster = 1.0
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}
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}
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@ -2596,10 +2596,17 @@ event TakeDamage(int Damage, Controller InstigatedBy, vector HitLocation, vector
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Killer = SetKillInstigator(InstigatedBy, DamageType);
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Killer = SetKillInstigator(InstigatedBy, DamageType);
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TearOffMomentum = momentum;
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TearOffMomentum = momentum;
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Died(Killer, damageType, HitLocation);
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Died(Killer, damageType, HitLocation);
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// using the passed in damage type instead of the hitfxinfo since that doesn't get updated when zero damage is done
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HandleAfflictionsOnHit(InstigatedBy, Normal(Momentum), DamageType, DamageCauser);
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}
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}
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else
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else
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{
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{
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HandleMomentum( momentum, HitLocation, DamageType, HitInfo );
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HandleMomentum( momentum, HitLocation, DamageType, HitInfo );
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// using the passed in damage type instead of the hitfxinfo since that doesn't get updated when zero damage is done
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HandleAfflictionsOnHit(InstigatedBy, Normal(Momentum), DamageType, DamageCauser);
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NotifyTakeHit(InstigatedBy, HitLocation, ActualDamage, DamageType, Momentum, DamageCauser);
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NotifyTakeHit(InstigatedBy, HitLocation, ActualDamage, DamageType, Momentum, DamageCauser);
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if (DrivenVehicle != None)
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if (DrivenVehicle != None)
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{
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{
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@ -2619,6 +2626,8 @@ event TakeDamage(int Damage, Controller InstigatedBy, vector HitLocation, vector
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`endif
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`endif
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}
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}
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function HandleAfflictionsOnHit(Controller DamageInstigator, vector HitDir, class<DamageType> DamageType, Actor DamageCauser);
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/*
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/*
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* Queries the PRI and returns our current team index.
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* Queries the PRI and returns our current team index.
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*/
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*/
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@ -79,6 +79,8 @@ cpptext
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}
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}
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native function float GetGravityZ();
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native function float GetGravityZ();
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native function float GetGravityZHuman();
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native function float GetGravityZMonster();
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native function vector GetZoneVelocityForActor(Actor TheActor);
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native function vector GetZoneVelocityForActor(Actor TheActor);
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simulated event PostBeginPlay()
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simulated event PostBeginPlay()
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@ -43,6 +43,7 @@ var array<AARAward> TeamAwardList;
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enum ETeamAwards
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enum ETeamAwards
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{
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{
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ETA_ZedStomper,
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ETA_MedicineMaster,
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ETA_MedicineMaster,
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ETA_ZedSlayer,
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ETA_ZedSlayer,
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ETA_Enforcer,
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ETA_Enforcer,
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@ -70,7 +71,8 @@ enum EPersonalBests
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EPB_Assists,
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EPB_Assists,
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EPB_LargeZedKill,
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EPB_LargeZedKill,
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EPB_Dosh,
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EPB_Dosh,
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EPB_DoorWelding
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EPB_DoorWelding,
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EPB_ZedStomps
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};
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};
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var array<AARAward> PersonalBestList;
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var array<AARAward> PersonalBestList;
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@ -99,6 +101,7 @@ var int TotalAmountHealGiven; //dialog
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var int TotalAmountHealReceived; //dialog
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var int TotalAmountHealReceived; //dialog
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var int TotalLargeZedKills;
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var int TotalLargeZedKills;
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var int TotalStomps;
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var bool bKilledBoss;
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var bool bKilledBoss;
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@ -158,6 +161,9 @@ function RecordIntStat(int StatID, int Value)
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case MATCH_EVENT_HEAL_RECEIVED:
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case MATCH_EVENT_HEAL_RECEIVED:
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IncrementHealReceivedInWave(Value);
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IncrementHealReceivedInWave(Value);
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break;
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break;
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case MATCH_EVENT_STOMP_GIVEN:
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IncrementStompsGivenInWave(Value);
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break;
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}
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}
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}
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}
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@ -224,6 +230,16 @@ function int GetHealGivenInWave()
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return PWRI.VectData2.Z;
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return PWRI.VectData2.Z;
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}
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}
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function IncrementStompsGivenInWave(int Delta)
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{
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PWRI.NumStomps += Delta;
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}
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function int GetStompsGivenInWave()
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{
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return PWRI.NumStomps;
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}
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//Called at the end of the wave. @Note - End of wave is also called with the loss condition is met. This includes at trader time.
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//Called at the end of the wave. @Note - End of wave is also called with the loss condition is met. This includes at trader time.
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function RecordWaveInfo()
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function RecordWaveInfo()
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{
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{
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@ -239,6 +255,7 @@ function RecordWaveInfo()
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TotalAmountHealReceived += GetHealReceivedInWave();
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TotalAmountHealReceived += GetHealReceivedInWave();
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TotalDamageTaken += GetDamageTakenInWave();
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TotalDamageTaken += GetDamageTakenInWave();
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TotalDamageDealt += GetDamageDealtInWave();
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TotalDamageDealt += GetDamageDealtInWave();
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TotalStomps += GetStompsGivenInWave();
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if ( PWRI.bDiedDuringWave )
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if ( PWRI.bDiedDuringWave )
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{
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{
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@ -273,6 +290,7 @@ function ResetLastWaveInfo()
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PWRI.bSomeSurvivedLastWave = false;
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PWRI.bSomeSurvivedLastWave = false;
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PWRI.bOneSurvivedLastWave = false;
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PWRI.bOneSurvivedLastWave = false;
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PWRI.bDiedDuringWave = false;
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PWRI.bDiedDuringWave = false;
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PWRI.NumStomps = 0;
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ZedsKilledLastWave = 0;
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ZedsKilledLastWave = 0;
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}
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}
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@ -736,6 +754,9 @@ function GetPersonalBests(out Array<AARAward> PersonalBests)
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PersonalBests.AddItem( GivePersonalBestDoshEarned() );
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PersonalBests.AddItem( GivePersonalBestDoshEarned() );
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//Headshots
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//Headshots
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PersonalBests.AddItem( GivePersonalBestHeadShots() );
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PersonalBests.AddItem( GivePersonalBestHeadShots() );
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// Stomps
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PersonalBests.AddItem( GivePersonalBestZedStomp() );
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}
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}
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function int GetPistolKills()
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function int GetPistolKills()
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@ -1002,6 +1023,29 @@ function AARAward GivePersonalBestDoorWelding()
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return PersonalBestList[EPB_DoorWelding];
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return PersonalBestList[EPB_DoorWelding];
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}
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}
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function AARAward GivePersonalBestZedStomp()
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{
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local int Value;
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local KFPlayerReplicationInfo KFPRI;
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KFPRI = KFPlayerReplicationInfo(PlayerReplicationInfo);
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Value = GetPersonalBest(EPB_ZedStomps);
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if(Value < KFPRI.ZedStomps)
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{
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PersonalBestList[EPB_ZedStomps].DisplayValue = KFPRI.ZedStomps;
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PersonalBestList[EPB_ZedStomps].bHighLight = true;
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SavePersonalBest(EPB_ZedStomps, KFPRI.ZedStomps);
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}
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else
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{
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PersonalBestList[EPB_ZedStomps].DisplayValue = Value;
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}
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return PersonalBestList[EPB_ZedStomps];
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}
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static function GetTeamAward(ETeamAwards AwardIndex, out AARAward TempAwardObject, const out Array<KFPlayerController> KFPCArray)
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static function GetTeamAward(ETeamAwards AwardIndex, out AARAward TempAwardObject, const out Array<KFPlayerController> KFPCArray)
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{
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{
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switch (AwardIndex)
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switch (AwardIndex)
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@ -1056,6 +1100,9 @@ static function GetTeamAward(ETeamAwards AwardIndex, out AARAward TempAwardObjec
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case ETA_Zednnihilation:
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case ETA_Zednnihilation:
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Give_Zednnihilation(TempAwardObject, KFPCArray);
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Give_Zednnihilation(TempAwardObject, KFPCArray);
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break;
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break;
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case ETA_ZedStomper:
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Give_ZedStomper(TempAwardObject, KFPCArray);
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break;
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}
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}
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}
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}
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@ -1352,6 +1399,23 @@ static function Give_Dominator(out AARAward outAward, const out Array<KFPlayerCo
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}
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}
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}
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}
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static function Give_ZedStomper(out AARAward outAward, const out Array<KFPlayerController> KFPCArray)
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{
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local int i;
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for(i = 0; i < KFPCArray.Length; i++)
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{
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if(KFPCArray[i].MatchStats != none)
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{
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if(KFPCArray[i].MatchStats.TotalStomps > outAward.DisplayValue)
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{
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outAward.PRI = KFPCArray[i].PlayerReplicationInfo;
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outAward.DisplayValue = KFPCArray[i].MatchStats.TotalStomps;
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`log(KFPCArray[i].PlayerReplicationInfo.PlayerName @KFPCArray[i].MatchStats.TotalStomps, class'EphemeralMatchStats'.default.bShowMatchStatsLogging);
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}
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}
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}
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}
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function ReceiveAwardInfo(byte AwardID, PlayerReplicationInfo PRI, int Value)
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function ReceiveAwardInfo(byte AwardID, PlayerReplicationInfo PRI, int Value)
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{
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{
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TeamAwardList[AwardID].PRI = PRI;
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TeamAwardList[AwardID].PRI = PRI;
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@ -1370,6 +1434,7 @@ DefaultProperties
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TeamAwardList(ETA_MoneyBags)=(TitleIdentifier="MoneyBags",ValueIdentifier="MoneyBagsValue",IconPath="UI_Award_Team.UI_Award_Team-Dosh")
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TeamAwardList(ETA_MoneyBags)=(TitleIdentifier="MoneyBags",ValueIdentifier="MoneyBagsValue",IconPath="UI_Award_Team.UI_Award_Team-Dosh")
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TeamAwardList(ETA_HeadPopper)=(TitleIdentifier="HeadPopper",ValueIdentifier="HeadPopperValue",IconPath="UI_Award_Team.UI_Award_Team-Headshots")
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TeamAwardList(ETA_HeadPopper)=(TitleIdentifier="HeadPopper",ValueIdentifier="HeadPopperValue",IconPath="UI_Award_Team.UI_Award_Team-Headshots")
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TeamAwardList(ETA_Dominator)=(TitleIdentifier="Dominator",ValueIdentifier="DominatorValue",IconPath="UI_Award_Team.UI_Award_Team-BossKO")
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TeamAwardList(ETA_Dominator)=(TitleIdentifier="Dominator",ValueIdentifier="DominatorValue",IconPath="UI_Award_Team.UI_Award_Team-BossKO")
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TeamAwardList(ETA_ZedStomper)=(TitleIdentifier="ZedStomper",ValueIdentifier="ZedStomperValue",IconPath="UI_Award_Team.UI_Award_Team-ZedStomper")
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//zed awards
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//zed awards
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TeamAwardList(ETA_Carnage)=(TitleIdentifier="Carnage",ValueIdentifier="CarnageValue",IconPath="ui_award_zeds.UI_Award_ZED_RawDmg")
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TeamAwardList(ETA_Carnage)=(TitleIdentifier="Carnage",ValueIdentifier="CarnageValue",IconPath="ui_award_zeds.UI_Award_ZED_RawDmg")
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TeamAwardList(ETA_Closer)=(TitleIdentifier="Closer",ValueIdentifier="CloserValue",IconPath="ui_award_zeds.UI_Award_ZED_Kills")
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TeamAwardList(ETA_Closer)=(TitleIdentifier="Closer",ValueIdentifier="CloserValue",IconPath="ui_award_zeds.UI_Award_ZED_Kills")
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@ -1378,7 +1443,6 @@ DefaultProperties
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TeamAwardList(ETA_ZedSupport)=(TitleIdentifier="ZedSupport",ValueIdentifier="ZedSupportValue",IconPath="ui_award_zeds.UI_Award_ZED_SupportAoE")
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TeamAwardList(ETA_ZedSupport)=(TitleIdentifier="ZedSupport",ValueIdentifier="ZedSupportValue",IconPath="ui_award_zeds.UI_Award_ZED_SupportAoE")
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TeamAwardList(ETA_Zednnihilation)=(TitleIdentifier="Zednnihilation",ValueIdentifier="ZednnihilationValue",IconPath="ui_award_zeds.UI_Award_ZED_MostKills")
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TeamAwardList(ETA_Zednnihilation)=(TitleIdentifier="Zednnihilation",ValueIdentifier="ZednnihilationValue",IconPath="ui_award_zeds.UI_Award_ZED_MostKills")
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PersonalBestList(EPB_Healing)=(TitleIdentifier="EPB_Healing",ValueIdentifier="EPB_HealingValue",IconPath="UI_Award_PersonalMulti.UI_Award_PersonalMulti-Healing")
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PersonalBestList(EPB_Healing)=(TitleIdentifier="EPB_Healing",ValueIdentifier="EPB_HealingValue",IconPath="UI_Award_PersonalMulti.UI_Award_PersonalMulti-Healing")
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PersonalBestList(EPB_Kills)=(TitleIdentifier="EPB_Kills",ValueIdentifier="EPB_KillsValue",IconPath="UI_Award_PersonalMulti.UI_Award_PersonalMulti-Kills")
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PersonalBestList(EPB_Kills)=(TitleIdentifier="EPB_Kills",ValueIdentifier="EPB_KillsValue",IconPath="UI_Award_PersonalMulti.UI_Award_PersonalMulti-Kills")
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PersonalBestList(EPB_Assists)=(TitleIdentifier="EPB_Assists",ValueIdentifier="EPB_AssistsValue",IconPath="UI_Award_PersonalMulti.UI_Award_PersonalMulti-Assists")
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PersonalBestList(EPB_Assists)=(TitleIdentifier="EPB_Assists",ValueIdentifier="EPB_AssistsValue",IconPath="UI_Award_PersonalMulti.UI_Award_PersonalMulti-Assists")
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@ -1388,4 +1452,5 @@ DefaultProperties
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PersonalBestList(EPB_KnifeKills)=(TitleIdentifier="EPB_KnifeKills",ValueIdentifier="EPB_KnifeKillsValue",IconPath="UI_Award_PersonalSolo.UI_Award_PersonalSolo-Knife")
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PersonalBestList(EPB_KnifeKills)=(TitleIdentifier="EPB_KnifeKills",ValueIdentifier="EPB_KnifeKillsValue",IconPath="UI_Award_PersonalSolo.UI_Award_PersonalSolo-Knife")
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PersonalBestList(EPB_PistolKills)=(TitleIdentifier="EPB_PistolKills",ValueIdentifier="EPB_PistolKillsValue",IconPath="UI_Award_PersonalSolo.UI_Award_PersonalSolo-Pistol")
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PersonalBestList(EPB_PistolKills)=(TitleIdentifier="EPB_PistolKills",ValueIdentifier="EPB_PistolKillsValue",IconPath="UI_Award_PersonalSolo.UI_Award_PersonalSolo-Pistol")
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PersonalBestList(EPB_DoorWelding)=(TitleIdentifier="EPB_DoorWelding",ValueIdentifier="EPB_DoorWeldingValue",IconPath="ui_weaponselect_tex.UI_WeaponSelect_Welder")
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PersonalBestList(EPB_DoorWelding)=(TitleIdentifier="EPB_DoorWelding",ValueIdentifier="EPB_DoorWeldingValue",IconPath="ui_weaponselect_tex.UI_WeaponSelect_Welder")
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PersonalBestList(EPB_ZedStomps)=(TitleIdentifier="EPB_ZedStomps",ValueIdentifier="EPB_ZedStompsValue",IconPath="UI_Award_PersonalSolo.UI_Award_PersonalSolo-ZedStomper")
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}
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}
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@ -192,7 +192,8 @@ protected function ProcessSpecialMoveAfflictions(KFPerk InstigatorPerk, vector H
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return;
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return;
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}
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}
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HitZoneIdx = HitFxInfo.HitBoneIndex;
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// HitZoneIdx = HitFxInfo.HitBoneIndex;
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HitZoneIdx = LastHitZoneIndex;
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BodyPart = (HitZoneIdx != 255 && HitZoneIdx < HitZones.Length) ? HitZones[HitZoneIdx].Limb : BP_Torso;
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BodyPart = (HitZoneIdx != 255 && HitZoneIdx < HitZones.Length) ? HitZones[HitZoneIdx].Limb : BP_Torso;
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24
KFGame/Classes/KFDT_GoompaStomp.uc
Normal file
24
KFGame/Classes/KFDT_GoompaStomp.uc
Normal file
@ -0,0 +1,24 @@
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//=============================================================================
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// KFDT_GoompaStomp
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//=============================================================================
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2021 Tripwire Interactive LLC
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//=============================================================================
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class KFDT_GoompaStomp extends KFDamageType;
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defaultproperties
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{
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RadialDamageImpulse = 1000.f // This controls how much impulse is applied to gibs when exploding
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bUseHitLocationForGibImpulses = false // This will make the impulse origin where the victim was hit for directional gibs
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bPointImpulseTowardsOrigin = true // This creates an impulse direction aligned along hitlocation and pawn location -- this will push all gibs in the same direction
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ImpulseOriginScale = 100.f // Higher means more directional gibbing, lower means more outward (and upward) gibbing
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ImpulseOriginLift = 150.f
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MaxObliterationGibs = 12 // Maximum number of gibs that can be spawned by obliteration, 0=MAX
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bCanGib = true
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bCanObliterate = true
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ObliterationHealthThreshold = 0
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ObliterationDamageThreshold = 1
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bIgnoreAggroOnDamage=true
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}
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@ -83,6 +83,7 @@ simulated function SetPickupMesh(PrimitiveComponent NewPickupMesh)
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local ActorComponent Comp;
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local ActorComponent Comp;
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local SkeletalMeshComponent SkelMC;
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local SkeletalMeshComponent SkelMC;
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local StaticMeshComponent StaticMC;
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local StaticMeshComponent StaticMC;
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local KFGameInfo KFGI;
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if (Role == ROLE_Authority )
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if (Role == ROLE_Authority )
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{
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{
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@ -93,6 +94,13 @@ simulated function SetPickupMesh(PrimitiveComponent NewPickupMesh)
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bUpgradedPickup = KFWeapon(Inventory).CurrentWeaponUpgradeIndex > 0;
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bUpgradedPickup = KFWeapon(Inventory).CurrentWeaponUpgradeIndex > 0;
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|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
KFGI = KFGameInfo(WorldInfo.Game);
|
||||||
|
if (KFGI != none && KFGI.OutbreakEvent != none && KFGI.OutbreakEvent.ActiveEvent.DroppedItemLifespan >= 0.0f)
|
||||||
|
{
|
||||||
|
LifeSpan = KFGI.OutbreakEvent.ActiveEvent.DroppedItemLifespan;
|
||||||
|
}
|
||||||
|
|
||||||
SetTimer(LifeSpan, false, nameof(TryFadeOut));
|
SetTimer(LifeSpan, false, nameof(TryFadeOut));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -30,9 +30,11 @@ var int LastMaxWeight;
|
|||||||
var int LastWeight;
|
var int LastWeight;
|
||||||
// Amount of secondary ammo
|
// Amount of secondary ammo
|
||||||
var byte LastSecondaryAmmo;
|
var byte LastSecondaryAmmo;
|
||||||
|
var int LastSecondarySpareAmmo;
|
||||||
var bool bWasUsingAltFireMode;
|
var bool bWasUsingAltFireMode;
|
||||||
var bool bUsesSecondaryAmmo;
|
var bool bUsesSecondaryAmmo;
|
||||||
var bool bUsesGrenadesAsSecondaryAmmo;
|
var bool bUsesGrenadesAsSecondaryAmmo;
|
||||||
|
var bool bUsesSecondaryAmmoAltHUD;
|
||||||
|
|
||||||
var class<KFPerk> LastPerkClass;
|
var class<KFPerk> LastPerkClass;
|
||||||
var KFWeapon LastWeapon;
|
var KFWeapon LastWeapon;
|
||||||
@ -138,6 +140,7 @@ function UpdateWeapon()
|
|||||||
local int CurrentSpareAmmo;
|
local int CurrentSpareAmmo;
|
||||||
local int CurrentMagazineAmmo;
|
local int CurrentMagazineAmmo;
|
||||||
local byte CurrentSecondaryAmmo;
|
local byte CurrentSecondaryAmmo;
|
||||||
|
local int CurrentSecondarySpareAmmo;
|
||||||
local string CurrentSpecialAmmo;
|
local string CurrentSpecialAmmo;
|
||||||
local KFWeapon CurrentWeapon;
|
local KFWeapon CurrentWeapon;
|
||||||
local ASColorTransform ColorChange;
|
local ASColorTransform ColorChange;
|
||||||
@ -198,10 +201,28 @@ function UpdateWeapon()
|
|||||||
CurrentSecondaryAmmo = CurrentWeapon.GetSecondaryAmmoForHUD();
|
CurrentSecondaryAmmo = CurrentWeapon.GetSecondaryAmmoForHUD();
|
||||||
|
|
||||||
// Update the amount of ammo
|
// Update the amount of ammo
|
||||||
|
if (!bUsesSecondaryAmmoAltHUD)
|
||||||
|
{
|
||||||
if (CurrentSecondaryAmmo != LastSecondaryAmmo)
|
if (CurrentSecondaryAmmo != LastSecondaryAmmo)
|
||||||
{
|
{
|
||||||
SetInt("secondaryAmmo" , CurrentSecondaryAmmo);
|
SetInt("secondaryAmmo" , CurrentSecondaryAmmo);
|
||||||
LastSecondaryAmmo = CurrentSecondaryAmmo;
|
LastSecondaryAmmo = CurrentSecondaryAmmo;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (CurrentSecondaryAmmo != LastSecondaryAmmo)
|
||||||
|
{
|
||||||
|
SetInt("secondaryAltAmmo" , CurrentSecondaryAmmo);
|
||||||
|
LastSecondaryAmmo = CurrentSecondaryAmmo;
|
||||||
|
}
|
||||||
|
|
||||||
|
CurrentSecondarySpareAmmo = CurrentWeapon.GetSecondarySpareAmmoForHUD();
|
||||||
|
if (CurrentSecondarySpareAmmo != LastSecondarySpareAmmo)
|
||||||
|
{
|
||||||
|
SetInt("secondaryAltSpareAmmo", CurrentSecondarySpareAmmo);
|
||||||
|
LastSecondarySpareAmmo = CurrentSecondarySpareAmmo;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Force the color of the background if we detect a weapon change and the weapon doesn't use secondary ammo
|
// Force the color of the background if we detect a weapon change and the weapon doesn't use secondary ammo
|
||||||
@ -251,8 +272,18 @@ function RefreshWeapon(KFWeapon CurrentWeapon)
|
|||||||
SetBool("bUsesAmmo", bUsesAmmo);
|
SetBool("bUsesAmmo", bUsesAmmo);
|
||||||
|
|
||||||
bUsesSecondaryAmmo = CurrentWeapon.UsesSecondaryAmmo();
|
bUsesSecondaryAmmo = CurrentWeapon.UsesSecondaryAmmo();
|
||||||
|
bUsesSecondaryAmmoAltHUD = bUsesSecondaryAmmo && CurrentWeapon.bUsesSecondaryAmmoAltHUD;
|
||||||
bUsesGrenadesAsSecondaryAmmo = CurrentWeapon.UsesGrenadesAsSecondaryAmmo();
|
bUsesGrenadesAsSecondaryAmmo = CurrentWeapon.UsesGrenadesAsSecondaryAmmo();
|
||||||
|
|
||||||
|
if (bUsesSecondaryAmmoAltHUD)
|
||||||
|
{
|
||||||
|
SetBool("bUsesSecondaryAmmoAlt", bUsesSecondaryAmmoAltHUD);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
SetBool("bUsesSecondaryAmmo", bUsesSecondaryAmmo);
|
SetBool("bUsesSecondaryAmmo", bUsesSecondaryAmmo);
|
||||||
|
}
|
||||||
|
|
||||||
if( bUsesSecondaryAmmo )
|
if( bUsesSecondaryAmmo )
|
||||||
{
|
{
|
||||||
SetString("secondaryIcon", "img://"$CurrentWeapon.SecondaryAmmoTexture.GetPackageName()$"."$CurrentWeapon.SecondaryAmmoTexture);
|
SetString("secondaryIcon", "img://"$CurrentWeapon.SecondaryAmmoTexture.GetPackageName()$"."$CurrentWeapon.SecondaryAmmoTexture);
|
||||||
|
@ -45,6 +45,8 @@ function InitializeMenu( KFGFxMoviePlayer_Manager InManager )
|
|||||||
|
|
||||||
KFGRI = KFGameReplicationInfo(GetPC().WorldInfo.GRI);
|
KFGRI = KFGameReplicationInfo(GetPC().WorldInfo.GRI);
|
||||||
|
|
||||||
|
if (class'GameEngine'.Static.IsGameFullyInstalled())
|
||||||
|
{
|
||||||
//@SABER_EGS IsEosBuild() case added
|
//@SABER_EGS IsEosBuild() case added
|
||||||
if( class'WorldInfo'.static.IsConsoleBuild() || class'WorldInfo'.static.IsEosBuild() )
|
if( class'WorldInfo'.static.IsConsoleBuild() || class'WorldInfo'.static.IsEosBuild() )
|
||||||
{
|
{
|
||||||
@ -60,6 +62,7 @@ function InitializeMenu( KFGFxMoviePlayer_Manager InManager )
|
|||||||
}
|
}
|
||||||
OnlineSub.AddOnInventoryReadCompleteDelegate(SearchInventoryForNewItem);
|
OnlineSub.AddOnInventoryReadCompleteDelegate(SearchInventoryForNewItem);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
LocalizeText();
|
LocalizeText();
|
||||||
//SetPlayerInfo(); //no more name plate
|
//SetPlayerInfo(); //no more name plate
|
||||||
|
@ -62,6 +62,8 @@ var KFGFxWidget_NonCriticalGameMessage NonCriticalGameMessageWidget;
|
|||||||
var KFGFxWidget_NonCriticalGameMessage InviteGameMessageWidget;
|
var KFGFxWidget_NonCriticalGameMessage InviteGameMessageWidget;
|
||||||
// Widget that shows headshots for gunslinger
|
// Widget that shows headshots for gunslinger
|
||||||
var KFGFxWidget_RhythmCounter RhythmCounterWidget;
|
var KFGFxWidget_RhythmCounter RhythmCounterWidget;
|
||||||
|
// Widget that shows goompa jumps.
|
||||||
|
var KFGFxWidget_GoompaCounter GoompaCounterWidget;
|
||||||
// Widget that displays health bar
|
// Widget that displays health bar
|
||||||
var KFGFxWidget_BossHealthBar bossHealthBar;
|
var KFGFxWidget_BossHealthBar bossHealthBar;
|
||||||
// Widget that displays map texts
|
// Widget that displays map texts
|
||||||
@ -339,6 +341,12 @@ event bool WidgetInitialized(name WidgetName, name WidgetPath, GFxObject Widget)
|
|||||||
RhythmCounterWidget=KFGFxWidget_RhythmCounter(Widget);
|
RhythmCounterWidget=KFGFxWidget_RhythmCounter(Widget);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
case 'GoompaCounter':
|
||||||
|
if (GoompaCounterWidget == none)
|
||||||
|
{
|
||||||
|
GoompaCounterWidget=KFGFxWidget_GoompaCounter(Widget);
|
||||||
|
}
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
@ -1074,6 +1082,14 @@ function UpdateRhythmCounterWidget(int value, int max)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
function UpdateGoompaCounterWidget(int value, int max)
|
||||||
|
{
|
||||||
|
if(GoompaCounterWidget != none)
|
||||||
|
{
|
||||||
|
GoompaCounterWidget.SetCount(value, max);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//==============================================================
|
//==============================================================
|
||||||
// Input
|
// Input
|
||||||
//==============================================================
|
//==============================================================
|
||||||
@ -1393,6 +1409,7 @@ DefaultProperties
|
|||||||
WidgetBindings.Add((WidgetName="NonCriticalMessageWidget", WidgetClass=class'KFGFxWidget_NonCriticalGameMessage'))
|
WidgetBindings.Add((WidgetName="NonCriticalMessageWidget", WidgetClass=class'KFGFxWidget_NonCriticalGameMessage'))
|
||||||
WidgetBindings.Add((WidgetName="InviteMessageWidget", WidgetClass=class'KFGFxWidget_NonCriticalGameMessage'))
|
WidgetBindings.Add((WidgetName="InviteMessageWidget", WidgetClass=class'KFGFxWidget_NonCriticalGameMessage'))
|
||||||
WidgetBindings.Add((WidgetName="RhythmCounter", WidgetClass=class'KFGFxWidget_RhythmCounter'))
|
WidgetBindings.Add((WidgetName="RhythmCounter", WidgetClass=class'KFGFxWidget_RhythmCounter'))
|
||||||
|
WidgetBindings.ADD((WidgetName="GoompaCounter", WidgetClass=class'KFGFxWidget_GoompaCounter'));
|
||||||
WidgetBindings.Add((WidgetName="bossHealthBar", WidgetClass=class'KFGFxWidget_BossHealthBar'))
|
WidgetBindings.Add((WidgetName="bossHealthBar", WidgetClass=class'KFGFxWidget_BossHealthBar'))
|
||||||
WidgetBindings.Add((WidgetName="mapTextWidget", WidgetClass=class'KFGFxWidget_MapText'))
|
WidgetBindings.Add((WidgetName="mapTextWidget", WidgetClass=class'KFGFxWidget_MapText'))
|
||||||
WidgetBindings.Add((WidgetName="counterMapTextWidget", WidgetClass=class'KFGFxWidget_MapCounterText'))
|
WidgetBindings.Add((WidgetName="counterMapTextWidget", WidgetClass=class'KFGFxWidget_MapCounterText'))
|
||||||
|
@ -41,25 +41,40 @@ function SetMapOptions()
|
|||||||
{
|
{
|
||||||
local GFxObject MapList;
|
local GFxObject MapList;
|
||||||
local GFxObject MapObject;
|
local GFxObject MapObject;
|
||||||
local int i;
|
local int i, Counter;
|
||||||
local array<string> ServerMapList;
|
local array<string> ServerMapList;
|
||||||
local KFGameReplicationInfo KFGRI;
|
local KFGameReplicationInfo KFGRI;
|
||||||
|
local bool IsBrokenTrader;
|
||||||
|
|
||||||
KFGRI = KFGameReplicationInfo(GetPC().WorldInfo.GRI);
|
KFGRI = KFGameReplicationInfo(GetPC().WorldInfo.GRI);
|
||||||
|
|
||||||
|
Counter = 0;
|
||||||
if(KFGRI != none && KFGRI.VoteCollector != none)
|
if(KFGRI != none && KFGRI.VoteCollector != none)
|
||||||
{
|
{
|
||||||
ServerMapList = KFGRI.VoteCollector.MapList;
|
ServerMapList = KFGRI.VoteCollector.MapList;
|
||||||
|
IsBrokenTrader = class'KFGameEngine'.static.GetWeeklyEventIndex() == 11;
|
||||||
|
|
||||||
//gfx
|
//gfx
|
||||||
MapList = CreateArray();
|
MapList = CreateArray();
|
||||||
|
|
||||||
for (i = 0; i < ServerMapList.length; i++)
|
for (i = 0; i < ServerMapList.length; i++)
|
||||||
{
|
{
|
||||||
|
if (IsBrokenTrader && ( ServerMapList[i] == "KF-Biolapse" ||
|
||||||
|
ServerMapList[i] == "KF-Nightmare" ||
|
||||||
|
ServerMapList[i] == "KF-PowerCore_Holdout" ||
|
||||||
|
ServerMapList[i] == "KF-TheDescent" ||
|
||||||
|
ServerMapList[i] == "KF-KrampusLair"))
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
MapObject = CreateObject("Object");
|
MapObject = CreateObject("Object");
|
||||||
MapObject.SetString("label", class'KFCommon_LocalizedStrings'.static.GetFriendlyMapName(ServerMapList[i]) );
|
MapObject.SetString("label", class'KFCommon_LocalizedStrings'.static.GetFriendlyMapName(ServerMapList[i]) );
|
||||||
MapObject.SetString("mapSource", GetMapSource(ServerMapList[i]) );
|
MapObject.SetString("mapSource", GetMapSource(ServerMapList[i]) );
|
||||||
MapList.SetElementObject(i, MapObject);
|
MapObject.SetInt("mapindex", i);
|
||||||
|
MapList.SetElementObject(Counter, MapObject);
|
||||||
|
|
||||||
|
Counter++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -12,7 +12,7 @@ class KFGFxPostGameContainer_PlayerStats extends KFGFxObject_Container
|
|||||||
dependson(EphemeralMatchStats);
|
dependson(EphemeralMatchStats);
|
||||||
|
|
||||||
var localized string AchievementsString, ZedKillsString, TopWeaponsString;
|
var localized string AchievementsString, ZedKillsString, TopWeaponsString;
|
||||||
var localized string TotalDamageDealtString, HeadShotsString, LargeZedKillsString, TotalDoshEarnedString, TotalKillsString, AssistsString, DamageDealtString;
|
var localized string TotalDamageDealtString, HeadShotsString, LargeZedKillsString, TotalDoshEarnedString, TotalKillsString, AssistsString, DamageDealtString, TotalStompsString;
|
||||||
var localized string KnifeString;
|
var localized string KnifeString;
|
||||||
var string PlayerStatsString;
|
var string PlayerStatsString;
|
||||||
var int ItemCount;
|
var int ItemCount;
|
||||||
|
@ -0,0 +1,27 @@
|
|||||||
|
class KFGFxSpecialEventObjectivesContainer_Summer2021 extends KFGFxSpecialEventObjectivesContainer;
|
||||||
|
|
||||||
|
function Initialize(KFGFxObject_Menu NewParentMenu)
|
||||||
|
{
|
||||||
|
super.Initialize(NewParentMenu);
|
||||||
|
}
|
||||||
|
|
||||||
|
DefaultProperties
|
||||||
|
{
|
||||||
|
ObjectiveIconURLs[0] = "Summer2021_UI.UI_Objective_Summer2021_Kicked" // Stomp on 50 Zeds
|
||||||
|
ObjectiveIconURLs[1] = "Spring2021_UI.UI_Objectives_Spring2021_Weekly_Hack" // Complete the Weekly on Moonbase
|
||||||
|
ObjectiveIconURLs[2] = "Summer2021_UI.UI_Objective_Summer2021_ShckingMoonlight" // Use the laser trap to kill 20 Zeds on Moonbase
|
||||||
|
ObjectiveIconURLs[3] = "Summer2021_UI.UI_Objective_Summer2021_WeightlessSklls" // Kill 300 Zeds while jumping in the air on Moonbase
|
||||||
|
ObjectiveIconURLs[4] = "Summer2021_UI.UI_Objective_Summer2021_InfiniteVoid" // Complete wave 15 on Endless Hard or higher difficulty on Moonbase
|
||||||
|
|
||||||
|
//defaults
|
||||||
|
AllCompleteRewardIconURL="CHR_CosmeticSet_SS_02_ItemTex.astronaut_companionbackpack.astronautcompanionbackpack_precious"
|
||||||
|
ChanceDropIconURLs[0]="CHR_CosmeticSet_SS_01_ItemTex.SideshowPremiumTicket_Small"
|
||||||
|
ChanceDropIconURLs[1]="CHR_CosmeticSet_SS_01_ItemTex.SideshowGoldenTicket_Small"
|
||||||
|
IconURL="Summer2021_UI.KF2_Summer_InterstellarInsanity_SmallLogo"
|
||||||
|
|
||||||
|
UsesProgressList[0] = true
|
||||||
|
UsesProgressList[1] = false
|
||||||
|
UsesProgressList[2] = true
|
||||||
|
UsesProgressList[3] = true
|
||||||
|
UsesProgressList[4] = false
|
||||||
|
}
|
@ -182,28 +182,31 @@ function FillWhatsNew()
|
|||||||
local SWhatsNew item;
|
local SWhatsNew item;
|
||||||
WhatsNewItems.Remove(0, WhatsNewItems.Length);
|
WhatsNewItems.Remove(0, WhatsNewItems.Length);
|
||||||
// Latest Update
|
// Latest Update
|
||||||
item = SetWhatsNewItem("img://UI_WhatsNew.UI_WhatsNew_Spring_DystopianDevastation_Event", "LatestUpdate", "http://www.tripwireinteractive.com/redirect/KF2LatestUpdate/");
|
item = SetWhatsNewItem("img://UI_WhatsNew.UI_WhatsNew_Summer_InterstellarInsanity_Event", "LatestUpdate", "http://www.tripwireinteractive.com/redirect/KF2LatestUpdate/");
|
||||||
WhatsNewItems.AddItem(item);
|
WhatsNewItems.AddItem(item);
|
||||||
// KF2 Armory Season Pass 2021
|
// KF2 Armory Season Pass 2021
|
||||||
item = SetWhatsNewItem("img://UI_WhatsNew.UI_WhatsNew_Spring_Armory_Season_Pass", "ArmorySeasonPass", "https://store.steampowered.com/app/1524820/Killing_Floor_2__Armory_Season_Pass");
|
item = SetWhatsNewItem("img://UI_WhatsNew.UI_WhatsNew_Spring_Armory_Season_Pass", "ArmorySeasonPass", "https://store.steampowered.com/app/1524820/Killing_Floor_2__Armory_Season_Pass");
|
||||||
WhatsNewItems.AddItem(item);
|
WhatsNewItems.AddItem(item);
|
||||||
// Featured Time Limited Item
|
// Featured Time Limited Item
|
||||||
item = SetWhatsNewItem("img://UI_WhatsNew.UI_WhatsNew_Spring_PremiumTicket", "FeaturedEventItem", "https://store.steampowered.com/buyitem/232090/5803");
|
item = SetWhatsNewItem("img://UI_WhatsNew.UI_WhatsNew_SS_PremiumTicket", "FeaturedEventItem", "https://store.steampowered.com/buyitem/232090/4928");
|
||||||
|
WhatsNewItems.AddItem(item);
|
||||||
|
// Featured Cosmetic Bundle
|
||||||
|
item = SetWhatsNewItem("img://UI_WhatsNew.UI_WhatsNew_Summer_Astronaut", "FeaturedItemBundle", "https://store.steampowered.com/buyitem/232090/8953");
|
||||||
|
WhatsNewItems.AddItem(item);
|
||||||
|
// Featured Cosmetic Bundle
|
||||||
|
item = SetWhatsNewItem("img://UI_WhatsNew.UI_WhatsNew_Summer_Foundry","FeaturedItemBundle","https://store.steampowered.com/buyitem/232090/8956");
|
||||||
WhatsNewItems.AddItem(item);
|
WhatsNewItems.AddItem(item);
|
||||||
// Featured Weapon Skin Bundle
|
// Featured Weapon Skin Bundle
|
||||||
item = SetWhatsNewItem("img://UI_WhatsNew.UI_WhatsNew_Spring_Neon_MKVII", "FeaturedItemBundle", "https://store.steampowered.com/buyitem/232090/8774");
|
item = SetWhatsNewItem("img://UI_WhatsNew.UI_WhatsNew_Summer_BeyondHorizon", "FeaturedItemBundle", "https://store.steampowered.com/buyitem/232090/8955");
|
||||||
WhatsNewItems.AddItem(item);
|
|
||||||
// Featured Cosmetic Bundle
|
|
||||||
item = SetWhatsNewItem("img://UI_WhatsNew.UI_WhatsNew_Spring_Paratrooper","FeaturedItemBundle","https://store.steampowered.com/buyitem/232090/8775");
|
|
||||||
WhatsNewItems.AddItem(item);
|
|
||||||
// Featured Cosmetic Bundle
|
|
||||||
item = SetWhatsNewItem("img://UI_WhatsNew.UI_WhatsNew_Spring_DystopianDevastation", "FeaturedItemBundle", "https://store.steampowered.com/buyitem/232090/8773");
|
|
||||||
WhatsNewItems.AddItem(item);
|
|
||||||
// Featured Cosmetic Bundle
|
|
||||||
item = SetWhatsNewItem("img://UI_WhatsNew.UI_WhatsNew_Spring_Chemical", "FeaturedItemBundle", "https://store.steampowered.com/buyitem/232090/8776");
|
|
||||||
WhatsNewItems.AddItem(item);
|
WhatsNewItems.AddItem(item);
|
||||||
// Featured Weapon Bundle
|
// Featured Weapon Bundle
|
||||||
item=SetWhatsNewItem("img://UI_WhatsNew.UI_WhatsNew_Spring_GravityImploder", "FeaturedItemBundle", "https://store.steampowered.com/buyitem/232090/8777");
|
item = SetWhatsNewItem("img://UI_WhatsNew.UI_WhatsNew_Summer_FamasMasterkey", "FeaturedItemBundle", "https://store.steampowered.com/buyitem/232090/8957");
|
||||||
|
WhatsNewItems.AddItem(item);
|
||||||
|
// Featured Weapon Bundle
|
||||||
|
item=SetWhatsNewItem("img://UI_WhatsNew.UI_WhatsNew_Summer_ThermiteBore", "FeaturedItemBundle", "https://store.steampowered.com/buyitem/232090/8958");
|
||||||
|
WhatsNewItems.AddItem(item);
|
||||||
|
// Featured Weapon Bundle
|
||||||
|
item=SetWhatsNewItem("img://UI_WhatsNew.UI_WhatsNew_Summer_Weaponsbundle", "FeaturedItemBundle", "https://store.steampowered.com/buyitem/232090/8959");
|
||||||
WhatsNewItems.AddItem(item);
|
WhatsNewItems.AddItem(item);
|
||||||
// Misc Community Links
|
// Misc Community Links
|
||||||
item=SetWhatsNewItem("img://UI_WhatsNew.UI_WhatsNew_CommunityHub", "Jaegorhorn", "https://steamcommunity.com/app/232090");
|
item=SetWhatsNewItem("img://UI_WhatsNew.UI_WhatsNew_CommunityHub", "Jaegorhorn", "https://steamcommunity.com/app/232090");
|
||||||
|
@ -201,6 +201,8 @@ function InitializeGameOptions()
|
|||||||
bIsSoloGame = GetBool("bIsSoloGame");
|
bIsSoloGame = GetBool("bIsSoloGame");
|
||||||
StartMenu.GetMapList(StartMenu.MapStringList, ParentMenu.Manager.GetModeIndex(false), StartMenu.GetStartMenuState() == EMatchmaking);
|
StartMenu.GetMapList(StartMenu.MapStringList, ParentMenu.Manager.GetModeIndex(false), StartMenu.GetStartMenuState() == EMatchmaking);
|
||||||
|
|
||||||
|
FilterWeeklyMaps(StartMenu.MapStringList);
|
||||||
|
|
||||||
InitialMapIndex = GetInitialMapIndex();
|
InitialMapIndex = GetInitialMapIndex();
|
||||||
UpdateButtonsEnabled();
|
UpdateButtonsEnabled();
|
||||||
|
|
||||||
@ -260,6 +262,24 @@ function InitializeGameOptions()
|
|||||||
SetObject("localizedText", TextObject);
|
SetObject("localizedText", TextObject);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
function FilterWeeklyMaps(out array<string> List)
|
||||||
|
{
|
||||||
|
if (ParentMenu.Manager.GetModeIndex(false) != EGameMode_Weekly)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Scavenger index = 11
|
||||||
|
if (class'KFGameEngine'.static.GetWeeklyEventIndex() == 11)
|
||||||
|
{
|
||||||
|
List.RemoveItem("KF-Biolapse");
|
||||||
|
List.RemoveItem("KF-Nightmare");
|
||||||
|
List.RemoveItem("KF-PowerCore_Holdout");
|
||||||
|
List.RemoveItem("KF-TheDescent");
|
||||||
|
List.RemoveItem("KF-KrampusLair");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
function GFxObject CreateList( array<string> TextArray, byte SelectedIndex, bool bAddNoPrefString, optional bool bIsMapList, optional byte MaxLength)
|
function GFxObject CreateList( array<string> TextArray, byte SelectedIndex, bool bAddNoPrefString, optional bool bIsMapList, optional byte MaxLength)
|
||||||
{
|
{
|
||||||
local int i;
|
local int i;
|
||||||
|
@ -446,19 +446,21 @@ DefaultProperties
|
|||||||
|
|
||||||
XboxFilterExceptions[0]="Wasteland Bundle" // Wasteland Outfit Bundle
|
XboxFilterExceptions[0]="Wasteland Bundle" // Wasteland Outfit Bundle
|
||||||
|
|
||||||
FeaturedItemIDs[0]=8115
|
FeaturedItemIDs[0]=8178
|
||||||
FeaturedItemIDs[1]=8773
|
FeaturedItemIDs[1]=8953
|
||||||
FeaturedItemIDs[2]=8774
|
FeaturedItemIDs[2]=8959
|
||||||
FeaturedItemIDs[3]=8775
|
FeaturedItemIDs[3]=8956
|
||||||
FeaturedItemIDs[4]=8776
|
FeaturedItemIDs[4]=8955
|
||||||
FeaturedItemIDs[5]=8777
|
FeaturedItemIDs[5]=8957
|
||||||
|
FeaturedItemIDs[6]=8958
|
||||||
|
|
||||||
ConsoleFeaturedItemIDs[0]=8116
|
ConsoleFeaturedItemIDs[0]=8181
|
||||||
ConsoleFeaturedItemIDs[1]=8773
|
ConsoleFeaturedItemIDs[1]=8953
|
||||||
ConsoleFeaturedItemIDs[2]=8774
|
ConsoleFeaturedItemIDs[2]=8959
|
||||||
ConsoleFeaturedItemIDs[3]=8775
|
ConsoleFeaturedItemIDs[3]=8956
|
||||||
ConsoleFeaturedItemIDs[4]=8776
|
ConsoleFeaturedItemIDs[4]=8955
|
||||||
ConsoleFeaturedItemIDs[5]=8777
|
ConsoleFeaturedItemIDs[5]=8957
|
||||||
|
ConsoleFeaturedItemIDs[6]=8958
|
||||||
|
|
||||||
MaxFeaturedItems=5
|
MaxFeaturedItems=5
|
||||||
}
|
}
|
29
KFGame/Classes/KFGFxWidget_GoompaCounter.uc
Normal file
29
KFGame/Classes/KFGFxWidget_GoompaCounter.uc
Normal file
@ -0,0 +1,29 @@
|
|||||||
|
|
||||||
|
|
||||||
|
//=============================================================================
|
||||||
|
// KFGFxWidget_GoompaCounter
|
||||||
|
//=============================================================================
|
||||||
|
// HUD Widget that displays messages to the player
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2015 Tripwire Interactive LLC
|
||||||
|
// - Zane Gholson 01/14/2015
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
class KFGFxWidget_GoompaCounter extends GFxObject;
|
||||||
|
|
||||||
|
function SetCount( int Count, int Max )
|
||||||
|
{
|
||||||
|
SetInt("count", Count);
|
||||||
|
SetBonusPercentage(float(Min(Max,Count)) / float(Max));
|
||||||
|
|
||||||
|
if (Count > 0)
|
||||||
|
{
|
||||||
|
SetBool("hidden", false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function SetBonusPercentage( float NewValue )
|
||||||
|
{
|
||||||
|
SetFloat("bonusPercentage", NewValue);
|
||||||
|
}
|
@ -68,7 +68,7 @@ function UpdateReadyButtonVisibility()
|
|||||||
KFGRI = KFGameReplicationInfo( GetPC().WorldInfo.GRI );
|
KFGRI = KFGameReplicationInfo( GetPC().WorldInfo.GRI );
|
||||||
if ( KFGRI != none )
|
if ( KFGRI != none )
|
||||||
{
|
{
|
||||||
if (KFGRI.bMatchHasBegun && (MyKFPRI != none && MyKFPRI.bHasSpawnedIn && KFGRI.bTraderIsOpen) && !KFGRI.bMatchIsOver && !KFGRI.bVersusGame)
|
if (KFGRI.bMatchHasBegun && (MyKFPRI != none && MyKFPRI.bHasSpawnedIn && KFGRI.bTraderIsOpen) && !KFGRI.bMatchIsOver && MyKFPRI.GetTeamNum() != 255 )
|
||||||
{
|
{
|
||||||
bShowingSkipTrader = !MyKFPRI.bVotedToSkipTraderTime;
|
bShowingSkipTrader = !MyKFPRI.bVotedToSkipTraderTime;
|
||||||
if (bShowingSkipTrader && !ReadyButton.GetBool("visible"))
|
if (bShowingSkipTrader && !ReadyButton.GetBool("visible"))
|
||||||
|
@ -1165,24 +1165,34 @@ function ResetAllPickups()
|
|||||||
AllPickupFactories.AddItem( AmmoPickups[i] );
|
AllPickupFactories.AddItem( AmmoPickups[i] );
|
||||||
}
|
}
|
||||||
|
|
||||||
if(NumWeaponPickups > 0 )
|
|
||||||
{
|
|
||||||
ResetPickups( ItemPickups, NumWeaponPickups );
|
ResetPickups( ItemPickups, NumWeaponPickups );
|
||||||
}
|
|
||||||
if(NumAmmoPickups > 0)
|
|
||||||
{
|
|
||||||
ResetPickups( AmmoPickups, NumAmmoPickups );
|
ResetPickups( AmmoPickups, NumAmmoPickups );
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
|
/** Pick random pickup items to enable and put all others to sleep */
|
||||||
/** Pick random pickup items to enable and put all others to sleep */
|
/** Pick random pickup items to enable and put all others to sleep */
|
||||||
function ResetPickups( array<KFPickupFactory> PickupList, int NumPickups )
|
function ResetPickups( array<KFPickupFactory> PickupList, int NumPickups )
|
||||||
{
|
{
|
||||||
local byte i, ChosenIndex;
|
local byte i, ChosenIndex;
|
||||||
local array<KFPickupFactory> PossiblePickups;
|
local array<KFPickupFactory> PossiblePickups;
|
||||||
|
local int NumIterations;
|
||||||
|
|
||||||
|
if (PickupList.Length == 0)
|
||||||
|
return;
|
||||||
|
|
||||||
PossiblePickups = PickupList;
|
PossiblePickups = PickupList;
|
||||||
for ( i = 0; i < NumPickups; i++ )
|
|
||||||
|
if (OutbreakEvent != none && OutbreakEvent.ActiveEvent.bUnlimitedWeaponPickups && KFPickupFactory_Item(PickupList[0]) != none)
|
||||||
|
{
|
||||||
|
NumIterations = Min(NumPickups, PickupList.Length - 1);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
NumIterations = Min(NumPickups, PickupList.Length);
|
||||||
|
}
|
||||||
|
|
||||||
|
for ( i = 0; i < NumIterations; i++ )
|
||||||
{
|
{
|
||||||
ChosenIndex = Rand( PossiblePickups.Length );
|
ChosenIndex = Rand( PossiblePickups.Length );
|
||||||
PossiblePickups[ChosenIndex].Reset();
|
PossiblePickups[ChosenIndex].Reset();
|
||||||
@ -3774,6 +3784,19 @@ static function bool HasCustomTraderVoiceGroup()
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/***********************************************
|
||||||
|
* @name Initial loadout modifier
|
||||||
|
**********************************************/
|
||||||
|
|
||||||
|
simulated function AddWeaponsFromSpawnList(KFPawn P);
|
||||||
|
|
||||||
|
simulated function OverrideHumanDefaults(KFPawn_Human P);
|
||||||
|
|
||||||
|
/***********************************************
|
||||||
|
* @name Damage Modifier for Event
|
||||||
|
**********************************************/
|
||||||
|
simulated function ModifyDamageGiven(out int InDamage, optional Actor DamageCauser, optional KFPawn_Monster MyKFPM, optional KFPlayerController DamageInstigator, optional class<KFDamageType> DamageType, optional int HitZoneIdx );
|
||||||
|
|
||||||
defaultproperties
|
defaultproperties
|
||||||
{
|
{
|
||||||
/** Scoring */
|
/** Scoring */
|
||||||
|
@ -343,6 +343,11 @@ var repnotify KFMusicTrackInfo ReplicatedMusicTrackInfo;
|
|||||||
* debug
|
* debug
|
||||||
************************************/
|
************************************/
|
||||||
|
|
||||||
|
/************************************
|
||||||
|
* Broken Trader Utils
|
||||||
|
************************************/
|
||||||
|
var transient bool bIsBrokenTrader;
|
||||||
|
|
||||||
/************************************
|
/************************************
|
||||||
* Steam heartbeat
|
* Steam heartbeat
|
||||||
************************************/
|
************************************/
|
||||||
@ -353,6 +358,7 @@ native function SendSteamRequestItemDrop();
|
|||||||
|
|
||||||
function native private EndOfWave();
|
function native private EndOfWave();
|
||||||
|
|
||||||
|
|
||||||
cpptext
|
cpptext
|
||||||
{
|
{
|
||||||
INT* GetOptimizedRepList( BYTE* InDefault, FPropertyRetirement* Retire, INT* Ptr, UPackageMap* Map, UActorChannel* Channel );
|
INT* GetOptimizedRepList( BYTE* InDefault, FPropertyRetirement* Retire, INT* Ptr, UPackageMap* Map, UActorChannel* Channel );
|
||||||
@ -375,7 +381,7 @@ replication
|
|||||||
if ( bNetDirty )
|
if ( bNetDirty )
|
||||||
TraderVolume, TraderVolumeCheckType, bTraderIsOpen, NextTrader, WaveNum, bWaveIsEndless, AIRemaining, WaveTotalAICount, bWaveIsActive, MaxHumanCount, bGlobalDamage,
|
TraderVolume, TraderVolumeCheckType, bTraderIsOpen, NextTrader, WaveNum, bWaveIsEndless, AIRemaining, WaveTotalAICount, bWaveIsActive, MaxHumanCount, bGlobalDamage,
|
||||||
CurrentObjective, PreviousObjective, PreviousObjectiveResult, PreviousObjectiveXPResult, PreviousObjectiveVoshResult, MusicIntensity, ReplicatedMusicTrackInfo, MusicTrackRepCount,
|
CurrentObjective, PreviousObjective, PreviousObjectiveResult, PreviousObjectiveXPResult, PreviousObjectiveVoshResult, MusicIntensity, ReplicatedMusicTrackInfo, MusicTrackRepCount,
|
||||||
bIsUnrankedGame, GameSharedUnlocks, bHidePawnIcons, ConsoleGameSessionGuid, GameDifficulty, GameDifficultyModifier, BossIndex, bWaveStarted, NextObjective; //@HSL - JRO - 3/21/2016 - PS4 Sessions
|
bIsUnrankedGame, GameSharedUnlocks, bHidePawnIcons, ConsoleGameSessionGuid, GameDifficulty, GameDifficultyModifier, BossIndex, bWaveStarted, NextObjective, bIsBrokenTrader; //@HSL - JRO - 3/21/2016 - PS4 Sessions
|
||||||
if ( bNetInitial )
|
if ( bNetInitial )
|
||||||
GameLength, WaveMax, bCustom, bVersusGame, TraderItems, GameAmmoCostScale, bAllowGrenadePurchase, MaxPerkLevel, bTradersEnabled;
|
GameLength, WaveMax, bCustom, bVersusGame, TraderItems, GameAmmoCostScale, bAllowGrenadePurchase, MaxPerkLevel, bTradersEnabled;
|
||||||
if ( bNetInitial || bNetDirty )
|
if ( bNetInitial || bNetDirty )
|
||||||
@ -796,7 +802,7 @@ exec reliable client function ShowPreGameServerWelcomeScreen()
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
simulated function GetKFPRIArray(out array<KFPlayerReplicationInfo> KFPRIArray, optional bool bGetSpectators)
|
simulated function GetKFPRIArray(out array<KFPlayerReplicationInfo> KFPRIArray, optional bool bGetSpectators, optional bool bGetZedPlayers)
|
||||||
{
|
{
|
||||||
local int i;
|
local int i;
|
||||||
local int Num;
|
local int Num;
|
||||||
@ -805,7 +811,8 @@ simulated function GetKFPRIArray(out array<KFPlayerReplicationInfo> KFPRIArray,
|
|||||||
for ( i = 0; i < PRIArray.Length; i++)
|
for ( i = 0; i < PRIArray.Length; i++)
|
||||||
{
|
{
|
||||||
if ( PRIArray[i] != None && KFPlayerReplicationInfo(PRIArray[i]) != none &&
|
if ( PRIArray[i] != None && KFPlayerReplicationInfo(PRIArray[i]) != none &&
|
||||||
(bGetSpectators || !PRIArray[i].bOnlySpectator))
|
(bGetSpectators || !PRIArray[i].bOnlySpectator) &&
|
||||||
|
(bGetZedPlayers || PRIArray[i].GetTeamNum() != 255))
|
||||||
{
|
{
|
||||||
KFPRIArray[num++] = KFPlayerReplicationInfo(PRIArray[i]);
|
KFPRIArray[num++] = KFPlayerReplicationInfo(PRIArray[i]);
|
||||||
}
|
}
|
||||||
@ -2170,6 +2177,12 @@ simulated function UpdatePerksAvailable()
|
|||||||
KFPlayerController(GetALocalPlayerController()).UpdatePerkOnInit();
|
KFPlayerController(GetALocalPlayerController()).UpdatePerkOnInit();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
simulated function NotifyBrokenTrader()
|
||||||
|
{
|
||||||
|
bIsBrokenTrader = true;
|
||||||
|
bNetDirty = true;
|
||||||
|
}
|
||||||
|
|
||||||
defaultproperties
|
defaultproperties
|
||||||
{
|
{
|
||||||
TraderItemsPath="GP_Trader_ARCH.DefaultTraderItems"
|
TraderItemsPath="GP_Trader_ARCH.DefaultTraderItems"
|
||||||
@ -2188,4 +2201,5 @@ defaultproperties
|
|||||||
PreviousObjectiveResult=-1
|
PreviousObjectiveResult=-1
|
||||||
PreviousObjectiveVoshResult=-1
|
PreviousObjectiveVoshResult=-1
|
||||||
PreviousObjectiveXPResult=-1
|
PreviousObjectiveXPResult=-1
|
||||||
|
bIsBrokenTrader=false
|
||||||
}
|
}
|
||||||
|
@ -204,7 +204,7 @@ static function class<KFGFxSpecialeventObjectivesContainer> GetSpecialEventClass
|
|||||||
case SEI_Spring:
|
case SEI_Spring:
|
||||||
return class'KFGFxSpecialEventObjectivesContainer_Spring2021';
|
return class'KFGFxSpecialEventObjectivesContainer_Spring2021';
|
||||||
case SEI_Summer:
|
case SEI_Summer:
|
||||||
return class'KFGFxSpecialEventObjectivesContainer_Summer2020';
|
return class'KFGFxSpecialEventObjectivesContainer_Summer2021';
|
||||||
case SEI_Fall:
|
case SEI_Fall:
|
||||||
return class'KFGFxSpecialEventObjectivesContainer_Fall2020';
|
return class'KFGFxSpecialEventObjectivesContainer_Fall2020';
|
||||||
case SEI_Winter:
|
case SEI_Winter:
|
||||||
|
@ -209,7 +209,7 @@ function Callback_ReadyClicked( bool bReady )
|
|||||||
//player has spawned, skip trader time
|
//player has spawned, skip trader time
|
||||||
if (KFGRI.bTraderIsOpen && KFPRI.bHasSpawnedIn)
|
if (KFGRI.bTraderIsOpen && KFPRI.bHasSpawnedIn)
|
||||||
{
|
{
|
||||||
if (KFPC.MyGFxManager.bMenusOpen && KFPC.MyGFxManager.CurrentMenu != KFPC.MyGFxManager.TraderMenu && !KFGRI.bVersusGame)
|
if (KFPC.MyGFxManager.bMenusOpen && KFPC.MyGFxManager.CurrentMenu != KFPC.MyGFxManager.TraderMenu)
|
||||||
{
|
{
|
||||||
//skip trader request
|
//skip trader request
|
||||||
KFPRI.RequestSkiptTrader(KFPRI);
|
KFPRI.RequestSkiptTrader(KFPRI);
|
||||||
|
@ -26,8 +26,8 @@ enum EMeleeAttackType
|
|||||||
};
|
};
|
||||||
|
|
||||||
/** Attack settings that should be initialized before calling BeginMeleeAttack */
|
/** Attack settings that should be initialized before calling BeginMeleeAttack */
|
||||||
var private EPawnOctant NextAttackDir;
|
var protected EPawnOctant NextAttackDir;
|
||||||
var private EMeleeAttackType NextAttackType;
|
var protected EMeleeAttackType NextAttackType;
|
||||||
|
|
||||||
/** Direction of the last played attack */
|
/** Direction of the last played attack */
|
||||||
var EPawnOctant CurrentAttackDir;
|
var EPawnOctant CurrentAttackDir;
|
||||||
|
@ -67,6 +67,7 @@ defaultproperties
|
|||||||
ColumnIds.Add(STATID_ACHIEVE_HellmarkStationCollectibles)
|
ColumnIds.Add(STATID_ACHIEVE_HellmarkStationCollectibles)
|
||||||
ColumnIds.Add(STATID_ACHIEVE_ElysiumEndlessWaveFifteen)
|
ColumnIds.Add(STATID_ACHIEVE_ElysiumEndlessWaveFifteen)
|
||||||
ColumnIds.Add(STATID_ACHIEVE_Dystopia2029Collectibles)
|
ColumnIds.Add(STATID_ACHIEVE_Dystopia2029Collectibles)
|
||||||
|
ColumnIds.Add(STATID_ACHIEVE_MoonbaseCollectibles)
|
||||||
|
|
||||||
ColumnMappings.Add((Id=STATID_ACHIEVE_MrPerky5, Name="AchievementMrPerky5"))
|
ColumnMappings.Add((Id=STATID_ACHIEVE_MrPerky5, Name="AchievementMrPerky5"))
|
||||||
ColumnMappings.Add((Id=STATID_ACHIEVE_MrPerky10, Name = "AchievementMrPerky10"))
|
ColumnMappings.Add((Id=STATID_ACHIEVE_MrPerky10, Name = "AchievementMrPerky10"))
|
||||||
@ -122,4 +123,5 @@ defaultproperties
|
|||||||
ColumnMappings.Add((Id=STATID_ACHIEVE_HellmarkStationCollectibles,Name="AchievementCollectHellmarkStation"))
|
ColumnMappings.Add((Id=STATID_ACHIEVE_HellmarkStationCollectibles,Name="AchievementCollectHellmarkStation"))
|
||||||
ColumnMappings.Add((Id=STATID_ACHIEVE_ElysiumEndlessWaveFifteen,Name="AchievementEndlessElysium"))
|
ColumnMappings.Add((Id=STATID_ACHIEVE_ElysiumEndlessWaveFifteen,Name="AchievementEndlessElysium"))
|
||||||
ColumnMappings.Add((Id=STATID_ACHIEVE_Dystopia2029Collectibles,NAme="AchievementCollectDystopia2029"))
|
ColumnMappings.Add((Id=STATID_ACHIEVE_Dystopia2029Collectibles,NAme="AchievementCollectDystopia2029"))
|
||||||
|
ColumnMappings.Add((Id=STATID_ACHIEVE_MoonbaseCollectibles,NAme="AchievementCollectMoonbase"))
|
||||||
}
|
}
|
||||||
|
@ -429,6 +429,10 @@ const KFACHID_Dystopia2029Hard = 280;
|
|||||||
const KFACHID_Dystopia2029HellOnEarth = 281;
|
const KFACHID_Dystopia2029HellOnEarth = 281;
|
||||||
const KFACHID_Dystopia2029Collectibles = 282;
|
const KFACHID_Dystopia2029Collectibles = 282;
|
||||||
|
|
||||||
|
const KFACHID_MoonbaseHard = 283;
|
||||||
|
const KFACHID_MoonbaseHellOnEarth = 284;
|
||||||
|
const KFACHID_MoonbaseCollectibles = 285;
|
||||||
|
|
||||||
/* __TW_ANALYTICS_ */
|
/* __TW_ANALYTICS_ */
|
||||||
var int PerRoundWeldXP;
|
var int PerRoundWeldXP;
|
||||||
var int PerRoundHealXP;
|
var int PerRoundHealXP;
|
||||||
@ -1083,6 +1087,11 @@ private event AddToHitsTaken()
|
|||||||
SeasonalEventStats_OnHitTaken();
|
SeasonalEventStats_OnHitTaken();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private event AddToHitsGiven(class<DamageType> DT)
|
||||||
|
{
|
||||||
|
SeasonalEventStats_OnHitGiven(DT);
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief Add a kill and give some EXP tp the player
|
* @brief Add a kill and give some EXP tp the player
|
||||||
* @param MonsterClass The killed monster's class
|
* @param MonsterClass The killed monster's class
|
||||||
@ -1810,6 +1819,14 @@ final simulated function SeasonalEventStats_OnHitTaken()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
final simulated function SeasonalEventStats_OnHitGiven(class<DamageType> DT)
|
||||||
|
{
|
||||||
|
if (SeasonalEventIsValid())
|
||||||
|
{
|
||||||
|
SeasonalEvent.OnHitGiven(DT);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
final simulated function SeasonalEventStats_OnZedKilled(class<KFPawn_Monster> MonsterClass, int Difficulty, class<DamageType> DT)
|
final simulated function SeasonalEventStats_OnZedKilled(class<KFPawn_Monster> MonsterClass, int Difficulty, class<DamageType> DT)
|
||||||
{
|
{
|
||||||
if (SeasonalEventIsValid())
|
if (SeasonalEventIsValid())
|
||||||
@ -2003,6 +2020,7 @@ defaultproperties
|
|||||||
DailyEvents.Add((ObjectiveType=DOT_WeaponDamage,ObjectiveClasses=(KFWeap_SMG_P90, KFDT_Ballistic_P90,KFDT_Bludgeon_P90),CompletionAmount=10000))
|
DailyEvents.Add((ObjectiveType=DOT_WeaponDamage,ObjectiveClasses=(KFWeap_SMG_P90, KFDT_Ballistic_P90,KFDT_Bludgeon_P90),CompletionAmount=10000))
|
||||||
DailyEvents.Add((ObjectiveType=DOT_WeaponDamage,ObjectiveClasses=(KFWeap_SMG_Kriss, KFDT_Ballistic_Kriss,KFDT_Bludgeon_Kriss),CompletionAmount=10000))
|
DailyEvents.Add((ObjectiveType=DOT_WeaponDamage,ObjectiveClasses=(KFWeap_SMG_Kriss, KFDT_Ballistic_Kriss,KFDT_Bludgeon_Kriss),CompletionAmount=10000))
|
||||||
DailyEvents.Add((ObjectiveType=DOT_WeaponDamage,ObjectiveClasses=(KFWeap_SMG_HK_UMP, KFDT_Ballistic_HK_UMP,KFDT_Bludgeon_HK_UMP),CompletionAmount=10000))
|
DailyEvents.Add((ObjectiveType=DOT_WeaponDamage,ObjectiveClasses=(KFWeap_SMG_HK_UMP, KFDT_Ballistic_HK_UMP,KFDT_Bludgeon_HK_UMP),CompletionAmount=10000))
|
||||||
|
DailyEvents.Add((ObjectiveType=DOT_WeaponDamage,ObjectiveClasses=(KFWeap_HRG_BarrierRifle, KFDT_Ballistic_HRG_BarrierRifle,KFDT_Bludgeon_HRG_BarrierRifle),CompletionAmount=10000))
|
||||||
|
|
||||||
//Commando Weapons
|
//Commando Weapons
|
||||||
DailyEvents.Add((ObjectiveType=DOT_WeaponDamage,ObjectiveClasses=(KFWeap_AssaultRifle_AR15, KFDT_Ballistic_AR15,KFDT_Bludgeon_AR15),CompletionAmount=5000)) //3000
|
DailyEvents.Add((ObjectiveType=DOT_WeaponDamage,ObjectiveClasses=(KFWeap_AssaultRifle_AR15, KFDT_Ballistic_AR15,KFDT_Bludgeon_AR15),CompletionAmount=5000)) //3000
|
||||||
@ -2020,6 +2038,7 @@ defaultproperties
|
|||||||
DailyEvents.Add((ObjectiveType=DOT_WeaponDamage,ObjectiveClasses=(KFWeap_Shotgun_M4, KFDT_Ballistic_M4Shotgun,KFDT_Bludgeon_M4Shotgun),CompletionAmount=10000)) //7000
|
DailyEvents.Add((ObjectiveType=DOT_WeaponDamage,ObjectiveClasses=(KFWeap_Shotgun_M4, KFDT_Ballistic_M4Shotgun,KFDT_Bludgeon_M4Shotgun),CompletionAmount=10000)) //7000
|
||||||
DailyEvents.Add((ObjectiveType=DOT_WeaponDamage,ObjectiveClasses=(KFWeap_Shotgun_AA12, KFDT_Ballistic_AA12Shotgun,KFDT_Bludgeon_AA12Shotgun),CompletionAmount=10000))
|
DailyEvents.Add((ObjectiveType=DOT_WeaponDamage,ObjectiveClasses=(KFWeap_Shotgun_AA12, KFDT_Ballistic_AA12Shotgun,KFDT_Bludgeon_AA12Shotgun),CompletionAmount=10000))
|
||||||
DailyEvents.Add((ObjectiveType=DOT_WeaponDamage,ObjectiveClasses=(KFWeap_Shotgun_ElephantGun, KFDT_Ballistic_ElephantGun,KFDT_Bludgeon_ElephantGun),CompletionAmount=10000))
|
DailyEvents.Add((ObjectiveType=DOT_WeaponDamage,ObjectiveClasses=(KFWeap_Shotgun_ElephantGun, KFDT_Ballistic_ElephantGun,KFDT_Bludgeon_ElephantGun),CompletionAmount=10000))
|
||||||
|
DailyEvents.Add((ObjectiveType=DOT_WeaponDamage,ObjectiveClasses=(KFWeap_HRG_BlastBrawlers, KFDT_Ballistic_BlastBrawlersShotgun,KFDT_Bludgeon_BlastBrawlers,KFDT_Bludgeon_BlastBrawlersHeavy,KFDT_Bludgeon_BlastBrawlersBash),CompletionAmount=10000))
|
||||||
|
|
||||||
//Medic Weapons
|
//Medic Weapons
|
||||||
DailyEvents.Add((ObjectiveType=DOT_WeaponDamage,ObjectiveClasses=(KFWeap_Pistol_Medic, KFDT_Ballistic_Pistol_Medic,KFDT_Bludgeon_Pistol_Medic),CompletionAmount=5000)) //3000
|
DailyEvents.Add((ObjectiveType=DOT_WeaponDamage,ObjectiveClasses=(KFWeap_Pistol_Medic, KFDT_Ballistic_Pistol_Medic,KFDT_Bludgeon_Pistol_Medic),CompletionAmount=5000)) //3000
|
||||||
@ -2225,6 +2244,9 @@ defaultproperties
|
|||||||
DailyEvents.Add((ObjectiveType=DOT_Maps,SecondaryType=DOST_MapCompletion,ObjectiveClasses=(KF-DYSTOPIA2029),CompletionAmount=1))
|
DailyEvents.Add((ObjectiveType=DOT_Maps,SecondaryType=DOST_MapCompletion,ObjectiveClasses=(KF-DYSTOPIA2029),CompletionAmount=1))
|
||||||
DailyEvents.Add((ObjectiveType=DOT_Maps,SecondaryType=DOST_MapCompletion,ObjectiveClasses=(KF-DYSTOPIA2029),CompletionAmount=2))
|
DailyEvents.Add((ObjectiveType=DOT_Maps,SecondaryType=DOST_MapCompletion,ObjectiveClasses=(KF-DYSTOPIA2029),CompletionAmount=2))
|
||||||
DailyEvents.Add((ObjectiveType=DOT_Maps,SecondaryType=DOST_MapCompletion,ObjectiveClasses=(KF-DYSTOPIA2029),CompletionAmount=3))
|
DailyEvents.Add((ObjectiveType=DOT_Maps,SecondaryType=DOST_MapCompletion,ObjectiveClasses=(KF-DYSTOPIA2029),CompletionAmount=3))
|
||||||
|
DailyEvents.Add((ObjectiveType=DOT_Maps,SecondaryType=DOST_MapCompletion,ObjectiveClasses=(KF-MOONBASE),CompletionAmount=1))
|
||||||
|
DailyEvents.Add((ObjectiveType=DOT_Maps,SecondaryType=DOST_MapCompletion,ObjectiveClasses=(KF-MOONBASE),CompletionAmount=2))
|
||||||
|
DailyEvents.Add((ObjectiveType=DOT_Maps,SecondaryType=DOST_MapCompletion,ObjectiveClasses=(KF-MOONBASE),CompletionAmount=3))
|
||||||
|
|
||||||
//Versus Damage
|
//Versus Damage
|
||||||
// Per design doc that I have right now, these are x class damage y players, not damage y amount
|
// Per design doc that I have right now, these are x class damage y players, not damage y amount
|
||||||
|
@ -69,4 +69,5 @@ defaultproperties
|
|||||||
Properties.Add((PropertyId = STATID_ACHIEVE_HellmarkStationCollectibles,Data = (Type = SDT_Int32,Value1 = 0)))
|
Properties.Add((PropertyId = STATID_ACHIEVE_HellmarkStationCollectibles,Data = (Type = SDT_Int32,Value1 = 0)))
|
||||||
Properties.Add((PropertyId = STATID_ACHIEVE_ElysiumEndlessWaveFifteen,Data = (Type = SDT_Int32,Value1 = 0)))
|
Properties.Add((PropertyId = STATID_ACHIEVE_ElysiumEndlessWaveFifteen,Data = (Type = SDT_Int32,Value1 = 0)))
|
||||||
Properties.Add((PropertyId = STATID_ACHIEVE_Dystopia2029Collectibles, Data = (Type = SDT_Int32,Value1 = 0)))
|
Properties.Add((PropertyId = STATID_ACHIEVE_Dystopia2029Collectibles, Data = (Type = SDT_Int32,Value1 = 0)))
|
||||||
|
Properties.Add((PropertyId = STATID_ACHIEVE_MoonbaseCollectibles, Data = (Type = SDT_Int32, Value1 = 0)))
|
||||||
}
|
}
|
||||||
|
@ -93,7 +93,6 @@ struct StatAdjustments
|
|||||||
/** Speed modifier */
|
/** Speed modifier */
|
||||||
var() float InitialGroundSpeedModifierScale;
|
var() float InitialGroundSpeedModifierScale;
|
||||||
|
|
||||||
|
|
||||||
structdefaultproperties
|
structdefaultproperties
|
||||||
{
|
{
|
||||||
HealthScale = 1.f;
|
HealthScale = 1.f;
|
||||||
@ -147,6 +146,9 @@ struct WeeklyOverrides
|
|||||||
*/
|
*/
|
||||||
var() KFGFxObject_TraderItems SpawnWeaponList;
|
var() KFGFxObject_TraderItems SpawnWeaponList;
|
||||||
|
|
||||||
|
/** Adds weapon spawn list to the player's loadout */
|
||||||
|
var() bool bAddSpawnListToLoadout;
|
||||||
|
|
||||||
/** If this flag is set to true, the secondary weapon will be checked for availability in the current game mode */
|
/** If this flag is set to true, the secondary weapon will be checked for availability in the current game mode */
|
||||||
var() bool bSpawnWeaponListAffectsSecondaryWeapons;
|
var() bool bSpawnWeaponListAffectsSecondaryWeapons;
|
||||||
|
|
||||||
@ -333,12 +335,39 @@ struct WeeklyOverrides
|
|||||||
/** Replenish player's health once a wave ends. */
|
/** Replenish player's health once a wave ends. */
|
||||||
var() bool bHealPlayerAfterWave;
|
var() bool bHealPlayerAfterWave;
|
||||||
|
|
||||||
|
/** Can kill enemies by jumping on them */
|
||||||
|
var() bool bGoompaJumpEnabled;
|
||||||
|
|
||||||
|
/** Damage done when jumping over an enemy */
|
||||||
|
var() int GoompaJumpDamage;
|
||||||
|
|
||||||
|
/** Damage added per goompa streak */
|
||||||
|
var() float GoompaStreakDamage;
|
||||||
|
|
||||||
|
/** Max number of goompa jumps that counts for damage increase */
|
||||||
|
var() int GoompaStreakMax;
|
||||||
|
|
||||||
|
/** Impulse applied to the player when jumping over an enemy */
|
||||||
|
var() float GoompaJumpImpulse;
|
||||||
|
|
||||||
|
/** Duration of the goompa streak bonus */
|
||||||
|
var() float GoompaBonusDuration;
|
||||||
|
|
||||||
|
/** Z velocity for jumping */
|
||||||
|
var() float JumpZ;
|
||||||
|
|
||||||
|
/** Drop items lifespan */
|
||||||
|
var() float DroppedItemLifespan;
|
||||||
|
|
||||||
/** Global modifier of dosh received by players when a zed is killed. Default value is 1.0 */
|
/** Global modifier of dosh received by players when a zed is killed. Default value is 1.0 */
|
||||||
var() float DoshOnKillGlobalModifier;
|
var() float DoshOnKillGlobalModifier;
|
||||||
|
|
||||||
/** Delay After a wave starts for applying global damage. */
|
/** Delay After a wave starts for applying global damage. */
|
||||||
var() float DamageDelayAfterWaveStarted;
|
var() float DamageDelayAfterWaveStarted;
|
||||||
|
|
||||||
|
/** If weapon pickups should spawn unfinitely */
|
||||||
|
var() bool bUnlimitedWeaponPickups;
|
||||||
|
|
||||||
/** If another outbreak mode shares the same events, this will link the two to quicker UI lookup */
|
/** If another outbreak mode shares the same events, this will link the two to quicker UI lookup */
|
||||||
var() int WeeklyOutbreakId;
|
var() int WeeklyOutbreakId;
|
||||||
|
|
||||||
@ -378,13 +407,23 @@ struct WeeklyOverrides
|
|||||||
bGlobalDamageAffectsShield = true
|
bGlobalDamageAffectsShield = true
|
||||||
bApplyGlobalDamageBossWave = true
|
bApplyGlobalDamageBossWave = true
|
||||||
bHealPlayerAfterWave = false
|
bHealPlayerAfterWave = false
|
||||||
|
bGoompaJumpEnabled = false
|
||||||
|
bUnlimitedWeaponPickups = false
|
||||||
|
GoompaJumpDamage = 0;
|
||||||
|
GoompaStreakDamage = 0;
|
||||||
|
GoompaJumpImpulse = 0;
|
||||||
|
GoompaStreakMax = 0;
|
||||||
|
GoompaBonusDuration = 0.0f;
|
||||||
DamageDelayAfterWaveStarted = 10.0f
|
DamageDelayAfterWaveStarted = 10.0f
|
||||||
WeeklyOutbreakId=INDEX_NONE
|
WeeklyOutbreakId=INDEX_NONE
|
||||||
|
bAddSpawnListToLoadout = false
|
||||||
bSpawnWeaponListAffectsSecondaryWeapons = false
|
bSpawnWeaponListAffectsSecondaryWeapons = false
|
||||||
bColliseumSkillConditionsActive = false
|
bColliseumSkillConditionsActive = false
|
||||||
bModifyZedTimeOnANearZedKill = false
|
bModifyZedTimeOnANearZedKill = false
|
||||||
ZedTimeOnANearZedKill = 0.05
|
ZedTimeOnANearZedKill = 0.05
|
||||||
DoshOnKillGlobalModifier = 1.0f
|
DoshOnKillGlobalModifier = 1.0f
|
||||||
|
JumpZ = -1.f
|
||||||
|
DroppedItemLifespan=-1.0f
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -756,7 +795,6 @@ function AdjustMonsterDefaults(out KFPawn_Monster P)
|
|||||||
|
|
||||||
P.HealByKill = ToAdjust.HealByKill;
|
P.HealByKill = ToAdjust.HealByKill;
|
||||||
P.HealByAssistance = ToAdjust.HealByAssistance;
|
P.HealByAssistance = ToAdjust.HealByAssistance;
|
||||||
|
|
||||||
P.InitialGroundSpeedModifier *= ToAdjust.InitialGroundSpeedModifierScale;
|
P.InitialGroundSpeedModifier *= ToAdjust.InitialGroundSpeedModifierScale;
|
||||||
|
|
||||||
if (ToAdjust.bStartEnraged)
|
if (ToAdjust.bStartEnraged)
|
||||||
|
@ -871,6 +871,14 @@ var bool bLogCustomAnim;
|
|||||||
var Texture2D DebugRadarTexture;
|
var Texture2D DebugRadarTexture;
|
||||||
|
|
||||||
var repnotify bool bHasStartedFire;
|
var repnotify bool bHasStartedFire;
|
||||||
|
var repnotify byte WeaponSpecialAction;
|
||||||
|
|
||||||
|
/*********************************************************************************************
|
||||||
|
* @name Cached last hit index.
|
||||||
|
* Afflictions are failing to get the proper zone index of the hit as it is read before
|
||||||
|
written. This is a temp fix for it.
|
||||||
|
********************************************************************************************* */
|
||||||
|
var transient byte LastHitZoneIndex;
|
||||||
|
|
||||||
replication
|
replication
|
||||||
{
|
{
|
||||||
@ -897,7 +905,7 @@ replication
|
|||||||
|
|
||||||
// Replicated to all but the owning client
|
// Replicated to all but the owning client
|
||||||
if ( bNetDirty && (!bNetOwner || bDemoRecording) )
|
if ( bNetDirty && (!bNetOwner || bDemoRecording) )
|
||||||
WeaponAmbientSound, SecondaryWeaponAmbientSound;
|
WeaponAmbientSound, SecondaryWeaponAmbientSound, WeaponSpecialAction;
|
||||||
if ( bEnableAimOffset && (!bNetOwner || bDemoRecording) )
|
if ( bEnableAimOffset && (!bNetOwner || bDemoRecording) )
|
||||||
ReplicatedAimOffsetPct;
|
ReplicatedAimOffsetPct;
|
||||||
if ( bNetDirty && bCanCloak )
|
if ( bNetDirty && bCanCloak )
|
||||||
@ -1155,6 +1163,8 @@ simulated event ReplicatedEvent(name VarName)
|
|||||||
OnStartFire();
|
OnStartFire();
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
case nameof(WeaponSpecialAction):
|
||||||
|
OnWeaponSpecialAction(WeaponSpecialAction);
|
||||||
}
|
}
|
||||||
|
|
||||||
Super.ReplicatedEvent(VarName);
|
Super.ReplicatedEvent(VarName);
|
||||||
@ -1886,6 +1896,20 @@ simulated function OnStartFire()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
simulated function OnWeaponSpecialAction(int Arg)
|
||||||
|
{
|
||||||
|
if (Role == ROLE_Authority)
|
||||||
|
{
|
||||||
|
WeaponSpecialAction = Arg;
|
||||||
|
bNetDirty = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if(WeaponAttachment != none)
|
||||||
|
{
|
||||||
|
WeaponAttachment.OnSpecialEvent(Arg);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Called when a pawn's weapon has fired and is responsibile for
|
* Called when a pawn's weapon has fired and is responsibile for
|
||||||
* delegating the creation off all of the different effects.
|
* delegating the creation off all of the different effects.
|
||||||
@ -2673,7 +2697,7 @@ event TakeDamage(int Damage, Controller InstigatedBy, vector HitLocation, vector
|
|||||||
Super.TakeDamage(Damage, InstigatedBy, HitLocation, Momentum, DamageType, HitInfo, DamageCauser);
|
Super.TakeDamage(Damage, InstigatedBy, HitLocation, Momentum, DamageType, HitInfo, DamageCauser);
|
||||||
|
|
||||||
// using the passed in damage type instead of the hitfxinfo since that doesn't get updated when zero damage is done
|
// using the passed in damage type instead of the hitfxinfo since that doesn't get updated when zero damage is done
|
||||||
HandleAfflictionsOnHit(InstigatedBy, Normal(Momentum), class<KFDamageType>(DamageType), DamageCauser);
|
// HandleAfflictionsOnHit(InstigatedBy, Normal(Momentum), class<KFDamageType>(DamageType), DamageCauser);
|
||||||
|
|
||||||
ActualDamage = OldHealth - Health;
|
ActualDamage = OldHealth - Health;
|
||||||
if( ActualDamage > 0 )
|
if( ActualDamage > 0 )
|
||||||
@ -2776,6 +2800,8 @@ function AdjustDamage(out int InDamage, out vector Momentum, Controller Instigat
|
|||||||
InDamage = Health - 1;
|
InDamage = Health - 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
LastHitZoneIndex = HitZoneIdx;
|
||||||
|
|
||||||
`log(self @ GetFuncName() @ " After KFPawn adjustment Damage=" $ InDamage @ "Momentum=" $ Momentum @ "Zone=" $ HitInfo.BoneName @ "DamageType=" $ DamageType, bLogTakeDamage);
|
`log(self @ GetFuncName() @ " After KFPawn adjustment Damage=" $ InDamage @ "Momentum=" $ Momentum @ "Zone=" $ HitInfo.BoneName @ "DamageType=" $ DamageType, bLogTakeDamage);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -3999,12 +4025,12 @@ simulated function KFSkinTypeEffects GetHitZoneSkinTypeEffects( int HitZoneIdx )
|
|||||||
*/
|
*/
|
||||||
simulated function AdjustAffliction(out float AfflictionPower);
|
simulated function AdjustAffliction(out float AfflictionPower);
|
||||||
|
|
||||||
function HandleAfflictionsOnHit(Controller DamageInstigator, vector HitDir, class<KFDamageType> DamageType, Actor DamageCauser)
|
function HandleAfflictionsOnHit(Controller DamageInstigator, vector HitDir, class<DamageType> DamageType, Actor DamageCauser)
|
||||||
{
|
{
|
||||||
//Handle afflictions
|
//Handle afflictions
|
||||||
if (AfflictionHandler != None)
|
if (AfflictionHandler != None)
|
||||||
{
|
{
|
||||||
AfflictionHandler.NotifyTakeHit(DamageInstigator, HitDir, DamageType, DamageCauser);
|
AfflictionHandler.NotifyTakeHit(DamageInstigator, HitDir, class<KFDamageType>(DamageType), DamageCauser);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -5623,4 +5649,5 @@ defaultproperties
|
|||||||
bAllowDeathSM=true
|
bAllowDeathSM=true
|
||||||
|
|
||||||
bCanBePinned=false
|
bCanBePinned=false
|
||||||
|
LastHitZoneIndex=0
|
||||||
}
|
}
|
||||||
|
@ -230,6 +230,8 @@ cpptext
|
|||||||
virtual UBOOL ShouldTrace(UPrimitiveComponent* Primitive,AActor *SourceActor, DWORD TraceFlags);
|
virtual UBOOL ShouldTrace(UPrimitiveComponent* Primitive,AActor *SourceActor, DWORD TraceFlags);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
native function float GetGravityZ();
|
||||||
|
|
||||||
/*********************************************************************************************
|
/*********************************************************************************************
|
||||||
* @name General
|
* @name General
|
||||||
********************************************************************************************* */
|
********************************************************************************************* */
|
||||||
@ -309,6 +311,9 @@ function PossessedBy(Controller C, bool bVehicleTransition)
|
|||||||
{
|
{
|
||||||
SetTimer( 1.f, true, nameOf(Timer_CheckSurrounded) );
|
SetTimer( 1.f, true, nameOf(Timer_CheckSurrounded) );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
KFGameInfo(WorldInfo.Game).OverrideHumanDefaults( self );
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
simulated function NotifyTeamChanged()
|
simulated function NotifyTeamChanged()
|
||||||
@ -2093,6 +2098,22 @@ function UpdateActiveSkillsPath(string IconPath, bool Active)
|
|||||||
KFPC.MyGFxHUD.PlayerStatusContainer.ShowActiveIndicators(ActiveSkillIconPaths);
|
KFPC.MyGFxHUD.PlayerStatusContainer.ShowActiveIndicators(ActiveSkillIconPaths);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
event Landed(vector HitNormal, actor FloorActor)
|
||||||
|
{
|
||||||
|
local KFPlayerController_WeeklySurvival KFPC;
|
||||||
|
|
||||||
|
super.Landed(HitNormal, FloorActor);
|
||||||
|
|
||||||
|
if (KFPawn_Monster(FloorActor) == none)
|
||||||
|
{
|
||||||
|
KFPC = KFPlayerController_WeeklySurvival(Controller);
|
||||||
|
if (KFPC != none)
|
||||||
|
{
|
||||||
|
KFPC.ResetGoompaStreak();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
defaultproperties
|
defaultproperties
|
||||||
{
|
{
|
||||||
Begin Object Class=KFFlashlightAttachment name=Flashlight_0
|
Begin Object Class=KFFlashlightAttachment name=Flashlight_0
|
||||||
|
@ -592,6 +592,8 @@ native function SetChokePointCollision( bool bUseChokeCollision );
|
|||||||
/** Checks if we are our current location encroaches any world geometry */
|
/** Checks if we are our current location encroaches any world geometry */
|
||||||
native function bool CheckEncroachingWorldGeometry();
|
native function bool CheckEncroachingWorldGeometry();
|
||||||
|
|
||||||
|
native function float GetGravityZ();
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Check on various replicated data and act accordingly.
|
* Check on various replicated data and act accordingly.
|
||||||
*/
|
*/
|
||||||
@ -1392,6 +1394,58 @@ function SetMovementPhysics()
|
|||||||
/** Implements bKnockdownWhenJumpedOn */
|
/** Implements bKnockdownWhenJumpedOn */
|
||||||
function CrushedBy(Pawn OtherPawn)
|
function CrushedBy(Pawn OtherPawn)
|
||||||
{
|
{
|
||||||
|
local KFGameInfo KFGI;
|
||||||
|
local KFPlayerController_WeeklySurvival KFPC_WS;
|
||||||
|
local KFPawn_Human KFPH;
|
||||||
|
local KFPlayerController KFPC;
|
||||||
|
local KFPlayerReplicationInfo KFPRI;
|
||||||
|
|
||||||
|
KFPH = KFPawn_Human(OtherPawn);
|
||||||
|
|
||||||
|
if (KFPH != none)
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* For summer season event, we wanto to know if we stomp a zed.
|
||||||
|
* Adding the notify here will prevent more network data.
|
||||||
|
* DmgType_Crushed is enough for it, no need to add the goompa.
|
||||||
|
*/
|
||||||
|
KFPC = KFPlayerController(KFPH.Controller);
|
||||||
|
if (KFPC != none)
|
||||||
|
{
|
||||||
|
KFPC.NotifyHitGiven(class'DmgType_Crushed');
|
||||||
|
}
|
||||||
|
|
||||||
|
///
|
||||||
|
|
||||||
|
KFGI = KFGameInfo(WorldInfo.Game);
|
||||||
|
if (KFGI != none) // Only for players
|
||||||
|
{
|
||||||
|
if (KFGI.OutbreakEvent.ActiveEvent.bGoompaJumpEnabled)
|
||||||
|
{
|
||||||
|
OtherPawn.Velocity = OtherPawn.Velocity * vect(1,1,0);
|
||||||
|
OtherPawn.AddVelocity( vect(0,0,1) * KFGI.OutbreakEvent.ActiveEvent.GoompaJumpImpulse, Instigator.Location, none);
|
||||||
|
TakeDamage( KFGI.OutbreakEvent.ActiveEvent.GoompaJumpDamage, OtherPawn.Controller,Location, vect(0,0,0) , class'KFDT_GoompaStomp');
|
||||||
|
|
||||||
|
KFPC_WS = KFPlayerController_WeeklySurvival(OtherPawn.Controller);
|
||||||
|
if(KFPC_WS != none)
|
||||||
|
{
|
||||||
|
KFPC_WS.UpdateGoompaStreak();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Registering awards information.
|
||||||
|
`RecordAARIntStat(KFPC, STOMP_GIVEN, 1);
|
||||||
|
KFPRI = KFPlayerReplicationInfo(KFPC.PlayerReplicationInfo);
|
||||||
|
if (KFPRI != none)
|
||||||
|
{
|
||||||
|
KFPRI.ZedStomps++;
|
||||||
|
}
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
Super.CrushedBy(OtherPawn);
|
Super.CrushedBy(OtherPawn);
|
||||||
|
|
||||||
if ( bKnockdownWhenJumpedOn
|
if ( bKnockdownWhenJumpedOn
|
||||||
@ -2087,6 +2141,7 @@ function AdjustDamageForInstigator(out int InDamage, Controller InstigatedBy, cl
|
|||||||
local KFPawn_Human KFPH;
|
local KFPawn_Human KFPH;
|
||||||
local KFPerk InstigatorPerk;
|
local KFPerk InstigatorPerk;
|
||||||
local KFPowerUp InstigatorPowerUp;
|
local KFPowerUp InstigatorPowerUp;
|
||||||
|
local KFGameInfo KFGI;
|
||||||
local float TempDamage;
|
local float TempDamage;
|
||||||
|
|
||||||
// Let the instigator's perk adjust the damage
|
// Let the instigator's perk adjust the damage
|
||||||
@ -2105,6 +2160,12 @@ function AdjustDamageForInstigator(out int InDamage, Controller InstigatedBy, cl
|
|||||||
InstigatorPowerUp.ModifyDamageGiven(InDamage, DamageCauser, self, KFPC, class<KFDamageType>(DamageType), HitZoneIdx);
|
InstigatorPowerUp.ModifyDamageGiven(InDamage, DamageCauser, self, KFPC, class<KFDamageType>(DamageType), HitZoneIdx);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
KFGI = KFGameInfo(WorldInfo.Game);
|
||||||
|
if(KFGI != none && KFGI.OutbreakEvent != none)
|
||||||
|
{
|
||||||
|
KFGI.ModifyDamageGiven(InDamage, DamageCauser, self, KFPC, class<KFDamageType>(DamageType), HitZoneIdx);
|
||||||
|
}
|
||||||
|
|
||||||
if( KFPC.Pawn != none )
|
if( KFPC.Pawn != none )
|
||||||
{
|
{
|
||||||
KFPH = KFPawn_Human(KFPC.Pawn);
|
KFPH = KFPawn_Human(KFPC.Pawn);
|
||||||
|
@ -472,6 +472,28 @@ static function bool IsDual9mm( KFWeapon KFW )
|
|||||||
return KFW != none && KFW.Class.Name == 'KFWeap_Pistol_Dual9mm';
|
return KFW != none && KFW.Class.Name == 'KFWeap_Pistol_Dual9mm';
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Return if a weapon is FAMAS (special case for high capacity perk)
|
||||||
|
*
|
||||||
|
* @param KFW Weapon to check
|
||||||
|
* @return true if backup weapon
|
||||||
|
*/
|
||||||
|
static function bool IsFAMAS( KFWeapon KFW )
|
||||||
|
{
|
||||||
|
return KFW != none && KFW.Class.Name == 'KFWeap_AssaultRifle_FAMAS';
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Return if a weapon is the Blast Brawlers (special case needed for ZedTime perks)
|
||||||
|
*
|
||||||
|
* @param KFW Weapon to check
|
||||||
|
* @return true if backup weapon
|
||||||
|
*/
|
||||||
|
static function bool IsBlastBrawlers( KFWeapon KFW )
|
||||||
|
{
|
||||||
|
return KFW != none && KFW.Class.Name == 'KFWeap_HRG_BlastBrawlers';
|
||||||
|
}
|
||||||
|
|
||||||
/*********************************************************************************************
|
/*********************************************************************************************
|
||||||
* @name Build / Level Management - Apply and save the updated build and level
|
* @name Build / Level Management - Apply and save the updated build and level
|
||||||
********************************************************************************************* */
|
********************************************************************************************* */
|
||||||
@ -950,6 +972,8 @@ function AddDefaultInventory( KFPawn P )
|
|||||||
{
|
{
|
||||||
P.DefaultInventory.AddItem(class<Weapon>(DynamicLoadObject(GetSecondaryWeaponClassPath(), class'Class')));
|
P.DefaultInventory.AddItem(class<Weapon>(DynamicLoadObject(GetSecondaryWeaponClassPath(), class'Class')));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
KFGameInfo(WorldInfo.Game).AddWeaponsFromSpawnList(P);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -195,7 +195,7 @@ simulated function ModifyMeleeAttackSpeed( out float InDuration, KFWeapon KFW )
|
|||||||
{
|
{
|
||||||
local float TempDuration;
|
local float TempDuration;
|
||||||
|
|
||||||
if( KFW == none || !KFW.IsMeleeWeapon() )
|
if( KFW == none || !KFW.IsMeleeWeapon() || IsBlastBrawlers(KFW) )
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@ -265,7 +265,7 @@ simulated function ModifySpeed( out float Speed )
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (MyKFWeapon != none &&
|
if (MyKFWeapon != none &&
|
||||||
(MyKFWeapon.IsMeleeWeapon() || IsWeaponOnPerk(MyKFWeapon,, self.class)))
|
((MyKFWeapon.IsMeleeWeapon() && !IsBlastBrawlers(MyKFWeapon)) || IsWeaponOnPerk(MyKFWeapon,, self.class)))
|
||||||
{
|
{
|
||||||
Speed += Speed * GetSkillValue( PerkSkills[EBerserkerNinja] );
|
Speed += Speed * GetSkillValue( PerkSkills[EBerserkerNinja] );
|
||||||
}
|
}
|
||||||
@ -297,7 +297,7 @@ simulated function ModifySprintSpeed( out float Speed )
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (MyKFWeapon != none &&
|
if (MyKFWeapon != none &&
|
||||||
(MyKFWeapon.IsMeleeWeapon() || IsWeaponOnPerk(MyKFWeapon,, self.class)))
|
((MyKFWeapon.IsMeleeWeapon() && !IsBlastBrawlers(MyKFWeapon)) || IsWeaponOnPerk(MyKFWeapon,, self.class)))
|
||||||
{
|
{
|
||||||
Speed += Speed * static.GetNinjaSprintModifier();
|
Speed += Speed * static.GetNinjaSprintModifier();
|
||||||
}
|
}
|
||||||
@ -973,7 +973,7 @@ static function PrepareExplosive( Pawn ProjOwner, KFProjectile Proj, optional fl
|
|||||||
|
|
||||||
DefaultProperties
|
DefaultProperties
|
||||||
{
|
{
|
||||||
ParryDuration=10.f
|
ParryDuration=6.f //10.f
|
||||||
ParrySpeed=0.05
|
ParrySpeed=0.05
|
||||||
FurySpeed=0.05
|
FurySpeed=0.05
|
||||||
NinjaSprintModifer=0.25
|
NinjaSprintModifer=0.25
|
||||||
@ -982,14 +982,14 @@ DefaultProperties
|
|||||||
SpeedDamageModifier=0.2
|
SpeedDamageModifier=0.2
|
||||||
SmashHeadDamageModifier=0.25
|
SmashHeadDamageModifier=0.25
|
||||||
VampireAttackSpeedModifier=0.2f
|
VampireAttackSpeedModifier=0.2f
|
||||||
ParryDamageReduction=0.4f //0.75
|
ParryDamageReduction=0.25f //0.4f //0.75
|
||||||
RageRadius=1000 //300
|
RageRadius=1000 //300
|
||||||
RageFleeDuration=5.f //3
|
RageFleeDuration=5.f //3
|
||||||
RageFleeDistance=2500 //5000
|
RageFleeDistance=2500 //5000
|
||||||
RageDialogEvent=229
|
RageDialogEvent=229
|
||||||
|
|
||||||
RegenerationInterval=1
|
RegenerationInterval=1
|
||||||
RegenerationAmount=2
|
RegenerationAmount=1 //2
|
||||||
|
|
||||||
ZedTimeModifyingStates(0)="MeleeChainAttacking"
|
ZedTimeModifyingStates(0)="MeleeChainAttacking"
|
||||||
ZedTimeModifyingStates(1)="MeleeAttackBasic"
|
ZedTimeModifyingStates(1)="MeleeAttackBasic"
|
||||||
@ -1013,14 +1013,14 @@ DefaultProperties
|
|||||||
GrenadeWeaponDef=class'KFWeapDef_Grenade_Berserker'
|
GrenadeWeaponDef=class'KFWeapDef_Grenade_Berserker'
|
||||||
|
|
||||||
BerserkerDamage=(Name="Berserker Damage",Increment=0.01,Rank=0,StartingValue=0.f,MaxValue=0.25)
|
BerserkerDamage=(Name="Berserker Damage",Increment=0.01,Rank=0,StartingValue=0.f,MaxValue=0.25)
|
||||||
DamageResistance=(Name="Damage Resistance",Increment=0.03f,Rank=0,StartingValue=0.f,MaxValue=0.15f)
|
DamageResistance=(Name="Damage Resistance",Increment=0.02f,Rank=0,StartingValue=0.f,MaxValue=0.1f) //0.03f, 0, 0.f, 0.15f
|
||||||
NightVision=(Name="Night Vision",Increment=0.f,Rank=0,StartingValue=0.f,MaxValue=0.f)
|
NightVision=(Name="Night Vision",Increment=0.f,Rank=0,StartingValue=0.f,MaxValue=0.f)
|
||||||
|
|
||||||
PerkSkills(EBerserkerFortitude)=(Name="Fortitude",IconPath="UI_PerkTalent_TEX.berserker.UI_Talents_Berserker_Fortitude",Increment=0.f,Rank=0,StartingValue=1.0,MaxValue=1.0) //0.75
|
PerkSkills(EBerserkerFortitude)=(Name="Fortitude",IconPath="UI_PerkTalent_TEX.berserker.UI_Talents_Berserker_Fortitude",Increment=0.f,Rank=0,StartingValue=1.0,MaxValue=1.0) //0.75
|
||||||
PerkSkills(EBerserkerNinja)=(Name="Ninja",IconPath="UI_PerkTalent_TEX.berserker.UI_Talents_Berserker_Ninja",Increment=0.f,Rank=0,StartingValue=0.2f,MaxValue=0.2f)
|
PerkSkills(EBerserkerNinja)=(Name="Ninja",IconPath="UI_PerkTalent_TEX.berserker.UI_Talents_Berserker_Ninja",Increment=0.f,Rank=0,StartingValue=0.2f,MaxValue=0.2f)
|
||||||
PerkSkills(EBerserkerVampire)=(Name="Vampire",IconPath="UI_PerkTalent_TEX.berserker.UI_Talents_Berserker_Vampire",Increment=0.f,Rank=0,StartingValue=4.f,MaxValue=4.f)
|
PerkSkills(EBerserkerVampire)=(Name="Vampire",IconPath="UI_PerkTalent_TEX.berserker.UI_Talents_Berserker_Vampire",Increment=0.f,Rank=0,StartingValue=3.f,MaxValue=3.f) //4.f
|
||||||
PerkSkills(EBerserkerSpeed)=(Name="Speed",IconPath="UI_PerkTalent_TEX.berserker.UI_Talents_Berserker_Speed",Increment=0.f,Rank=0,StartingValue=0.2f,MaxValue=0.2f)
|
PerkSkills(EBerserkerSpeed)=(Name="Speed",IconPath="UI_PerkTalent_TEX.berserker.UI_Talents_Berserker_Speed",Increment=0.f,Rank=0,StartingValue=0.2f,MaxValue=0.2f)
|
||||||
PerkSkills(EBerserkerResistance)=(Name="Resistance",IconPath="UI_PerkTalent_TEX.berserker.UI_Talents_Berserker_PoisonResistance",Increment=0.f,Rank=0,StartingValue=0.25f,MaxValue=0.25f) //0.2
|
PerkSkills(EBerserkerResistance)=(Name="Resistance",IconPath="UI_PerkTalent_TEX.berserker.UI_Talents_Berserker_PoisonResistance",Increment=0.f,Rank=0,StartingValue=0.15f,MaxValue=0.15f) //0.15 //0.2
|
||||||
PerkSkills(EBerserkerParry)=(Name="Parry",IconPath="UI_PerkTalent_TEX.berserker.UI_Talents_Berserker_Parry",Increment=0.f,Rank=0,StartingValue=0.35,MaxValue=0.35)
|
PerkSkills(EBerserkerParry)=(Name="Parry",IconPath="UI_PerkTalent_TEX.berserker.UI_Talents_Berserker_Parry",Increment=0.f,Rank=0,StartingValue=0.35,MaxValue=0.35)
|
||||||
PerkSkills(EBerserkerSmash)=(Name="Smash",IconPath="UI_PerkTalent_TEX.berserker.UI_Talents_Berserker_Smash",Increment=0.f,Rank=0,StartingValue=0.5f,MaxValue=0.5f)
|
PerkSkills(EBerserkerSmash)=(Name="Smash",IconPath="UI_PerkTalent_TEX.berserker.UI_Talents_Berserker_Smash",Increment=0.f,Rank=0,StartingValue=0.5f,MaxValue=0.5f)
|
||||||
PerkSkills(EBerserkerFury)=(Name="Fury",IconPath="UI_PerkTalent_TEX.berserker.UI_Talents_Berserker_Intimidate",Increment=0.f,Rank=0,StartingValue=0.3f,MaxValue=0.3f)
|
PerkSkills(EBerserkerFury)=(Name="Fury",IconPath="UI_PerkTalent_TEX.berserker.UI_Talents_Berserker_Intimidate",Increment=0.f,Rank=0,StartingValue=0.3f,MaxValue=0.3f)
|
||||||
|
@ -250,7 +250,8 @@ simulated function ModifyMagSizeAndNumber( KFWeapon KFW, out int MagazineCapacit
|
|||||||
|
|
||||||
TempCapacity = MagazineCapacity;
|
TempCapacity = MagazineCapacity;
|
||||||
|
|
||||||
if( !bSecondary && IsWeaponOnPerk( KFW, WeaponPerkClass, self.class ) && (KFW == none || !KFW.bNoMagazine) )
|
// FAMAS needs its secondary ammo affected
|
||||||
|
if( (!bSecondary || IsFAMAS(KFW)) && IsWeaponOnPerk( KFW, WeaponPerkClass, self.class ) && (KFW == none || !KFW.bNoMagazine) )
|
||||||
{
|
{
|
||||||
if( IsLargeMagActive() )
|
if( IsLargeMagActive() )
|
||||||
{
|
{
|
||||||
|
@ -1037,7 +1037,7 @@ DefaultProperties
|
|||||||
PerkSkills(EDemoDamage)=(Name="Damage",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_GrenadeSupplier",Increment=0.f,Rank=0,StartingValue=0.25f,MaxValue=0.25f)
|
PerkSkills(EDemoDamage)=(Name="Damage",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_GrenadeSupplier",Increment=0.f,Rank=0,StartingValue=0.25f,MaxValue=0.25f)
|
||||||
PerkSkills(EDemoTacticalReload)=(Name="Speed",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_Speed",Increment=0.f,Rank=0,StartingValue=0.10f,MaxValue=0.10f)
|
PerkSkills(EDemoTacticalReload)=(Name="Speed",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_Speed",Increment=0.f,Rank=0,StartingValue=0.10f,MaxValue=0.10f)
|
||||||
PerkSkills(EDemoDirectHit)=(Name="DirectHit",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_ExplosiveResistance",Increment=0.f,Rank=0,StartingValue=0.25,MaxValue=0.25)
|
PerkSkills(EDemoDirectHit)=(Name="DirectHit",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_ExplosiveResistance",Increment=0.f,Rank=0,StartingValue=0.25,MaxValue=0.25)
|
||||||
PerkSkills(EDemoAmmo)=(Name="Ammo",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_Ammo",Increment=0.f,Rank=0,StartingValue=5.f,MaxValue=5.f,)
|
PerkSkills(EDemoAmmo)=(Name="Ammo",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_Ammo",Increment=0.f,Rank=0,StartingValue=10.f,MaxValue=10.f) //5.f
|
||||||
PerkSkills(EDemoSirenResistance)=(Name="SirenResistance",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_SirenResistance",Increment=0.f,Rank=0,StartingValue=0.5,MaxValue=0.5)
|
PerkSkills(EDemoSirenResistance)=(Name="SirenResistance",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_SirenResistance",Increment=0.f,Rank=0,StartingValue=0.5,MaxValue=0.5)
|
||||||
PerkSkills(EDemoAoE)=(Name="AreaOfEffect",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_AoE",Increment=0.f,Rank=0,StartingValue=1.50,MaxValue=1.50)
|
PerkSkills(EDemoAoE)=(Name="AreaOfEffect",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_AoE",Increment=0.f,Rank=0,StartingValue=1.50,MaxValue=1.50)
|
||||||
PerkSkills(EDemoCriticalHit)=(Name="CriticalHit",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_Crit",Increment=0.f,Rank=0,StartingValue=0.5f,MaxValue=0.5f)
|
PerkSkills(EDemoCriticalHit)=(Name="CriticalHit",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_Crit",Increment=0.f,Rank=0,StartingValue=0.5f,MaxValue=0.5f)
|
||||||
|
@ -645,7 +645,7 @@ DefaultProperties
|
|||||||
ProgressStatID=STATID_Medic_Progress
|
ProgressStatID=STATID_Medic_Progress
|
||||||
PerkBuildStatID=STATID_Medic_Build
|
PerkBuildStatID=STATID_Medic_Build
|
||||||
|
|
||||||
SelfHealingSurgePct=0.1f
|
SelfHealingSurgePct=0.06f //0.1f
|
||||||
MaxSurvivalistResistance=0.60f //0.70f //0.5f //0.8
|
MaxSurvivalistResistance=0.60f //0.70f //0.5f //0.8
|
||||||
CombatantSpeedModifier=0.1f
|
CombatantSpeedModifier=0.1f
|
||||||
|
|
||||||
@ -726,7 +726,7 @@ DefaultProperties
|
|||||||
HealPotency=(Name="Healer Potency",Increment=0.02f,Rank=0,StartingValue=1.0f,MaxValue=1.5f)
|
HealPotency=(Name="Healer Potency",Increment=0.02f,Rank=0,StartingValue=1.0f,MaxValue=1.5f)
|
||||||
BloatBileResistance=(Name="Bloat Bile Resistance",Increment=0.02,Rank=0,StartingValue=0.f,MaxValue=0.5f)
|
BloatBileResistance=(Name="Bloat Bile Resistance",Increment=0.02,Rank=0,StartingValue=0.f,MaxValue=0.5f)
|
||||||
MovementSpeed=(Name="Movement Speed",Increment=0.004f,Rank=0,StartingValue=0.f,MaxValue=0.1f)
|
MovementSpeed=(Name="Movement Speed",Increment=0.004f,Rank=0,StartingValue=0.f,MaxValue=0.1f)
|
||||||
Armor=(Name="Armor",Increment=0.03f,Rank=0,StartingValue=1.f,MaxValue=1.75f)
|
Armor=(Name="Armor",Increment=0.02f,Rank=0,StartingValue=1.f,MaxValue=1.5f) //0.03f, 0f, 1f, 1.75f
|
||||||
|
|
||||||
PerkSkills(EMedicHealingSurge)=(Name="HealingSurge",IconPath="UI_PerkTalent_TEX.Medic.UI_Talents_Medic_HealingSurge", Increment=0.f,Rank=0,StartingValue=0.25,MaxValue=0.25)
|
PerkSkills(EMedicHealingSurge)=(Name="HealingSurge",IconPath="UI_PerkTalent_TEX.Medic.UI_Talents_Medic_HealingSurge", Increment=0.f,Rank=0,StartingValue=0.25,MaxValue=0.25)
|
||||||
PerkSkills(EMedicSurvivalist)=(Name="Survivalist",IconPath="ui_perktalent_tex.Medic.UI_Talents_Medic_Resilience", Increment=0.f,Rank=0,StartingValue=0.01f,MaxValue=0.01f)
|
PerkSkills(EMedicSurvivalist)=(Name="Survivalist",IconPath="ui_perktalent_tex.Medic.UI_Talents_Medic_Resilience", Increment=0.f,Rank=0,StartingValue=0.01f,MaxValue=0.01f)
|
||||||
|
@ -246,7 +246,8 @@ simulated function ModifyMagSizeAndNumber( KFWeapon KFW, out int MagazineCapacit
|
|||||||
|
|
||||||
TempCapacity = MagazineCapacity;
|
TempCapacity = MagazineCapacity;
|
||||||
|
|
||||||
if( !bSecondary && IsWeaponOnPerk( KFW, WeaponPerkClass, self.class ) && (KFW == none || !KFW.bNoMagazine) &&
|
// FAMAS needs its secondary ammo affected
|
||||||
|
if( (!bSecondary || IsFAMAS(KFW)) && IsWeaponOnPerk( KFW, WeaponPerkClass, self.class ) && (KFW == none || !KFW.bNoMagazine) &&
|
||||||
HighCapMagExemptList.Find(WeaponClassName) == INDEX_NONE )
|
HighCapMagExemptList.Find(WeaponClassName) == INDEX_NONE )
|
||||||
{
|
{
|
||||||
if( IsHighCapMagsMagActive() )
|
if( IsHighCapMagsMagActive() )
|
||||||
@ -559,8 +560,9 @@ simulated function float GetZedTimeModifier( KFWeapon W )
|
|||||||
local name StateName;
|
local name StateName;
|
||||||
StateName = W.GetStateName();
|
StateName = W.GetStateName();
|
||||||
|
|
||||||
|
// Blast Brawlers use a different state for shooting (combining melee + firing). Needs a special case for this
|
||||||
if( IsWeaponOnPerk( W,, self.class ) && CouldBarrageActive() &&
|
if( IsWeaponOnPerk( W,, self.class ) && CouldBarrageActive() &&
|
||||||
ZedTimeModifyingStates.Find( StateName ) != INDEX_NONE )
|
(ZedTimeModifyingStates.Find( StateName ) != INDEX_NONE || (StateName == 'MeleeChainAttacking' && IsBlastBrawlers(W))))
|
||||||
{
|
{
|
||||||
return BarrageFiringRate;
|
return BarrageFiringRate;
|
||||||
}
|
}
|
||||||
@ -821,7 +823,7 @@ DefaultProperties
|
|||||||
ShotgunPenetration=(Name="Shotgun Penetration",Increment=0.20,Rank=0,StartingValue=0.0f,MaxValue=5.0f) //6.25
|
ShotgunPenetration=(Name="Shotgun Penetration",Increment=0.20,Rank=0,StartingValue=0.0f,MaxValue=5.0f) //6.25
|
||||||
Strength=(Name="Strength",Increment=1.f,Rank=0,StartingValue=0.f,MaxValue=5.f)
|
Strength=(Name="Strength",Increment=1.f,Rank=0,StartingValue=0.f,MaxValue=5.f)
|
||||||
|
|
||||||
PerkSkills(ESupportHighCapMags)=(Name="HighCapMags",IconPath="UI_PerkTalent_TEX.support.UI_Talents_Support_HighCapacityMags",Increment=0.f,Rank=0,StartingValue=0.5,MaxValue=0.5) //0.25
|
PerkSkills(ESupportHighCapMags)=(Name="HighCapMags",IconPath="UI_PerkTalent_TEX.support.UI_Talents_Support_HighCapacityMags",Increment=0.f,Rank=0,StartingValue=0.75,MaxValue=0.75) //0.5
|
||||||
PerkSkills(ESupportTacticalReload)=(Name="TacticalReload",IconPath="UI_PerkTalent_TEX.Support.UI_Talents_Support_TacticalReload",Increment=0.f,Rank=0,StartingValue=0.8f,MaxValue=0.f)
|
PerkSkills(ESupportTacticalReload)=(Name="TacticalReload",IconPath="UI_PerkTalent_TEX.Support.UI_Talents_Support_TacticalReload",Increment=0.f,Rank=0,StartingValue=0.8f,MaxValue=0.f)
|
||||||
PerkSkills(ESupportFortitude)=(Name="Fortitude",IconPath="UI_PerkTalent_TEX.Support.UI_Talents_Support_Fortitude",Increment=0.f,Rank=0,StartingValue=0.5f,MaxValue=0.5f)
|
PerkSkills(ESupportFortitude)=(Name="Fortitude",IconPath="UI_PerkTalent_TEX.Support.UI_Talents_Support_Fortitude",Increment=0.f,Rank=0,StartingValue=0.5f,MaxValue=0.5f)
|
||||||
PerkSkills(ESupportSalvo)=(Name="Salvo",IconPath="UI_PerkTalent_TEX.Support.UI_Talents_Support_Salvo",Increment=0.f,Rank=0,StartingValue=0.3f,MaxValue=0.3f)
|
PerkSkills(ESupportSalvo)=(Name="Salvo",IconPath="UI_PerkTalent_TEX.Support.UI_Talents_Support_Salvo",Increment=0.f,Rank=0,StartingValue=0.3f,MaxValue=0.3f)
|
||||||
|
@ -462,11 +462,13 @@ simulated function float GetAoERadiusModifier()
|
|||||||
simulated function float GetZedTimeModifier( KFWeapon W )
|
simulated function float GetZedTimeModifier( KFWeapon W )
|
||||||
{
|
{
|
||||||
local name StateName;
|
local name StateName;
|
||||||
if( GetMadManActive() && (!W.IsMeleeWeapon() || KFWeap_MeleeBase(W).default.bHasToBeConsideredAsRangedWeaponForPerks ))
|
if( GetMadManActive() && (!W.IsMeleeWeapon() || KFWeap_MeleeBase(W).default.bHasToBeConsideredAsRangedWeaponForPerks || IsBlastBrawlers(W) ))
|
||||||
{
|
{
|
||||||
StateName = W.GetStateName();
|
StateName = W.GetStateName();
|
||||||
`Warn(StateName);
|
`Warn(StateName);
|
||||||
if( ZedTimeModifyingStates.Find( StateName ) != INDEX_NONE )
|
|
||||||
|
// Blast Brawlers use a different state for shooting (combining melee + firing). Needs a special case for this
|
||||||
|
if( ZedTimeModifyingStates.Find( StateName ) != INDEX_NONE || (StateName == 'MeleeChainAttacking' && IsBlastBrawlers(W)) )
|
||||||
{
|
{
|
||||||
return GetSkillValue( PerkSkills[ESurvivalist_MadMan] );
|
return GetSkillValue( PerkSkills[ESurvivalist_MadMan] );
|
||||||
}
|
}
|
||||||
|
@ -20,7 +20,7 @@ struct native ItemPickup
|
|||||||
var() class<Inventory> ItemClass;
|
var() class<Inventory> ItemClass;
|
||||||
|
|
||||||
/** Chance relative to other valid attacks (Works like AnimNodeRandom) */
|
/** Chance relative to other valid attacks (Works like AnimNodeRandom) */
|
||||||
var() const float Priority<ClampMin=0.0>;
|
var() float Priority<ClampMin=0.0>;
|
||||||
|
|
||||||
structdefaultproperties
|
structdefaultproperties
|
||||||
{
|
{
|
||||||
@ -49,6 +49,24 @@ replication
|
|||||||
PickupIndex;
|
PickupIndex;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
simulated event PreBeginPlay()
|
||||||
|
{
|
||||||
|
local KFGameInfo KFGI;
|
||||||
|
|
||||||
|
// For Scavenger weekly, we need to treat the factory items as non kismet items.
|
||||||
|
KFGI = KFGameInfo( WorldInfo.Game );
|
||||||
|
if (KFGI != none && KFGI.OutbreakEvent != none && KFGI.OutbreakEvent.ActiveEvent.bUnlimitedWeaponPickups)
|
||||||
|
{
|
||||||
|
if (bKismetDriven && bEnabledAtStart)
|
||||||
|
{
|
||||||
|
bKismetDriven=false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
////////////////////////////////////////
|
||||||
|
|
||||||
|
super.PreBeginPlay();
|
||||||
|
}
|
||||||
|
|
||||||
simulated event ReplicatedEvent(name VarName)
|
simulated event ReplicatedEvent(name VarName)
|
||||||
{
|
{
|
||||||
super.ReplicatedEvent( VarName );
|
super.ReplicatedEvent( VarName );
|
||||||
@ -98,14 +116,32 @@ function Reset()
|
|||||||
SetPickupMesh();
|
SetPickupMesh();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
simulated event OverridePickup()
|
||||||
|
{
|
||||||
|
PickupIndex = ChooseWeaponPickup();
|
||||||
|
bNetDirty=true;
|
||||||
|
SetPickupMesh();
|
||||||
|
}
|
||||||
|
|
||||||
function SetRespawn()
|
function SetRespawn()
|
||||||
{
|
{
|
||||||
|
local KFGameInfo KFGI;
|
||||||
|
|
||||||
//For ones that spawn in the world on timer, reset info here.
|
//For ones that spawn in the world on timer, reset info here.
|
||||||
if (bKismetDriven && bEnabledAtStart)
|
if (bKismetDriven && bEnabledAtStart)
|
||||||
{
|
{
|
||||||
PickupIndex = ChooseWeaponPickup();
|
PickupIndex = ChooseWeaponPickup();
|
||||||
SetPickupMesh();
|
SetPickupMesh();
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
KFGI = KFGameInfo( WorldInfo.Game );
|
||||||
|
if (KFGI != none && KFGI.OutbreakEvent != none && KFGI.OutbreakEvent.ActiveEvent.bUnlimitedWeaponPickups)
|
||||||
|
{
|
||||||
|
StartSleeping();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
super.SetRespawn();
|
super.SetRespawn();
|
||||||
}
|
}
|
||||||
@ -158,6 +194,11 @@ simulated native function GetPickupMesh(class<KFWeapon> ItemClass);
|
|||||||
/** Use the pickups static mesh for this factory */
|
/** Use the pickups static mesh for this factory */
|
||||||
simulated function SetPickupMesh()
|
simulated function SetPickupMesh()
|
||||||
{
|
{
|
||||||
|
if (PickupIndex >= ItemPickups.Length)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if (ItemPickups[PickupIndex].ItemClass.Name == ArmorClassName)
|
if (ItemPickups[PickupIndex].ItemClass.Name == ArmorClassName)
|
||||||
{
|
{
|
||||||
FinalizePickupMesh(StaticMeshComponent(ItemPickups[PickupIndex].ItemClass.default.PickupFactoryMesh).StaticMesh);
|
FinalizePickupMesh(StaticMeshComponent(ItemPickups[PickupIndex].ItemClass.default.PickupFactoryMesh).StaticMesh);
|
||||||
@ -181,6 +222,11 @@ simulated event FinalizePickupMesh(StaticMesh NewMesh)
|
|||||||
/** Give the pickup or its ammo to the player */
|
/** Give the pickup or its ammo to the player */
|
||||||
function GiveTo( Pawn P )
|
function GiveTo( Pawn P )
|
||||||
{
|
{
|
||||||
|
if (PickupIndex >= ItemPickups.Length)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if ( ItemPickups[ PickupIndex ].ItemClass.Name == ArmorClassName )
|
if ( ItemPickups[ PickupIndex ].ItemClass.Name == ArmorClassName )
|
||||||
{
|
{
|
||||||
GiveArmor( P );
|
GiveArmor( P );
|
||||||
@ -276,7 +322,7 @@ function ActivateNewPickup(Pawn P)
|
|||||||
/** Determine what kind of pickup is visible. Used for dialog. */
|
/** Determine what kind of pickup is visible. Used for dialog. */
|
||||||
function bool CurrentPickupIsWeapon()
|
function bool CurrentPickupIsWeapon()
|
||||||
{
|
{
|
||||||
if( ItemPickups.Length == 0 )
|
if( ItemPickups.Length == 0 || ItemPickups.Length <= PickupIndex)
|
||||||
{
|
{
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
@ -286,7 +332,7 @@ function bool CurrentPickupIsWeapon()
|
|||||||
|
|
||||||
function bool CurrentPickupIsArmor()
|
function bool CurrentPickupIsArmor()
|
||||||
{
|
{
|
||||||
if( ItemPickups.Length == 0 )
|
if( ItemPickups.Length == 0 || ItemPickups.Length <= PickupIndex)
|
||||||
{
|
{
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
@ -543,6 +543,7 @@ struct native PostWaveReplicationInfo
|
|||||||
var Vector VectData1; //used for compressing data //X:HeadShots Y:Dosh Earned Z:Damage Dealt
|
var Vector VectData1; //used for compressing data //X:HeadShots Y:Dosh Earned Z:Damage Dealt
|
||||||
var Vector VectData2; //used for compressing data //Damage Taken, Heals Received, Heals Given
|
var Vector VectData2; //used for compressing data //Damage Taken, Heals Received, Heals Given
|
||||||
|
|
||||||
|
var byte NumStomps;
|
||||||
var byte LargeZedKills;
|
var byte LargeZedKills;
|
||||||
//Dialog
|
//Dialog
|
||||||
var bool bDiedDuringWave;
|
var bool bDiedDuringWave;
|
||||||
@ -6475,6 +6476,14 @@ function UpdateRhythmCounterWidget( int Count, int Max )
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
function UpdateGoompaCounterWidget(int Count, int Max)
|
||||||
|
{
|
||||||
|
if( MyGFxHUD != none )
|
||||||
|
{
|
||||||
|
MyGFxHUD.UpdateGoompaCounterWidget(Count, Max);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/*********************************************************************************************
|
/*********************************************************************************************
|
||||||
* Objective
|
* Objective
|
||||||
* Tell the objective that a player has accepted/denied the objective
|
* Tell the objective that a player has accepted/denied the objective
|
||||||
@ -7266,7 +7275,7 @@ reliable client event ClientUnlockAchievement( int AchievementIndex, optional bo
|
|||||||
{
|
{
|
||||||
if( WorldInfo.IsConsoleBuild( CONSOLE_Durango ) )
|
if( WorldInfo.IsConsoleBuild( CONSOLE_Durango ) )
|
||||||
{
|
{
|
||||||
`log("PS4: Client unlock achievement: " @AchievementIndex);
|
`log("Client unlock achievement: " @AchievementIndex);
|
||||||
// Just toggle the stat relevent to this to on now, so the next stats write will trigger the achievement unlock.
|
// Just toggle the stat relevent to this to on now, so the next stats write will trigger the achievement unlock.
|
||||||
StatsWrite.UnlockDingoAchievement(AchievementIndex);
|
StatsWrite.UnlockDingoAchievement(AchievementIndex);
|
||||||
OnlineSub.StatsInterface.WriteOnlineStats('Game', PlayerReplicationInfo.UniqueId, StatsWrite);
|
OnlineSub.StatsInterface.WriteOnlineStats('Game', PlayerReplicationInfo.UniqueId, StatsWrite);
|
||||||
@ -7357,6 +7366,12 @@ function NotifyHitTaken()
|
|||||||
}
|
}
|
||||||
native reliable client private function ClientNotifyHitTaken();
|
native reliable client private function ClientNotifyHitTaken();
|
||||||
|
|
||||||
|
function NotifyHitGiven(class<DamageType> DT)
|
||||||
|
{
|
||||||
|
ClientNotifyHitGiven(DT);
|
||||||
|
}
|
||||||
|
native reliable client private function ClientNotifyHitGiven(class<DamageType> DT);
|
||||||
|
|
||||||
/** Kill stat */
|
/** Kill stat */
|
||||||
function AddZedKill( class<KFPawn_Monster> MonsterClass, byte Difficulty, class<DamageType> DT, bool bKiller )
|
function AddZedKill( class<KFPawn_Monster> MonsterClass, byte Difficulty, class<DamageType> DT, bool bKiller )
|
||||||
{
|
{
|
||||||
|
@ -24,6 +24,23 @@ var float ZedTimeHeight;
|
|||||||
/** How often to check for coming out of partial zed time if bUsingPermanentZedTime is on */
|
/** How often to check for coming out of partial zed time if bUsingPermanentZedTime is on */
|
||||||
var float ZedRecheckTime;
|
var float ZedRecheckTime;
|
||||||
|
|
||||||
|
/** Number of consecutive goompa stomps */
|
||||||
|
var int GoompaStreak;
|
||||||
|
|
||||||
|
/** Bonus to apply */
|
||||||
|
var int GoompaStreakBonus;
|
||||||
|
|
||||||
|
/** Max number of goompa stomps for damage bonus */
|
||||||
|
var transient int MaxGoompaStreak;
|
||||||
|
|
||||||
|
var protected const name RhytmMethodRTPCName;
|
||||||
|
var protected const AkEvent RhythmMethodSoundReset;
|
||||||
|
var protected const AkEvent RhythmMethodSoundHit;
|
||||||
|
var protected const AkEvent RhythmMethodSoundTop;
|
||||||
|
var protected const AkEvent AracnoStompSoundEvent;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
cpptext
|
cpptext
|
||||||
{
|
{
|
||||||
virtual UBOOL TestZedTimeVisibility(APawn* P, UNetConnection* Connection, UBOOL bLocalPlayerTest) override;
|
virtual UBOOL TestZedTimeVisibility(APawn* P, UNetConnection* Connection, UBOOL bLocalPlayerTest) override;
|
||||||
@ -32,9 +49,23 @@ cpptext
|
|||||||
replication
|
replication
|
||||||
{
|
{
|
||||||
if (bNetDirty)
|
if (bNetDirty)
|
||||||
bUsingPermanentZedTime, ZedTimeRadius, ZedTimeBossRadius, ZedTimeHeight;
|
bUsingPermanentZedTime, ZedTimeRadius, ZedTimeBossRadius, ZedTimeHeight, GoompaStreak;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
simulated event PostBeginPlay()
|
||||||
|
{
|
||||||
|
local KFGameInfo KFGI;
|
||||||
|
|
||||||
|
super.PostBeginPlay();
|
||||||
|
|
||||||
|
KFGI = KFGameInfo(WorldInfo.Game);
|
||||||
|
if (KFGI != none && KFGI.OutbreakEvent != none && KFGI.OutbreakEvent.ActiveEvent.bGoompaJumpEnabled)
|
||||||
|
{
|
||||||
|
MaxGoompaStreak = KFGI.OutbreakEvent.ActiveEvent.GoompaStreakMax;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
function EnterZedTime()
|
function EnterZedTime()
|
||||||
{
|
{
|
||||||
local bool bNewResult;
|
local bool bNewResult;
|
||||||
@ -82,3 +113,98 @@ function RecheckZedTime()
|
|||||||
{
|
{
|
||||||
EnterZedTime();
|
EnterZedTime();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
Arachnophobia Goompa Stomp Streak functions
|
||||||
|
*/
|
||||||
|
function UpdateGoompaStreak()
|
||||||
|
{
|
||||||
|
++GoompaStreak;
|
||||||
|
GoompaStreakBonus = GoompaStreak;
|
||||||
|
UpdateGoompaCounterWidget(GoompaStreak, MaxGoompaStreak);
|
||||||
|
GoompaStompMessage(GoompaStreak);
|
||||||
|
|
||||||
|
if (IsTimerActive(nameof(ResetStreakInfo)))
|
||||||
|
{
|
||||||
|
ClearTimer(nameof(ResetStreakInfo));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function ResetGoompaStreak()
|
||||||
|
{
|
||||||
|
local KFGameInfo KFGI;
|
||||||
|
|
||||||
|
if (GoompaStreak > 0)
|
||||||
|
{
|
||||||
|
KFGI = KFGameInfo(WorldInfo.Game);
|
||||||
|
GoompaStreak = 0;
|
||||||
|
if(KFGI != none)
|
||||||
|
{
|
||||||
|
SetTimer(KFGI.OutbreakEvent.ActiveEvent.GoompaBonusDuration, false, nameof(ResetStreakInfo));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function ResetStreakInfo()
|
||||||
|
{
|
||||||
|
UpdateGoompaCounterWidget(GoompaStreak, MaxGoompaStreak);
|
||||||
|
GoompaStompMessage(GoompaStreak);
|
||||||
|
GoompaStreakBonus = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
function bool IsGoompaBonusActive()
|
||||||
|
{
|
||||||
|
return GoompaStreakBonus > 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
reliable client function GoompaStompMessage( byte StompNum)
|
||||||
|
{
|
||||||
|
local int i;
|
||||||
|
local AkEvent TempAkEvent;
|
||||||
|
|
||||||
|
if( MyGFxHUD == none )
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
i = StompNum;
|
||||||
|
UpdateGoompaCounterWidget( StompNum, MaxGoompaStreak );
|
||||||
|
|
||||||
|
if (StompNum == 0)
|
||||||
|
{
|
||||||
|
TempAkEvent = RhythmMethodSoundReset;
|
||||||
|
}
|
||||||
|
else if (StompNum == MaxGoompaStreak - 1)
|
||||||
|
{
|
||||||
|
TempAkEvent = RhythmMethodSoundHit;
|
||||||
|
}
|
||||||
|
else if (StompNum == MaxGoompaStreak)
|
||||||
|
{
|
||||||
|
TempAkEvent = RhythmMethodSoundTop;
|
||||||
|
++i;
|
||||||
|
}
|
||||||
|
|
||||||
|
if( TempAkEvent != none )
|
||||||
|
{
|
||||||
|
PlayRMEffect( TempAkEvent, RhytmMethodRTPCName, i );
|
||||||
|
}
|
||||||
|
|
||||||
|
if (StompNum > 0 && AracnoStompSoundEvent != none)
|
||||||
|
{
|
||||||
|
PlaySoundBase(AracnoStompSoundEvent);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//
|
||||||
|
defaultProperties
|
||||||
|
{
|
||||||
|
GoompaStreak = 0
|
||||||
|
MaxGoompaStreak = -1
|
||||||
|
GoompaStreakBonus = 0
|
||||||
|
RhytmMethodRTPCName ="R_Method"
|
||||||
|
RhythmMethodSoundReset =AkEvent'WW_UI_PlayerCharacter.Play_R_Method_Reset'
|
||||||
|
RhythmMethodSoundHit =AkEvent'WW_UI_PlayerCharacter.Play_R_Method_Hit'
|
||||||
|
RhythmMethodSoundTop =AkEvent'WW_UI_PlayerCharacter.Play_R_Method_Top'
|
||||||
|
AracnoStompSoundEvent =AkEvent'WW_GLO_Runtime.WeeklyArcno'
|
||||||
|
}
|
@ -125,6 +125,8 @@ var bool bNukeActive;
|
|||||||
var bool bConcussiveActive;
|
var bool bConcussiveActive;
|
||||||
/** Certain perks can supply ammo etc. We need to replicate that for the HUD */
|
/** Certain perks can supply ammo etc. We need to replicate that for the HUD */
|
||||||
var byte PerkSupplyLevel;
|
var byte PerkSupplyLevel;
|
||||||
|
/** Number of stomps during Arachnophobia */
|
||||||
|
var int ZedStomps;
|
||||||
|
|
||||||
/************************************
|
/************************************
|
||||||
* Not replicated Perk Data,
|
* Not replicated Perk Data,
|
||||||
@ -203,7 +205,7 @@ replication
|
|||||||
RepCustomizationInfo, NetPerkIndex, ActivePerkLevel, ActivePerkPrestigeLevel, bHasSpawnedIn,
|
RepCustomizationInfo, NetPerkIndex, ActivePerkLevel, ActivePerkPrestigeLevel, bHasSpawnedIn,
|
||||||
CurrentPerkClass, bObjectivePlayer, Assists, PlayerHealth, PlayerHealthPercent,
|
CurrentPerkClass, bObjectivePlayer, Assists, PlayerHealth, PlayerHealthPercent,
|
||||||
bExtraFireRange, bSplashActive, bNukeActive, bConcussiveActive, PerkSupplyLevel,
|
bExtraFireRange, bSplashActive, bNukeActive, bConcussiveActive, PerkSupplyLevel,
|
||||||
CharPortrait, DamageDealtOnTeam, bVOIPRegisteredWithOSS, CurrentVoiceCommsRequest,CurrentHeadShotEffectID, bCarryingCollectible;
|
CharPortrait, DamageDealtOnTeam, bVOIPRegisteredWithOSS, CurrentVoiceCommsRequest,CurrentHeadShotEffectID, bCarryingCollectible, ZedStomps;
|
||||||
|
|
||||||
// sent to non owning clients
|
// sent to non owning clients
|
||||||
if ( bNetDirty && (!bNetOwner || bDemoRecording) )
|
if ( bNetDirty && (!bNetOwner || bDemoRecording) )
|
||||||
|
@ -73,3 +73,4 @@ simulated event OnWaveCompleted(class<GameInfo> GameClass, int Difficulty, int W
|
|||||||
simulated event OnTriggerUsed(class<Trigger_PawnsOnly> TriggerClass);
|
simulated event OnTriggerUsed(class<Trigger_PawnsOnly> TriggerClass);
|
||||||
simulated event OnTryCompleteObjective(int ObjectiveIndex, int EventIndex);
|
simulated event OnTryCompleteObjective(int ObjectiveIndex, int EventIndex);
|
||||||
simulated function OnHitTaken();
|
simulated function OnHitTaken();
|
||||||
|
simulated function OnHitGiven(class<DamageType> DT);
|
@ -28,6 +28,8 @@ enum ESharedContentUnlock
|
|||||||
SCU_MineReconstructor,
|
SCU_MineReconstructor,
|
||||||
SCU_FrostFang,
|
SCU_FrostFang,
|
||||||
SCU_GravityImploder,
|
SCU_GravityImploder,
|
||||||
|
SCU_FAMAS,
|
||||||
|
SCU_Thermite
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
@ -330,4 +332,12 @@ defaultproperties
|
|||||||
Name=KFWeap_GravityImploder,
|
Name=KFWeap_GravityImploder,
|
||||||
IconPath="WEP_UI_Gravity_Imploder_TEX.UI_WeaponSelect_Gravity_Imploder",
|
IconPath="WEP_UI_Gravity_Imploder_TEX.UI_WeaponSelect_Gravity_Imploder",
|
||||||
ID=8778)}
|
ID=8778)}
|
||||||
|
SharedContentList(SCU_FAMAS)={(
|
||||||
|
Name=KFWeap_AssaultRifle_FAMAS,
|
||||||
|
IconPath="WEP_UI_Famas_TEX.UI_WeaponSelect_Famas",
|
||||||
|
ID=8934)}
|
||||||
|
SharedContentList(SCU_Thermite)={(
|
||||||
|
Name=KFWeap_RocketLauncher_ThermiteBore,
|
||||||
|
IconPath="WEP_UI_Thermite_TEX.UI_WeaponSelect_Thermite",
|
||||||
|
ID=8940)}
|
||||||
}
|
}
|
||||||
|
@ -468,7 +468,7 @@ function ServerStartVoteSkipTrader(PlayerReplicationInfo PRI)
|
|||||||
GetKFPRIArray(PRIs);
|
GetKFPRIArray(PRIs);
|
||||||
for (i = 0; i < PRIs.Length; i++)
|
for (i = 0; i < PRIs.Length; i++)
|
||||||
{
|
{
|
||||||
PRIs[i].ShowSkipTraderVote(PRI, CurrentVoteTime, !(PRIs[i] == PRI));
|
PRIs[i].ShowSkipTraderVote(PRI, CurrentVoteTime, !(PRIs[i] == PRI) && PRI.GetTeamNum() != 255);
|
||||||
}
|
}
|
||||||
KFGI.BroadcastLocalized(KFGI, class'KFLocalMessage', LMT_SkipTraderVoteStarted, CurrentSkipTraderVote.PlayerPRI);
|
KFGI.BroadcastLocalized(KFGI, class'KFLocalMessage', LMT_SkipTraderVoteStarted, CurrentSkipTraderVote.PlayerPRI);
|
||||||
SetTimer( CurrentVoteTime, false, nameof(ConcludeVoteSkipTrader), self );
|
SetTimer( CurrentVoteTime, false, nameof(ConcludeVoteSkipTrader), self );
|
||||||
|
35
KFGame/Classes/KFWeapDef_FAMAS.uc
Normal file
35
KFGame/Classes/KFWeapDef_FAMAS.uc
Normal file
@ -0,0 +1,35 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFWeapDef_FAMAS
|
||||||
|
//=============================================================================
|
||||||
|
// A lightweight container for basic weapon properties that can be safely
|
||||||
|
// accessed without a weapon actor (UI, remote clients).
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
class KFWeapDef_FAMAS extends KFWeaponDefinition
|
||||||
|
abstract;
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
WeaponClassPath="KFGameContent.KFWeap_AssaultRifle_FAMAS"
|
||||||
|
|
||||||
|
BuyPrice=1200
|
||||||
|
|
||||||
|
AmmoPricePerMag=25
|
||||||
|
SecondaryAmmoMagPrice=15 //13
|
||||||
|
SecondaryAmmoMagSize=6 // Num of bullets given (not magazines)
|
||||||
|
|
||||||
|
ImagePath="WEP_UI_Famas_TEX.UI_WeaponSelect_Famas"
|
||||||
|
|
||||||
|
EffectiveRange=67 // @TODO: ¿?¿?¿?
|
||||||
|
|
||||||
|
UpgradePrice[0]=700
|
||||||
|
UpgradePrice[1]=1500
|
||||||
|
|
||||||
|
UpgradeSellPrice[0]=525
|
||||||
|
UpgradeSellPrice[1]=1650
|
||||||
|
|
||||||
|
SharedUnlockId=SCU_FAMAS
|
||||||
|
}
|
24
KFGame/Classes/KFWeapDef_HRG_BarrierRifle.uc
Normal file
24
KFGame/Classes/KFWeapDef_HRG_BarrierRifle.uc
Normal file
@ -0,0 +1,24 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFWeapDef_HRG_BarrierRifle
|
||||||
|
//=============================================================================
|
||||||
|
//
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
class KFWeapDef_HRG_BarrierRifle extends KFWeaponDefinition
|
||||||
|
abstract;
|
||||||
|
|
||||||
|
DefaultProperties
|
||||||
|
{
|
||||||
|
WeaponClassPath="KFGameContent.KFWeap_HRG_BarrierRifle"
|
||||||
|
|
||||||
|
BuyPrice=2000
|
||||||
|
AmmoPricePerMag=55
|
||||||
|
ImagePath="wep_ui_hrg_barrierrifle_tex.UI_WeaponSelect_HRG_BarrierRifle"
|
||||||
|
|
||||||
|
EffectiveRange=68
|
||||||
|
|
||||||
|
//UpgradePrice[0]=1500
|
||||||
|
//UpgradeSellPrice[0]=1125
|
||||||
|
}
|
26
KFGame/Classes/KFWeapDef_HRG_BlastBrawlers.uc
Normal file
26
KFGame/Classes/KFWeapDef_HRG_BlastBrawlers.uc
Normal file
@ -0,0 +1,26 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFWeapDef_HRG_BlastBrawlers
|
||||||
|
//=============================================================================
|
||||||
|
//
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
class KFWeapDef_HRG_BlastBrawlers extends KFWeaponDefinition
|
||||||
|
abstract;
|
||||||
|
|
||||||
|
DefaultProperties
|
||||||
|
{
|
||||||
|
WeaponClassPath="KFGameContent.KFWeap_HRG_BlastBrawlers"
|
||||||
|
|
||||||
|
BuyPrice=1600
|
||||||
|
AmmoPricePerMag=30
|
||||||
|
|
||||||
|
ImagePath="WEP_UI_HRG_BlastBrawlers_TEX.UI_WeaponSelect_HRG_BlastBrawlers"
|
||||||
|
|
||||||
|
EffectiveRange=15
|
||||||
|
|
||||||
|
UpgradePrice[0]=1500
|
||||||
|
|
||||||
|
UpgradeSellPrice[0]=1125
|
||||||
|
}
|
26
KFGame/Classes/KFWeapDef_ThermiteBore.uc
Normal file
26
KFGame/Classes/KFWeapDef_ThermiteBore.uc
Normal file
@ -0,0 +1,26 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFWeapDef_ThermiteBore
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
class KFWeapDef_ThermiteBore extends KFWeaponDefinition
|
||||||
|
abstract;
|
||||||
|
|
||||||
|
DefaultProperties
|
||||||
|
{
|
||||||
|
WeaponClassPath="KFGameContent.KFWeap_RocketLauncher_ThermiteBore"
|
||||||
|
|
||||||
|
BuyPrice=1500
|
||||||
|
AmmoPricePerMag=78
|
||||||
|
ImagePath="WEP_UI_Thermite_TEX.UI_WeaponSelect_Thermite"
|
||||||
|
|
||||||
|
EffectiveRange=78
|
||||||
|
|
||||||
|
UpgradePrice[0]=1500
|
||||||
|
|
||||||
|
UpgradeSellPrice[0]=1125
|
||||||
|
|
||||||
|
SharedUnlockId=SCU_Thermite
|
||||||
|
}
|
@ -43,6 +43,8 @@ var int CurrentScopeTextureSize;
|
|||||||
|
|
||||||
var(Scope) float ScopedSensitivityMod;
|
var(Scope) float ScopedSensitivityMod;
|
||||||
|
|
||||||
|
/** MIC Index for the scope material */
|
||||||
|
var byte ScopeMICIndex;
|
||||||
|
|
||||||
simulated exec function ScopeFOV( float NewFOV )
|
simulated exec function ScopeFOV( float NewFOV )
|
||||||
{
|
{
|
||||||
@ -128,7 +130,7 @@ reliable client function ClientWeaponSet(bool bOptionalSet, optional bool bDoNot
|
|||||||
ScopeLenseMIC.SetParent(ScopeLenseMICTemplate);
|
ScopeLenseMIC.SetParent(ScopeLenseMICTemplate);
|
||||||
ScopeLenseMIC.SetTextureParameterValue('ScopeTextureTarget', SniperScopeTextureTarget);
|
ScopeLenseMIC.SetTextureParameterValue('ScopeTextureTarget', SniperScopeTextureTarget);
|
||||||
ScopeLenseMIC.SetScalarParameterValue(InterpParamName, 0.0);
|
ScopeLenseMIC.SetScalarParameterValue(InterpParamName, 0.0);
|
||||||
mesh.SetMaterial(2, ScopeLenseMIC);
|
mesh.SetMaterial(ScopeMICIndex, ScopeLenseMIC);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -351,4 +353,6 @@ DefaultProperties
|
|||||||
|
|
||||||
// Aim Assist
|
// Aim Assist
|
||||||
AimCorrectionSize=40.f
|
AimCorrectionSize=40.f
|
||||||
|
|
||||||
|
ScopeMICIndex=2
|
||||||
}
|
}
|
@ -367,6 +367,9 @@ var int InitialSpareMags[2];
|
|||||||
/** What percentage of a full single magazine capacity to give when resupplying this weapon from an ammo pickup */
|
/** What percentage of a full single magazine capacity to give when resupplying this weapon from an ammo pickup */
|
||||||
var(Inventory) float AmmoPickupScale[2];
|
var(Inventory) float AmmoPickupScale[2];
|
||||||
|
|
||||||
|
/** */
|
||||||
|
var(Inventory) bool bUsesSecondaryAmmoAltHUD;
|
||||||
|
|
||||||
enum EReloadStatus
|
enum EReloadStatus
|
||||||
{
|
{
|
||||||
RS_None,
|
RS_None,
|
||||||
@ -4396,6 +4399,11 @@ static simulated event bool UsesSecondaryAmmo()
|
|||||||
return default.MagazineCapacity[1] > 0;
|
return default.MagazineCapacity[1] > 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static simulated event bool UsesAltSecondaryAmmo()
|
||||||
|
{
|
||||||
|
return default.bUsesSecondaryAmmoAltHUD;
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Returns true if this weapon uses greandes as secondary ammo
|
* Returns true if this weapon uses greandes as secondary ammo
|
||||||
*/
|
*/
|
||||||
@ -4754,6 +4762,12 @@ simulated function int GetSecondaryAmmoForHUD()
|
|||||||
return AmmoCount[1] + SpareAmmoCount[1];
|
return AmmoCount[1] + SpareAmmoCount[1];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Determines the secondary spare ammo */
|
||||||
|
simulated function int GetSecondarySpareAmmoForHUD()
|
||||||
|
{
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
/** Determines if we have to reload the secondary ammo of the weapon (EX: m16 grenades) */
|
/** Determines if we have to reload the secondary ammo of the weapon (EX: m16 grenades) */
|
||||||
simulated function bool HasToReloadSecondaryAmmoForHUD()
|
simulated function bool HasToReloadSecondaryAmmoForHUD()
|
||||||
{
|
{
|
||||||
@ -7985,5 +7999,7 @@ defaultproperties
|
|||||||
NumPellets(CUSTOM_FIREMODE)=1
|
NumPellets(CUSTOM_FIREMODE)=1
|
||||||
|
|
||||||
bKeepIronSightsOnJump=false
|
bKeepIronSightsOnJump=false
|
||||||
|
|
||||||
|
bUsesSecondaryAmmoAltHUD = false
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1223,6 +1223,9 @@ simulated State LoopingWeaponAction
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Special event added for weap attachments. Free for use */
|
||||||
|
function OnSpecialEvent(int Arg);
|
||||||
|
|
||||||
defaultproperties
|
defaultproperties
|
||||||
{
|
{
|
||||||
Begin Object class=AnimNodeSequence Name=MeshSequenceA
|
Begin Object class=AnimNodeSequence Name=MeshSequenceA
|
||||||
|
@ -3522,4 +3522,103 @@ defaultproperties
|
|||||||
|
|
||||||
//Coliseum Zweihander
|
//Coliseum Zweihander
|
||||||
Skins.Add((Id=8791, Weapondef=class'KFWeapDef_Zweihander', MIC_1P=("WEP_SkinSet42_MAT.coliseum_zweihander.Coliseum_Zweihander_1P_Mint_MIC"), MIC_3P="WEP_SkinSet42_MAT.coliseum_zweihander.Coliseum_Zweihander_3P_Mint_MIC", MIC_Pickup="WEP_SkinSet42_MAT.coliseum_zweihander.Coliseum_Zweihander_3P_Pickup_MIC"));
|
Skins.Add((Id=8791, Weapondef=class'KFWeapDef_Zweihander', MIC_1P=("WEP_SkinSet42_MAT.coliseum_zweihander.Coliseum_Zweihander_1P_Mint_MIC"), MIC_3P="WEP_SkinSet42_MAT.coliseum_zweihander.Coliseum_Zweihander_3P_Mint_MIC", MIC_Pickup="WEP_SkinSet42_MAT.coliseum_zweihander.Coliseum_Zweihander_3P_Pickup_MIC"));
|
||||||
|
|
||||||
|
//Famas Standard
|
||||||
|
Skins.Add((Id=8934, Weapondef=class'KFWeapDef_FAMAS', MIC_1P=("WEP_1P_Famas_MAT.Wep_1stP_Famas_MIC"), MIC_3P="WEP_3P_Famas_MAT.Wep_3rdP_Famas_MIC", MIC_Pickup="WEP_3P_Famas_MAT.Wep_3rdP_Famas_Pickup_MIC"));
|
||||||
|
|
||||||
|
//Famas Flourished
|
||||||
|
Skins.Add((Id=8935, Weapondef=class'KFWeapDef_FAMAS', MIC_1P=("WEP_SkinSet45_MAT.Wep_1stP_Famas_Flourished_MIC"), MIC_3P="WEP_SkinSet45_MAT.Wep_3rdP_Famas_Flourished_MIC", MIC_Pickup="WEP_SkinSet45_MAT.Wep_3rdP_Famas_Pickup_Flourished_MIC"));
|
||||||
|
|
||||||
|
//Famas Jagged Wars
|
||||||
|
Skins.Add((Id=8936, Weapondef=class'KFWeapDef_FAMAS', MIC_1P=("WEP_SkinSet45_MAT.Wep_1stP_Famas_JaggedWars_MIC"), MIC_3P="WEP_SkinSet45_MAT.Wep_3rdP_Famas_JaggedWars_MIC", MIC_Pickup="WEP_SkinSet45_MAT.Wep_3rdP_Famas_Pickup_JaggedWars_MIC"));
|
||||||
|
|
||||||
|
//Famas Japped
|
||||||
|
Skins.Add((Id=8937, Weapondef=class'KFWeapDef_FAMAS', MIC_1P=("WEP_SkinSet45_MAT.Wep_1stP_Famas_Japped_MIC"), MIC_3P="WEP_SkinSet45_MAT.Wep_3rdP_Famas_Japped_MIC", MIC_Pickup="WEP_SkinSet45_MAT.Wep_3rdP_Famas_Pickup_Japped_MIC"));
|
||||||
|
|
||||||
|
//Famas Skull Candy
|
||||||
|
Skins.Add((Id=8938, Weapondef=class'KFWeapDef_FAMAS', MIC_1P=("WEP_SkinSet45_MAT.Wep_1stP_Famas_SkullCandy_MIC"), MIC_3P="WEP_SkinSet45_MAT.Wep_3rdP_Famas_SkullCandy_MIC", MIC_Pickup="WEP_SkinSet45_MAT.Wep_3rdP_Famas_Pickup_SkullCandy_MIC"));
|
||||||
|
|
||||||
|
//Famas Turfed
|
||||||
|
Skins.Add((Id=8939, Weapondef=class'KFWeapDef_FAMAS', MIC_1P=("WEP_SkinSet45_MAT.Wep_1stP_Famas_Turfed_MIC"), MIC_3P="WEP_SkinSet45_MAT.Wep_3rdP_Famas_Turfed_MIC", MIC_Pickup="WEP_SkinSet45_MAT.Wep_3rdP_Famas_Pickup_Turfed_MIC"));
|
||||||
|
|
||||||
|
//Thermite Standard
|
||||||
|
Skins.Add((Id=8940, Weapondef=class'KFWeapDef_ThermiteBore', MIC_1P=("WEP_1P_Thermite_MAT.Wep_1P_Thermite_MIC"), MIC_3P="WEP_3P_Thermite_MAT.WEP_3P_Thermite_MIC", MIC_Pickup="WEP_3p_Gravity_Imploder_MAT.Wep_3rdP_Gravity_Imploder_Pickup_MIC"))
|
||||||
|
|
||||||
|
//Thermite Japped
|
||||||
|
Skins.Add((Id=8941, Weapondef=class'KFWeapDef_ThermiteBore', MIC_1P=("WEP_SkinSet46_MAT.Wep_1stP_Thermite_Japped_MIC"), MIC_3P="WEP_SkinSet46_MAT.Wep_3rdP_Thermite_Japped_MIC", MIC_Pickup="WEP_SkinSet46_MAT.Wep_3rdP_Thermite_Pickup_Japped_MIC"));
|
||||||
|
|
||||||
|
//Thermite Much Danger
|
||||||
|
Skins.Add((Id=8942, Weapondef=class'KFWeapDef_ThermiteBore', MIC_1P=("WEP_SkinSet46_MAT.Wep_1stP_Thermite_MuchDanger_MIC"), MIC_3P="WEP_SkinSet46_MAT.Wep_3rdP_Thermite_MuchDanger_MIC", MIC_Pickup="WEP_SkinSet46_MAT.Wep_3rdP_Thermite_Pickup_MuchDanger_MIC"));
|
||||||
|
|
||||||
|
//Thermite Not Liandri
|
||||||
|
Skins.Add((Id=8943, Weapondef=class'KFWeapDef_ThermiteBore', MIC_1P=("WEP_SkinSet46_MAT.Wep_1stP_Thermite_NotLiandri_MIC"), MIC_3P="WEP_SkinSet46_MAT.Wep_3rdP_Thermite_NotLiandri_MIC", MIC_Pickup="WEP_SkinSet46_MAT.Wep_3rdP_Thermite_Pickup_NotLiandri_MIC"));
|
||||||
|
|
||||||
|
//Thermite Rusted
|
||||||
|
Skins.Add((Id=8944, Weapondef=class'KFWeapDef_ThermiteBore', MIC_1P=("WEP_SkinSet46_MAT.Wep_1stP_Thermite_Rusted_MIC"), MIC_3P="WEP_SkinSet46_MAT.Wep_3rdP_Thermite_Rusted_MIC", MIC_Pickup="WEP_SkinSet46_MAT.Wep_3rdP_Thermite_Pickup_Rusted_MIC"));
|
||||||
|
|
||||||
|
//Thermite Thunder Jaws
|
||||||
|
Skins.Add((Id=8945, Weapondef=class'KFWeapDef_ThermiteBore', MIC_1P=("WEP_SkinSet46_MAT.Wep_1stP_Thermite_ThunderJaws_MIC"), MIC_3P="WEP_SkinSet46_MAT.Wep_3rdP_Thermite_ThunderJaws_MIC", MIC_Pickup="WEP_SkinSet46_MAT.Wep_3rdP_Thermite_Pickup_ThunderJaws_MIC"));
|
||||||
|
|
||||||
|
//BeyondHorizon AA12
|
||||||
|
Skins.Add((Id=8845, Weapondef=class'KFWeapDef_AA12', MIC_1P=("WEP_SkinSet43_MAT.space_aa12.Space_AA12_1P_Mint_MIC"), MIC_3P="WEP_SkinSet43_MAT.space_aa12.Space_AA12_3P_Mint_MIC", MIC_Pickup="WEP_SkinSet43_MAT.space_aa12.Space_AA12_3P_Pickup_MIC"))
|
||||||
|
|
||||||
|
//BeyondHorizon AK12
|
||||||
|
Skins.Add((Id=8846, Weapondef=class'KFWeapDef_Ak12', MIC_1P=("WEP_SkinSet43_MAT.space_ak12.Space_AK12_1P_Mint_MIC", "WEP_SkinSet43_MAT.space_ak12.Space_AK12_Sight_1P_Mint_MIC"), MIC_3P="WEP_SkinSet43_MAT.space_ak12.Space_AK12_3P_Mint_MIC", MIC_Pickup="WEP_SkinSet43_MAT.space_ak12.Space_AK12_3P_Pickup_MIC"))
|
||||||
|
|
||||||
|
//BeyondHorizon Desert Eagle
|
||||||
|
Skins.Add((Id=8847, Weapondef=class'KFWeapDef_Deagle', MIC_1P=("WEP_SkinSet43_MAT.space_deagle.Space_Deagle_1P_Mint_MIC"), MIC_3P="WEP_SkinSet43_MAT.space_deagle.Space_Deagle_3P_Mint_MIC", MIC_Pickup="WEP_SkinSet43_MAT.space_deagle.Space_Deagle_3P_Pickup_MIC"))
|
||||||
|
|
||||||
|
//BeyondHorizon Doomstick
|
||||||
|
Skins.Add((Id=8848, Weapondef=class'KFWeapDef_ElephantGun', MIC_1P=("WEP_SkinSet43_MAT.space_quadbarrel.Space_QuadBarrel_Main_1P_Mint_MIC", "WEP_SkinSet43_MAT.space_quadbarrel.Space_QuadBarrel_Barrel_1P_Mint_MIC"), MIC_3P="WEP_SkinSet43_MAT.space_quadbarrel.Space_QuadBarrel_3P_Mint_MIC", MIC_Pickup="WEP_SkinSet43_MAT.space_quadbarrel.Space_QuadBarrel_3P_Pickup_MIC"))
|
||||||
|
|
||||||
|
//BeyondHorizon Hemoclobber
|
||||||
|
Skins.Add((Id=8849, Weapondef=class'KFWeapDef_MedicBat', MIC_1P=("WEP_SkinSet43_MAT.space_medicbat.Space_MedicBat_1P_Mint_MIC"), MIC_3P="WEP_SkinSet43_MAT.space_medicbat.Space_MedicBat_3P_Mint_MIC", MIC_Pickup="WEP_SkinSet43_MAT.space_medicbat.Space_MedicBat_3P_Pickup_MIC"))
|
||||||
|
|
||||||
|
//BeyondHorizon HMTech-501 Grenade Rifle
|
||||||
|
Skins.Add((Id=8850, Weapondef=class'KFWeapDef_MedicRifleGrenadeLauncher', MIC_1P=("WEP_SkinSet43_MAT.space_medicgrenadelauncher.Space_MedicGrenadeLauncher_1P_Mint_MIC"), MIC_3P="WEP_SkinSet43_MAT.space_medicgrenadelauncher.Space_MedicGrenadeLauncher_3P_Mint_MIC", MIC_Pickup="WEP_SkinSet43_MAT.space_medicgrenadelauncher.Space_MedicGrenadeLauncher_3P_Pickup_MIC"))
|
||||||
|
|
||||||
|
//BeyondHorizon M32
|
||||||
|
Skins.Add((Id=8851, Weapondef=class'KFWeapDef_M32', MIC_1P=("WEP_SkinSet43_MAT.space_m32.Space_M32_1P_Mint_MIC", "WEP_SkinSet43_MAT.space_m32.Space_M32_Sight_1P_Mint_MIC"), MIC_3P="WEP_SkinSet43_MAT.space_m32.Space_M32_3P_Mint_MIC", MIC_Pickup="WEP_SkinSet43_MAT.space_m32.Space_M32_3P_Pickup_MIC"))
|
||||||
|
|
||||||
|
//BeyondHorizon MAC 10
|
||||||
|
Skins.Add((Id=8852, Weapondef=class'KFWeapDef_Mac10', MIC_1P=("WEP_SkinSet43_MAT.space_mac10.Space_MAC10_1P_Mint_MIC"), MIC_3P="WEP_SkinSet43_MAT.space_mac10.Space_MAC10_3P_Mint_MIC", MIC_Pickup="WEP_SkinSet43_MAT.space_mac10.Space_MAC10_3P_Pickup_MIC"))
|
||||||
|
|
||||||
|
//BeyondHorizon Microwave Gun
|
||||||
|
Skins.Add((Id=8853, Weapondef=class'KFWeapDef_MicrowaveGun', MIC_1P=("WEP_SkinSet43_MAT.space_microwavegun.Space_MicrowaveGun_1P_Mint_MIC"), MIC_3P="WEP_SkinSet43_MAT.space_microwavegun.Space_MicrowaveGun_3P_Mint_MIC", MIC_Pickup="WEP_SkinSet43_MAT.space_microwavegun.Space_MicrowaveGun_3P_Pickup_MIC"))
|
||||||
|
|
||||||
|
//BeyondHorizon P90
|
||||||
|
Skins.Add((Id=8854, Weapondef=class'KFWeapDef_P90', MIC_1P=("WEP_SkinSet43_MAT.space_p90.Space_P90_1P_Mint_MIC", "WEP_SkinSet43_MAT.space_p90.Space_P90_Sight_1P_Mint_MIC"), MIC_3P="WEP_SkinSet43_MAT.space_p90.Space_P90_3P_Mint_MIC", MIC_Pickup="WEP_SkinSet43_MAT.space_p90.Space_P90_3P_Pickup_MIC"))
|
||||||
|
|
||||||
|
//BeyondHorizon AA12
|
||||||
|
Skins.Add((Id=8855, Weapondef=class'KFWeapDef_AA12', MIC_1P=("WEP_SkinSet43_MAT.spaceelite_aa12.SpaceElite_AA12_1P_Mint_MIC"), MIC_3P="WEP_SkinSet43_MAT.spaceelite_aa12.SpaceElite_AA12_3P_Mint_MIC", MIC_Pickup="WEP_SkinSet43_MAT.spaceelite_aa12.SpaceElite_AA12_3P_Pickup_MIC"))
|
||||||
|
|
||||||
|
//BeyondHorizon AK12
|
||||||
|
Skins.Add((Id=8856, Weapondef=class'KFWeapDef_Ak12', MIC_1P=("WEP_SkinSet43_MAT.spaceelite_ak12.SpaceElite_AK12_1P_Mint_MIC", "WEP_SkinSet43_MAT.spaceelite_ak12.SpaceElite_AK12_Sight_1P_Mint_MIC"), MIC_3P="WEP_SkinSet43_MAT.spaceelite_ak12.SpaceElite_AK12_3P_Mint_MIC", MIC_Pickup="WEP_SkinSet43_MAT.spaceelite_ak12.SpaceElite_AK12_3P_Pickup_MIC"))
|
||||||
|
|
||||||
|
//BeyondHorizon Desert Eagle
|
||||||
|
Skins.Add((Id=8857, Weapondef=class'KFWeapDef_Deagle', MIC_1P=("WEP_SkinSet43_MAT.spaceelite_deagle.SpaceElite_Deagle_1P_Mint_MIC"), MIC_3P="WEP_SkinSet43_MAT.spaceelite_deagle.SpaceElite_Deagle_3P_Mint_MIC", MIC_Pickup="WEP_SkinSet43_MAT.spaceelite_deagle.SpaceElite_Deagle_3P_Pickup_MIC"))
|
||||||
|
|
||||||
|
//BeyondHorizon Doomstick
|
||||||
|
Skins.Add((Id=8858, Weapondef=class'KFWeapDef_ElephantGun', MIC_1P=("WEP_SkinSet43_MAT.spaceelite_quadbarrel.SpaceElite_QuadBarrel_Main_1P_Mint_MIC", "WEP_SkinSet43_MAT.spaceelite_quadbarrel.SpaceElite_QuadBarrel_Barrel_1P_Mint_MIC"), MIC_3P="WEP_SkinSet43_MAT.spaceelite_quadbarrel.SpaceElite_QuadBarrel_3P_Mint_MIC", MIC_Pickup="WEP_SkinSet43_MAT.spaceelite_quadbarrel.SpaceElite_QuadBarrel_3P_Pickup_MIC"))
|
||||||
|
|
||||||
|
//BeyondHorizon Hemoclobber
|
||||||
|
Skins.Add((Id=8859, Weapondef=class'KFWeapDef_MedicBat', MIC_1P=("WEP_SkinSet43_MAT.spaceelite_medicbat.SpaceElite_MedicBat_1P_Mint_MIC"), MIC_3P="WEP_SkinSet43_MAT.spaceelite_medicbat.SpaceElite_MedicBat_3P_Mint_MIC", MIC_Pickup="WEP_SkinSet43_MAT.spaceelite_medicbat.SpaceElite_MedicBat_3P_Pickup_MIC"))
|
||||||
|
|
||||||
|
//BeyondHorizon HMTech-501 Grenade Rifle
|
||||||
|
Skins.Add((Id=8860, Weapondef=class'KFWeapDef_MedicRifleGrenadeLauncher', MIC_1P=("WEP_SkinSet43_MAT.spaceelite_medicgrenadelauncher.SpaceElite_MedicGrenadeLauncher_1P_Mint_MIC"), MIC_3P="WEP_SkinSet43_MAT.spaceelite_medicgrenadelauncher.SpaceElite_MedicGrenadeLauncher_3P_Mint_MIC", MIC_Pickup="WEP_SkinSet43_MAT.spaceelite_medicgrenadelauncher.SpaceElite_MedicGrenadeLauncher_3P_Pickup_MIC"))
|
||||||
|
|
||||||
|
//BeyondHorizon M32
|
||||||
|
Skins.Add((Id=8861, Weapondef=class'KFWeapDef_M32', MIC_1P=("WEP_SkinSet43_MAT.spaceelite_m32.SpaceElite_M32_1P_Mint_MIC", "WEP_SkinSet43_MAT.spaceelite_m32.SpaceElite_M32_Sight_1P_Mint_MIC"), MIC_3P="WEP_SkinSet43_MAT.spaceelite_m32.SpaceElite_M32_3P_Mint_MIC", MIC_Pickup="WEP_SkinSet43_MAT.spaceelite_m32.SpaceElite_M32_3P_Pickup_MIC"))
|
||||||
|
|
||||||
|
//BeyondHorizon MAC 10
|
||||||
|
Skins.Add((Id=8862, Weapondef=class'KFWeapDef_Mac10', MIC_1P=("WEP_SkinSet43_MAT.spaceelite_mac10.SpaceElite_MAC10_1P_Mint_MIC"), MIC_3P="WEP_SkinSet43_MAT.spaceelite_mac10.SpaceElite_MAC10_3P_Mint_MIC", MIC_Pickup="WEP_SkinSet43_MAT.spaceelite_mac10.SpaceElite_MAC10_3P_Pickup_MIC"))
|
||||||
|
|
||||||
|
//BeyondHorizon Microwave Gun
|
||||||
|
Skins.Add((Id=8863, Weapondef=class'KFWeapDef_MicrowaveGun', MIC_1P=("WEP_SkinSet43_MAT.spaceelite_microwavegun.SpaceElite_MicrowaveGun_1P_Mint_MIC"), MIC_3P="WEP_SkinSet43_MAT.spaceelite_microwavegun.SpaceElite_MicrowaveGun_3P_Mint_MIC", MIC_Pickup="WEP_SkinSet43_MAT.spaceelite_microwavegun.SpaceElite_MicrowaveGun_3P_Pickup_MIC"))
|
||||||
|
|
||||||
|
//BeyondHorizon P90
|
||||||
|
Skins.Add((Id=8864, Weapondef=class'KFWeapDef_P90', MIC_1P=("WEP_SkinSet43_MAT.spaceelite_p90.SpaceElite_P90_1P_Mint_MIC", "WEP_SkinSet43_MAT.spaceelite_p90.SpaceElite_P90_Sight_1P_Mint_MIC"), MIC_3P="WEP_SkinSet43_MAT.spaceelite_p90.SpaceElite_P90_3P_Mint_MIC", MIC_Pickup="WEP_SkinSet43_MAT.spaceelite_p90.SpaceElite_P90_3P_Pickup_MIC"))
|
||||||
|
|
||||||
|
//Scavenger AK12
|
||||||
|
Skins.Add((Id=8921, Weapondef=class'KFWeapDef_Ak12', MIC_1P=("wep_skinset44_mat.scavenger_ak12.Scavenger_AK12_1P_Mint_MIC", "wep_skinset44_mat.scavenger_ak12.Scavenger_AK12_Scope_1P_Mint_MIC"), MIC_3P="wep_skinset44_mat.scavenger_ak12.Scavenger_AK12_3P_Mint_MIC", MIC_Pickup="wep_skinset44_mat.scavenger_ak12.Scavenger_AK12_3P_Pickup_MIC"))
|
||||||
}
|
}
|
@ -27,6 +27,7 @@
|
|||||||
|
|
||||||
const MATCH_EVENT_HEAL_RECEIVED = 5;
|
const MATCH_EVENT_HEAL_RECEIVED = 5;
|
||||||
|
|
||||||
|
const MATCH_EVENT_STOMP_GIVEN = 6;
|
||||||
/** Match has ended */
|
/** Match has ended */
|
||||||
|
|
||||||
const MATCH_EVENT_MAX_EVENTID = 0x0000FFFF;
|
const MATCH_EVENT_MAX_EVENTID = 0x0000FFFF;
|
||||||
|
@ -153,4 +153,5 @@ const STATID_ACHIEVE_DesolationCollectibles = 4055;
|
|||||||
const STATID_ACHIEVE_HellmarkStationCollectibles = 4056;
|
const STATID_ACHIEVE_HellmarkStationCollectibles = 4056;
|
||||||
const STATID_ACHIEVE_ElysiumEndlessWaveFifteen = 4057;
|
const STATID_ACHIEVE_ElysiumEndlessWaveFifteen = 4057;
|
||||||
const STATID_ACHIEVE_Dystopia2029Collectibles = 4058;
|
const STATID_ACHIEVE_Dystopia2029Collectibles = 4058;
|
||||||
|
const STATID_ACHIEVE_MoonbaseCollectibles = 4059;
|
||||||
/** `endif */
|
/** `endif */
|
||||||
|
52
KFGameContent/Classes/KFDT_Ballistic_BlastBrawlersShotgun.uc
Normal file
52
KFGameContent/Classes/KFDT_Ballistic_BlastBrawlersShotgun.uc
Normal file
@ -0,0 +1,52 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFDT_Ballistic_BlastBrawlersShotgun
|
||||||
|
//=============================================================================
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
class KFDT_Ballistic_BlastBrawlersShotgun extends KFDT_Ballistic_Shotgun
|
||||||
|
abstract
|
||||||
|
hidedropdown;
|
||||||
|
|
||||||
|
/** Allows the damage type to customize exactly which hit zones it can dismember */
|
||||||
|
static simulated function bool CanDismemberHitZone( name InHitZoneName )
|
||||||
|
{
|
||||||
|
if( super.CanDismemberHitZone( InHitZoneName ) )
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch ( InHitZoneName )
|
||||||
|
{
|
||||||
|
case 'lupperarm':
|
||||||
|
case 'rupperarm':
|
||||||
|
case 'chest':
|
||||||
|
case 'heart':
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
BloodSpread=0.4
|
||||||
|
BloodScale=0.6
|
||||||
|
|
||||||
|
|
||||||
|
KDamageImpulse=900
|
||||||
|
KDeathUpKick=-500
|
||||||
|
KDeathVel=350
|
||||||
|
//KDamageImpulse=350
|
||||||
|
//KDeathUpKick=120
|
||||||
|
//KDeathVel=10
|
||||||
|
|
||||||
|
StumblePower=12
|
||||||
|
GunHitPower=12
|
||||||
|
|
||||||
|
OverrideImpactEffect=ParticleSystem'WEP_HRG_BlastBrawlers_EMIT.FX_BlastBrawlers_Impact'
|
||||||
|
|
||||||
|
WeaponDef=class'KFWeapDef_HRG_BlastBrawlers'
|
||||||
|
}
|
27
KFGameContent/Classes/KFDT_Ballistic_FAMAS_Rifle.uc
Normal file
27
KFGameContent/Classes/KFDT_Ballistic_FAMAS_Rifle.uc
Normal file
@ -0,0 +1,27 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFDT_Ballistic_FAMAS_Rifle
|
||||||
|
//=============================================================================
|
||||||
|
// Damage type class for the FAMAS rifle
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
class KFDT_Ballistic_FAMAS_Rifle extends KFDT_Ballistic_AssaultRifle
|
||||||
|
abstract
|
||||||
|
hidedropdown;
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
KDamageImpulse=900
|
||||||
|
KDeathUpKick=-300
|
||||||
|
KDeathVel=100
|
||||||
|
|
||||||
|
StumblePower=12
|
||||||
|
GunHitPower=0
|
||||||
|
|
||||||
|
WeaponDef=class'KFWeapDef_FAMAS'
|
||||||
|
|
||||||
|
ModifierPerkList(0)=class'KFPerk_Commando'
|
||||||
|
ModifierPerkList(1)=class'KFPerk_Support'
|
||||||
|
}
|
47
KFGameContent/Classes/KFDT_Ballistic_FAMAS_Shotgun.uc
Normal file
47
KFGameContent/Classes/KFDT_Ballistic_FAMAS_Shotgun.uc
Normal file
@ -0,0 +1,47 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFDT_Ballistic_FAMAS_Shotgun
|
||||||
|
//=============================================================================
|
||||||
|
// Damage type class for the FAMAS shotgun alt fire
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
class KFDT_Ballistic_FAMAS_Shotgun extends KFDT_Ballistic_Shotgun
|
||||||
|
abstract
|
||||||
|
hidedropdown;
|
||||||
|
|
||||||
|
/** Allows the damage type to customize exactly which hit zones it can dismember */
|
||||||
|
static simulated function bool CanDismemberHitZone( name InHitZoneName )
|
||||||
|
{
|
||||||
|
if( super.CanDismemberHitZone( InHitZoneName ) )
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch ( InHitZoneName )
|
||||||
|
{
|
||||||
|
case 'lupperarm':
|
||||||
|
case 'rupperarm':
|
||||||
|
case 'chest':
|
||||||
|
case 'heart':
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
BloodSpread=0.4
|
||||||
|
BloodScale=0.6
|
||||||
|
|
||||||
|
KDamageImpulse=900
|
||||||
|
KDeathUpKick=500
|
||||||
|
KDeathVel=350
|
||||||
|
|
||||||
|
StumblePower=10
|
||||||
|
GunHitPower=15
|
||||||
|
|
||||||
|
WeaponDef=class'KFWeapDef_FAMAS'
|
||||||
|
}
|
26
KFGameContent/Classes/KFDT_Ballistic_HRG_BarrierRifle.uc
Normal file
26
KFGameContent/Classes/KFDT_Ballistic_HRG_BarrierRifle.uc
Normal file
@ -0,0 +1,26 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFDT_Ballistic_HRG_BarrierRifle
|
||||||
|
//=============================================================================
|
||||||
|
//
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
class KFDT_Ballistic_HRG_BarrierRifle extends KFDT_Ballistic_AssaultRifle
|
||||||
|
abstract
|
||||||
|
hidedropdown;
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
KDamageImpulse=900
|
||||||
|
KDeathUpKick=-300
|
||||||
|
KDeathVel=100
|
||||||
|
|
||||||
|
StumblePower=20
|
||||||
|
GunHitPower=20
|
||||||
|
|
||||||
|
WeaponDef=class'KFWeapDef_HRG_BarrierRifle'
|
||||||
|
|
||||||
|
//Perk
|
||||||
|
ModifierPerkList(0)=class'KFPerk_SWAT'
|
||||||
|
}
|
55
KFGameContent/Classes/KFDT_Ballistic_ThermiteBoreImpact.uc
Normal file
55
KFGameContent/Classes/KFDT_Ballistic_ThermiteBoreImpact.uc
Normal file
@ -0,0 +1,55 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFDT_Ballistic_ThermiteBoreImpact
|
||||||
|
//=============================================================================
|
||||||
|
// Rocket impact damage type for the Thermite rocket launcher
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
class KFDT_Ballistic_ThermiteBoreImpact extends KFDT_Ballistic_Shell
|
||||||
|
abstract
|
||||||
|
hidedropdown;
|
||||||
|
|
||||||
|
// Damage type to use for the burning damage over time
|
||||||
|
var class<KFDamageType> BurnDamageType;
|
||||||
|
|
||||||
|
static simulated function bool CanDismemberHitZone(name InHitZoneName)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
static simulated function bool CanDismemberHitZoneWhileAlive(name InHitZoneName)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Called when damage is dealt to apply additional damage type (e.g. Damage Over Time) */
|
||||||
|
static function ApplySecondaryDamage( KFPawn Victim, int DamageTaken, optional Controller InstigatedBy )
|
||||||
|
{
|
||||||
|
// Overriden to specific a different damage type to do the burn damage over
|
||||||
|
// time. We do this so we don't get shotgun pellet impact sounds/fx during
|
||||||
|
// the DOT burning.
|
||||||
|
if ( default.BurnDamageType.default.DoT_Type != DOT_None )
|
||||||
|
{
|
||||||
|
Victim.ApplyDamageOverTime(DamageTaken, InstigatedBy, default.BurnDamageType);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
KDamageImpulse=0
|
||||||
|
KDeathUpKick=0
|
||||||
|
KDeathVel=0
|
||||||
|
|
||||||
|
BurnPower=50
|
||||||
|
KnockdownPower=50
|
||||||
|
StumblePower=350
|
||||||
|
GunHitPower=300
|
||||||
|
|
||||||
|
BurnDamageType=class'KFDT_Fire_ThermiteImpactDoT'
|
||||||
|
|
||||||
|
ModifierPerkList(0)=class'KFPerk_FireBug'
|
||||||
|
|
||||||
|
WeaponDef=class'KFWeapDef_ThermiteBore'
|
||||||
|
}
|
24
KFGameContent/Classes/KFDT_Bludgeon_BlastBrawlers.uc
Normal file
24
KFGameContent/Classes/KFDT_Bludgeon_BlastBrawlers.uc
Normal file
@ -0,0 +1,24 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFDT_Bludgeon_BlastBrawlers
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
class KFDT_Bludgeon_BlastBrawlers extends KFDT_Bludgeon
|
||||||
|
abstract
|
||||||
|
hidedropdown;
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
KDamageImpulse=2500
|
||||||
|
KDeathUpKick=500
|
||||||
|
KDeathVel=400
|
||||||
|
|
||||||
|
MeleeHitPower=100
|
||||||
|
StunPower=0
|
||||||
|
StumblePower=0
|
||||||
|
|
||||||
|
WeaponDef=class'KFWeapDef_HRG_BlastBrawlers'
|
||||||
|
ModifierPerkList(0)=class'KFPerk_Support'
|
||||||
|
}
|
25
KFGameContent/Classes/KFDT_Bludgeon_BlastBrawlersBash.uc
Normal file
25
KFGameContent/Classes/KFDT_Bludgeon_BlastBrawlersBash.uc
Normal file
@ -0,0 +1,25 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFDT_Bludgeon_BlastBrawlersBash
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
class KFDT_Bludgeon_BlastBrawlersBash extends KFDT_Bludgeon
|
||||||
|
abstract
|
||||||
|
hidedropdown;
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
KDamageImpulse=3500
|
||||||
|
KDeathUpKick=800
|
||||||
|
KDeathVel=575
|
||||||
|
|
||||||
|
KnockdownPower=0
|
||||||
|
StunPower=0
|
||||||
|
StumblePower=200
|
||||||
|
MeleeHitPower=100
|
||||||
|
|
||||||
|
WeaponDef=class'KFWeapDef_HRG_BlastBrawlers'
|
||||||
|
ModifierPerkList(0)=class'KFPerk_Support'
|
||||||
|
}
|
28
KFGameContent/Classes/KFDT_Bludgeon_BlastBrawlersHeavy.uc
Normal file
28
KFGameContent/Classes/KFDT_Bludgeon_BlastBrawlersHeavy.uc
Normal file
@ -0,0 +1,28 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFDT_Bludgeon_BlastBrawlersHeavy
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
class KFDT_Bludgeon_BlastBrawlersHeavy extends KFDT_Bludgeon
|
||||||
|
abstract
|
||||||
|
hidedropdown;
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
KDamageImpulse=3500
|
||||||
|
KDeathUpKick=800
|
||||||
|
KDeathVel=575
|
||||||
|
|
||||||
|
KnockdownPower=75
|
||||||
|
StunPower=0
|
||||||
|
StumblePower=150
|
||||||
|
MeleeHitPower=150
|
||||||
|
EMPPower=0
|
||||||
|
|
||||||
|
WeaponDef=class'KFWeapDef_HRG_BlastBrawlers'
|
||||||
|
ModifierPerkList(0)=class'KFPerk_Support'
|
||||||
|
|
||||||
|
//OverrideImpactEffect=ParticleSystem'WEP_HRG_BlastBrawlers_EMIT.FX_Static_Strikers_Impact'
|
||||||
|
}
|
15
KFGameContent/Classes/KFDT_Bludgeon_FAMAS.uc
Normal file
15
KFGameContent/Classes/KFDT_Bludgeon_FAMAS.uc
Normal file
@ -0,0 +1,15 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFDT_Bludgeon_FAMAS
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
class KFDT_Bludgeon_FAMAS extends KFDT_Bludgeon_RifleButt
|
||||||
|
abstract
|
||||||
|
hidedropdown;
|
||||||
|
|
||||||
|
DefaultProperties
|
||||||
|
{
|
||||||
|
//defaults
|
||||||
|
WeaponDef=class'KFWeapDef_FAMAS'
|
||||||
|
}
|
15
KFGameContent/Classes/KFDT_Bludgeon_HRG_BarrierRifle.uc
Normal file
15
KFGameContent/Classes/KFDT_Bludgeon_HRG_BarrierRifle.uc
Normal file
@ -0,0 +1,15 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFDT_Bludgeon_HRG_BarrierRifle
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2016 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
class KFDT_Bludgeon_HRG_BarrierRifle extends KFDT_Bludgeon_RifleButt
|
||||||
|
abstract
|
||||||
|
hidedropdown;
|
||||||
|
|
||||||
|
DefaultProperties
|
||||||
|
{
|
||||||
|
//defaults
|
||||||
|
WeaponDef=class'KFWeapDef_HRG_BarrierRifle'
|
||||||
|
}
|
15
KFGameContent/Classes/KFDT_Bludgeon_ThermiteBore.uc
Normal file
15
KFGameContent/Classes/KFDT_Bludgeon_ThermiteBore.uc
Normal file
@ -0,0 +1,15 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFDT_Bludgeon_ThermiteBore
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
class KFDT_Bludgeon_ThermiteBore extends KFDT_Bludgeon_RifleButt
|
||||||
|
abstract
|
||||||
|
hidedropdown;
|
||||||
|
|
||||||
|
DefaultProperties
|
||||||
|
{
|
||||||
|
//defaults
|
||||||
|
WeaponDef=class'KFWeapDef_ThermiteBore'
|
||||||
|
}
|
49
KFGameContent/Classes/KFDT_Explosive_Thermite.uc
Normal file
49
KFGameContent/Classes/KFDT_Explosive_Thermite.uc
Normal file
@ -0,0 +1,49 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFDT_Explosive_Thermite
|
||||||
|
//=============================================================================
|
||||||
|
// Explosive damage type for the Seal Squeal
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
class KFDT_Explosive_Thermite extends KFDT_Fire
|
||||||
|
abstract
|
||||||
|
hidedropdown;
|
||||||
|
|
||||||
|
// Damage type to use for the burning damage over time
|
||||||
|
var class<KFDamageType> BurnDamageType;
|
||||||
|
|
||||||
|
/** Called when damage is dealt to apply additional damage type (e.g. Damage Over Time) */
|
||||||
|
static function ApplySecondaryDamage( KFPawn Victim, int DamageTaken, optional Controller InstigatedBy )
|
||||||
|
{
|
||||||
|
// Overriden to specific a different damage type to do the burn damage over
|
||||||
|
// time. We do this so we don't get shotgun pellet impact sounds/fx during
|
||||||
|
// the DOT burning.
|
||||||
|
if ( default.BurnDamageType.default.DoT_Type != DOT_None )
|
||||||
|
{
|
||||||
|
Victim.ApplyDamageOverTime(DamageTaken, InstigatedBy, default.BurnDamageType);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
bShouldSpawnPersistentBlood = true
|
||||||
|
|
||||||
|
// physics impact
|
||||||
|
RadialDamageImpulse = 2000
|
||||||
|
GibImpulseScale = 0.15
|
||||||
|
KDeathUpKick = 1000
|
||||||
|
KDeathVel = 300
|
||||||
|
|
||||||
|
KnockdownPower = 0
|
||||||
|
BurnPower = 50
|
||||||
|
StumblePower = 200
|
||||||
|
|
||||||
|
BurnDamageType=class'KFDT_Fire_ThermiteExplosionDoT'
|
||||||
|
|
||||||
|
//Perk
|
||||||
|
ModifierPerkList(0) = class'KFPerk_Firebug'
|
||||||
|
|
||||||
|
WeaponDef = class'KFWeapDef_ThermiteBore'
|
||||||
|
}
|
33
KFGameContent/Classes/KFDT_Fire_Ground_ThermiteBore.uc
Normal file
33
KFGameContent/Classes/KFDT_Fire_Ground_ThermiteBore.uc
Normal file
@ -0,0 +1,33 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFDT_Fire_Ground_ThermiteBore
|
||||||
|
//=============================================================================
|
||||||
|
// Damage type class for the thermite bore ground fire
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
class KFDT_Fire_Ground_ThermiteBore extends KFDT_Fire_Ground
|
||||||
|
abstract;
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
bShouldSpawnPersistentBlood=false
|
||||||
|
|
||||||
|
// physics impact
|
||||||
|
RadialDamageImpulse=0
|
||||||
|
KDeathUpKick=0
|
||||||
|
KDeathVel=0
|
||||||
|
|
||||||
|
KnockdownPower=0
|
||||||
|
StumblePower=100
|
||||||
|
BurnPower=10
|
||||||
|
|
||||||
|
// DOT
|
||||||
|
DoT_Duration=3.0 //5.0
|
||||||
|
DoT_Interval=0.5
|
||||||
|
DoT_DamageScale=0.5 //0.2
|
||||||
|
bIgnoreSelfInflictedScale=false
|
||||||
|
|
||||||
|
WeaponDef=class'KFWeapDef_ThermiteBore'
|
||||||
|
}
|
42
KFGameContent/Classes/KFDT_Fire_ThermiteExplosionDoT.uc
Normal file
42
KFGameContent/Classes/KFDT_Fire_ThermiteExplosionDoT.uc
Normal file
@ -0,0 +1,42 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFDT_Fire_ThermiteExplosionDoT
|
||||||
|
//=============================================================================
|
||||||
|
// Damage caused by burning from being hit by a thermite bore explosion
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
class KFDT_Fire_ThermiteExplosionDoT extends KFDT_Fire
|
||||||
|
abstract
|
||||||
|
hidedropdown;
|
||||||
|
|
||||||
|
static function int GetKillerDialogID()
|
||||||
|
{
|
||||||
|
return 86;//KILL_Fire
|
||||||
|
}
|
||||||
|
|
||||||
|
static function int GetDamagerDialogID()
|
||||||
|
{
|
||||||
|
return 102;//DAMZ_Fire
|
||||||
|
}
|
||||||
|
|
||||||
|
static function int GetDamageeDialogID()
|
||||||
|
{
|
||||||
|
return 116;//DAMP_Fire
|
||||||
|
}
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
WeaponDef=class'KFWeapDef_ThermiteBore'
|
||||||
|
|
||||||
|
DoT_Type=DOT_Fire
|
||||||
|
DoT_Duration=3.0
|
||||||
|
DoT_Interval=0.5
|
||||||
|
DoT_DamageScale=0.2
|
||||||
|
|
||||||
|
BurnPower=10
|
||||||
|
|
||||||
|
// Explosion DOT does not damage the instigator
|
||||||
|
bNoInstigatorDamage=true
|
||||||
|
}
|
40
KFGameContent/Classes/KFDT_Fire_ThermiteImpactDoT.uc
Normal file
40
KFGameContent/Classes/KFDT_Fire_ThermiteImpactDoT.uc
Normal file
@ -0,0 +1,40 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFDT_Fire_ThermiteImpactDoT
|
||||||
|
//=============================================================================
|
||||||
|
// Damage caused by burning from being hit by a thermite bore projectile
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
class KFDT_Fire_ThermiteImpactDoT extends KFDT_Fire
|
||||||
|
abstract
|
||||||
|
hidedropdown;
|
||||||
|
|
||||||
|
static function int GetKillerDialogID()
|
||||||
|
{
|
||||||
|
return 86;//KILL_Fire
|
||||||
|
}
|
||||||
|
|
||||||
|
static function int GetDamagerDialogID()
|
||||||
|
{
|
||||||
|
return 102;//DAMZ_Fire
|
||||||
|
}
|
||||||
|
|
||||||
|
static function int GetDamageeDialogID()
|
||||||
|
{
|
||||||
|
return 116;//DAMP_Fire
|
||||||
|
}
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
WeaponDef=class'KFWeapDef_ThermiteBore'
|
||||||
|
|
||||||
|
DoT_Type=DOT_Fire
|
||||||
|
DoT_Duration=3.0
|
||||||
|
DoT_Interval=0.5
|
||||||
|
DoT_DamageScale=0.2
|
||||||
|
|
||||||
|
BurnPower=10
|
||||||
|
}
|
||||||
|
|
30
KFGameContent/Classes/KFExplosion_Thermite.uc
Normal file
30
KFGameContent/Classes/KFExplosion_Thermite.uc
Normal file
@ -0,0 +1,30 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFExplosion_Thermite
|
||||||
|
//=============================================================================
|
||||||
|
// Used by projectiles and kismet to spawn an explosion
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
class KFExplosion_Thermite extends KFExplosionActorLingering;
|
||||||
|
|
||||||
|
/** Replacement particles to play when hitting surfaces at different angles */
|
||||||
|
var() ParticleSystem LoopingParticleEffectCeiling;
|
||||||
|
var() ParticleSystem LoopingParticleEffectWall;
|
||||||
|
|
||||||
|
DefaultProperties
|
||||||
|
{
|
||||||
|
Interval=0.5
|
||||||
|
MaxTime=10
|
||||||
|
|
||||||
|
bDoFullDamage=true
|
||||||
|
|
||||||
|
LoopingParticleEffect=ParticleSystem'WEP_Thermite_EMIT.FX_Thermite_ground_fire_01'
|
||||||
|
|
||||||
|
LoopingParticleEffectCeiling=ParticleSystem'WEP_Thermite_EMIT.FX_Thermite_Spread_Ceiling_01'
|
||||||
|
LoopingParticleEffectWall=ParticleSystem'WEP_Thermite_EMIT.FX_Thermite_Spread_Wall_01'
|
||||||
|
|
||||||
|
LoopStartEvent=AkEvent'WW_WEP_SA_Flamethrower.Play_WEP_SA_Flamethrower_Residual_Fire_Loop'
|
||||||
|
LoopStopEvent=AkEvent'WW_WEP_SA_Flamethrower.Stop_WEP_SA_Flamethrower_Residual_Fire_Loop'
|
||||||
|
}
|
@ -170,7 +170,7 @@ function bool TrySetNextWaveSpecial()
|
|||||||
|
|
||||||
function WaveEnded(EWaveEndCondition WinCondition)
|
function WaveEnded(EWaveEndCondition WinCondition)
|
||||||
{
|
{
|
||||||
if(!bWaveStarted)
|
if(!bWaveStarted && !MyKFGRI.bTraderIsOpen && WinCondition != WEC_TeamWipedOut)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -936,18 +936,21 @@ function ResetAllPickups()
|
|||||||
|
|
||||||
/** Overridden to scale the number of active pickups by wave */
|
/** Overridden to scale the number of active pickups by wave */
|
||||||
function ResetPickups( array<KFPickupFactory> PickupList, int NumPickups )
|
function ResetPickups( array<KFPickupFactory> PickupList, int NumPickups )
|
||||||
{
|
|
||||||
if(NumPickups != 0)
|
|
||||||
{
|
{
|
||||||
NumPickups *= (float(WaveNum) / float(WaveMax));
|
NumPickups *= (float(WaveNum) / float(WaveMax));
|
||||||
|
|
||||||
// make sure to have at least 1 ammo pickup in the level, and if it's wave 2 or later make sure there's
|
// make sure to have at least 1 ammo pickup in the level, and if it's wave 2 or later make sure there's
|
||||||
// at least one weapon pickup
|
// at least one weapon pickup. Also, we need to ensure if OverrideItemPickupModifier is set to 0 we really
|
||||||
if( NumPickups == 0 && PickupList.Length > 0 && (WaveNum > 1 || KFPickupFactory_Ammo(PickupList[0]) != none) )
|
// don't want any item pickups.
|
||||||
|
if( NumPickups == 0 && PickupList.Length > 0
|
||||||
|
&& (WaveNum > 1
|
||||||
|
|| KFPickupFactory_Ammo(PickupList[0]) != none
|
||||||
|
|| (KFPickupFactory_Item(PickupList[0]) != none && (OutbreakEvent == none || OutbreakEvent.ActiveEvent.OverrideItemPickupModifier != 0))
|
||||||
|
)
|
||||||
|
)
|
||||||
{
|
{
|
||||||
NumPickups = 1;
|
NumPickups = 1;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
super.ResetPickups( PickupList, NumPickups );
|
super.ResetPickups( PickupList, NumPickups );
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1117,8 +1120,10 @@ function WaveEnded(EWaveEndCondition WinCondition)
|
|||||||
local int i;
|
local int i;
|
||||||
local KFPlayerController KFPC;
|
local KFPlayerController KFPC;
|
||||||
|
|
||||||
if(!bWaveStarted && !MyKFGRI.bTraderIsOpen)
|
if(!bWaveStarted && !MyKFGRI.bTraderIsOpen && WinCondition != WEC_TeamWipedOut)
|
||||||
|
{
|
||||||
return;
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if (WorldInfo.NetMode == NM_DedicatedServer)
|
if (WorldInfo.NetMode == NM_DedicatedServer)
|
||||||
{
|
{
|
||||||
|
@ -65,6 +65,11 @@ event PreBeginPlay()
|
|||||||
super.PreBeginPlay();
|
super.PreBeginPlay();
|
||||||
|
|
||||||
OutbreakEvent.UpdateGRI();
|
OutbreakEvent.UpdateGRI();
|
||||||
|
|
||||||
|
if (Role == Role_Authority && MyKFGRI != none && OutbreakEvent.ActiveEvent.bUnlimitedWeaponPickups)
|
||||||
|
{
|
||||||
|
MyKFGRI.NotifyBrokenTrader();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
function CreateOutbreakEvent()
|
function CreateOutbreakEvent()
|
||||||
@ -136,6 +141,7 @@ function SetPickupItemList()
|
|||||||
ItemFactory.ItemPickups.Remove(0, ItemFactory.ItemPickups.Length);
|
ItemFactory.ItemPickups.Remove(0, ItemFactory.ItemPickups.Length);
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
foreach OutbreakEvent.ActiveEvent.TraderWeaponList.SaleItems(TraderItem)
|
foreach OutbreakEvent.ActiveEvent.TraderWeaponList.SaleItems(TraderItem)
|
||||||
{
|
{
|
||||||
for (Idx = ItemFactory.ItemPickups.Length - 1; Idx >= 0; --Idx)
|
for (Idx = ItemFactory.ItemPickups.Length - 1; Idx >= 0; --Idx)
|
||||||
@ -241,14 +247,18 @@ protected function ScoreMonsterKill( Controller Killer, Controller Monster, KFPa
|
|||||||
function HealAfterKilling(KFPawn_Monster MonsterPawn , Controller Killer)
|
function HealAfterKilling(KFPawn_Monster MonsterPawn , Controller Killer)
|
||||||
{
|
{
|
||||||
local int i;
|
local int i;
|
||||||
|
local int j;
|
||||||
local KFPlayerController KFPC;
|
local KFPlayerController KFPC;
|
||||||
local KFPlayerReplicationInfo DamagerKFPRI;
|
local KFPlayerReplicationInfo DamagerKFPRI;
|
||||||
local array<DamageInfo> DamageHistory;
|
local array<DamageInfo> DamageHistory;
|
||||||
local array<KFPlayerController> Attackers;
|
local array<KFPlayerController> Attackers;
|
||||||
local KFPawn_Human PawnHuman;
|
local KFPawn_Human PawnHuman;
|
||||||
|
local KFGameInfo KFGI;
|
||||||
|
|
||||||
DamageHistory = MonsterPawn.DamageHistory;
|
DamageHistory = MonsterPawn.DamageHistory;
|
||||||
|
|
||||||
|
KFGI = KFGameInfo(WorldInfo.Game);
|
||||||
|
|
||||||
for ( i = 0; i < DamageHistory.Length; i++ )
|
for ( i = 0; i < DamageHistory.Length; i++ )
|
||||||
{
|
{
|
||||||
if( DamageHistory[i].DamagerController != none
|
if( DamageHistory[i].DamagerController != none
|
||||||
@ -266,9 +276,30 @@ function HealAfterKilling(KFPawn_Monster MonsterPawn , Controller Killer)
|
|||||||
{
|
{
|
||||||
PawnHuman = KFPawn_Human(KFPC.Pawn);
|
PawnHuman = KFPawn_Human(KFPC.Pawn);
|
||||||
Attackers.AddItem(KFPC);
|
Attackers.AddItem(KFPC);
|
||||||
|
|
||||||
|
/*
|
||||||
|
Weekly event Aracnophobia (10):
|
||||||
|
2 kind of heales: one for killing and another for killing by jumping on enemies.
|
||||||
|
HealByAssistance is used for the latest, no need to add extra variables.
|
||||||
|
*/
|
||||||
|
if( KFPC == Killer && KFGI != none && KFGI.OutbreakEvent.ActiveEvent.bGoompaJumpEnabled )
|
||||||
|
{
|
||||||
|
for (j = 0; j < DamageHistory[i].DamageTypes.Length; j++)
|
||||||
|
{
|
||||||
|
if (DamageHistory[i].DamageTypes[j] == class 'KFDT_GoompaStomp')
|
||||||
|
{
|
||||||
|
PawnHuman.HealDamageForce(MonsterPawn.HealByAssistance, KFPC, class'KFDT_Healing', false, false );
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
PawnHuman.HealDamageForce(MonsterPawn.HealByKill, KFPC, class'KFDT_Healing', false, false );
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
//
|
||||||
|
|
||||||
if( KFPC == Killer )
|
if( KFPC == Killer )
|
||||||
{
|
{
|
||||||
`Log("Heal by Kill: "$MonsterPawn.HealByKill);
|
|
||||||
PawnHuman.HealDamageForce(MonsterPawn.HealByKill, KFPC, class'KFDT_Healing', false, false );
|
PawnHuman.HealDamageForce(MonsterPawn.HealByKill, KFPC, class'KFDT_Healing', false, false );
|
||||||
|
|
||||||
if( KFPawn_ZedFleshpound(MonsterPawn) != none || KFPawn_ZedScrake(MonsterPawn) != none )
|
if( KFPawn_ZedFleshpound(MonsterPawn) != none || KFPawn_ZedScrake(MonsterPawn) != none )
|
||||||
@ -278,7 +309,6 @@ function HealAfterKilling(KFPawn_Monster MonsterPawn , Controller Killer)
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
`Log("Heal by Assistance: "$MonsterPawn.HealByAssistance);
|
|
||||||
PawnHuman.HealDamageForce(MonsterPawn.HealByAssistance, KFPC, class'KFDT_Healing', false, false );
|
PawnHuman.HealDamageForce(MonsterPawn.HealByAssistance, KFPC, class'KFDT_Healing', false, false );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -286,7 +316,6 @@ function HealAfterKilling(KFPawn_Monster MonsterPawn , Controller Killer)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -482,6 +511,34 @@ function StartWave()
|
|||||||
SetTimer(OutbreakEvent.ActiveEvent.AdditionalBossWaveStartDelay, true, nameof(SpawnBossWave));
|
SetTimer(OutbreakEvent.ActiveEvent.AdditionalBossWaveStartDelay, true, nameof(SpawnBossWave));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (OutbreakEvent.ActiveEvent.bUnlimitedWeaponPickups)
|
||||||
|
{
|
||||||
|
OverridePickupList();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function bool OverridePickupList()
|
||||||
|
{
|
||||||
|
local KFPickupFactory PickupFactory;
|
||||||
|
local KFPickupFactory_Item ItemFactory;
|
||||||
|
local KFGameReplicationInfo_WeeklySurvival KFGRI_WS;
|
||||||
|
|
||||||
|
KFGRI_WS=KFGameReplicationInfo_WeeklySurvival(MyKFGRI);
|
||||||
|
if (KFGRI_WS == none)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
foreach ItemPickups(PickupFactory)
|
||||||
|
{
|
||||||
|
ItemFactory = KFPickupFactory_Item(PickupFactory);
|
||||||
|
|
||||||
|
if (ItemFactory == none)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
KFGRI_WS.OverrideWeaponPickups(ItemFactory);
|
||||||
|
ItemFactory.OverridePickup();
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
function EnableGlobalDamage()
|
function EnableGlobalDamage()
|
||||||
@ -614,8 +671,6 @@ function InitAllPickups()
|
|||||||
{
|
{
|
||||||
NumWeaponPickups = ItemPickups.Length * (OutbreakEvent.ActiveEvent.OverrideItemPickupModifier >= 0.f ? OutbreakEvent.ActiveEvent.OverrideItemPickupModifier : DifficultyInfo.GetItemPickupModifier());
|
NumWeaponPickups = ItemPickups.Length * (OutbreakEvent.ActiveEvent.OverrideItemPickupModifier >= 0.f ? OutbreakEvent.ActiveEvent.OverrideItemPickupModifier : DifficultyInfo.GetItemPickupModifier());
|
||||||
NumAmmoPickups = AmmoPickups.Length * (OutbreakEvent.ActiveEvent.OverrideAmmoPickupModifier >= 0.f ? OutbreakEvent.ActiveEvent.OverrideAmmoPickupModifier : DifficultyInfo.GetAmmoPickupModifier());
|
NumAmmoPickups = AmmoPickups.Length * (OutbreakEvent.ActiveEvent.OverrideAmmoPickupModifier >= 0.f ? OutbreakEvent.ActiveEvent.OverrideAmmoPickupModifier : DifficultyInfo.GetAmmoPickupModifier());
|
||||||
`log("OutbreakEvent.ActiveEvent.OverrideItemPickupModifier"@OutbreakEvent.ActiveEvent.OverrideItemPickupModifier);
|
|
||||||
`log("NumWeaponPickups"@NumWeaponPickups);
|
|
||||||
|
|
||||||
`if(`__TW_SDK_)
|
`if(`__TW_SDK_)
|
||||||
if( BaseMutator != none )
|
if( BaseMutator != none )
|
||||||
@ -696,6 +751,7 @@ function class<KFPawn_Monster> GetAISpawnType(EAIType AIType)
|
|||||||
function bool AllowPrimaryWeapon(string ClassPath)
|
function bool AllowPrimaryWeapon(string ClassPath)
|
||||||
{
|
{
|
||||||
local STraderItem Item;
|
local STraderItem Item;
|
||||||
|
|
||||||
if (OutbreakEvent.ActiveEvent.SpawnWeaponList != none)
|
if (OutbreakEvent.ActiveEvent.SpawnWeaponList != none)
|
||||||
{
|
{
|
||||||
foreach OutbreakEvent.ActiveEvent.SpawnWeaponList.SaleItems(Item)
|
foreach OutbreakEvent.ActiveEvent.SpawnWeaponList.SaleItems(Item)
|
||||||
@ -705,7 +761,7 @@ function bool AllowPrimaryWeapon(string ClassPath)
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return false;
|
return true;
|
||||||
}
|
}
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
@ -788,6 +844,42 @@ function DoDeathExplosion(Pawn DeadPawn, KFGameExplosion ExplosionTemplate, clas
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
simulated function AddWeaponsFromSpawnList(KFPawn P)
|
||||||
|
{
|
||||||
|
local STraderItem Item;
|
||||||
|
|
||||||
|
if (OutbreakEvent.ActiveEvent.SpawnWeaponList != none || OutbreakEvent.ActiveEvent.bAddSpawnListToLoadout)
|
||||||
|
{
|
||||||
|
foreach OutbreakEvent.ActiveEvent.SpawnWeaponList.SaleItems(Item)
|
||||||
|
{
|
||||||
|
P.DefaultInventory.AddItem(class<Weapon>(DynamicLoadObject(Item.WeaponDef.default.WeaponClassPath, class'Class')));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function OverrideHumanDefaults(KFPawn_Human P)
|
||||||
|
{
|
||||||
|
if (OutbreakEvent.ActiveEvent.JumpZ >= 0.0f)
|
||||||
|
{
|
||||||
|
P.JumpZ = OutbreakEvent.ActiveEvent.JumpZ;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function ModifyDamageGiven(out int InDamage, optional Actor DamageCauser, optional KFPawn_Monster MyKFPM, optional KFPlayerController DamageInstigator, optional class<KFDamageType> DamageType, optional int HitZoneIdx )
|
||||||
|
{
|
||||||
|
local KFPlayerController_WeeklySurvival KFPC;
|
||||||
|
local int Streak;
|
||||||
|
|
||||||
|
if (OutbreakEvent.ActiveEvent.bGoompaJumpEnabled)
|
||||||
|
{
|
||||||
|
KFPC = KFPlayerController_WeeklySurvival(DamageInstigator);
|
||||||
|
if (KFPC != none)
|
||||||
|
{
|
||||||
|
Streak = KFPC.GoompaStreakBonus < KFPC.MaxGoompaStreak ? KFPC.GoompaStreakBonus : KFPC.MaxGoompaStreak;
|
||||||
|
InDamage *= (1 + OutbreakEvent.ActiveEvent.GoompaStreakDamage * Streak);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
defaultproperties
|
defaultproperties
|
||||||
{
|
{
|
||||||
|
@ -9,6 +9,14 @@
|
|||||||
|
|
||||||
class KFGameReplicationInfo_WeeklySurvival extends KFGameReplicationInfo;
|
class KFGameReplicationInfo_WeeklySurvival extends KFGameReplicationInfo;
|
||||||
|
|
||||||
|
struct SBrokeTraderPickupItem
|
||||||
|
{
|
||||||
|
/** Weapons available for spawning */
|
||||||
|
var() array<class<KFWeaponDefinition> > WeaponClasses;
|
||||||
|
};
|
||||||
|
|
||||||
|
var() array<SBrokeTraderPickupItem> BrokenTraderItemPickups;
|
||||||
|
|
||||||
simulated function array<int> GetKFSeqEventLevelLoadedIndices()
|
simulated function array<int> GetKFSeqEventLevelLoadedIndices()
|
||||||
{
|
{
|
||||||
local array<int> ActivateIndices;
|
local array<int> ActivateIndices;
|
||||||
@ -17,3 +25,261 @@ simulated function array<int> GetKFSeqEventLevelLoadedIndices()
|
|||||||
|
|
||||||
return ActivateIndices;
|
return ActivateIndices;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
simulated function OverrideWeaponPickups(out KFPickupFactory_Item ItemFactory)
|
||||||
|
{
|
||||||
|
local int Idx;
|
||||||
|
local ItemPickup Pickup;
|
||||||
|
|
||||||
|
if (ItemFactory == none)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if ( BrokenTraderItemPickups.Length == 0 || WaveNum > BrokenTraderItemPickups.Length )
|
||||||
|
return;
|
||||||
|
|
||||||
|
ItemFactory.ItemPickups.Remove(0, ItemFactory.ItemPickups.Length);
|
||||||
|
|
||||||
|
for(Idx = 0; Idx < BrokenTraderItemPickups[WaveNum-1].WeaponClasses.Length; Idx++)
|
||||||
|
{
|
||||||
|
Pickup.ItemClass = class<KFWeapon> (DynamicLoadObject(BrokenTraderItemPickups[WaveNum-1].WeaponClasses[Idx].default.WeaponClassPath, class'Class'));
|
||||||
|
ItemFactory.ItemPickups.AddItem(Pickup);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function NotifyWaveStart()
|
||||||
|
{
|
||||||
|
local KFPickupFactory_Item ItemFactory;
|
||||||
|
|
||||||
|
if (WorldInfo.NetMode == NM_Client && bIsBrokenTrader)
|
||||||
|
{
|
||||||
|
foreach AllActors(class'KFPickupFactory_Item', ItemFactory)
|
||||||
|
{
|
||||||
|
OverrideWeaponPickups(ItemFactory);
|
||||||
|
ItemFactory.SetPickupMesh();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
super.NotifyWaveStart();
|
||||||
|
}
|
||||||
|
|
||||||
|
DefaultProperties
|
||||||
|
{
|
||||||
|
BrokenTraderItemPickups={(
|
||||||
|
(WeaponClasses={(
|
||||||
|
class'KFGame.KFWeapDef_9mmDual',
|
||||||
|
class'KFGame.KFWeapDef_Crovel',
|
||||||
|
class'KFGame.KFWeapDef_MB500',
|
||||||
|
class'KFGame.KFWeapDef_MedicPistol',
|
||||||
|
class'KFGame.KFWeapDef_HX25',
|
||||||
|
class'KFGame.KFWeapDef_CaulkBurn',
|
||||||
|
class'KFGame.KFWeapDef_Remington1858Dual',
|
||||||
|
class'KFGame.KFWeapDef_Winchester1894',
|
||||||
|
class'KFGame.KFWeapDef_MP7',
|
||||||
|
class'KFGame.KFWeapDef_AR15'
|
||||||
|
)}),
|
||||||
|
(WeaponClasses={(
|
||||||
|
class'KFGame.KFWeapDef_Nailgun',
|
||||||
|
class'KFGame.KFWeapDef_Katana',
|
||||||
|
class'KFGame.KFWeapDef_ChainBat',
|
||||||
|
class'KFGame.KFWeapDef_FireAxe',
|
||||||
|
class'KFGame.KFWeapDef_Bullpup',
|
||||||
|
class'KFGame.KFWeapDef_Thompson',
|
||||||
|
class'KFGame.KFWeapDef_DoubleBarrel',
|
||||||
|
class'KFGame.KFWeapDef_HZ12',
|
||||||
|
class'KFGame.KFWeapDef_DragonsBreath',
|
||||||
|
class'KFGame.KFWeapDef_MedicSMG',
|
||||||
|
class'KFGame.KFWeapDef_Healthrower_HRG',
|
||||||
|
class'KFGame.KFWeapDef_M79',
|
||||||
|
class'KFGame.KFWeapDef_FlareGunDual',
|
||||||
|
class'KFGame.KFWeapDef_Mac10',
|
||||||
|
class'KFGame.KFWeapDef_HRGScorcher',
|
||||||
|
class'KFGame.KFWeapDef_Colt1911Dual',
|
||||||
|
class'KFGame.KFWeapDef_HRGWinterbite',
|
||||||
|
class'KFGame.KFWeapDef_CenterfireMB464',
|
||||||
|
class'KFGame.KFWeapDef_Crossbow',
|
||||||
|
class'KFGame.KFWeapDef_MP5RAS'
|
||||||
|
)}),
|
||||||
|
(WeaponClasses={(
|
||||||
|
class'KFGame.KFWeapDef_Nailgun',
|
||||||
|
class'KFGame.KFWeapDef_Katana',
|
||||||
|
class'KFGame.KFWeapDef_ChainBat',
|
||||||
|
class'KFGame.KFWeapDef_FireAxe',
|
||||||
|
class'KFGame.KFWeapDef_Bullpup',
|
||||||
|
class'KFGame.KFWeapDef_Thompson',
|
||||||
|
class'KFGame.KFWeapDef_DoubleBarrel',
|
||||||
|
class'KFGame.KFWeapDef_HZ12',
|
||||||
|
class'KFGame.KFWeapDef_DragonsBreath',
|
||||||
|
class'KFGame.KFWeapDef_MedicSMG',
|
||||||
|
class'KFGame.KFWeapDef_Healthrower_HRG',
|
||||||
|
class'KFGame.KFWeapDef_M79',
|
||||||
|
class'KFGame.KFWeapDef_FlareGunDual',
|
||||||
|
class'KFGame.KFWeapDef_Mac10',
|
||||||
|
class'KFGame.KFWeapDef_HRGScorcher',
|
||||||
|
class'KFGame.KFWeapDef_Colt1911Dual',
|
||||||
|
class'KFGame.KFWeapDef_HRGWinterbite',
|
||||||
|
class'KFGame.KFWeapDef_CenterfireMB464',
|
||||||
|
class'KFGame.KFWeapDef_Crossbow',
|
||||||
|
class'KFGame.KFWeapDef_MP5RAS'
|
||||||
|
)}),
|
||||||
|
(WeaponClasses={(
|
||||||
|
class'KFGame.KFWeapDef_MedicBat',
|
||||||
|
class'KFGame.KFWeapDef_Pulverizer',
|
||||||
|
class'KFGame.KFWeapDef_Rifle_FrostShotgunAxe',
|
||||||
|
class'KFGame.KFWeapDef_AK12',
|
||||||
|
class'KFGame.KFWeapDef_MKB42',
|
||||||
|
class'KFGame.KFWeapDef_M16M203',
|
||||||
|
class'KFGame.KFWeapDef_M4',
|
||||||
|
class'KFGame.KFWeapDef_SW500Dual_HRG',
|
||||||
|
class'KFGame.KFWeapDef_MedicShotgun',
|
||||||
|
class'KFGame.KFWeapDef_Hemogoblin',
|
||||||
|
class'KFGame.KFWeapDef_Mine_Reconstructor',
|
||||||
|
class'KFGame.KFWeapDef_SealSqueal',
|
||||||
|
class'KFGame.KFWeapDef_FlameThrower',
|
||||||
|
class'KFGame.KFWeapDef_HRGIncendiaryRifle',
|
||||||
|
class'KFGame.KFWeapDef_ChiappaRhinoDual',
|
||||||
|
class'KFGame.KFWeapDef_DeagleDual',
|
||||||
|
class'KFGame.KFWeapDef_M14EBR',
|
||||||
|
class'KFGame.KFWeapDef_HRG_SonicGun',
|
||||||
|
class'KFGame.KFWeapDef_MosinNagant',
|
||||||
|
class'KFGame.KFWeapDef_P90',
|
||||||
|
class'KFGame.KFWeapDef_Nailgun_HRG',
|
||||||
|
class'KFGame.KFWeapDef_HK_UMP',
|
||||||
|
class'KFGame.KFWeapDef_FreezeThrower',
|
||||||
|
class'KFGame.KFWeapDef_HRG_Kaboomstick',
|
||||||
|
class'KFGame.KFWeapDef_FAMAS'
|
||||||
|
)}),
|
||||||
|
(WeaponClasses={(
|
||||||
|
class'KFGame.KFWeapDef_MedicBat',
|
||||||
|
class'KFGame.KFWeapDef_Rifle_FrostShotgunAxe',
|
||||||
|
class'KFGame.KFWeapDef_M16M203',
|
||||||
|
class'KFGame.KFWeapDef_M4',
|
||||||
|
class'KFGame.KFWeapDef_MedicShotgun',
|
||||||
|
class'KFGame.KFWeapDef_FlameThrower',
|
||||||
|
class'KFGame.KFWeapDef_HRGIncendiaryRifle',
|
||||||
|
class'KFGame.KFWeapDef_DeagleDual',
|
||||||
|
class'KFGame.KFWeapDef_HRG_SonicGun',
|
||||||
|
class'KFGame.KFWeapDef_MosinNagant',
|
||||||
|
class'KFGame.KFWeapDef_HK_UMP',
|
||||||
|
class'KFGame.KFWeapDef_FreezeThrower',
|
||||||
|
class'KFGame.KFWeapDef_HRG_Kaboomstick',
|
||||||
|
class'KFGame.KFWeapDef_FAMAS',
|
||||||
|
class'KFGame.KFWeapDef_Eviscerator',
|
||||||
|
class'KFGame.KFWeapDef_FNFal',
|
||||||
|
class'KFGame.KFWeapDef_MedicRifle',
|
||||||
|
class'KFGame.KFWeapDef_ElephantGun',
|
||||||
|
class'KFGame.KFWeapDef_Seeker6',
|
||||||
|
class'KFGame.KFWeapDef_HuskCannon',
|
||||||
|
class'KFGame.KFWeapDef_SW500Dual',
|
||||||
|
class'KFGame.KFWeapDef_Kriss',
|
||||||
|
class'KFGame.KFWeapDef_HRG_EMP_ArcGenerator'
|
||||||
|
)}),
|
||||||
|
(WeaponClasses={(
|
||||||
|
class'KFGame.KFWeapDef_HRGTeslauncher',
|
||||||
|
class'KFGame.KFWeapDef_Eviscerator',
|
||||||
|
class'KFGame.KFWeapDef_MaceAndShield',
|
||||||
|
class'KFGame.KFWeapDef_PowerGloves',
|
||||||
|
class'KFGame.KFWeapDef_SCAR',
|
||||||
|
class'KFGame.KFWeapDef_Stoner63A',
|
||||||
|
class'KFGame.KFWeapDef_MedicRifle',
|
||||||
|
class'KFGame.KFWeapDef_FNFal',
|
||||||
|
class'KFGame.KFWeapDef_AA12',
|
||||||
|
class'KFGame.KFWeapDef_ElephantGun',
|
||||||
|
class'KFGame.KFWeapDef_Blunderbuss',
|
||||||
|
class'KFGame.KFWeapDef_HRGIncision',
|
||||||
|
class'KFGame.KFWeapDef_HRG_Vampire',
|
||||||
|
class'KFGame.KFWeapDef_RPG7',
|
||||||
|
class'KFGame.KFWeapDef_Seeker6',
|
||||||
|
class'KFGame.KFWeapDef_HuskCannon',
|
||||||
|
class'KFGame.KFWeapDef_MicrowaveGun',
|
||||||
|
class'KFGame.KFWeapDef_SW500Dual',
|
||||||
|
class'KFGame.KFWeapDef_AF2011Dual',
|
||||||
|
class'KFGame.KFWeapDef_Pistol_DualG18',
|
||||||
|
class'KFGame.KFWeapDef_RailGun',
|
||||||
|
class'KFGame.KFWeapDef_G18',
|
||||||
|
class'KFGame.KFWeapDef_Kriss',
|
||||||
|
class'KFGame.KFWeapDef_HRG_EMP_ArcGenerator',
|
||||||
|
class'KFGame.KFWeapDef_AbominationAxe',
|
||||||
|
class'KFGame.KFWeapDef_Minigun',
|
||||||
|
class'KFGame.KFWeapDef_MedicRifleGrenadeLauncher',
|
||||||
|
class'KFGame.KFWeapDef_MicrowaveRifle',
|
||||||
|
class'KFGame.KFWeapDef_CompoundBow',
|
||||||
|
class'KFGame.KFWeapDef_M99',
|
||||||
|
class'KFGame.KFWeapDef_LazerCutter',
|
||||||
|
class'KFGame.KFWeapDef_HRG_BlastBrawlers',
|
||||||
|
class'KFGame.KFWeapDef_ThermiteBore',
|
||||||
|
class'KFGame.KFWeapDef_HRG_BarrierRifle'
|
||||||
|
)}),
|
||||||
|
(WeaponClasses={(
|
||||||
|
class'KFGame.KFWeapDef_HRGTeslauncher',
|
||||||
|
class'KFGame.KFWeapDef_Eviscerator',
|
||||||
|
class'KFGame.KFWeapDef_MaceAndShield',
|
||||||
|
class'KFGame.KFWeapDef_PowerGloves',
|
||||||
|
class'KFGame.KFWeapDef_SCAR',
|
||||||
|
class'KFGame.KFWeapDef_Stoner63A',
|
||||||
|
class'KFGame.KFWeapDef_MedicRifle',
|
||||||
|
class'KFGame.KFWeapDef_FNFal',
|
||||||
|
class'KFGame.KFWeapDef_AA12',
|
||||||
|
class'KFGame.KFWeapDef_ElephantGun',
|
||||||
|
class'KFGame.KFWeapDef_Blunderbuss',
|
||||||
|
class'KFGame.KFWeapDef_HRGIncision',
|
||||||
|
class'KFGame.KFWeapDef_HRG_Vampire',
|
||||||
|
class'KFGame.KFWeapDef_RPG7',
|
||||||
|
class'KFGame.KFWeapDef_Seeker6',
|
||||||
|
class'KFGame.KFWeapDef_HuskCannon',
|
||||||
|
class'KFGame.KFWeapDef_MicrowaveGun',
|
||||||
|
class'KFGame.KFWeapDef_SW500Dual',
|
||||||
|
class'KFGame.KFWeapDef_AF2011Dual',
|
||||||
|
class'KFGame.KFWeapDef_Pistol_DualG18',
|
||||||
|
class'KFGame.KFWeapDef_RailGun',
|
||||||
|
class'KFGame.KFWeapDef_G18',
|
||||||
|
class'KFGame.KFWeapDef_Kriss',
|
||||||
|
class'KFGame.KFWeapDef_HRG_EMP_ArcGenerator',
|
||||||
|
class'KFGame.KFWeapDef_AbominationAxe',
|
||||||
|
class'KFGame.KFWeapDef_Minigun',
|
||||||
|
class'KFGame.KFWeapDef_MedicRifleGrenadeLauncher',
|
||||||
|
class'KFGame.KFWeapDef_MicrowaveRifle',
|
||||||
|
class'KFGame.KFWeapDef_CompoundBow',
|
||||||
|
class'KFGame.KFWeapDef_M99',
|
||||||
|
class'KFGame.KFWeapDef_LazerCutter',
|
||||||
|
class'KFGame.KFWeapDef_HRG_BlastBrawlers',
|
||||||
|
class'KFGame.KFWeapDef_ThermiteBore',
|
||||||
|
class'KFGame.KFWeapDef_HRG_BarrierRifle'
|
||||||
|
)}),
|
||||||
|
(WeaponClasses={(
|
||||||
|
class'KFGame.KFWeapDef_HRGTeslauncher',
|
||||||
|
class'KFGame.KFWeapDef_Eviscerator',
|
||||||
|
class'KFGame.KFWeapDef_MaceAndShield',
|
||||||
|
class'KFGame.KFWeapDef_PowerGloves',
|
||||||
|
class'KFGame.KFWeapDef_SCAR',
|
||||||
|
class'KFGame.KFWeapDef_Stoner63A',
|
||||||
|
class'KFGame.KFWeapDef_MedicRifle',
|
||||||
|
class'KFGame.KFWeapDef_FNFal',
|
||||||
|
class'KFGame.KFWeapDef_AA12',
|
||||||
|
class'KFGame.KFWeapDef_ElephantGun',
|
||||||
|
class'KFGame.KFWeapDef_Blunderbuss',
|
||||||
|
class'KFGame.KFWeapDef_HRGIncision',
|
||||||
|
class'KFGame.KFWeapDef_HRG_Vampire',
|
||||||
|
class'KFGame.KFWeapDef_RPG7',
|
||||||
|
class'KFGame.KFWeapDef_Seeker6',
|
||||||
|
class'KFGame.KFWeapDef_HuskCannon',
|
||||||
|
class'KFGame.KFWeapDef_MicrowaveGun',
|
||||||
|
class'KFGame.KFWeapDef_SW500Dual',
|
||||||
|
class'KFGame.KFWeapDef_AF2011Dual',
|
||||||
|
class'KFGame.KFWeapDef_Pistol_DualG18',
|
||||||
|
class'KFGame.KFWeapDef_RailGun',
|
||||||
|
class'KFGame.KFWeapDef_G18',
|
||||||
|
class'KFGame.KFWeapDef_Kriss',
|
||||||
|
class'KFGame.KFWeapDef_HRG_EMP_ArcGenerator',
|
||||||
|
class'KFGame.KFWeapDef_AbominationAxe',
|
||||||
|
class'KFGame.KFWeapDef_Minigun',
|
||||||
|
class'KFGame.KFWeapDef_MedicRifleGrenadeLauncher',
|
||||||
|
class'KFGame.KFWeapDef_MicrowaveRifle',
|
||||||
|
class'KFGame.KFWeapDef_CompoundBow',
|
||||||
|
class'KFGame.KFWeapDef_M99',
|
||||||
|
class'KFGame.KFWeapDef_LazerCutter',
|
||||||
|
class'KFGame.KFWeapDef_HRG_BlastBrawlers',
|
||||||
|
class'KFGame.KFWeapDef_ThermiteBore',
|
||||||
|
class'KFGame.KFWeapDef_HRG_BarrierRifle'
|
||||||
|
)})
|
||||||
|
)}
|
||||||
|
}
|
||||||
|
34
KFGameContent/Classes/KFMeleeHelperWeaponBlastBrawlers.uc
Normal file
34
KFGameContent/Classes/KFMeleeHelperWeaponBlastBrawlers.uc
Normal file
@ -0,0 +1,34 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFMeleeHelperWeaponBlastBrawlers
|
||||||
|
//=============================================================================
|
||||||
|
// Manages melee attack related functionality for 1st person weapons
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
class KFMeleeHelperWeaponBlastBrawlers extends KFMeleeHelperWeapon
|
||||||
|
config(Game);
|
||||||
|
|
||||||
|
event InitWorldTraceForHitboxCollision()
|
||||||
|
{
|
||||||
|
local KFWeap_HRG_BlastBrawlers BlastBrawlers;
|
||||||
|
|
||||||
|
BlastBrawlers = KFWeap_HRG_BlastBrawlers(Instigator.Weapon);
|
||||||
|
if (BlastBrawlers != none)
|
||||||
|
{
|
||||||
|
BlastBrawlers.Shoot();
|
||||||
|
}
|
||||||
|
|
||||||
|
super.InitWorldTraceForHitboxCollision();
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function InitAttackSequence(EPawnOctant NewAtkDir, EMeleeAttackType NewAtkType)
|
||||||
|
{
|
||||||
|
super.InitAttackSequence(NewAtkDir, NewAtkType);
|
||||||
|
NextAttackType = NewAtkType;
|
||||||
|
}
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
@ -407,6 +407,115 @@ defaultproperties
|
|||||||
|
|
||||||
)}
|
)}
|
||||||
|
|
||||||
|
// Aracnophobia
|
||||||
|
SetEvents[10]={(
|
||||||
|
EventDifficulty=2, //1,
|
||||||
|
GameLength=GL_Normal,
|
||||||
|
SpawnRateMultiplier=0.75, //5.0,
|
||||||
|
bHealAfterKill = true,
|
||||||
|
bGoompaJumpEnabled = true,
|
||||||
|
GoompaJumpDamage = 550, //300,
|
||||||
|
GoompaStreakDamage = 0.1, //0.2,
|
||||||
|
GoompaJumpImpulse = 600, //1000,
|
||||||
|
GoompaStreakMax = 5,
|
||||||
|
GoompaBonusDuration=8.0f, //10.0f,
|
||||||
|
DoshOnKillGlobalModifier=1.0,
|
||||||
|
SpawnWeaponList=KFGFxObject_TraderItems'GP_Trader_ARCH.AracnophobiaWeeklySpawnList',
|
||||||
|
bAddSpawnListToLoadout=true,
|
||||||
|
WaveAICountScale=(0.6, 0.6, 0.6, 0.6, 0.6, 0.6),
|
||||||
|
JumpZ=700.f, // 650.0 by default; -1 used for not overriding.
|
||||||
|
/** HealByKill = Normal kill. HealByAssistance = Goomba stomping */
|
||||||
|
ZedsToAdjust={(
|
||||||
|
(ClassToAdjust=class'KFGameContent.KFPawn_ZedCrawler',HealthScale=10.0, HeadHealthScale=20.0, DamageDealtScale=0.7, InitialGroundSpeedModifierScale=0.7, HealByAssistance=10),
|
||||||
|
(ClassToAdjust=class'KFGameContent.KFPawn_ZedCrawlerKing',HealthScale=10.0,HeadHealthScale=20.0, DamageDealtScale=0.7, InitialGroundSpeedModifierScale=0.7, HealByAssistance=20)
|
||||||
|
//(ClassToAdjust=class'KFGameContent.KFPawn_ZedClot_Cyst',HealByAssistance=5),
|
||||||
|
//(ClassToAdjust=class'KFGameContent.KFPawn_ZedClot_Alpha',HealByAssistance=5),
|
||||||
|
//(ClassToAdjust=class'KFGameContent.KFPawn_ZedClot_AlphaKing',HealByAssistance=5),
|
||||||
|
//(ClassToAdjust=class'KFGameContent.KFPawn_ZedClot_Slasher',HealByAssistance=5),
|
||||||
|
//(ClassToAdjust=class'KFGameContent.KFPawn_ZedSiren',HealByAssistance=5),
|
||||||
|
//(ClassToAdjust=class'KFGameContent.KFPawn_ZedStalker',HealByAssistance=5),
|
||||||
|
//(ClassToAdjust=class'KFGameContent.KFPawn_ZedGorefast',HealByAssistance=5),
|
||||||
|
//(ClassToAdjust=class'KFGameContent.KFPawn_ZedGorefastDualBlade',HealByAssistance=5),
|
||||||
|
//(ClassToAdjust=class'KFGameContent.KFPawn_ZedBloat',HealByAssistance=5),
|
||||||
|
//(ClassToAdjust=class'KFGameContent.KFPawn_ZedHusk',HealByAssistance=5),
|
||||||
|
//(ClassToAdjust=class'KFGameContent.KFPawn_ZedDAR_EMP',HealByAssistance=5),
|
||||||
|
//(ClassToAdjust=class'KFGameContent.KFPawn_ZedDAR_Laser',HealByAssistance=5),
|
||||||
|
//(ClassToAdjust=class'KFGameContent.KFPawn_ZedDAR_Rocket',HealByAssistance=5),
|
||||||
|
//(ClassToAdjust=class'KFGameContent.KFPawn_ZedScrake',HealByAssistance=15),
|
||||||
|
//(ClassToAdjust=class'KFGameContent.KFPawn_ZedFleshpound',HealByAssistance=15),
|
||||||
|
//(ClassToAdjust=class'KFGameContent.KFPawn_ZedFleshpoundMini',HealByAssistance=15),
|
||||||
|
//(ClassToAdjust=class'KFGameContent.KFPawn_ZedBloatKingSubspawn',HealByAssistance=5)
|
||||||
|
)},
|
||||||
|
SpawnReplacementList={(
|
||||||
|
(SpawnEntry=AT_Clot,NewClass=(class'KFGameContent.KFPawn_ZedCrawler'),PercentChance=0.6),
|
||||||
|
(SpawnEntry=AT_AlphaClot,NewClass=(class'KFGameContent.KFPawn_ZedCrawler'),PercentChance=0.6),
|
||||||
|
(SpawnEntry=AT_SlasherClot,NewClass=(class'KFGameContent.KFPawn_ZedCrawler'),PercentChance=0.6),
|
||||||
|
(SpawnEntry=AT_Stalker,NewClass=(class'KFGameContent.KFPawn_ZedCrawler'),PercentChance=0.6),
|
||||||
|
(SpawnEntry=AT_Bloat,NewClass=(class'KFGameContent.KFPawn_ZedCrawler'),PercentChance=0.6),
|
||||||
|
(SpawnEntry=AT_Siren,NewClass=(class'KFGameContent.KFPawn_ZedCrawler'),PercentChance=0.6),
|
||||||
|
(SpawnEntry=AT_Husk,NewClass=(class'KFGameContent.KFPawn_ZedCrawler'),PercentChance=0.6),
|
||||||
|
(SpawnEntry=AT_GoreFast,NewClass=(class'KFGameContent.KFPawn_ZedCrawler'),PercentChance=0.6),
|
||||||
|
//(SpawnEntry=AT_Scrake,NewClass=(class'KFGameContent.KFPawn_ZedCrawler'),PercentChance=0.7),
|
||||||
|
//(SpawnEntry=AT_FleshPound,NewClass=(class'KFGameContent.KFPawn_ZedCrawler'),PercentChance=0.7),
|
||||||
|
//(SpawnEntry=AT_FleshpoundMini,NewClass=(class'KFGameContent.KFPawn_ZedCrawler'),PercentChance=0.7),
|
||||||
|
(SpawnEntry=AT_EliteClot,NewClass=(class'KFGameContent.KFPawn_ZedCrawler'),PercentChance=0.6),
|
||||||
|
(SpawnEntry=AT_EliteGoreFast,NewClass=(class'KFGameContent.KFPawn_ZedCrawler'),PercentChance=0.6),
|
||||||
|
(SpawnEntry=AT_EDAR_EMP,NewClass=(class'KFGameContent.KFPawn_ZedCrawler'),PercentChance=0.6),
|
||||||
|
(SpawnEntry=AT_EDAR_Laser,NewClass=(class'KFGameContent.KFPawn_ZedCrawler'),PercentChance=0.6),
|
||||||
|
(SpawnEntry=AT_EDAR_Rocket,NewClass=(class'KFGameContent.KFPawn_ZedCrawler'),PercentChance=0.6),
|
||||||
|
(SpawnEntry=AT_Crawler,NewClass=(class'KFGameContent.KFPawn_ZedCrawler'),PercentChance=1.0)
|
||||||
|
)}
|
||||||
|
)}
|
||||||
|
|
||||||
|
// Broken Trader
|
||||||
|
SetEvents[11]={(
|
||||||
|
EventDifficulty=1,
|
||||||
|
GameLength=GL_Normal,
|
||||||
|
bSpawnWeaponListAffectsSecondaryWeapons=true,
|
||||||
|
TraderWeaponList=KFGFxObject_TraderItems'GP_Trader_ARCH.BrokenTraderWeeklyTraderList',
|
||||||
|
PickupResetTime=PRS_Wave,
|
||||||
|
bDisableTraders=false,
|
||||||
|
DroppedItemLifespan=10.0f, // 300 default
|
||||||
|
DoshOnKillGlobalModifier=0.2,
|
||||||
|
//Pickup Notes for when you're modifying:
|
||||||
|
// NumPickups = Actors * OverridePickupModifer * WavePickupModifier
|
||||||
|
// Ex: 16 item pickups in the world
|
||||||
|
// * 0.9 Pickup Modifier = 14
|
||||||
|
// * 0.5 Current wave modifier = 7 expected to spawn
|
||||||
|
//
|
||||||
|
// Ex: 16 ammo pickups in the world
|
||||||
|
// * 0.1 pickup modifier = 2
|
||||||
|
// * 0.5 current wave modifier = 1 expected to spawn
|
||||||
|
bUnlimitedWeaponPickups=true,
|
||||||
|
OverrideItemPickupModifier=2.0,
|
||||||
|
OverrideAmmoPickupModifier=0.8, //0.5,
|
||||||
|
WaveItemPickupModifiers={(
|
||||||
|
1.0, 1.0, 1.0, 1.0, 1.0
|
||||||
|
)},
|
||||||
|
WaveAmmoPickupModifiers={(
|
||||||
|
0.5, 0.6, 0.7, 0.8, 0.9
|
||||||
|
)},
|
||||||
|
bUseOverrideAmmoRespawnTime=true,
|
||||||
|
OverrideAmmoRespawnTime={(
|
||||||
|
PlayersMod[0]=20.000000,
|
||||||
|
PlayersMod[1]=20.000000,
|
||||||
|
PlayersMod[2]=10.000000,
|
||||||
|
PlayersMod[3]=10.000000,
|
||||||
|
PlayersMod[4]=5.000000,
|
||||||
|
PlayersMod[5]=5.000000,
|
||||||
|
ModCap=1.000000
|
||||||
|
)},
|
||||||
|
bUseOverrideItemRespawnTime=true,
|
||||||
|
OverrideItemRespawnTime={(
|
||||||
|
PlayersMod[0]=10.000000,
|
||||||
|
PlayersMod[1]=10.000000,
|
||||||
|
PlayersMod[2]=5.000000,
|
||||||
|
PlayersMod[3]=5.000000,
|
||||||
|
PlayersMod[4]=2.000000,
|
||||||
|
PlayersMod[5]=2.000000,
|
||||||
|
ModCap=1.000000
|
||||||
|
)}
|
||||||
|
)}
|
||||||
|
|
||||||
|
|
||||||
//Test events from here down. These don't end up in the regular rotation.
|
//Test events from here down. These don't end up in the regular rotation.
|
||||||
|
@ -36,7 +36,13 @@ simulated function PlayHeadAsplode()
|
|||||||
/** Set our gib flag on the server, replicate it with bTearOff */
|
/** Set our gib flag on the server, replicate it with bTearOff */
|
||||||
function bool Died(Controller Killer, class<DamageType> DamageType, vector HitLocation)
|
function bool Died(Controller Killer, class<DamageType> DamageType, vector HitLocation)
|
||||||
{
|
{
|
||||||
if( !bPlayedDeath && DamageType != class'KFSM_PlayerCrawler_Suicide'.default.SuicideDamageType )
|
local KFGameInfo_WeeklySurvival KFGI_WS;
|
||||||
|
|
||||||
|
// Not exploding if we are in arachnophobia weekly.
|
||||||
|
KFGI_WS = KFGameInfo_WeeklySurvival(WorldInfo.Game);
|
||||||
|
|
||||||
|
if( !bPlayedDeath && DamageType != class'KFSM_PlayerCrawler_Suicide'.default.SuicideDamageType &&
|
||||||
|
(KFGI_WS == none|| !KFGI_WS.OutbreakEvent.ActiveEvent.bGoompaJumpEnabled))
|
||||||
{
|
{
|
||||||
bShouldExplode = true;
|
bShouldExplode = true;
|
||||||
}
|
}
|
||||||
|
@ -440,7 +440,7 @@ function AdjustDamage(out int InDamage, out vector Momentum, Controller Instigat
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
function HandleAfflictionsOnHit(Controller DamageInstigator, vector HitDir, class<KFDamageType> DamageType, Actor DamageCauser)
|
function HandleAfflictionsOnHit(Controller DamageInstigator, vector HitDir, class<DamageType> DamageType, Actor DamageCauser)
|
||||||
{
|
{
|
||||||
if (ShieldHealthPctByte == 0)
|
if (ShieldHealthPctByte == 0)
|
||||||
{
|
{
|
||||||
|
51
KFGameContent/Classes/KFPhysicsDamageByPawnVolume.uc
Normal file
51
KFGameContent/Classes/KFPhysicsDamageByPawnVolume.uc
Normal file
@ -0,0 +1,51 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFPhysicsDamageByPawnVolume
|
||||||
|
//=============================================================================
|
||||||
|
// PhysicsVolume are, by default, used for traps on all maps. This KFPhysicsDamageByPawnVolume
|
||||||
|
// gives the ability to make different damage values for Humans and Monsters.
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
// Roberto Moreno
|
||||||
|
//=============================================================================
|
||||||
|
class KFPhysicsDamageByPawnVolume extends PhysicsVolume
|
||||||
|
placeable;
|
||||||
|
|
||||||
|
var() float DamagePerSecMultiplierForHuman;
|
||||||
|
var() float DamagePerSecMultiplierForMonster;
|
||||||
|
|
||||||
|
function CausePainTo(Actor Other)
|
||||||
|
{
|
||||||
|
local float DamagePerSecModified;
|
||||||
|
|
||||||
|
DamagePerSecModified = DamagePerSec;
|
||||||
|
|
||||||
|
if (KFPawn_Human(Other) != None)
|
||||||
|
{
|
||||||
|
DamagePerSecModified *= DamagePerSecMultiplierForHuman;
|
||||||
|
}
|
||||||
|
else if (KFPawn_Monster(Other) != None)
|
||||||
|
{
|
||||||
|
DamagePerSecModified *= DamagePerSecMultiplierForMonster;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (DamagePerSecModified > 0)
|
||||||
|
{
|
||||||
|
if ( WorldInfo.bSoftKillZ && (Other.Physics != PHYS_Walking) )
|
||||||
|
return;
|
||||||
|
if ( (DamageType == None) || (DamageType == class'DamageType') )
|
||||||
|
`log("No valid damagetype ("$DamageType$") specified for "$PathName(self));
|
||||||
|
Other.TakeDamage(DamagePerSecModified*PainInterval, DamageInstigator, Location, vect(0,0,1), DamageType,, self);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Other.HealDamage(-DamagePerSecModified * PainInterval, DamageInstigator, DamageType);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
DefaultProperties
|
||||||
|
{
|
||||||
|
DamagePerSecMultiplierForHuman=1.0
|
||||||
|
DamagePerSecMultiplierForMonster=1.0
|
||||||
|
}
|
@ -234,9 +234,9 @@ defaultproperties
|
|||||||
|
|
||||||
// Ice explosion
|
// Ice explosion
|
||||||
Begin Object Class=KFGameExplosion Name=ExploTemplate0
|
Begin Object Class=KFGameExplosion Name=ExploTemplate0
|
||||||
Damage=25
|
Damage=75 //25
|
||||||
DamageRadius=200
|
DamageRadius=250 //200
|
||||||
DamageFalloffExponent=1.f
|
DamageFalloffExponent=0.5f //1.f
|
||||||
DamageDelay=0.f
|
DamageDelay=0.f
|
||||||
|
|
||||||
bIgnoreInstigator=false
|
bIgnoreInstigator=false
|
||||||
|
29
KFGameContent/Classes/KFProj_Bullet_BlastBrawlers.uc
Normal file
29
KFGameContent/Classes/KFProj_Bullet_BlastBrawlers.uc
Normal file
@ -0,0 +1,29 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFProj_Bullet_BlastBrawlers
|
||||||
|
//=============================================================================
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
class KFProj_Bullet_BlastBrawlers extends KFProj_Bullet_Pellet
|
||||||
|
hidedropdown;
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
MaxSpeed=7000.0
|
||||||
|
Speed=7000.0
|
||||||
|
|
||||||
|
bWarnAIWhenFired=true
|
||||||
|
|
||||||
|
DamageRadius=0
|
||||||
|
|
||||||
|
ImpactEffects = KFImpactEffectInfo'WEP_HRG_BlastBrawlers_ARCH.HRG_BlastBrawler_Projectile_Impacts'
|
||||||
|
ProjFlightTemplate=ParticleSystem'WEP_HRG_BlastBrawlers_EMIT.FX_BlastBrawlers_Tracer_Instant'
|
||||||
|
ProjFlightTemplateZedTime=ParticleSystem'WEP_HRG_BlastBrawlers_EMIT.FX_BlastBrawlers_Tracer_Instant'
|
||||||
|
//ProjFlightTemplate=ParticleSystem'WEP_HRG_BlastBrawlers_EMIT.FX_BlastBrawlers_Projectile'
|
||||||
|
//ProjFlightTemplateZedTime=ParticleSystem'WEP_HRG_BlastBrawlers_EMIT.FX_BlastBrawlers_Projectile'
|
||||||
|
|
||||||
|
AmbientSoundPlayEvent=none
|
||||||
|
AmbientSoundStopEvent=none
|
||||||
|
}
|
@ -11,13 +11,10 @@ class KFProj_Grenade_GravityImploder extends KFProj_BallisticExplosive
|
|||||||
/* Ensure it detonates */
|
/* Ensure it detonates */
|
||||||
var float DetonationTime;
|
var float DetonationTime;
|
||||||
var float VortexDuration;
|
var float VortexDuration;
|
||||||
|
|
||||||
var float VortexRadius;
|
var float VortexRadius;
|
||||||
var float VortexImpulseStrength;
|
var float VortexImpulseStrength;
|
||||||
var protected transient bool bVortexActive;
|
var protected transient bool bVortexActive;
|
||||||
|
|
||||||
var protected RB_RadialImpulseComponent RadialImpulseComponent;
|
|
||||||
|
|
||||||
simulated state GrenadeState
|
simulated state GrenadeState
|
||||||
{
|
{
|
||||||
simulated event BeginState(Name PrevStateName)
|
simulated event BeginState(Name PrevStateName)
|
||||||
@ -49,18 +46,25 @@ simulated state VortexState
|
|||||||
|
|
||||||
simulated event Tick(float DeltaTime)
|
simulated event Tick(float DeltaTime)
|
||||||
{
|
{
|
||||||
local float ImpulseModifier;
|
local Actor Victim;
|
||||||
|
local TraceHitInfo HitInfo;
|
||||||
|
local FracturedStaticMeshActor FracActor;
|
||||||
|
|
||||||
if(bVortexActive && (WorldInfo.NetMode == NM_Client || WorldInfo.NetMode == NM_Standalone))
|
if(bVortexActive && (WorldInfo.NetMode == NM_Client || WorldInfo.NetMode == NM_Standalone))
|
||||||
{
|
{
|
||||||
// ImpulseModifier = (bReduceGibImpulseOnTick) ? (1.0f - AccumulatedTime / Lifetime) : 1.0f;
|
foreach CollidingActors(class'Actor', Victim, VortexRadius, Location, true,, HitInfo)
|
||||||
ImpulseModifier = 1.0f;
|
{
|
||||||
|
if (KFPawn_Human(Victim) == none && Victim.CollisionComponent != none && !Victim.bWorldGeometry)
|
||||||
|
{
|
||||||
|
Victim.CollisionComponent.AddRadialImpulse(Location, VortexRadius, VortexImpulseStrength, RIF_Constant, true);
|
||||||
|
}
|
||||||
|
|
||||||
RadialImpulseComponent.ImpulseRadius = VortexRadius;
|
FracActor = FracturedStaticMeshActor(Victim);
|
||||||
RadialImpulseComponent.ImpulseStrength = VortexImpulseStrength * ImpulseModifier;
|
if (FracActor != none)
|
||||||
RadialImpulseComponent.bVelChange = true;
|
{
|
||||||
RadialImpulseComponent.ImpulseFalloff = RIF_Constant;
|
FracActor.BreakOffPartsInRadius(Location, VortexRadius, VortexImpulseStrength, true);
|
||||||
RadialImpulseComponent.FireImpulse(Location);
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -123,9 +127,9 @@ defaultproperties
|
|||||||
ProjFlightTemplate=ParticleSystem'WEP_Gravity_Imploder_EMIT.FX_Yellow_Projectile'
|
ProjFlightTemplate=ParticleSystem'WEP_Gravity_Imploder_EMIT.FX_Yellow_Projectile'
|
||||||
ProjFlightTemplateZedTime=ParticleSystem'WEP_Gravity_Imploder_EMIT.FX_Yellow_Projectile_ZEDTIME'
|
ProjFlightTemplateZedTime=ParticleSystem'WEP_Gravity_Imploder_EMIT.FX_Yellow_Projectile_ZEDTIME'
|
||||||
|
|
||||||
GrenadeBounceEffectInfo=KFImpactEffectInfo'FX_Impacts_ARCH.DefaultGrenadeImpacts'
|
//GrenadeBounceEffectInfo=KFImpactEffectInfo'FX_Impacts_ARCH.DefaultGrenadeImpacts'
|
||||||
ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
|
ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
|
||||||
AltExploEffects=KFImpactEffectInfo'WEP_Gravity_Imploder_ARCH.Yellow_Explosion_Concussive_Force'
|
//AltExploEffects=KFImpactEffectInfo'WEP_Gravity_Imploder_ARCH.Yellow_Explosion_Concussive_Force'
|
||||||
|
|
||||||
// Grenade explosion light
|
// Grenade explosion light
|
||||||
Begin Object Class=PointLightComponent Name=ExplosionPointLight
|
Begin Object Class=PointLightComponent Name=ExplosionPointLight
|
||||||
@ -179,10 +183,4 @@ defaultproperties
|
|||||||
VortexImpulseStrength=-100
|
VortexImpulseStrength=-100
|
||||||
VortexDuration=0.5f
|
VortexDuration=0.5f
|
||||||
bVortexActive=false
|
bVortexActive=false
|
||||||
|
|
||||||
Begin Object Class=RB_RadialImpulseComponent Name=ImpulseComponent0
|
|
||||||
End Object
|
|
||||||
RadialImpulseComponent=ImpulseComponent0
|
|
||||||
Components.Add(ImpulseComponent0)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
368
KFGameContent/Classes/KFProj_Rocket_ThermiteBore.uc
Normal file
368
KFGameContent/Classes/KFProj_Rocket_ThermiteBore.uc
Normal file
@ -0,0 +1,368 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFProj_Rocket_ThermiteBore
|
||||||
|
//=============================================================================
|
||||||
|
// Thermite Bore Rifle rocket launcher harpoon
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2012 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
class KFProj_Rocket_ThermiteBore extends KFProjectile;
|
||||||
|
|
||||||
|
var float FuseTime;
|
||||||
|
|
||||||
|
/** This is the effect indicator that is played for the current user **/
|
||||||
|
var(Projectile) ParticleSystem ProjIndicatorTemplate;
|
||||||
|
var ParticleSystemComponent ProjIndicatorEffects;
|
||||||
|
|
||||||
|
var bool IndicatorActive;
|
||||||
|
|
||||||
|
/**
|
||||||
|
Fire effects
|
||||||
|
*/
|
||||||
|
|
||||||
|
var class<KFProjectile> ResidualFlameProjClass;
|
||||||
|
|
||||||
|
var int NumResidualFlames;
|
||||||
|
|
||||||
|
/** Cone Angle to determine residual flame directions */
|
||||||
|
var float ResidualFlameHalfConeAngle;
|
||||||
|
/** Impulse modiffier apply to residual forces*/
|
||||||
|
var float ResidualFlameForceMultiplier;
|
||||||
|
|
||||||
|
simulated function TryActivateIndicator()
|
||||||
|
{
|
||||||
|
if(!IndicatorActive && Instigator != None)
|
||||||
|
{
|
||||||
|
IndicatorActive = true;
|
||||||
|
|
||||||
|
if(WorldInfo.NetMode == NM_Standalone || Instigator.Role == Role_AutonomousProxy ||
|
||||||
|
(Instigator.Role == ROLE_Authority && WorldInfo.NetMode == NM_ListenServer && Instigator.IsLocallyControlled() ))
|
||||||
|
{
|
||||||
|
if( ProjIndicatorTemplate != None )
|
||||||
|
{
|
||||||
|
ProjIndicatorEffects = WorldInfo.MyEmitterPool.SpawnEmitterCustomLifetime(ProjIndicatorTemplate);
|
||||||
|
}
|
||||||
|
|
||||||
|
if(ProjIndicatorEffects != None)
|
||||||
|
{
|
||||||
|
ProjIndicatorEffects.SetAbsolute(false, false, false);
|
||||||
|
ProjIndicatorEffects.SetLODLevel(WorldInfo.bDropDetail ? 1 : 0);
|
||||||
|
ProjIndicatorEffects.bUpdateComponentInTick = true;
|
||||||
|
AttachComponent(ProjIndicatorEffects);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Set the initial velocity and cook time
|
||||||
|
*/
|
||||||
|
simulated event PostBeginPlay()
|
||||||
|
{
|
||||||
|
Super.PostBeginPlay();
|
||||||
|
|
||||||
|
if (Role == ROLE_Authority)
|
||||||
|
{
|
||||||
|
SetTimer(FuseTime, false, 'Timer_Detonate');
|
||||||
|
}
|
||||||
|
|
||||||
|
AdjustCanDisintigrate();
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Explode after a certain amount of time
|
||||||
|
*/
|
||||||
|
function Timer_Detonate()
|
||||||
|
{
|
||||||
|
Detonate();
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Called when the owning instigator controller has left a game */
|
||||||
|
simulated function OnInstigatorControllerLeft()
|
||||||
|
{
|
||||||
|
if( WorldInfo.NetMode != NM_Client )
|
||||||
|
{
|
||||||
|
SetTimer( 1.f + Rand(5) + fRand(), false, nameOf(Timer_Detonate) );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Trace down and get the location to spawn the explosion effects and decal
|
||||||
|
*/
|
||||||
|
simulated function GetExplodeEffectLocation(out vector HitLocation, out vector HitRotation, out Actor HitActor)
|
||||||
|
{
|
||||||
|
local vector EffectStartTrace, EffectEndTrace;
|
||||||
|
local TraceHitInfo HitInfo;
|
||||||
|
|
||||||
|
EffectStartTrace = Location + vect(0,0,1) * 4.f;
|
||||||
|
EffectEndTrace = EffectStartTrace - vect(0,0,1) * 32.f;
|
||||||
|
|
||||||
|
// Find where to put the decal
|
||||||
|
HitActor = Trace(HitLocation, HitRotation, EffectEndTrace, EffectStartTrace, false,, HitInfo, TRACEFLAG_Bullet);
|
||||||
|
|
||||||
|
// If the locations are zero (probably because this exploded in the air) set defaults
|
||||||
|
if (IsZero(HitLocation))
|
||||||
|
{
|
||||||
|
HitLocation = Location;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IsZero(HitRotation))
|
||||||
|
{
|
||||||
|
HitRotation = vect(0,0,1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Used to check current status of StuckTo actor (to figure out if we should fall) */
|
||||||
|
simulated event Tick(float DeltaTime)
|
||||||
|
{
|
||||||
|
super.Tick(DeltaTime);
|
||||||
|
|
||||||
|
StickHelper.Tick(DeltaTime);
|
||||||
|
|
||||||
|
if (!IsZero(Velocity))
|
||||||
|
{
|
||||||
|
SetRelativeRotation(rotator(Velocity));
|
||||||
|
}
|
||||||
|
|
||||||
|
TryActivateIndicator();
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Causes charge to explode */
|
||||||
|
function Detonate()
|
||||||
|
{
|
||||||
|
local KFWeap_RocketLauncher_ThermiteBore WeaponOwner;
|
||||||
|
local vector ExplosionNormal;
|
||||||
|
|
||||||
|
if (Role == ROLE_Authority)
|
||||||
|
{
|
||||||
|
WeaponOwner = KFWeap_RocketLauncher_ThermiteBore(Owner);
|
||||||
|
if (WeaponOwner != none)
|
||||||
|
{
|
||||||
|
WeaponOwner.RemoveDeployedHarpoon(, self);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
ExplosionNormal = vect(0,0,1) >> Rotation;
|
||||||
|
Explode(Location, ExplosionNormal);
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function Explode(vector HitLocation, vector HitNormal)
|
||||||
|
{
|
||||||
|
local vector HitVelocity;
|
||||||
|
|
||||||
|
HitVelocity = Velocity;
|
||||||
|
|
||||||
|
StickHelper.UnPin();
|
||||||
|
super.Explode(HitLocation, HitNormal);
|
||||||
|
|
||||||
|
// Spawn fire projectiles
|
||||||
|
if(Role < Role_Authority)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
SpawnResidualFlames(HitLocation, HitNormal, HitVelocity);
|
||||||
|
SpawnResidualFlame(ResidualFlameProjClass, Location, HitVelocity);
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function Disintegrate( rotator InDisintegrateEffectRotation )
|
||||||
|
{
|
||||||
|
local KFWeap_RocketLauncher_ThermiteBore WeaponOwner;
|
||||||
|
|
||||||
|
if (Role == ROLE_Authority)
|
||||||
|
{
|
||||||
|
WeaponOwner = KFWeap_RocketLauncher_ThermiteBore(Owner);
|
||||||
|
if (WeaponOwner != none)
|
||||||
|
{
|
||||||
|
WeaponOwner.RemoveDeployedHarpoon(, self);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
super.Disintegrate(InDisintegrateEffectRotation);
|
||||||
|
}
|
||||||
|
|
||||||
|
// for nukes && concussive force
|
||||||
|
simulated protected function PrepareExplosionTemplate()
|
||||||
|
{
|
||||||
|
class'KFPerk_Demolitionist'.static.PrepareExplosive(Instigator, self);
|
||||||
|
|
||||||
|
super.PrepareExplosionTemplate();
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function SyncOriginalLocation()
|
||||||
|
{
|
||||||
|
// IMPORTANT NOTE: We aren't actually syncing to the original location (or calling the super).
|
||||||
|
// We just want to receive the original location so we can do a trace between that location and
|
||||||
|
// our current location to determine if we hit any zeds between those two locations.
|
||||||
|
// KFII-45464
|
||||||
|
|
||||||
|
local Actor HitActor;
|
||||||
|
local vector HitLocation, HitNormal;
|
||||||
|
local TraceHitInfo HitInfo;
|
||||||
|
|
||||||
|
if (Role < ROLE_Authority && Instigator != none && Instigator.IsLocallyControlled())
|
||||||
|
{
|
||||||
|
HitActor = Trace(HitLocation, HitNormal, OriginalLocation, Location,,, HitInfo, TRACEFLAG_Bullet);
|
||||||
|
if (HitActor != none)
|
||||||
|
{
|
||||||
|
StickHelper.TryStick(HitNormal, HitLocation, HitActor);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated protected function StopSimulating()
|
||||||
|
{
|
||||||
|
super.StopSimulating();
|
||||||
|
|
||||||
|
if (ProjIndicatorEffects!=None)
|
||||||
|
{
|
||||||
|
ProjIndicatorEffects.DeactivateSystem();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Spawn several projectiles that explode and linger on impact */
|
||||||
|
function SpawnResidualFlames( vector HitLocation, vector HitNormal, vector HitVelocity )
|
||||||
|
{
|
||||||
|
local int i;
|
||||||
|
local vector HitVelDir;
|
||||||
|
local float HitVelMag;
|
||||||
|
local vector SpawnLoc, SpawnVel;
|
||||||
|
|
||||||
|
HitVelMag = VSize( HitVelocity );
|
||||||
|
HitVelDir = Normal( HitVelocity );
|
||||||
|
|
||||||
|
SpawnLoc = HitLocation + (HitNormal * 10.f);
|
||||||
|
|
||||||
|
// spawn random lingering fires (rather, projectiles that cause little fires)
|
||||||
|
for( i = 0; i < NumResidualFlames; ++i )
|
||||||
|
{
|
||||||
|
|
||||||
|
SpawnVel = CalculateResidualFlameVelocity( HitNormal, HitVelDir, HitVelMag );
|
||||||
|
SpawnResidualFlame( ResidualFlameProjClass, SpawnLoc, SpawnVel );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function vector CalculateResidualFlameVelocity( vector HitNormal, vector HitVelDir, float HitVelMag )
|
||||||
|
{
|
||||||
|
local vector SpawnDir;
|
||||||
|
|
||||||
|
// apply some spread
|
||||||
|
SpawnDir = VRandCone( HitNormal, ResidualFlameHalfConeAngle * DegToRad );
|
||||||
|
/*
|
||||||
|
// make HitVelDir parallel to contact surface by subtracting component parallel to HitNormal
|
||||||
|
SpawnDir = SpawnDir + (-(SpawnDir dot HitNormal) * HitNormal);
|
||||||
|
|
||||||
|
// apply some more spread to get some of the flames to stick to the wall and others the ground beneath the wall
|
||||||
|
// (makes it looks kind of smeared down the wall, like a real molotov)
|
||||||
|
SpawnDir = VRandCone( SpawnDir, PI/4 );
|
||||||
|
*/
|
||||||
|
return SpawnDir * ResidualFlameForceMultiplier;
|
||||||
|
}
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
ProjFlightTemplate=ParticleSystem'WEP_Thermite_EMIT.FX_Harpoon_Projectile'
|
||||||
|
ProjIndicatorTemplate=ParticleSystem'WEP_Thermite_EMIT.FX_Harpoon_Projectile_Indicator'
|
||||||
|
|
||||||
|
bWarnAIWhenFired=true
|
||||||
|
|
||||||
|
MaxSpeed=5000.0 //4000.0
|
||||||
|
Speed=5000.0 //4000.0
|
||||||
|
TerminalVelocity=5000 //4000
|
||||||
|
|
||||||
|
Physics=PHYS_Falling
|
||||||
|
|
||||||
|
TossZ=0 //150
|
||||||
|
GravityScale=0.36 //0.5//0.7
|
||||||
|
|
||||||
|
GlassShatterType=FMGS_ShatterAll
|
||||||
|
|
||||||
|
bCollideComplex=true
|
||||||
|
|
||||||
|
bIgnoreFoliageTouch=true
|
||||||
|
|
||||||
|
bBlockedByInstigator=false
|
||||||
|
bAlwaysReplicateExplosion=true
|
||||||
|
|
||||||
|
FuseTime=4.0
|
||||||
|
|
||||||
|
bNetTemporary=false
|
||||||
|
NetPriority=5
|
||||||
|
NetUpdateFrequency=200
|
||||||
|
|
||||||
|
bNoReplicationToInstigator=false
|
||||||
|
bUseClientSideHitDetection=true
|
||||||
|
bUpdateSimulatedPosition=true
|
||||||
|
bSyncToOriginalLocation=true
|
||||||
|
bSyncToThirdPersonMuzzleLocation=true
|
||||||
|
|
||||||
|
PinBoneIdx=INDEX_None
|
||||||
|
|
||||||
|
bCanBeDamaged=true
|
||||||
|
bCanDisintegrate=true
|
||||||
|
Begin Object Name=CollisionCylinder
|
||||||
|
BlockNonZeroExtent=false
|
||||||
|
// for siren scream
|
||||||
|
CollideActors=true
|
||||||
|
End Object
|
||||||
|
|
||||||
|
// explosion light
|
||||||
|
Begin Object Class=PointLightComponent Name=ExplosionPointLight
|
||||||
|
LightColor=(R=252,G=218,B=171,A=255)
|
||||||
|
Brightness=4.f
|
||||||
|
Radius=2000.f
|
||||||
|
FalloffExponent=10.f
|
||||||
|
CastShadows=False
|
||||||
|
CastStaticShadows=FALSE
|
||||||
|
CastDynamicShadows=False
|
||||||
|
bCastPerObjectShadows=false
|
||||||
|
bEnabled=FALSE
|
||||||
|
LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
|
||||||
|
End Object
|
||||||
|
|
||||||
|
// explosion
|
||||||
|
Begin Object Class=KFGameExplosion Name=ExploTemplate0 // @todo: change me
|
||||||
|
Damage=150 //250
|
||||||
|
DamageRadius=500 //600
|
||||||
|
DamageFalloffExponent=1.f
|
||||||
|
DamageDelay=0.f
|
||||||
|
|
||||||
|
// Damage Effects
|
||||||
|
MyDamageType=class'KFDT_Explosive_Thermite'
|
||||||
|
KnockDownStrength=0
|
||||||
|
FractureMeshRadius=200.0
|
||||||
|
FracturePartVel=500.0
|
||||||
|
ExplosionEffects=KFImpactEffectInfo'WEP_Thermite_ARCH.ThermiteHarpoon_Explosion'
|
||||||
|
ExplosionSound=AkEvent'WW_WEP_SealSqueal.Play_WEP_SealSqueal_Shoot_Explode'
|
||||||
|
|
||||||
|
// Dynamic Light
|
||||||
|
ExploLight=ExplosionPointLight
|
||||||
|
ExploLightStartFadeOutTime=0.0
|
||||||
|
ExploLightFadeOutTime=0.2
|
||||||
|
|
||||||
|
// Camera Shake
|
||||||
|
CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.Light_Explosion_Rumble'
|
||||||
|
CamShakeInnerRadius=200
|
||||||
|
CamShakeOuterRadius=900
|
||||||
|
CamShakeFalloff=1.5f
|
||||||
|
bOrientCameraShakeTowardsEpicenter=true
|
||||||
|
End Object
|
||||||
|
ExplosionTemplate=ExploTemplate0
|
||||||
|
|
||||||
|
ExplosionActorClass=class'KFExplosionActor'
|
||||||
|
|
||||||
|
bCanStick=true
|
||||||
|
bCanPin=true
|
||||||
|
Begin Object Class=KFProjectileStickHelper Name=StickHelper0
|
||||||
|
End Object
|
||||||
|
StickHelper=StickHelper0
|
||||||
|
|
||||||
|
ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
|
||||||
|
|
||||||
|
ResidualFlameProjClass=class'KFProj_ThermiteSplash'
|
||||||
|
NumResidualFlames=4 //it always spawn 1 more than this parameter, so 5
|
||||||
|
|
||||||
|
ResidualFlameHalfConeAngle=72
|
||||||
|
ResidualFlameForceMultiplier=700f; //1000f;
|
||||||
|
|
||||||
|
}
|
110
KFGameContent/Classes/KFProj_ThermiteSplash.uc
Normal file
110
KFGameContent/Classes/KFProj_ThermiteSplash.uc
Normal file
@ -0,0 +1,110 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFProj_ThermiteSplash
|
||||||
|
//=============================================================================
|
||||||
|
// Projectile class for the thermite rocket launchers
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
class KFProj_ThermiteSplash extends KFProj_MolotovSplash;
|
||||||
|
|
||||||
|
/*
|
||||||
|
simulated function Tick(float Delta)
|
||||||
|
{
|
||||||
|
super.Tick(Delta);
|
||||||
|
|
||||||
|
if (WorldInfo.NetMode != NM_Client && WorldInfo.NetMode != NM_Standalone)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Rotate towards velocity:
|
||||||
|
if (VSizeSq(Velocity) > 0)
|
||||||
|
{
|
||||||
|
SetRotation(rotator(Normal(Velocity)));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
Physics=PHYS_Falling
|
||||||
|
|
||||||
|
bCollideComplex=TRUE // Ignore simple collision on StaticMeshes, and collide per poly
|
||||||
|
|
||||||
|
// network
|
||||||
|
bNetTemporary=False
|
||||||
|
bAlwaysReplicateExplosion=true
|
||||||
|
AlwaysRelevantDistanceSquared=6250000 // 25m
|
||||||
|
|
||||||
|
// gameplay
|
||||||
|
bBlockedByInstigator=false
|
||||||
|
GlassShatterType=FMGS_ShatterNone
|
||||||
|
|
||||||
|
// audio
|
||||||
|
bStopAmbientSoundOnExplode=false
|
||||||
|
bAutoStartAmbientSound=true
|
||||||
|
bAmbientSoundZedTimeOnly=false
|
||||||
|
|
||||||
|
AmbientSoundPlayEvent=AkEvent'WW_WEP_SA_Flamethrower.Play_WEP_SA_Flamethrower_Residual_Fire_Loop'
|
||||||
|
AmbientSoundStopEvent=AkEvent'WW_WEP_SA_Flamethrower.Stop_WEP_SA_Flamethrower_Residual_Fire_Loop'
|
||||||
|
|
||||||
|
Begin Object name=AmbientAkSoundComponent
|
||||||
|
bStopWhenOwnerDestroyed=true
|
||||||
|
bForceOcclusionUpdateInterval=true
|
||||||
|
OcclusionUpdateInterval=0.25;
|
||||||
|
End Object
|
||||||
|
AmbientComponent=AmbientAkSoundComponent
|
||||||
|
Components.Add(AmbientAkSoundComponent)
|
||||||
|
|
||||||
|
// light
|
||||||
|
Begin Object Name=FlamePointLight
|
||||||
|
LightColor=(R=245,G=190,B=140,A=255)
|
||||||
|
Brightness=2.f
|
||||||
|
Radius=300.f
|
||||||
|
FalloffExponent=10.f
|
||||||
|
CastShadows=False
|
||||||
|
CastStaticShadows=FALSE
|
||||||
|
CastDynamicShadows=FALSE
|
||||||
|
bCastPerObjectShadows=false
|
||||||
|
bEnabled=FALSE
|
||||||
|
LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
|
||||||
|
End Object
|
||||||
|
|
||||||
|
// explosion
|
||||||
|
Begin Object Name=ExploTemplate0
|
||||||
|
Damage=10
|
||||||
|
DamageRadius=150
|
||||||
|
DamageFalloffExponent=1.f
|
||||||
|
DamageDelay=0.f
|
||||||
|
// Don't burn the guy that tossed it, it's just too much damage with multiple fires, its almost guaranteed to kill the guy that tossed it
|
||||||
|
bIgnoreInstigator=true
|
||||||
|
|
||||||
|
MomentumTransferScale=1
|
||||||
|
|
||||||
|
// Damage Effects
|
||||||
|
MyDamageType=class'KFDT_Fire_Ground_ThermiteBore'
|
||||||
|
KnockDownStrength=0
|
||||||
|
FractureMeshRadius=0
|
||||||
|
ExplosionEffects=KFImpactEffectInfo'wep_thermite_arch.Thermite_GroundFire'
|
||||||
|
|
||||||
|
bDirectionalExplosion=true
|
||||||
|
|
||||||
|
// Camera Shake
|
||||||
|
CamShake=none
|
||||||
|
|
||||||
|
// Dynamic Light
|
||||||
|
ExploLight=FlamePointLight
|
||||||
|
ExploLightStartFadeOutTime=4.2
|
||||||
|
ExploLightFadeOutTime=0.3
|
||||||
|
End Object
|
||||||
|
ExplosionTemplate=ExploTemplate0
|
||||||
|
|
||||||
|
ProjFlightTemplate=ParticleSystem'WEP_Thermite_EMIT.FX_Thermite_Spread_01'
|
||||||
|
ExplosionActorClass=class'KFExplosion_Thermite'
|
||||||
|
|
||||||
|
AssociatedPerkClass=class'KFPerk_Firebug'
|
||||||
|
|
||||||
|
// Ground Fire Perk Skill Alternative FX
|
||||||
|
AltExploEffects=KFImpactEffectInfo'WEP_Thermite_ARCH.GroundFire_Splash_Impacts'
|
||||||
|
}
|
137
KFGameContent/Classes/KFSeasonalEventStats_Summer2021.uc
Normal file
137
KFGameContent/Classes/KFSeasonalEventStats_Summer2021.uc
Normal file
@ -0,0 +1,137 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFSeasonalEventStats_Summer2021
|
||||||
|
//=============================================================================
|
||||||
|
// Tracks event-specific challenges/accomplishments for Summer 2021
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
class KFSeasonalEventStats_Summer2021 extends KFSeasonalEventStats;
|
||||||
|
|
||||||
|
var transient private const int ZedsStompRequired, LaserKillsRequired, JumpKillsRequired, EndlessWaveRequired;
|
||||||
|
|
||||||
|
private event Initialize(string MapName)
|
||||||
|
{
|
||||||
|
local string CapsMapName;
|
||||||
|
CapsMapName = Caps(MapName);
|
||||||
|
|
||||||
|
bObjectiveIsValidForMap[0] = 1; // Stomp on 50 Zeds
|
||||||
|
bObjectiveIsValidForMap[1] = 0; // Complete the Weekly on Moonbase
|
||||||
|
bObjectiveIsValidForMap[2] = 0; // Use the laser trap to kill 20 Zeds on Moonbase
|
||||||
|
bObjectiveIsValidForMap[3] = 0; // Kill 300 Zeds while jumping in the air on Moonbase
|
||||||
|
bObjectiveIsValidForMap[4] = 0; // Complete wave 15 on Endless Hard or higher difficulty on Moonbase
|
||||||
|
|
||||||
|
if (CapsMapName == "KF-MOONBASE")
|
||||||
|
{
|
||||||
|
bObjectiveIsValidForMap[1] = 1;
|
||||||
|
bObjectiveIsValidForMap[2] = 1;
|
||||||
|
bObjectiveIsValidForMap[3] = 1;
|
||||||
|
bObjectiveIsValidForMap[4] = 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
SetSeasonalEventStatsMax(ZedsStompRequired, 0, LaserKillsRequired, JumpKillsRequired, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
private event GrantEventItems()
|
||||||
|
{
|
||||||
|
if (Outer.IsEventObjectiveComplete(0) &&
|
||||||
|
Outer.IsEventObjectiveComplete(1) &&
|
||||||
|
Outer.IsEventObjectiveComplete(2) &&
|
||||||
|
Outer.IsEventObjectiveComplete(3) &&
|
||||||
|
Outer.IsEventObjectiveComplete(4))
|
||||||
|
{
|
||||||
|
// @TODO: Set Proper Reward ID
|
||||||
|
//
|
||||||
|
GrantEventItem(8844);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated event OnGameWon(class<GameInfo> GameClass, int Difficulty, int GameLength, bool bCoOp)
|
||||||
|
{
|
||||||
|
// Moonbase weekly
|
||||||
|
if (bObjectiveIsValidForMap[1] != 0)
|
||||||
|
{
|
||||||
|
if (GameClass == class'KFGameInfo_WeeklySurvival')
|
||||||
|
{
|
||||||
|
FinishedObjective(SEI_Summer, 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function OnZedKilled(class<KFPawn_Monster> MonsterClass, int Difficulty, class<DamageType> DT)
|
||||||
|
{
|
||||||
|
local int ObjIdx;
|
||||||
|
local KFPlayerController KFPC;
|
||||||
|
local KFPawn_Human KFP;
|
||||||
|
|
||||||
|
// Laser Kills
|
||||||
|
ObjIdx = 2;
|
||||||
|
if (bObjectiveIsValidForMap[ObjIdx] != 0)
|
||||||
|
{
|
||||||
|
if (ClassIsChildOf(DT, class'KFDT_EMPTrap'))
|
||||||
|
{
|
||||||
|
IncrementSeasonalEventStat(ObjIdx, 1);
|
||||||
|
if (Outer.GetSeasonalEventStatValue(ObjIdx) >= LaserKillsRequired)
|
||||||
|
{
|
||||||
|
FinishedObjective(SEI_SUMMER, ObjIdx);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
ObjIdx = 3;
|
||||||
|
if (bObjectiveIsValidForMap[ObjIdx] != 0)
|
||||||
|
{
|
||||||
|
KFPC = Outer.MyKFPC;
|
||||||
|
if (KFPC != none)
|
||||||
|
{
|
||||||
|
KFP = KFPawn_Human(KFPC.Pawn);
|
||||||
|
if (KFP != none && KFP.Physics == PHYS_Falling)
|
||||||
|
{
|
||||||
|
IncrementSeasonalEventStat(ObjIdx, 1);
|
||||||
|
if (Outer.GetSeasonalEventStatValue(ObjIdx) >= JumpKillsRequired)
|
||||||
|
{
|
||||||
|
FinishedObjective(SEI_SUMMER, ObjIdx);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function OnHitGiven(class<DamageType> DT)
|
||||||
|
{
|
||||||
|
local int ObjIdx;
|
||||||
|
ObjIdx = 0;
|
||||||
|
|
||||||
|
// Stomps
|
||||||
|
if (ClassIsChildOf(DT, class'DmgType_Crushed'))
|
||||||
|
{
|
||||||
|
IncrementSeasonalEventStat(ObjIdx, 1);
|
||||||
|
if (Outer.GetSeasonalEventStatValue(ObjIdx) >= ZedsStompRequired)
|
||||||
|
{
|
||||||
|
FinishedObjective(SEI_SUMMER, ObjIdx);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated event OnWaveCompleted(class<GameInfo> GameClass, int Difficulty, int WaveNum)
|
||||||
|
{
|
||||||
|
local int ObjIdx;
|
||||||
|
|
||||||
|
// Waves in Endless hard
|
||||||
|
ObjIdx = 4;
|
||||||
|
if (bObjectiveIsValidForMap[ObjIdx] != 0)
|
||||||
|
{
|
||||||
|
if (WaveNum >= EndlessWaveRequired && GameClass == class'KFGameInfo_Endless' && Difficulty >= `DIFFICULTY_HARD)
|
||||||
|
{
|
||||||
|
FinishedObjective(SEI_Summer, ObjIdx);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
ZedsStompRequired=50
|
||||||
|
LaserKillsRequired=20
|
||||||
|
JumpKillsRequired=300
|
||||||
|
EndlessWaveRequired=15
|
||||||
|
}
|
231
KFGameContent/Classes/KFWeapAttach_FAMAS.uc
Normal file
231
KFGameContent/Classes/KFWeapAttach_FAMAS.uc
Normal file
@ -0,0 +1,231 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFWeapAttach_FAMAS
|
||||||
|
//=============================================================================
|
||||||
|
//
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
class KFWeapAttach_FAMAS extends KFWeaponAttachment;
|
||||||
|
|
||||||
|
const SecondaryFireAnim = 'Shoot_Secondary';
|
||||||
|
const SecondaryFireIronAnim = 'Shoot_Secondary_Iron';
|
||||||
|
const SecondaryFireAnimLast = 'Shoot_Secondary_Last';
|
||||||
|
const SecondaryFireIronAnimLast = 'Shoot_Secondary_Iron_Last';
|
||||||
|
const SecondaryFireBodyAnim = 'ADD_Shoot_Secondary';
|
||||||
|
const SecondaryFireBodyAnimCH = 'ADD_Shoot_Secondary_CH';
|
||||||
|
const SecondaryFireBodyAnimIron = 'ADD_Shoot_Secondary_Iron';
|
||||||
|
const SecondaryReloadAnimEmpty = 'Reload_Secondary_Empty';
|
||||||
|
const SecondaryReloadAnimHalf = 'Reload_Secondary_Half';
|
||||||
|
const SecondaryReloadAnimEliteEmpty = 'Reload_Secondary_Elite_Empty';
|
||||||
|
const SecondaryReloadAnimEliteHalf = 'Reload_Secondary_Elite_Half';
|
||||||
|
const ShotgunMuzzleSocket = 'ShotgunMuzzleFlash';
|
||||||
|
|
||||||
|
var protected transient KFMuzzleFlash ShotgunMuzzleFlash;
|
||||||
|
|
||||||
|
|
||||||
|
/** Play a 3rd person reload animation */
|
||||||
|
simulated function PlayReloadMagazineAnim(EWeaponState NewWeaponState, KFPawn P)
|
||||||
|
{
|
||||||
|
local name AnimName;
|
||||||
|
|
||||||
|
if(NewWeaponState == WEP_ReloadSecondary || NewWeaponState == WEP_ReloadSecondary_Elite)
|
||||||
|
{
|
||||||
|
switch (NewWeaponState)
|
||||||
|
{
|
||||||
|
case WEP_ReloadSecondary:
|
||||||
|
AnimName = (P.MyKFWeapon.AmmoCount[1] == 0) ? SecondaryReloadAnimEmpty : SecondaryReloadAnimHalf;
|
||||||
|
break;
|
||||||
|
case WEP_ReloadSecondary_Elite:
|
||||||
|
AnimName = (P.MyKFWeapon.AmmoCount[1] == 0) ? SecondaryReloadAnimEliteEmpty : SecondaryReloadAnimEliteHalf;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
PlayCharacterMeshAnim(P, AnimName, true);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Super.PlayReloadMagazineAnim(NewWeaponState, P);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function CauseMuzzleFlash(byte FiringMode)
|
||||||
|
{
|
||||||
|
if ( FiringMode == 1 ) // AltFire
|
||||||
|
{
|
||||||
|
if (ShotgunMuzzleFlash == None)
|
||||||
|
{
|
||||||
|
AttachMuzzleFlash();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (ShotgunMuzzleFlash != None )
|
||||||
|
{
|
||||||
|
ShotgunMuzzleFlash.CauseMuzzleFlash(FiringMode);
|
||||||
|
if ( ShotgunMuzzleFlash.bAutoActivateShellEject )
|
||||||
|
{
|
||||||
|
ShotgunMuzzleFlash.CauseShellEject();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Super.CauseMuzzleFlash(FiringMode);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Added second weapon */
|
||||||
|
simulated function AttachMuzzleFlash()
|
||||||
|
{
|
||||||
|
Super.AttachMuzzleFlash();
|
||||||
|
|
||||||
|
if ( WeapMesh != none && ShotgunMuzzleFlash == None )
|
||||||
|
{
|
||||||
|
ShotgunMuzzleFlash = new(self) Class'KFMuzzleFlash'(class'KFWeap_AssaultRifle_FAMAS'.default.ShotgunMuzzleFlashTemplate);
|
||||||
|
ShotgunMuzzleFlash.AttachMuzzleFlash(WeapMesh, ShotgunMuzzleSocket,);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Plays fire animation on weapon mesh */
|
||||||
|
simulated function PlayFireAnim(KFPawn P)
|
||||||
|
{
|
||||||
|
local float Duration;
|
||||||
|
local name Anim;
|
||||||
|
local KFPawn OwnerPawn;
|
||||||
|
|
||||||
|
OwnerPawn = KFPawn(Owner);
|
||||||
|
|
||||||
|
if ( Instigator.bIsWalking ) // IronSight anims
|
||||||
|
{
|
||||||
|
if (OwnerPawn.FiringMode == 0) // DEFAULT FIRE MODE (Rifle)
|
||||||
|
{
|
||||||
|
Anim = WeaponIronFireAnim;
|
||||||
|
}
|
||||||
|
else if (OwnerPawn.FiringMode == 1) // ALT FIRE MODE (Shotgun)
|
||||||
|
{
|
||||||
|
// Anim = (P.MyKFWeapon.AmmoCount[1] == 0) ? SecondaryFireIronAnimLast : SecondaryFireIronAnim;
|
||||||
|
Anim = SecondaryFireIronAnim;
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else // Normal anims
|
||||||
|
{
|
||||||
|
if (Pawn(Owner).FiringMode == 0) // DEFAULT FIRE MODE (Rifle)
|
||||||
|
{
|
||||||
|
Anim = WeaponFireAnim;
|
||||||
|
}
|
||||||
|
else if (Pawn(Owner).FiringMode == 1) // ALT FIRE MODE (Shotgun)
|
||||||
|
{
|
||||||
|
// Anim = (P.MyKFWeapon.AmmoCount[1] == 0) ? SecondaryFireAnimLast : SecondaryFireAnim;
|
||||||
|
Anim = SecondaryFireAnim;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Duration = WeapMesh.GetAnimLength( Anim );
|
||||||
|
WeapMesh.PlayAnim( Anim, Duration / ThirdPersonAnimRate,, true );
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function bool ThirdPersonFireEffects( vector HitLocation, KFPawn P, byte ThirdPersonAnimRateByte )
|
||||||
|
{
|
||||||
|
local EAnimSlotStance AnimType;
|
||||||
|
|
||||||
|
if (P.FiringMode == 1) // AltFire
|
||||||
|
{
|
||||||
|
SpawnTracer(GetAltMuzzleLocation(), HitLocation);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
SpawnTracer(GetMuzzleLocation(), HitLocation);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Effects below this point are culled based on visibility and distance
|
||||||
|
if ( !ActorEffectIsRelevant(P, false, MaxFireEffectDistance) )
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
DecodeThirdPersonAnimRate( ThirdPersonAnimRateByte );
|
||||||
|
|
||||||
|
// Weapon shoot anims
|
||||||
|
if( !bWeapMeshIsPawnMesh )
|
||||||
|
{
|
||||||
|
PlayFireAnim(P);
|
||||||
|
}
|
||||||
|
|
||||||
|
if( P.IsDoingSpecialMove() && P.SpecialMoves[P.SpecialMove].bAllowFireAnims )
|
||||||
|
{
|
||||||
|
AnimType = EAS_Additive;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
AnimType = EAS_FullBody;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Character shoot anims
|
||||||
|
if ( !P.IsDoingSpecialMove() || AnimType == EAS_Additive )
|
||||||
|
{
|
||||||
|
PlayPawnFireAnim( P, AnimType );
|
||||||
|
|
||||||
|
// interrupt other weapon action anims (e.g. Reload)
|
||||||
|
if( !P.IsDoingSpecialMove() )
|
||||||
|
{
|
||||||
|
P.StopBodyAnim(P.bIsCrouched ? EAS_CH_UpperBody : EAS_UpperBody, 0.1f);
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( OnWeaponStateChanged != None )
|
||||||
|
{
|
||||||
|
OnWeaponStateChanged(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
CauseMuzzleFlash(P.FiringMode);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Plays fire animation on pawn */
|
||||||
|
simulated function PlayPawnFireAnim( KFPawn P, EAnimSlotStance AnimType )
|
||||||
|
{
|
||||||
|
if (P.FiringMode == 0)
|
||||||
|
{
|
||||||
|
super.PlayPawnFireAnim(P, AnimType);
|
||||||
|
}
|
||||||
|
else if (P.FiringMode == 1)
|
||||||
|
{
|
||||||
|
if ( P.bIsCrouched )
|
||||||
|
{
|
||||||
|
P.PlayBodyAnim(SecondaryFireBodyAnimCH, AnimType, ThirdPersonAnimRate, ShootBlendInTime, ShootBlendOutTime);
|
||||||
|
}
|
||||||
|
else if ( P.bIsWalking )
|
||||||
|
{
|
||||||
|
P.PlayBodyAnim(SecondaryFireBodyAnimIron, AnimType, ThirdPersonAnimRate, ShootBlendInTime, ShootBlendOutTime);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
P.PlayBodyAnim(SecondaryFireBodyAnim, AnimType, ThirdPersonAnimRate, ShootBlendInTime, ShootBlendOutTime);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function vector GetAltMuzzleLocation(optional byte MuzzleID)
|
||||||
|
{
|
||||||
|
local vector SocketLocation;
|
||||||
|
|
||||||
|
if (ShotgunMuzzleFlash == None && MuzzleFlashTemplate != None)
|
||||||
|
{
|
||||||
|
AttachMuzzleFlash();
|
||||||
|
}
|
||||||
|
|
||||||
|
if( ShotgunMuzzleFlash != none )
|
||||||
|
{
|
||||||
|
WeapMesh.GetSocketWorldLocationAndRotation(ShotgunMuzzleFlash.GetSocketName(), SocketLocation);
|
||||||
|
return SocketLocation;
|
||||||
|
}
|
||||||
|
|
||||||
|
return Super.GetMuzzleLocation(MuzzleID);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
102
KFGameContent/Classes/KFWeapAttach_HRG_BarrierRifle.uc
Normal file
102
KFGameContent/Classes/KFWeapAttach_HRG_BarrierRifle.uc
Normal file
@ -0,0 +1,102 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFWeapAttach_HRG_BarrierRifle
|
||||||
|
//=============================================================================
|
||||||
|
//
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
class KFWeapAttach_HRG_BarrierRifle extends KFWeaponAttachment;
|
||||||
|
|
||||||
|
`define BARRIERRIFLE_MIC_SHIELD_INDEX 0
|
||||||
|
|
||||||
|
/** Indicates wheter we are activating/deactivating the shield fx */
|
||||||
|
var protected transient bool bActivatingShield;
|
||||||
|
var protected transient float FXDelta;
|
||||||
|
var protected transient float ShieldFXDuration;
|
||||||
|
var protected transient float OverlayDelta;
|
||||||
|
var protected transient float OverlayMax;
|
||||||
|
var protected transient float OverlayMin;
|
||||||
|
var protected transient float ShieldBlockVFXDuration;
|
||||||
|
|
||||||
|
simulated event PreBeginPlay()
|
||||||
|
{
|
||||||
|
Super.PreBeginPlay();
|
||||||
|
|
||||||
|
if ( WorldInfo.NetMode == NM_DedicatedServer )
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
ShieldFXDuration = class'KFWeap_HRG_BarrierRifle'.default.ShieldFXDuration;
|
||||||
|
OverlayMax = class'KFWeap_HRG_BarrierRifle'.default.RedOverlayMax;
|
||||||
|
OverlayMin = class'KFWeap_HRG_BarrierRifle'.default.RedOverlayMin;
|
||||||
|
ShieldBlockVFXDuration = class'KFWeap_HRG_BarrierRifle'.default.ShieldBlockVFXDuration;
|
||||||
|
|
||||||
|
UpdateShieldFXValue(0.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function UpdateShieldFXValue(float Value)
|
||||||
|
{
|
||||||
|
if ( WeaponMIC == None && WeapMesh != None )
|
||||||
|
{
|
||||||
|
WeaponMIC = WeapMesh.CreateAndSetMaterialInstanceConstant(`BARRIERRIFLE_MIC_SHIELD_INDEX);
|
||||||
|
}
|
||||||
|
|
||||||
|
WeaponMIC.SetScalarParameterValue('Opacity', Value);
|
||||||
|
}
|
||||||
|
|
||||||
|
unreliable client function SetShieldActive(bool bActive)
|
||||||
|
{
|
||||||
|
bActivatingShield = bActive;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Special event added for weap attachments. Free for use */
|
||||||
|
function OnSpecialEvent(int Arg)
|
||||||
|
{
|
||||||
|
if (Arg < 2)
|
||||||
|
{
|
||||||
|
SetShieldActive(Arg == 1 ? True : False);
|
||||||
|
}
|
||||||
|
else if (Arg == 3)
|
||||||
|
{
|
||||||
|
UpdateShieldBlockVFX(OverlayMax);
|
||||||
|
OverlayDelta = OverlayMax;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function UpdateShieldBlockVFX(float Value)
|
||||||
|
{
|
||||||
|
if ( WeaponMIC == None && WeapMesh != None )
|
||||||
|
{
|
||||||
|
WeaponMIC = WeapMesh.CreateAndSetMaterialInstanceConstant(`BARRIERRIFLE_MIC_SHIELD_INDEX);
|
||||||
|
}
|
||||||
|
WeaponMIC.SetScalarParameterValue('RedOverlay', Value);
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated event Tick(float DeltaTime)
|
||||||
|
{
|
||||||
|
// Update Shield visuals
|
||||||
|
if (bActivatingShield && FXDelta < class'KFWeap_HRG_BarrierRifle'.default.ShieldFXDuration)
|
||||||
|
{
|
||||||
|
FXDelta = FMin(FXDelta + DeltaTime, ShieldFXDuration);
|
||||||
|
UpdateShieldFXValue(FXDelta / ShieldFXDuration);
|
||||||
|
}
|
||||||
|
else if (!bActivatingShield && FXDelta > 0.0f)
|
||||||
|
{
|
||||||
|
FXDelta = FMax(FXDelta - DeltaTime, 0.0f);
|
||||||
|
UpdateShieldFXValue(FXDelta / ShieldFXDuration);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (OverlayDelta > 0.0f)
|
||||||
|
{
|
||||||
|
OverlayDelta = FMax(OverlayDelta - DeltaTime, OverlayMin);
|
||||||
|
UpdateShieldBlockVFX(OverlayMax * (OverlayDelta / ShieldBlockVFXDuration));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
OverlayDelta=0.0f
|
||||||
|
}
|
142
KFGameContent/Classes/KFWeapAttach_HRG_BlastBrawlers.uc
Normal file
142
KFGameContent/Classes/KFWeapAttach_HRG_BlastBrawlers.uc
Normal file
@ -0,0 +1,142 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFWeapAttach_HRG_BlastBrawlers
|
||||||
|
//=============================================================================
|
||||||
|
//
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
class KFWeapAttach_HRG_BlastBrawlers extends KFWeapAttach_DualBase;
|
||||||
|
|
||||||
|
var protected transient bool bUsingLeftWeapon;
|
||||||
|
var protected transient name ReloadAnimName;
|
||||||
|
var protected transient float ReloadAnimRateMod;
|
||||||
|
|
||||||
|
/** Overrides to prevent weapon animation */
|
||||||
|
simulated function PlayWeaponFireAnim();
|
||||||
|
|
||||||
|
/** Caching reload anim name */
|
||||||
|
simulated event PreBeginPlay()
|
||||||
|
{
|
||||||
|
Super.PreBeginPlay();
|
||||||
|
|
||||||
|
ReloadAnimName = class'KFWeap_HRG_BlastBrawlers'.default.ReloadAnimation;
|
||||||
|
ReloadAnimRateMod = class'KFWeap_HRG_BlastBrawlers'.default.ReloadAnimRateModifier;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Overriding to avoid interrupting meleen anims with fire anims */
|
||||||
|
simulated function bool ThirdPersonFireEffects( vector HitLocation, KFPawn P, byte ThirdPersonAnimRateByte )
|
||||||
|
{
|
||||||
|
SpawnTracer(GetMuzzleLocation(), HitLocation);
|
||||||
|
|
||||||
|
// Effects below this point are culled based on visibility and distance
|
||||||
|
if ( !ActorEffectIsRelevant(P, false, MaxFireEffectDistance) )
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
CauseMuzzleFlash(P.FiringMode);
|
||||||
|
P.LastWeaponFireTime = -1.f;
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function vector GetMuzzleLocation(optional byte MuzzleID)
|
||||||
|
{
|
||||||
|
local vector SocketLocation;
|
||||||
|
|
||||||
|
if ( bUsingLeftWeapon)
|
||||||
|
{
|
||||||
|
if (LeftMuzzleFlash == None && MuzzleFlashTemplate != None)
|
||||||
|
{
|
||||||
|
AttachMuzzleFlash();
|
||||||
|
}
|
||||||
|
|
||||||
|
if( LeftMuzzleFlash != none )
|
||||||
|
{
|
||||||
|
LeftWeapMesh.GetSocketWorldLocationAndRotation(LeftMuzzleFlash.GetSocketName(), SocketLocation);
|
||||||
|
return SocketLocation;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return Super.GetMuzzleLocation(MuzzleID);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Added second weapon */
|
||||||
|
simulated function CauseMuzzleFlash(byte FiringMode)
|
||||||
|
{
|
||||||
|
if ( bUsingLeftWeapon )
|
||||||
|
{
|
||||||
|
if (LeftMuzzleFlash == None && MuzzleFlashTemplate != None)
|
||||||
|
{
|
||||||
|
AttachMuzzleFlash();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (LeftMuzzleFlash != None )
|
||||||
|
{
|
||||||
|
LeftMuzzleFlash.CauseMuzzleFlash(FiringMode);
|
||||||
|
if ( LeftMuzzleFlash.bAutoActivateShellEject )
|
||||||
|
{
|
||||||
|
LeftMuzzleFlash.CauseShellEject();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Super.CauseMuzzleFlash(FiringMode);
|
||||||
|
bUsingLeftWeapon = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function UpdateThirdPersonWeaponAction(EWeaponState NewWeaponState, KFPawn P, byte ThirdPersonAnimRateByte )
|
||||||
|
{
|
||||||
|
// Reset
|
||||||
|
bUsingLeftWeapon=false;
|
||||||
|
super.UpdateThirdPersonWeaponAction(NewWeaponState, P, ThirdPersonAnimRateByte);
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function PlayReloadMagazineAnim(EWeaponState NewWeaponState, KFPawn P)
|
||||||
|
{
|
||||||
|
PlayCharacterMeshAnim(P, ReloadAnimNAme, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function PlayWeaponMeshAnim(name AnimName, AnimNodeSlot SyncNode, bool bLoop)
|
||||||
|
{
|
||||||
|
local float Duration;
|
||||||
|
|
||||||
|
/** Only reload animation could be played */
|
||||||
|
if ( !IsAnimationValid(AnimName) )
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Weapon shoot anims
|
||||||
|
if( !bWeapMeshIsPawnMesh )
|
||||||
|
{
|
||||||
|
Duration = WeapMesh.GetAnimLength(AnimName);
|
||||||
|
|
||||||
|
if (AnimName == ReloadAnimName)
|
||||||
|
{
|
||||||
|
Duration *= ReloadAnimRateMod;
|
||||||
|
}
|
||||||
|
|
||||||
|
WeapMesh.PlayAnim(AnimName, Duration / ThirdPersonAnimRate, bLoop);
|
||||||
|
|
||||||
|
// syncronize this with the character anim
|
||||||
|
if ( SyncNode != None )
|
||||||
|
{
|
||||||
|
bSynchronizeWeaponAnim = true;
|
||||||
|
SyncPawnNode = SyncNode;
|
||||||
|
SyncAnimName = AnimName;
|
||||||
|
bSyncAnimCheckRelevance = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function bool IsAnimationValid(name AnimName)
|
||||||
|
{
|
||||||
|
return AnimName == ReloadAnimName;
|
||||||
|
}
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
bUsingLeftWeapon=false
|
||||||
|
}
|
682
KFGameContent/Classes/KFWeap_AssaultRifle_FAMAS.uc
Normal file
682
KFGameContent/Classes/KFWeap_AssaultRifle_FAMAS.uc
Normal file
@ -0,0 +1,682 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFWeap_AssaultRifle_FAMAS
|
||||||
|
//=============================================================================
|
||||||
|
// FAMAS assault rifle with an extra of shotgun. Better than in MGS!
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
class KFWeap_AssaultRifle_FAMAS extends KFWeap_ScopedBase;
|
||||||
|
|
||||||
|
var (Positioning) vector SecondaryFireOffset;
|
||||||
|
|
||||||
|
const SecondaryFireAnim = 'Shoot_Secondary';
|
||||||
|
const SecondaryFireIronAnim = 'Shoot_Secondary_Iron';
|
||||||
|
const SecondaryFireAnimLast = 'Shoot_Secondary_Last';
|
||||||
|
const SecondaryFireIronAnimLast = 'Shoot_Secondary_Iron_Last';
|
||||||
|
const SecondaryReloadAnimEmpty = 'Reload_Secondary_Empty';
|
||||||
|
const SecondaryReloadAnimHalf = 'Reload_Secondary_Half';
|
||||||
|
const SecondaryReloadAnimEliteEmpty = 'Reload_Secondary_Elite_Empty';
|
||||||
|
const SecondaryReloadAnimEliteHalf = 'Reload_Secondary_Elite_Half';
|
||||||
|
const ShotgunMuzzleSocket = 'ShotgunMuzzleFlash';
|
||||||
|
|
||||||
|
/** Animation to play when the weapon is fired in burst mode with 2 rounds left */
|
||||||
|
var(Animations) const editconst name BurstFire2RdAnim;
|
||||||
|
var(Animations) const editconst name BurstFire2RdSightedAnim;
|
||||||
|
/** Animation to play when the weapon is fired in burst fire mode for 3 rounds*/
|
||||||
|
var(Animations) const editconst name BurstFire3RdAnim;
|
||||||
|
var(Animations) const editconst name BurstFire3RdSightedAnim;
|
||||||
|
|
||||||
|
var transient KFMuzzleFlash ShotgunMuzzleFlash;
|
||||||
|
var() KFMuzzleFlash ShotgunMuzzleFlashTemplate;
|
||||||
|
|
||||||
|
// Used on the server to keep track of grenades
|
||||||
|
var int ServerTotalAltAmmo;
|
||||||
|
|
||||||
|
var transient bool bCanceledAltAutoReload;
|
||||||
|
var transient int BurstAmountBegin;
|
||||||
|
|
||||||
|
var protected const float AltFireRecoilScale;
|
||||||
|
|
||||||
|
static simulated event EFilterTypeUI GetTraderFilter()
|
||||||
|
{
|
||||||
|
return FT_Assault;
|
||||||
|
}
|
||||||
|
|
||||||
|
static simulated event EFilterTypeUI GetAltTraderFilter()
|
||||||
|
{
|
||||||
|
return FT_Explosive;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Instead of switch fire mode use as immediate alt fire */
|
||||||
|
simulated function AltFireMode()
|
||||||
|
{
|
||||||
|
if ( !Instigator.IsLocallyControlled() )
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (bCanceledAltAutoReload)
|
||||||
|
{
|
||||||
|
bCanceledAltAutoReload = false;
|
||||||
|
TryToAltReload(true);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// StartFire - StopFire called from KFPlayerInput
|
||||||
|
StartFire(ALTFIRE_FIREMODE);
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function BeginFire( Byte FireModeNum )
|
||||||
|
{
|
||||||
|
local bool bStoredAutoReload;
|
||||||
|
|
||||||
|
// We are trying to reload the weapon but the primary ammo in already at full capacity
|
||||||
|
if ( FireModeNum == RELOAD_FIREMODE && !CanReload() )
|
||||||
|
{
|
||||||
|
// Store the current state of bCanceledAltAutoReload in case its not possible to do the reload
|
||||||
|
bStoredAutoReload = bCanceledAltAutoReload;
|
||||||
|
bCanceledAltAutoReload = false;
|
||||||
|
|
||||||
|
if(CanAltAutoReload(false))
|
||||||
|
{
|
||||||
|
TryToAltReload(false);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
bCanceledAltAutoReload = bStoredAutoReload;
|
||||||
|
}
|
||||||
|
|
||||||
|
super.BeginFire( FireModeNum );
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Initializes ammo counts, when weapon is spawned.
|
||||||
|
*/
|
||||||
|
function InitializeAmmo()
|
||||||
|
{
|
||||||
|
Super.InitializeAmmo();
|
||||||
|
|
||||||
|
// Add Secondary ammo to our secondary spare ammo count both of these are important, in order to allow dropping the weapon to function properly.
|
||||||
|
SpareAmmoCount[1] = Min(SpareAmmoCount[1] + InitialSpareMags[1] * default.MagazineCapacity[1], GetMaxAmmoAmount(1) - AmmoCount[1]);
|
||||||
|
ServerTotalAltAmmo += SpareAmmoCount[1];
|
||||||
|
|
||||||
|
// Make sure the server doesn't get extra shots on listen servers.
|
||||||
|
if(Role == ROLE_Authority && !Instigator.IsLocallyControlled())
|
||||||
|
{
|
||||||
|
ServerTotalAltAmmo += AmmoCount[1];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @see Weapon::ConsumeAmmo
|
||||||
|
*/
|
||||||
|
simulated function ConsumeAmmo( byte FireModeNum )
|
||||||
|
{
|
||||||
|
local byte AmmoType;
|
||||||
|
local bool bNoInfiniteAmmo;
|
||||||
|
local int OldAmmoCount;
|
||||||
|
|
||||||
|
if(UsesSecondaryAmmo() && FireModeNum == ALTFIRE_FIREMODE && Role == ROLE_Authority && !Instigator.IsLocallyControlled())
|
||||||
|
{
|
||||||
|
AmmoType = GetAmmoType(FireModeNum);
|
||||||
|
|
||||||
|
OldAmmoCount = AmmoCount[AmmoType];
|
||||||
|
Super.ConsumeAmmo(FireModeNum);
|
||||||
|
|
||||||
|
bNoInfiniteAmmo = (OldAmmoCount - AmmoCount[AmmoType]) > 0 || AmmoCount[AmmoType] == 0;
|
||||||
|
if ( bNoInfiniteAmmo )
|
||||||
|
{
|
||||||
|
ServerTotalAltAmmo--;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Super.ConsumeAmmo(FireModeNum);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Make sure user can't fire infinitely if they cheat to get infinite ammo locally. */
|
||||||
|
simulated event bool HasAmmo( byte FireModeNum, optional int Amount=1 )
|
||||||
|
{
|
||||||
|
local byte AmmoType;
|
||||||
|
|
||||||
|
AmmoType = GetAmmoType(FireModeNum);
|
||||||
|
|
||||||
|
if(AmmoType == 1 && Role == ROLE_Authority && UsesSecondaryAmmo() && !Instigator.IsLocallyControlled())
|
||||||
|
{
|
||||||
|
if(ServerTotalAltAmmo <= 0)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return Super.HasAmmo(FireModeNum, Amount );
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Overridden so any grenades added will go to the spare ammo and no the clip.
|
||||||
|
*/
|
||||||
|
function int AddSecondaryAmmo(int Amount)
|
||||||
|
{
|
||||||
|
local int OldAmmo;
|
||||||
|
|
||||||
|
// If we can't accept spare ammo, then abort
|
||||||
|
if( !CanRefillSecondaryAmmo() )
|
||||||
|
{
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
if(Role == ROLE_Authority && !Instigator.IsLocallyControlled())
|
||||||
|
{
|
||||||
|
OldAmmo = ServerTotalAltAmmo;
|
||||||
|
|
||||||
|
ServerTotalAltAmmo = Min(ServerTotalAltAmmo + Amount, GetMaxAmmoAmount(1));
|
||||||
|
ClientGiveSecondaryAmmo(Amount);
|
||||||
|
return ServerTotalAltAmmo - OldAmmo;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
OldAmmo = SpareAmmoCount[1];
|
||||||
|
ClientGiveSecondaryAmmo(Amount);
|
||||||
|
return SpareAmmoCount[1] - OldAmmo;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Give client specified amount of ammo (used player picks up ammo on the server) */
|
||||||
|
reliable client function ClientGiveSecondaryAmmo(byte Amount)
|
||||||
|
{
|
||||||
|
SpareAmmoCount[1] = Min(SpareAmmoCount[1] + Amount, GetMaxAmmoAmount(1) - AmmoCount[1]);
|
||||||
|
TryToAltReload(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
function SetOriginalValuesFromPickup( KFWeapon PickedUpWeapon )
|
||||||
|
{
|
||||||
|
local KFWeap_AssaultRifle_FAMAS Weap;
|
||||||
|
|
||||||
|
Super.SetOriginalValuesFromPickup(PickedUpWeapon);
|
||||||
|
|
||||||
|
if(Role == ROLE_Authority && !Instigator.IsLocallyControlled())
|
||||||
|
{
|
||||||
|
Weap = KFWeap_AssaultRifle_FAMAS(PickedUpWeapon);
|
||||||
|
ServerTotalAltAmmo = Weap.ServerTotalAltAmmo;
|
||||||
|
SpareAmmoCount[1] = ServerTotalAltAmmo - AmmoCount[1];
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// If we're locally controlled, don't bother using ServerTotalAltAmmo.
|
||||||
|
SpareAmmoCount[1] = PickedUpWeapon.SpareAmmoCount[1];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated state WeaponBurstFiring
|
||||||
|
{
|
||||||
|
simulated event BeginState(Name PreviousStateName)
|
||||||
|
{
|
||||||
|
BurstAmountBegin = GetBurstAmount();
|
||||||
|
Super.BeginState(PreviousStateName);
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function name GetWeaponFireAnim(byte FireModeNum)
|
||||||
|
{
|
||||||
|
// only do one burst animation instead of a burst animation per shot
|
||||||
|
// since burst amount gets reduced after each shot, this will only play the one animation based on the number of shots in the burst fire
|
||||||
|
if (BurstAmount == BurstAmountBegin)
|
||||||
|
{
|
||||||
|
if (BurstAmount == 3)
|
||||||
|
{
|
||||||
|
if (bUsingSights)
|
||||||
|
{
|
||||||
|
return BurstFire3RdSightedAnim;
|
||||||
|
}
|
||||||
|
return BurstFire3RdAnim;
|
||||||
|
}
|
||||||
|
else if (BurstAmount == 2)
|
||||||
|
{
|
||||||
|
if (bUsingSights)
|
||||||
|
{
|
||||||
|
return BurstFire2RdSightedAnim;
|
||||||
|
}
|
||||||
|
return BurstFire2RdAnim;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return super.GetWeaponFireAnim(FireModeNum);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// will not play any animation
|
||||||
|
return '';
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
simulated state FiringSecondaryState extends WeaponFiring
|
||||||
|
{
|
||||||
|
// Overriden to not call FireAmmunition right at the start of the state
|
||||||
|
simulated event BeginState( Name PreviousStateName )
|
||||||
|
{
|
||||||
|
Super.BeginState(PreviousStateName);
|
||||||
|
NotifyBeginState();
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function EndState(Name NextStateName)
|
||||||
|
{
|
||||||
|
Super.EndState(NextStateName);
|
||||||
|
NotifyEndState();
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* This function returns the world location for spawning the visual effects
|
||||||
|
* Overridden to use a special offset for using the shotgun
|
||||||
|
*/
|
||||||
|
simulated event vector GetMuzzleLoc()
|
||||||
|
{
|
||||||
|
local vector MuzzleLocation;
|
||||||
|
|
||||||
|
// swap fireoffset temporarily
|
||||||
|
FireOffset = SecondaryFireOffset;
|
||||||
|
MuzzleLocation = Global.GetMuzzleLoc();
|
||||||
|
FireOffset = default.FireOffset;
|
||||||
|
|
||||||
|
return MuzzleLocation;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Get whether we should play the reload anim as well or not */
|
||||||
|
simulated function name GetWeaponFireAnim(byte FireModeNum)
|
||||||
|
{
|
||||||
|
if (AmmoCount[FireModeNum] > 0)
|
||||||
|
{
|
||||||
|
return bUsingSights ? SecondaryFireIronAnim : SecondaryFireAnim;
|
||||||
|
}
|
||||||
|
return bUsingSights ? SecondaryFireIronAnimLast : SecondaryFireAnimLast;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Don't allow secondary fire to make a primary fire shell particle come out of the gun.
|
||||||
|
*/
|
||||||
|
simulated function CauseMuzzleFlash(byte FireModeNum)
|
||||||
|
{
|
||||||
|
if(FireModeNum == ALTFIRE_FIREMODE)
|
||||||
|
{
|
||||||
|
if (ShotgunMuzzleFlash == None)
|
||||||
|
{
|
||||||
|
AttachMuzzleFlash();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (ShotgunMuzzleFlash != none)
|
||||||
|
{
|
||||||
|
ShotgunMuzzleFlash.CauseMuzzleFlash(FireModeNum);
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( ShotgunMuzzleFlash.bAutoActivateShellEject )
|
||||||
|
{
|
||||||
|
ShotgunMuzzleFlash.CauseShellEject();
|
||||||
|
SetShellEjectsToForeground();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Super.CauseMuzzleFlash(FireModeNum);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function AttachMuzzleFlash()
|
||||||
|
{
|
||||||
|
super.AttachMuzzleFlash();
|
||||||
|
|
||||||
|
if ( MySkelMesh != none )
|
||||||
|
{
|
||||||
|
if (ShotgunMuzzleFlashTemplate != None)
|
||||||
|
{
|
||||||
|
ShotgunMuzzleFlash = new(self) Class'KFMuzzleFlash'(ShotgunMuzzleFlashTemplate);
|
||||||
|
ShotgunMuzzleFlash.AttachMuzzleFlash(MySkelMesh, ShotgunMuzzleSocket,);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*********************************************************************************************
|
||||||
|
* State Reloading
|
||||||
|
* This is the default Reloading State. It's performed on both the client and the server.
|
||||||
|
*********************************************************************************************/
|
||||||
|
|
||||||
|
/** Do not allow alternate fire to tell the weapon to reload. Alt reload occurs in a separate codepath */
|
||||||
|
simulated function bool ShouldAutoReload(byte FireModeNum)
|
||||||
|
{
|
||||||
|
if(FireModeNum == ALTFIRE_FIREMODE)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return Super.ShouldAutoReload(FireModeNum);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Called on local player when reload starts and replicated to server */
|
||||||
|
simulated function SendToAltReload()
|
||||||
|
{
|
||||||
|
ReloadAmountLeft = MagazineCapacity[1] - AmmoCount[1];
|
||||||
|
GotoState('AltReloading');
|
||||||
|
if ( Role < ROLE_Authority )
|
||||||
|
{
|
||||||
|
ServerSendToAltReload();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Called from client when reload starts */
|
||||||
|
reliable server function ServerSendToAltReload()
|
||||||
|
{
|
||||||
|
ReloadAmountLeft = MagazineCapacity[1] - AmmoCount[1];
|
||||||
|
GotoState('AltReloading');
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* State Reloading
|
||||||
|
* State the weapon is in when it is being reloaded (current magazine replaced with a new one, related animations and effects played).
|
||||||
|
*/
|
||||||
|
simulated state AltReloading extends Reloading
|
||||||
|
{
|
||||||
|
ignores ForceReload, ShouldAutoReload, AllowSprinting;
|
||||||
|
|
||||||
|
simulated function byte GetWeaponStateId()
|
||||||
|
{
|
||||||
|
local KFPerk Perk;
|
||||||
|
local bool bTacticalReload;
|
||||||
|
|
||||||
|
Perk = GetPerk();
|
||||||
|
bTacticalReload = (Perk != None && Perk.GetUsingTactialReload(self));
|
||||||
|
|
||||||
|
return (bTacticalReload ? WEP_ReloadSecondary_Elite : WEP_ReloadSecondary);
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated event BeginState(Name PreviousStateName)
|
||||||
|
{
|
||||||
|
super.BeginState(PreviousStateName);
|
||||||
|
bCanceledAltAutoReload = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Overridding super so we don't call functions we don't want to call.
|
||||||
|
simulated function EndState(Name NextStateName)
|
||||||
|
{
|
||||||
|
ClearZedTimeResist();
|
||||||
|
ClearTimer(nameof(ReloadStatusTimer));
|
||||||
|
ClearTimer(nameof(ReloadAmmoTimer));
|
||||||
|
|
||||||
|
CheckBoltLockPostReload();
|
||||||
|
NotifyEndState();
|
||||||
|
|
||||||
|
`DialogManager.PlayAmmoDialog( KFPawn(Instigator), float(SpareAmmoCount[1]) / float(GetMaxAmmoAmount(1)) );
|
||||||
|
}
|
||||||
|
|
||||||
|
// Overridding super so when this reload is called directly after normal reload state there
|
||||||
|
// are not complications resulting from back to back reloads.
|
||||||
|
simulated event ReplicatedEvent(name VarName)
|
||||||
|
{
|
||||||
|
Global.ReplicatedEvent(Varname);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Make sure we can inturrupt secondary reload with anything. */
|
||||||
|
simulated function bool CanOverrideMagReload(byte FireModeNum)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Returns animation to play based on reload type and status */
|
||||||
|
simulated function name GetReloadAnimName( bool bTacticalReload )
|
||||||
|
{
|
||||||
|
// magazine relaod
|
||||||
|
if ( AmmoCount[1] > 0 )
|
||||||
|
{
|
||||||
|
return (bTacticalReload) ? SecondaryReloadAnimEliteHalf : SecondaryReloadAnimHalf;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return (bTacticalReload) ? SecondaryReloadAnimEliteEmpty : SecondaryReloadAnimEmpty;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function PerformReload(optional byte FireModeNum)
|
||||||
|
{
|
||||||
|
Global.PerformReload(ALTFIRE_FIREMODE);
|
||||||
|
|
||||||
|
if(Instigator.IsLocallyControlled() && Role < ROLE_Authority)
|
||||||
|
{
|
||||||
|
ServerSetAltAmmoCount(AmmoCount[1]);
|
||||||
|
}
|
||||||
|
|
||||||
|
bCanceledAltAutoReload = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function EReloadStatus GetNextReloadStatus(optional byte FireModeNum)
|
||||||
|
{
|
||||||
|
return Global.GetNextReloadStatus(ALTFIRE_FIREMODE);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
reliable server function ServerSetAltAmmoCount(byte Amount)
|
||||||
|
{
|
||||||
|
AmmoCount[1] = Amount;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Allow reloads for primary weapon to be interupted by firing secondary weapon. */
|
||||||
|
simulated function bool CanOverrideMagReload(byte FireModeNum)
|
||||||
|
{
|
||||||
|
if(FireModeNum == ALTFIRE_FIREMODE)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return Super.CanOverrideMagReload(FireModeNum);
|
||||||
|
}
|
||||||
|
|
||||||
|
/*********************************************************************************************
|
||||||
|
* State Active
|
||||||
|
* Try to get weapon to automatically reload secondary fire types when it can.
|
||||||
|
*********************************************************************************************/
|
||||||
|
simulated state Active
|
||||||
|
{
|
||||||
|
/** Initialize the weapon as being active and ready to go. */
|
||||||
|
simulated event BeginState(Name PreviousStateName)
|
||||||
|
{
|
||||||
|
// do this last so the above code happens before any state changes
|
||||||
|
Super.BeginState(PreviousStateName);
|
||||||
|
|
||||||
|
// If nothing happened, try to reload
|
||||||
|
TryToAltReload(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Network: Local Player */
|
||||||
|
simulated function bool CanAltAutoReload(bool bIsAuto)
|
||||||
|
{
|
||||||
|
if ( !Instigator.IsLocallyControlled() )
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if(!UsesSecondaryAmmo())
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// If the weapon wants to fire its primary weapon, and it can fire, do not allow weapon to automatically alt reload
|
||||||
|
if(PendingFire(DEFAULT_FIREMODE) && HasAmmo(DEFAULT_FIREMODE))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if(!CanReload(ALTFIRE_FIREMODE))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (bIsAuto && AmmoCount[1] > 0)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (bCanceledAltAutoReload)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function TryToAltReload(bool bIsAuto)
|
||||||
|
{
|
||||||
|
if ((IsInState('Active') || IsInState('WeaponSprinting')) && CanAltAutoReload(bIsAuto))
|
||||||
|
{
|
||||||
|
SendToAltReload();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function int GetSecondaryAmmoForHUD()
|
||||||
|
{
|
||||||
|
return AmmoCount[1];
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function int GetSecondarySpareAmmoForHUD()
|
||||||
|
{
|
||||||
|
return SpareAmmoCount[1];
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function ModifyRecoil( out float CurrentRecoilModifier )
|
||||||
|
{
|
||||||
|
if( CurrentFireMode == ALTFIRE_FIREMODE )
|
||||||
|
{
|
||||||
|
CurrentRecoilModifier *= AltFireRecoilScale;
|
||||||
|
}
|
||||||
|
|
||||||
|
super.ModifyRecoil( CurrentRecoilModifier );
|
||||||
|
}
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
bCanRefillSecondaryAmmo = true;
|
||||||
|
|
||||||
|
// Content
|
||||||
|
PackageKey="Famas"
|
||||||
|
FirstPersonMeshName="wep_1p_famas_mesh.Wep_1stP_Famas_Rig"
|
||||||
|
FirstPersonAnimSetNames(0)="wep_1p_famas_anim.Wep_1stP_Famas_Anim"
|
||||||
|
PickupMeshName="WEP_3P_Famas_MESH.WEP_Famas_Pickup"
|
||||||
|
AttachmentArchetypeName="Wep_Famas_ARCH.Wep_Famas_3P"
|
||||||
|
MuzzleFlashTemplateName="wep_famas_arch.Wep_Famas_MuzzleFlash"
|
||||||
|
ShotgunMuzzleFlashTemplate=KFMuzzleFlash'wep_famas_arch.Wep_Famas_Shotgun_MuzzleFlash'
|
||||||
|
|
||||||
|
// Scope Render
|
||||||
|
// 2D scene capture
|
||||||
|
Begin Object Name=SceneCapture2DComponent0
|
||||||
|
TextureTarget=TextureRenderTarget2D'Wep_Mat_Lib.WEP_ScopeLense_Target'
|
||||||
|
FieldOfView=12.5 // "2.0X" = 25.0(our real world FOV determinant)/2.0
|
||||||
|
End Object
|
||||||
|
|
||||||
|
ScopedSensitivityMod = 8.0
|
||||||
|
ScopeLenseMICTemplate = MaterialInstanceConstant'WEP_1P_FNFAL_MAT.WEP_1P_FNFAL_Scope_MAT'
|
||||||
|
ScopeMICIndex = 2
|
||||||
|
|
||||||
|
// FOV
|
||||||
|
MeshFov=65
|
||||||
|
MeshIronSightFOV=60 //45
|
||||||
|
PlayerIronSightFOV=70
|
||||||
|
|
||||||
|
// Depth of field
|
||||||
|
DOF_BlendInSpeed=3.0
|
||||||
|
DOF_FG_FocalRadius=0
|
||||||
|
DOF_FG_MaxNearBlurSize=3.5
|
||||||
|
|
||||||
|
// Zooming/Position
|
||||||
|
PlayerViewOffset=(X=22.0,Y=9.f,Z=-2.f)
|
||||||
|
IronSightPosition=(X=0,Y=0,Z=0)
|
||||||
|
|
||||||
|
// Ammo
|
||||||
|
MagazineCapacity[0]=24
|
||||||
|
SpareAmmoCapacity[0]=240
|
||||||
|
InitialSpareMags[0]=3
|
||||||
|
bCanBeReloaded=true
|
||||||
|
bReloadFromMagazine=true
|
||||||
|
|
||||||
|
// Shotgun Ammo
|
||||||
|
MagazineCapacity[1]=6
|
||||||
|
SpareAmmoCapacity[1]=36 //42
|
||||||
|
InitialSpareMags[1]=1
|
||||||
|
|
||||||
|
// Recoil
|
||||||
|
maxRecoilPitch=100 //125 //200 //120
|
||||||
|
minRecoilPitch=75 //100 //150 //70
|
||||||
|
maxRecoilYaw=40 //80
|
||||||
|
minRecoilYaw=-40 //-80
|
||||||
|
RecoilRate=0.085
|
||||||
|
RecoilMaxYawLimit=500
|
||||||
|
RecoilMinYawLimit=65035
|
||||||
|
RecoilMaxPitchLimit=900
|
||||||
|
RecoilMinPitchLimit=65035
|
||||||
|
RecoilISMaxYawLimit=75
|
||||||
|
RecoilISMinYawLimit=65460
|
||||||
|
RecoilISMaxPitchLimit=375
|
||||||
|
RecoilISMinPitchLimit=65460
|
||||||
|
RecoilViewRotationScale=0.25
|
||||||
|
IronSightMeshFOVCompensationScale=1.7
|
||||||
|
HippedRecoilModifier=2.0 //1.5
|
||||||
|
|
||||||
|
// Inventory / Grouping
|
||||||
|
InventorySize=6
|
||||||
|
GroupPriority=80 //75
|
||||||
|
WeaponSelectTexture=Texture2D'WEP_UI_Famas_TEX.UI_WeaponSelect_Famas'
|
||||||
|
|
||||||
|
// DEFAULT_FIREMODE
|
||||||
|
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletBurst'
|
||||||
|
FiringStatesArray(DEFAULT_FIREMODE)=WeaponBurstFiring
|
||||||
|
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
|
||||||
|
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
|
||||||
|
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_FAMAS_Rifle'
|
||||||
|
FireInterval(DEFAULT_FIREMODE)=+0.0667 // 900 RPM
|
||||||
|
InstantHitDamage(DEFAULT_FIREMODE)=35.0
|
||||||
|
Spread(DEFAULT_FIREMODE)=0.005 //0.0085
|
||||||
|
BurstAmount=3
|
||||||
|
BurstFire2RdAnim=Shoot_Burst2
|
||||||
|
BurstFire3RdAnim=Shoot_Burst
|
||||||
|
BurstFire2RdSightedAnim=Shoot_Burst2_Iron
|
||||||
|
BurstFire3RdSightedAnim=Shoot_Burst_Iron
|
||||||
|
FireOffset=(X=30,Y=4.5,Z=-5)
|
||||||
|
SecondaryFireOffset=(X=20.f,Y=4.5,Z=-7.f)
|
||||||
|
|
||||||
|
// ALT_FIREMODE
|
||||||
|
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
|
||||||
|
FiringStatesArray(ALTFIRE_FIREMODE)=FiringSecondaryState
|
||||||
|
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Projectile
|
||||||
|
WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_Pellet'
|
||||||
|
InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Ballistic_FAMAS_Shotgun'
|
||||||
|
InstantHitDamage(ALTFIRE_FIREMODE)=25.0
|
||||||
|
PenetrationPower(DEFAULT_FIREMODE)=2.0
|
||||||
|
FireInterval(ALTFIRE_FIREMODE)=+1.2 //0.5 //0.7 //85 RPM
|
||||||
|
NumPellets(ALTFIRE_FIREMODE)=6
|
||||||
|
Spread(ALTFIRE_FIREMODE)=0.12 //0.07
|
||||||
|
SecondaryAmmoTexture=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
|
||||||
|
|
||||||
|
// BASH_FIREMODE
|
||||||
|
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_FAMAS'
|
||||||
|
InstantHitDamage(BASH_FIREMODE)=26
|
||||||
|
|
||||||
|
// Fire Effects
|
||||||
|
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_AR15.Play_WEP_SA_AR15_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_AR15.Play_WEP_SA_AR15_Fire_1P')
|
||||||
|
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_AR15.Play_WEP_SA_AR15_Handling_DryFire'
|
||||||
|
|
||||||
|
WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_AA12.Play_WEP_SA_AA12_Fire_3P', FirstPersonCue=AkEvent'WW_WEP_SA_AA12.Play_WEP_SA_AA12_Fire_1P')
|
||||||
|
WeaponDryFireSnd(ALTFIRE_FIREMODE)=AkEvent'WW_WEP_SA_AA12.Play_WEP_SA_AA12_Handling_DryFire'
|
||||||
|
|
||||||
|
// Attachments
|
||||||
|
bHasIronSights=true
|
||||||
|
bHasFlashlight=false
|
||||||
|
|
||||||
|
AssociatedPerkClasses(0)=class'KFPerk_Commando'
|
||||||
|
AssociatedPerkClasses(1)=class'KFPerk_Support'
|
||||||
|
|
||||||
|
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.125f), (Stat=EWUS_Damage1, Scale=1.125f), (Stat=EWUS_Weight, Add=1)))
|
||||||
|
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.25f), (Stat=EWUS_Damage1, Scale=1.25f), (Stat=EWUS_Weight, Add=2)))
|
||||||
|
|
||||||
|
bUsesSecondaryAmmoAltHUD=true
|
||||||
|
AltFireRecoilScale = 4.5 //4.0 //2.5
|
||||||
|
}
|
@ -1142,7 +1142,7 @@ defaultproperties
|
|||||||
BonesToLockOnEmpty=(RW_Magazine1, RW_BatteryContactLeft, RW_BatteryContactRight)
|
BonesToLockOnEmpty=(RW_Magazine1, RW_BatteryContactLeft, RW_BatteryContactRight)
|
||||||
|
|
||||||
// Weapon Upgrade stat boosts
|
// Weapon Upgrade stat boosts
|
||||||
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.2f), (Stat=EWUS_Damage1, Scale=1.2f), (Stat=EWUS_Weight, Add=1)))
|
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.0f), (Stat=EWUS_Damage1, Scale=1.0f), (Stat=EWUS_Weight, Add=0)))
|
||||||
|
|
||||||
MuzzleFlashEffectL1=ParticleSystem'WEP_Laser_Cutter_EMIT.FX_Laser_Cutter_Beam_Muzzleflash_01'
|
MuzzleFlashEffectL1=ParticleSystem'WEP_Laser_Cutter_EMIT.FX_Laser_Cutter_Beam_Muzzleflash_01'
|
||||||
MuzzleFlashEffectL2=ParticleSystem'WEP_Laser_Cutter_EMIT.FX_Laser_Cutter_Beam_Muzzleflash_02'
|
MuzzleFlashEffectL2=ParticleSystem'WEP_Laser_Cutter_EMIT.FX_Laser_Cutter_Beam_Muzzleflash_02'
|
||||||
|
@ -727,9 +727,9 @@ defaultproperties
|
|||||||
|
|
||||||
// Ammo
|
// Ammo
|
||||||
MagazineCapacity[0]=1
|
MagazineCapacity[0]=1
|
||||||
SpareAmmoCapacity[0]=30
|
SpareAmmoCapacity[0]=35 //30
|
||||||
InitialSpareMags[0]=10
|
InitialSpareMags[0]=11 //10
|
||||||
AmmoPickupScale[0]=3.0 // 3 arrows
|
AmmoPickupScale[0]=4.0 //3.0
|
||||||
|
|
||||||
// Recoil
|
// Recoil
|
||||||
maxRecoilPitch=200
|
maxRecoilPitch=200
|
||||||
|
731
KFGameContent/Classes/KFWeap_HRG_BarrierRifle.uc
Normal file
731
KFGameContent/Classes/KFWeap_HRG_BarrierRifle.uc
Normal file
@ -0,0 +1,731 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFWeap_HRG_BarrierRifle
|
||||||
|
//=============================================================================
|
||||||
|
// A modified version of the Stoner63A rifle.
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
class KFWeap_HRG_BarrierRifle extends KFWeap_LMG_Stoner63A;
|
||||||
|
|
||||||
|
`define BARRIERRIFLE_MIC_SHIELD_INDEX 4
|
||||||
|
|
||||||
|
/** Amount of shield charge that is consumed per second */
|
||||||
|
var (Shield) float ShieldConsumptionPerSecond;
|
||||||
|
|
||||||
|
/** Amount of shield chared that is recharged per second */
|
||||||
|
var (Shield) float ShieldRechargePerSecond;
|
||||||
|
|
||||||
|
/** Cooldown to apply after the shield is destroyed */
|
||||||
|
var (Shield) float CooldownAfterShieldDepleted;
|
||||||
|
|
||||||
|
/** Cooldown to apply after the shield depleted the charge */
|
||||||
|
var (Shield) float CooldownAfterShieldDestroyed;
|
||||||
|
|
||||||
|
/** VFX and SFX for blocking damage */
|
||||||
|
var (Shield) AkBaseSoundObject BlockSound;
|
||||||
|
var (Shield) ParticleSystem BlockParticleSystem;
|
||||||
|
var (Shield) name BlockEffectsSocketName;
|
||||||
|
|
||||||
|
/** Blocking information per damage type */
|
||||||
|
var (Shield) array<BlockEffectInfo> BlockDamageTypes;
|
||||||
|
|
||||||
|
/** Modifier applied to the damage received by the character */
|
||||||
|
var (Shield) float BlockDamageModifier;
|
||||||
|
|
||||||
|
/** Modifier applied to the damager that will affect the shield charge */
|
||||||
|
var (Shield) float ShieldDamageAbsorbtionModifier;
|
||||||
|
|
||||||
|
/** Angle to block with the shield */
|
||||||
|
var (Shield) float BlockingAngle;
|
||||||
|
|
||||||
|
/** Turn ON/OFF VFX duration */
|
||||||
|
var (Shield) float ShieldFXDuration;
|
||||||
|
|
||||||
|
/** Shield Block VFX duration */
|
||||||
|
var (Shield) float ShieldBlockVFXDuration;
|
||||||
|
|
||||||
|
/** Is shield active */
|
||||||
|
var protected transient bool bIsShieldActive;
|
||||||
|
|
||||||
|
/** Was shield charge depleted */
|
||||||
|
var protected transient bool bWasShieldDepleted;
|
||||||
|
|
||||||
|
/** Was the shield destroyed */
|
||||||
|
var protected transient bool bWasShielDestroyed;
|
||||||
|
|
||||||
|
/** Self explanatory */
|
||||||
|
var protected transient bool bCanRechargeShield;
|
||||||
|
|
||||||
|
/** float containing the shield charge to not be lost in the next frame
|
||||||
|
due to int conversion.
|
||||||
|
*/
|
||||||
|
var protected transient float ShieldRechargeIncrement;
|
||||||
|
var protected transient float ShieldConsumptionIncrement;
|
||||||
|
|
||||||
|
/** Cos of the blocking angle (Rads) */
|
||||||
|
var protected transient float BlockingAngleCos;
|
||||||
|
|
||||||
|
/** Wether the timer for activating the shield has expired (using the fire interval) */
|
||||||
|
var protected transient bool bShieldActionAvailable;
|
||||||
|
|
||||||
|
/** Indicates wheter we are activating/deactivating the shield fx */
|
||||||
|
var protected bool bActivatingShield;
|
||||||
|
var protected bool bDeactivatingShield;
|
||||||
|
var protected transient float FXDelta;
|
||||||
|
|
||||||
|
var transient float RedOverlayMax;
|
||||||
|
var transient float RedOverlayMin;
|
||||||
|
var protected transient float OverlayDelta;
|
||||||
|
|
||||||
|
var WeaponFireSndInfo ShieldActivateSound;
|
||||||
|
var WeaponFireSndInfo ShieldDeactivateSound;
|
||||||
|
var (Shield) AkBaseSoundObject ShieldEndSound;
|
||||||
|
|
||||||
|
var repnotify byte ShieldAmmo;
|
||||||
|
|
||||||
|
replication
|
||||||
|
{
|
||||||
|
if (bNetDirty && Role == ROLE_Authority)
|
||||||
|
bActivatingShield, bDeactivatingShield;
|
||||||
|
|
||||||
|
if (bNetDirty && Role == ROLE_Authority && bAllowClientAmmoTracking)
|
||||||
|
ShieldAmmo;
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated event ReplicatedEvent(name VarName)
|
||||||
|
{
|
||||||
|
if (VarName == nameof(ShieldAmmo))
|
||||||
|
{
|
||||||
|
AmmoCount[ALTFIRE_FIREMODE] = ShieldAmmo;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Super.ReplicatedEvent(VarName);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated event PostBeginPlay()
|
||||||
|
{
|
||||||
|
super.PostBeginPlay();
|
||||||
|
BlockingAngleCos = cos((BlockingAngle / 2.f) * DegToRad);
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function Activate()
|
||||||
|
{
|
||||||
|
super.Activate();
|
||||||
|
|
||||||
|
if (WorldInfo.NetMode != NM_DedicatedServer)
|
||||||
|
{
|
||||||
|
UpdateShieldFXValue(0.0f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function UpdateShieldFXValue(float Value)
|
||||||
|
{
|
||||||
|
if( WeaponMICs.Length > `BARRIERRIFLE_MIC_SHIELD_INDEX )
|
||||||
|
{
|
||||||
|
WeaponMICs[`BARRIERRIFLE_MIC_SHIELD_INDEX].SetScalarParameterValue('Opacity', Value);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Instead of a toggle, just immediately fire alternate fire.
|
||||||
|
*/
|
||||||
|
simulated function AltFireMode()
|
||||||
|
{
|
||||||
|
// LocalPlayer Only
|
||||||
|
if ( !Instigator.IsLocallyControlled() )
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if( Role < Role_Authority )
|
||||||
|
{
|
||||||
|
// if we're a client, synchronize server
|
||||||
|
UseShield();
|
||||||
|
}
|
||||||
|
|
||||||
|
CustomFire();
|
||||||
|
}
|
||||||
|
|
||||||
|
reliable server function UseShield()
|
||||||
|
{
|
||||||
|
CustomFire();
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Shield deploying */
|
||||||
|
simulated function CustomFire()
|
||||||
|
{
|
||||||
|
if (bWasShieldDepleted || bWasShielDestroyed || !bShieldActionAvailable || AmmoCount[ALTFIRE_FIREMODE] == 0)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
bIsShieldActive ? DeactivateShield() : ActivateShield();
|
||||||
|
bIsShieldActive = !bIsShieldActive;
|
||||||
|
|
||||||
|
bShieldActionAvailable = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function ActivateShield()
|
||||||
|
{
|
||||||
|
PlaySoundBase(ShieldActivateSound.FirstPersonCue);
|
||||||
|
bActivatingShield = true;
|
||||||
|
bDeactivatingShield = false;
|
||||||
|
bNetDirty = true;
|
||||||
|
NotifyShieldActive(true);
|
||||||
|
SetTimer(FireInterval[ALTFIRE_FIREMODE], false, nameof(ShieldActivationCompleted));
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function DeactivateShield()
|
||||||
|
{
|
||||||
|
PlaySoundBase(ShieldDeactivateSound.FirstPersonCue);
|
||||||
|
bDeactivatingShield = true;
|
||||||
|
bActivatingShield = false;
|
||||||
|
bCanRechargeShield = false;
|
||||||
|
bNetDirty=true;
|
||||||
|
NotifyShieldActive(false);
|
||||||
|
SetTimer(FireInterval[ALTFIRE_FIREMODE], false, nameof(ShieldDeactivatedTimerCompleted));
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function ShieldActivationCompleted()
|
||||||
|
{
|
||||||
|
bShieldActionAvailable = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function ShieldDeactivatedTimerCompleted()
|
||||||
|
{
|
||||||
|
bShieldActionAvailable = true;
|
||||||
|
bCanRechargeShield = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Update shield charge - client and server */
|
||||||
|
simulated event Tick(float DeltaTime)
|
||||||
|
{
|
||||||
|
// Update Shield visuals
|
||||||
|
if (WorldInfo.NetMode != NM_DedicatedServer)
|
||||||
|
{
|
||||||
|
if (bActivatingShield && FXDelta < ShieldFXDuration)
|
||||||
|
{
|
||||||
|
FXDelta = FMin(FXDelta + DeltaTime, ShieldFXDuration);
|
||||||
|
UpdateShieldFXValue(FXDelta / ShieldFXDuration);
|
||||||
|
if (FXDelta == ShieldFXDuration)
|
||||||
|
{
|
||||||
|
bActivatingShield = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (bDeactivatingShield && FXDelta > 0.0f)
|
||||||
|
{
|
||||||
|
FXDelta = FMax(FXDelta - DeltaTime, 0.0f);
|
||||||
|
UpdateShieldFXValue(FXDelta / ShieldFXDuration);
|
||||||
|
if (FXDelta == 0.0f)
|
||||||
|
{
|
||||||
|
bDeactivatingShield = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (OverlayDelta > RedOverlayMin)
|
||||||
|
{
|
||||||
|
OverlayDelta = FMax(OverlayDelta - DeltaTime, RedOverlayMin);
|
||||||
|
UpdateShieldBlockVFX(RedOverlayMax * (OverlayDelta / ShieldBlockVFXDuration));
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( Role == Role_Authority )
|
||||||
|
{
|
||||||
|
// If shield is active it needs to consume charge, otherwise it recharges itself.
|
||||||
|
if (bIsShieldActive)
|
||||||
|
{
|
||||||
|
ConsumeShield(DeltaTime);
|
||||||
|
}
|
||||||
|
else if (bCanRechargeShield && AmmoCount[ALTFIRE_FIREMODE] < MagazineCapacity[ALTFIRE_FIREMODE])
|
||||||
|
{
|
||||||
|
RechargeShield(DeltaTime);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Super.Tick(DeltaTime);
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function ConsumeShield(float DeltaTime)
|
||||||
|
{
|
||||||
|
local int Charge;
|
||||||
|
|
||||||
|
if (Role == ROLE_Authority)
|
||||||
|
{
|
||||||
|
ShieldRechargeIncrement = 0.0f;
|
||||||
|
|
||||||
|
ShieldConsumptionIncrement += ShieldConsumptionPerSecond * DeltaTime;
|
||||||
|
|
||||||
|
if (ShieldConsumptionIncrement >= 1.0f && AmmoCount[ALTFIRE_FIREMODE] > 0)
|
||||||
|
{
|
||||||
|
Charge = int(ShieldConsumptionIncrement);
|
||||||
|
AmmoCount[ALTFIRE_FIREMODE] = Max(AmmoCount[ALTFIRE_FIREMODE] - Charge, 0);
|
||||||
|
ShieldConsumptionIncrement -= Charge;
|
||||||
|
|
||||||
|
ShieldAmmo = AmmoCount[ALTFIRE_FIREMODE];
|
||||||
|
|
||||||
|
if (AmmoCount[ALTFIRE_FIREMODE] == 0)
|
||||||
|
{
|
||||||
|
OnShieldDepleted();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function RechargeShield(float DeltaTime)
|
||||||
|
{
|
||||||
|
local int Charge;
|
||||||
|
|
||||||
|
if (Role == ROLE_Authority)
|
||||||
|
{
|
||||||
|
ShieldConsumptionIncrement = 0.0f;
|
||||||
|
ShieldRechargeIncrement += ShieldRechargePerSecond * DeltaTime;
|
||||||
|
if (ShieldRechargeIncrement >= 1.0f && AmmoCount[ALTFIRE_FIREMODE] < MagazineCapacity[ALTFIRE_FIREMODE])
|
||||||
|
{
|
||||||
|
Charge = int(ShieldRechargeIncrement);
|
||||||
|
AmmoCount[ALTFIRE_FIREMODE] = Min(AmmoCount[ALTFIRE_FIREMODE] + Charge, MagazineCapacity[ALTFIRE_FIREMODE]);
|
||||||
|
ShieldRechargeIncrement -= Charge;
|
||||||
|
|
||||||
|
ShieldAmmo = AmmoCount[ALTFIRE_FIREMODE];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Shield consumed all the charge by itself */
|
||||||
|
simulated function OnShieldDepleted()
|
||||||
|
{
|
||||||
|
bWasShieldDepleted = true;
|
||||||
|
bActivatingShield = false;
|
||||||
|
bDeactivatingShield = true;
|
||||||
|
bCanRechargeShield = false;
|
||||||
|
bIsShieldActive = false;
|
||||||
|
ShieldAmmo = 0;
|
||||||
|
bNetDirty = true;
|
||||||
|
NotifyShieldActive(false);
|
||||||
|
PlaySoundBase(ShieldEndSound);
|
||||||
|
SetTimer(CooldownAfterShieldDepleted, false, nameof(ShieldRepletedTimerCompleted));
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function ShieldRepletedTimerCompleted()
|
||||||
|
{
|
||||||
|
bWasShieldDepleted = false;
|
||||||
|
bCanRechargeShield = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Shield was destroyed by attacks */
|
||||||
|
simulated function OnShieldDestroyed()
|
||||||
|
{
|
||||||
|
bWasShielDestroyed = true;
|
||||||
|
bActivatingShield = false;
|
||||||
|
bDeactivatingShield = true;
|
||||||
|
bCanRechargeShield = false;
|
||||||
|
bIsShieldActive = false;
|
||||||
|
ShieldAmmo = 0;
|
||||||
|
bNetDirty = true;
|
||||||
|
NotifyShieldActive(false);
|
||||||
|
PlaySoundBase(ShieldEndSound);
|
||||||
|
SetTimer(CooldownAfterShieldDestroyed, false, nameof(ShieldDestroyedTimerCompleted));
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function ShieldDestroyedTimerCompleted()
|
||||||
|
{
|
||||||
|
bWasShielDestroyed = false;
|
||||||
|
bCanRechargeShield = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Update HUD ammo icon for shield */
|
||||||
|
simulated function int GetSecondaryAmmoForHUD()
|
||||||
|
{
|
||||||
|
return AmmoCount[ALTFIRE_FIREMODE];
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function ShieldAbsorbDamage(int DamageBase)
|
||||||
|
{
|
||||||
|
local int Damage;
|
||||||
|
// Use the carried shield reduction by time
|
||||||
|
ShieldConsumptionIncrement += DamageBase*ShieldDamageAbsorbtionModifier;
|
||||||
|
Damage = int(ShieldConsumptionIncrement);
|
||||||
|
AmmoCount[ALTFIRE_FIREMODE] = Max(AmmoCount[ALTFIRE_FIREMODE] - Damage, 0);
|
||||||
|
ShieldConsumptionIncrement -= Damage;
|
||||||
|
|
||||||
|
// Check if shield is destroyed.
|
||||||
|
if (AmmoCount[ALTFIRE_FIREMODE] == 0)
|
||||||
|
{
|
||||||
|
OnShieldDestroyed();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
Reduce the damage received and apply it to the shield
|
||||||
|
*/
|
||||||
|
function AdjustDamage(out int InDamage, class<DamageType> DamageType, Actor DamageCauser)
|
||||||
|
{
|
||||||
|
local KFPerk InstigatorPerk;
|
||||||
|
local byte BlockTypeIndex;
|
||||||
|
local float DmgCauserDot;
|
||||||
|
|
||||||
|
if (!bIsShieldActive)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Don't apply block effects for teammates
|
||||||
|
if (Instigator.IsSameTeam(DamageCauser.Instigator))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (CanBlockDamageType(DamageType, BlockTypeIndex))
|
||||||
|
{
|
||||||
|
if (ClassIsChildOf(DamageCauser.class, class'Projectile'))
|
||||||
|
{
|
||||||
|
// Projectile might be beyond/behind player, resulting in bad dot
|
||||||
|
// Projectile won't have a velocity to check against, either
|
||||||
|
// Assume velocity is the vector between projectile and instigator
|
||||||
|
DmgCauserDot = Normal(DamageCauser.Instigator.Location - DamageCauser.Location) dot vector(Instigator.Rotation);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
DmgCauserDot = Normal(DamageCauser.Location - Instigator.Location) dot vector(Instigator.Rotation);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (DmgCauserDot > BlockingAngleCos)
|
||||||
|
{
|
||||||
|
ShieldAbsorbDamage(InDamage);
|
||||||
|
InDamage *= BlockDamageModifier;
|
||||||
|
|
||||||
|
ClientPlayBlockEffects(BlockTypeIndex);
|
||||||
|
NotifyShieldBlockActive(true);
|
||||||
|
SetTimer(0.1f, false, nameof(ResetShieldBlockVFX));
|
||||||
|
|
||||||
|
InstigatorPerk = GetPerk();
|
||||||
|
if (InstigatorPerk != none)
|
||||||
|
{
|
||||||
|
InstigatorPerk.SetSuccessfullBlock();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Only DT added to BlockDamageTypes can be blocked. Check if the current one is in the list. */
|
||||||
|
function bool CanBlockDamageType(class<DamageType> DamageType, optional out byte out_Idx)
|
||||||
|
{
|
||||||
|
local int Idx;
|
||||||
|
|
||||||
|
for (Idx = 0; Idx < BlockDamageTypes.length; ++Idx)
|
||||||
|
{
|
||||||
|
if (ClassIsChildOf(DamageType, BlockDamageTypes[Idx].DmgType))
|
||||||
|
{
|
||||||
|
out_Idx = Idx;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
out_Idx = INDEX_NONE;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
unreliable client function ClientPlayBlockEffects(optional byte BlockDTIndex=255)
|
||||||
|
{
|
||||||
|
local AkBaseSoundObject Sound;
|
||||||
|
local ParticleSystem PSTemplate;
|
||||||
|
|
||||||
|
GetBlockEffects(BlockDTIndex, Sound, PSTemplate);
|
||||||
|
PlayLocalBlockEffects(Sound, PSTemplate);
|
||||||
|
UpdateShieldBlockVFX(RedOverlayMax);
|
||||||
|
OverlayDelta = ShieldBlockVFXDuration;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Called on the client when successfully block/parry an attack */
|
||||||
|
simulated function PlayLocalBlockEffects(AKBaseSoundObject Sound, ParticleSystem PSTemplate)
|
||||||
|
{
|
||||||
|
local vector Loc;
|
||||||
|
local rotator Rot;
|
||||||
|
local ParticleSystemComponent PSC;
|
||||||
|
|
||||||
|
if (Sound != None)
|
||||||
|
{
|
||||||
|
PlaySoundBase(Sound, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (PSTemplate != None)
|
||||||
|
{
|
||||||
|
if (MySkelMesh.GetSocketWorldLocationAndRotation(BlockEffectsSocketName, Loc, Rot))
|
||||||
|
{
|
||||||
|
PSC = WorldInfo.MyEmitterPool.SpawnEmitter(PSTemplate, Loc, Rot);
|
||||||
|
PSC.SetDepthPriorityGroup(SDPG_Foreground);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
`log(self@GetFuncName()@"missing BlockEffects Socket!");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Returns sound and particle system overrides using index into BlockDamageTypes array */
|
||||||
|
simulated function GetBlockEffects(byte BlockDTIndex, out AKBaseSoundObject outSound, out ParticleSystem outParticleSys)
|
||||||
|
{
|
||||||
|
outSound = BlockSound;
|
||||||
|
outParticleSys = BlockParticleSystem;
|
||||||
|
|
||||||
|
if (BlockDTIndex != 255)
|
||||||
|
{
|
||||||
|
if (BlockDamageTypes[BlockDTIndex].BlockSound != None)
|
||||||
|
{
|
||||||
|
outSound = BlockDamageTypes[BlockDTIndex].BlockSound;
|
||||||
|
}
|
||||||
|
if (BlockDamageTypes[BlockDTIndex].BlockParticleSys != None)
|
||||||
|
{
|
||||||
|
outParticleSys = BlockDamageTypes[BlockDTIndex].BlockParticleSys;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
Should replicate to 3P to show the shield effects
|
||||||
|
*/
|
||||||
|
simulated function NotifyShieldActive(bool bActive)
|
||||||
|
{
|
||||||
|
local KFPawn KFP;
|
||||||
|
|
||||||
|
if (WorldInfo.NetMode != NM_Client)
|
||||||
|
{
|
||||||
|
KFP = KFPawn(Instigator);
|
||||||
|
KFP.OnWeaponSpecialAction(bActive ? 1 : 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function NotifyShieldBlockActive(bool bActive)
|
||||||
|
{
|
||||||
|
local KFPawn KFP;
|
||||||
|
|
||||||
|
if (WorldInfo.NetMode != NM_Client)
|
||||||
|
{
|
||||||
|
KFP = KFPawn(Instigator);
|
||||||
|
KFP.OnWeaponSpecialAction(bActive ? 3 : 2);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*********************************************************************************************
|
||||||
|
* State WeaponEquipping
|
||||||
|
* The Weapon is in this state while transitioning from Inactive to Active state.
|
||||||
|
* Typically, the weapon will remain in this state while its selection animation is being played.
|
||||||
|
* While in this state, the weapon cannot be fired.
|
||||||
|
*********************************************************************************************/
|
||||||
|
|
||||||
|
simulated state WeaponEquipping
|
||||||
|
{
|
||||||
|
simulated function BeginState(Name PreviousStateName)
|
||||||
|
{
|
||||||
|
bShieldActionAvailable = true;
|
||||||
|
super.BeginState(PreviousStateName);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*********************************************************************************************
|
||||||
|
* State WeaponPuttingDown
|
||||||
|
* Putting down weapon in favor of a new one.
|
||||||
|
* Weapon is transitioning to the Inactive state.
|
||||||
|
*********************************************************************************************/
|
||||||
|
|
||||||
|
simulated state WeaponPuttingDown
|
||||||
|
{
|
||||||
|
simulated event EndState(Name NextStateName)
|
||||||
|
{
|
||||||
|
UpdateShieldFXValue(0.0f);
|
||||||
|
|
||||||
|
// Reset Values
|
||||||
|
bIsShieldActive = false;
|
||||||
|
bWasShieldDepleted = false;
|
||||||
|
bWasShielDestroyed = false;
|
||||||
|
bCanRechargeShield = true;
|
||||||
|
bShieldActionAvailable = false;
|
||||||
|
bActivatingShield = false;
|
||||||
|
bDeactivatingShield = false;
|
||||||
|
FXDelta = 0.0f;
|
||||||
|
bNetDirty=true;
|
||||||
|
|
||||||
|
super.EndState(NextStateName);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function UpdateShieldBlockVFX(float Value)
|
||||||
|
{
|
||||||
|
if( WeaponMICs.Length > `BARRIERRIFLE_MIC_SHIELD_INDEX )
|
||||||
|
{
|
||||||
|
WeaponMICs[`BARRIERRIFLE_MIC_SHIELD_INDEX].SetScalarParameterValue('RedOverlay', Value);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function ResetShieldBlockVFX()
|
||||||
|
{
|
||||||
|
NotifyShieldBlockActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Shield doesn't count as ammo for purposes of inventory management (e.g. switching) */
|
||||||
|
simulated function bool HasAnyAmmo()
|
||||||
|
{
|
||||||
|
return AmmoCount[0] > 0 || SpareAmmoCount[0] > 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
// Shooting Animations
|
||||||
|
FireSightedAnims[0]=Shoot_Iron
|
||||||
|
FireSightedAnims[1]=Shoot_Iron2
|
||||||
|
FireSightedAnims[2]=Shoot_Iron3
|
||||||
|
|
||||||
|
// FOV
|
||||||
|
MeshFOV=75
|
||||||
|
MeshIronSightFOV=35
|
||||||
|
PlayerIronSightFOV=70
|
||||||
|
|
||||||
|
// Depth of field
|
||||||
|
DOF_FG_FocalRadius=85
|
||||||
|
DOF_FG_MaxNearBlurSize=2.5
|
||||||
|
|
||||||
|
// Content
|
||||||
|
PackageKey="HRG_BarrierRifle"
|
||||||
|
FirstPersonMeshName="WEP_1P_HRG_BarrierRifle_MESH.WEP_1stP_HRG_BarrielRifle_Rig"
|
||||||
|
FirstPersonAnimSetNames(0)="WEP_1P_HRG_BarrierRifle_ANIM.Wep_1stP_HRG_BarrierRifle_Anim"
|
||||||
|
PickupMeshName="WEP_3P_HRG_BarrierRifle_MESH.Wep_3rdP_HRG_BarrierRifle_Pickup"
|
||||||
|
AttachmentArchetypeName="WEP_HRG_BarrierRifle_ARCH.Wep_HRG_BarrierRifle_3P"
|
||||||
|
MuzzleFlashTemplateName="WEP_HRG_BarrierRifle_ARCH.Wep_HRG_BarrierRifle_MuzzleFlash"
|
||||||
|
|
||||||
|
// Zooming/Position
|
||||||
|
PlayerViewOffset=(X=4.0,Y=8,Z=-4)
|
||||||
|
IronSightPosition=(X=8.5,Y=0,Z=0)
|
||||||
|
|
||||||
|
// Ammo
|
||||||
|
MagazineCapacity[0]=60
|
||||||
|
SpareAmmoCapacity[0]=540 //480
|
||||||
|
InitialSpareMags[0]=2
|
||||||
|
bCanBeReloaded=true
|
||||||
|
bReloadFromMagazine=true
|
||||||
|
|
||||||
|
// Shield "Ammo"
|
||||||
|
MagazineCapacity[1]=100
|
||||||
|
SpareAmmoCapacity[1]=0
|
||||||
|
bCanRefillSecondaryAmmo=false
|
||||||
|
|
||||||
|
// Recoil
|
||||||
|
maxRecoilPitch=110 //120
|
||||||
|
minRecoilPitch=70 //70
|
||||||
|
maxRecoilYaw=80 //130
|
||||||
|
minRecoilYaw=-80 //-130
|
||||||
|
RecoilRate=0.045 //0.08
|
||||||
|
RecoilMaxYawLimit=500
|
||||||
|
RecoilMinYawLimit=65035
|
||||||
|
RecoilMaxPitchLimit=900
|
||||||
|
RecoilMinPitchLimit=65035
|
||||||
|
RecoilISMaxYawLimit=75
|
||||||
|
RecoilISMinYawLimit=65460
|
||||||
|
RecoilISMaxPitchLimit=375
|
||||||
|
RecoilISMinPitchLimit=65460
|
||||||
|
RecoilViewRotationScale=0.4 //0.25
|
||||||
|
IronSightMeshFOVCompensationScale=2.3
|
||||||
|
HippedRecoilModifier=1.5
|
||||||
|
//WalkingRecoilModifier=1.1
|
||||||
|
//JoggingRecoilModifier=1.2
|
||||||
|
|
||||||
|
// Inventory / Grouping
|
||||||
|
InventorySize=7
|
||||||
|
GroupPriority=125
|
||||||
|
WeaponSelectTexture=Texture2D'wep_ui_hrg_barrierrifle_tex.UI_WeaponSelect_HRG_BarrierRifle'
|
||||||
|
AssociatedPerkClasses(0)=class'KFPerk_SWAT'
|
||||||
|
|
||||||
|
// DEFAULT_FIREMODE
|
||||||
|
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'
|
||||||
|
FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring
|
||||||
|
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
|
||||||
|
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle'
|
||||||
|
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_HRG_BarrierRifle'
|
||||||
|
FireInterval(DEFAULT_FIREMODE)=+0.066 // 900 RPM
|
||||||
|
Spread(DEFAULT_FIREMODE)=0.025 //0.0085
|
||||||
|
InstantHitDamage(DEFAULT_FIREMODE)=33.0 //35.0
|
||||||
|
FireOffset=(X=30,Y=4.5,Z=-5)
|
||||||
|
|
||||||
|
// ALT_FIREMODE
|
||||||
|
FireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'
|
||||||
|
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Custom
|
||||||
|
AmmoCost(ALTFIRE_FIREMODE)=0
|
||||||
|
FireInterval(ALTFIRE_FIREMODE)=0.01f
|
||||||
|
SecondaryAmmoTexture=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Electricity'
|
||||||
|
|
||||||
|
// BASH_FIREMODE
|
||||||
|
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRG_BarrierRifle'
|
||||||
|
InstantHitDamage(BASH_FIREMODE)=26
|
||||||
|
|
||||||
|
// Fire Effects
|
||||||
|
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Stoner.Play_WEP_Stoner_Fire_3P_Loop', FirstPersonCue=AkEvent'WW_WEP_Stoner.Play_WEP_Stoner_Fire_1P_Loop')
|
||||||
|
WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Stoner.Play_WEP_Stoner_Fire_3P_EndLoop', FirstPersonCue=AkEvent'WW_WEP_Stoner.Play_WEP_Stoner_Fire_1P_EndLoop')
|
||||||
|
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_L85A2.Play_WEP_SA_L85A2_Handling_DryFire'
|
||||||
|
EjectedShellForegroundDuration=0.8f
|
||||||
|
|
||||||
|
// Advanced (High RPM) Fire Effects
|
||||||
|
bLoopingFireAnim(DEFAULT_FIREMODE)=true
|
||||||
|
bLoopingFireSnd(DEFAULT_FIREMODE)=true
|
||||||
|
|
||||||
|
// Attachments
|
||||||
|
bHasIronSights=true
|
||||||
|
bHasFlashlight=false
|
||||||
|
|
||||||
|
// Ammo belt
|
||||||
|
AmmoBeltBulletBonePrefix="RW_Bullets"
|
||||||
|
NumAmmoBeltBullets=14
|
||||||
|
LastAmmoCount=-1
|
||||||
|
|
||||||
|
bIsShieldActive=false
|
||||||
|
bWasShieldDepleted=false
|
||||||
|
bWasShielDestroyed=false
|
||||||
|
bCanRechargeShield=true
|
||||||
|
ShieldRechargeIncrement=0.0f;
|
||||||
|
ShieldConsumptionIncrement=0.0f
|
||||||
|
|
||||||
|
ShieldConsumptionPerSecond=3.0f //10.0f
|
||||||
|
ShieldRechargePerSecond=8.0f //10.0f //15.0f
|
||||||
|
CooldownAfterShieldDepleted=3.0f //3.0f
|
||||||
|
CooldownAfterShieldDestroyed=3.0f //5.0f
|
||||||
|
|
||||||
|
ShieldActivateSound=(DefaultCue=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_On', FirstPersonCue=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_On')
|
||||||
|
ShieldDeactivateSound=(DefaultCue=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Off', FirstPersonCue=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Off')
|
||||||
|
ShieldEndSound=AKEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_End';
|
||||||
|
|
||||||
|
BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact'
|
||||||
|
BlockParticleSystem=ParticleSystem'FX_Impacts_EMIT.FX_Block_melee_01'
|
||||||
|
BlockEffectsSocketName=BlockEffect
|
||||||
|
|
||||||
|
RedOverlayMax=1.0f
|
||||||
|
RedOverlayMin=0.0f
|
||||||
|
OverlayDelta=0.0f
|
||||||
|
ShieldBlockVFXDuration=0.5f
|
||||||
|
|
||||||
|
BlockDamageTypes.Add((DmgType=class'KFDT_Bludgeon', BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact'))
|
||||||
|
BlockDamageTypes.Add((DmgType=class'KFDT_Slashing', BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact'))
|
||||||
|
BlockDamageTypes.Add((DmgType=class'KFDT_Fire_HuskFireball', BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact'))
|
||||||
|
BlockDamageTypes.Add((DmgType=class'KFDT_Fire_HuskFlamethrower'))
|
||||||
|
BlockDamageTypes.Add((DmgType=class'KFDT_BloatPuke'))
|
||||||
|
BlockDamageTypes.Add((DmgType=class'KFDT_EvilDAR_Rocket', BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact'))
|
||||||
|
BlockDamageTypes.Add((DmgType=class'KFDT_EvilDAR_Laser', BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact'))
|
||||||
|
BlockDamageTypes.Add((DmgType=class'KFDT_DAR_EMPBlast', BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact'))
|
||||||
|
BlockDamageTypes.Add((DmgType=class'KFDT_Ballistic_PatMinigun', BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact'))
|
||||||
|
BlockDamageTypes.Add((DmgType=class'KFDT_Explosive_PatMissile', BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact'))
|
||||||
|
BlockDamageTypes.Add((DmgType=class'KFDT_Ballistic_HansAK12', BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact'))
|
||||||
|
BlockDamageTypes.Add((DmgType=class'KFDT_EMP_MatriarchTeslaBlast', BlockSound=AkEvent'WW_WEP_HRG_BarrierRifle.Play_WEP_HRG_BarrierRifle_1P_Shield_Impact'))
|
||||||
|
BlockDamageTypes.Add((DmgType=class'KFDT_EMP_MatriarchPlasmaCannon'))
|
||||||
|
BlockDamageTypes.Add((DmgType=class'KFDT_FleshpoundKing_ChestBeam'))
|
||||||
|
BlockDamageModifier=0.3f //0.4f
|
||||||
|
ShieldDamageAbsorbtionModifier=1.2f //0.8f //0.8 = equal to base damage
|
||||||
|
BlockingAngle=180.f // Adjust with visuals.
|
||||||
|
bShieldActionAvailable=true
|
||||||
|
bActivatingShield=false
|
||||||
|
bDeactivatingShield=false
|
||||||
|
FXDelta=0.0f
|
||||||
|
ShieldFXDuration=0.15f
|
||||||
|
bAllowClientAmmoTracking=true
|
||||||
|
NumBloodMapMaterials=5
|
||||||
|
|
||||||
|
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.0f), (Stat=EWUS_Weight, Add=0)))
|
||||||
|
}
|
482
KFGameContent/Classes/KFWeap_HRG_BlastBrawlers.uc
Normal file
482
KFGameContent/Classes/KFWeap_HRG_BlastBrawlers.uc
Normal file
@ -0,0 +1,482 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFWeap_HRG_BlastBrawlers
|
||||||
|
//=============================================================================
|
||||||
|
// Power gloves and shotgun, all in one.
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
class KFWeap_HRG_BlastBrawlers extends KFWeap_Blunt_PowerGloves;
|
||||||
|
|
||||||
|
var name ReloadAnimation;
|
||||||
|
var float ReloadAnimRateModifier;
|
||||||
|
var float ReloadAnimRateModifierElite;
|
||||||
|
|
||||||
|
var protected transient bool bWaitingForSecondShot;
|
||||||
|
var protected transient int NumAttacks;
|
||||||
|
|
||||||
|
/** A muzzle flash instance for left weapon */
|
||||||
|
var KFMuzzleFlash LeftMuzzleFlash;
|
||||||
|
|
||||||
|
simulated event PreBeginPlay()
|
||||||
|
{
|
||||||
|
super.PreBeginPlay();
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function Shoot()
|
||||||
|
{
|
||||||
|
// LocalPlayer Only
|
||||||
|
if ( !Instigator.IsLocallyControlled() )
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if( Role < Role_Authority )
|
||||||
|
{
|
||||||
|
// if we're a client, synchronize server
|
||||||
|
ServerShoot();
|
||||||
|
}
|
||||||
|
|
||||||
|
ProcessShoot();
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
Each attack shoots twice, once with the right and left fists.
|
||||||
|
Ammo is decremented after the second shot.
|
||||||
|
*/
|
||||||
|
reliable server function bool ServerShoot()
|
||||||
|
{
|
||||||
|
return ProcessShoot();
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function bool ProcessShoot()
|
||||||
|
{
|
||||||
|
// Shooting only happens when default firing
|
||||||
|
if(CurrentFireMode != DEFAULT_FIREMODE)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
CustomFire();
|
||||||
|
|
||||||
|
if (!bWaitingForSecondShot)
|
||||||
|
{
|
||||||
|
// AmmoCount[DEFAULT_FIREMODE] = Max(AmmoCount[DEFAULT_FIREMODE] - 1, 0);
|
||||||
|
DecrementAmmo();
|
||||||
|
}
|
||||||
|
|
||||||
|
bWaitingForSecondShot = !bWaitingForSecondShot;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function DecrementAmmo()
|
||||||
|
{
|
||||||
|
AmmoCount[DEFAULT_FIREMODE] = Max(AmmoCount[DEFAULT_FIREMODE] - 1, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated state Active
|
||||||
|
{
|
||||||
|
/**
|
||||||
|
* Called from Weapon:Active.BeginState when HasAnyAmmo (which is overridden above) returns false.
|
||||||
|
*/
|
||||||
|
simulated function WeaponEmpty()
|
||||||
|
{
|
||||||
|
local int i;
|
||||||
|
|
||||||
|
// Copied from Weapon:Active.BeginState where HasAnyAmmo returns true.
|
||||||
|
// Basically, pretend the weapon isn't empty in this case.
|
||||||
|
for (i=0; i<GetPendingFireLength(); i++)
|
||||||
|
{
|
||||||
|
if (PendingFire(i))
|
||||||
|
{
|
||||||
|
BeginFire(i);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static simulated event bool UsesAmmo()
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function CustomFire()
|
||||||
|
{
|
||||||
|
local byte CachedFireMode;
|
||||||
|
|
||||||
|
CachedFireMode = CurrentFireMode;
|
||||||
|
CurrentFireMode = CUSTOM_FIREMODE;
|
||||||
|
|
||||||
|
ProjectileFire();
|
||||||
|
|
||||||
|
// Let the accuracy tracking system know that we fired
|
||||||
|
HandleWeaponShotTaken(CurrentFireMode);
|
||||||
|
|
||||||
|
NotifyWeaponFired(CurrentFireMode);
|
||||||
|
|
||||||
|
// Play fire effects now (don't wait for WeaponFired to replicate)
|
||||||
|
PlayFireEffects(CurrentFireMode, vect(0, 0, 0));
|
||||||
|
|
||||||
|
CurrentFireMode = CachedFireMode;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Overriden for the Tight Choke perk */
|
||||||
|
simulated function KFProjectile SpawnAllProjectiles(class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir)
|
||||||
|
{
|
||||||
|
local KFPerk InstigatorPerk;
|
||||||
|
|
||||||
|
if (CurrentFireMode == CUSTOM_FIREMODE)
|
||||||
|
{
|
||||||
|
InstigatorPerk = GetPerk();
|
||||||
|
if (InstigatorPerk != none)
|
||||||
|
{
|
||||||
|
Spread[CurrentFireMode] = default.Spread[CurrentFireMode] * InstigatorPerk.GetTightChokeModifier();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return super.SpawnAllProjectiles(KFProjClass, RealStartLoc, AimDir);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Override for not playing animations (even if noanimation is set it interrupts the melee ones.) */
|
||||||
|
simulated function PlayFireEffects( byte FireModeNum, optional vector HitLocation )
|
||||||
|
{
|
||||||
|
// If we have stopped the looping fire sound to play single fire sounds for zed time
|
||||||
|
// start the looping sound back up again when the time is back above zed time speed
|
||||||
|
if( FireModeNum < bLoopingFireSnd.Length && bLoopingFireSnd[FireModeNum] && !bPlayingLoopingFireSnd )
|
||||||
|
{
|
||||||
|
StartLoopingFireSound(FireModeNum);
|
||||||
|
}
|
||||||
|
|
||||||
|
PlayFiringSound(CurrentFireMode);
|
||||||
|
|
||||||
|
if( Instigator != none )
|
||||||
|
{
|
||||||
|
if( Instigator.IsLocallyControlled() )
|
||||||
|
{
|
||||||
|
if( Instigator.IsFirstPerson() )
|
||||||
|
{
|
||||||
|
// Start muzzle flash effect
|
||||||
|
CauseMuzzleFlash(FireModeNum);
|
||||||
|
}
|
||||||
|
|
||||||
|
ShakeView();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @see Weapon::StartFire
|
||||||
|
*/
|
||||||
|
simulated function StartFire(byte FireModeNum)
|
||||||
|
{
|
||||||
|
// can't start fire because it's in an uninterruptible state
|
||||||
|
if (StartFireDisabled)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (FireModeNum == DEFAULT_FIREMODE)
|
||||||
|
{
|
||||||
|
if(AmmoCount[DEFAULT_FIREMODE] > 0)
|
||||||
|
{
|
||||||
|
StartMeleeFire(FireModeNum, DIR_FORWARD, ATK_Normal);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
super.StartFire(RELOAD_FIREMODE);
|
||||||
|
// If not cleared, it will loop the animation.
|
||||||
|
ClearPendingFire(RELOAD_FIREMODE);
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
super.StartFire(FireModeNum);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Avoiding reload anim to interrupt combo */
|
||||||
|
simulated state MeleeChainAttacking
|
||||||
|
{
|
||||||
|
simulated function BeginState(Name PrevStateName)
|
||||||
|
{
|
||||||
|
local KFPerk InstigatorPerk;
|
||||||
|
|
||||||
|
if( CurrentFireMode == DEFAULT_FIREMODE )
|
||||||
|
{
|
||||||
|
StartFireDisabled = true;
|
||||||
|
bWaitingForSecondShot = false;
|
||||||
|
NumAttacks = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
InstigatorPerk = GetPerk();
|
||||||
|
if (InstigatorPerk != none)
|
||||||
|
{
|
||||||
|
SetZedTimeResist( InstigatorPerk.GetZedTimeModifier(self) );
|
||||||
|
}
|
||||||
|
|
||||||
|
super.BeginState( PrevStateName );
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function EndState(Name NextStateName)
|
||||||
|
{
|
||||||
|
super.EndState(NextStateName);
|
||||||
|
if( CurrentFireMode == DEFAULT_FIREMODE )
|
||||||
|
{
|
||||||
|
StartFireDisabled = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
ClearZedTimeResist();
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function bool ShouldContinueMelee(optional int ChainCount)
|
||||||
|
{
|
||||||
|
if ( CurrentFireMode == DEFAULT_FIREMODE )
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
return super.ShouldContinueMelee(ChainCount);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Called on a client, this function Attaches the WeaponAttachment
|
||||||
|
* to the Mesh.
|
||||||
|
*
|
||||||
|
* Overridden to attach LeftMuzzleFlash
|
||||||
|
*/
|
||||||
|
simulated function AttachMuzzleFlash()
|
||||||
|
{
|
||||||
|
super.AttachMuzzleFlash();
|
||||||
|
|
||||||
|
if ( MySkelMesh != none )
|
||||||
|
{
|
||||||
|
if (MuzzleFlashTemplate != None)
|
||||||
|
{
|
||||||
|
LeftMuzzleFlash = new(self) Class'KFMuzzleFlash'(MuzzleFlashTemplate);
|
||||||
|
LeftMuzzleFlash.AttachMuzzleFlash(MySkelMesh, 'MuzzleFlash_L');
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Causes the muzzle flash to turn on and setup a time to
|
||||||
|
* turn it back off again.
|
||||||
|
*
|
||||||
|
* Overridden to cause left weapon flash
|
||||||
|
*/
|
||||||
|
simulated function CauseMuzzleFlash(byte FireModeNum)
|
||||||
|
{
|
||||||
|
if( MuzzleFlash == None || LeftMuzzleFlash == None )
|
||||||
|
{
|
||||||
|
AttachMuzzleFlash();
|
||||||
|
}
|
||||||
|
|
||||||
|
if( bWaitingForSecondShot )
|
||||||
|
{
|
||||||
|
if (MuzzleFlash != None )
|
||||||
|
{
|
||||||
|
// Not ejecting shells for this weapon.
|
||||||
|
MuzzleFlash.CauseMuzzleFlash(FireModeNum);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if( LeftMuzzleFlash != None )
|
||||||
|
{
|
||||||
|
// Not ejecting shells for this weapon.
|
||||||
|
LeftMuzzleFlash.CauseMuzzleFlash(FireModeNum);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Remove/Detach the muzzle flash components
|
||||||
|
*/
|
||||||
|
simulated function DetachMuzzleFlash()
|
||||||
|
{
|
||||||
|
super.DetachMuzzleFlash();
|
||||||
|
|
||||||
|
if (MySkelMesh != none && LeftMuzzleFlash != None)
|
||||||
|
{
|
||||||
|
LeftMuzzleFlash.DetachMuzzleFlash(MySkelMesh);
|
||||||
|
LeftMuzzleFlash = None;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Adjust the FOV for the first person weapon and arms.
|
||||||
|
*/
|
||||||
|
simulated event SetFOV( float NewFOV )
|
||||||
|
{
|
||||||
|
super.SetFOV( NewFOV );
|
||||||
|
|
||||||
|
if( LeftMuzzleFlash != none )
|
||||||
|
{
|
||||||
|
LeftMuzzleFlash.SetFOV( NewFOV );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function StopFireEffects(byte FireModeNum)
|
||||||
|
{
|
||||||
|
super.StopFireEffects( FireModeNum );
|
||||||
|
|
||||||
|
if (LeftMuzzleFlash != None)
|
||||||
|
{
|
||||||
|
LeftMuzzleFlash.StopMuzzleFlash();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Returns true if weapon can potentially be reloaded */
|
||||||
|
simulated function bool CanReload(optional byte FireModeNum)
|
||||||
|
{
|
||||||
|
if ( FiringStatesArray[RELOAD_FIREMODE] == 'WeaponUpkeep' )
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( FireModeNum == CUSTOM_FIREMODE)
|
||||||
|
{
|
||||||
|
FireModeNum = DEFAULT_FIREMODE;
|
||||||
|
}
|
||||||
|
|
||||||
|
return Super.CanReload(FireModeNum);
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function name GetReloadAnimName( bool bTacticalReload )
|
||||||
|
{
|
||||||
|
return ReloadAnimation;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** No diferent states */
|
||||||
|
simulated function EReloadStatus GetNextReloadStatus(optional byte FireModeNum)
|
||||||
|
{
|
||||||
|
switch ( ReloadStatus )
|
||||||
|
{
|
||||||
|
case RS_None: //drop
|
||||||
|
case RS_Reloading:
|
||||||
|
if ( HasSpareAmmo(FiremodeNum) && ReloadAmountLeft > 0 )
|
||||||
|
{
|
||||||
|
return RS_Reloading;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return RS_Complete;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Returns an anim rate scale for reloading */
|
||||||
|
simulated function float GetReloadRateScale()
|
||||||
|
{
|
||||||
|
local float Modifier;
|
||||||
|
|
||||||
|
Modifier = UseTacticalReload() ? ReloadAnimRateModifierElite : ReloadAnimRateModifier;
|
||||||
|
|
||||||
|
return super.GetReloadRateScale() * Modifier;
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function bool HasAnyAmmo()
|
||||||
|
{
|
||||||
|
return AmmoCount[0] != 0 && SpareAmmoCount[0] != 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
// Content
|
||||||
|
PackageKey="HRG_BlastBrawlers"
|
||||||
|
FirstPersonMeshName="WEP_1P_HRG_BlastBrawlers_MESH.WEP_1stP_HRG_Blast_Brawlers_Rig"
|
||||||
|
FirstPersonAnimSetNames(0)="WEP_1P_HRG_BlastBrawlers_ANIM.WEP_1P_HRG_BlastBrawlers_ANIM"
|
||||||
|
PickupMeshName="WEP_3P_HRG_BlastBrawlers_MESH.Wep_HRG_Blast_Brawlers_Pickup"
|
||||||
|
AttachmentArchetypeName="WEP_HRG_BlastBrawlers_ARCH.Wep_HRG_BlastBrawlers_3P"
|
||||||
|
MuzzleFlashTemplateName="WEP_HRG_BlastBrawlers_ARCH.Wep_HRG_BlastBrawler_MuzzleFlash"
|
||||||
|
|
||||||
|
Begin Object Class=KFMeleeHelperWeaponBlastBrawlers Name=MeleeHelper_0
|
||||||
|
MaxHitRange=230 //150 //190
|
||||||
|
// Override automatic hitbox creation (advanced)
|
||||||
|
HitboxChain.Add((BoneOffset=(Y=+3,Z=150)))
|
||||||
|
HitboxChain.Add((BoneOffset=(Y=-3,Z=130)))
|
||||||
|
HitboxChain.Add((BoneOffset=(Y=+3,Z=110)))
|
||||||
|
HitboxChain.Add((BoneOffset=(Y=-3,Z=90)))
|
||||||
|
HitboxChain.Add((BoneOffset=(Y=+3,Z=70)))
|
||||||
|
HitboxChain.Add((BoneOffset=(Y=-3,Z=50)))
|
||||||
|
HitboxChain.Add((BoneOffset=(Y=+3,Z=30)))
|
||||||
|
HitboxChain.Add((BoneOffset=(Z=10)))
|
||||||
|
HitboxChain.Add((BoneOffset=(Z=-10)))
|
||||||
|
WorldImpactEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Blunted_melee_impact'
|
||||||
|
// modified combo sequences
|
||||||
|
bAllowMeleeToFracture=false
|
||||||
|
bUseDirectionalMelee=true
|
||||||
|
bHasChainAttacks=false
|
||||||
|
MeleeImpactCamShakeScale=0.035f //0.4
|
||||||
|
ChainSequence_F=()
|
||||||
|
ChainSequence_B=()
|
||||||
|
ChainSequence_L=()
|
||||||
|
ChainSequence_R=()
|
||||||
|
End Object
|
||||||
|
MeleeAttackHelper=MeleeHelper_0
|
||||||
|
|
||||||
|
// FOV
|
||||||
|
//MeshFOV=95
|
||||||
|
|
||||||
|
// Shotgun Ammo
|
||||||
|
MagazineCapacity[0]=4 //3
|
||||||
|
SpareAmmoCapacity[0]=36 //28
|
||||||
|
InitialSpareMags[0]=2
|
||||||
|
AmmoPickupScale[0]=1.5 //2.0
|
||||||
|
|
||||||
|
bCanBeReloaded=true
|
||||||
|
bReloadFromMagazine=true
|
||||||
|
bNoMagazine=false
|
||||||
|
|
||||||
|
// Zooming/Position
|
||||||
|
PlayerViewOffset=(X=20,Y=0,Z=0)
|
||||||
|
|
||||||
|
// Inventory
|
||||||
|
GroupPriority=110
|
||||||
|
InventorySize=9 //7
|
||||||
|
WeaponSelectTexture=Texture2D'WEP_UI_HRG_BlastBrawlers_TEX.UI_WeaponSelect_HRG_BlastBrawlers'
|
||||||
|
|
||||||
|
FireModeIconPaths(CUSTOM_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
|
||||||
|
FiringStatesArray(CUSTOM_FIREMODE)=WeaponSingleFiring
|
||||||
|
WeaponFireTypes(CUSTOM_FIREMODE)=EWFT_Projectile
|
||||||
|
WeaponProjectiles(CUSTOM_FIREMODE)=class'KFProj_Bullet_BlastBrawlers'
|
||||||
|
FireInterval(CUSTOM_FIREMODE)=0.1f
|
||||||
|
InstantHitDamageTypes(CUSTOM_FIREMODE)=class'KFDT_Ballistic_BlastBrawlersShotgun'
|
||||||
|
InstantHitDamage(CUSTOM_FIREMODE)=36.0 //30.0
|
||||||
|
AmmoCost(CUSTOM_FIREMODE)=0
|
||||||
|
NumPellets(CUSTOM_FIREMODE)=5
|
||||||
|
Spread(CUSTOM_FIREMODE)=0.1 //0.15
|
||||||
|
WeaponFireSnd(CUSTOM_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_HRG_BlastBrawlers.Play_WEP_HRG_BlastBrawlers_Shoot_3P', FirstPersonCue=AkEvent'WW_WEP_HRG_BlastBrawlers.Play_WEP_HRG_BlastBrawlers_Shoot_1P')
|
||||||
|
InstantHitMomentum(CUSTOM_FIREMODE)=1.0
|
||||||
|
PenetrationDamageReductionCurve(CUSTOM_FIREMODE)=(Points=((InVal=0.f,OutVal=0.f),(InVal=1.f, OutVal=1.f)))
|
||||||
|
|
||||||
|
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
|
||||||
|
InstantHitDamage(DEFAULT_FIREMODE)=50
|
||||||
|
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Bludgeon_BlastBrawlers'
|
||||||
|
|
||||||
|
FireModeIconPaths(HEAVY_ATK_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BluntMelee'
|
||||||
|
InstantHitDamage(HEAVY_ATK_FIREMODE)=200 //175
|
||||||
|
InstantHitDamageTypes(HEAVY_ATK_FIREMODE)=class'KFDT_Bludgeon_BlastBrawlersHeavy'
|
||||||
|
|
||||||
|
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_BlastBrawlersBash'
|
||||||
|
InstantHitDamage(BASH_FIREMODE)=100
|
||||||
|
|
||||||
|
FiringStatesArray(RELOAD_FIREMODE)=Reloading
|
||||||
|
|
||||||
|
AssociatedPerkClasses(0)=class'KFPerk_Support'
|
||||||
|
|
||||||
|
// Block Sounds
|
||||||
|
BlockSound=AkEvent'WW_WEP_Bullet_Impacts.Play_Block_MEL_Crovel'
|
||||||
|
ParrySound=AkEvent'WW_WEP_Bullet_Impacts.Play_Parry_Metal'
|
||||||
|
|
||||||
|
ParryStrength=5
|
||||||
|
ParryDamageMitigationPercent=0.40
|
||||||
|
BlockDamageMitigation=0.40
|
||||||
|
|
||||||
|
bWaitingForSecondShot = false
|
||||||
|
NumAttacks = 0
|
||||||
|
|
||||||
|
bAllowClientAmmoTracking=false
|
||||||
|
|
||||||
|
ReloadAnimation = "Atk_B"
|
||||||
|
ReloadAnimRateModifier = 1.6f
|
||||||
|
ReloadAnimRateModifierElite = 1.0f; //0.5f;
|
||||||
|
|
||||||
|
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.125f), (Stat=EWUS_Damage1, Scale=1.125f), (Stat=EWUS_Damage2, Scale=1.125f), (Stat=EWUS_Weight, Add=1)))
|
||||||
|
}
|
@ -42,7 +42,7 @@ simulated function ProcessInstantHitEx(byte FiringMode, ImpactInfo Impact, optio
|
|||||||
defaultproperties
|
defaultproperties
|
||||||
{
|
{
|
||||||
//Healing
|
//Healing
|
||||||
HealAmount=20
|
HealAmount=25 //20
|
||||||
HealFullRechargeSeconds=10
|
HealFullRechargeSeconds=10
|
||||||
|
|
||||||
// Inventory / Grouping
|
// Inventory / Grouping
|
||||||
@ -84,7 +84,7 @@ defaultproperties
|
|||||||
|
|
||||||
// Ammo
|
// Ammo
|
||||||
MagazineCapacity[0]=7
|
MagazineCapacity[0]=7
|
||||||
SpareAmmoCapacity[0]=98
|
SpareAmmoCapacity[0]=112 //98
|
||||||
InitialSpareMags[0]=4
|
InitialSpareMags[0]=4
|
||||||
bCanBeReloaded=true
|
bCanBeReloaded=true
|
||||||
bReloadFromMagazine=true
|
bReloadFromMagazine=true
|
||||||
@ -119,7 +119,7 @@ defaultproperties
|
|||||||
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
|
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
|
||||||
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
|
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
|
||||||
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Hemogoblin'
|
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Hemogoblin'
|
||||||
InstantHitDamage(DEFAULT_FIREMODE)=100.0
|
InstantHitDamage(DEFAULT_FIREMODE)=120.0 //100.0
|
||||||
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Hemogoblin'
|
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Hemogoblin'
|
||||||
FireInterval(DEFAULT_FIREMODE)=0.25
|
FireInterval(DEFAULT_FIREMODE)=0.25
|
||||||
PenetrationPower(DEFAULT_FIREMODE)=0.0 //2.0
|
PenetrationPower(DEFAULT_FIREMODE)=0.0 //2.0
|
||||||
|
324
KFGameContent/Classes/KFWeap_RocketLauncher_ThermiteBore.uc
Normal file
324
KFGameContent/Classes/KFWeap_RocketLauncher_ThermiteBore.uc
Normal file
@ -0,0 +1,324 @@
|
|||||||
|
//=============================================================================
|
||||||
|
// KFWeap_RocketLauncher_ThermiteBore
|
||||||
|
//=============================================================================
|
||||||
|
// Impale, burn, repeat
|
||||||
|
//=============================================================================
|
||||||
|
// Killing Floor 2
|
||||||
|
// Copyright (C) 2021 Tripwire Interactive LLC
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
class KFWeap_RocketLauncher_ThermiteBore extends KFWeap_GrenadeLauncher_Base;
|
||||||
|
|
||||||
|
/** List of spawned harpoons (will be detonated oldest to youngest) */
|
||||||
|
var array<KFProj_Rocket_ThermiteBore> DeployedHarpoons;
|
||||||
|
|
||||||
|
/** Same as DeployedHarpoons.Length, but replicated because harpoons are only tracked on server */
|
||||||
|
var int NumDeployedHarpoons;
|
||||||
|
|
||||||
|
/** Reduction for the amount of damage dealt to the weapon owner (including damage by the explosion) */
|
||||||
|
var float SelfDamageReductionValue;
|
||||||
|
|
||||||
|
var(Animations) const editconst name DetonateAnim;
|
||||||
|
var(Animations) const editconst name DetonateAnimLast;
|
||||||
|
var(Animations) const editconst name DetonateAnimIron;
|
||||||
|
var(Animations) const editconst name DetonateAnimIronLast;
|
||||||
|
|
||||||
|
replication
|
||||||
|
{
|
||||||
|
if( bNetDirty )
|
||||||
|
NumDeployedHarpoons;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Toggle between DEFAULT and ALTFIRE
|
||||||
|
*/
|
||||||
|
simulated function AltFireMode()
|
||||||
|
{
|
||||||
|
// skip super
|
||||||
|
|
||||||
|
if (!Instigator.IsLocallyControlled())
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
StartFire(ALTFIRE_FIREMODE);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Overridded to add spawned charge to list of spawned charges */
|
||||||
|
simulated function Projectile ProjectileFire()
|
||||||
|
{
|
||||||
|
local Projectile P;
|
||||||
|
local KFProj_Rocket_ThermiteBore Harpoon;
|
||||||
|
|
||||||
|
P = super.ProjectileFire();
|
||||||
|
|
||||||
|
Harpoon = KFProj_Rocket_ThermiteBore(P);
|
||||||
|
if (Harpoon != none)
|
||||||
|
{
|
||||||
|
DeployedHarpoons.AddItem(Harpoon);
|
||||||
|
NumDeployedHarpoons = DeployedHarpoons.Length;
|
||||||
|
bForceNetUpdate = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return P;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Returns animation to play based on reload type and status */
|
||||||
|
simulated function name GetReloadAnimName(bool bTacticalReload)
|
||||||
|
{
|
||||||
|
// magazine relaod
|
||||||
|
if (AmmoCount[0] > 0)
|
||||||
|
{
|
||||||
|
return (bTacticalReload) ? ReloadNonEmptyMagEliteAnim : ReloadNonEmptyMagAnim;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return (bTacticalReload) ? ReloadEmptyMagEliteAnim : ReloadEmptyMagAnim;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function AdjustDamage(out int InDamage, class<DamageType> DamageType, Actor DamageCauser)
|
||||||
|
{
|
||||||
|
super.AdjustDamage(InDamage, DamageType, DamageCauser);
|
||||||
|
|
||||||
|
if (Instigator != none && DamageCauser != none && DamageCauser.Instigator == Instigator)
|
||||||
|
{
|
||||||
|
InDamage *= SelfDamageReductionValue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*********************************************************************************************
|
||||||
|
* State WeaponDetonating
|
||||||
|
* The weapon is in this state while detonating a charge
|
||||||
|
*********************************************************************************************/
|
||||||
|
|
||||||
|
simulated function GotoActiveState();
|
||||||
|
|
||||||
|
simulated state WeaponDetonating
|
||||||
|
{
|
||||||
|
ignores AllowSprinting;
|
||||||
|
|
||||||
|
simulated event BeginState( name PreviousStateName )
|
||||||
|
{
|
||||||
|
PrepareAndDetonate();
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function GotoActiveState()
|
||||||
|
{
|
||||||
|
GotoState('Active');
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// GrenadeLaunchers determine ShouldPlayFireLast based on the spare ammo
|
||||||
|
// overriding to use the base KFWeapon version since that uses the current ammo in the mag
|
||||||
|
simulated function bool ShouldPlayFireLast(byte FireModeNum)
|
||||||
|
{
|
||||||
|
return Super(KFWeapon).ShouldPlayFireLast(FireModeNum);
|
||||||
|
}
|
||||||
|
|
||||||
|
simulated function PrepareAndDetonate()
|
||||||
|
{
|
||||||
|
local name SelectedAnim;
|
||||||
|
local float AnimDuration;
|
||||||
|
local bool bInSprintState;
|
||||||
|
|
||||||
|
// choose the detonate animation based on whether it is in ironsights and whether it is the last harpoon
|
||||||
|
if (bUsingSights)
|
||||||
|
{
|
||||||
|
SelectedAnim = ShouldPlayFireLast(DEFAULT_FIREMODE) ? DetonateAnimIronLast : DetonateAnimIron;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
SelectedAnim = ShouldPlayFireLast(DEFAULT_FIREMODE) ? DetonateAnimLast : DetonateAnim;
|
||||||
|
}
|
||||||
|
|
||||||
|
AnimDuration = MySkelMesh.GetAnimLength(SelectedAnim);
|
||||||
|
bInSprintState = IsInState('WeaponSprinting');
|
||||||
|
|
||||||
|
if (WorldInfo.NetMode != NM_DedicatedServer)
|
||||||
|
{
|
||||||
|
if (bInSprintState)
|
||||||
|
{
|
||||||
|
AnimDuration *= 0.25f;
|
||||||
|
PlayAnimation(SelectedAnim, AnimDuration);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
PlayAnimation(SelectedAnim);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Role == ROLE_Authority)
|
||||||
|
{
|
||||||
|
Detonate();
|
||||||
|
}
|
||||||
|
|
||||||
|
//AnimDuration value here representes the ALTFIRE FireInterval
|
||||||
|
AnimDuration = 0.75f; //1.f;
|
||||||
|
if (bInSprintState)
|
||||||
|
{
|
||||||
|
SetTimer(AnimDuration * 0.8f, false, nameof(PlaySprintStart));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
SetTimer(AnimDuration * 0.5f, false, nameof(GotoActiveState));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Detonates all the harpoons */
|
||||||
|
simulated function Detonate()
|
||||||
|
{
|
||||||
|
local int i;
|
||||||
|
|
||||||
|
// auto switch weapon when out of ammo and after detonating the last deployed charge
|
||||||
|
if (Role == ROLE_Authority)
|
||||||
|
{
|
||||||
|
for (i = DeployedHarpoons.Length - 1; i >= 0; i--)
|
||||||
|
{
|
||||||
|
DeployedHarpoons[i].Detonate();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!HasAnyAmmo() && NumDeployedHarpoons == 0)
|
||||||
|
{
|
||||||
|
if (CanSwitchWeapons())
|
||||||
|
{
|
||||||
|
Instigator.Controller.ClientSwitchToBestWeapon(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Removes a charge from the list using either an index or an actor and updates NumDeployedHarpoons */
|
||||||
|
function RemoveDeployedHarpoon(optional int HarpoonIndex = INDEX_NONE, optional Actor HarpoonActor)
|
||||||
|
{
|
||||||
|
if (HarpoonIndex == INDEX_NONE)
|
||||||
|
{
|
||||||
|
if (HarpoonActor != none)
|
||||||
|
{
|
||||||
|
HarpoonIndex = DeployedHarpoons.Find(HarpoonActor);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (HarpoonIndex != INDEX_NONE)
|
||||||
|
{
|
||||||
|
DeployedHarpoons.Remove(HarpoonIndex, 1);
|
||||||
|
NumDeployedHarpoons = DeployedHarpoons.Length;
|
||||||
|
bForceNetUpdate = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Allow reloads for primary weapon to be interupted by firing secondary weapon. */
|
||||||
|
simulated function bool CanOverrideMagReload(byte FireModeNum)
|
||||||
|
{
|
||||||
|
if(FireModeNum == ALTFIRE_FIREMODE)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return Super.CanOverrideMagReload(FireModeNum);
|
||||||
|
}
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
// Content
|
||||||
|
PackageKey="Thermite"
|
||||||
|
FirstPersonMeshName="wep_1p_thermite_mesh.WEP_1stP_Thermite_Rig"
|
||||||
|
FirstPersonAnimSetNames(0)="wep_1p_thermite_anim.WEP_1stP_Thermite_Anim"
|
||||||
|
PickupMeshName="WEP_3P_Thermite_MESH.WEP_Thermite_Pickup" //@TODO: Replace me
|
||||||
|
AttachmentArchetypeName="wep_thermite_arch.Wep_Thermite_3P"
|
||||||
|
MuzzleFlashTemplateName="wep_thermite_arch.Wep_Thermite_MuzzleFlash" //@TODO: Replace me
|
||||||
|
|
||||||
|
// Inventory / Grouping
|
||||||
|
InventorySize=7
|
||||||
|
GroupPriority=100
|
||||||
|
WeaponSelectTexture=Texture2D'WEP_UI_Thermite_TEX.UI_WeaponSelect_Thermite'
|
||||||
|
AssociatedPerkClasses(0)=class'KFPerk_Firebug'
|
||||||
|
|
||||||
|
// FOV
|
||||||
|
MeshFOV=75
|
||||||
|
MeshIronSightFOV=40
|
||||||
|
PlayerIronSightFOV=65
|
||||||
|
|
||||||
|
// Depth of field
|
||||||
|
DOF_FG_FocalRadius=50
|
||||||
|
DOF_FG_MaxNearBlurSize=3.5
|
||||||
|
|
||||||
|
// Ammo
|
||||||
|
MagazineCapacity[0]=6
|
||||||
|
SpareAmmoCapacity[0]=36 //42
|
||||||
|
InitialSpareMags[0]=1
|
||||||
|
bCanBeReloaded=true
|
||||||
|
bReloadFromMagazine=true
|
||||||
|
|
||||||
|
// Zooming/Position
|
||||||
|
PlayerViewOffset=(X=11.0,Y=8,Z=-2)
|
||||||
|
IronSightPosition=(X=10,Y=0,Z=0)
|
||||||
|
|
||||||
|
// AI warning system
|
||||||
|
bWarnAIWhenAiming=true
|
||||||
|
AimWarningDelay=(X=0.4f, Y=0.8f)
|
||||||
|
AimWarningCooldown=0.0f
|
||||||
|
|
||||||
|
// Recoil
|
||||||
|
maxRecoilPitch=500
|
||||||
|
minRecoilPitch=400
|
||||||
|
maxRecoilYaw=150
|
||||||
|
minRecoilYaw=-150
|
||||||
|
RecoilRate=0.08
|
||||||
|
RecoilMaxYawLimit=500
|
||||||
|
RecoilMinYawLimit=65035
|
||||||
|
RecoilMaxPitchLimit=1250
|
||||||
|
RecoilMinPitchLimit=64785
|
||||||
|
RecoilISMaxYawLimit=50
|
||||||
|
RecoilISMinYawLimit=65485
|
||||||
|
RecoilISMaxPitchLimit=500
|
||||||
|
RecoilISMinPitchLimit=65485
|
||||||
|
RecoilViewRotationScale=0.6
|
||||||
|
IronSightMeshFOVCompensationScale=1.5
|
||||||
|
|
||||||
|
// DEFAULT_FIREMODE
|
||||||
|
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
|
||||||
|
FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
|
||||||
|
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
|
||||||
|
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Rocket_ThermiteBore'
|
||||||
|
InstantHitDamage(DEFAULT_FIREMODE)=150
|
||||||
|
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_ThermiteBoreImpact'
|
||||||
|
FireInterval(DEFAULT_FIREMODE)=0.8 //100 RPM
|
||||||
|
Spread(DEFAULT_FIREMODE)=0
|
||||||
|
PenetrationPower(DEFAULT_FIREMODE)=0
|
||||||
|
FireOffset=(X=25,Y=3.0,Z=-2.5)
|
||||||
|
|
||||||
|
// ALTFIRE_FIREMODE (remote detonate)
|
||||||
|
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponDetonating
|
||||||
|
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Custom
|
||||||
|
AmmoCost(ALTFIRE_FIREMODE)=0
|
||||||
|
|
||||||
|
// BASH_FIREMODE
|
||||||
|
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_ThermiteBore'
|
||||||
|
InstantHitDamage(BASH_FIREMODE)=26
|
||||||
|
|
||||||
|
// Custom animations
|
||||||
|
FireSightedAnims=(Shoot_Iron)
|
||||||
|
BonesToLockOnEmpty=(RW_Exhaust, RW_BoltAssembly1, RW_BoltAssembly2, RW_BoltAssembly3)
|
||||||
|
bHasFireLastAnims=true
|
||||||
|
|
||||||
|
// Fire Effects
|
||||||
|
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Thermite.Play_WEP_Thermite_Thermite_Shoot_3P', FirstPersonCue=AkEvent'WW_WEP_Thermite.Play_WEP_Thermite_Thermite_Shoot_1P')
|
||||||
|
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_Thermite.Play_WEP_Thermite_Dry_Fire'
|
||||||
|
EjectedShellForegroundDuration=1.5f
|
||||||
|
|
||||||
|
// Attachments
|
||||||
|
bHasIronSights=true
|
||||||
|
bHasFlashlight=false
|
||||||
|
|
||||||
|
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Medium_Recoil'
|
||||||
|
|
||||||
|
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.125f), (Stat=EWUS_Weight, Add=1)))
|
||||||
|
|
||||||
|
SelfDamageReductionValue=0.05f //0.25f
|
||||||
|
|
||||||
|
DetonateAnim=Alt_Fire
|
||||||
|
DetonateAnimLast=Alt_Fire_Last
|
||||||
|
DetonateAnimIron=Alt_Fire_Iron
|
||||||
|
DetonateAnimIronLast=Alt_Fire_Iron_Last
|
||||||
|
}
|
@ -348,7 +348,7 @@ cpptext
|
|||||||
|
|
||||||
defaultproperties
|
defaultproperties
|
||||||
{
|
{
|
||||||
// as of February 2021
|
// as of May 2021
|
||||||
ConsumablesCount=80
|
ConsumablesCount=80
|
||||||
DurablesCount=60
|
DurablesCount=66
|
||||||
}
|
}
|
Loading…
Reference in New Issue
Block a user