// 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 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 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 0 ) { CurrentHeadMeshIndex = (CurrentHeadMeshIndex < C.HeadVariants.length) ? CurrentHeadMeshIndex : 0; CharHeadMesh = SkeletalMesh(SafeLoadObject(C.HeadVariants[CurrentHeadMeshIndex].MeshName, class'SkeletalMesh')); // 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.SkinVariations.length > 0 ) { // Assign a skin to the attachment mesh as a material override if ( NewSkinIndex < CurrentVariant.SkinVariations.length ) { KFP.ThirdPersonAttachments[PawnAttachmentIndex].SetMaterial( CurrentVariant.SkinMaterialID, CurrentVariant.SkinVariations[NewSkinIndex].Skin); } 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) return; // 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 ) { // Cache values from character info CharAttachmentMeshName = C.CosmeticVariants[CurrentAttachmentMeshIndex].MeshName; CharAttachmentSocketName = C.CosmeticVariants[CurrentAttachmentMeshIndex].SocketName; MaxDrawDistance = C.CosmeticVariants[CurrentAttachmentMeshIndex].MaxDrawDistance; AttachmentLocationRelativeToSocket = C.CosmeticVariants[CurrentAttachmentMeshIndex].RelativeTranslation; AttachmentRotationRelativeToSocket = C.CosmeticVariants[CurrentAttachmentMeshIndex].RelativeRotation; AttachmentScaleRelativeToSocket = C.CosmeticVariants[CurrentAttachmentMeshIndex].RelativeScale; bIsSkeletalAttachment = C.CosmeticVariants[CurrentAttachmentMeshIndex].bIsSkeletalAttachment; // If it is a skeletal attachment, parent anim it to the body mesh if( bIsSkeletalAttachment ) { if( SkeletalMeshComponent(KFP.ThirdPersonAttachments[AttachmentSlotIndex]) != none ) { // 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; } } 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(SafeLoadObject(CharAttachmentMeshName, class'SkeletalMesh')); 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(SafeLoadObject(CharAttachmentMeshName, class'StaticMesh')); 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, AttachmentSlotIndex, C.CosmeticVariants[CurrentAttachmentMeshIndex], CurrentAttachmentSkinIndex, KFP); } // 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); } }