648 lines
20 KiB
Ucode
648 lines
20 KiB
Ucode
//=============================================================================
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// KFSpecialMoveHandler
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//=============================================================================
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// Manages starting and stopping special moves for pawns
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// - Andrew "Strago" Ladenberger
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//=============================================================================
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class KFSpecialMove extends GameSpecialMove
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native(SpecialMoves)
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abstract;
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/** Owner of this special move */
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var KFPawn KFPOwner;
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var KFPlayerController PCOwner;
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var KFAIController AIOwner;
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var transient Object AISpecialOwner;
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var transient ESpecialMove SMIndex;
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/*********************************************************************************************
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* Animation
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*********************************************************************************************/
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/** Cached reference to the current AnimNodeSlot used for cleanup */
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var AnimNodeSlot ActiveSlotNode;
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/** If set, this special move will override the value for Pawn::MaxSpeedModifier() */
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var bool bOverridePawnSpeedModifier;
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/** If set, hit reactions will still play while special move is active */
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var bool bAllowHitReactions;
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/** If set, HandleMomentum is skipped when taking damage */
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var bool bAllowMomentumPush;
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/** If set, never interrupt this move for a wander. Instead try to wander at the end of the move
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* NOTE: this variable could potentially be replaced with bDisableMovement. This is not currently
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* done in case it breaks other special moves */
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var bool bCanOnlyWanderAtEnd;
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/** If set, allow weapon anims to be played for third-person pawns (weapon attachment) */
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var bool bAllowThirdPersonWeaponAnims;
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/** If set, sets Pawn.RotationRate to CustomRotationRate for the duration of the move */
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var bool bUseCustomRotationRate;
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var rotator CustomRotationRate;
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/** Used when deferring special move animations till post sync due to physics calls. */
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var name DeferredSeqName;
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/** Default root motion mode to be used for this move */
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var ERootMotionMode SMRootMotionMode;
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/** When TRUE, tells our physics smoothing code to use a higher threshold when in root motion. */
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var bool bUseHigherMeshSmoothingThreshold;
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/*********************************************************************************************
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* Weapon firing
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*********************************************************************************************/
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/** Weapon firing should cease/be disabled while this special move is being performed */
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var bool bDisablesWeaponFiring;
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/**
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* For SpecialMove interactions. Only InteractionPawn allowed to damage me.
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* Note: this is reset to FALSE in SpecialMoveStarted.
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*/
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var bool bOnlyInteractionPawnCanDamageMe;
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/** Can change InteractionPawn before execution (InternalCanDoSpecialMove) */
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var bool bCanModifyInteractionPawn;
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/** Can be used by input functions */
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var bool bPendingStopFire;
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/** Flags used by button-activated special moves */
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const FLAG_SpecialMoveButtonPressed = 253;
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const FLAG_SpecialMoveButtonReleased = 254;
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/** Sets a custom interpolated 3rd person view offset if we've got a third person camera */
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var bool bUseCustomThirdPersonViewOffset;
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var ViewOffsetData CustomThirdPersonViewOffset;
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var float ViewOffsetInterpTime;
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var bool bRestoredCameraDefaults;
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/** Custom interpolated camera FOV */
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var float CustomCameraFOV;
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var float CameraFOVTransitionTime;
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/*********************************************************************************************
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* GearSpecialMove
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*********************************************************************************************/
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/** Flag to allow/disallow headtracking while in this special move. */
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var const bool bDisableHeadTracking;
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/** AI should ignore notifications */
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var const bool bDisableAI;
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/** Disable movement (but doesn't necessarily stop physics, just blocks inputs). */
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var bool bDisableMovement;
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var bool bMovementDisabled;
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/** Lock Pawn Rotation, prevent it from being affects by Controller.Rotation */
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var const bool bLockPawnRotation;
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var bool bPawnRotationLocked;
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var bool bDisableLook;
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/** Weapon goes down and can't shoot, be switched, can't quick heal, etc */
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var bool bDisableWeaponInteraction;
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/** if > 0.0 after this many seconds the AI's command is popped and the special move is aborted */
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var float AITimeout;
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var bool bDisableAIAttackRangeChecks;
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var bool bDisableSteering;
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/** If TRUE, disables turning in place animations & code. Pawn will always face his rotation. */
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var const bool bDisableTurnInPlace;
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/** If set to anything above 0, scales the turn in place anim rate by its value */
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var const float CustomTurnInPlaceAnimRate;
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var const bool bDisablePhysics;
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/** If TRUE, disables physics adjustments on the clients. Where drastic velocity changes are needed, this can help with rubberbanding */
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var const bool bServerOnlyPhysics;
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var bool bAllowFireAnims;
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var bool bShouldDeferToPostTick;
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var AICommand_PushedBySM AICommand;
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/** Default AICommand to push on AI when SpecialMove starts */
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var class<AICommand_PushedBySM> DefaultAICommandClass;
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cpptext
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{
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/** Affect pawn owner movement speed */
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virtual FLOAT GetMovementSpeedModifier() {return 1.f;}
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/** Using cpptext since GameSpecialMove's version is a final function. */
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virtual void ForcePawnRotation( APawn* P, FRotator NewRotation,UBOOL bIgnoreHumanController=FALSE );
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}
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/*********************************************************************************************
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* Functions
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*********************************************************************************************/
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/** Uses traceflags identical to pawn moves, checks to see if the path is clear for pawns to move through */
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native static function bool IsPawnPathClear( Actor TraceInstigator, Pawn TraceToPawn, vector TraceEnd, vector TraceStart, optional vector TraceExtent, optional bool bIgnorePawns, optional bool bTraceComplex );
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/** Generic PackFlags to be implemented by subclasses. (see also PackSMFlags for advanced moves) */
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static function byte PackFlagsBase(KFPawn P);
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/** Overridden to lock desired rotation (see GOW3) */
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//native function ForcePawnRotation(Pawn P, Rotator NewRotation);
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function bool NotifyBump(Actor Other, vector HitNormal);
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/** Called when the interaction pawn is updated after the special move has started */
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function InteractionPawnUpdated();
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/** Called on some player-controlled moves when a firemode input has been pressed */
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function SpecialMoveButtonRetriggered();
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/** Called on some player-controlled moves when a firemode input has been released */
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function SpecialMoveButtonReleased();
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/**
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* Checks to see if this Special Move can be done.
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*/
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protected function bool InternalCanDoSpecialMove()
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{
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return (PawnOwner.Physics != PHYS_RigidBody);
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}
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function InitSpecialMove( Pawn InPawn, Name InHandle )
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{
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PawnOwner = InPawn;
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KFPOwner = KFPawn(InPawn);
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if ( PawnOwner.Controller != none )
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{
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PCOwner = KFPlayerController(PawnOwner.Controller);
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if( PCOwner == none )
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{
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AIOwner = KFAIController(PawnOwner.Controller);
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}
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}
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bPendingStopFire = false;
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}
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function SpecialMoveStarted( bool bForced, Name PrevMove )
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{
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local AICommand AIOwnerActiveCommand;
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local KFWeapon KFW;
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// Make sure we're taken out of ironsights
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if( PCOwner != none && KFPOwner.Weapon != none )
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{
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KFW = KFWeapon( KFPOwner.Weapon );
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if( KFW != none )
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{
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KFW.SetIronSights( false );
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}
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}
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SMIndex = KFPOwner.SpecialMove;
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// Push AICommand if it is defined.
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if( AIOwner != None )
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{
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if( DefaultAICommandClass != None && AIOwner.MyKFPawn != None )
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{
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AIOwnerActiveCommand == AICommand(AIOwner.GetActiveCommand());
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if(( AIOwnerActiveCommand == none || AIOwnerActiveCommand.AllowPushOfDefaultCommandForSpecialMove(KFPOwner.SpecialMove)))
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{
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AICommand = DefaultAICommandClass.static.PushSpecialMoveCommand(AIOwner);
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}
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}
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AIOwner.NotifySpecialMoveStarted( self );
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}
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if( PCOwner != None )
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{
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if( bDisableLook )
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{
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PCOwner.IgnoreLookInput(TRUE);
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}
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// Set camera offset
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if( bUseCustomThirdPersonViewOffset && PCOwner.PlayerCamera != none && PCOwner.PlayerCamera.CameraStyle == 'ThirdPerson' )
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{
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KFThirdPersonCamera(KFPlayerCamera(PCOwner.PlayerCamera).ThirdPersonCam).SetViewOffset( CustomThirdPersonViewOffset, true, ViewOffsetInterpTime );
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}
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// Set camera FOV
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if( CustomCameraFOV > 0.f )
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{
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PCOwner.HandleTransitionFOV( CustomCameraFOV, CameraFOVTransitionTime );
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}
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bRestoredCameraDefaults = false;
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}
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if( bDisableWeaponInteraction && KFPOwner.Weapon != none && KFWeapon(KFPOwner.Weapon) != none )
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{
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KFWeapon(KFPOwner.Weapon).SetSimplePutDown(true);
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}
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if( bDisableTurnInPlace )
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{
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KFPOwner.bDisableTurnInPlace = TRUE;
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}
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if( bDisableMovement )
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{
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SetMovementLock(TRUE);
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}
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// If Pawn rotation should be locked, make sure it is.
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if( bLockPawnRotation )
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{
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SetLockPawnRotation(TRUE);
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}
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if( bDisablePhysics )
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{
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PawnOwner.ZeroMovementVariables();
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if (PawnOwner.Role == ROLE_Authority || PawnOwner.IsLocallyControlled())
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{
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PawnOwner.SetPhysics(PHYS_None);
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}
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}
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if( bUseCustomRotationRate )
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{
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PawnOwner.RotationRate = CustomRotationRate;
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}
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if( CustomTurnInPlaceAnimRate > 0.f )
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{
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KFPOwner.TurnInPlaceAnimRate = CustomTurnInPlaceAnimRate;
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}
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}
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function SpecialMoveEnded(Name PrevMove, Name NextMove)
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{
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// Clear pending stop fire flag
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bPendingStopFire = false;
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// Clear timers.
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PawnOwner.ClearTimer(nameof(AbortSpecialMove), Self);
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// AI set special move command.
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if( AIOwner != None && DefaultAICommandClass != None && AICommand != None )
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{
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if( AIOwner.GetActiveCommand() == AICommand )
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{
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AICommand.Status = 'Success';
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AIOwner.PopCommand(AICommand);
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}
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// Clear reference.
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AICommand = None;
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}
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if( PCOwner != None )
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{
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if( bDisableLook )
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{
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PCOwner.IgnoreLookInput(FALSE);
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}
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RestoreCameraDefaults();
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}
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if( KFPOwner != none )
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{
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KFPOwner.NotifySpecialMoveEnded( self, SMIndex );
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if( bUseCustomRotationRate )
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{
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KFPOwner.RotationRate = KFPOwner.default.RotationRate;
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}
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if( KFPOwner.TurnInPlaceAnimRate != KFPOwner.default.TurnInPlaceAnimRate )
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{
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KFPOwner.TurnInPlaceAnimRate = KFPOwner.default.TurnInPlaceAnimRate;
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}
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if( bDisableTurnInPlace )
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{
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KFPOwner.bDisableTurnInPlace = KFPOwner.default.bDisableTurnInPlace;
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}
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if( bDisableWeaponInteraction && KFPOwner.Weapon != none && KFWeapon(KFPOwner.Weapon) != none )
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{
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KFWeapon(KFPOwner.Weapon).SetSimplePutDown(false);
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}
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// If we are in a state that should have left us wandering, begin wandering at the end of this move
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if( bCanOnlyWanderAtEnd && KFPOwner != none )
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{
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if( AIOwner != none && KFPOwner.IsHeadless() )
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{
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AIOwner.DoHeadlessWander();
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}
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else if(KFPOwner.ShouldBeWandering())
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{
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KFPOwner.CausePanicWander();
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}
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}
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}
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if ( bDisablePhysics && (PawnOwner.Role == ROLE_Authority || PawnOwner.IsLocallyControlled()) )
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{
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PawnOwner.SetPhysics(PHYS_Falling);
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}
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// If movement was disabled, toggle it back on
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if( bMovementDisabled )
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{
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SetMovementLock(FALSE);
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}
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if (AIOwner != none)
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{
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AIOwner.NotifySpecialMoveEnded(self);
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}
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AISpecialOwner = none;
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// If Pawn rotation was locked in default properties, unlock it.
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// Otherwise we're in manual mode, so let the special subclass handle everything.
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if( bPawnRotationLocked )
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{
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SetLockPawnRotation(FALSE);
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}
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// Disable end of animation notification, so it doesn't interfere with future special moves
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// using that same animation channel.
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if ( ActiveSlotNode != None )
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{
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ActiveSlotNode.SetActorAnimEndNotification( FALSE );
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ActiveSlotNode = None;
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}
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}
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/** Restores camera to its previous values */
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function RestoreCameraDefaults()
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{
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if( bRestoredCameraDefaults || PCOwner == none )
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{
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return;
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}
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if( bUseCustomThirdPersonViewOffset && PCOwner.PlayerCamera != none && PCOwner.PlayerCamera.CameraStyle == 'ThirdPerson' )
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{
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if( KFPawn_Monster(KFPOwner) != none )
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{
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KFThirdPersonCamera(KFPlayerCamera(PCOwner.PlayerCamera).ThirdPersonCam).SetViewOffset( KFPawn_Monster(KFPOwner).ThirdPersonViewOffset, true, ViewOffsetInterpTime );
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}
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}
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// Return camera fov to default
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if( CustomCameraFOV > 0.f )
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{
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PCOwner.HandleTransitionFOV( PCOwner.DefaultFOV, CameraFOVTransitionTime );
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}
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bRestoredCameraDefaults = true;
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}
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/** Locks or Unlocks Pawn movement */
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final function SetMovementLock(bool bEnable)
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{
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if( bMovementDisabled != bEnable )
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{
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bMovementDisabled = bEnable;
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if (PCOwner != None)
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{
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PCOwner.IgnoreMoveInput(bEnable);
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// we might be in between the input reading and PlayerMove(), so we need to zero the inputs
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// to make sure a stray tick of motion doesn't get in
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if (PCOwner.PlayerInput != None)
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{
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PCOwner.PlayerInput.aForward = 0.f;
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PCOwner.PlayerInput.aStrafe = 0.f;
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PCOwner.PlayerInput.aUp = 0.f;
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}
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}
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else if( AIOwner != none )
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{
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AIOwner.bPreparingMove = bEnable;
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}
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// Set acceleration to zero
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if( bEnable )
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{
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PawnOwner.Acceleration = Vect(0,0,0);
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}
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}
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}
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/**
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* Can be overridden to modify sprint speed when the move is running. Must be implemented in subclasses (see KFSM_Block)!
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* Network: SERVER
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*/
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function float GetSprintSpeedModifier()
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{
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return 1.0f;
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};
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function EnableRootMotion()
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{
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// Turn on root motion on animation node
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KFPOwner.BodyStanceNodes[EAS_FullBody].SetRootBoneAxisOption( RBA_Translate, RBA_Translate, RBA_Translate );
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// Turn on Root motion on mesh.
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KFPOwner.Mesh.RootMotionMode = SMRootMotionMode;
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}
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function DisableRootMotion()
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{
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// Restore default root motion mode
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KFPOwner.Mesh.RootMotionMode = PawnOwner.Mesh.default.RootMotionMode;
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// Turn off Root motion on animation node
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KFPOwner.BodyStanceNodes[EAS_FullBody].SetRootBoneAxisOption(RBA_Discard, RBA_Discard, RBA_Discard);
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}
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/** Overridden to restrict movement when on the ground */
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function Tick( float DeltaTime )
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{
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super.Tick( DeltaTime );
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if( bMovementDisabled && KFPOwner != none && KFPOwner.Role == ROLE_Authority && KFPOwner.Physics == PHYS_Walking )
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{
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KFPOwner.Velocity.X = 0.f;
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KFPOwner.Velocity.Y = 0.f;
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KFPOwner.Acceleration = vect(0,0,0);
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}
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}
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/**
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* Locks or UnLocks Pawn rotation.
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* When Pawn rotation is locked, Pawn will stop rotating to match the controller's Yaw.
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*/
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final function SetLockPawnRotation(bool bLock)
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{
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if( bPawnRotationLocked != bLock )
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{
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bPawnRotationLocked = bLock;
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// If we were locked, then interpolate back to new (unlocked) rotation
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if( !bLock )
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{
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//PawnOwner.InterpolatePawnRotation();
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}
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}
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}
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/** Allows special moves to alter view rotation */
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function ProcessViewRotation( float DeltaTime, out rotator out_ViewRotation, out Rotator out_DeltaRot );
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/** Play a CameraAnim */
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function CameraAnimInst PlayCameraAnim
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(
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Pawn PawnToPlay,
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CameraAnim InCameraAnim,
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optional float Rate=1.f,
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optional float Scale=1.f,
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optional float BlendInTime,
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optional float BlendOutTime,
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optional bool bLoop,
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optional bool bRandomStartTime,
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optional float Duration,
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optional bool bSingleInstance,
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optional bool bSkipSpaceCheck
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)
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{
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local KFPlayerController KFPC;
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KFPC = KFPlayerController(PawnToPlay.Controller);
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// Only play camera animations on local human players
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if (KFPC == None || !PawnToPlay.IsLocallyControlled() || KFPC.PlayerCamera == None || InCameraAnim == None)
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{
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return None;
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}
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if (!bSkipSpaceCheck && !KFPC.CameraAnimHasEnoughSpace(InCameraAnim, Scale))
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{
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`log("PlayCameraAnim failed CameraAnimHasEnoughSpace:" @ KFPC.CameraAnimHasEnoughSpace(InCameraAnim, Scale));
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return None;
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}
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if (PawnOwner != None && PawnOwner.WorldInfo.GRI.bMatchIsOver)
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{
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return None;
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}
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// Play camera animation
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return KFPC.PlayerCamera.PlayCameraAnim(InCameraAnim, Rate, Scale, BlendInTime, BlendOutTime, bLoop, bRandomStartTime, Duration, bSingleInstance);
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}
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/* Play a custom animation by name */
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simulated function float PlaySpecialMoveAnim( name AnimName,
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EAnimSlotStance AnimStance,
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optional float BlendInTime=0.2f,
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optional float BlendOutTime=0.2f,
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optional float Rate=1.f,
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optional bool bLooping )
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{
|
|
local float Duration;
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|
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`log("PlaySpecialMoveAnim '"$AnimName$"' on"@KFPOwner@" SM="$self, KFPOwner.bLogCustomAnim);
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Duration = KFPOwner.PlayBodyAnim(AnimName, AnimStance, Rate, BlendInTime, BlendOutTime, bLooping);
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// Make sure animation is valid (otherwise this move could break)
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if ( Duration <= 0 && KFPOwner.IsDoingSpecialMove() )
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{
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// Failed to play animation, fall back to just setting a timer to exit the special move.
|
|
`warn("Failed to play" @ AnimName @ "on special move" @ Self @ "on Pawn" @ PawnOwner);
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PawnOwner.SetTimer(0.25f, FALSE, nameof(AbortSpecialMove), Self);
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return 0;
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}
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|
|
|
// Enable OnAnimEnd notification (auto-reset by the slot node)
|
|
if ( !bLooping )
|
|
{
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ActiveSlotNode = KFPOwner.BodyStanceNodes[AnimStance];
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ActiveSlotNode.SetActorAnimEndNotification( TRUE );
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|
}
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|
|
|
return Duration;
|
|
}
|
|
|
|
/** Timer used to exist gracefully if something has gone wrong */
|
|
function AbortSpecialMove()
|
|
{
|
|
KFPOwner.EndSpecialMove();
|
|
}
|
|
|
|
/**
|
|
* Notification called when body stance animation finished playing.
|
|
* @param SeqNode - Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
|
|
* @param PlayedTime - Time played on this animation. (play rate independant).
|
|
* @param ExcessTime - how much time overlapped beyond end of animation. (play rate independant).
|
|
*/
|
|
function AnimEndNotify(AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)
|
|
{
|
|
// By default end this special move.
|
|
KFPOwner.EndSpecialMove();
|
|
}
|
|
|
|
/**
|
|
* This is a callback function that will be kicked off from KFPawn.uc OnAnimEnd. Some animations cause
|
|
* physics to happen when they end so we defer certain end animations till post tick.
|
|
*/
|
|
function DeferOnAnimEnd()
|
|
{
|
|
if( KFPOwner.SpecialMoves[KFPOwner.SpecialMove] == self)
|
|
{
|
|
AnimEndNotify(None, 0, 0);
|
|
}
|
|
}
|
|
|
|
/** Called from KFPawn::OnAnimNotifyParticleSystemSpawned() */
|
|
function OnAnimNotifyParticleSystemSpawned( const AnimNotify_PlayParticleEffect AnimNotifyData, ParticleSystemComponent PSC );
|
|
|
|
/*********************************************************************************************
|
|
* Gameplay notications/hooks
|
|
*********************************************************************************************/
|
|
|
|
/** Called by owning AI Command when AI behavior decides to stop this attack */
|
|
function AbortedByAICommand();
|
|
|
|
/** Notification from the pawn that damage was taken during move */
|
|
function NotifyOwnerTakeHit(class<KFDamageType> DamageType, vector HitLoc, vector HitDir, Controller InstigatedBy);
|
|
|
|
/** Notification from the pawn that a medium (aka gun) or heavy (aka melee) affliction has been activated */
|
|
function NotifyHitReactionInterrupt();
|
|
|
|
/** Called when owning pawn has damage parried during this move */
|
|
function bool CanInterruptWithParry();
|
|
|
|
/** Called when owner swaps to gore mesh during this move */
|
|
function OnGoreMeshSwap();
|
|
|
|
/** Server notification that the pawn has been EMP disrupted */
|
|
function OnEMPDisrupted()
|
|
{
|
|
if( KFPOwner != none && KFPOwner.IsHumanControlled() )
|
|
{
|
|
KFPOwner.EndSpecialMove();
|
|
}
|
|
}
|
|
|
|
/** Used for changing attack target (non claimable, switch to other enemy) */
|
|
event ModifyInteractionPawn(out KFPawn OtherPawn);
|
|
|
|
/** Allows special moves to control the crosshair */
|
|
function bool CanDrawCrosshair() { return true; }
|
|
|
|
/** Allows special move to alter aim rotation */
|
|
function bool GetSMAimRotation( out rotator AimRot );
|
|
|
|
defaultproperties
|
|
{
|
|
Handle=KFSpecialMove
|
|
SMRootMotionMode=RMM_Accel
|
|
bDisableSteering=true
|
|
bDisableAIAttackRangeChecks=true
|
|
bAllowHitReactions=false
|
|
bCanOnlyWanderAtEnd=false
|
|
bShouldDeferToPostTick=false
|
|
bUseHigherMeshSmoothingThreshold=false
|
|
CustomTurnInPlaceAnimRate=0.f
|
|
|
|
// Camera view offset/FOV
|
|
bUseCustomThirdPersonViewOffset=false
|
|
CustomCameraFOV=0.f
|
|
CameraFOVTransitionTime=1.f
|
|
}
|