1381 lines
39 KiB
Ucode
1381 lines
39 KiB
Ucode
Class ExtHumanPawn extends KFPawn_Human;
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// Forrests backpack weapon and first person legs.
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var SkeletalMeshComponent AttachedBackItem;
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var SkeletalMeshComponent FPBodyMesh;
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var repnotify class<KFWeapon> BackpackWeaponClass;
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var KFWeapon PlayerOldWeapon;
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var transient float NextRedeemTimer,BHopSpeedMod;
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var float KnockbackResist,NoRagdollChance;
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var AnimSet WakeUpAnimSet;
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var name FeignRecoverAnim;
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var byte UnfeignFailedCount,RepRegenHP,BHopAccelSpeed;
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var repnotify bool bFeigningDeath;
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var bool bPlayingFeignDeathRecovery,bRagdollFromFalling,bRagdollFromBackhit,bRagdollFromMomentum,bCanBecomeRagdoll,bRedeadMode,bPendingRedead,bHasBunnyHop,bOnFirstPerson,bFPLegsAttached,bFPLegsInit,bThrowAllWeaponsOnDeath;
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var byte HealingShieldMod,HealingSpeedBoostMod,HealingDamageBoostMod;
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replication
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{
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if (true)
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bFeigningDeath,RepRegenHP,BackpackWeaponClass;
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if (bNetOwner)
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bHasBunnyHop;
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if (bNetDirty)
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HealingSpeedBoostMod, HealingDamageBoostMod, HealingShieldMod;
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}
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function TakeDamage(int Damage, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
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{
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if (KnockbackResist<1)
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Momentum *= KnockbackResist;
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Super.TakeDamage(Damage,InstigatedBy,HitLocation,Momentum,DamageType,HitInfo,DamageCauser);
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}
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simulated function bool Died(Controller Killer, class<DamageType> damageType, vector HitLocation)
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{
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local ExtPlayerController C;
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local class<Pawn> KillerPawn;
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local PlayerReplicationInfo KillerPRI;
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local SeqAct_Latent Action;
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if (WorldInfo.NetMode!=NM_Client && PlayerReplicationInfo!=None)
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{
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if (Killer==None || Killer==Controller)
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{
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KillerPRI = PlayerReplicationInfo;
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KillerPawn = None;
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}
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else
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{
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KillerPRI = Killer.PlayerReplicationInfo;
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if (KillerPRI==None || KillerPRI.Team!=PlayerReplicationInfo.Team)
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{
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KillerPawn = Killer.Pawn!=None ? Killer.Pawn.Class : None;
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if (PlayerController(Killer)==None) // If was killed by a monster, don't broadcast PRI along with it.
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KillerPRI = None;
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}
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else KillerPawn = None;
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}
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foreach WorldInfo.AllControllers(class'ExtPlayerController',C)
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C.ClientKillMessage(damageType,PlayerReplicationInfo,KillerPRI,KillerPawn);
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}
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// If got killed by a zombie, turn player into a ragdoll and let em take control of a newly spawned ZED over the ragdoll.
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if (bRedeadMode && WorldInfo.NetMode!=NM_Client && damageType!=None && Killer!=None && Killer!=Controller && Killer.GetTeamNum()!=0)
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{
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if (bDeleteMe || WorldInfo.Game == None || WorldInfo.Game.bLevelChange)
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return FALSE;
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bPendingRedead = true;
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if (WorldInfo.Game.PreventDeath(self, Killer, damageType, HitLocation))
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{
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bPendingRedead = false;
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Health = max(Health, 1);
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return false;
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}
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Health = 0;
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foreach LatentActions(Action)
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Action.Abortfor (self);
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if (Controller != None)
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WorldInfo.Game.Killed(Killer, Controller, self, damageType);
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else WorldInfo.Game.Killed(Killer, Controller(Owner), self, damageType);
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if (InvManager != None)
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InvManager.OwnerDied();
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Health = 1;
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if (!bFeigningDeath)
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PlayFeignDeath(true,,true);
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Health = 0;
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ClearTimer('UnsetFeignDeath');
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GoToState('TransformZed');
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return true;
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}
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return Super.Died(Killer, DamageType, HitLocation);
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}
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simulated function BroadcastDeathMessage(Controller Killer);
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function SetBatteryRate(float Rate)
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{
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BatteryDrainRate = Default.BatteryDrainRate*Rate;
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NVGBatteryDrainRate = Default.NVGBatteryDrainRate*Rate;
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ClientSetBatteryRate(Rate);
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}
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simulated reliable client function ClientSetBatteryRate(float Rate)
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{
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BatteryDrainRate = Default.BatteryDrainRate*Rate;
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NVGBatteryDrainRate = Default.NVGBatteryDrainRate*Rate;
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}
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event bool HealDamage(int Amount, Controller Healer, class<DamageType> DamageType, optional bool bCanRepairArmor=true, optional bool bMessageHealer=true)
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{
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local int DoshEarned,UsedHealAmount;
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local float ScAmount;
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local KFPlayerReplicationInfo InstigatorPRI;
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local ExtPlayerController InstigatorPC, KFPC;
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local KFPerk InstigatorPerk;
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local class<KFDamageType> KFDT;
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local int i;
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local bool bRepairedArmor;
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local ExtPlayerReplicationInfo EPRI;
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local Ext_PerkBase InstigatorExtPerk;
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InstigatorPC = ExtPlayerController(Healer);
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InstigatorPerk = InstigatorPC.GetPerk();
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if (InstigatorPerk != None && bCanRepairArmor)
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bRepairedArmor = InstigatorPC.GetPerk().RepairArmor(self);
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EPRI = ExtPlayerReplicationInfo(InstigatorPC.PlayerReplicationInfo);
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if (EPRI != none)
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{
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InstigatorExtPerk = ExtPlayerController(Controller).ActivePerkManager.CurrentPerk;
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if (InstigatorExtPerk != none && Ext_PerkFieldMedic(InstigatorExtPerk) != none)
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{
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if (Ext_PerkFieldMedic(InstigatorExtPerk).bHealingBoost)
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UpdateHealingSpeedBoostMod(InstigatorPC);
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if (Ext_PerkFieldMedic(InstigatorExtPerk).bHealingDamageBoost)
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UpdateHealingDamageBoostMod(InstigatorPC);
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if (Ext_PerkFieldMedic(InstigatorExtPerk).bHealingShield)
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UpdateHealingShieldMod(InstigatorPC);
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}
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}
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if (Amount > 0 && IsAliveAndWell() && Health < HealthMax)
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{
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// Play any healing effects attached to this damage type
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KFDT = class<KFDamageType>(DamageType);
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if (KFDT != none && KFDT.default.bNoPain)
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PlayHeal(KFDT);
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if (Role == ROLE_Authority)
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{
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if (Healer==None || Healer.PlayerReplicationInfo == None)
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return false;
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InstigatorPRI = KFPlayerReplicationInfo(Healer.PlayerReplicationInfo);
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ScAmount = Amount;
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if (InstigatorPerk != none)
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InstigatorPerk.ModifyHealAmount(ScAmount);
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UsedHealAmount = ScAmount;
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// You can never have a HealthToRegen value that's greater than HealthMax
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if (Health + HealthToRegen + UsedHealAmount > HealthMax)
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UsedHealAmount = Min(HealthMax - (Health + HealthToRegen),255-HealthToRegen);
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else UsedHealAmount = Min(UsedHealAmount,255-HealthToRegen);
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HealthToRegen += UsedHealAmount;
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RepRegenHP = HealthToRegen;
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if (!IsTimerActive('GiveHealthOverTime'))
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SetTimer(HealthRegenRate, true, 'GiveHealthOverTime');
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// Give the healer money/XP for helping a teammate
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if (Healer.Pawn != none && Healer.Pawn != self)
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{
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DoshEarned = (UsedHealAmount / float(HealthMax)) * HealerRewardScaler;
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if (InstigatorPRI!=None)
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InstigatorPRI.AddDosh(Max(DoshEarned, 0), true);
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if (InstigatorPC!=None)
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InstigatorPC.AddHealPoints(UsedHealAmount);
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}
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if (Healer.bIsPlayer)
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{
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if (Healer != Controller)
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{
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if (InstigatorPC!=None)
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{
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if (!InstigatorPC.bClientHideNumbers)
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InstigatorPC.ClientNumberMsg(UsedHealAmount,Location,DMG_Heal);
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InstigatorPC.ReceiveLocalizedMessage(class'KFLocalMessage_Game', GMT_HealedPlayer, PlayerReplicationInfo);
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}
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KFPC = ExtPlayerController(Controller);
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if (KFPC!=None)
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KFPC.ReceiveLocalizedMessage(class'KFLocalMessage_Game', GMT_HealedBy, Healer.PlayerReplicationInfo);
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}
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else if (bMessageHealer && InstigatorPC!=None)
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InstigatorPC.ReceiveLocalizedMessage(class'KFLocalMessage_Game', GMT_HealedSelf, PlayerReplicationInfo);
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}
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// don't play dialog for healing done through perk skills (e.g. berserker vampire skill)
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if (bMessageHealer)
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{
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`DialogManager.PlayHealingDialog(KFPawn(Healer.Pawn), self, float(Health + HealthToRegen) / float(HealthMax));
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}
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// Reduce burn duration and damage in half if you heal while burning
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for (i = 0; i < DamageOverTimeArray.Length; ++i)
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{
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if (DamageOverTimeArray[i].DoT_Type == DOT_Fire)
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{
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DamageOverTimeArray[i].Duration *= 0.5;
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DamageOverTimeArray[i].Damage *= 0.5;
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break;
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}
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}
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return true;
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}
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}
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return bRepairedArmor;
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}
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function GiveHealthOverTime()
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{
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Super.GiveHealthOverTime();
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RepRegenHP = HealthToRegen;
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}
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simulated event ReplicatedEvent(name VarName)
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{
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switch (VarName)
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{
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case 'bFeigningDeath':
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PlayFeignDeath(bFeigningDeath);
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break;
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case 'BackpackWeaponClass':
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SetBackpackWeapon(BackpackWeaponClass);
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break;
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default:
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Super.ReplicatedEvent(VarName);
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}
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}
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// ==================================================================
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// Feign death triggers:
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function PlayHit(float Damage, Controller InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, TraceHitInfo HitInfo)
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{
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if (damageType!=class'DmgType_Fell') // Not from falling!
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{
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if (bRagdollFromMomentum && Damage>2 && VSizeSq(Momentum)>1000000.f && Rand(3)==0) // Square(1000)
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SetFeignDeath(3.f+FRand()*2.5f); // Randomly knockout a player if hit by a huge force.
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else if (bRagdollFromBackhit && Damage>20 && VSizeSq(Momentum)>40000.f && (vector(Rotation) Dot Momentum)>0.f && Rand(4)==0)
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SetFeignDeath(2.f+FRand()*3.f); // Randomly knockout a player if hit from behind.
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}
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Super.PlayHit(Damage,InstigatedBy,HitLocation,damageType,Momentum,HitInfo);
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}
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event Landed(vector HitNormal, actor FloorActor)
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{
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local float ExcessSpeed;
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Super.Landed(HitNormal, FloorActor);
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if (bRagdollFromFalling)
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{
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ExcessSpeed = Velocity.Z / (-MaxFallSpeed);
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if (ExcessSpeed>1.25) // Knockout a player after landed from too high.
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{
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Velocity.Z = 0; // Dont go clip through floor now...
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Velocity.X*=0.5;
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Velocity.Y*=0.5;
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SetFeignDeath((3.f+FRand())*ExcessSpeed);
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}
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}
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else if (BHopAccelSpeed>0)
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SetTimer((IsLocallyControlled() ? 0.17 : 1.f),false,'ResetBHopAccel'); // Replicating from client to server here because Server Tickrate may screw clients over from executing bunny hopping.
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}
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// ==================================================================
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// Bunny hopping:
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function bool DoJump(bool bUpdating)
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{
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local float V;
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if (Super.DoJump(bUpdating))
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{
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// Accelerate if bunnyhopping.
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if (bHasBunnyHop && VSizeSq2D(Velocity)>Square(GroundSpeed*0.75))
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{
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if (BHopAccelSpeed<20)
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{
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if (BHopAccelSpeed==0)
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BHopSpeedMod = 1.f;
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if (BHopAccelSpeed<5)
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V = 1.15;
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else
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{
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V = 1.05;
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AirControl = 0.8;
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}
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BHopSpeedMod *= V;
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GroundSpeed *= V;
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SprintSpeed *= V;
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Velocity.X *= V;
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Velocity.Y *= V;
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++BHopAccelSpeed;
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}
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ClearTimer('ResetBHopAccel');
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}
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return true;
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}
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return false;
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}
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simulated function ResetBHopAccel(optional bool bSkipRep) // Set on Landed, or Tick if falling 2D speed is too low.
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{
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if (BHopAccelSpeed>0)
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{
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BHopAccelSpeed = 0;
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AirControl = Default.AirControl;
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GroundSpeed /= BHopSpeedMod;
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UpdateGroundSpeed();
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if (WorldInfo.NetMode==NM_Client && !bSkipRep)
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NotifyHasStopped();
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}
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}
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function UpdateGroundSpeed()
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{
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local KFInventoryManager InvM;
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local float HealthMod;
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if (Role < ROLE_Authority)
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return;
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InvM = KFInventoryManager(InvManager);
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HealthMod = (InvM != None) ? InvM.GetEncumbranceSpeedMod() : 1.f * (1.f - LowHealthSpeedPenalty);
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if (BHopAccelSpeed>0)
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HealthMod *= BHopSpeedMod;
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// First reset to default so multipliers do not stack
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GroundSpeed = default.GroundSpeed * HealthMod;
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// reset sprint too, because perk may want to scale it
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SprintSpeed = default.SprintSpeed * HealthMod;
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// Ask our perk to set the new ground speed based on weapon type
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if (GetPerk() != none)
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{
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GetPerk().ModifySpeed(GroundSpeed);
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GetPerk().ModifySpeed(SprintSpeed);
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}
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}
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reliable server function NotifyHasStopped()
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{
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ResetBHopAccel(true);
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}
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// ==================================================================
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// Feign death (UT3):
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simulated function Tick(float Delta)
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{
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Super.Tick(Delta);
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if (bPlayingFeignDeathRecovery)
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{
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// interpolate Controller yaw to our yaw so that we don't get our rotation snapped around when we get out of feign death
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Mesh.PhysicsWeight = FMax(Mesh.PhysicsWeight-(Delta*2.f),0.f);
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if (Mesh.PhysicsWeight<=0)
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StartFeignDeathRecoveryAnim();
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}
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if (BHopAccelSpeed>0)
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{
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if (Physics==PHYS_Falling && VSizeSq2D(Velocity)<Square(GroundSpeed*0.7))
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ResetBHopAccel(true);
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}
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if (WorldInfo.NetMode!=NM_Client && BackpackWeaponClass!=none && (PlayerOldWeapon==None || PlayerOldWeapon.Instigator==None))
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{
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PlayerOldWeapon = None;
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SetBackpackWeapon(None);
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}
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}
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function DelayedRagdoll()
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{
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SetFeignDeath(2.f+FRand()*3.f);
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}
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exec function FeignDeath(float Time)
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{
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SetFeignDeath(Time);
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}
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function SetFeignDeath(float Time)
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{
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if (WorldInfo.NetMode!=NM_Client && !bFeigningDeath && Health>0 && bCanBecomeRagdoll && NoRagdollChance<1.f && (NoRagdollChance==0.f || FRand()>NoRagdollChance))
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{
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Time = FMax(1.f,Time);
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PlayFeignDeath(true);
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SetTimer(Time,false,'UnsetFeignDeath');
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}
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}
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function UnsetFeignDeath()
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{
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if (bFeigningDeath)
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PlayFeignDeath(false);
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}
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simulated function PlayFeignDeath(bool bEnable, optional bool bForce, optional bool bTransformMode)
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{
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local vector FeignLocation, HitLocation, HitNormal, TraceEnd, Impulse;
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local rotator NewRotation;
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local float UnFeignZAdjust;
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if (Health<=0 && WorldInfo.NetMode!=NM_Client)
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return; // If dead, don't do it.
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NotifyOutOfBattery(); // Stop nightvision on client.
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bFeigningDeath = bEnable;
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if (bEnable)
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{
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if (bFPLegsAttached)
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{
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bFPLegsAttached = false;
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DetachComponent(FPBodyMesh);
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}
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WeaponAttachmentTemplate = None;
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WeaponAttachmentChanged();
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bPlayingFeignDeathRecovery = false;
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ClearTimer('OnWakeUpFinished');
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if (!bTransformMode)
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GotoState('FeigningDeath');
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// if we had some other rigid body thing going on, cancel it
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if (Physics == PHYS_RigidBody)
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{
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//@note: Falling instead of None so Velocity/Acceleration don't get cleared
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setPhysics(PHYS_Falling);
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}
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PrepareRagdoll();
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SetPawnRBChannels(TRUE);
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Mesh.ForceSkelUpdate();
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// Move into post so that we are hitting physics from last frame, rather than animated from this
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SetTickGroup(TG_PostAsyncWork);
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// Turn collision on for skelmeshcomp and off for cylinder
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CylinderComponent.SetActorCollision(false, false);
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Mesh.SetActorCollision(true, true);
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Mesh.SetTraceBlocking(true, true);
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Mesh.SetHasPhysicsAssetInstance(false);
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if (!InitRagdoll()) // Ragdoll error!
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{
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if (PlayerController(Controller)!=None)
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PlayerController(Controller).ClientMessage("Error: InitRagdoll() failed!");
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return;
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}
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// Ensure we are always updating kinematic
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Mesh.MinDistFactorForKinematicUpdate = 0.0;
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Mesh.bUpdateKinematicBonesFromAnimation=FALSE;
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// Set all kinematic bodies to the current root velocity, since they may not have been updated during normal animation
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// and therefore have zero derived velocity (this happens in 1st person camera mode).
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UnFeignZAdjust = VSize(Velocity);
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if (UnFeignZAdjust>700.f) // Limit by a maximum velocity force to prevent from going through walls.
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Mesh.SetRBLinearVelocity((Velocity/UnFeignZAdjust)*700.f, false);
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else Mesh.SetRBLinearVelocity(Velocity, false);
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// reset mesh translation since adjustment code isn't executed on the server
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// but the ragdoll code uses the translation so we need them to match up for the
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// most accurate simulation
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Mesh.SetTranslation(vect(0,0,1) * BaseTranslationOffset);
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// we'll use the rigid body collision to check for falling damage
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Mesh.ScriptRigidBodyCollisionThreshold = MaxFallSpeed;
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Mesh.SetNotifyRigidBodyCollision(true);
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}
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else
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{
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// fit cylinder collision into location, crouching if necessary
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FeignLocation = Location;
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CollisionComponent = CylinderComponent;
|
|
TraceEnd = Location + vect(0,0,1) * GetCollisionHeight();
|
|
if (Trace(HitLocation, HitNormal, TraceEnd, Location, true, GetCollisionExtent()) == None)
|
|
{
|
|
HitLocation = TraceEnd;
|
|
}
|
|
if (!SetFeignEndLocation(HitLocation, FeignLocation) && WorldInfo.NetMode!=NM_Client)
|
|
{
|
|
UnfeignFailedCount++;
|
|
if (UnFeignfailedCount > 4 || bForce)
|
|
{
|
|
SetLocation(PickNearestNode()); // Just teleport to nearest pathnode.
|
|
}
|
|
else
|
|
{
|
|
CollisionComponent = Mesh;
|
|
SetLocation(FeignLocation);
|
|
bFeigningDeath = true;
|
|
Impulse = VRand();
|
|
Impulse.Z = 0.5;
|
|
Mesh.AddImpulse(800.0*Impulse, Location);
|
|
SetTimer(1.f,false,'UnsetFeignDeath');
|
|
return;
|
|
}
|
|
}
|
|
|
|
PreRagdollCollisionComponent = None;
|
|
|
|
// Calculate how far we just moved the actor up.
|
|
UnFeignZAdjust = Location.Z - FeignLocation.Z;
|
|
// If its positive, move back down by that amount until it hits the floor
|
|
if (UnFeignZAdjust > 0.0)
|
|
{
|
|
moveSmooth(vect(0,0,-1) * UnFeignZAdjust);
|
|
}
|
|
|
|
UnfeignFailedCount = 0;
|
|
|
|
bPlayingFeignDeathRecovery = true;
|
|
|
|
// Reset collision.
|
|
Mesh.SetActorCollision(true, false);
|
|
Mesh.SetTraceBlocking(true, false);
|
|
|
|
SetTickGroup(TG_PreAsyncWork);
|
|
|
|
// don't need collision events anymore
|
|
Mesh.SetNotifyRigidBodyCollision(false);
|
|
|
|
// don't allow player to move while animation is in progress
|
|
SetPhysics(PHYS_None);
|
|
|
|
// physics weight interpolated to 0 in C++, then StartFeignDeathRecoveryAnim() is called
|
|
Mesh.PhysicsWeight = 1.0;
|
|
|
|
// force rotation to match the body's direction so the blend to the getup animation looks more natural
|
|
NewRotation = Rotation;
|
|
NewRotation.Yaw = rotator(Mesh.GetBoneAxis(HeadBoneName, AXIS_X)).Yaw;
|
|
// flip it around if the head is facing upwards, since the animation for that makes the character
|
|
// end up facing in the opposite direction that its body is pointing on the ground
|
|
// FIXME: generalize this somehow (stick it in the AnimNode, I guess...)
|
|
if (Mesh.GetBoneAxis(HeadBoneName, AXIS_Y).Z < 0.0)
|
|
{
|
|
NewRotation.Yaw += 32768;
|
|
FeignRecoverAnim = 'Getup_B_V1';
|
|
}
|
|
else FeignRecoverAnim = 'Getup_F_V1';
|
|
|
|
// Init wakeup anim.
|
|
if (Mesh.AnimSets.Find(WakeUpAnimSet)==-1)
|
|
Mesh.AnimSets.AddItem(WakeUpAnimSet);
|
|
BodyStanceNodes[EAS_FullBody].bNoNotifies = true;
|
|
BodyStanceNodes[EAS_FullBody].PlayCustomAnim(FeignRecoverAnim,0.025f,,,,true);
|
|
|
|
SetRotation(NewRotation);
|
|
}
|
|
}
|
|
|
|
final function vector PickNearestNode()
|
|
{
|
|
local NavigationPoint N,Best;
|
|
local float Dist,BestDist;
|
|
|
|
foreach WorldInfo.AllNavigationPoints(class'NavigationPoint',N)
|
|
{
|
|
Dist = VSizeSq(N.Location-Location);
|
|
if (Best==None || Dist<BestDist)
|
|
{
|
|
Best = N;
|
|
BestDist = Dist;
|
|
}
|
|
}
|
|
return (Best!=None ? Best.Location : Location);
|
|
}
|
|
|
|
simulated function bool SetFeignEndLocation(vector HitLocation, vector FeignLocation)
|
|
{
|
|
local vector NewDest;
|
|
|
|
if (SetLocation(HitLocation) && CheckValidLocation(FeignLocation))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// try crouching
|
|
ForceCrouch();
|
|
if (SetLocation(HitLocation) && CheckValidLocation(FeignLocation))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
newdest = HitLocation + GetCollisionRadius() * vect(1,1,0);
|
|
if (SetLocation(newdest) && CheckValidLocation(FeignLocation))
|
|
return true;
|
|
newdest = HitLocation + GetCollisionRadius() * vect(1,-1,0);
|
|
if (SetLocation(newdest) && CheckValidLocation(FeignLocation))
|
|
return true;
|
|
newdest = HitLocation + GetCollisionRadius() * vect(-1,1,0);
|
|
if (SetLocation(newdest) && CheckValidLocation(FeignLocation))
|
|
return true;
|
|
newdest = HitLocation + GetCollisionRadius() * vect(-1,-1,0);
|
|
if (SetLocation(newdest) && CheckValidLocation(FeignLocation))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
simulated function bool CheckValidLocation(vector FeignLocation)
|
|
{
|
|
local vector HitLocation, HitNormal, DestFinalZ;
|
|
|
|
// try trace down to dest
|
|
if (Trace(HitLocation, HitNormal, Location, FeignLocation, false, vect(10,10,10),, TRACEFLAG_Bullet) == None)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// try trace straight up, then sideways to final location
|
|
DestFinalZ = FeignLocation;
|
|
FeignLocation.Z = Location.Z;
|
|
if (Trace(HitLocation, HitNormal, DestFinalZ, FeignLocation, false, vect(10,10,10)) == None &&
|
|
Trace(HitLocation, HitNormal, Location, DestFinalZ, false, vect(10,10,10),, TRACEFLAG_Bullet) == None)
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
simulated function SetPawnRBChannels(bool bRagdollMode)
|
|
{
|
|
if (bRagdollMode)
|
|
{
|
|
Mesh.SetRBChannel(RBCC_DeadPawn);
|
|
Mesh.SetRBCollidesWithChannel(RBCC_Default,TRUE);
|
|
Mesh.SetRBCollidesWithChannel(RBCC_Pawn,FALSE);
|
|
Mesh.SetRBCollidesWithChannel(RBCC_Vehicle,TRUE);
|
|
Mesh.SetRBCollidesWithChannel(RBCC_Untitled3,FALSE);
|
|
Mesh.SetRBCollidesWithChannel(RBCC_BlockingVolume,TRUE);
|
|
Mesh.SetRBCollidesWithChannel(RBCC_DeadPawn, false);
|
|
}
|
|
else
|
|
{
|
|
Mesh.SetRBChannel(RBCC_Pawn);
|
|
Mesh.SetRBCollidesWithChannel(RBCC_Default,FALSE);
|
|
Mesh.SetRBCollidesWithChannel(RBCC_Pawn,FALSE);
|
|
Mesh.SetRBCollidesWithChannel(RBCC_Vehicle,FALSE);
|
|
Mesh.SetRBCollidesWithChannel(RBCC_Untitled3,TRUE);
|
|
Mesh.SetRBCollidesWithChannel(RBCC_BlockingVolume,FALSE);
|
|
}
|
|
}
|
|
|
|
simulated function PlayRagdollDeath(class<DamageType> DamageType, vector HitLoc)
|
|
{
|
|
local TraceHitInfo HitInfo;
|
|
local vector HitDirection;
|
|
|
|
Mesh.SetHasPhysicsAssetInstance(false);
|
|
Mesh.SetHasPhysicsAssetInstance(true);
|
|
if (bFPLegsAttached)
|
|
{
|
|
bFPLegsAttached = false;
|
|
DetachComponent(FPBodyMesh);
|
|
}
|
|
|
|
// Ensure we are always updating kinematic
|
|
Mesh.MinDistFactorForKinematicUpdate = 0.0;
|
|
|
|
PrepareRagdoll();
|
|
|
|
if (InitRagdoll())
|
|
{
|
|
// Switch to a good RigidBody TickGroup to fix projectiles passing through the mesh
|
|
// https://udn.unrealengine.com/questions/190581/projectile-touch-not-called.html
|
|
//Mesh.SetTickGroup(TG_PostAsyncWork);
|
|
SetTickGroup(TG_PostAsyncWork);
|
|
|
|
// Allow all ragdoll bodies to collide with all physics objects (ie allow collision with things marked RigidBodyIgnorePawns)
|
|
SetPawnRBChannels(true);
|
|
|
|
// Call CheckHitInfo to give us a valid BoneName
|
|
HitDirection = Normal(TearOffMomentum);
|
|
CheckHitInfo(HitInfo, Mesh, HitDirection, HitLoc);
|
|
|
|
// Play ragdoll death animation (bSkipReplication=TRUE)
|
|
if (CanDoSpecialMove(SM_DeathAnim) && ClassIsChildOf(DamageType, class'KFDamageType'))
|
|
{
|
|
DoSpecialMove(SM_DeathAnim, TRUE,,,TRUE);
|
|
KFSM_DeathAnim(SpecialMoves[SM_DeathAnim]).PlayDeathAnimation(DamageType, HitDirection, HitInfo.BoneName);
|
|
}
|
|
else
|
|
{
|
|
StopAllAnimations(); // stops non-RBbones from animating (fingers)
|
|
}
|
|
}
|
|
}
|
|
|
|
simulated function StartFeignDeathRecoveryAnim()
|
|
{
|
|
if (FPBodyMesh!=None && !bFPLegsAttached && bOnFirstPerson && Class'ExtPlayerController'.Default.bShowFPLegs)
|
|
{
|
|
bFPLegsAttached = true;
|
|
AttachComponent(FPBodyMesh);
|
|
}
|
|
|
|
bPlayingFeignDeathRecovery = false;
|
|
|
|
// we're done with the ragdoll, so get rid of it
|
|
Mesh.PhysicsWeight = 0.f;
|
|
Mesh.PhysicsAssetInstance.SetAllBodiesFixed(TRUE);
|
|
Mesh.PhysicsAssetInstance.SetFullAnimWeightBonesFixed(FALSE, Mesh);
|
|
SetPawnRBChannels(FALSE);
|
|
Mesh.bUpdateKinematicBonesFromAnimation=TRUE;
|
|
|
|
// Turn collision on for cylinder and off for skelmeshcomp
|
|
CylinderComponent.SetActorCollision(true, true);
|
|
|
|
BodyStanceNodes[EAS_FullBody].PlayCustomAnim(FeignRecoverAnim,1.2f,,,,true);
|
|
SetTimer(1.7f,false,'OnWakeUpFinished');
|
|
}
|
|
|
|
function bool CanBeRedeemed()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
simulated function OnWakeUpFinished();
|
|
|
|
function AddDefaultInventory()
|
|
{
|
|
local KFPerk MyPerk;
|
|
|
|
MyPerk = GetPerk();
|
|
if (MyPerk != none)
|
|
MyPerk.AddDefaultInventory(self);
|
|
|
|
Super(KFPawn).AddDefaultInventory();
|
|
}
|
|
|
|
simulated event FellOutOfWorld(class<DamageType> dmgType)
|
|
{
|
|
if (Role==ROLE_Authority && NextRedeemTimer<WorldInfo.TimeSeconds) // Make sure to not to spam deathmessages while ghosting.
|
|
Super.FellOutOfWorld(dmgType);
|
|
}
|
|
|
|
simulated event OutsideWorldBounds()
|
|
{
|
|
if (Role==ROLE_Authority && NextRedeemTimer<WorldInfo.TimeSeconds)
|
|
Super.OutsideWorldBounds();
|
|
}
|
|
|
|
simulated function KFCharacterInfoBase GetCharacterInfo()
|
|
{
|
|
if (ExtPlayerReplicationInfo(PlayerReplicationInfo)!=None)
|
|
return ExtPlayerReplicationInfo(PlayerReplicationInfo).GetSelectedArch();
|
|
return Super.GetCharacterInfo();
|
|
}
|
|
|
|
simulated function SetCharacterArch(KFCharacterInfoBase Info, optional bool bForce)
|
|
{
|
|
local KFPlayerReplicationInfo KFPRI;
|
|
|
|
KFPRI = KFPlayerReplicationInfo(PlayerReplicationInfo);
|
|
if (Info != CharacterArch || bForce)
|
|
{
|
|
// Set Family Info
|
|
CharacterArch = Info;
|
|
CharacterArch.SetCharacterFromArch(self, KFPRI);
|
|
class'ExtCharacterInfo'.Static.SetCharacterMeshFromArch(KFCharacterInfo_Human(CharacterArch), self, KFPRI);
|
|
class'ExtCharacterInfo'.Static.SetFirstPersonArmsFromArch(KFCharacterInfo_Human(CharacterArch), self, KFPRI);
|
|
|
|
SetCharacterAnimationInfo();
|
|
|
|
// Sounds
|
|
SoundGroupArch = Info.SoundGroupArch;
|
|
|
|
if (WorldInfo.NetMode != NM_DedicatedServer)
|
|
{
|
|
// refresh weapon attachment (attachment bone may have changed)
|
|
if (WeaponAttachmentTemplate != None)
|
|
{
|
|
WeaponAttachmentChanged(true);
|
|
}
|
|
}
|
|
if (WorldInfo.NetMode != NM_DedicatedServer)
|
|
{
|
|
// Attach/Reattach flashlight components when mesh is set
|
|
if (Flashlight == None && FlashLightTemplate != None)
|
|
{
|
|
Flashlight = new(self) Class'KFFlashlightAttachment' (FlashLightTemplate);
|
|
}
|
|
if (FlashLight != None)
|
|
{
|
|
Flashlight.AttachFlashlight(Mesh);
|
|
}
|
|
}
|
|
if (CharacterArch != none)
|
|
{
|
|
if (CharacterArch.VoiceGroupArchName != "")
|
|
VoiceGroupArch = class<KFPawnVoiceGroup>(class'ExtCharacterInfo'.Static.SafeLoadObject(CharacterArch.VoiceGroupArchName, class'Class'));
|
|
}
|
|
}
|
|
}
|
|
|
|
simulated state FeigningDeath
|
|
{
|
|
ignores FaceRotation, SetMovementPhysics;
|
|
|
|
function SetSprinting(bool bNewSprintStatus)
|
|
{
|
|
bIsSprinting = false;
|
|
}
|
|
simulated event RigidBodyCollision(PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex)
|
|
{
|
|
// only check fall damage for Z axis collisions
|
|
if (Abs(RigidCollisionData.ContactInfos[0].ContactNormal.Z) > 0.5)
|
|
{
|
|
Velocity = Mesh.GetRootBodyInstance().PreviousVelocity;
|
|
TakeFallingDamage();
|
|
// zero out the z velocity on the body now so that we don't get stacked collisions
|
|
Velocity.Z = 0.0;
|
|
Mesh.SetRBLinearVelocity(Velocity, false);
|
|
Mesh.GetRootBodyInstance().PreviousVelocity = Velocity;
|
|
Mesh.GetRootBodyInstance().Velocity = Velocity;
|
|
}
|
|
}
|
|
simulated event bool CanDoSpecialMove(ESpecialMove AMove, optional bool bForceCheck)
|
|
{
|
|
return (bForceCheck ? Global.CanDoSpecialMove(AMove,bForceCheck) : false);
|
|
}
|
|
function bool CanBeGrabbed(KFPawn GrabbingPawn, optional bool bIgnoreFalling, optional bool bAllowSameTeamGrab)
|
|
{
|
|
return false;
|
|
}
|
|
simulated function OnWakeUpFinished()
|
|
{
|
|
if (Physics == PHYS_RigidBody)
|
|
setPhysics(PHYS_Falling);
|
|
Mesh.MinDistFactorForKinematicUpdate = default.Mesh.MinDistFactorForKinematicUpdate;
|
|
GotoState('Auto');
|
|
}
|
|
|
|
event bool EncroachingOn(Actor Other)
|
|
{
|
|
// don't abort moves in ragdoll
|
|
return false;
|
|
}
|
|
|
|
simulated function bool CanThrowWeapon()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
simulated function Tick(float DeltaTime)
|
|
{
|
|
local rotator NewRotation;
|
|
|
|
if (bPlayingFeignDeathRecovery)
|
|
{
|
|
if (PlayerController(Controller) != None)
|
|
{
|
|
// interpolate Controller yaw to our yaw so that we don't get our rotation snapped around when we get out of feign death
|
|
NewRotation = Controller.Rotation;
|
|
NewRotation.Yaw = RInterpTo(NewRotation, Rotation, DeltaTime, 2.0).Yaw;
|
|
Controller.SetRotation(NewRotation);
|
|
}
|
|
Mesh.PhysicsWeight = FMax(Mesh.PhysicsWeight-(DeltaTime*2.f),0.f);
|
|
if (Mesh.PhysicsWeight<=0)
|
|
StartFeignDeathRecoveryAnim();
|
|
}
|
|
}
|
|
|
|
simulated event BeginState(name PreviousStateName)
|
|
{
|
|
local KFWeapon UTWeap;
|
|
|
|
// Abort current special move
|
|
if (IsDoingSpecialMove())
|
|
SpecialMoveHandler.EndSpecialMove();
|
|
|
|
bCanPickupInventory = false;
|
|
StopFiring();
|
|
bNoWeaponFiring = true;
|
|
|
|
UTWeap = KFWeapon(Weapon);
|
|
if (UTWeap != None)
|
|
{
|
|
UTWeap.SetIronSights(false);
|
|
UTWeap.PlayWeaponPutDown(0.5f);
|
|
}
|
|
if (WorldInfo.NetMode!=NM_Client)
|
|
{
|
|
if (ExtPlayerController(Controller)!=None)
|
|
ExtPlayerController(Controller).EnterRagdollMode(true);
|
|
else if (Controller!=None)
|
|
Controller.ReplicatedEvent('RagdollMove');
|
|
}
|
|
}
|
|
simulated function WeaponAttachmentChanged(optional bool bForceReattach)
|
|
{
|
|
// Keep weapon hidden!
|
|
if (WeaponAttachment != None)
|
|
{
|
|
WeaponAttachment.DetachFrom(self);
|
|
WeaponAttachment.Destroy();
|
|
WeaponAttachment = None;
|
|
}
|
|
}
|
|
function bool CanBeRedeemed()
|
|
{
|
|
if (bFeigningDeath)
|
|
PlayFeignDeath(false,true);
|
|
NextRedeemTimer = WorldInfo.TimeSeconds+0.25;
|
|
return false;
|
|
}
|
|
simulated function EndState(name NextStateName)
|
|
{
|
|
local KFWeapon UTWeap;
|
|
|
|
Mesh.AnimSets.RemoveItem(WakeUpAnimSet);
|
|
BodyStanceNodes[EAS_FullBody].bNoNotifies = false;
|
|
if (NextStateName != 'Dying')
|
|
{
|
|
bNoWeaponFiring = default.bNoWeaponFiring;
|
|
bCanPickupInventory = default.bCanPickupInventory;
|
|
|
|
UTWeap = KFWeapon(Weapon);
|
|
if (UTWeap != None)
|
|
{
|
|
WeaponAttachmentTemplate = UTWeap.AttachmentArchetype;
|
|
UTWeap.PlayWeaponEquip(0.5f);
|
|
}
|
|
|
|
Global.SetMovementPhysics();
|
|
bPlayingFeignDeathRecovery = false;
|
|
if (WorldInfo.NetMode!=NM_Client)
|
|
{
|
|
if (ExtPlayerController(Controller)!=None)
|
|
ExtPlayerController(Controller).EnterRagdollMode(false);
|
|
else if (Controller!=None)
|
|
Controller.ReplicatedEvent('EndRagdollMove');
|
|
}
|
|
|
|
Global.WeaponAttachmentChanged();
|
|
}
|
|
}
|
|
}
|
|
|
|
// VS mode.
|
|
state TransformZed extends FeigningDeath
|
|
{
|
|
Ignores FaceRotation, SetMovementPhysics, UnsetFeignDeath, Tick, TakeDamage, Died;
|
|
|
|
simulated event BeginState(name PreviousStateName)
|
|
{
|
|
bCanPickupInventory = false;
|
|
bNoWeaponFiring = true;
|
|
if (ExtPlayerController(Controller)!=None)
|
|
ExtPlayerController(Controller).EnterRagdollMode(true);
|
|
else if (Controller!=None)
|
|
Controller.ReplicatedEvent('RagdollMove');
|
|
|
|
SetTimer(2,false,'TransformToZed');
|
|
}
|
|
simulated function EndState(name NextStateName)
|
|
{
|
|
}
|
|
function bool CanBeRedeemed()
|
|
{
|
|
return false;
|
|
}
|
|
function TransformToZed()
|
|
{
|
|
local VS_ZedRecentZed Z;
|
|
|
|
if (Controller==None)
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
PlayFeignDeath(false);
|
|
SetCollision(false,false);
|
|
Z = Spawn(class'VS_ZedRecentZed',,,Location,Rotation,,true);
|
|
if (Z==None)
|
|
{
|
|
Super.Died(None,Class'DamageType',Location);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
Z.SetPhysics(PHYS_Falling);
|
|
Z.LastStartTime = WorldInfo.TimeSeconds;
|
|
Controller.Pawn = None;
|
|
Controller.Possess(Z,false);
|
|
WorldInfo.Game.ChangeTeam(Controller,255,true);
|
|
WorldInfo.Game.SetPlayerDefaults(Z);
|
|
if (ExtPlayerController(Controller)!=None)
|
|
Controller.GoToState('RagdollMove');
|
|
else if (Controller!=None)
|
|
Controller.ReplicatedEvent('RagdollMove');
|
|
Z.WakeUp();
|
|
if (ExtPlayerReplicationInfo(Controller.PlayerReplicationInfo)!=None)
|
|
{
|
|
ExtPlayerReplicationInfo(Controller.PlayerReplicationInfo).PlayerHealth = Min(Z.Health,255);
|
|
ExtPlayerReplicationInfo(Controller.PlayerReplicationInfo).PlayerHealthPercent = FloatToByte(float(Z.Health) / float(Z.HealthMax));
|
|
}
|
|
}
|
|
Controller = None;
|
|
Destroy();
|
|
}
|
|
}
|
|
|
|
simulated final function InitFPLegs()
|
|
{
|
|
local int i;
|
|
|
|
bFPLegsInit = true;
|
|
|
|
FPBodyMesh.AnimSets = CharacterArch.AnimSets;
|
|
FPBodyMesh.SetAnimTreeTemplate(CharacterArch.AnimTreeTemplate);
|
|
FPBodyMesh.SetSkeletalMesh(Mesh.SkeletalMesh);
|
|
|
|
FPBodyMesh.SetActorCollision(false, false);
|
|
FPBodyMesh.SetNotifyRigidBodyCollision(false);
|
|
FPBodyMesh.SetTraceBlocking(false, false);
|
|
|
|
for (i=0; i<Mesh.Materials.length; i++)
|
|
FPBodyMesh.SetMaterial(i, Mesh.Materials[i]);
|
|
|
|
FPBodyMesh.HideBoneByName('neck', PBO_None);
|
|
FPBodyMesh.HideBoneByName('Spine2', PBO_None);
|
|
FPBodyMesh.HideBoneByName('RightShoulder', PBO_None);
|
|
FPBodyMesh.HideBoneByName('LeftShoulder', PBO_None);
|
|
}
|
|
|
|
// ForrestMarkX's third person backpack weapon and first person legs:
|
|
simulated function SetMeshVisibility(bool bVisible)
|
|
{
|
|
Super.SetMeshVisibility(bVisible);
|
|
|
|
if (Health>0)
|
|
{
|
|
bOnFirstPerson = !bVisible;
|
|
if (AttachedBackItem!=None)
|
|
AttachedBackItem.SetHidden(bOnFirstPerson);
|
|
UpdateFPLegs();
|
|
}
|
|
}
|
|
|
|
simulated final function UpdateFPLegs()
|
|
{
|
|
if (FPBodyMesh!=None)
|
|
{
|
|
if (!bFPLegsAttached && Physics!=PHYS_RigidBody && bOnFirstPerson && Class'ExtPlayerController'.Default.bShowFPLegs)
|
|
{
|
|
bFPLegsAttached = true;
|
|
AttachComponent(FPBodyMesh);
|
|
|
|
if (!bFPLegsInit && CharacterArch!=None)
|
|
InitFPLegs();
|
|
}
|
|
FPBodyMesh.SetHidden(!bOnFirstPerson || !Class'ExtPlayerController'.Default.bShowFPLegs);
|
|
}
|
|
}
|
|
|
|
simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp)
|
|
{
|
|
if (SkelComp==Mesh) // Do not allow first person legs eat up animation slots.
|
|
Super.PostInitAnimTree(SkelComp);
|
|
}
|
|
|
|
simulated final function SetBackpackWeapon(class<KFWeapon> WC)
|
|
{
|
|
local KFCharacterInfo_Human MyCharacter;
|
|
local Rotator MyRot;
|
|
local Vector MyPos;
|
|
local name WM,B;
|
|
local int i;
|
|
|
|
BackpackWeaponClass = WC;
|
|
if (WorldInfo.NetMode==NM_DedicatedServer)
|
|
return;
|
|
|
|
if (WC!=None)
|
|
{
|
|
if (AttachedBackItem==None)
|
|
{
|
|
AttachedBackItem = new(Self) class'SkeletalMeshComponent';
|
|
AttachedBackItem.SetHidden(false);
|
|
AttachedBackItem.SetLightingChannels(PawnLightingChannel);
|
|
}
|
|
AttachedBackItem.SetSkeletalMesh(WC.Default.AttachmentArchetype.SkelMesh);
|
|
for (i=0; i<WC.Default.AttachmentArchetype.SkelMesh.Materials.length; i++)
|
|
{
|
|
AttachedBackItem.SetMaterial(i, WC.Default.AttachmentArchetype.SkelMesh.Materials[i]);
|
|
}
|
|
|
|
Mesh.DetachComponent(AttachedBackItem);
|
|
|
|
MyCharacter = KFPlayerReplicationInfo(PlayerReplicationInfo).CharacterArchetypes[KFPlayerReplicationInfo(PlayerReplicationInfo).RepCustomizationInfo.CharacterIndex];
|
|
WM = WC.Default.AttachmentArchetype.SkelMesh.Name;
|
|
|
|
if (ClassIsChildOf(WC, class'KFWeap_Edged_Knife'))
|
|
{
|
|
MyPos = vect(0,0,10);
|
|
MyRot = rot(-16384,-8192,0);
|
|
B = 'LeftUpLeg';
|
|
}
|
|
else if (class<KFWeap_Welder>(WC) != none || class<KFWeap_Healer_Syringe>(WC) != none || class<KFWeap_Pistol_Medic>(WC) != none || class<KFWeap_SMG_Medic>(WC) != none || ClassIsChildOf(WC, class'KFWeap_PistolBase') || ClassIsChildOf(WC, class'KFWeap_SMGBase') || ClassIsChildOf(WC, class'KFWeap_ThrownBase'))
|
|
{
|
|
MyPos = vect(0,0,10);
|
|
MyRot = rot(0,0,16384);
|
|
|
|
B = 'LeftUpLeg';
|
|
}
|
|
else if (ClassIsChildOf(WC, class'KFWeap_MeleeBase'))
|
|
{
|
|
MyPos = vect(-5,15,0);
|
|
MyRot = rot(0,0,0);
|
|
|
|
if (class<KFWeap_Edged_Katana>(WC) != none || class<KFWeap_Edged_Zweihander>(WC) != none)
|
|
MyPos.Z = -20;
|
|
|
|
B = 'Spine';
|
|
}
|
|
else
|
|
{
|
|
MyPos = vect(-18.5,16.5,-18);
|
|
MyRot = rot(0,0,0);
|
|
|
|
if (MyCharacter == KFCharacterInfo_Human'CHR_Playable_ARCH.chr_DJSkully_archetype')
|
|
MyRot.Roll = 8192;
|
|
|
|
switch (WM)
|
|
{
|
|
case 'Wep_3rdP_MB500_Rig':
|
|
MyPos.X = -45;
|
|
break;
|
|
case 'Wep_3rdP_M4Shotgun_Rig':
|
|
MyPos.X = -25;
|
|
break;
|
|
case 'Wep_3rdP_SawBlade_Rig':
|
|
MyPos.X = -75;
|
|
MyRot.Roll = 16384;
|
|
break;
|
|
case 'Wep_3rdP_RPG7_Rig':
|
|
MyPos.X = 10;
|
|
break;
|
|
}
|
|
|
|
B = 'Spine2';
|
|
}
|
|
|
|
AttachedBackItem.SetTranslation(MyPos);
|
|
AttachedBackItem.SetRotation(MyRot);
|
|
Mesh.AttachComponent(AttachedBackItem, B);
|
|
AttachedBackItem.SetHidden(bOnFirstPerson);
|
|
}
|
|
else if (AttachedBackItem!=None)
|
|
AttachedBackItem.SetHidden(true);
|
|
}
|
|
|
|
simulated function PlayDying(class<DamageType> DamageType, vector HitLoc)
|
|
{
|
|
FPBodyMesh.SetHidden(true);
|
|
if (AttachedBackItem!=None)
|
|
AttachedBackItem.SetHidden(true);
|
|
Super.PlayDying(DamageType,HitLoc);
|
|
}
|
|
|
|
simulated function SetCharacterAnimationInfo()
|
|
{
|
|
Super.SetCharacterAnimationInfo();
|
|
|
|
if (!bFPLegsInit && bFPLegsAttached)
|
|
InitFPLegs();
|
|
}
|
|
|
|
simulated function SetMeshLightingChannels(LightingChannelContainer NewLightingChannels)
|
|
{
|
|
Super.SetMeshLightingChannels(NewLightingChannels);
|
|
|
|
if (AttachedBackItem != none)
|
|
AttachedBackItem.SetLightingChannels(NewLightingChannels);
|
|
FPBodyMesh.SetLightingChannels(NewLightingChannels);
|
|
}
|
|
|
|
simulated function PlayWeaponswitch (Weapon OldWeapon, Weapon NewWeapon)
|
|
{
|
|
Super.PlayWeaponswitch (OldWeapon, NewWeapon);
|
|
|
|
if (WorldInfo.NetMode!=NM_Client)
|
|
{
|
|
PlayerOldWeapon = KFWeapon(OldWeapon);
|
|
SetBackpackWeapon(PlayerOldWeapon!=None ? PlayerOldWeapon.Class : None);
|
|
}
|
|
}
|
|
|
|
simulated function UpdateHealingSpeedBoostMod(ExtPlayerController Healer)
|
|
{
|
|
local Ext_PerkFieldMedic MedPerk;
|
|
|
|
MedPerk = GetMedicPerk(Healer);
|
|
if (MedPerk == None)
|
|
return;
|
|
|
|
HealingSpeedBoostMod = Min(HealingSpeedBoostMod + MedPerk.GetHealingSpeedBoost(), MedPerk.GetMaxHealingSpeedBoost());
|
|
SetTimer(MedPerk.GetHealingSpeedBoostDuration(),, nameOf(ResetHealingSpeedBoost));
|
|
|
|
UpdateGroundSpeed();
|
|
}
|
|
|
|
simulated function float GetHealingSpeedModifier()
|
|
{
|
|
return 1 + (float(HealingSpeedBoostMod) / 100);
|
|
}
|
|
|
|
simulated function ResetHealingSpeedBoost()
|
|
{
|
|
HealingSpeedBoostMod = 0;
|
|
UpdateGroundSpeed();
|
|
|
|
if (IsTimerActive(nameOf(ResetHealingSpeedBoost)))
|
|
ClearTimer(nameOf(ResetHealingSpeedBoost));
|
|
}
|
|
|
|
simulated function UpdateHealingDamageBoostMod(ExtPlayerController Healer)
|
|
{
|
|
local Ext_PerkFieldMedic MedPerk;
|
|
|
|
MedPerk = GetMedicPerk(Healer);
|
|
if (MedPerk == None)
|
|
return;
|
|
|
|
HealingDamageBoostMod = Min(HealingDamageBoostMod + MedPerk.GetHealingDamageBoost(), MedPerk.GetMaxHealingDamageBoost());
|
|
SetTimer(MedPerk.GetHealingDamageBoostDuration(),, nameOf(ResetHealingDamageBoost));
|
|
}
|
|
|
|
simulated function float GetHealingDamageBoostModifier()
|
|
{
|
|
return 1 + (float(HealingDamageBoostMod) / 100);
|
|
}
|
|
|
|
simulated function ResetHealingDamageBoost()
|
|
{
|
|
HealingDamageBoostMod = 0;
|
|
if (IsTimerActive(nameOf(ResetHealingDamageBoost)))
|
|
ClearTimer(nameOf(ResetHealingDamageBoost));
|
|
}
|
|
|
|
simulated function UpdateHealingShieldMod(ExtPlayerController Healer)
|
|
{
|
|
local Ext_PerkFieldMedic MedPerk;
|
|
|
|
MedPerk = GetMedicPerk(Healer);
|
|
if (MedPerk == None)
|
|
return;
|
|
|
|
HealingShieldMod = Min(HealingShieldMod + MedPerk.GetHealingShield(), MedPerk.GetMaxHealingShield());
|
|
SetTimer(MedPerk.GetHealingShieldDuration(),, nameOf(ResetHealingShield));
|
|
}
|
|
|
|
simulated function float GetHealingShieldModifier()
|
|
{
|
|
return 1 - (float(HealingShieldMod) / 100);
|
|
}
|
|
|
|
simulated function ResetHealingShield()
|
|
{
|
|
HealingShieldMod = 0;
|
|
if (IsTimerActive(nameOf(ResetHealingShield)))
|
|
ClearTimer(nameOf(ResetHealingShield));
|
|
}
|
|
|
|
function SacrificeExplode()
|
|
{
|
|
local Ext_PerkDemolition DemoPerk;
|
|
|
|
Super.SacrificeExplode();
|
|
|
|
DemoPerk = Ext_PerkDemolition(ExtPlayerController(Controller).ActivePerkManager.CurrentPerk);
|
|
if (DemoPerk != none)
|
|
DemoPerk.bUsedSacrifice = true;
|
|
}
|
|
|
|
simulated function Ext_PerkFieldMedic GetMedicPerk(ExtPlayerController Healer)
|
|
{
|
|
local Ext_PerkFieldMedic MedPerk;
|
|
|
|
MedPerk = Ext_PerkFieldMedic(ExtPlayerController(Controller).ActivePerkManager.CurrentPerk);
|
|
if (MedPerk != None)
|
|
return MedPerk;
|
|
|
|
return None;
|
|
}
|
|
|
|
function ThrowActiveWeapon(optional bool bDestroyWeap)
|
|
{
|
|
local KFWeapon TempWeapon;
|
|
|
|
if( Role < ROLE_Authority )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (Health <= 0 && bThrowAllWeaponsOnDeath)
|
|
{
|
|
if (InvManager != none)
|
|
foreach InvManager.InventoryActors(class'KFWeapon', TempWeapon)
|
|
if (TempWeapon != none && TempWeapon.bDropOnDeath && TempWeapon.CanThrow())
|
|
TossInventory(TempWeapon);
|
|
}
|
|
else
|
|
{
|
|
super.ThrowActiveWeapon(bDestroyWeap);
|
|
}
|
|
}
|
|
|
|
defaultproperties
|
|
{
|
|
KnockbackResist=1
|
|
|
|
// Ragdoll mode:
|
|
bReplicateRigidBodyLocation=true
|
|
bCanBecomeRagdoll=true
|
|
InventoryManagerClass=class'ExtInventoryManager'
|
|
WakeUpAnimSet=AnimSet'ZED_Clot_Anim.Alpha_Clot_Master'
|
|
|
|
Begin Object Name=SpecialMoveHandler_0
|
|
SpecialMoveClasses(SM_Emote)=class'ServerExt.ExtSM_Player_Emote'
|
|
End Object
|
|
|
|
DefaultInventory.Empty()
|
|
DefaultInventory.Add(class'ExtWeap_Pistol_9mm')
|
|
// DefaultInventory.Add(class'KFWeap_Pistol_9mm')
|
|
DefaultInventory.Add(class'KFWeap_Healer_Syringe')
|
|
DefaultInventory.Add(class'KFWeap_Welder')
|
|
DefaultInventory.Add(class'KFInventory_Money')
|
|
|
|
Begin Object Class=SkeletalMeshComponent Name=FP_BodyComp
|
|
MinDistFactorForKinematicUpdate=0.0
|
|
bSkipAllUpdateWhenPhysicsAsleep=True
|
|
bIgnoreControllersWhenNotRendered=True
|
|
bHasPhysicsAssetInstance=False
|
|
bUpdateKinematicBonesFromAnimation=False
|
|
bPerBoneMotionBlur=True
|
|
bOverrideAttachmentOwnerVisibility=True
|
|
bChartDistanceFactor=True
|
|
DepthPriorityGroup=SDPG_Foreground
|
|
RBChannel=RBCC_Pawn
|
|
RBDominanceGroup=20
|
|
HiddenGame=True
|
|
bOnlyOwnerSee=True
|
|
bAcceptsDynamicDecals=True
|
|
bUseOnePassLightingOnTranslucency=True
|
|
Translation=(X=-65.876999,Y=0.900000,Z=-95.500000)
|
|
Scale=1.210000
|
|
ScriptRigidBodyCollisionThreshold=200.000000
|
|
PerObjectShadowCullDistance=4000.000000
|
|
bAllowPerObjectShadows=True
|
|
bAllowPerObjectShadowBatching=True
|
|
End Object
|
|
FPBodyMesh=FP_BodyComp
|
|
}
|
|
|
|
simulated function bool CanBeHealed()
|
|
{
|
|
return true;
|
|
}
|