132 lines
4.7 KiB
Ucode
132 lines
4.7 KiB
Ucode
//=============================================================================
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// KFCharacterInfoBase
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//=============================================================================
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// Class Description
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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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// - Author 3/18/2014
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//=============================================================================
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class KFCharacterInfoBase extends Object
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abstract
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native(Pawn)
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dependsOn(KFPawn, KFDamageType);
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/** Mesh scaling */
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var(ThirdPerson) float DefaultMeshScale;
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/************************************************************************/
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/* Animation Info */
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/************************************************************************/
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/** Animation tree to use for a character in this 'family' */
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var(ThirdPerson) AnimTree AnimTreeTemplate;
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/** Animation sets to use for a character in this 'family' */
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var(ThirdPerson) array<AnimSet> AnimSets;
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/** This pawn's anim info class based on character info */
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var(ThirdPerson) KFPawnAnimInfo AnimArchetype;
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/** Physics Asset to use */
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var(ThirdPerson) PhysicsAsset PhysAsset;
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/************************************************************************/
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/* Effects */
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/************************************************************************/
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var(Effects) KFPawnSoundGroup SoundGroupArch;
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//var(Effects) class<KFVoiceInfo> VoiceClass;
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//var(Effects) class< KFPawnVoiceGroup > VoiceGroupArch;
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var(Effects) string VoiceGroupArchName;
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/** Skin Type definition for impact effects */
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var(Effects) array<KFSkinTypeEffects> ImpactSkins;
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/** This is the bone from which the the trace for the blood pool effect will originate. The trace is done
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vertically downwards. If not specified, the root bone (index 0) will be used as blood pool origin */
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var(Gore) name BloodPoolOriginBoneName;
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/** Character MICs index to use for gameplay effects */
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var(Effects) int GoreFXMICIdx;
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/** List of additional particle systems that require unique effects and logic per-event */
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var(Effects) array<ExtraVFXInfo> ExtraVFX;
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/************************************************************************/
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/* Character Portrait
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*************************************************************************/
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var(Portrait) Texture DefaultHeadPortrait;
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var(Portrait) array<Texture> DefaultTeamHeadPortrait;
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/************************************************************************/
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/* Native Functions */
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/************************************************************************/
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cpptext
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{
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// Used by KFCharacterInfo_Human
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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}
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native function KFCharacterInfoBase Duplicate();
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/************************************************************************/
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/* Script Functions */
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/************************************************************************/
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/** Return the texture portrait stored for this character */
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function Texture GetCharPortrait()
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{
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return DefaultHeadPortrait;
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}
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/** Sets misc. properties from the character info */
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simulated function SetCharacterFromArch( KFPawn KFP, optional KFPlayerReplicationInfo KFPRI )
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{
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if ( KFPRI == none)
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{
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return;
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}
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// Assign fallback portrait.
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KFPRI.CharPortrait = GetCharPortrait();
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KFPRI.bNetDirty = true;
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}
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/** Sets the pawns character mesh from it's CharacterInfo, and updates instance of player in map if there is one. */
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simulated function SetCharacterMeshFromArch( KFPawn KFP, optional KFPlayerReplicationInfo KFPRI );
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simulated function SetBodyMesh( byte CurrentOutfitIndex, KFPawn KFP, optional KFPlayerReplicationInfo KFPRI );
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simulated function SetBodySkin(byte CurrentSkinIndex, KFPawn KFP, KFPlayerReplicationInfo KFPRI);
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/** Assign an arm mesh and material to this pawn */
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function SetFirstPersonArmsFromArch( KFPawn KFP, optional KFPlayerReplicationInfo KFPRI );
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static function int GetWeaponAnimSetIdx()
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{
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return default.AnimSets.length;
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}
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function SetCharacterAnimFromArch( KFPawn Pawn )
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{
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Pawn.Mesh.AnimSets = AnimSets;
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if( Pawn.Mesh.AnimTreeTemplate != AnimTreeTemplate )
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{
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Pawn.Mesh.SetAnimTreeTemplate( AnimTreeTemplate );
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}
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}
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defaultproperties
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{
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AnimArchetype=KFPawnAnimInfo'ZED_Clot_Anim.AlphaClot_AnimGroup'
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SoundGroupArch=KFPawnSoundGroup'FX_Pawn_Sounds_ARCH.DefaultPawnSounds'
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DefaultMeshScale=1.f
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GoreFXMICIdx=0
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ImpactSkins[0]=KFSkinTypeEffects'FX_Impacts_ARCH.SkinTypes.Flesh'
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ImpactSkins[1]=KFSkinTypeEffects'FX_Impacts_ARCH.SkinTypes.Skull'
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}
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