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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_HRG_BallisticBouncer.uc
2023-05-11 18:55:04 +03:00

778 lines
20 KiB
Ucode

//=============================================================================
// KFWeap_HRG_BallisticBouncer
//=============================================================================
// Killing Floor 2
// Copyright (C) 2022 Tripwire Interactive LLC
//=============================================================================
class KFWeap_HRG_BallisticBouncer extends KFWeapon;
//Props related to charging the weapon
var float MaxChargeTime;
var float ValueIncreaseTime;
var float DmgIncreasePerCharge;
var float AOEIncreasePerCharge;
var float IncapIncreasePerCharge;
var int AmmoIncreasePerCharge;
var transient float ChargeTime;
var transient float ConsumeAmmoTime;
var transient float MaxChargeLevel;
var ParticleSystem ChargedEffect;
var transient ParticleSystemComponent FullyChargedPSC;
var transient bool bIsFullyCharged;
var const WeaponFireSndInfo FullyChargedSound;
var float FullChargedTimerInterval;
var float FXScalingFactorByCharge, ChargePercentage;
var float MinScale, MaxScale;
var int MaxDamageByCharge;
var int MinDamageByCharge;
const SecondaryFireAnim = 'Alt_Fire';
const SecondaryFireIronAnim = 'Alt_Fire_Iron';
const SecondaryFireAnimEmpty = 'Alt_Fire_Empty';
const SecondaryFireIronAnimEmpty = 'Alt_Fire_Iron_Empty';
var bool bHasToLaunchEmptyAnim;
var SkelControlSingleBone Control;
var bool bBlocked;
var() StaticMesh ChargeStaticMesh;
var transient StaticMeshComponent ChargeAttachment;
var transient MaterialInstanceConstant ChargeMIC;
var float MinProjPlaceholderScale;
var float MaxProjPlaceHolderScale;
Replication
{
if(Role == Role_Authority && bNetDirty)
ChargeTime;
}
static simulated event EFilterTypeUI GetTraderFilter()
{
return FT_Projectile;
}
simulated event PostInitAnimTree( SkeletalMeshComponent SkelComp )
{
local vector vec;
local float fPercentage;
super.PostInitAnimTree( SkelComp );
Control = SkelControlSingleBone( SkelComp.FindSkelControl('AmmoControl') );
if( Control != none )
{
Control.SetSkelControlActive( true );
}
//from 0 to -8
// If AmmoCount is being replicated, don't allow the client to modify it here
fPercentage = FMin((float(AmmoCount[0])/(MagazineCapacity[0])), 1);
vec.X = Control.BoneTranslation.X;
vec.Y = Control.BoneTranslation.Y;
vec.Z = Lerp(-8, 0, fPercentage);
Control.BoneTranslation = vec;
}
/**
* @see Weapon::ConsumeAmmo
*/
simulated function ConsumeAmmo(byte FireModeNum)
{
local vector vec;
local float fPercentage;
//from 0 to -8
// If AmmoCount is being replicated, don't allow the client to modify it here
if (Role == ROLE_Authority)
{
fPercentage = FMin(float(AmmoCount[0])/(MagazineCapacity[0]), 1);
super.ConsumeAmmo(FireModeNum);
if(Control != none)
{
vec.X = Control.BoneTranslation.X;
vec.Y = Control.BoneTranslation.Y;
vec.Z = Lerp(-8, 0, fPercentage);
Control.BoneTranslation = vec;
}
//Notify the client about the new percentage as the client is not tracking the ammo
ClientUpdateVisualAmmo(fPercentage);
}
}
reliable client function ClientUpdateVisualAmmo(float BoneControlTranslation)
{
local vector vec;
if ( Role < ROLE_Authority && Control != none )
{
vec.X = Control.BoneTranslation.X;
vec.Y = Control.BoneTranslation.Y;
vec.Z = Lerp(-8, 0, BoneControlTranslation);
Control.BoneTranslation = vec;
}
}
simulated function StartFire(byte FiremodeNum)
{
if (IsTimerActive('RefireCheckTimer'))
{
return;
}
if (bBlocked && AmmoCount[0] == 0 && !IsTimerActive(nameof(RefireCheckTimer)) && !IsTimerActive(nameof(UnlockClientFire)))
{
bBlocked = false;
}
if(Role != Role_Authority && FireModeNum == DEFAULT_FIREMODE && HasAmmo(DEFAULT_FIREMODE))
{
bBlocked = true;
if(IsTimerActive(nameof(UnlockClientFire)))
{
ClearTimer(nameof(UnlockClientFire));
}
}
super.StartFire(FiremodeNum);
if ( PendingFire(RELOAD_FIREMODE) && Role != Role_Authority)
{
bBlocked = false;
}
}
simulated function RefireCheckTimer()
{
Super.RefireCheckTimer();
if(bBlocked && Role != Role_Authority)
{
SetTimer(0.25f , false, nameof(UnlockClientFire));
}
}
reliable client function UnlockClientFire()
{
bBlocked = false;
}
simulated function OnStartFire()
{
local KFPawn PawnInst;
PawnInst = KFPawn(Instigator);
if (PawnInst != none)
{
PawnInst.OnStartFire();
}
}
simulated function FireAmmunition()
{
// Let the accuracy tracking system know that we fired
HandleWeaponShotTaken(CurrentFireMode);
// Handle the different fire types
switch (WeaponFireTypes[CurrentFireMode])
{
case EWFT_InstantHit:
// Launch a projectile if we are in zed time, and this weapon has a projectile to launch for this mode
if (`IsInZedTime(self) && WeaponProjectiles[CurrentFireMode] != none )
{
ProjectileFire();
}
else
{
InstantFireClient();
}
break;
case EWFT_Projectile:
ProjectileFire();
break;
case EWFT_Custom:
CustomFire();
break;
}
//// If we're firing without charging, still consume one ammo
if (GetChargeLevel() < 1)
{
ConsumeAmmo(CurrentFireMode);
}
NotifyWeaponFired(CurrentFireMode);
// Play fire effects now (don't wait for WeaponFired to replicate)
PlayFireEffects(CurrentFireMode, vect(0, 0, 0));
}
simulated function ANIMNOTIFY_FILLMAG()
{
local vector vec;
if (Control != none)
{
vec.X = Control.BoneTranslation.X;
vec.Y = Control.BoneTranslation.Y;
vec.Z = 0;
Control.BoneTranslation = vec;
}
}
/**
* @see Weapon::HasAmmo
*/
simulated event bool HasAmmo( byte FireModeNum, optional int Amount )
{
local KFPerk InstigatorPerk;
// we can always do a melee attack
if( FireModeNum == BASH_FIREMODE )
{
return TRUE;
}
else if ( FireModeNum == RELOAD_FIREMODE )
{
return CanReload();
}
else if ( FireModeNum == GRENADE_FIREMODE )
{
if( KFInventoryManager(InvManager) != none )
{
return KFInventoryManager(InvManager).HasGrenadeAmmo(Amount);
}
}
InstigatorPerk = GetPerk();
if( InstigatorPerk != none && InstigatorPerk.GetIsUberAmmoActive( self ) )
{
return true;
}
// If passed in ammo isn't set, use default ammo cost.
if( Amount == 0 )
{
Amount = AmmoCost[FireModeNum];
}
return AmmoCount[GetAmmoType(FireModeNum)] >= Amount;
}
simulated state MineReconstructorCharge extends WeaponFiring
{
//For minimal code purposes, I'll directly call global.FireAmmunition after charging is released
simulated function FireAmmunition()
{
return;
}
//Store start fire time so we don't have to timer this
simulated event BeginState(Name PreviousStateName)
{
local KFPerk InstigatorPerk;
super.BeginState(PreviousStateName);
InstigatorPerk = GetPerk();
if( InstigatorPerk != none )
{
SetZedTimeResist( InstigatorPerk.GetZedTimeModifier(self) );
}
ChargeTime = 0;
ConsumeAmmoTime = 0;
MaxChargeLevel = int(MaxChargeTime / ValueIncreaseTime);
if (WorldInfo.NetMode == NM_Client || WorldInfo.NetMode == NM_Standalone)
{
if (ChargeAttachment == none)
{
ChargeAttachment = new (self) class'StaticMeshComponent';
// ChargeAttachment.SetActorCollision(false, false);
ChargeAttachment.SetStaticMesh(ChargeStaticMesh);
// ChargeAttachment.SetShadowParent(Mesh);
ChargeMIC = ChargeAttachment.CreateAndSetMaterialInstanceConstant(0);
MySkelMesh.AttachComponentToSocket(ChargeAttachment, 'MuzzleFlash');
ChargeAttachment.SetHidden(true);
}
else
{
ChargeAttachment.SetStaticMesh(ChargeStaticMesh);
}
}
bIsFullyCharged = false;
global.OnStartFire();
ChargeTime = 0;
FXScalingFactorByCharge = 0;
}
simulated function bool ShouldRefire()
{
// ignore how much ammo is left (super/global counts ammo)
return StillFiring(CurrentFireMode);
}
simulated event Tick(float DeltaTime)
{
local float ChargeRTPC;
local float InstantHitDamageValue;
local float NewScale;
global.Tick(DeltaTime);
if (ChargeAttachment != none && ChargeAttachment.StaticMesh == none)
{
ChargeAttachment.SetStaticMesh(ChargeStaticMesh);
}
if(bIsFullyCharged) return;
// Don't charge unless we're holding down the button
if (PendingFire(CurrentFireMode))
{
ConsumeAmmoTime += DeltaTime;
}
if (bIsFullyCharged)
{
if (ConsumeAmmoTime >= FullChargedTimerInterval)
{
ConsumeAmmo(DEFAULT_FIREMODE);
ConsumeAmmoTime -= FullChargedTimerInterval;
}
return;
}
// Don't charge unless we're holding down the button
if (PendingFire(CurrentFireMode))
{
if(Role == Role_Authority && !bIsFullyCharged)
{
ChargeTime += DeltaTime;
bNetDirty = true;
}
ChargePercentage = FMin(ChargeTime / MaxChargeTime, 1);
if (ChargeAttachment != none && !bIsFullyCharged)
{
FXScalingFactorByCharge = FMin(Lerp(MinScale, MaxScale, ChargeTime / MaxChargeTime), MaxScale);
if(ChargePercentage < 0.1f)
{
InstantHitDamageValue = Lerp(MinDamageByCharge, MaxDamageByCharge, 0.1f);
}
else
{
InstantHitDamageValue = Lerp(MinDamageByCharge, MaxDamageByCharge, ChargePercentage);
}
InstantHitDamage[DEFAULT_FIREMODE] = InstantHitDamageValue;
NewScale = Lerp(MinProjPlaceholderScale, MaxProjPlaceholderScale, ChargePercentage);
ChargeAttachment.SetHidden(false);
ChargeAttachment.SetScale( NewScale );
if (ChargeMIC != none)
{
// Change Color
ChargeMIC.SetScalarParameterValue('Charge', ChargePercentage);
}
}
}
ChargeRTPC = FMin(ChargeTime / MaxChargeTime, 1.f);
KFPawn(Instigator).SetWeaponComponentRTPCValue("Weapon_Charge", ChargeRTPC); //For looping component
Instigator.SetRTPCValue('Weapon_Charge', ChargeRTPC); //For one-shot sounds
if (ConsumeAmmoTime >= ValueIncreaseTime && !bIsFullyCharged)
{
ConsumeAmmo(DEFAULT_FIREMODE);
ConsumeAmmoTime -= ValueIncreaseTime;
}
if (ChargeTime >= MaxChargeTime || !HasAmmo(DEFAULT_FIREMODE))
{
bIsFullyCharged = true;
if(( Instigator.Role != ROLE_Authority ) || WorldInfo.NetMode == NM_Standalone)
{
if (FullyChargedPSC == none)
{
FullyChargedPSC = new(self) class'ParticleSystemComponent';
if(MySkelMesh != none)
{
MySkelMesh.AttachComponentToSocket(FullyChargedPSC, 'MuzzleFlash');
}
else
{
AttachComponent(FullyChargedPSC);
}
}
else
{
FullyChargedPSC.ActivateSystem();
}
FullyChargedPSC.SetTemplate(ChargedEffect);
KFPawn(Instigator).SetWeaponAmbientSound(FullyChargedSound.DefaultCue, FullyChargedSound.FirstPersonCue);
}
}
}
//Now that we're done charging, directly call FireAmmunition. This will handle the actual projectile fire and scaling.
simulated event EndState(Name NextStateName)
{
if(Role == Role_Authority)
{
UnlockClientFire();
}
ClearZedTimeResist();
ClearPendingFire(CurrentFireMode);
ClearTimer(nameof(RefireCheckTimer));
KFPawn(Instigator).bHasStartedFire = false;
KFPawn(Instigator).bNetDirty = true;
if (ChargeAttachment != none)
{
ChargeAttachment.SetHidden(true);
ChargeAttachment.SetScale(MinProjPlaceholderScale);
}
if (FullyChargedPSC != none)
{
FullyChargedPSC.DeactivateSystem();
}
KFPawn(Instigator).SetWeaponAmbientSound(none);
}
simulated function HandleFinishedFiring()
{
global.FireAmmunition();
if (bPlayingLoopingFireAnim)
{
StopLoopingFireEffects(CurrentFireMode);
}
SetTimer(0.1f, false, 'Timer_StopFireEffects');
NotifyWeaponFinishedFiring(CurrentFireMode);
super.HandleFinishedFiring();
}
simulated function PutDownWeapon()
{
global.FireAmmunition();
if (bPlayingLoopingFireAnim)
{
StopLoopingFireEffects(CurrentFireMode);
}
SetTimer(0.1f, false, 'Timer_StopFireEffects');
if (ChargeAttachment != none)
{
ChargeAttachment.SetHidden(true);
ChargeAttachment.SetScale(MinProjPlaceholderScale);
}
NotifyWeaponFinishedFiring(CurrentFireMode);
if(Role == Role_Authority)
{
UnlockClientFire();
}
super.PutDownWeapon();
}
}
simulated function StopFireEffects(byte FireModeNum)
{
Super.StopFireEffects(FireModeNum);
if (ChargeAttachment != none)
{
ChargeAttachment.SetStaticMesh(none); // if we don't do this it doesn't work ?!, when starting fire it assigns again so no problem..
ChargeAttachment.SetHidden(true);
ChargeAttachment.SetScale(MinProjPlaceholderScale);
}
}
// Placing the actual Weapon Firing end state here since we need it to happen at the end of the actual firing loop.
simulated function Timer_StopFireEffects()
{
// Simulate weapon firing effects on the local client
if (WorldInfo.NetMode == NM_Client)
{
Instigator.WeaponStoppedFiring(self, false);
if (ChargeAttachment != none)
{
ChargeAttachment.SetHidden(true);
}
if (FullyChargedPSC != none)
{
FullyChargedPSC.DeactivateSystem();
}
}
ClearFlashCount();
ClearFlashLocation();
}
simulated state Active
{
simulated function BeginState(name PreviousStateName)
{
Super.BeginState(PreviousStateName);
if(Role == Role_Authority)
{
UnlockClientFire();
}
}
}
simulated function KFProjectile SpawnProjectile(class<KFProjectile> KFProjClass, vector RealStartLoc, vector AimDir)
{
local KFProj_HRG_BallisticBouncer BouncingProj;
BouncingProj = KFProj_HRG_BallisticBouncer(super.SpawnProjectile(KFProjClass, RealStartLoc, AimDir));
//Calc and set scaling values
if (BouncingProj != none)
{
ChargePercentage = FMax(0.1, ChargePercentage);
FXScalingFactorByCharge = FMax(0.1, FXScalingFactorByCharge);
BouncingProj.SetInheritedScale(FXScalingFactorByCharge, ChargePercentage);
return BouncingProj;
}
return none;
}
simulated function CauseMuzzleFlash(byte FireModeNum)
{
local vector vec;
if (MuzzleFlash == None)
{
AttachMuzzleFlash();
}
if (MuzzleFlash != none)
{
vec.X = ChargePercentage;
vec.Y = ChargePercentage;
vec.Z = ChargePercentage;
MuzzleFlash.MuzzleFlash.PSC.SetVectorParameter(name("Charge"), vec);
MuzzleFlash.CauseMuzzleFlash(FireModeNum);
}
super.CauseMuzzleFlash(FireModeNum);
}
simulated function int GetChargeLevel()
{
return Min(ChargeTime / ValueIncreaseTime, MaxChargeLevel);
}
/****************************************************************
PAWN ADJUST DAMAGE
****************************************************************/
// increase the instant hit damage based on the charge level
simulated function int GetModifiedDamage(byte FireModeNum, optional vector RayDir)
{
local int ModifiedDamage;
ModifiedDamage = super.GetModifiedDamage(FireModeNum, RayDir);
return ModifiedDamage;
}
state WeaponSingleFiring
{
/** Get whether we should play the reload anim as well or not */
simulated function name GetWeaponFireAnim(byte FireModeNum)
{
if(bUsingSights)
{
return (bHasToLaunchEmptyAnim == false) ? SecondaryFireIronAnim : SecondaryFireIronAnimEmpty;
}
else
{
return (bHasToLaunchEmptyAnim == false) ? SecondaryFireIronAnim : SecondaryFireIronAnimEmpty;
}
}
}
defaultproperties
{
//Gameplay Props
MaxChargeTime=0.6
AmmoIncreasePerCharge=1
ValueIncreaseTime=0.1
//FOR LERPING DAMANGE
MaxDamageByCharge=300
MinDamageByCharge=15
// FOV
Meshfov=80
MeshIronSightFOV=65 //52
PlayerIronSightFOV=50 //80
// Depth of field
DOF_FG_FocalRadius=150
DOF_FG_MaxNearBlurSize=1
// Content
PackageKey="HRG_BallisticBouncer"
FirstPersonMeshName="wep_1p_hrg_ballisticbouncer_mesh.Wep_1stP_HRG_BallisticBouncer_Rig"
FirstPersonAnimSetNames(0)="wep_1p_hrg_ballisticbouncer_anim.Wep_1stP_BallisticBouncer_Anim"
PickupMeshName="wep_3p_hrg_ballisticbouncer_mesh.Wep_3rdP_HRG_BallisticBouncer_Pickup"
AttachmentArchetypeName="wep_hrg_ballisticbouncer_arch.Wep_HRG_BallisticBouncer_3P"
MuzzleFlashTemplateName="WEP_HRG_BallisticBouncer_ARCH.Wep_HRG_BallisticBouncer_MuzzleFlash"
Begin Object Name=FirstPersonMesh
// new anim tree with skelcontrol to rotate cylinders
AnimTreeTemplate=AnimTree'WEP_HRG_BallisticBouncer_ARCH.WEP_1stP_Animtree_HRG_BallisticBouncer'
End Object
// Zooming/Position
PlayerViewOffset=(X=0.0,Y=12,Z=-1)
IronSightPosition=(X=0,Y=0,Z=0)
// Controls the rotation when Hans(the bastard) grabs you
QuickWeaponDownRotation=(Pitch=-19192,Yaw=-11500,Roll=16384) // (Pitch=-19192,Yaw=-11000,Roll=16384)
// Ammo
MagazineCapacity[0]=18
SpareAmmoCapacity[0]=162
InitialSpareMags[0]=3 //2
AmmoPickupScale[0]=1.5 //1 //0.75
bCanBeReloaded=true
bReloadFromMagazine=true
// Recoil
maxRecoilPitch=180
minRecoilPitch=140
maxRecoilYaw=150
minRecoilYaw=-150
RecoilRate=0.085
RecoilMaxYawLimit=500
RecoilMinYawLimit=65035
RecoilMaxPitchLimit=900
RecoilMinPitchLimit=65035
RecoilISMaxYawLimit=75
RecoilISMinYawLimit=65460
RecoilISMaxPitchLimit=375
RecoilISMinPitchLimit=65460
RecoilViewRotationScale=0.25
IronSightMeshFOVCompensationScale=1.5
HippedRecoilModifier=1.5
// Inventory
InventorySize=5
GroupPriority=80 //75
WeaponSelectTexture=Texture2D'wep_ui_hrg_ballisticbouncer_tex.UI_WeaponSelect_HRG_BallisticBouncer'
// DEFAULT_FIREMODE
//FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_Grenade' //@TODO: Replace me
FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_ShotgunSingle'
FiringStatesArray(DEFAULT_FIREMODE)=MineReconstructorCharge
WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Projectile
WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_HRG_BallisticBouncer'
FireInterval(DEFAULT_FIREMODE)=+0.223 //+0.33
InstantHitDamage(DEFAULT_FIREMODE)=100
PenetrationPower(DEFAULT_FIREMODE)=0.0;
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Bludgeon_HRG_BallisticBouncer_Shot'
FireOffset=(X=39,Y=4.5,Z=-10)
// ALT_FIREMODE
FiringStatesArray(ALTFIRE_FIREMODE)=WeaponFiring
WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
// BASH_FIREMODE
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_HRG_BallisticBouncer'
InstantHitDamage(BASH_FIREMODE)=27
// Fire Effects
WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_HRG_BallisticBouncer.Play_WEP_HRG_BallisticBouncer_3P_Start', FirstPersonCue=AkEvent'WW_WEP_HRG_BallisticBouncer.Play_WEP_HRG_BallisticBouncer_1P_Start')
WeaponFireLoopEndSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_HRG_BallisticBouncer.Play_WEP_HRG_BallisticBouncer_3P_Shoot', FirstPersonCue=AkEvent'WW_WEP_HRG_BallisticBouncer.Play_WEP_HRG_BallisticBouncer_1P_Shoot')
FullyChargedSound=(DefaultCue = AkEvent'WW_WEP_HRG_BallisticBouncer.Play_WEP_HRG_BallisticBouncer_Charged_3P', FirstPersonCue=AkEvent'WW_WEP_HRG_BallisticBouncer.Play_WEP_HRG_BallisticBouncer_Charged')
WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_HRG_BallisticBouncer.Play_WEP_HRG_BallisticBouncer_DryFire'
// Advanced (High RPM) Fire Effects
bLoopingFireAnim(DEFAULT_FIREMODE)=true
bLoopingFireSnd(DEFAULT_FIREMODE)=true
SingleFireSoundIndex=FIREMODE_NONE
// Attachments
bHasIronSights=true
bHasFlashlight=false
AssociatedPerkClasses(0)= class'KFPerk_Support'
WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Weak_Recoil'
ChargedEffect=ParticleSystem'WEP_HRG_BallisticBouncer_EMIT.FX_Mine_HRG_BallisticBouncer_FullCharge'
FullChargedTimerInterval=2.0f
// Weapon Upgrade stat boosts
//WeaponUpgrades[1]=(IncrementDamage=1.1f,IncrementWeight=1)
WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.15f), (Stat=EWUS_Weight, Add=1)))
WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.3f), (Stat=EWUS_Weight, Add=2)))
FXScalingFactorByCharge = 0;
MinScale=0.5
MaxScale=1.5
bBlocked = false;
bAllowClientAmmoTracking = false;
ChargeStaticMesh = StaticMesh'WEP_HRG_BallisticBouncer_EMIT.HRG_BallisticBouncer_ball_MESH'
MinProjPlaceholderScale = 2.0f;
MaxProjPlaceholderScale = 3.0f;
UseFixedPhysicalFireLocation=true
}