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// Equippable // Base class for equipment that can be selected or are visible in a first-person view and can be // fired, thrown or take other actions in response to the user's fire button. This includes weapons, throwable // flags or balls, and deployables class Equippable extends Equipment native; // First and third person displays var() Mesh firstPersonMesh "The mesh seen in your first-person view"; var() Mesh thirdPersonMesh "The mesh seen when others look at your weapon"; var() Mesh firstPersonAltMesh "The mesh seen in your first-person view if your armor uses an alternate weapon mesh"; var() Mesh thirdPersonAltMesh "The mesh seen when others look at your weapon if your armor uses an alternate weapon mesh"; var() StaticMesh thirdPersonStaticMesh "The mesh seen when others look at your weapon"; var() StaticMesh thirdPersonAltStaticMesh "The mesh seen when others look at your weapon if your armor uses an alternate weapon mesh"; var() Vector thirdPersonAttachmentOffset "Offset from attachment point for 3rd person mesh"; var() Name thirdPersonAttachmentBone "The bone to attach the deployable to when in third person"; var() private Vector firstPersonOffset "The position of the weapon in a first person view"; var() private Vector firstPersonAltOffset "The position of the weapon in a first person view if your armor uses an alternate weapon mesh"; var() float firstPersonBobMultiplier "from 0 to 1"; var() float firstPersonTraceLength "Trace used to stop gun hitting wall"; var() Vector firstPersonTraceExtent; var() float firstPersonAltTraceLength "Trace used to stop gun hitting wall"; var() Vector firstPersonAltTraceExtent; var() bool bFirstPersonUseTrace "Whether a trace should be used to pull the gun away from objects in the first person"; var() string animPrefix "Prefix used for arm and weapon animations"; var() bool automaticallyHold "Force this equippable to enter the Held state as soon as it is spawned."; var float firstPersonInterpStep; // Used in interpolating the gun position when it hits a wall var float firstPersonInterpTarget; // "", an offset along the gun retraction vector var float firstPersonInterpCurrent; // "" // Delays var() float unequipDuration "The amount of time that the unequip animation takes to play"; var() float equipDuration "The amount of time that the equip animation takes to play"; // Internals var IFiringMotor rookMotor; // motor to query for firing funcitonality var bool bMeshChangeOK; var Rook rookOwner; var bool bIsFirstPerson; var float startEquippingTime; var byte fireCount; // used for replicating firing events to other clients for sim proxies var byte localFireCount; var byte demoFireCount; // used locally for replicating firing events to the demo recording var byte localDemoFireCount; var bool equipped; var float equipDurationCounter; var Vector equippablePos; var Name fireState; var Name releaseFireState; var bool attemptedAttach; // prevents constant spam if attachment fails var() class<EquippableAnimator> animClass; var() string equippedArmAnim; var bool bPlayedCharacterEquipAnim; // Replication replication { // server to client variables unreliable if (Role == ROLE_Authority) rookOwner, equipped; // server to sim proxy variables unreliable if (Role == ROLE_Authority && !bNetOwner) fireCount; // demo recording variables unreliable if (Role == ROLE_Authority && bDemoRecording) demoFireCount; // client to server functions reliable if (Role < ROLE_Authority) sendServerRequestFire, sendServerRequestReleaseFire; } // PostBeginPlay simulated function PostBeginPlay() { if (automaticallyHold) GotoState('Held'); Super.PostBeginPlay(); firstPersonInterpCurrent = 0; firstPersonInterpTarget = 0; } simulated function initialiseRookMotor() { if (rookOwner != None) rookMotor = rookOwner.firingMotor(); else rookMotor = None; } // PostNetBeginPlay simulated function PostNetBeginPlay() { Super.PostNetBeginPlay(); rookOwner = Rook(Owner); } protected function setMovementReplication(bool replicate) { super.setMovementReplication(replicate); bReplicateMovement = replicate; } function pickup(Character newOwner) { Super.pickup(newOwner); rookOwner = newOwner; rookMotor = newOwner.motor; } simulated function bool keepArms() { return false; } simulated function bool armsFirstPersonStatus(bool bNewIsFirstPerson) { return bNewIsFirstPerson && (!bHidden || keepArms()); } // selectMesh // Display third or first-person mesh accordingly simulated function selectMesh(optional bool bForceChange) { local bool bNewIsFirstPerson; // attempt to initialise rook motor if not already (case occurs on client at start) if (rookMotor == None) { initialiseRookMotor(); } // check for change to/from first person view bNewIsFirstPerson = firstPersonStatus(); if (bNewIsFirstPerson != bIsFirstPerson || bForceChange || !bMeshChangeOK) { bIsFirstPerson = bNewIsFirstPerson; if (bNewIsFirstPerson) { setupFirstPerson(); } else { setupThirdPerson(); } } bHidden = shouldHide(bNewIsFirstPerson); animClass.static.firstPersonStatus(self, armsFirstPersonStatus(bNewIsFirstPerson)); } // firstPersonStatus // Returns true if the owning Rook has a first person view simulated function bool firstPersonStatus() { local PlayerController localPlayerController; local PlayerController ownerPlayerController; // do nothing if no owner if (rookOwner == None) return false; localPlayerController = Level.GetLocalPlayerController(); ownerPlayerController = PlayerController(rookOwner.controller); // handle early exit cases: no owner controller, no local controller if (ownerPlayerController==None || localPlayerController==None) return false; // normal case: check if owner controller is the current local player controller and is not in behind view if (ownerPlayerController!=None && ownerPlayerController==localPlayerController && !ownerPlayerController.bBehindView) return true; // demo recording case: check if rook is currently the view target of the demo player controller and not in behind view if (localPlayerController.ViewTarget==rookOwner && !localPlayerController.bBehindView) return true; // otherwise we must be in third person view return false; } simulated function bool useAlternateMesh() { local Character c; c = Character(rookOwner); return c != None && c.armorClass != None && c.armorClass.static.useAlternateWeaponMesh(); } // setupFirstPerson simulated function setupFirstPerson() { if (useAlternateMesh()) LinkMesh(firstPersonAltMesh); else LinkMesh(firstPersonMesh); SetDrawType(DT_Mesh); bHidden = false; bMeshChangeOK = true; } // moveWeapon simulated function moveWeapon() { local Vector hitLocation, startTrace, endTrace, traceDir, hitNormal, traceExtent; local Rotator r; local float traceLength; if (rookOwner == None || rookOwner.controller == None) return; // attempt to initialise rook motor if not already (case occurs on client at start) if (rookMotor == None) { initialiseRookMotor(); if (rookMotor == None) return; } SetRotation(rookMotor.getFirstPersonEquippableRotation(self)); equippablePos = rookMotor.getFirstPersonEquippableLocation(self); if (bFirstPersonUseTrace) { if (useAlternateMesh()) { traceLength = firstPersonAltTraceLength; traceExtent = firstPersonAltTraceExtent; } else { traceLength = firstPersonTraceLength; traceExtent = firstPersonTraceExtent; } traceDir = Vector(Rotation); startTrace = equippablePos + traceDir * traceLength * 0.5; endTrace = equippablePos + traceDir * traceLength; // prevent equippable from sticking in walls if (Trace(hitLocation, hitNormal, endTrace, startTrace, true, traceExtent) != None) { firstPersonInterpTarget = VSize(endTrace - equippablePos) - VSize(hitLocation - equippablePos); } else { firstPersonInterpTarget = 0; } calculateInterpolation(); // Retract equippable on a vector back and slightly down (avoids near clipping probs) if (firstPersonInterpCurrent != 0) { r = rookOwner.controller.GetViewRotation(); r.Pitch += 4096; Normalize(r); equippablePos -= Vector(r) * firstPersonInterpCurrent; } } if (Level.NetMode != NM_DedicatedServer) { r = rookOwner.controller.GetViewRotation(); equippablePos -= Vector(r) * ((Level.GetLocalPlayerController().DefaultFOV - 85) * 0.3); } //LOG(firstPersonInterpCurrent$", "$firstPersonInterpTarget); if (bIsFirstPerson) SetLocation(equippablePos); animClass.static.setLocRot(self, equippablePos, rookMotor.getFirstPersonEquippableRotation(self)); } // setupThirdPerson simulated function setupThirdPerson() { local Rook attachRook; local name attachBoneName; // attempt to initialise rook motor if not already (case occurs on client at start) if (rookMotor == None) return; // if we have no third person mesh, that's ok (like deployable turret weapon) if ((thirdPersonMesh == None && thirdPersonStaticMesh == None)|| (useAlternateMesh() && thirdPersonAltMesh == None && thirdPersonStaticMesh == None)) { bMeshChangeOK = true; SetDrawType(DT_Mesh); LinkMesh(None); return; } // using static meshes if (thirdPersonStaticMesh != None || thirdPersonAltStaticMesh != None) { LinkMesh(None); // clear possible skeletal mesh if (useAlternateMesh()) SetStaticMesh(thirdPersonAltStaticMesh); else SetStaticMesh(thirdPersonStaticMesh); SetDrawType(DT_StaticMesh); } // else skeletal meshes (old support code) else { SetStaticMesh(None); // clear possible static mesh if (useAlternateMesh()) LinkMesh(thirdPersonAltMesh); else LinkMesh(thirdPersonMesh); SetDrawType(DT_Mesh); } bHidden = false; rookMotor.getThirdPersonEquippableAttachment(self, attachRook, attachBoneName); if (attachRook != None && attachBoneName != '') { SetBase(None); if (!attachRook.AttachToBone(self, attachBoneName)) { LOG("Warning: Rook "$attachRook.Name$" has no bone "$attachBoneName$", hiding equippable " $ class.name); SetDrawType(DT_None); return; } SetRelativeLocation(thirdPersonAttachmentOffset); } bMeshChangeOK = true; } simulated function calculateInterpolation() { local float interpDiffNormal, interpDiffSize; if (bIsFirstPerson) { interpDiffSize = firstPersonInterpTarget - firstPersonInterpCurrent; if (interpDiffSize != 0) interpDiffNormal = (firstPersonInterpTarget - firstPersonInterpCurrent) / interpDiffSize; firstPersonInterpCurrent += interpDiffNormal * (firstPersonInterpStep * interpDiffSize); } } // Tick simulated function Tick(float DeltaTime) { if (!equipped) { GotoState('Unequipping'); return; } attachWeaponHack(); moveWeapon(); selectMesh(); checkFireCount(); } simulated function attachWeaponHack() { local Rook rookAttach; local name boneNameAttach; // hack, otherwise weapon does not sometimes get attached if ((!bIsFirstPerson) && (!attemptedAttach) && (rookOwner != None) && (Level.NetMode == NM_Client) && (DrawType != DT_None) && (DrawType != DT_Mesh || Mesh != None) && (DrawType != DT_StaticMesh || StaticMesh != None)) { // attempt to initialise rook motor if not already (case occurs on client at start) if (rookMotor == None) { initialiseRookMotor(); } if (rookMotor != None) { rookMotor.getThirdPersonEquippableAttachment(self, rookAttach, boneNameAttach); if (rookAttach != None) { attemptedAttach = true; // We only ever attempt to attach once. If it fails, stiff **** rookAttach.AttachToBone(self, boneNameAttach); } } } } simulated function checkFireCount() { local bool demoPlayback; // initialize fire counts first time if (localFireCount==0 && fireCount!=0) localFireCount = fireCount; if (localDemoFireCount==0 && demoFireCount!=0) localDemoFireCount = demoFireCount; // determine if we are in demo playback if (Level.GetLocalPlayerController() != None) demoPlayback = DemoController(Level.GetLocalPlayerController()) != None || Level.GetLocalPlayerController().bDemoOwner; else demoPlayback = false; if (demoPlayback && demoFireCount!=localDemoFireCount) { // firing in demo playback handleFire(); onThirdPersonFireCount(); handleReleaseFire(); localDemoFireCount = demoFireCount; } else if (Level.NetMode==NM_Client && Role<=ROLE_SimulatedProxy && fireCount!=localFireCount) { // 3rd person firing for simulated proxies onThirdPersonFireCount(); localFireCount = fireCount; } } // onThirdPersonFireCount // Do muzzle flashes or animation effects here simulated function onThirdPersonFireCount() { } // fire event simulated bool fire(optional bool _fireOnce) { if (Role != ROLE_Authority) sendServerRequestFire(); return handleFire(); } event simulated bool releaseFire(optional bool bClientOnly) { if (Role != ROLE_Authority && !bClientOnly) sendServerRequestReleaseFire(); return handleReleaseFire(); } // sendServerRequestFire // Sent to the server to request a projectile private function bool sendServerRequestFire() { return handleFire(); } // sendServerRequestReleaseFire // Sent to the server to request a projectile protected function bool sendServerRequestReleaseFire() { return handleReleaseFire(); } // handleFire // overridden in state private function bool handleFire() { return false; } // handleReleaseFire // overridden in state protected function bool handleReleaseFire() { return false; } function bool canUnequip() { return true; } // unEquip // Disables the weapon and prevents it from being drawn function unEquip() { equipped = false; } // equip // Makes the weapon active and readies it for firing function equip() { if (rookOwner != None) equipped = true; } simulated state Held { simulated function Tick(float DeltaTime) { if (equipped) GotoState('Equipping'); } } // Idle state simulated state Idle { simulated function BeginState() { TriggerEffectEvent('Idle'); // NOTE: weapons override this, and do not call the base class... must update weapon if you do extra stuff here } simulated function EndState() { UnTriggerEffectEvent('Idle'); // NOTE: weapons override this, and do not call the base class... must update weapon if you do extra stuff here } simulated protected function bool handleFire() { local Character character; GotoState(fireState); // remove invincibility if you fire a weapon character = Character(Owner); if (character != None && character.bTempInvincible) character.removeTempInvincibility(); return true; } simulated function Tick(float Delta) { Global.Tick(Delta); if (rookMotor != None && rookMotor.shouldFire(self)) { fire(); return; } if (!IsInState('Idle')) // State change is possible in Global.Tick return; if (bIsFirstPerson) if (!IsAnimating()) playIdleAnim(); } } simulated function playIdleAnim() { animClass.static.playEquippableAnim(self, 'Idle'); } // FirePressed // Entered when the fire button is pressed, do your shooting code here simulated state FirePressed { simulated protected function bool handleReleaseFire() { GotoState(releaseFireState); return true; } } // FireReleased state // This state is entered when firing stops. Charge up weapons will override this to implement attacking after charging simulated state FireReleased { } simulated state Equipping { simulated function Tick(float Delta) { moveWeapon(); equipDurationCounter += Delta; if (equipDurationCounter >= equipDuration) { TriggerEffectEvent('Equipped'); GotoState('Idle'); } else { if (!equipped) GotoState('Unequipping'); } } Begin: if (!equipped) GotoState('Unequipping'); selectMesh(true); TriggerEffectEvent('Equipping'); playEquipAnim(); equipDurationCounter = 0; } simulated function bool shouldPlayEquipAnim() { // solve anim ordering problems on clients if (Level.NetMode == NM_Client && Character(rookOwner) != None && Character(rookOwner).weapon != self) return false; return true; } simulated function playEquipAnim() { if (!shouldPlayEquipAnim()) return; animClass.static.playEquippableAnim(self, 'Select'); } simulated state Unequipping { simulated function BeginState() { super.BeginState(); } simulated function Tick(float Delta) { moveWeapon(); } Begin: playUnequipAnim(); Sleep(unequipDuration); GotoState('Held'); } simulated function playUnequipAnim() { if (!shouldPlayEquipAnim()) return; animClass.static.playEquippableAnim(self, 'Deselect'); } simulated state Dropped { simulated function BeginState() { equipped = false; setDroppedMesh(); SetBase(None); rookOwner = None; rookMotor = None; Super.BeginState(); } simulated function Tick(float Delta) {} simulated function onMessage(Message m) {} } simulated function setDroppedMesh() { if (thirdPersonMesh != None) { LinkMesh(thirdPersonMesh); SetDrawType(DT_Mesh); } else if (thirdPersonStaticMesh != None) { LinkMesh(None); SetStaticMesh(thirdPersonStaticMesh); SetDrawType(DT_StaticMesh); } } function drawDebug(HUD debugHUD); simulated function bool shouldHide(bool bIsFirstPerson) { if (bIsFirstPerson) { // hide when players are zoomed in first person if (Character(rookOwner) != None && Character(rookOwner).isZoomed()) return true; // bHideFirstPersonWeapon if (PlayerCharacterController(rookOwner.Controller) != None && PlayerCharacterController(rookOwner.Controller).bHideFirstPersonWeapon) return true; } return false; } simulated function Vector getFirstPersonOffset() { if (useAlternateMesh()) return firstPersonAltOffset; else return firstPersonOffset; } simulated function setFirstPersonOffset(Vector v) { if (useAlternateMesh()) firstPersonAltOffset = v; else firstPersonOffset = v; } // PRECACHING static simulated function PrecacheEquippableRenderData(LevelInfo Level, class<Equippable> EquipClass) { Level.AddPrecacheMesh(EquipClass.default.firstPersonMesh); Level.AddPrecacheMesh(EquipClass.default.thirdPersonMesh); Level.AddPrecacheMesh(EquipClass.default.firstPersonAltMesh); Level.AddPrecacheMesh(EquipClass.default.thirdPersonAltMesh); Level.AddPrecacheStaticMesh(EquipClass.default.thirdPersonStaticMesh); Level.AddPrecacheStaticMesh(EquipClass.default.thirdPersonAltStaticMesh); } simulated function UpdatePrecacheRenderData() { Super.UpdatePrecacheRenderData(); PrecacheEquippableRenderData(Level, Class); } defaultproperties { bNoRepMesh = true // client always sets the correct mesh bReplicateMovement = false bCanDrop = true triggeredBy = "all" DrawType = DT_Mesh firstPersonTraceLength = 100 firstPersonTraceExtent = (X=1,Y=10,Z=1) firstPersonAltTraceLength = 100 firstPersonAltTraceExtent = (X=1,Y=10,Z=1) firstPersonBobMultiplier = 0.15 firstPersonInterpStep = 0.25 bFirstPersonUseTrace = true fireState = FirePressed releaseFireState = FireReleased attemptedAttach = false animClass = class'EquippableAnimator' thirdPersonAttachmentBone = "weapon" } |
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