682 lines
26 KiB
Ucode
682 lines
26 KiB
Ucode
// Only a helper class to hold code.
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class ExtCharacterInfo extends Object
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abstract;
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// Hack fix for not being able to compile materials in run-time.
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static final function CloneMIC( MaterialInstanceConstant B )
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{
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local int i;
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local MaterialInstanceConstant M;
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local LinearColor C;
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M = MaterialInstanceConstant(B.Parent);
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if( M==None )
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return;
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B.SetParent(M.Parent);
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for( i=0; i<M.TextureParameterValues.Length; ++i )
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if( M.TextureParameterValues[i].ParameterValue!=None )
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B.SetTextureParameterValue(M.TextureParameterValues[i].ParameterName,M.TextureParameterValues[i].ParameterValue);
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for( i=0; i<M.ScalarParameterValues.Length; ++i )
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B.SetScalarParameterValue(M.ScalarParameterValues[i].ParameterName,M.ScalarParameterValues[i].ParameterValue);
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for( i=0; i<M.VectorParameterValues.Length; ++i )
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{
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C = M.VectorParameterValues[i].ParameterValue;
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B.SetVectorParameterValue(M.VectorParameterValues[i].ParameterName,C);
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}
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}
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static final function Object SafeLoadObject( string S, Class ObjClass )
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{
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local Object O;
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O = FindObject(S,ObjClass);
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return O!=None ? O : DynamicLoadObject(S,ObjClass);
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}
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static function InitCharacterMICs(KFCharacterInfo_Human C, KFPawn P, optional bool bMaskHead)
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{
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local int i;
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if( P.WorldInfo.NetMode == NM_DedicatedServer )
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{
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return;
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}
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P.CharacterMICs.Remove(0, P.CharacterMICs.Length);
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// body MIC
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if ( P.Mesh != None )
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{
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P.CharacterMICs[0] = P.Mesh.CreateAndSetMaterialInstanceConstant(C.BodyMaterialID);
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CloneMIC(P.CharacterMICs[0]);
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}
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// head MIC
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if( P.ThirdPersonHeadMeshComponent != None )
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{
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P.CharacterMICs[1] = P.ThirdPersonHeadMeshComponent.CreateAndSetMaterialInstanceConstant(C.HeadMaterialID);
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if ( bMaskHead )
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{
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// initial mask for new head MIC (also see ResetHeadMaskParam())
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P.CharacterMICs[1].SetScalarParameterValue('Scalar_Mask', 1.f);
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}
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}
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// attachment MIC
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for( i=0; i < `MAX_COSMETIC_ATTACHMENTS; i++ )
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{
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if( P.ThirdPersonAttachments[i] != none )
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{
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P.CharacterMICs.AddItem(P.ThirdPersonAttachments[i].CreateAndSetMaterialInstanceConstant(0));
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}
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if (P.FirstPersonAttachments[i] != none)
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{
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P.CharacterMICs.AddItem(P.FirstPersonAttachments[i].CreateAndSetMaterialInstanceConstant(0));
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}
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}
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}
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/** Sets the pawns character mesh from it's CharacterInfo, and updates instance of player in map if there is one. */
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static final function SetCharacterMeshFromArch( KFCharacterInfo_Human C, KFPawn KFP, optional KFPlayerReplicationInfo KFPRI )
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{
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local ExtPlayerReplicationInfo EPRI;
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local int AttachmentIdx, CosmeticMeshIdx;
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local bool bMaskHeadMesh, bCustom;
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if ( KFPRI == none )
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{
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`Warn("Does not have a KFPRI" @ C);
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return;
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}
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EPRI = ExtPlayerReplicationInfo(KFPRI);
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bCustom = (EPRI!=None ? EPRI.UsesCustomChar() : false);
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// Body mesh & skin. Index of 255 implies use index 0 (default).
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SetBodyMeshAndSkin(C,
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bCustom ? EPRI.CustomCharacter.BodyMeshIndex : KFPRI.RepCustomizationInfo.BodyMeshIndex,
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bCustom ? EPRI.CustomCharacter.BodySkinIndex : KFPRI.RepCustomizationInfo.BodySkinIndex,
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KFP,
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KFPRI);
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// Head mesh & skin. Index of 255 implies use index 0 (default).
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SetHeadMeshAndSkin(C,
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bCustom ? EPRI.CustomCharacter.HeadMeshIndex : KFPRI.RepCustomizationInfo.HeadMeshIndex,
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bCustom ? EPRI.CustomCharacter.HeadSkinIndex : KFPRI.RepCustomizationInfo.HeadSkinIndex,
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KFP,
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KFPRI);
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// skip dedicated for purely cosmetic stuff
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if ( KFP.WorldInfo.NetMode != NM_DedicatedServer )
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{
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// Must clear all attachments before trying to attach new ones,
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// otherwise we might accidentally remove things we're not supposed to
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for( AttachmentIdx=0; AttachmentIdx < `MAX_COSMETIC_ATTACHMENTS; AttachmentIdx++ )
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{
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// Clear any previous attachments from other characters
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C.DetachAttachment(AttachmentIdx, KFP);
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}
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// Cosmetic attachment mesh & skin. Index of 255 implies don't use any attachments (default)
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for( AttachmentIdx=0; AttachmentIdx < `MAX_COSMETIC_ATTACHMENTS; AttachmentIdx++ )
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{
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CosmeticMeshIdx = bCustom ? EPRI.CustomCharacter.AttachmentMeshIndices[AttachmentIdx] : KFPRI.RepCustomizationInfo.AttachmentMeshIndices[AttachmentIdx];
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if ( CosmeticMeshIdx != `CLEARED_ATTACHMENT_INDEX && CosmeticMeshIdx != INDEX_NONE )
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{
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bMaskHeadMesh = bMaskHeadMesh || C.CosmeticVariants[CosmeticMeshIdx].bMaskHeadMesh;
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// Attach all saved attachments to the character
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SetAttachmentMeshAndSkin(C,
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CosmeticMeshIdx,
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bCustom ? EPRI.CustomCharacter.AttachmentSkinIndices[AttachmentIdx] : KFPRI.RepCustomizationInfo.AttachmentSkinIndices[AttachmentIdx],
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KFP, KFPRI);
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}
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}
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// initial mask for new MIC (also see ResetHeadMaskParam())
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InitCharacterMICs(C, KFP, bMaskHeadMesh);
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}
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}
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static final function SetBodyMeshAndSkin( KFCharacterInfo_Human C,
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byte CurrentBodyMeshIndex,
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byte CurrentBodySkinIndex,
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KFPawn KFP,
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KFPlayerReplicationInfo KFPRI )
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{
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local string CharBodyMeshName;
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local SkeletalMesh CharBodyMesh;
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//Always use default body on servers
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if (KFP.WorldInfo.NetMode == NM_DedicatedServer)
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{
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CurrentBodyMeshIndex = 0;
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CurrentBodySkinIndex = 0;
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}
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// Character Mesh
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if( C.BodyVariants.length > 0 )
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{
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// Assign a skin to the body mesh as a material override
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CurrentBodyMeshIndex = (CurrentBodyMeshIndex < C.BodyVariants.length) ? CurrentBodyMeshIndex : 0;
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if (KFPRI.StartLoadCosmeticContent(C, ECOSMETICTYPE_Body, CurrentBodyMeshIndex))
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{
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return;
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}
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// Retrieve the name of the meshes to be used from the archetype
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CharBodyMeshName = C.BodyVariants[CurrentBodyMeshIndex].MeshName;
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// Load the meshes
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CharBodyMesh = SkeletalMesh(SafeLoadObject(CharBodyMeshName, class'SkeletalMesh'));
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// Assign the body mesh to the pawn
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if ( CharBodyMesh != KFP.Mesh.SkeletalMesh )
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{
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KFP.Mesh.SetSkeletalMesh(CharBodyMesh);
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KFP.OnCharacterMeshChanged();
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}
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if (KFP.WorldInfo.NetMode != NM_DedicatedServer)
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{
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SetBodySkinMaterial(C, C.BodyVariants[CurrentBodyMeshIndex], CurrentBodySkinIndex, KFP);
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}
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}
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else
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{
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`warn("Character does not have a valid mesh");
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}
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}
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static final function SetBodySkinMaterial( KFCharacterInfo_Human C, OutfitVariants CurrentVariant, byte NewSkinIndex, KFPawn KFP)
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{
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local int i;
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if (KFP.WorldInfo.NetMode != NM_DedicatedServer)
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{
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if( CurrentVariant.SkinVariations.length > 0 )
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{
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// Assign a skin to the body mesh as a material override
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NewSkinIndex = (NewSkinIndex < CurrentVariant.SkinVariations.length) ? NewSkinIndex : 0;
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KFP.Mesh.SetMaterial(C.BodyMaterialID, CurrentVariant.SkinVariations[NewSkinIndex].Skin);
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}
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else
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{
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// Use material specified in the mesh asset
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for( i=0; i<KFP.Mesh.GetNumElements(); i++ )
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{
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KFP.Mesh.SetMaterial(i, none);
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}
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}
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}
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}
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static final function SetHeadSkinMaterial( KFCharacterInfo_Human C, OutfitVariants CurrentVariant, byte NewSkinIndex, KFPawn KFP )
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{
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local int i;
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if (KFP.WorldInfo.NetMode != NM_DedicatedServer)
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{
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if( CurrentVariant.SkinVariations.length > 0 )
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{
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// Assign a skin to the body mesh as a material override
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NewSkinIndex = (NewSkinIndex < CurrentVariant.SkinVariations.length) ? NewSkinIndex : 0;
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KFP.ThirdPersonHeadMeshComponent.SetMaterial(C.HeadMaterialID, CurrentVariant.SkinVariations[NewSkinIndex].Skin);
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}
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else
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{
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// Use material specified in the mesh asset
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for( i=0; i<KFP.ThirdPersonHeadMeshComponent.GetNumElements(); i++ )
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{
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KFP.ThirdPersonHeadMeshComponent.SetMaterial(i, none);
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}
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}
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}
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}
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static final function SetHeadMeshAndSkin( KFCharacterInfo_Human C,
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byte CurrentHeadMeshIndex,
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byte CurrentHeadSkinIndex,
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KFPawn KFP,
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KFPlayerReplicationInfo KFPRI )
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{
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local string CharHeadMeshName;
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local SkeletalMesh CharHeadMesh;
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if ( C.HeadVariants.length > 0 )
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{
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CurrentHeadMeshIndex = (CurrentHeadMeshIndex < C.HeadVariants.length) ? CurrentHeadMeshIndex : 0;
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if (KFPRI.StartLoadCosmeticContent(C, ECOSMETICTYPE_Head, CurrentHeadMeshIndex))
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{
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return;
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}
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CharHeadMeshName = C.HeadVariants[CurrentHeadMeshIndex].MeshName;
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CharHeadMesh = SkeletalMesh(DynamicLoadObject(CharHeadMeshName, class'SkeletalMesh'));
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// Parent the third person head mesh to the body mesh
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KFP.ThirdPersonHeadMeshComponent.SetSkeletalMesh(CharHeadMesh);
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KFP.ThirdPersonHeadMeshComponent.SetScale(C.DefaultMeshScale);
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KFP.ThirdPersonHeadMeshComponent.SetParentAnimComponent(KFP.Mesh);
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KFP.ThirdPersonHeadMeshComponent.SetShadowParent(KFP.Mesh);
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KFP.ThirdPersonHeadMeshComponent.SetLODParent(KFP.Mesh);
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KFP.AttachComponent(KFP.ThirdPersonHeadMeshComponent);
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if (KFP.WorldInfo.NetMode != NM_DedicatedServer)
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{
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SetHeadSkinMaterial(C, C.HeadVariants[CurrentHeadMeshIndex], CurrentHeadSkinIndex, KFP);
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}
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}
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}
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static final function SetAttachmentSkinMaterial( KFCharacterInfo_Human C,
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int PawnAttachmentIndex,
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const out AttachmentVariants CurrentVariant,
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byte NewSkinIndex,
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KFPawn KFP,
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optional bool bIsFirstPerson)
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{
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local int i;
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if (KFP.WorldInfo.NetMode != NM_DedicatedServer)
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{
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if( CurrentVariant.AttachmentItem.SkinVariations.length > 0 )
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{
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// Assign a skin to the attachment mesh as a material override
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if ( NewSkinIndex < CurrentVariant.AttachmentItem.SkinVariations.length )
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{
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if (bIsFirstPerson)
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{
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if (KFP.FirstPersonAttachments[PawnAttachmentIndex] != none)
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{
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KFP.FirstPersonAttachments[PawnAttachmentIndex].SetMaterial(
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CurrentVariant.AttachmentItem.SkinMaterialID,
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CurrentVariant.AttachmentItem.SkinVariations[NewSkinIndex].Skin1p);
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}
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}
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else
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{
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KFP.ThirdPersonAttachments[PawnAttachmentIndex].SetMaterial(
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CurrentVariant.AttachmentItem.SkinMaterialID,
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CurrentVariant.AttachmentItem.SkinVariations[NewSkinIndex].Skin);
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}
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}
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else
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{
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`log("Out of bounds skin index for"@CurrentVariant.MeshName);
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C.RemoveAttachmentMeshAndSkin(PawnAttachmentIndex, KFP);
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}
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}
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else
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{
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if (bIsFirstPerson)
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{
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if (KFP.FirstPersonAttachments[PawnAttachmentIndex] != none)
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{
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for (i = 0; i < KFP.FirstPersonAttachments[PawnAttachmentIndex].GetNumElements(); i++)
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{
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KFP.FirstPersonAttachments[PawnAttachmentIndex].SetMaterial(i, none);
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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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// Use material specified in the mesh asset
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for( i=0; i < KFP.ThirdPersonAttachments[PawnAttachmentIndex].GetNumElements(); i++ )
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{
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KFP.ThirdPersonAttachments[PawnAttachmentIndex].SetMaterial(i, none);
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}
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}
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}
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}
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}
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static final function SetAttachmentMeshAndSkin( KFCharacterInfo_Human C,
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int CurrentAttachmentMeshIndex,
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int CurrentAttachmentSkinIndex,
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KFPawn KFP,
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KFPlayerReplicationInfo KFPRI,
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optional bool bIsFirstPerson )
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{
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local string CharAttachmentMeshName;
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local name CharAttachmentSocketName;
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local int AttachmentSlotIndex;
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local SkeletalMeshComponent AttachmentMesh;
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if (KFP.WorldInfo.NetMode == NM_DedicatedServer)
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{
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return;
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}
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// Clear any previously attachments for the same slot
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//DetachConflictingAttachments(CurrentAttachmentMeshIndex, KFP, KFPRI);
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// Get a slot where this attachment could fit
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AttachmentSlotIndex = GetAttachmentSlotIndex(C, CurrentAttachmentMeshIndex, KFP, KFPRI);
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if (AttachmentSlotIndex == INDEX_NONE)
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{
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return;
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}
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// Since cosmetic attachments are optional, do not choose index 0 if none is
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// specified unlike the the head and body meshes
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if ( C.CosmeticVariants.Length > 0 &&
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CurrentAttachmentMeshIndex < C.CosmeticVariants.Length )
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{
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if (KFPRI.StartLoadCosmeticContent(C, ECOSMETICTYPE_Attachment, CurrentAttachmentMeshIndex))
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{
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return;
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}
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// Cache values from character info
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CharAttachmentMeshName = bIsFirstPerson ? C.Get1pMeshByIndex(CurrentAttachmentMeshIndex) : C.GetMeshByIndex(CurrentAttachmentMeshIndex);
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CharAttachmentSocketName = bIsFirstPerson ? C.CosmeticVariants[CurrentAttachmentMeshIndex].AttachmentItem.SocketName1p : C.CosmeticVariants[CurrentAttachmentMeshIndex].AttachmentItem.SocketName;
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AttachmentMesh = bIsFirstPerson ? KFP.ArmsMesh : KFP.Mesh;
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// If previously attached and we could have changed outfits (e.g. local player UI) then re-validate
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// required skeletal mesh socket. Must be after body mesh DLO, but before AttachComponent.
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if ( KFP.IsLocallyControlled() )
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{
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if ( CharAttachmentSocketName != '' && KFP.Mesh.GetSocketByName(CharAttachmentSocketName) == None )
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{
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C.RemoveAttachmentMeshAndSkin(AttachmentSlotIndex, KFP, KFPRI);
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return;
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}
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}
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// Set First Person Cosmetic if mesh exists for it.
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if(CharAttachmentMeshName != "")
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{
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// Set Cosmetic Mesh
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SetAttachmentMesh(C, CurrentAttachmentMeshIndex, AttachmentSlotIndex, CharAttachmentMeshName, CharAttachmentSocketName, AttachmentMesh, KFP, bIsFirstPerson);
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}
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else
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{
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// Make sure to clear out attachment if we're replacing with nothing.
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if(bIsFirstPerson)
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{
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KFP.FirstPersonAttachments[AttachmentSlotIndex] = none;
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KFP.FirstPersonAttachmentSocketNames[AttachmentSlotIndex] = '';
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}
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}
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// Set Cosmetic Skin
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SetAttachmentSkinMaterial(
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C,
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AttachmentSlotIndex,
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C.CosmeticVariants[CurrentAttachmentMeshIndex],
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CurrentAttachmentSkinIndex,
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KFP,
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bIsFirstPerson);
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}
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// Treat `CLEARED_ATTACHMENT_INDEX as special value (for client detachment)
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if( CurrentAttachmentMeshIndex == `CLEARED_ATTACHMENT_INDEX )
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{
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C.RemoveAttachmentMeshAndSkin(AttachmentSlotIndex, KFP, KFPRI);
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}
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}
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static final function SetAttachmentMesh(KFCharacterInfo_Human C, int CurrentAttachmentMeshIndex, int AttachmentSlotIndex, string CharAttachmentMeshName, name CharAttachmentSocketName, SkeletalMeshComponent PawnMesh, KFPawn KFP, bool bIsFirstPerson = false)
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{
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local StaticMeshComponent StaticAttachment;
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local SkeletalMeshComponent SkeletalAttachment;
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local bool bIsSkeletalAttachment;
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local StaticMesh CharAttachmentStaticMesh;
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local SkeletalMesh CharacterAttachmentSkelMesh;
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local float MaxDrawDistance;
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local SkeletalMeshSocket AttachmentSocket;
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local vector AttachmentLocationRelativeToSocket, AttachmentScaleRelativeToSocket;
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local rotator AttachmentRotationRelativeToSocket;
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MaxDrawDistance = C.CosmeticVariants[CurrentAttachmentMeshIndex].AttachmentItem.MaxDrawDistance;
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AttachmentLocationRelativeToSocket = C.CosmeticVariants[CurrentAttachmentMeshIndex].RelativeTranslation;
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AttachmentRotationRelativeToSocket = C.CosmeticVariants[CurrentAttachmentMeshIndex].RelativeRotation;
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AttachmentScaleRelativeToSocket = C.CosmeticVariants[CurrentAttachmentMeshIndex].RelativeScale;
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bIsSkeletalAttachment = C.CosmeticVariants[CurrentAttachmentMeshIndex].AttachmentItem.bIsSkeletalAttachment;
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//`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
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if (bIsSkeletalAttachment)
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{
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if (bIsFirstPerson && (SkeletalMeshComponent(KFP.FirstPersonAttachments[AttachmentSlotIndex]) != none))
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{
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SkeletalAttachment = SkeletalMeshComponent(KFP.FirstPersonAttachments[AttachmentSlotIndex]);
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}
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else if (!bIsFirstPerson && (SkeletalMeshComponent(KFP.ThirdPersonAttachments[AttachmentSlotIndex]) != none))
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{
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SkeletalAttachment = SkeletalMeshComponent(KFP.ThirdPersonAttachments[AttachmentSlotIndex]);
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}
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else
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{
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SkeletalAttachment = new(KFP) class'KFSkeletalMeshComponent';
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if (bIsFirstPerson)
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{
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C.SetFirstPersonCosmeticAttachment(SkeletalAttachment);
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}
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SkeletalAttachment.SetActorCollision(false, false);
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if(bIsFirstPerson)
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{
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KFP.FirstPersonAttachments[AttachmentSlotIndex] = SkeletalAttachment;
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}
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else
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{
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KFP.ThirdPersonAttachments[AttachmentSlotIndex] = SkeletalAttachment;
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}
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}
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// Load and assign skeletal mesh
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CharacterAttachmentSkelMesh = SkeletalMesh(DynamicLoadObject(CharAttachmentMeshName, class'SkeletalMesh'));
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SkeletalAttachment.SetSkeletalMesh(CharacterAttachmentSkelMesh);
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// Parent animation and LOD transitions to body mesh
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SkeletalAttachment.SetParentAnimComponent(PawnMesh);
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SkeletalAttachment.SetLODParent(PawnMesh);
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SkeletalAttachment.SetScale(C.DefaultMeshScale);
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SkeletalAttachment.SetCullDistance(MaxDrawDistance);
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SkeletalAttachment.SetShadowParent(PawnMesh);
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|
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;
|
|
}
|