843 lines
24 KiB
Ucode
843 lines
24 KiB
Ucode
//=============================================================================
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// KFWeap_FlameBase
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//=============================================================================
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// Base weapon class used for flame weapons
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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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// - John "Ramm-Jaeger" Gibson
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//=============================================================================
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class KFWeap_FlameBase extends KFWeapon
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abstract
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config(game);
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/** Internal. TRUE if fire is spewing, false otherwise. */
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var protected transient bool bFireSpraying;
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var protected transient int NextFlamePoolIdx;
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/** A pool of fire spray actors to use for this attachment. Needed because if you fire quickly blending between the two looks better */
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var protected transient KFSprayActor FlamePool[2];
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/** The spray actor we are associated with, if currently firing. */
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var transient protected KFSprayActor ActiveFlameSpray;
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/** The Archetype to spawn for our fire spray actors. */
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var protected const KFSprayActor FlameSprayArchetype;
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/** Whether TurnOnPilot has already been called */
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var protected bool bPilotLightOn;
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/** Pilot light sound play event */
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var AkEvent PilotLightPlayEvent;
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/** Pilot light sound stop event */
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var AkEvent PilotLightStopEvent;
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var protected bool bInvertPilot;
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/** Effect for the pilot light. */
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var() protected KFParticleSystemComponent PSC_PilotLight;
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/** Socket to attach the pilot light to. */
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var() name PilotLightSocketName;
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/** How hot the Barrel Currently is */
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var float BarrelHeat;
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/** How hot the Barrel was last frame */
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var float LastBarrelHeat;
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/** Whether this weapon should warn AI when it fires */
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var() const bool bWarnAIWhenFiring;
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/** Modifier to the speed for barrel cooldown */
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var const float CooldownBarrelModifier;
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/*********************************************************************************************
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* @name Optional dynamic pilot lights
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********************************************************************************************* */
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struct PilotLight
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{
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var() PointLightComponent Light;
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var() name LightAttachBone;
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var() float FlickerIntensity;
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var() float FlickerInterpSpeed;
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var() float LastLightBrightness;
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};
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var(PilotLights) array<PilotLight> PilotLights;
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/** Emitter to play when firing stops. */
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var() const KFParticleSystemComponent PSC_EndSpray;
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/** The shortest amount of time this weapon can fire */
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//var() protected float MinFireDuration;
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/** The minimum amount of ammo that must be consumed before this weapon can stop firing */
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var() protected byte MinAmmoConsumed;
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/** How much ammo we've consumed since firing began */
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var protected byte AmmoConsumed;
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/** Whether pilot lights are allowed or not */
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var globalconfig bool bArePilotLightsAllowed;
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/*********************************************************************************************
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* @name Debugging
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*********************************************************************************************/
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simulated function SetFlameComplex(bool bDoCollideComplex)
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{
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`if(`notdefined(ShippingPC))
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FlamePool[0].bDoCollideComplex = bDoCollideComplex;
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FlamePool[1].bDoCollideComplex = bDoCollideComplex;
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`endif
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}
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simulated function SetFlameDebugDamage(bool bDebugDirectDamage, bool bDebugSplashDamage, bool bDebugShowSplashRadius, bool bDebugShowCollision)
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{
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`if(`notdefined(ShippingPC))
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FlamePool[0].bDebugDirectDamage = bDebugDirectDamage;
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FlamePool[0].bDebugSplashDamage = bDebugSplashDamage;
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FlamePool[0].bDebugShowSplashRadius = bDebugShowSplashRadius;
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FlamePool[0].bDebugShowCollision = bDebugShowCollision;
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FlamePool[1].bDebugDirectDamage = bDebugDirectDamage;
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FlamePool[1].bDebugSplashDamage = bDebugSplashDamage;
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FlamePool[1].bDebugShowSplashRadius = bDebugShowSplashRadius;
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FlamePool[1].bDebugShowCollision = bDebugShowCollision;
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`endif
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}
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simulated function SetFlameDebugFX(bool bDebugShowSeeds, bool bDebugShowBones, bool bDebugForceNonPlayerParticles)
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{
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`if(`notdefined(ShippingPC))
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FlamePool[0].bDebugShowSeeds = bDebugShowSeeds;
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FlamePool[0].bDebugShowBones = bDebugShowBones;
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FlamePool[0].bDebugForceNonPlayerParticles = bDebugForceNonPlayerParticles;
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FlamePool[1].bDebugShowSeeds = bDebugShowSeeds;
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FlamePool[1].bDebugShowBones = bDebugShowBones;
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FlamePool[1].bDebugForceNonPlayerParticles = bDebugForceNonPlayerParticles;
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`endif
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}
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/*********************************************************************************************
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* @name Actor
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*********************************************************************************************/
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/**
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* Overridden to handle the dynamic flickering lights
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*/
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simulated event Tick(float DeltaTime)
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{
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local int Idx;
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local float FlameHeat;
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super.Tick(DeltaTime);
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if( WorldInfo.NetMode != NM_DedicatedServer && WeaponMICs.Length > 0 &&
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Instigator != None && Instigator.IsLocallyControlled() && Instigator.IsHumanControlled() )
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{
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if( bFireSpraying && ActiveFlameSpray != None)
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{
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FlameHeat = FlameHeatCalc();
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// Blend the heat in
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if( BarrelHeat < FlameHeat )
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{
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BarrelHeat += DeltaTime * 2.0;
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}
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else
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{
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BarrelHeat = FlameHeat;
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}
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}
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else
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{
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if (ActiveFlameSpray != none)
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{
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FlameHeat = ActiveFlameSpray.MaterialHeatRange.X;
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}
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else if (FlameSprayArchetype != none)
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{
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FlameHeat = FlameSprayArchetype.default.MaterialHeatRange.X;
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}
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else
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{
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FlameHeat = 0;
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}
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if( BarrelHeat != FlameHeat )
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{
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// Cool the barrel down when not shooting
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BarrelHeat -= DeltaTime * CooldownBarrelModifier;
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if( BarrelHeat < FlameHeat )
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{
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BarrelHeat = FlameHeat;
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}
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}
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}
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ChangeMaterial();
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LastBarrelHeat = BarrelHeat;
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}
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// hacky flicker for lights.
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for (Idx=0; Idx<PilotLights.Length; ++Idx)
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{
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if (PilotLights[Idx].Light != none)
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{
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PilotLights[Idx].LastLightBrightness = FMax( 0.f, GetFlickerVal(Default.PilotLights[Idx].Light.Brightness, PilotLights[Idx].FlickerIntensity, PilotLights[Idx].LastLightBrightness, DeltaTime, PilotLights[Idx].FlickerInterpSpeed) );
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PilotLights[Idx].Light.SetLightProperties( PilotLights[Idx].LastLightBrightness, PilotLights[Idx].Light.LightColor, PilotLights[Idx].Light.Function );
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}
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}
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}
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simulated function float FlameHeatCalc()
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{
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return GetRangeValueByPct(ActiveFlameSpray.MaterialHeatRange, FMin(ActiveFlameSpray.CurrentAge / ActiveFlameSpray.MaterialHeatRampTime, 1.f)) * 3.5;
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}
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simulated function ChangeMaterial()
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{
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local int i;
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if( BarrelHeat != LastBarrelHeat )
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{
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for( i = 0; i < WeaponMICs.Length; ++i )
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{
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if( WeaponMICs[i] != none )
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{
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WeaponMICs[i].SetScalarParameterValue('Glow_Intensity', BarrelHeat);
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}
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}
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}
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}
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/** Overridden to clean up spray actors */
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simulated function Destroyed()
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{
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local int Idx;
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if (bFireSpraying)
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{
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// make sure to clean up spray effects
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TurnOffFireSpray();
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}
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for (Idx = 0; Idx < ArrayCount(FlamePool); ++Idx)
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{
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if (FlamePool[Idx] != None)
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{
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FlamePool[Idx].Destroy();
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FlamePool[Idx] = None;
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}
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}
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super.Destroyed();
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}
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/*********************************************************************************************
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* @name Pilot light
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*********************************************************************************************/
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simulated protected function TurnOnPilot()
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{
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local vector MuzzleLoc;
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local rotator Aim;
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local float OwnerMeshFOV;
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local int Idx;
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if (bPilotLightOn)
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return;
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// start looping sound
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StartPilotSound();
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OwnerMeshFOV = MySkelMesh.FOV;
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// Attach and start up the pilot light
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if( PSC_PilotLight != None )
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{
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MySkelMesh.AttachComponentToSocket( PSC_PilotLight, PilotLightSocketName );
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PSC_PilotLight.ActivateSystem();
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// Turn on the low flame, turn off the high flame
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PSC_PilotLight.SetFloatParameter('Pilotlow', 1.0);
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PSC_PilotLight.SetFloatParameter('Pilothigh', 0.0);
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PSC_PilotLight.SetFOV(OwnerMeshFOV);
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}
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if( bArePilotLightsAllowed )
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{
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// Attach the dynamic pilot lights
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for( Idx = 0; Idx < PilotLights.length; ++Idx )
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{
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MySkelMesh.AttachComponentToSocket( PilotLights[Idx].Light, PilotLights[Idx].LightAttachBone );
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}
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}
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else
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{
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PilotLights.Remove(0, PilotLights.length);
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}
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SetPilotDynamicLightEnabled(true);
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GetFlameSocketLocAndRot(MuzzleLoc, Aim);
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if( FlamePool[0] == None )
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{
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FlamePool[0] = Spawn(FlameSprayArchetype.Class, Instigator,, MuzzleLoc, Aim, FlameSprayArchetype, TRUE);
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}
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if( FlamePool[1] == None )
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{
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FlamePool[1] = Spawn(FlameSprayArchetype.Class, Instigator,, MuzzleLoc, Aim, FlameSprayArchetype, TRUE);
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}
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// attach flamesprays here too, so they are hooked up before firing
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FlamePool[0].AttachToMesh(Self, MySkelMesh,FlamePool[0].SpraySocketName);
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FlamePool[1].AttachToMesh(Self, MySkelMesh, FlamePool[1].SpraySocketName);
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FlamePool[0].bDoFirstPersonFX = true;
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FlamePool[1].bDoFirstPersonFX = true;
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// Set the damage interval of the flame to the fireinterval of the weapon
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FlamePool[0].DamageInterval = FireInterval[DEFAULT_FIREMODE];
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FlamePool[1].DamageInterval = FireInterval[DEFAULT_FIREMODE];
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// Handle setting the FOV for the flame mesh and emitters
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FlamePool[0].SetFOV(OwnerMeshFOV);
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FlamePool[1].SetFOV(OwnerMeshFOV);
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// only allow owner to see 1p mesh
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FlamePool[0].SkeletalSprayMesh.SetOnlyOwnerSee( true );
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FlamePool[1].SkeletalSprayMesh.SetOnlyOwnerSee( true );
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if( PSC_EndSpray != None )
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{
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PSC_EndSpray.SetTemplate(FlamePool[0].SprayEndEffect);
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MySkelMesh.AttachComponentToSocket( PSC_EndSpray, FlamePool[0].SpraySocketName );
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}
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bPilotLightOn = TRUE;
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}
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simulated function GetFlameSocketLocAndRot(out Vector out_Loc, out Rotator out_Rot)
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{
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if( MySkelMesh != none && FlameSprayArchetype.Class.default.SpraySocketName != '' )
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{
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MySkelMesh.GetSocketWorldLocationAndRotation(FlameSprayArchetype.Class.default.SpraySocketName, out_Loc, out_Rot);
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}
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else
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{
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out_Loc = Instigator.Location;
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out_Rot = Instigator.Rotation;
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}
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}
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simulated protected function TurnOffPilot()
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{
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StopPilotSound();
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if( PSC_PilotLight != None )
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{
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PSC_PilotLight.DeActivateSystem();
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}
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// turn off lights
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SetPilotDynamicLightEnabled( false );
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bPilotLightOn = FALSE;
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}
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/*********************************************************************************************
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* @name Effects (lights, sounds)
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*********************************************************************************************/
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/**
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* Toggle the dynamic pilot lights
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*/
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simulated function SetPilotDynamicLightEnabled( bool bLightEnabled )
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{
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local int Idx;
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local bool doEnable;
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doEnable = bLightEnabled;
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if (bInvertPilot)
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{
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doEnable = bLightEnabled == false;
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}
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// Don't turn these on if we're not the local playercontroller
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if (doEnable && (Instigator == none || !Instigator.IsLocallyControlled() || !Instigator.IsFirstPerson()))
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{
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return;
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}
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// turn off lights
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for (Idx=0; Idx<PilotLights.length; ++Idx)
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{
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PilotLights[Idx].Light.SetEnabled(doEnable);
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}
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}
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/**
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* Starts playing looping Pilot light sound
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*/
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simulated function StartPilotSound()
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{
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if( Instigator != none && Instigator.IsLocallyControlled() && Instigator.IsFirstPerson() )
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{
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PostAkEventOnBone(PilotLightPlayEvent, PilotLightSocketName, false, false);
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}
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}
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/**
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* Stops playing looping Pilot light sound
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*/
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simulated function StopPilotSound()
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{
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PostAkEventOnBone(PilotLightStopEvent, PilotLightSocketName, false, false);
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}
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/**
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* Starts playing looping FireAnim and FireSnd
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*/
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simulated function StartLoopingFireEffects(byte FireModeNum, optional bool bForceAnim)
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{
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StopPilotSound();
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SetPilotDynamicLightEnabled(false);
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super.StartLoopingFireEffects(FireModeNum, bForceAnim);
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}
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/**
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* Stops playing looping FireAnim and FireSnd
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*/
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simulated function StopLoopingFireEffects(byte FireModeNum)
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{
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super.StopLoopingFireEffects(FireModeNum);
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StartPilotSound();
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SetPilotDynamicLightEnabled(true);
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}
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/**
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* Get the value to flicker the lights at
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*/
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simulated function FLOAT GetFlickerVal(FLOAT BaseVal, FLOAT Intensity, FLOAT Last, FLOAT DeltaTime, FLOAT InterpSpeed)
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{
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local FLOAT GoalVal;
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GoalVal = BaseVal + RandRange(-Intensity, Intensity);
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return FInterpTo(Last, GoalVal, DeltaTime, InterpSpeed);
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}
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/*********************************************************************************************
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* @name Flame spray
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*********************************************************************************************/
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/** Retrieves one of the spray actors FlamePool (cycles between 2 to allow animations to finish playing) */
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simulated protected function KFSprayActor GetFlameSprayFromPool()
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{
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local KFSprayActor Ret;
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Ret = FlamePool[NextFlamePoolIdx];
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NextFlamePoolIdx++;
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if (NextFlamePoolIdx >= ArrayCount(FlamePool))
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{
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NextFlamePoolIdx = 0;
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}
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return Ret;
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}
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simulated protected function TurnOnFireSpray()
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{
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local KFSprayActor PrevFlameSpray;
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if (!bFireSpraying)
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{
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PrevFlameSpray = ActiveFlameSpray;
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// spawn flame actor
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ActiveFlameSpray = GetFlameSprayFromPool();
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if (ActiveFlameSpray != None)
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{
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if( Role == ROLE_Authority )
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{
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ActiveFlameSpray.bVisualOnly = false;
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ActiveFlameSpray.DamageModifier = GetUpgradeDamageMod();
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}
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ActiveFlameSpray.BeginSpray();
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// Disable damage from the other flame spray actor, we just want it to finish its animations
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if( Role == ROLE_Authority && PrevFlameSpray != none && PrevFlameSpray != ActiveFlameSpray )
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{
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PrevFlameSpray.bVisualOnly = true;
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}
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}
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else
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{
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`Warn(GetFuncName() @ "ActiveFlameSpray is NONE!!!");
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}
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bFireSpraying = TRUE;
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}
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}
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simulated protected function TurnOffFireSpray()
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{
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// play end-of-firing poof. will stop itself.
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if( PSC_EndSpray != None )
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{
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PSC_EndSpray.ActivateSystem();
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}
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if (ActiveFlameSpray != None)
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{
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ActiveFlameSpray.DetachAndFinish();
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if (Role == ROLE_Authority)
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{
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ActiveFlameSpray.DamageModifier = 1.f;
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}
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}
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bFireSpraying = FALSE;
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}
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/*********************************************************************************************
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* state SprayingFire
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* This is the default Firing State for flame weapons.
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*********************************************************************************************/
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/** Runs on a loop when firing to determine if AI should be warned */
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function Timer_CheckForAIWarning();
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simulated state SprayingFire extends WeaponFiring
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{
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simulated function BeginState( Name PreviousStateName )
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{
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AmmoConsumed = 0;
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TurnOnFireSpray();
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// Start timer to warn AI
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if( bWarnAIWhenFiring )
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{
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Timer_CheckForAIWarning();
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SetTimer( 0.5f, true, nameOf(Timer_CheckForAIWarning) );
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}
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super.BeginState(PreviousStateName);
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}
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/** Leaving state, shut everything down. */
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simulated function EndState(Name NextStateName)
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{
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if (bFireSpraying)
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{
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TurnOffFireSpray();
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}
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ClearFlashLocation();
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ClearTimer('RefireCheckTimer');
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ClearPendingFire(0);
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// Clear AI warning timer
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if( bWarnAIWhenFiring )
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{
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ClearTimer( nameOf(Timer_CheckForAIWarning) );
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}
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super.EndState(NextStateName);
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}
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/** Overriden here to enforce a minimum amount of ammo consumed (to make sure the flame stays on a minimum duration) */
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simulated function ConsumeAmmo( byte FireMode )
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{
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global.ConsumeAmmo(FireMode);
|
|
|
|
AmmoConsumed++;
|
|
}
|
|
|
|
/**
|
|
* Check if current fire mode can/should keep on firing.
|
|
* This is called from a firing state after each shot is fired
|
|
* to decide if the weapon should fire again, or stop and go to the active state.
|
|
* The default behavior, implemented here, is keep on firing while player presses fire
|
|
* and there is enough ammo. (Auto Fire).
|
|
*
|
|
* @return true to fire again, false to stop firing and return to Active State.
|
|
*/
|
|
simulated function bool ShouldRefire()
|
|
{
|
|
// if doesn't have ammo to keep on firing, then stop
|
|
if( !HasAmmo( CurrentFireMode ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// refire if owner is still willing to fire or if we've matched or surpassed minimum
|
|
// amount of ammo consumed
|
|
return ( StillFiring(CurrentFireMode) || AmmoConsumed < MinAmmoConsumed );
|
|
}
|
|
|
|
/** Runs on a loop when firing to determine if AI should be warned */
|
|
function Timer_CheckForAIWarning()
|
|
{
|
|
local vector Direction, DangerPoint;
|
|
local vector TraceStart, Projection;
|
|
local Pawn P;
|
|
local KFPawn_Monster HitMonster;
|
|
|
|
TraceStart = Instigator.GetWeaponStartTraceLocation();
|
|
Direction = vector( GetAdjustedAim(TraceStart) );
|
|
|
|
// Warn all zeds within range
|
|
foreach WorldInfo.AllPawns( class'Pawn', P )
|
|
{
|
|
if( P.GetTeamNum() != Instigator.GetTeamNum() && !P.IsHumanControlled() && P.IsAliveAndWell() )
|
|
{
|
|
// Determine if AI is within range as well as within our field of view
|
|
Projection = P.Location - TraceStart;
|
|
if( VSizeSQ(Projection) < MaxAIWarningDistSQ )
|
|
{
|
|
PointDistToLine( P.Location, Direction, TraceStart, DangerPoint );
|
|
|
|
if( VSizeSQ(DangerPoint - P.Location) < MaxAIWarningDistFromPointSQ )
|
|
{
|
|
// Tell the AI to evade away from the DangerPoint
|
|
HitMonster = KFPawn_Monster( P );
|
|
if( HitMonster != none && HitMonster.MyKFAIC != None )
|
|
{
|
|
HitMonster.MyKFAIC.ReceiveLocationalWarning( DangerPoint, TraceStart, self );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
simulated function bool IsFiring()
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
simulated function bool TryPutDown()
|
|
{
|
|
bWeaponPutDown = TRUE;
|
|
return FALSE;
|
|
}
|
|
};
|
|
|
|
/*********************************************************************************************
|
|
* State WeaponEquipping
|
|
* The Weapon is in this state while transitioning from Inactive to Active state.
|
|
* Typically, the weapon will remain in this state while its selection animation is being played.
|
|
* While in this state, the weapon cannot be fired.
|
|
*********************************************************************************************/
|
|
|
|
simulated state WeaponEquipping
|
|
{
|
|
simulated function BeginState(Name PreviousStateName)
|
|
{
|
|
super.BeginState(PreviousStateName);
|
|
TurnOnPilot();
|
|
}
|
|
}
|
|
|
|
/*********************************************************************************************
|
|
* State WeaponPuttingDown
|
|
* Putting down weapon in favor of a new one.
|
|
* Weapon is transitioning to the Inactive state.
|
|
*********************************************************************************************/
|
|
|
|
simulated state WeaponPuttingDown
|
|
{
|
|
simulated event BeginState(Name PreviousStateName)
|
|
{
|
|
super.BeginState(PreviousStateName);
|
|
TurnOffPilot();
|
|
}
|
|
}
|
|
|
|
/*********************************************************************************************
|
|
* State WeaponAbortEquip
|
|
* Special PuttingDown state used when WeaponEquipping is interrupted. Must come after
|
|
* WeaponPuttingDown definition or this willextend the super version.
|
|
*********************************************************************************************/
|
|
|
|
simulated state WeaponAbortEquip
|
|
{
|
|
simulated event BeginState(Name PreviousStateName)
|
|
{
|
|
super.BeginState(PreviousStateName);
|
|
TurnOffPilot();
|
|
}
|
|
}
|
|
|
|
/*********************************************************************************************
|
|
* state Inactive
|
|
* This state is the default state. It needs to make sure Zooming is reset when entering/leaving
|
|
*********************************************************************************************/
|
|
|
|
auto simulated state Inactive
|
|
{
|
|
simulated function BeginState(name PreviousStateName)
|
|
{
|
|
Super.BeginState(PreviousStateName);
|
|
TurnOffPilot();
|
|
}
|
|
}
|
|
|
|
/*********************************************************************************************
|
|
* @name Parent overrides
|
|
*********************************************************************************************/
|
|
|
|
/**
|
|
* Detach weapon from skeletal mesh
|
|
*
|
|
* @param SkeletalMeshComponent weapon is attached to.
|
|
*/
|
|
simulated function DetachWeapon()
|
|
{
|
|
TurnOffPilot();
|
|
Super.DetachWeapon();
|
|
}
|
|
|
|
simulated function CustomFire()
|
|
{
|
|
// tell remote clients that we fired, to trigger effects
|
|
if ( CurrentFireMode != GRENADE_FIREMODE )
|
|
{
|
|
IncrementFlashCount();
|
|
}
|
|
|
|
super.CustomFire();
|
|
}
|
|
|
|
/**
|
|
* This function is called from the pawn when the visibility of the weapon changes
|
|
*/
|
|
simulated function ChangeVisibility(bool bIsVisible)
|
|
{
|
|
Super.ChangeVisibility(bIsVisible);
|
|
|
|
if( bIsVisible && !bFireSpraying )
|
|
{
|
|
FlamePool[0].SetHidden(true);
|
|
FlamePool[1].SetHidden(true);
|
|
|
|
FlamePool[0].SkeletalSprayMesh.SetHidden(true);
|
|
FlamePool[1].SkeletalSprayMesh.SetHidden(true);
|
|
}
|
|
else
|
|
{
|
|
FlamePool[0].SetHidden(!bIsVisible);
|
|
FlamePool[1].SetHidden(!bIsVisible);
|
|
|
|
FlamePool[0].SkeletalSprayMesh.SetHidden(!bIsVisible);
|
|
FlamePool[1].SkeletalSprayMesh.SetHidden(!bIsVisible);
|
|
}
|
|
|
|
if (bIsVisible)
|
|
{
|
|
TurnOnPilot();
|
|
}
|
|
else
|
|
{
|
|
TurnOffPilot();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Adjust the FOV for the first person weapon and arms.
|
|
*/
|
|
simulated event SetFOV( float NewFOV )
|
|
{
|
|
Super.SetFOV(NewFOV);
|
|
|
|
// Set the emitters to the same FOV as the weapon mesh
|
|
if( MySkelMesh != none )
|
|
{
|
|
// Handle setting the FOV for the flame mesh and emitters
|
|
if( FlamePool[0] != none )
|
|
{
|
|
FlamePool[0].SetFOV(MySkelMesh.FOV);
|
|
}
|
|
if( FlamePool[1] != none )
|
|
{
|
|
FlamePool[0].SetFOV(MySkelMesh.FOV);
|
|
}
|
|
|
|
if( PSC_PilotLight != none )
|
|
{
|
|
PSC_PilotLight.SetFOV(MySkelMesh.FOV);
|
|
}
|
|
|
|
if( PSC_EndSpray != none )
|
|
{
|
|
PSC_EndSpray.SetFOV(MySkelMesh.FOV);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*********************************************************************************************
|
|
* Trader
|
|
********************************************************************************************/
|
|
|
|
/** Allows weapon to calculate its own damage for display in trader.
|
|
* Overridden to use spray actor damage / damage type.
|
|
*/
|
|
static simulated function float CalculateTraderWeaponStatDamage()
|
|
{
|
|
local float BaseDamage, DoTDamage;
|
|
local class<KFDamageType> DamageType;
|
|
|
|
BaseDamage = default.FlameSprayArchetype.SprayDamage.X;
|
|
|
|
DamageType = default.FlameSprayArchetype.MyDamageType;
|
|
if( DamageType != none && DamageType.default.DoT_Type != DOT_None )
|
|
{
|
|
DoTDamage = (DamageType.default.DoT_Duration / DamageType.default.DoT_Interval) * (BaseDamage * DamageType.default.DoT_DamageScale);
|
|
}
|
|
|
|
return BaseDamage + DoTDamage;
|
|
}
|
|
|
|
/** Returns trader filter index based on weapon type */
|
|
static simulated event EFilterTypeUI GetTraderFilter()
|
|
{
|
|
return FT_Flame;
|
|
}
|
|
|
|
defaultproperties
|
|
{
|
|
Begin Object Class=KFParticleSystemComponent Name=FlameEndSpray0
|
|
bAutoActivate=FALSE
|
|
TickGroup=TG_PostUpdateWork
|
|
End Object
|
|
PSC_EndSpray=FlameEndSpray0
|
|
|
|
Begin Object Class=KFParticleSystemComponent Name=PilotLight0
|
|
DepthPriorityGroup=SDPG_Foreground
|
|
bAutoActivate=TRUE
|
|
TickGroup=TG_PostUpdateWork
|
|
End Object
|
|
PSC_PilotLight=PilotLight0
|
|
|
|
bWeaponNeedsServerPosition=true
|
|
|
|
bInvertPilot=false
|
|
|
|
// Aim Assist
|
|
AimCorrectionSize=0.f
|
|
|
|
// AI Warning
|
|
MaxAIWarningDistSQ=1000000
|
|
MaxAIWarningDistFromPointSQ=40000
|
|
|
|
CooldownBarrelModifier=0.5f
|
|
} |