483 lines
14 KiB
Ucode
483 lines
14 KiB
Ucode
//=============================================================================
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// KFWeap_AutoTurretWeapon
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//=============================================================================
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2022 Tripwire Interactive LLC
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//=============================================================================
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class KFWeap_AutoTurretWeapon extends KFWeap_SMGBase;
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var KFPawn_AutoTurret InstigatorDrone;
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var transient bool bFiring;
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simulated event PreBeginPlay()
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{
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super.PreBeginPlay();
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StartLoadWeaponContent();
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}
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simulated state WeaponFiring
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{
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simulated function EndState(Name NextStateName)
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{
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local Pawn OriginalInstigator;
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// The Instigator for this weapon is the Player owning the weapon (for Perk, damage, etc,. calculations)
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// But for Weapon Firing end state logic we need to point to the real Drone Pawn so we don't mess
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// With whichever weapon the Player had equipped at that point
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OriginalInstigator = Instigator;
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Instigator = InstigatorDrone;
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super.EndState(NextStateName);
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Instigator = OriginalInstigator;
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}
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}
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simulated function FireAmmunition()
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{
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CurrentFireMode = DEFAULT_FIREMODE;
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super.FireAmmunition();
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}
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simulated function GetMuzzleLocAndRot(out vector MuzzleLoc, out rotator MuzzleRot)
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{
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if (KFSkeletalMeshComponent(Mesh).GetSocketWorldLocationAndRotation('MuzzleFlash', MuzzleLoc, MuzzleRot) == false)
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{
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`Log("MuzzleFlash not found!");
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}
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// To World Coordinates. (Rotation should be 0 so no taken into account)
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// MuzzleLoc = Location + QuatRotateVector(QuatFromRotator(Rotation), MuzzleLoc);
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}
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simulated function InstantFireClient()
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{
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local vector StartTrace;
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local vector EndTrace;
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local rotator AimRot;
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local Array<ImpactInfo> ImpactList;
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local int Idx;
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local ImpactInfo RealImpact;
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local float CurPenetrationValue;
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local KFPawn KFPOwner;
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// see Controller AimHelpDot() / AimingHelp()
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bInstantHit = true;
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// define range to use for CalcWeaponFire()
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GetMuzzleLocAndRot(StartTrace, AimRot );
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EndTrace = StartTrace + vector(Owner.Rotation) * GetTraceRange();
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bInstantHit = false;
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// Initialize penetration power
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PenetrationPowerRemaining = GetInitialPenetrationPower(CurrentFireMode);
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CurPenetrationValue = PenetrationPowerRemaining;
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// Perform shot
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RealImpact = CalcWeaponFire(StartTrace, EndTrace, ImpactList);
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// Set flash location to trigger client side effects. Bypass Weapon.SetFlashLocation since
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// that function is not marked as simulated and we want instant client feedback.
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// ProjectileFire/IncrementFlashCount has the right idea:
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// 1) Call IncrementFlashCount on Server & Local
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// 2) Replicate FlashCount if ( !bNetOwner )
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// 3) Call WeaponFired() once on local player
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KFPOwner = KFPawn(Owner);
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if( KFPOwner != None )
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{
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KFPOwner.SetFlashLocation( Self, CurrentFireMode, RealImpact.HitLocation );
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}
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// local player only for clientside hit detection
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// allow weapon to add extra bullet impacts (useful for shotguns)
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InstantFireClient_AddImpacts(StartTrace, AimRot, ImpactList);
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for (Idx = 0; Idx < ImpactList.Length; Idx++)
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{
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ProcessInstantHitEx(CurrentFireMode, ImpactList[Idx],, CurPenetrationValue, Idx);
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}
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if ( Instigator.Role < ROLE_Authority )
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{
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SendClientImpactList(CurrentFireMode, ImpactList);
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}
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}
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simulated function HandleProjectileImpact(byte ProjectileFireMode, ImpactInfo Impact, optional float PenetrationValue)
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{
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// local player only for clientside hit detection
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if ( Instigator != None)
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{
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if ( Instigator.Role < ROLE_Authority )
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{
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SendClientProjectileImpact(ProjectileFireMode, Impact, PenetrationValue);
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}
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ProcessInstantHitEx(ProjectileFireMode, Impact,, PenetrationValue, 0);
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}
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}
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simulated function Projectile ProjectileFire()
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{
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local vector StartTrace, RealStartLoc, AimDir;
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local rotator AimRot;
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local class<KFProjectile> MyProjectileClass;
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// tell remote clients that we fired, to trigger effects
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if ( ShouldIncrementFlashCountOnFire() )
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{
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IncrementFlashCount();
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}
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MyProjectileClass = GetKFProjectileClass();
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if( Role == ROLE_Authority || (MyProjectileClass.default.bUseClientSideHitDetection
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&& MyProjectileClass.default.bNoReplicationToInstigator && Instigator != none
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&& Instigator.IsLocallyControlled()) )
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{
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// This is where we would start an instant trace. (what CalcWeaponFire uses)
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// MySkelMesh.GetSocketWorldLocationAndRotation( 'MuzzleFlash', StartTrace, AimRot );
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GetMuzzleLocAndRot(StartTrace, AimRot );
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AimDir = Vector(Owner.Rotation);
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// this is the location where the projectile is spawned.
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RealStartLoc = StartTrace;
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return SpawnAllProjectiles(MyProjectileClass, RealStartLoc, AimDir);
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}
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return None;
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}
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simulated function KFProjectile SpawnProjectile( class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir )
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{
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local KFProjectile SpawnedProjectile;
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local int ProjDamage;
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local Pawn OriginalInstigator;
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/*
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* Instigator issues here. The instigator of the weapon here is the PlayerController which won't replicate the projectile.
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* Changing it to the drone pawn for spawning, then swapping it again to be able to apply perk effects.
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*/
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// Spawn projectile
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OriginalInstigator = Instigator;
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Instigator = InstigatorDrone;
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SpawnedProjectile = Spawn( KFProjClass, self,, RealStartLoc);
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if( SpawnedProjectile != none && !SpawnedProjectile.bDeleteMe )
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{
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// Mirror damage and damage type from weapon. This is set on the server only and
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// these properties are replicated via TakeHitInfo
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if ( InstantHitDamage.Length > CurrentFireMode && InstantHitDamageTypes.Length > CurrentFireMode )
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{
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ProjDamage = GetModifiedDamage(CurrentFireMode);
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SpawnedProjectile.Damage = ProjDamage;
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SpawnedProjectile.MyDamageType = InstantHitDamageTypes[CurrentFireMode];
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}
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// Set the penetration power for this projectile
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// because of clientside hit detection, we need two variables --
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// one that replicates on init and one that updates but doesn't replicate
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SpawnedProjectile.InitialPenetrationPower = GetInitialPenetrationPower(CurrentFireMode);
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SpawnedProjectile.PenetrationPower = SpawnedProjectile.InitialPenetrationPower;
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SpawnedProjectile.UpgradeDamageMod = GetUpgradeDamageMod();
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SpawnedProjectile.Init( AimDir );
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}
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if (MedicComp != none && KFProj_HealingDart(SpawnedProjectile) != None)
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{
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if (TargetingComp != none && TargetingComp.LockedTarget[1] != none)
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{
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KFProj_HealingDart(SpawnedProjectile).SeekTarget = TargetingComp.LockedTarget[1];
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}
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}
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Instigator = OriginalInstigator;
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// return it up the line
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return SpawnedProjectile;
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}
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simulated function IncrementFlashCount()
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{
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local KFPawn P;
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P = KFPawn(Owner);
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if( P != None )
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{
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P.IncrementFlashCount( Self, CurrentFireMode );
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}
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}
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simulated function Fire()
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{
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if (bFiring)
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{
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return;
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}
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if (HasAmmo(DEFAULT_FIREMODE))
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{
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SendToFiringState(DEFAULT_FIREMODE);
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}
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bFiring = true;
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}
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simulated function StopFire(byte FireModeNum)
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{
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if (!bFiring)
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{
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return;
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}
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bFiring = false;
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super.StopFire(FireModeNum);
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GoToState('Inactive');
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}
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simulated function bool ShouldRefire()
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{
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// if doesn't have ammo to keep on firing, then stop
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if( !HasAmmo( CurrentFireMode ) )
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{
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return false;
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}
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return bFiring;
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}
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/**
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* Starts playing looping FireSnd only (used for switching sounds in Zedtime)
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*/
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simulated function StartLoopingFireSound(byte FireModeNum)
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{
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if ( FireModeNum < bLoopingFireSnd.Length && bLoopingFireSnd[FireModeNum] && !ShouldForceSingleFireSound() )
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{
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bPlayingLoopingFireSnd = true;
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KFPawn(Owner).SetWeaponAmbientSound(WeaponFireSnd[FireModeNum].DefaultCue, WeaponFireSnd[FireModeNum].FirstPersonCue);
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}
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}
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/**
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* Stops playing looping FireSnd only (used for switching sounds in Zedtime)
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*/
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simulated function StopLoopingFireSound(byte FireModeNum)
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{
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if ( bPlayingLoopingFireSnd )
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{
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KFPawn(Owner).SetWeaponAmbientSound(None);
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if ( FireModeNum < WeaponFireLoopEndSnd.Length )
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{
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WeaponPlayFireSound(WeaponFireLoopEndSnd[FireModeNum].DefaultCue, WeaponFireLoopEndSnd[FireModeNum].FirstPersonCue);
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}
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bPlayingLoopingFireSnd = false;
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}
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}
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simulated function PlayFireEffects( byte FireModeNum, optional vector HitLocation )
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{
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local name WeaponFireAnimName;
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local KFPerk CurrentPerk;
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local float TempTweenTime, AdjustedAnimLength;
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local KFPawn KFPO;
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// If we have stopped the looping fire sound to play single fire sounds for zed time
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// start the looping sound back up again when the time is back above zed time speed
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if( FireModeNum < bLoopingFireSnd.Length && bLoopingFireSnd[FireModeNum] && !bPlayingLoopingFireSnd )
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{
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StartLoopingFireSound(FireModeNum);
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}
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PlayFiringSound(CurrentFireMode);
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KFPO = KFPawn(Owner);
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if( KFPO != none )
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{
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// Tell our pawn about any changes in animation speed
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UpdateWeaponAttachmentAnimRate( GetThirdPersonAnimRate() );
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if( KFPO.IsLocallyControlled() )
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{
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if( KFPO.IsFirstPerson() )
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{
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if ( !bPlayingLoopingFireAnim )
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{
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WeaponFireAnimName = GetWeaponFireAnim(FireModeNum);
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if ( WeaponFireAnimName != '' )
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{
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AdjustedAnimLength = MySkelMesh.GetAnimLength(WeaponFireAnimName);
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TempTweenTime = FireTweenTime;
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CurrentPerk = GetPerk();
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if( CurrentPerk != none )
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{
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CurrentPerk.ModifyRateOfFire( AdjustedAnimLength, self );
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// We need to unlock the slide if we fire from zero ammo while uber ammo is active
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if( EmptyMagBlendNode != none
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&& BonesToLockOnEmpty.Length > 0
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&& AmmoCount[GetAmmoType(FireModeNum)] == 0
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&& CurrentPerk.GetIsUberAmmoActive(self) )
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{
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EmptyMagBlendNode.SetBlendTarget( 0, 0 );
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TempTweenTime = 0.f;
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}
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}
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PlayAnimation(WeaponFireAnimName, AdjustedAnimLength,, TempTweenTime);
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}
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}
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// Start muzzle flash effect
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CauseMuzzleFlash(FireModeNum);
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}
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HandleRecoil();
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ShakeView();
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if (AmmoCount[0] == 0 && ForceReloadTimeOnEmpty > 0)
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{
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SetTimer(ForceReloadTimeOnEmpty, false, nameof(ForceReload));
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}
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}
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}
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}
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simulated function WeaponPlayFireSound(AkBaseSoundObject DefaultSound, AkBaseSoundObject FirstPersonSound)
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{
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// ReplicateSound needs an "out" vector
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local vector SoundLocation;
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if( Owner != None && !bSuppressSounds )
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{
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SoundLocation = KFPawn(Owner).GetPawnViewLocation();
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if ( DefaultSound != None )
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{
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Owner.PlaySoundBase( DefaultSound, false, false, false, SoundLocation );
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}
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}
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}
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/** True if we want to override the looping fire sounds with fire sounds from another firemode */
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simulated function bool ShouldForceSingleFireSound()
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{
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// If this weapon has a single-shot firemode, disable looping fire sounds during zedtime
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if ( `IsInZedTime(Instigator) && SingleFireSoundIndex != 255 )
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{
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return true;
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}
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return false;
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}
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defaultproperties
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{
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// Shooting Animations
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FireSightedAnims[0]=Shoot_Iron
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FireSightedAnims[1]=Shoot_Iron2
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FireSightedAnims[2]=Shoot_Iron3
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// FOV
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MeshIronSightFOV=52
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PlayerIronSightFOV=70
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// Depth of field
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DOF_FG_FocalRadius=75
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DOF_FG_MaxNearBlurSize=3.5
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// Zooming/Position
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PlayerViewOffset=(X=9.0,Y=10,Z=-4)
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// Content
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PackageKey="AutoTurretWeapon"
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FirstPersonMeshName="wep_1p_autoturretWeapon_mesh.Wep_1stP_AutoTurretWeapon_Rig"
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FirstPersonAnimSetNames(0)="wep_1p_autoturretWeapon_anim.Wep_1stP_AutoTurretWeapon_Anim"
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PickupMeshName="wep_3p_autoturretWeapon_mesh.Wep_AutoTurretWeapon_Pickup"
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AttachmentArchetypeName="WEP_AutoTurretWeapon_ARCH.AutoTurretWeaponAttachment"
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MuzzleFlashTemplateName="wep_autoturretWeapon_arch.Wep_AutoTurretWeapon_MuzzleFlash"
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// Zooming/Position
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IronSightPosition=(X=7,Y=0,Z=0)
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// Ammo
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MagazineCapacity[0]=150
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SpareAmmoCapacity[0]=0
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InitialSpareMags[0]=0
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bCanBeReloaded=false
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bReloadFromMagazine=false
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// Recoil
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maxRecoilPitch=225
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minRecoilPitch=150
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maxRecoilYaw=150
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minRecoilYaw=-150
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RecoilRate=0.085
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RecoilMaxYawLimit=500
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RecoilMinYawLimit=65035
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RecoilMaxPitchLimit=900
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RecoilMinPitchLimit=65035
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RecoilISMaxYawLimit=75
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RecoilISMinYawLimit=65460
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RecoilISMaxPitchLimit=195
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RecoilISMinPitchLimit=65460
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RecoilViewRotationScale=0.25
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IronSightMeshFOVCompensationScale=1.5
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// Inventory / Grouping
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InventorySize=5
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GroupPriority=25
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WeaponSelectTexture=Texture2D'WEP_UI_AutoTurret_TEX.UI_WeaponSelect_AutoTurret'
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// DEFAULT_FIREMODE
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FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletBurst'
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FiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring
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WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Pistol9mm'
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_AutoTurret'
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FireInterval(DEFAULT_FIREMODE)=+0.12 // 500 rpm
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InstantHitDamage(DEFAULT_FIREMODE)=10
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Spread(DEFAULT_FIREMODE)=0.01
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FireOffset=(X=30,Y=4.5,Z=-4)
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// ALT_FIREMODE
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FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
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WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
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// BASH_FIREMODE
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WeaponFireTypes(BASH_FIREMODE)=EWFT_None
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// Fire Effects
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Autoturret.Play_WEP_AutoTurret_Shot_LP_3P', FirstPersonCue=AkEvent'WW_WEP_Autoturret.Play_WEP_AutoTurret_Shot_LP_1P')
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WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Autoturret.Play_WEP_AutoTurret_Shot_EndLP_3P', FirstPersonCue=AkEvent'WW_WEP_Autoturret.Play_WEP_AutoTurret_Shot_EndLP_1P')
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WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_Autoturret.Play_WEP_AutoTurret_Shoot_3P', FirstPersonCue=AkEvent'WW_WEP_Autoturret.Play_WEP_AutoTurret_Shoot_1P')
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SingleFireSoundIndex=ALTFIRE_FIREMODE
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bLoopingFireSnd(DEFAULT_FIREMODE)=true
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bLoopingFireAnim(DEFAULT_FIREMODE)=true
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AssociatedPerkClasses(0)=class'KFPerk_Commando'
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Damage1, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
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WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Damage1, Scale=1.3f), (Stat=EWUS_Weight, Add=2)))
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InstigatorDrone=none
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bFiring=false
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}
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