// 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; if (KFPRI.StartLoadCosmeticContent(C, ECOSMETICTYPE_Body, CurrentBodyMeshIndex)) { return; } // Retrieve the name of the meshes to be used from the archetype CharBodyMeshName = C.BodyVariants[CurrentBodyMeshIndex].MeshName; // Load the meshes CharBodyMesh = SkeletalMesh(SafeLoadObject(CharBodyMeshName, class'SkeletalMesh')); // Assign the body mesh to the pawn if ( CharBodyMesh != KFP.Mesh.SkeletalMesh ) { KFP.Mesh.SetSkeletalMesh(CharBodyMesh); KFP.OnCharacterMeshChanged(); } 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; if (KFPRI.StartLoadCosmeticContent(C, ECOSMETICTYPE_Head, CurrentHeadMeshIndex)) { return; } CharHeadMeshName = C.HeadVariants[CurrentHeadMeshIndex].MeshName; CharHeadMesh = SkeletalMesh(DynamicLoadObject(CharHeadMeshName, 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, optional bool bIsFirstPerson) { local int i; if (KFP.WorldInfo.NetMode != NM_DedicatedServer) { if( CurrentVariant.AttachmentItem.SkinVariations.length > 0 ) { // Assign a skin to the attachment mesh as a material override if ( NewSkinIndex < CurrentVariant.AttachmentItem.SkinVariations.length ) { if (bIsFirstPerson) { if (KFP.FirstPersonAttachments[PawnAttachmentIndex] != none) { KFP.FirstPersonAttachments[PawnAttachmentIndex].SetMaterial( CurrentVariant.AttachmentItem.SkinMaterialID, CurrentVariant.AttachmentItem.SkinVariations[NewSkinIndex].Skin1p); } } else { KFP.ThirdPersonAttachments[PawnAttachmentIndex].SetMaterial( CurrentVariant.AttachmentItem.SkinMaterialID, CurrentVariant.AttachmentItem.SkinVariations[NewSkinIndex].Skin); } } else { `log("Out of bounds skin index for"@CurrentVariant.MeshName); C.RemoveAttachmentMeshAndSkin(PawnAttachmentIndex, KFP); } } else { if (bIsFirstPerson) { if (KFP.FirstPersonAttachments[PawnAttachmentIndex] != none) { for (i = 0; i < KFP.FirstPersonAttachments[PawnAttachmentIndex].GetNumElements(); i++) { KFP.FirstPersonAttachments[PawnAttachmentIndex].SetMaterial(i, none); } } } else { // Use material specified in the mesh asset for( i=0; i < KFP.ThirdPersonAttachments[PawnAttachmentIndex].GetNumElements(); i++ ) { KFP.ThirdPersonAttachments[PawnAttachmentIndex].SetMaterial(i, none); } } } } } static final function SetAttachmentMeshAndSkin( KFCharacterInfo_Human C, int CurrentAttachmentMeshIndex, int CurrentAttachmentSkinIndex, KFPawn KFP, KFPlayerReplicationInfo KFPRI, optional bool bIsFirstPerson ) { local string CharAttachmentMeshName; local name CharAttachmentSocketName; local int AttachmentSlotIndex; local SkeletalMeshComponent AttachmentMesh; 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 = GetAttachmentSlotIndex(C, CurrentAttachmentMeshIndex, KFP, KFPRI); if (AttachmentSlotIndex == INDEX_NONE) { return; } // 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 ) { if (KFPRI.StartLoadCosmeticContent(C, ECOSMETICTYPE_Attachment, CurrentAttachmentMeshIndex)) { return; } // Cache values from character info CharAttachmentMeshName = bIsFirstPerson ? C.Get1pMeshByIndex(CurrentAttachmentMeshIndex) : C.GetMeshByIndex(CurrentAttachmentMeshIndex); CharAttachmentSocketName = bIsFirstPerson ? C.CosmeticVariants[CurrentAttachmentMeshIndex].AttachmentItem.SocketName1p : C.CosmeticVariants[CurrentAttachmentMeshIndex].AttachmentItem.SocketName; AttachmentMesh = bIsFirstPerson ? KFP.ArmsMesh : KFP.Mesh; // 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; } } // Set First Person Cosmetic if mesh exists for it. if(CharAttachmentMeshName != "") { // Set Cosmetic Mesh SetAttachmentMesh(C, CurrentAttachmentMeshIndex, AttachmentSlotIndex, CharAttachmentMeshName, CharAttachmentSocketName, AttachmentMesh, KFP, bIsFirstPerson); } else { // Make sure to clear out attachment if we're replacing with nothing. if(bIsFirstPerson) { KFP.FirstPersonAttachments[AttachmentSlotIndex] = none; KFP.FirstPersonAttachmentSocketNames[AttachmentSlotIndex] = ''; } } // Set Cosmetic Skin SetAttachmentSkinMaterial( C, AttachmentSlotIndex, C.CosmeticVariants[CurrentAttachmentMeshIndex], CurrentAttachmentSkinIndex, KFP, bIsFirstPerson); } // Treat `CLEARED_ATTACHMENT_INDEX as special value (for client detachment) if( CurrentAttachmentMeshIndex == `CLEARED_ATTACHMENT_INDEX ) { C.RemoveAttachmentMeshAndSkin(AttachmentSlotIndex, KFP, KFPRI); } } static final function SetAttachmentMesh(KFCharacterInfo_Human C, int CurrentAttachmentMeshIndex, int AttachmentSlotIndex, string CharAttachmentMeshName, name CharAttachmentSocketName, SkeletalMeshComponent PawnMesh, KFPawn KFP, bool bIsFirstPerson = false) { local StaticMeshComponent StaticAttachment; local SkeletalMeshComponent SkeletalAttachment; local bool bIsSkeletalAttachment; local StaticMesh CharAttachmentStaticMesh; local SkeletalMesh CharacterAttachmentSkelMesh; local float MaxDrawDistance; local SkeletalMeshSocket AttachmentSocket; local vector AttachmentLocationRelativeToSocket, AttachmentScaleRelativeToSocket; local rotator AttachmentRotationRelativeToSocket; MaxDrawDistance = C.CosmeticVariants[CurrentAttachmentMeshIndex].AttachmentItem.MaxDrawDistance; AttachmentLocationRelativeToSocket = C.CosmeticVariants[CurrentAttachmentMeshIndex].RelativeTranslation; AttachmentRotationRelativeToSocket = C.CosmeticVariants[CurrentAttachmentMeshIndex].RelativeRotation; AttachmentScaleRelativeToSocket = C.CosmeticVariants[CurrentAttachmentMeshIndex].RelativeScale; bIsSkeletalAttachment = C.CosmeticVariants[CurrentAttachmentMeshIndex].AttachmentItem.bIsSkeletalAttachment; //`log("AttachmentLocationRelativeToSocket: x="$AttachmentLocationRelativeToSocket.x@"y="$AttachmentLocationRelativeToSocket.y@"z="$AttachmentLocationRelativeToSocket.z); // If it is a skeletal attachment, parent anim it to the body mesh if (bIsSkeletalAttachment) { if (bIsFirstPerson && (SkeletalMeshComponent(KFP.FirstPersonAttachments[AttachmentSlotIndex]) != none)) { SkeletalAttachment = SkeletalMeshComponent(KFP.FirstPersonAttachments[AttachmentSlotIndex]); } else if (!bIsFirstPerson && (SkeletalMeshComponent(KFP.ThirdPersonAttachments[AttachmentSlotIndex]) != none)) { SkeletalAttachment = SkeletalMeshComponent(KFP.ThirdPersonAttachments[AttachmentSlotIndex]); } else { SkeletalAttachment = new(KFP) class'KFSkeletalMeshComponent'; if (bIsFirstPerson) { C.SetFirstPersonCosmeticAttachment(SkeletalAttachment); } SkeletalAttachment.SetActorCollision(false, false); if(bIsFirstPerson) { KFP.FirstPersonAttachments[AttachmentSlotIndex] = SkeletalAttachment; } else { KFP.ThirdPersonAttachments[AttachmentSlotIndex] = SkeletalAttachment; } } // Load and assign skeletal mesh CharacterAttachmentSkelMesh = SkeletalMesh(DynamicLoadObject(CharAttachmentMeshName, class'SkeletalMesh')); SkeletalAttachment.SetSkeletalMesh(CharacterAttachmentSkelMesh); // Parent animation and LOD transitions to body mesh SkeletalAttachment.SetParentAnimComponent(PawnMesh); SkeletalAttachment.SetLODParent(PawnMesh); SkeletalAttachment.SetScale(C.DefaultMeshScale); SkeletalAttachment.SetCullDistance(MaxDrawDistance); SkeletalAttachment.SetShadowParent(PawnMesh); SkeletalAttachment.SetLightingChannels(KFP.PawnLightingChannel); KFP.AttachComponent(SkeletalAttachment); } // Otherwise (if static), attach to a socket on the body mesh else { if (!bIsFirstPerson && (StaticMeshComponent(KFP.ThirdPersonAttachments[AttachmentSlotIndex]) != none)) { StaticAttachment = StaticMeshComponent(KFP.ThirdPersonAttachments[AttachmentSlotIndex]); } else if (bIsFirstPerson && (StaticMeshComponent(KFP.FirstPersonAttachments[AttachmentSlotIndex]) != none)) { StaticAttachment = StaticMeshComponent(KFP.FirstPersonAttachments[AttachmentSlotIndex]); } else { StaticAttachment = new(KFP) class'StaticMeshComponent'; StaticAttachment.SetActorCollision(false, false); if(bIsFirstPerson) { KFP.FirstPersonAttachments[AttachmentSlotIndex] = StaticAttachment; } else { KFP.ThirdPersonAttachments[AttachmentSlotIndex] = StaticAttachment; } } // Load and assign static mesh CharAttachmentStaticMesh = StaticMesh(DynamicLoadObject(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 = PawnMesh.GetSocketByName(CharAttachmentSocketName); PawnMesh.AttachComponent( StaticAttachment, AttachmentSocket.BoneName, AttachmentSocket.RelativeLocation + AttachmentLocationRelativeToSocket, AttachmentSocket.RelativeRotation + AttachmentRotationRelativeToSocket, AttachmentSocket.RelativeScale * AttachmentScaleRelativeToSocket); } if(bIsFirstPerson) { KFP.FirstPersonAttachmentSocketNames[AttachmentSlotIndex] = CharAttachmentSocketName; } else { KFP.ThirdPersonAttachmentSocketNames[AttachmentSlotIndex] = CharAttachmentSocketName; } } /** * Removes any attachments that exist in the same socket or have overriding cases * Network: Local Player */ static final function DetachConflictingAttachments( KFCharacterInfo_Human C, int 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].AttachmentItem.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; local int AttachmentIdx, CosmeticMeshIdx; if ( KFPRI == none ) { `Warn("Does not have a KFPRI" @ C); return; } EPRI = ExtPlayerReplicationInfo(KFPRI); 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, KFPRI); for (AttachmentIdx = 0; AttachmentIdx < `MAX_COSMETIC_ATTACHMENTS; AttachmentIdx++) { CosmeticMeshIdx = bCustom ? EPRI.CustomCharacter.AttachmentMeshIndices[AttachmentIdx] : KFPRI.RepCustomizationInfo.AttachmentMeshIndices[AttachmentIdx]; if (CosmeticMeshIdx != `CLEARED_ATTACHMENT_INDEX && CosmeticMeshIdx != INDEX_NONE) { // Attach all saved attachments to the character SetAttachmentMeshAndSkin( C, CosmeticMeshIdx, bCustom ? EPRI.CustomCharacter.AttachmentSkinIndices[AttachmentIdx] : KFPRI.RepCustomizationInfo.AttachmentSkinIndices[AttachmentIdx], KFP, KFPRI, true); } } // 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); } } static function int GetAttachmentSlotIndex( KFCharacterInfo_Human C, int CurrentAttachmentMeshIndex, KFPawn KFP, KFPlayerReplicationInfo KFPRI) { local int AttachmentIdx,CosmeticMeshIdx; local ExtPlayerReplicationInfo EPRI; local bool bCustom; if( KFPRI == None ) { `warn("GetAttachmentSlotIndex - NO KFPRI"); return INDEX_NONE; } EPRI = ExtPlayerReplicationInfo(KFPRI); bCustom = (EPRI!=None ? EPRI.UsesCustomChar() : false); // Return the next available attachment index or the index that matches this mesh for( AttachmentIdx = 0; AttachmentIdx < `MAX_COSMETIC_ATTACHMENTS; AttachmentIdx++ ) { CosmeticMeshIdx = bCustom ? EPRI.CustomCharacter.AttachmentMeshIndices[AttachmentIdx] : KFPRI.RepCustomizationInfo.AttachmentMeshIndices[AttachmentIdx]; if( CosmeticMeshIdx == INDEX_NONE || CosmeticMeshIdx == CurrentAttachmentMeshIndex ) { return AttachmentIdx; } } return INDEX_NONE; } static function bool IsAttachmentAvailable(KFCharacterInfo_Human C, const out AttachmentVariants Attachment, Pawn PreviewPawn) { if ( Attachment.AttachmentItem.SocketName != '' && PreviewPawn.Mesh.GetSocketByName(Attachment.AttachmentItem.SocketName) == None ) { return false; } return true; }