KF2-Server-Extension/ServerExt/Classes/ExtCharacterInfo.uc

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// Only a helper class to hold code.
class ExtCharacterInfo extends Object
abstract;
// Hack fix for not being able to compile materials in run-time.
static final function CloneMIC( MaterialInstanceConstant B )
{
local int i;
local MaterialInstanceConstant M;
local LinearColor C;
M = MaterialInstanceConstant(B.Parent);
if( M==None )
return;
B.SetParent(M.Parent);
for( i=0; i<M.TextureParameterValues.Length; ++i )
if( M.TextureParameterValues[i].ParameterValue!=None )
B.SetTextureParameterValue(M.TextureParameterValues[i].ParameterName,M.TextureParameterValues[i].ParameterValue);
for( i=0; i<M.ScalarParameterValues.Length; ++i )
B.SetScalarParameterValue(M.ScalarParameterValues[i].ParameterName,M.ScalarParameterValues[i].ParameterValue);
for( i=0; i<M.VectorParameterValues.Length; ++i )
{
C = M.VectorParameterValues[i].ParameterValue;
B.SetVectorParameterValue(M.VectorParameterValues[i].ParameterName,C);
}
}
static final function Object SafeLoadObject( string S, Class ObjClass )
{
local Object O;
O = FindObject(S,ObjClass);
return O!=None ? O : DynamicLoadObject(S,ObjClass);
}
/** Sets the pawns character mesh from it's CharacterInfo, and updates instance of player in map if there is one. */
static final function SetCharacterMeshFromArch( KFCharacterInfo_Human C, KFPawn KFP, optional KFPlayerReplicationInfo KFPRI )
{
local ExtPlayerReplicationInfo EPRI;
local int AttachmentIdx, CosmeticMeshIdx;
local bool bMaskHeadMesh, bCustom;
EPRI = ExtPlayerReplicationInfo(KFPRI);
if ( KFPRI == none )
{
`Warn("Does not have a KFPRI" @ C);
return;
}
bCustom = (EPRI!=None ? EPRI.UsesCustomChar() : false);
// Body mesh & skin. Index of 255 implies use index 0 (default).
SetBodyMeshAndSkin(C,
bCustom ? EPRI.CustomCharacter.BodyMeshIndex : KFPRI.RepCustomizationInfo.BodyMeshIndex,
bCustom ? EPRI.CustomCharacter.BodySkinIndex : KFPRI.RepCustomizationInfo.BodySkinIndex,
KFP);
// Head mesh & skin. Index of 255 implies use index 0 (default).
SetHeadMeshAndSkin(C,
bCustom ? EPRI.CustomCharacter.HeadMeshIndex : KFPRI.RepCustomizationInfo.HeadMeshIndex,
bCustom ? EPRI.CustomCharacter.HeadSkinIndex : KFPRI.RepCustomizationInfo.HeadSkinIndex,
KFP);
// skip dedicated for purely cosmetic stuff
if ( KFP.WorldInfo.NetMode != NM_DedicatedServer )
{
// Must clear all attachments before trying to attach new ones,
// otherwise we might accidentally remove things we're not supposed to
for( AttachmentIdx=0; AttachmentIdx < `MAX_COSMETIC_ATTACHMENTS; AttachmentIdx++ )
{
// Clear any previous attachments from other characters
C.DetachAttachment(AttachmentIdx, KFP);
}
// Cosmetic attachment mesh & skin. Index of 255 implies don't use any attachments (default)
for( AttachmentIdx=0; AttachmentIdx < `MAX_COSMETIC_ATTACHMENTS; AttachmentIdx++ )
{
CosmeticMeshIdx = bCustom ? EPRI.CustomCharacter.AttachmentMeshIndices[AttachmentIdx] : KFPRI.RepCustomizationInfo.AttachmentMeshIndices[AttachmentIdx];
if ( CosmeticMeshIdx != `CLEARED_ATTACHMENT_INDEX )
{
bMaskHeadMesh = bMaskHeadMesh || C.CosmeticVariants[CosmeticMeshIdx].bMaskHeadMesh;
// Attach all saved attachments to the character
SetAttachmentMeshAndSkin(C,
CosmeticMeshIdx,
bCustom ? EPRI.CustomCharacter.AttachmentSkinIndices[AttachmentIdx] : KFPRI.RepCustomizationInfo.AttachmentSkinIndices[AttachmentIdx],
KFP, KFPRI);
}
}
// initial mask for new MIC (also see ResetHeadMaskParam())
if ( bMaskHeadMesh && KFP.CharacterMICs[1] != None )
KFP.CharacterMICs[1].SetScalarParameterValue('Scalar_Mask', 1.f);
}
}
static final function SetBodyMeshAndSkin( KFCharacterInfo_Human C,
byte CurrentBodyMeshIndex,
byte CurrentBodySkinIndex,
KFPawn KFP )
{
local SkeletalMesh CharBodyMesh;
// Character Mesh
if( C.BodyVariants.length > 0 )
{
// Assign a skin to the body mesh as a material override
CurrentBodyMeshIndex = (CurrentBodyMeshIndex < C.BodyVariants.length) ? CurrentBodyMeshIndex : 0;
// Load the meshes
CharBodyMesh = SkeletalMesh(SafeLoadObject(C.BodyVariants[CurrentBodyMeshIndex].MeshName, class'SkeletalMesh'));
// Assign the body mesh to the pawn
KFP.Mesh.SetSkeletalMesh(CharBodyMesh);
if (KFP.WorldInfo.NetMode != NM_DedicatedServer)
{
SetBodySkinMaterial(C, C.BodyVariants[CurrentBodyMeshIndex], CurrentBodySkinIndex, KFP);
}
}
else
{
`warn("Character does not have a valid mesh");
}
}
static final function SetBodySkinMaterial( KFCharacterInfo_Human C, OutfitVariants CurrentVariant, byte NewSkinIndex, KFPawn KFP)
{
local int i;
if (KFP.WorldInfo.NetMode != NM_DedicatedServer)
{
if( CurrentVariant.SkinVariations.length > 0 )
{
// Assign a skin to the body mesh as a material override
NewSkinIndex = (NewSkinIndex < CurrentVariant.SkinVariations.length) ? NewSkinIndex : 0;
KFP.Mesh.SetMaterial(C.BodyMaterialID, CurrentVariant.SkinVariations[NewSkinIndex].Skin);
}
else
{
// Use material specified in the mesh asset
for( i=0; i<KFP.Mesh.GetNumElements(); i++ )
{
KFP.Mesh.SetMaterial(i, none);
}
}
// Initialize MICs
if( KFP.Mesh != None )
{
KFP.CharacterMICs[0] = KFP.Mesh.CreateAndSetMaterialInstanceConstant(C.BodyMaterialID);
CloneMIC(KFP.CharacterMICs[0]);
}
}
}
static final function SetHeadSkinMaterial( KFCharacterInfo_Human C, OutfitVariants CurrentVariant, byte NewSkinIndex, KFPawn KFP)
{
local int i;
if (KFP.WorldInfo.NetMode != NM_DedicatedServer)
{
if( CurrentVariant.SkinVariations.length > 0 )
{
// Assign a skin to the body mesh as a material override
NewSkinIndex = (NewSkinIndex < CurrentVariant.SkinVariations.length) ? NewSkinIndex : 0;
KFP.ThirdPersonHeadMeshComponent.SetMaterial(C.HeadMaterialID, CurrentVariant.SkinVariations[NewSkinIndex].Skin);
}
else
{
// Use material specified in the mesh asset
for( i=0; i<KFP.ThirdPersonHeadMeshComponent.GetNumElements(); i++ )
{
KFP.ThirdPersonHeadMeshComponent.SetMaterial(i, none);
}
}
// Initialize MICs
if( KFP.ThirdPersonHeadMeshComponent != None )
{
KFP.CharacterMICs[1] = KFP.ThirdPersonHeadMeshComponent.CreateAndSetMaterialInstanceConstant(C.HeadMaterialID);
CloneMIC(KFP.CharacterMICs[1]);
}
}
}
static final function SetHeadMeshAndSkin( KFCharacterInfo_Human C,
byte CurrentHeadMeshIndex,
byte CurrentHeadSkinIndex,
KFPawn KFP )
{
local string CharHeadMeshName;
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local SkeletalMesh CharHeadMesh;
if ( C.HeadVariants.length > 0 )
{
CurrentHeadMeshIndex = (CurrentHeadMeshIndex < C.HeadVariants.length) ? CurrentHeadMeshIndex : 0;
CharHeadMeshName = C.HeadVariants[CurrentHeadMeshIndex].MeshName;
CharHeadMesh = SkeletalMesh(DynamicLoadObject(CharHeadMeshName, class'SkeletalMesh'));
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// Parent the third person head mesh to the body mesh
KFP.ThirdPersonHeadMeshComponent.SetSkeletalMesh(CharHeadMesh);
KFP.ThirdPersonHeadMeshComponent.SetScale(C.DefaultMeshScale);
KFP.ThirdPersonHeadMeshComponent.SetParentAnimComponent(KFP.Mesh);
KFP.ThirdPersonHeadMeshComponent.SetShadowParent(KFP.Mesh);
KFP.ThirdPersonHeadMeshComponent.SetLODParent(KFP.Mesh);
KFP.AttachComponent(KFP.ThirdPersonHeadMeshComponent);
if (KFP.WorldInfo.NetMode != NM_DedicatedServer)
{
SetHeadSkinMaterial(C, C.HeadVariants[CurrentHeadMeshIndex], CurrentHeadSkinIndex, KFP);
}
}
}
static final function SetAttachmentSkinMaterial( KFCharacterInfo_Human C,
int PawnAttachmentIndex,
const out AttachmentVariants CurrentVariant,
byte NewSkinIndex,
KFPawn KFP)
{
local int i;
if (KFP.WorldInfo.NetMode != NM_DedicatedServer)
{
if( CurrentVariant.AttachmentItem.SkinVariations.length > 0 )
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{
// Assign a skin to the attachment mesh as a material override
if ( NewSkinIndex < CurrentVariant.AttachmentItem.SkinVariations.length )
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{
KFP.ThirdPersonAttachments[PawnAttachmentIndex].SetMaterial(
CurrentVariant.AttachmentItem.SkinMaterialID,
CurrentVariant.AttachmentItem.SkinVariations[NewSkinIndex].Skin);
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}
else
{
`log("Out of bounds skin index for"@CurrentVariant.MeshName);
C.RemoveAttachmentMeshAndSkin(PawnAttachmentIndex, KFP);
}
}
else
{
// Use material specified in the mesh asset
for( i=0; i < KFP.ThirdPersonAttachments[PawnAttachmentIndex].GetNumElements(); i++ )
{
KFP.ThirdPersonAttachments[PawnAttachmentIndex].SetMaterial(i, none);
}
}
}
}
/** Called on owning client to change a cosmetic attachment or on other clients via replication */
static final function SetAttachmentMeshAndSkin( KFCharacterInfo_Human C,
byte CurrentAttachmentMeshIndex,
byte CurrentAttachmentSkinIndex,
KFPawn KFP,
optional KFPlayerReplicationInfo KFPRI )
{
local string CharAttachmentMeshName;
local name CharAttachmentSocketName;
local bool bIsSkeletalAttachment;
local StaticMesh CharAttachmentStaticMesh;
local SkeletalMesh CharacterAttachmentSkelMesh;
local float MaxDrawDistance;
local StaticMeshComponent StaticAttachment;
local SkeletalMeshComponent SkeletalAttachment;
local SkeletalMeshSocket AttachmentSocket;
local vector AttachmentLocationRelativeToSocket, AttachmentScaleRelativeToSocket;
local rotator AttachmentRotationRelativeToSocket;
local int AttachmentSlotIndex;
if (KFP.WorldInfo.NetMode == NM_DedicatedServer)
{
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return;
}
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// Clear any previously attachments for the same slot
//DetachConflictingAttachments(CurrentAttachmentMeshIndex, KFP, KFPRI);
// Get a slot where this attachment could fit
AttachmentSlotIndex = C.GetAttachmentSlotIndex(CurrentAttachmentMeshIndex, KFP);
// Since cosmetic attachments are optional, do not choose index 0 if none is
// specified unlike the the head and body meshes
if ( C.CosmeticVariants.length > 0 &&
CurrentAttachmentMeshIndex < C.CosmeticVariants.length )
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{
// Cache values from character info
CharAttachmentMeshName = C.GetMeshByIndex(CurrentAttachmentMeshIndex);
CharAttachmentSocketName = C.CosmeticVariants[CurrentAttachmentMeshIndex].AttachmentItem.SocketName;
MaxDrawDistance = C.CosmeticVariants[CurrentAttachmentMeshIndex].AttachmentItem.MaxDrawDistance;
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AttachmentLocationRelativeToSocket = C.CosmeticVariants[CurrentAttachmentMeshIndex].RelativeTranslation;
AttachmentRotationRelativeToSocket = C.CosmeticVariants[CurrentAttachmentMeshIndex].RelativeRotation;
AttachmentScaleRelativeToSocket = C.CosmeticVariants[CurrentAttachmentMeshIndex].RelativeScale;
bIsSkeletalAttachment = C.CosmeticVariants[CurrentAttachmentMeshIndex].AttachmentItem.bIsSkeletalAttachment;
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// If previously attached and we could have changed outfits (e.g. local player UI) then re-validate
// required skeletal mesh socket. Must be after body mesh DLO, but before AttachComponent.
if ( KFP.IsLocallyControlled() )
{
if ( CharAttachmentSocketName != '' && KFP.Mesh.GetSocketByName(CharAttachmentSocketName) == None )
{
C.RemoveAttachmentMeshAndSkin(AttachmentSlotIndex, KFP, KFPRI);
return;
}
}
//`log("AttachmentLocationRelativeToSocket: x="$AttachmentLocationRelativeToSocket.x@"y="$AttachmentLocationRelativeToSocket.y@"z="$AttachmentLocationRelativeToSocket.z);
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// If it is a skeletal attachment, parent anim it to the body mesh
if( bIsSkeletalAttachment )
{
if( SkeletalMeshComponent(KFP.ThirdPersonAttachments[AttachmentSlotIndex]) != none )
{
SkeletalAttachment = SkeletalMeshComponent(KFP.ThirdPersonAttachments[AttachmentSlotIndex]);
}
else
{
SkeletalAttachment = new(KFP) class'SkeletalMeshComponent';
SkeletalAttachment.SetActorCollision(false, false);
KFP.ThirdPersonAttachments[AttachmentSlotIndex] = SkeletalAttachment;
}
// Load and assign skeletal mesh
CharacterAttachmentSkelMesh = SkeletalMesh(DynamicLoadObject(CharAttachmentMeshName, class'SkeletalMesh'));
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SkeletalAttachment.SetSkeletalMesh(CharacterAttachmentSkelMesh);
// Parent animation and LOD transitions to body mesh
SkeletalAttachment.SetParentAnimComponent(KFP.Mesh);
SkeletalAttachment.SetLODParent(KFP.Mesh);
SkeletalAttachment.SetScale(C.DefaultMeshScale);
SkeletalAttachment.SetCullDistance(MaxDrawDistance);
SkeletalAttachment.SetShadowParent(KFP.Mesh);
SkeletalAttachment.SetLightingChannels(KFP.PawnLightingChannel);
// Attach
KFP.AttachComponent(SkeletalAttachment);
}
// Otherwise (if static), attach to a socket on the body mesh
else
{
if( StaticMeshComponent(KFP.ThirdPersonAttachments[AttachmentSlotIndex]) != none )
{
StaticAttachment = StaticMeshComponent(KFP.ThirdPersonAttachments[AttachmentSlotIndex]);
}
else
{
StaticAttachment = new(KFP) class'StaticMeshComponent';
StaticAttachment.SetActorCollision(false, false);
KFP.ThirdPersonAttachments[AttachmentSlotIndex] = StaticAttachment;
}
// Load and assign static mesh
CharAttachmentStaticMesh = StaticMesh(DynamicLoadObject(CharAttachmentMeshName, class'StaticMesh'));
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StaticAttachment.SetStaticMesh(CharAttachmentStaticMesh);
// Set properties
StaticAttachment.SetScale(C.DefaultMeshScale);
StaticAttachment.SetCullDistance(MaxDrawDistance);
StaticAttachment.SetShadowParent(KFP.Mesh);
StaticAttachment.SetLightingChannels(KFP.PawnLightingChannel);
// For static meshes, attach to given socket
AttachmentSocket = KFP.mesh.GetSocketByName(CharAttachmentSocketName);
KFP.mesh.AttachComponent(
StaticAttachment,
AttachmentSocket.BoneName,
AttachmentSocket.RelativeLocation + AttachmentLocationRelativeToSocket,
AttachmentSocket.RelativeRotation + AttachmentRotationRelativeToSocket,
AttachmentSocket.RelativeScale * AttachmentScaleRelativeToSocket);
}
// Update the pawn's attachment metadata
KFP.ThirdPersonAttachmentBitMask = KFP.ThirdPersonAttachmentBitMask | (1 << AttachmentSlotIndex);
KFP.ThirdPersonAttachmentSocketNames[AttachmentSlotIndex] = CharAttachmentSocketName;
SetAttachmentSkinMaterial(
C,
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AttachmentSlotIndex,
C.CosmeticVariants[CurrentAttachmentMeshIndex],
CurrentAttachmentSkinIndex,
KFP);
}
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// Treat `CLEARED_ATTACHMENT_INDEX as special value (for client detachment)
if( CurrentAttachmentMeshIndex == `CLEARED_ATTACHMENT_INDEX )
{
C.RemoveAttachmentMeshAndSkin(AttachmentSlotIndex, KFP, KFPRI);
}
}
/**
* Removes any attachments that exist in the same socket or have overriding cases
* Network: Local Player
*/
static final function DetachConflictingAttachments( KFCharacterInfo_Human C, byte NewAttachmentMeshIndex, KFPawn KFP, optional KFPlayerReplicationInfo KFPRI)
{
local name NewAttachmentSocketName;
local int i, CurrentAttachmentIdx;
local ExtPlayerReplicationInfo EPRI;
EPRI = ExtPlayerReplicationInfo(KFPRI);
if ( EPRI==none || !EPRI.UsesCustomChar() )
return;
if ( C.CosmeticVariants.length > 0 &&
NewAttachmentMeshIndex < C.CosmeticVariants.length )
{
// The socket that this attachment requires
NewAttachmentSocketName = C.CosmeticVariants[NewAttachmentMeshIndex].SocketName;
for( i=0; i < `MAX_COSMETIC_ATTACHMENTS; i++ )
{
CurrentAttachmentIdx = EPRI.CustomCharacter.AttachmentMeshIndices[i];
if ( CurrentAttachmentIdx == `CLEARED_ATTACHMENT_INDEX )
continue;
// Remove the object if it is taking up our desired slot
if( KFP.ThirdPersonAttachmentSocketNames[i] != '' &&
KFP.ThirdPersonAttachmentSocketNames[i] == NewAttachmentSocketName )
{
C.RemoveAttachmentMeshAndSkin(i, KFP, KFPRI);
continue;
}
// Remove the object if it cannot exist at the same time as another equipped item
if( C.GetOverrideCase(CurrentAttachmentIdx, NewAttachmentMeshIndex) )
{
C.RemoveAttachmentMeshAndSkin(i, KFP, KFPRI);
continue;
}
// Check inverse override
if( C.GetOverrideCase(NewAttachmentMeshIndex, CurrentAttachmentIdx) )
{
C.RemoveAttachmentMeshAndSkin(i, KFP, KFPRI);
continue;
}
}
}
}
/** Assign an arm mesh and material to this pawn */
static final function SetFirstPersonArmsFromArch( KFCharacterInfo_Human C, KFPawn KFP, optional KFPlayerReplicationInfo KFPRI )
{
local MaterialInstanceConstant M;
local ExtPlayerReplicationInfo EPRI;
local bool bCustom;
EPRI = ExtPlayerReplicationInfo(KFPRI);
if ( KFPRI == none )
{
`Warn("Does not have a KFPRI" @ C);
return;
}
bCustom = (EPRI!=None ? EPRI.UsesCustomChar() : false);
// First person arms mesh and skin are based on body mesh & skin.
// Index of 255 implies use index 0 (default).
C.SetArmsMeshAndSkin(
bCustom ? EPRI.CustomCharacter.BodyMeshIndex : KFPRI.RepCustomizationInfo.BodyMeshIndex,
bCustom ? EPRI.CustomCharacter.BodySkinIndex : KFPRI.RepCustomizationInfo.BodySkinIndex,
KFP);
// Hack fix for a material bug on KF2
if( bCustom && KFP.ArmsMesh.SkeletalMesh!=None && KFP.ArmsMesh.GetMaterial(0)!=None )
{
M = KFP.ArmsMesh.CreateAndSetMaterialInstanceConstant(0);
CloneMIC(M);
}
}