//============================================================================= // KFWeap_Thrown_C4 //============================================================================= // C4 explosives //============================================================================= // Killing Floor 2 // Copyright (C) 2014-2015 Tripwire Interactive LLC // Greg Felber / Jeff Robinson //============================================================================= class KFWeap_Thrown_C4 extends KFWeap_ThrownBase; const DETONATE_FIREMODE = 5; // NEW - IronSights Key var(Animations) const editconst name DetonateAnim; var(Animations) const editconst name DetonateLastAnim; /** List of spawned charges (will be detonated oldest to youngest) */ var array DeployedCharges; var class ScreenUIClass; var KFGFxWorld_C4Screen ScreenUI; var float TimeSinceLastUpdate; var float UpdateInterval; //Seconds /** Sound to play upon successful detonation */ var() AkEvent DetonateAkEvent; /** Sound to play upon attempted but unsuccessful detonation */ var() AkEvent DryFireAkEvent; /** Same as DeployedCharges.Length, but replicated because charges are only tracked on server */ var int NumDeployedCharges; replication { if( bNetDirty ) NumDeployedCharges; } /** Route ironsight player input to detonate */ simulated function SetIronSights(bool bNewIronSights) { if ( !Instigator.IsLocallyControlled() ) { return; } if ( bNewIronSights ) { StartFire(DETONATE_FIREMODE); } else { StopFire(DETONATE_FIREMODE); } } /** Turn on the UI screen when we equip the healer */ simulated function AttachWeaponTo( SkeletalMeshComponent MeshCpnt, optional Name SocketName ) { super.AttachWeaponTo( MeshCpnt, SocketName ); if( Instigator != none && Instigator.IsLocallyControlled() ) { // Create the screen's UI piece if (ScreenUI == none) { ScreenUI = new( self ) ScreenUIClass; ScreenUI.Init(); ScreenUI.Start(true); } if ( ScreenUI != none) { ScreenUI.SetPause(false); } } } /** Turn off the UI screen when we unequip the weapon */ simulated function DetachWeapon() { super.DetachWeapon(); if ( Instigator != none && Instigator.IsLocallyControlled() && ScreenUI != none ) { ScreenUI.SetPause(); } } simulated event Destroyed() { if ( Instigator != none && Instigator.IsLocallyControlled() && ScreenUI != none) { ScreenUI.Close(); } super.Destroyed(); } /** @see Weapon::Tick */ simulated event Tick(float DeltaTime) { Super.Tick(DeltaTime); TimeSinceLastUpdate+=DeltaTime; if(TimeSinceLastUpdate > UpdateInterval) { UpdateScreenUI(); } } /** Only update the screen screen if we have the welder equipped and it's screen values have changed */ simulated function UpdateScreenUI() { if ( Instigator != none && Instigator.IsLocallyControlled() && Instigator.Weapon == self ) { if ( ScreenUI != none ) { ScreenUI.SetMaxCharges(GetMaxAmmoAmount(0)); ScreenUI.SetActiveCharges(NumDeployedCharges); TimeSinceLastUpdate=0.0f; } } } /** Overridded to add spawned charge to list of spawned charges */ simulated function Projectile ProjectileFire() { local Projectile P; local KFProj_Thrown_C4 Charge; P = super.ProjectileFire(); Charge = KFProj_Thrown_C4( P ); if( Charge != none ) { if(SkinItemId > 0) { Charge.WeaponSkinId = SkinItemId; Charge.SetWeaponSkin(SkinItemId); Charge.bNetDirty = true; } DeployedCharges.AddItem( Charge ); NumDeployedCharges = DeployedCharges.Length; bForceNetUpdate = true; } return P; } /** Detonates the oldest charge */ simulated function Detonate() { // auto switch weapon when out of ammo and after detonating the last deployed charge if( Role == ROLE_Authority ) { if( DeployedCharges.Length > 0 ) { DeployedCharges[0].Detonate(); } if( !HasAnyAmmo() && NumDeployedCharges == 0 ) { if( CanSwitchWeapons() ) { Instigator.Controller.ClientSwitchToBestWeapon(false); } } } } /** Removes a charge from the list using either an index or an actor and updates NumDeployedCharges */ function RemoveDeployedCharge( optional int ChargeIndex = INDEX_NONE, optional Actor ChargeActor ) { if( ChargeIndex == INDEX_NONE ) { if( ChargeActor != none ) { ChargeIndex = DeployedCharges.Find( ChargeActor ); } } if( ChargeIndex != INDEX_NONE ) { DeployedCharges.Remove( ChargeIndex, 1 ); NumDeployedCharges = DeployedCharges.Length; bForceNetUpdate = true; } } /** Allows pickup to update weapon properties * Overridden to allow C4 to update charges */ function SetOriginalValuesFromPickup( KFWeapon PickedUpWeapon ) { local int i; super.SetOriginalValuesFromPickup( PickedUpWeapon ); DeployedCharges = KFWeap_Thrown_C4(PickedUpWeapon).DeployedCharges; NumDeployedCharges = DeployedCharges.Length; bForceNetUpdate = true; for( i = 0; i < NumDeployedCharges; ++i ) { // charge alerts (beep, light) need current instigator DeployedCharges[i].Instigator = Instigator; DeployedCharges[i].SetOwner(self); if( Instigator.Controller != none ) { DeployedCharges[i].InstigatorController = Instigator.Controller; } } } /** * Returns true if this weapon uses a secondary ammo pool */ static simulated event bool UsesAmmo() { return true; } simulated function bool HasAmmo( byte FireModeNum, optional int Amount ) { if( FireModeNum == DETONATE_FIREMODE ) { return NumDeployedCharges > 0; } return super.HasAmmo( FireModeNum, Amount ); } simulated function BeginFire( byte FireModeNum ) { if( FireModeNum == DETONATE_FIREMODE && (IsInState('WeaponSprinting') || NumDeployedCharges <= 0)) { PrepareAndDetonate(); } else { super.BeginFire( FireModeNum ); } } simulated function PrepareAndDetonate() { local name DetonateAnimName; local float AnimDuration; local bool bInSprintState; DetonateAnimName = ShouldPlayLastAnims() ? DetonateLastAnim : DetonateAnim; AnimDuration = MySkelMesh.GetAnimLength( DetonateAnimName ); bInSprintState = IsInState( 'WeaponSprinting' ); if( WorldInfo.NetMode != NM_DedicatedServer ) { if( NumDeployedCharges > 0 ) { PlaySoundBase( DetonateAkEvent, true ); } else { PlaySoundBase( DryFireAkEvent, true ); } if( bInSprintState ) { AnimDuration *= 0.25f; PlayAnimation( DetonateAnimName, AnimDuration ); } else { PlayAnimation( DetonateAnimName ); } } if( Role == ROLE_Authority ) { Detonate(); } IncrementFlashCount(); if( bInSprintState ) { SetTimer( AnimDuration * 0.8f, false, nameof(PlaySprintStart) ); } else { SetTimer( AnimDuration * 0.5f, false, nameof(GotoActiveState) ); } } // do nothing, as we have no alt fire mode simulated function AltFireMode(); /** Allow weapons with abnormal state transitions to always use zed time resist*/ simulated function bool HasAlwaysOnZedTimeResist() { return true; } /********************************************************************************************* * State Active * A Weapon this is being held by a pawn should be in the active state. In this state, * a weapon should loop any number of idle animations, as well as check the PendingFire flags * to see if a shot has been fired. *********************************************************************************************/ simulated state Active { /** Overridden to prevent playing fidget if play has no more ammo */ simulated function bool CanPlayIdleFidget(optional bool bOnReload) { if( !HasAmmo(0) ) { return false; } return super.CanPlayIdleFidget( bOnReload ); } } /********************************************************************************************* * 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'); } } /********************************************************************************************* * State WeaponThrowing * Handles throwing weapon (similar to state GrenadeFiring) *********************************************************************************************/ simulated state WeaponThrowing { /** Never refires. Must re-enter this state instead. */ simulated function bool ShouldRefire() { return false; } simulated function EndState(Name NextStateName) { local KFPerk InstigatorPerk; Super.EndState(NextStateName); //Targeted fix for Demolitionist w/ the C4. It should remain in zed time while waiting on // the fake reload to be triggered. This will return 0 for other perks. InstigatorPerk = GetPerk(); if( InstigatorPerk != none ) { SetZedTimeResist( InstigatorPerk.GetZedTimeModifier(self) ); } } } /********************************************************************************************* * 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 event BeginState( name PreviousStateName ) { super.BeginState( PreviousStateName ); // perform a "reload" if we refilled our ammo from empty while it was unequipped if( !HasAmmo(THROW_FIREMODE) && HasSpareAmmo() ) { PerformArtificialReload(); } StopFire(DETONATE_FIREMODE); } } /********************************************************************************************* * State WeaponPuttingDown * Putting down weapon in favor of a new one. * Weapon is transitioning to the Inactive state. * * Detonating while putting down causes C4 not to be put down, which causes problems, so let's * just ignore SetIronSights, which causes detonation *********************************************************************************************/ simulated state WeaponPuttingDown { ignores SetIronSights; simulated event BeginState( name PreviousStateName ) { super.BeginState( PreviousStateName ); StopFire(DETONATE_FIREMODE); } } /********************************************************************************************* * @name Trader *********************************************************************************************/ /** Returns trader filter index based on weapon type */ static simulated event EFilterTypeUI GetTraderFilter() { return FT_Explosive; } defaultproperties { // start in detonate mode so that an attempt to detonate before any charges are thrown results in // the proper third-person anim CurrentFireMode=DETONATE_FIREMODE // Zooming/Position PlayerViewOffset=(X=6.0,Y=2,Z=-4) FireOffset=(X=25,Y=15) UpdateInterval=0.25f // Content PackageKey="C4" FirstPersonMeshName="Wep_1P_C4_MESH.Wep_1stP_C4_Rig" FirstPersonAnimSetNames(0)="Wep_1P_C4_ANIM.Wep_1P_C4_ANIM" PickupMeshName="WEP_3P_C4_MESH.Wep_C4_Pickup" AttachmentArchetypeName="WEP_C4_ARCH.Wep_C4_3P" ScreenUIClass=class'KFGFxWorld_C4Screen' // Anim FireAnim=C4_Throw FireLastAnim=C4_Throw_Last DetonateAnim=Detonate DetonateLastAnim=Detonate_Last // Ammo MagazineCapacity[0]=1 SpareAmmoCapacity[0]=2 InitialSpareMags[0]=1 AmmoPickupScale[0]=1.0 // THROW_FIREMODE FireInterval(THROW_FIREMODE)=0.25 FireModeIconPaths(THROW_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Grenade' WeaponProjectiles(THROW_FIREMODE)=class'KFProj_Thrown_C4' // DETONATE_FIREMODE FiringStatesArray(DETONATE_FIREMODE)=WeaponDetonating WeaponFireTypes(DETONATE_FIREMODE)=EWFT_Custom AmmoCost(DETONATE_FIREMODE)=0 // BASH_FIREMODE InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_C4' InstantHitDamage(BASH_FIREMODE)=23 // Inventory / Grouping InventoryGroup=IG_Equipment GroupPriority=11 WeaponSelectTexture=Texture2D'WEP_UI_C4_TEX.UI_WeaponSelect_C4' InventorySize=3 AssociatedPerkClasses(0)=class'KFPerk_Demolitionist' DetonateAkEvent=AkEvent'WW_WEP_EXP_C4.Play_WEP_EXP_C4_Handling_Detonate' DryFireAkEvent=AkEvent'WW_WEP_EXP_C4.Play_WEP_EXP_C4_DryFire' // Weapon Upgrade stat boosts //WeaponUpgrades[1]=(IncrementDamage=1.05f,IncrementWeight=1) //WeaponUpgrades[2]=(IncrementDamage=1.1f,IncrementWeight=2) //WeaponUpgrades[3]=(IncrementDamage=1.15f,IncrementWeight=3) }