371 lines
9.9 KiB
Ucode
371 lines
9.9 KiB
Ucode
//=============================================================================
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// KFPlayerControllerVersus
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//=============================================================================
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// Versus playercontroller class
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2016 Tripwire Interactive LLC
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//=============================================================================
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class KFPlayerControllerVersus extends KFPlayerController;
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var string BossName;
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/** Array of zed classes spawned by this player */
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var array<bool> HasSpawnedZeds;
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/************************************
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* Zed XP
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************************************/
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var int ZedXPAmount;
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var byte ZedXPLevel;
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/************************************
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* Replication
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************************************/
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replication
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{
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if ( bNetDirty )
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ZedXPAmount, ZedXPLevel;
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}
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function Restart(bool bVehicleTransition)
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{
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super.Restart( bVehicleTransition );
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if( GetTeamNum() == 255 )
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{
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KFThirdPersonCamera(KFPlayerCamera(PlayerCamera).ThirdPersonCam).SetViewOffset( KFPawn_Monster(Pawn).ThirdPersonViewOffset );
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if( PlayerCamera.CameraStyle != 'Boss' )
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{
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ServerCamera('ThirdPerson');
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}
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}
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}
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reliable client function ClientRestart(Pawn NewPawn)
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{
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Super.ClientRestart(NewPawn);
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if(NewPawn == none)
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{
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return;
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}
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if( Role < ROLE_Authority && GetTeamNum() == 255 )
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{
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KFThirdPersonCamera(KFPlayerCamera(PlayerCamera).ThirdPersonCam).SetViewOffset( KFPawn_Monster(Pawn).ThirdPersonViewOffset );
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if( PlayerCamera.CameraStyle != 'Boss' )
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{
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SetCameraMode('ThirdPerson');
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}
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}
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}
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/** GBA_SwitchAltFire */
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exec function StartAltFire(optional Byte FireModeNum )
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{
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if( Pawn != none && (Pawn.Weapon == none || Pawn.Weapon.ShouldWeaponIgnoreStartFire()) )
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{
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Pawn.StartFire(4);
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return;
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}
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super.StartAltFire();
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}
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/** GBA_SwitchAltFire
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* Weapons that override AltFireMode (e.g. welder) and call StartFire
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* also need to call StopFire. For most weapons this is unnecessary.
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*/
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exec function StopAltFire(optional Byte FireModeNum )
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{
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if( Pawn != none && (Pawn.Weapon == none || Pawn.Weapon.ShouldWeaponIgnoreStartFire()) )
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{
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Pawn.StopFire(4);
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return;
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}
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super.StopAltFire();
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}
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function AwardZedDamage( int DamageAmount, bool bDamagerIsMe )
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{
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// Ramm Versus TODO: Finish this zed damage reward stuff
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ZedXPAmount += DamageAmount;
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//SetRTPCValue( 'R_Method', 7, true );
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//PlayAKEvent( AkEvent'WW_UI_PlayerCharacter.Play_R_Method_Top' );
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//
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// if( !bDamagerIsMe )
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// {
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// ClientMessage("Got ZedXP for nearby zed damage. ZedXP = "$ZedXPAmount);
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// }
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// else
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// {
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// ClientMessage("Got ZedXP for my zed damage. ZedXP = "$ZedXPAmount);
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// }
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//
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// if( ZedXPAmount > 50 && ZedXPLevel < 1 )
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// {
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// ZedXPLevel = 1;
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// class'KFMusicStingerHelper'.static.PlayLevelUpStinger( self );
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// ClientMessage("Unlocked Level 1 Zeds!!!");
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// }
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//
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// `log("ZedXPAmount = "$ZedXPAmount$" ZedXPLevel = "$ZedXPLevel);
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}
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function AddTrackedDamage(int Amount, class<DamageType> DamageType, class<Pawn> DamagerClass, class<Pawn> VictimClass)
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{
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if (VictimClass == class'KFPawn_Human_Versus')
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{
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AddTrackedVsDamage(Amount, DamagerClass);
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}
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else
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{
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Super.AddTrackedDamage(Amount, DamageType, DamagerClass, VictimClass);
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}
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}
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/** @return TRUE if any of the gameplay post process effects have a strength greater than 0.
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Append to this list if additional effects are added. */
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function bool ShouldDisplayGameplayPostProcessFX()
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{
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// Overridden because the zeds health vary so much, it needs to be a percentage of max health - Ramm
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return super.ShouldDisplayGameplayPostProcessFX()
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|| (GetTeamNum() == 255 && Pawn != none && (Pawn.Health / float(Pawn.HealthMax)) * 100.f <= default.LowHealthThreshold);
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}
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function RecieveChatMessage(PlayerReplicationInfo PRI, string ChatMessage, name Type, optional float MsgLifeTime)
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{
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if(PRI.bAdmin)
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{
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ChatMessage = class'KFLocalMessage'.default.AdminString$ChatMessage;
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MyGFxHUD.HudChatBox.AddChatMessage(ChatMessage, class 'KFLocalMessage'.default.PriorityColor);
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}
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else
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{
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if(Type == 'TeamSay')
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{
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MyGFxHUD.HudChatBox.AddChatMessage(ChatMessage, class 'KFLocalMessage'.default.TeamSayColor);
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}
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else
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{
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MyGFxHUD.HudChatBox.AddChatMessage(ChatMessage, class 'KFLocalMessage'.default.SayColor);
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}
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}
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}
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unreliable client function NotifyOfAutoBalance()
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{
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MyGFxManager.DelayedOpenPopup(ENotification, EDPPID_Misc, Class'KFCommon_LocalizedStrings'.default.NoticeString, Class'KFCommon_LocalizedStrings'.default.TeamSwappedString, Class'KFCommon_LocalizedStrings'.default.OKString);
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MyGFxHUD.ShowNonCriticalMessage(Class'KFCommon_LocalizedStrings'.default.TeamSwappedString);
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}
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//override from base PlayerController
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exec function ChangeTeam( optional string TeamName )
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{
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RequestSwitchTeam();
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}
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exec function RequestSwitchTeam()
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{
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local KFPlayerReplicationInfo KFPRI;
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KFPRI = KFPlayerReplicationInfo(PlayerReplicationInfo);
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if ( KFPRI != None && !KFPRI.bOnlySpectator )
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{
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KFPRI.ServerSwitchTeam();
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}
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}
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/** We have to change perks when players team switch */
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function ServerNotifyTeamChanged()
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{
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if( Role == ROLE_Authority && MonsterPerkClass != None )
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{
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/*if ( CurrentPerk == None )
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{
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// If we get here without a perk via the normal path, we're in trouble.
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// SavedPerkIndex may not have been updated (config loaded) which will
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// cause team switch to get you the wrong perk.
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`warn("Versus: ServerNotifyTeamChanged called before client has assigned a SavedPerkIndex!");
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}*/
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if( GetTeamNum() > 0 )
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{
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ServerSelectPerk( 255, 0, 0, true );
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}
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else if( CurrentPerk != none && CurrentPerk.Class == MonsterPerkClass )
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{
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ServerSelectPerk( SavedPerkIndex, Perklist[SavedPerkIndex].PerkLevel, Perklist[SavedPerkIndex].PrestigeLevel, true );
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}
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}
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}
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function ClientRecieveNewTeam()
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{
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if(MyGFxManager != none)
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{
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MyGFxManager.ClientRecieveNewTeam();
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}
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}
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state Dead
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{
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event BeginState(Name PreviousStateName)
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{
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super.BeginState( PreviousStateName );
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// Reset camera offset
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if( GetTeamNum() == 255 )
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{
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KFThirdPersonCamera(KFPlayerCamera(PlayerCamera).ThirdPersonCam).SetViewOffset( class'KFThirdPersonCameraMode'.static.GetDefaultOffset() );
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}
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}
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}
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/** Called when view target is changed while in spectating state */
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function NotifyChangeSpectateViewTarget()
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{
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local KFPawn_Monster KFPM;
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super.NotifyChangeSpectateViewTarget();
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KFPM = KFPawn_Monster( ViewTarget );
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if( KFPM != none )
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{
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KFThirdPersonCamera(KFPlayerCamera(PlayerCamera).ThirdPersonCam).SetViewOffset( KFPM.default.ThirdPersonViewOffset );
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}
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}
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/**
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* Level was reset without reloading
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* NOTE: We can't call the super because it does a lot of things we don't want it to do. -MattF
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*/
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function Reset()
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{
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// Only reset active players!
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if( CanRestartPlayer() )
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{
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SetViewTarget( self );
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ResetCameraMode();
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FixFOV();
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// This is necessary because the server will try to synchronize pawns with the client when the client
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// is in the middle of trying to clean its pawn reference up. The ClientRestart() function sends the
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// client into a state (WaitingForPawn) where it thinks the server is about to replicate a new pawn,
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// but it isn't, so the client gets stuck there forever.
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AcknowledgedPawn = none;
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PlayerZedSpawnInfo.PendingZedPawnClass = none;
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PlayerZedSpawnInfo.PendingZedSpawnLocation = vect( 0,0,0 );
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}
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}
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/** Level was reset without reloading */
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reliable client function ClientReset()
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{
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local Actor A;
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local array<Actor> BloodSplatActors;
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local int i;
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// Ensures this only runs once on listen servers
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if( !IsLocalPlayerController() )
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{
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return;
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}
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// Reset all actors (except controllers and blood splats)
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foreach AllActors( class'Actor', A )
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{
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if( A.IsA('KFPersistentBloodActor') )
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{
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BloodSplatActors.AddItem( A );
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continue;
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}
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if( WorldInfo.NetMode == NM_Client && !A.IsA('Controller') )
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{
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A.Reset();
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}
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}
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// Reset blood splat actors after everything else
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for( i = 0; i < BloodSplatActors.Length; ++i )
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{
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BloodSplatActors[i].Reset();
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}
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}
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/**
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* InitInputSystem()
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* Spawn the appropriate class of PlayerInput
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* Only called for playercontrollers that belong to local players
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*/
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event InitInputSystem()
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{
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Super.InitInputSystem();
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KFPlayerInput(PlayerInput).bVersusInput = true;
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}
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/** Overridden to allow perk changes during the end of the round */
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event SetHaveUpdatePerk( bool bUsedUpdate )
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{
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super.SetHaveUpdatePerk( KFGameReplicationInfoVersus(WorldInfo.GRI).bRoundIsOver ? false : bUsedUpdate );
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}
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//-----------------------------------------------------------------------------
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// Mixer Integration
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//-----------------------------------------------------------------------------
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//Do nothing for versus controllers. Mixer will startup with other spots on pawn receive
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reliable client function ClientMatchStarted()
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{}
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reliable client function GivePawn(Pawn NewPawn)
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{
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super.GivePawn(NewPawn);
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if (NewPawn == none)
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{
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MixerCurrentDefaultScene = "default";
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}
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else
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{
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MixerCurrentDefaultScene = GetPawnBasedMixerScene(NewPawn);
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}
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MixerMoveUsersToDefaultGroup();
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}
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simulated protected function MixerStartupComplete()
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{
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MixerCurrentDefaultScene = GetPawnBasedMixerScene(Pawn);
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SetTimer(1.f, false, nameof(MixerMoveUsersToDefaultGroup));
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}
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simulated final function string GetPawnBasedMixerScene(Pawn InPawn)
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{
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if (InPawn != none)
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{
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if (InPawn.IsA('KFPawn_Monster'))
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{
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return "VersusZed";
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}
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else if (!InPawn.IsA('KFPawn_Customization'))
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{
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return "SelectSide";
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}
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}
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return "default";
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}
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DefaultProperties
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{
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CameraClass=class'KFPlayerCamera_Versus'
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MonsterPerkClass=class'KFPerk_Monster'
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PostRoundMenuClass=class'KFGFxMoviePlayer_PostRoundMenu'
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} |