Merge branch 'master' into preview
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@ -23,7 +23,7 @@ defaultproperties
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DoT_Type=DOT_Bleeding
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DoT_Duration=3.0
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DoT_Interval=0.5
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DoT_DamageScale=1.0
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DoT_DamageScale=0.5
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BleedPower = 20
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PoisonPower = 25
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@ -32,5 +32,5 @@ defaultproperties
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WeaponDef=class'KFWeapDef_HRG_Locust'
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SpreadOnTouchDamage=40
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SpreadOnTouchDamage=30
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}
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@ -38,7 +38,6 @@ var localized string ViewAccelerationString;
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var KFGFxOptionsMenu_Controls ControlsMenu;
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function Initialize( KFGFxObject_Menu NewParentMenu )
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{
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super.Initialize( NewParentMenu );
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@ -178,15 +177,12 @@ function ResetInputOptions()
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KFPI.MouseLookUpScale = ControlsMenu.Manager.CachedProfile.GetDefaultFloat(KFID_MouseLookUpScale);
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ControlsMenu.Manager.CachedProfile.SetProfileSettingValueFloat(KFID_MouseLookUpScale, KFPI.MouseLookUpScale);
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KFPI.LookUpScale = KFPI.MouseLookUpScale;
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class'PlayerInput'.default.LookUpScale = KFPI.MouseLookUpScale;
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KFPI.MouseLookRightScale = ControlsMenu.Manager.CachedProfile.GetDefaultFloat(KFID_MouseLookRightScale);
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ControlsMenu.Manager.CachedProfile.SetProfileSettingValueFloat(KFID_MouseLookRightScale, KFPI.MouseLookRightScale);
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KFPI.LookRightScale = KFPI.MouseLookRightScale;
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class'PlayerInput'.default.LookRightScale = KFPI.MouseLookRightScale;
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class'PlayerInput'.static.StaticSaveConfig();
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KFPI.ResetLookScales();
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KFPI.bViewSmoothingEnabled = ControlsMenu.Manager.CachedProfile.GetDefaultBool(KFID_ViewSmoothingEnabled);
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ControlsMenu.Manager.CachedProfile.SetProfileSettingValueBool(KFID_ViewSmoothingEnabled, KFPI.bViewSmoothingEnabled);
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@ -227,4 +223,3 @@ function ResetInputOptions()
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InitializeOptions();
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}
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@ -342,11 +342,9 @@ function Callback_MouseLookUpScale(float NewValue)
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KFPI = KFPlayerInput(GetPC().PlayerInput);
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KFPI.MouseLookUpScale = NewValue;
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KFPI.LookUpScale = NewValue;
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class'PlayerInput'.default.LookUpScale = KFPI.MouseLookUpScale;
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class'PlayerInput'.static.StaticSaveConfig();
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KFPI.SaveConfig();
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Manager.CachedProfile.SetProfileSettingValueFloat(KFID_MouseLookUpScale, NewValue);
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//Manager.CachedProfile.SetProfileSettingValueFloat(KFID_MouseLookUpScale, NewValue);
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}
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function Callback_MouseLookRightScale(float NewValue)
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@ -355,12 +353,9 @@ function Callback_MouseLookRightScale(float NewValue)
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KFPI = KFPlayerInput(GetPC().PlayerInput);
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KFPI.MouseLookRightScale = NewValue;
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KFPI.LookRightScale = NewValue;
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class'PlayerInput'.default.LookRightScale = KFPI.MouseLookRightScale;
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class'PlayerInput'.static.StaticSaveConfig();
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Manager.CachedProfile.SetProfileSettingValueFloat(KFID_MouseLookRightScale, NewValue);
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KFPI.SaveConfig();
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// Manager.CachedProfile.SetProfileSettingValueFloat(KFID_MouseLookRightScale, NewValue);
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}
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function Callback_ViewSmoothingChanged(bool bActive)
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@ -57,6 +57,9 @@ var() float AnimBlendRate;
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var transient float LaserSightAimStrength;
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var transient float DesiredAimStrength;
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// Use for automatic weapons, then the Laser Dot will always steer to the hit location no matter what
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var transient bool bForceDotToMatch;
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var transient bool IsVisible;
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/** Create/Attach lasersight components */
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@ -296,6 +299,21 @@ simulated function Update(float DeltaTime, KFWeapon OwningWeapon)
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}
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}
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function bool IsIdleFidgetAnimation(KFWeapon W, name AnimationName)
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{
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local int i;
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for (i = 0; i < W.IdleFidgetAnims.Length; ++i)
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{
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if (AnimationName == W.IdleFidgetAnims[i])
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{
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return true;
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}
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}
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return false;
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}
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/** Determine how much to weigh screen center versus weapon socket */
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function UpdateFirstPersonAImStrength(float DeltaTime, KFWeapon W)
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{
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@ -306,8 +324,16 @@ function UpdateFirstPersonAImStrength(float DeltaTime, KFWeapon W)
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{
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DesiredAimStrength = 1.f - AnimWeight;
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}
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// we are forcing the dot to match, don't do while reloading though
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else if (bForceDotToMatch
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&& (W.IsInstate('Reloading') == false
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&& W.IsInState('WeaponSprinting') == false
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&& IsIdleFidgetAnimation(W, W.WeaponAnimSeqNode.AnimSeqName) == false))
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{
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DesiredAimStrength = 1.f - AnimWeight;
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}
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// follow weapon
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else
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else
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{
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DesiredAimStrength = 0.f;
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}
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@ -420,4 +446,6 @@ defaultproperties
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LaserDotDepthBias=0.95f
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IsVisible=true
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bForceDotToMatch=false
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}
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@ -1633,8 +1633,8 @@ function OnReadProfileSettingsComplete(byte LocalUserNum,bool bWasSuccessful)
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KFInput.bAllowSwapTo9mm = Profile.GetProfileBool(KFID_AllowSwapTo9mm);
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// Console?? PC??
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KFInput.MouseLookUpScale = Profile.GetProfileFloat(KFID_MouseLookUpScale);
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KFInput.MouseLookRightScale = Profile.GetProfileFloat(KFID_MouseLookRightScale);
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//KFInput.MouseLookUpScale = Profile.GetProfileFloat(KFID_MouseLookUpScale);
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//KFInput.MouseLookRightScale = Profile.GetProfileFloat(KFID_MouseLookRightScale);
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KFInput.bViewSmoothingEnabled = Profile.GetProfileBool(KFID_ViewSmoothingEnabled);
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KFInput.bViewAccelerationEnabled = Profile.GetProfileBool(KFID_ViewAccelerationEnabled);
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@ -244,8 +244,12 @@ var bool bUsingVersusGamepadScheme;
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/*********************************************************************************************
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* @name QoL: Mouse input options
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********************************************************************************************* */
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var float MouseLookUpScale;
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var float MouseLookRightScale;
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var config float MouseLookUpScale;
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var config float MouseLookRightScale;
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var config bool bUseDefaultLookScales;
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var const float DefaultLookRightScale;
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var const float DefaultLookUpScale;
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cpptext
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{
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@ -341,6 +345,17 @@ function ClientInitInputSystem()
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}
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}
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simulated function ResetLookScales()
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{
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LookRightScale = DefaultLookRightScale;
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LookUpScale = DefaultLookUpScale;
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SaveConfig();
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class'PlayerInput'.default.LookRightScale = DefaultLookRightScale;
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class'PlayerInput'.default.LookUpScale = DefaultLookUpScale;
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class'PlayerInput'.static.StaticSaveConfig();
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}
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function UpdatePushToTalk(bool bValue)
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{
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if(bValue != bRequiresPushToTalk)
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@ -411,9 +426,16 @@ function EDoubleClickDir CheckForDoubleClickMove(float DeltaTime)
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event PlayerInput( float DeltaTime )
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{
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local float FOVScale, TimeScale;
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local float MouseYScale, MouseXScale;
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local vector RawJoyVector;
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/** For checking if init values needs to be reset */
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if (bUseDefaultLookScales)
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{
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bUseDefaultLookScales = false;
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ResetLookScales();
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}
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/** */
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// Save Raw values
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RawJoyUp = aBaseY;
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RawJoyRight = aStrafe;
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@ -444,12 +466,8 @@ event PlayerInput( float DeltaTime )
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aBaseY *= TimeScale * MoveForwardSpeed;
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aStrafe *= TimeScale * MoveStrafeSpeed;
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aUp *= TimeScale * MoveStrafeSpeed;
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if (class'WorldInfo'.static.IsConsoleBuild() || bUsingGamepad)
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{
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aTurn *= TimeScale * LookRightScale;
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aLookUp *= TimeScale * LookUpScale;
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}
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aTurn *= TimeScale * LookRightScale;
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aLookUp *= TimeScale * LookUpScale;
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PostProcessInput( DeltaTime );
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@ -473,16 +491,14 @@ event PlayerInput( float DeltaTime )
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aLookUp *= FOVScale;
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aTurn *= FOVScale;
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MouseXScale = (TimeScale * -MouseLookUpScale / 100.0f);
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// Turning and strafing share the same axis.
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if( bStrafe > 0 )
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aStrafe += aBaseX + aMouseX * ( MouseXScale > 0.0f ? MouseXScale : 1.0f);
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aStrafe += aBaseX + aMouseX;
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else
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aTurn += aBaseX + aMouseX * ( MouseXScale > 0.0f ? MouseXScale : 1.0f);
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aTurn += aBaseX + aMouseX;
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// Look up/down.
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MouseYScale = (TimeScale * -MouseLookUpScale / 100.0f);
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aLookup += aMouseY * ( MouseYScale > 0.0f ? MouseYScale : 1.0f);
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aLookup += aMouseY;
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if ( (!bUsingGamepad && bInvertMouse) || (bInvertController && bUsingGamepad) )
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{
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aLookup *= -1.f;
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@ -587,6 +603,8 @@ function AdjustMouseSensitivity(float FOVScale)
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}
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Super.AdjustMouseSensitivity(FOVScale);
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aMouseX *= MouseLookRightScale / 100.0f;
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aMouseY *= MouseLookUpScale / -100.0f;
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}
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@ -3002,5 +3020,8 @@ defaultproperties
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ForceLookAtPawnRotationRate=22
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ForceLookAtPawnDampenedRotationRate=8
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WeakBoneDistance = 0.02; //0.01;
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WeakBoneDistance = 0.02 //0.01;
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DefaultLookRightScale=300
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DefaultLookUpScale=-250
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}
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@ -14,7 +14,7 @@ DefaultProperties
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BuyPrice=1400
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AmmoPricePerMag=25
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ImagePath="WEP_UI_Quad_Barrel_TEX.UI_WeaponSelect_QuadBarrel"
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ImagePath="WEP_UI_HRG_MegaDragonsbreath_TEX.UI_WeaponSelect_HRG_MegaDragonsbreath"
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EffectiveRange=25
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