//============================================================================= // 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 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]=40 //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)=39.0 //36.0 //30.0 AmmoCost(CUSTOM_FIREMODE)=0 NumPellets(CUSTOM_FIREMODE)=5 Spread(CUSTOM_FIREMODE)=0.12 //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 PenetrationPower(CUSTOM_FIREMODE)=2.0 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=0.50 //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))) }