167 lines
7.7 KiB
Ucode
167 lines
7.7 KiB
Ucode
//=============================================================================
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// KFGoreJointInfo
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//=============================================================================
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// Describes gore behavior for the specified hit bone.
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// NOTE: A lot of struct properties are repeated for the sake of future extensibility.
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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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// - Sakib Saikia 5/28/2014
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//=============================================================================
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class KFGoreJointInfo extends Object
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hidecategories(Object)
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editinlinenew;
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/** Settings to map each dismembered or gibbed bone to its blood jet effect
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NOTE: Struct propertis are identical to the BloodTrailSettings struct but
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is deliberately duplicated so that it can be extensible if future needs arise.
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*/
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struct BloodJetSettings
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{
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/** Whether this attaches to a specific socket. Otherwise, it will attach to
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the parent bone of the dismembered bone */
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var() bool bAttachToSocket;
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/** Socket name if bAttachToSocket is TRUE */
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var() name SocketName<EditCondition=bAttachToSocket>;
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/** The particle system to use */
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var() ParticleSystem ParticleSystemTemplate;
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/** If specified, constrain the template the specific damage groups only */
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var() array<EGoreDamageGroup> ConstrainToDamageGroups;
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};
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/** Settings related to blood trails for this bone
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NOTE: Struct properties are identical to the BloodJetSettings struct but is
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deliberately duplicated so that it can be extensible if future needs arise.
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*/
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struct BloodTrailSettings
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{
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/** Whether this attaches to a specific socket. Otherwise, it will attach to the dismembered bone */
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var() bool bAttachToSocket;
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/** Socket name if bAttachToSocket is TRUE */
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var() name SocketName<EditCondition=bAttachToSocket>;
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/** The particle system to use */
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var() ParticleSystem ParticleSystemTemplate;
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/** If specified, constrain the template the specific damage groups only */
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var() array<EGoreDamageGroup> ConstrainToDamageGroups;
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};
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/** Settings for a single partial gore bone */
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struct PartialBreakBone
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{
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/** Name of the bone to be shrunk */
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var() name BoneName;
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/** Blood jet to attach to the parent of the partial break bone */
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var() editinline array<BloodJetSettings> BloodJets;
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/** Name of the blood parameter to activate when the bone is dismembered or gibbed */
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var() array<name> BloodMICParamName;
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/** Particle effect to be spawned for this partial break.
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Note: This is different from the blood jet */
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var() ParticleSystem ParticleSystemTemplate;
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};
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/** Settings related to bone shrink gore (partial gore) */
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struct PartialBreakSettings
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{
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/** List of child bones that can be shrunk when the bone is hit. If the array contains
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more than 1 bone, the bone that is closest to the HitBone will be selected */
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var() editinline array<PartialBreakBone> PartialBreakBones<DisplayName=Shrink Bones>;
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/** If specified, constrain partial break to the specific damage groups only.
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Otherwise, all damage types can cause this partial break. */
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var() array<EGoreDamageGroup> ConstrainToDamageGroups;
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/** Additional DamageGroups that can cause this break only on the killing blow */
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var() array<EGoreDamageGroup> KillingBlowDamageGroups;
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};
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/** Settings for a single explosion break bone */
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struct ExplosionBreakBone
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{
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/** Name of the bone to be dismembered */
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var() name BoneName;
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/** Blood jet to attach to the parent of the dismembered bone */
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var() editinline array<BloodJetSettings> BloodJets;
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/** Blood trails to attach to the dismembered bone */
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var() array<BloodTrailSettings> BloodTrails;
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/** Name of the blood parameter to activate when the bone is gibbed */
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var() array<name> BloodMICParamName;
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};
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/** Settings related to hit explosion gore
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NOTE: Struct properties are identical to the DependentBreakSettings struct but
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is deliberately duplicated so that it can be extensible if future needs arise.
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*/
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struct ExplosionBreakSettings
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{
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/** List of constraints that will be broken on an explosion. ALL of the break
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bones will be dismembered */
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var() array<ExplosionBreakBone> BreakBones<DisplayName=Break Bones>;
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/** Particle effect to be spawned. The effect will be spawned at the location
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of the hit bone that triggered this explosion */
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var() ParticleSystem ParticleSystemTemplate;
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/** If specified, constrain explosion to the specific damage groups only.
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Otherwise, all damage types can cause this explosion. */
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var() array<EGoreDamageGroup> ConstrainToDamageGroups;
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};
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/** Settings for a single dependent gore bone */
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struct DependentBreakBone
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{
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/** Name of the bone to be dismembered */
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var() name BoneName;
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/** Blood jet to attach to the parent of the dismembered bone */
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var() editinline array<BloodJetSettings> BloodJets;
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/** Blood trails to attach to the dismembered bone */
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var() array<BloodTrailSettings> BloodTrails;
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/** Name of the blood parameter to activate when the bone is dismembered or gibbed */
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var() array<name> BloodMICParamName;
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/** Particle effect to be spawned specifically for this dependent break */
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var() ParticleSystem ParticleSystemTemplate;
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};
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/** List of joints that are broken when the bone is dismembered
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NOTE: Struct properties are identical to the ExplosionBreakSettings struct but
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is deliberately duplicated so that it can be extensible if future needs arise.
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*/
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struct DependentBreakSettings
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{
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/** List of bones that need to get broken due to dependency */
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var() editinline array<DependentBreakBone> DependentBones;
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/** If specified, constrain dependant breaks to the specific damage groups only */
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var() array<EGoreDamageGroup> ConstrainToDamageGroups;
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};
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/** Special effects to be played when a joint is dismembered */
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struct DismembermentEffect
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{
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/** Particle effect to be spawned */
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var() ParticleSystem ParticleSystemTemplate;
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/** If specified, constrain effect to the specific damage groups only */
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var() array<EGoreDamageGroup> ConstrainToDamageGroups;
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};
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/** Name of the bone that was hit (as per the hit detection system).
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You only set up the bones that correspond to a hit zone in a physics asset.
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ALL the hit zone bones must be set up here even if they don't dismember. */
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var() name HitBoneName;
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/** If TRUE, the joint cannot be dismembered. This applies to gibbing due to an explosion as well. */
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var(PrimaryDismemberment) bool bNonBreakableJoint;
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/** Use to specify bone shrinking gore */
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var(AuxiliaryDismemberment) array<PartialBreakSettings> BoneShrinkGore;
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/** Use to specify explosion effects for characters (such as the bloat) that
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explode on death even when hit by a non-explosive weapon */
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var(AuxiliaryDismemberment) array<ExplosionBreakSettings> HitExplosionGore;
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/** Use to specify joints that have dependencies that need to be respected when breaking the mesh */
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var(AuxiliaryDismemberment) array<DependentBreakSettings> DependentBreakGore;
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/** Use to specify blood jet effects for this bone.
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Blood jets are attached to the parent of the dismembered bone or a specified socket thereof. */
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var(PrimaryDismemberment) array<BloodJetSettings> BloodJets;
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/** Use to specify blood trail effects for this bone.
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Blood trails are attached to the dismembered bone or a specified socket thereof. */
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var(PrimaryDismemberment) array<BloodTrailSettings> BloodTrails;
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/** Name of the blood parameter(s) to activate when the bone is dismembered or gibbed.
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This is used to add a blood overlay to the dismembered mesh. */
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var(PrimaryDismemberment) array<name> BloodMICParamName;
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/** Particle effect settings when the bone is dismembered.
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The effect is played at the location of the dismembered bone */
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var(PrimaryDismemberment) array<DismembermentEffect> DismembermentEffects;
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