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KF2-Dev-Scripts/KFGameContent/Classes/KFWeapAttach_AutoTurret.uc
2022-05-11 18:13:25 +03:00

113 lines
3.3 KiB
Ucode

//=============================================================================
// KFWeapAttach_AutoTurret
//=============================================================================
//=============================================================================
// Killing Floor 2
// Copyright (C) 2022 Tripwire Interactive LLC
//=============================================================================
class KFWeapAttach_AutoTurret extends KFWeapAttach_DualBase;
`define AUTOTURRET_ATTACH_MIC_LED_INDEX 2
const ThrowAnim = 'Drone_Throw';
const CrouchThrowAnim = 'Drone_Throw_CH';
const DetonateAnim = 'Shoot';
const CrouchDetonateAnim = 'CH_Shoot';
const TransitionParamName = 'transition_full_to_empty';
const EmptyParamName = 'Blinking_0_off___1_on';
/** Completely overridden to play anims for both C4 firemodes (throw and detonate), also doesn't need to play effects */
simulated function bool ThirdPersonFireEffects( vector HitLocation, KFPawn P, byte ThirdPersonAnimRateByte )
{
local float Duration;
// Effects below this point are culled based on visibility and distance
if ( !ActorEffectIsRelevant(P, false, MaxFireEffectDistance) )
{
return false;
}
DecodeThirdPersonAnimRate( ThirdPersonAnimRateByte );
// Weapon shoot anims
if (P.FiringMode == 0)
{
// anim simply hides and unhides bone
Duration = WeapMesh.GetAnimLength( ThrowAnim );
WeapMesh.PlayAnim( ThrowAnim, Duration / ThirdPersonAnimRate,, true );
// use timer to make sure bone gets un-hidden (in case anim gets interrupted)
SetTimer( 0.75f, false, nameof(UnHide) );
}
else if (P.FiringMode == 5)
{
Duration = WeapMesh.GetAnimLength( DetonateAnim );
LeftWeapMesh.PlayAnim( DetonateAnim, Duration / ThirdPersonAnimRate,, true );
}
// Additive character shoot anims
if ( !P.IsDoingSpecialMove() )
{
if( P.FiringMode == 0 )
{
if ( P.bIsCrouched )
{
P.PlayBodyAnim(CrouchThrowAnim, EAS_CH_UpperBody, ThirdPersonAnimRate, ShootBlendInTime, ShootBlendOutTime);
}
else
{
P.PlayBodyAnim(ThrowAnim, EAS_UpperBody, ThirdPersonAnimRate, ShootBlendInTime, ShootBlendOutTime);
}
}
else if( P.FiringMode == 5 )
{
if ( P.bIsCrouched )
{
P.PlayBodyAnim(CrouchDetonateAnim, EAS_CH_UpperBody, ThirdPersonAnimRate, ShootBlendInTime, ShootBlendOutTime);
}
else
{
P.PlayBodyAnim(DetonateAnim, EAS_UpperBody, ThirdPersonAnimRate, ShootBlendInTime, ShootBlendOutTime);
}
}
}
// prevent using "aiming" KFAnim_BlendByTargetingMode since we don't have/need the aim anims for C4
P.LastWeaponFireTime = -1.f;
return true;
}
/** Unhides the C4 unit in hand (basically the same as the notify, but don't use the notify) */
simulated function UnHide()
{
if( WeapMesh != none )
{
WeapMesh.UnHideBoneByName( 'RW_Weapon' );
}
}
/** Special event added for weap attachments. Free for use */
function OnSpecialEvent(int Arg)
{
local float Value;
Value = (Arg - 1) / 100.0f;
if (Value >= 0)
{
if ( WeaponMIC == None && LeftWeapMesh != None )
{
WeaponMIC = LeftWeapMesh.CreateAndSetMaterialInstanceConstant(`AUTOTURRET_ATTACH_MIC_LED_INDEX);
}
WeaponMIC.SetScalarParameterValue(TransitionParamName, 1.0f - Value);
WeaponMIC.SetScalarParameterValue(EmptyParamName, Value == 0 ? 1 : 0);
}
}
defaultproperties
{
bHasLaserSight=false
}