375 lines
11 KiB
Ucode
375 lines
11 KiB
Ucode
//=============================================================================
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// KFWeapAttach_DualBase
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//=============================================================================
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// Attachment with a second set of meshes/FX for dual 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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//=============================================================================
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class KFWeapAttach_DualBase extends KFWeaponAttachment;
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/*********************************************************************************************
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* Left-hand weapon components
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********************************************************************************************* */
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/** Left hand skeletal mesh. If none is specified, the right hand skeletal mesh will be duplicated. */
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var() const SkeletalMesh LeftHandSkelMesh;
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/** Anim set to use for 3rd person weapon anims */
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var() AnimSet LeftWeaponAnimSet;
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var protected transient SkeletalMeshComponent LeftWeapMesh;
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var protected transient KFMuzzleFlash LeftMuzzleFlash;
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/** A reference to the left muzzle flash template (to specify left shell eject socket) */
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var() protected const KFMuzzleFlash LeftMuzzleFlashTemplate;
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var protected transient AnimNodeSequence LeftWeapAnimNode;
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/** Toggled when switching from right to left hand weapons */
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var transient bool bPlayFXOnSecondWeapon;
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/** Last world time bPlayFXOnSecondWeapon was set */
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var transient float LastChooseWeaponTime;
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/** Additive shoot anims */
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const ShootLeftAnim = 'ADD_Shoot_LW';
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const ShootRightAnim = 'ADD_Shoot_RW';
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const CrouchShootLeftAnim = 'ADD_CH_Shoot_LW';
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const CrouchShootRightAnim = 'ADD_CH_Shoot_RW';
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const IronShootLeftAnim = 'ADD_Iron_Shoot_LW';
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const IronShootRightAnim = 'ADD_Iron_Shoot_RW';
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/** Weapon shoots */
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// @todo: these should just be "Shoot", but the animsets for each gun have both anims
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const WeaponFireAnim_R = 'Shoot_RW';
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const WeaponFireAnim_L = 'Shoot_LW';
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const WeaponAltFireAnim_R = 'Shoot_RW';
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const WeaponAltFireAnim_L = 'Shoot_LW';
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const LeftWeaponSocket = 'LW_Weapon';
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event PreBeginPlay()
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{
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// set up left hand skel mesh just like we do the right in super
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if ( LeftWeapMesh != None && !bWeapMeshIsPawnMesh )
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{
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if ( LeftWeaponAnimSet != None )
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{
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LeftWeapMesh.AnimSets[0] = LeftWeaponAnimSet;
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}
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else if( WeaponAnimSet != None )
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{
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// default to right weapon anim set
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LeftWeapMesh.AnimSets[0] = WeaponAnimSet;
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}
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if ( LeftHandSkelMesh != none )
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{
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// set the skeletal mesh from our archetype to the WeaponAttachment
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LeftWeapMesh.SkeletalMesh = LeftHandSkelMesh;
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}
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LeftWeapAnimNode = AnimNodeSequence(LeftWeapMesh.Animations);
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}
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super.PreBeginPlay();
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}
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/** Weapon Mesh Attachment */
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event ChangeVisibility( bool bIsVisible )
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{
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super.ChangeVisibility( bIsVisible );
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if( LeftWeapMesh != none && !bWeapMeshIsPawnMesh )
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{
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LeftWeapMesh.SetHidden( !bIsVisible );
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}
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}
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/*********************************************************************************************
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* Attach / Detach
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********************************************************************************************* */
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/** Added second weapon */
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simulated function AttachTo(KFPawn P)
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{
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Super.AttachTo(P);
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if ( bWeapMeshIsPawnMesh )
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{
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LeftWeapMesh = P.Mesh;
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}
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else if ( LeftWeapMesh != None )
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{
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if( LeftHandSkelMesh == none )
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{
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// Create a duplicate of the right-hand weapn mesh
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LeftWeapMesh = new(self) Class'SkeletalMeshComponent'(WeapMesh);
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}
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// Attach Weapon mesh to player skel mesh
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LeftWeapMesh.SetShadowParent(P.Mesh);
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P.Mesh.AttachComponent(LeftWeapMesh, LeftWeaponSocket);
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}
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//Do a first chance weapon skin switch (EX: changed weapon w/o ID changing by throwing a dualie)
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if (KFPawn_Human(P) != None && KFPawn_Human(P).WeaponSkinItemId > 0)
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{
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SetWeaponSkin(KFPawn_Human(P).WeaponSkinItemId);
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}
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}
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/** Added second weapon */
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simulated function DetachFrom(KFPawn P)
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{
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Super.DetachFrom(P);
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// first, detach FX
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if ( LeftMuzzleFlash != None )
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{
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LeftMuzzleFlash.DetachMuzzleFlash(LeftWeapMesh);
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}
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// detach weapon mesh from player skelmesh
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if ( bWeapMeshIsPawnMesh )
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{
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LeftWeapMesh = None;
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}
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else if ( LeftWeapMesh != None )
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{
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LeftWeapMesh.SetShadowParent(None);
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P.Mesh.DetachComponent(LeftWeapMesh);
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}
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}
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/** Added second weapon */
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simulated function AttachMuzzleFlash()
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{
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Super.AttachMuzzleFlash();
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if ( WeapMesh != none && LeftMuzzleFlash == None )
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{
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LeftMuzzleFlash = new(self) Class'KFMuzzleFlash'(LeftMuzzleFlashTemplate);
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LeftMuzzleFlash.AttachMuzzleFlash(LeftWeapMesh);
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}
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}
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/**
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* Assign weapon skin to 3rd person mesh
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*/
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event SetWeaponSkin(int ItemId, optional bool bFinishedLoading = false)
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{
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local array<MaterialInterface> SkinMICs;
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if ( WeapMesh != none && LeftWeapMesh != none && ItemId > 0 && WorldInfo.NetMode != NM_DedicatedServer && !bWaitingForWeaponSkinLoad)
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{
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if (!bFinishedLoading && StartLoadWeaponSkin(ItemId))
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{
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return;
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}
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SkinMICs = class'KFWeaponSkinList'.static.GetWeaponSkin(ItemId, WST_ThirdPerson);
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if ( SkinMICs.Length > 0 )
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{
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WeapMesh.SetMaterial(0, SkinMICs[0]);
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LeftWeapMesh.SetMaterial(0, SkinMICs[0]);
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}
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}
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}
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/*********************************************************************************************
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* Fire Effects
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********************************************************************************************* */
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/** Updates bPlayFXOnSecondWeapon each time weapon is fired */
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function bool ChooseActiveWeapon(byte FlashCount)
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{
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// If this was already called in this frame do nothing. See GetProjectileStartLoc() for details.
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if ( LastChooseWeaponTime == WorldInfo.TimeSeconds )
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{
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return bPlayFXOnSecondWeapon;
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}
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if ( FlashCount > 0 )
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{
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// If we have a flash count (e.g. projectile) use that to synchronize with 1st P
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bPlayFXOnSecondWeapon = (FlashCount & 1) == 0;
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}
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else
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{
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// Otherwise just toggle it
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bPlayFXOnSecondWeapon = !bPlayFXOnSecondWeapon;
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}
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LastChooseWeaponTime = WorldInfo.TimeSeconds;
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return bPlayFXOnSecondWeapon;
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}
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/** Added second weapon */
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simulated function bool ThirdPersonFireEffects( vector HitLocation, KFPawn P, byte ThirdPersonAnimRateByte )
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{
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ChooseActiveWeapon(P.FlashCount);
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return super.ThirdPersonFireEffects( HitLocation, P, ThirdPersonAnimRateByte );
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}
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/** Plays fire animation on weapon mesh.
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* Overloaded to switch between right and left.
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*/
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simulated function PlayWeaponFireAnim()
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{
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local float Duration;
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if( Instigator.FiringMode == 1 && WeaponAltFireAnim != 'None' )
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{
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if( bPlayFXOnSecondWeapon )
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{
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Duration = LeftWeapMesh.GetAnimLength( WeaponAltFireAnim_L );
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LeftWeapMesh.PlayAnim( WeaponAltFireAnim_L, Duration / ThirdPersonAnimRate,, true );
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}
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else
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{
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Duration = WeapMesh.GetAnimLength( WeaponAltFireAnim_R );
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WeapMesh.PlayAnim( WeaponAltFireAnim_R, Duration / ThirdPersonAnimRate,, true );
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}
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}
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else if( WeaponFireAnim != 'None' )
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{
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if( bPlayFXOnSecondWeapon )
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{
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Duration = LeftWeapMesh.GetAnimLength( WeaponFireAnim_L );
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LeftWeapMesh.PlayAnim( WeaponFireAnim_L, Duration / ThirdPersonAnimRate,, true );
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}
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else
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{
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Duration = WeapMesh.GetAnimLength( WeaponFireAnim_R );
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WeapMesh.PlayAnim( WeaponFireAnim_R, Duration / ThirdPersonAnimRate,, true );
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}
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}
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}
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/** Plays fire animation on pawn
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* Overloaded to switch between right and left.
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*/
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simulated function PlayPawnFireAnim( KFPawn P, EAnimSlotStance AnimType )
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{
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if ( P.bIsCrouched )
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{
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P.PlayBodyAnim((bPlayFXOnSecondWeapon) ? CrouchShootLeftAnim : CrouchShootRightAnim, EAS_FullBody, ThirdPersonAnimRate, ShootBlendInTime, ShootBlendOutTime);
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}
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else if ( P.bIsWalking )
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{
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P.PlayBodyAnim((bPlayFXOnSecondWeapon) ? IronShootLeftAnim : IronShootRightAnim, EAS_FullBody, ThirdPersonAnimRate, ShootBlendInTime, ShootBlendOutTime);
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}
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else
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{
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P.PlayBodyAnim((bPlayFXOnSecondWeapon) ? ShootLeftAnim : ShootRightAnim, EAS_FullBody, ThirdPersonAnimRate, ShootBlendInTime, ShootBlendOutTime);
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}
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}
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/** Added second weapon */
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simulated function CauseMuzzleFlash(byte FiringMode)
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{
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// Can use the same weapon that was used by ThirdPersonFireEffects
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if ( bPlayFXOnSecondWeapon )
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{
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if (LeftMuzzleFlash == None && MuzzleFlashTemplate != None)
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{
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AttachMuzzleFlash();
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}
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if (LeftMuzzleFlash != None )
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{
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LeftMuzzleFlash.CauseMuzzleFlash(FiringMode);
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if ( LeftMuzzleFlash.bAutoActivateShellEject )
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{
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LeftMuzzleFlash.CauseShellEject();
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}
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}
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}
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else
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{
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Super.CauseMuzzleFlash(FiringMode);
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}
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}
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/** Added second weapon */
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simulated function vector GetMuzzleLocation(optional byte MuzzleID)
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{
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local vector SocketLocation;
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if ( MuzzleID >= 1 || bPlayFXOnSecondWeapon )
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{
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if (LeftMuzzleFlash == None && MuzzleFlashTemplate != None)
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{
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AttachMuzzleFlash();
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}
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if( LeftMuzzleFlash != none )
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{
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LeftWeapMesh.GetSocketWorldLocationAndRotation(LeftMuzzleFlash.GetSocketName(), SocketLocation);
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return SocketLocation;
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}
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}
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return Super.GetMuzzleLocation(MuzzleID);
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}
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/** Overrides super to play anim on both meshes. Used for reloads at the moment (will this mess up other possible anims?) */
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simulated function PlayWeaponMeshAnim(name AnimName, AnimNodeSlot SyncNode, bool bLoop)
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{
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local float Duration;
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super.PlayWeaponMeshAnim( AnimName, SyncNode, bLoop );
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Duration = LeftWeapMesh.GetAnimLength( AnimName );
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LeftWeapMesh.PlayAnim( AnimName, Duration / ThirdPersonAnimRate, bLoop );
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}
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/*********************************************************************************************
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* @name Rendering/Lighting
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********************************************************************************************* */
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/** Set the lighting channels on all the appropriate weapon attachment mesh(es) */
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simulated function SetMeshLightingChannels(LightingChannelContainer NewLightingChannels)
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{
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super.SetMeshLightingChannels( NewLightingChannels );
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if( !bWeapMeshIsPawnMesh )
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{
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LeftWeapMesh.SetLightingChannels(NewLightingChannels);
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}
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}
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/** Debug */
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simulated function bool HasIndoorLighting()
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{
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return super.HasIndoorLighting() && LeftWeapMesh.LightingChannels.Indoor;
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}
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/** Debug */
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simulated function bool HasOutdoorLighting()
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{
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return super.HasOutdoorLighting() && LeftWeapMesh.LightingChannels.Outdoor;
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}
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defaultproperties
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{
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// Left Weapon SkeletalMesh (copy of right weapon in super)
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Begin Object Class=SkeletalMeshComponent Name=SkeletalMeshComponent1
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bOwnerNoSee=true
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bOnlyOwnerSee=false
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CollideActors=false
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AlwaysLoadOnClient=true
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AlwaysLoadOnServer=true
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MaxDrawDistance=4000
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bUpdateSkelWhenNotRendered=false
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bIgnoreControllersWhenNotRendered=true
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bOverrideAttachmentOwnerVisibility=true
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bAcceptsDynamicDecals=FALSE
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Animations=MeshSequenceA
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CastShadow=true
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bCastDynamicShadow=true
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bPerBoneMotionBlur=true
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bForceRefPose=1
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// Default to outdoor. If indoor, this will be set when TWIndoorLightingVolume::Touch() event is received at spawn.
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LightingChannels=(Outdoor=TRUE,bInitialized=TRUE)
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End Object
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LeftWeapMesh=SkeletalMeshComponent1
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}
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