Bug fixes for Killing Floor
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/**
* Helper object for `FixLogSpam` fix, responsible for fixing log spam
* due to missing `ShopVolume`s missing `WeaponLocker` in the `myTrader`
* variable.
* Copyright 2021 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class HelperTrader extends AcediaObject
config(AcediaFixes);
/**
* `WeaponLocker` seems be an actor that was supposed to play a certain
* animation whenever players enter a shop. Each `WeaponLocker` is also
* supposed to find the shop (`ShopVolume`) it's linked to during
* `PreBeginPlay()` event and record itself inside `ShopVolume`'s `myTrader`
* variable. However this sometimes does not happen: either due to locker's
* placement or due to map maker forgetting to put one in at all.
* Since `ShoVolume`s do not attempt to check whether their `myTrader` has
* a valid reference, they generate log spam when it does not.
* Note that while `WeaponLocker` was supposed to do some action when
* players enter the shop, it does not actually do anything, so we do not need
* to care about linking lost lockers to their intended shops, we just need to
* link some locker to shops with empty `myTrader` references. Maps with
* custom animated (or otherwise somehow active) lockers should be themselves
* responsible that their animations are being played correctly.
* This fix deals with issue by either:
* 1. Spawning our own `WeaponLocker` and assigning it to the shops
* with empty `myTrader`;
* 2. Finding any already existing locker on the map and linking that
* to the shops with empty `myTrader`.
* First way is prefereable, since we prefer not to touch placed
* `WeaponLocker`s in case someone decides to use them correctly and makes
* a custom class that plays welcome animation in some shop, but forgets about
* `WeaponLocker`s for other regular shops.
*/
// Remember instance of `WeaponLocker` that we spawned, so we can clean
// it up later.
// Reference to `WeaponLocker`
var private NativeActorRef dummyLocker;
// Remember fixed shops, so we can unfix them later.
// Reference tp `ShopVolume`.
var private array<NativeActorRef> fixedShops;
var LoggerAPI.Definition errNoReplacementLocker;
protected function Constructor()
{
local LevelInfo level;
local ShopVolume nextShop;
local WeaponLocker replacementLocker;
level = _.unreal.GetLevel();
// Get locker
replacementLocker = SpawnDummyWeaponLocker();
if (replacementLocker == none) {
replacementLocker = FindExistingWeaponLocker();
}
if (replacementLocker == none)
{
_.logger.Auto(errNoReplacementLocker);
FreeSelf();
return;
}
// Setup locker
foreach level.DynamicActors(class'KFMod.ShopVolume', nextShop)
{
if (nextShop == none) continue;
if (nextShop.myTrader != none) continue;
nextShop.myTrader = replacementLocker;
fixedShops[fixedShops.length] = _.unreal.ActorRef(nextShop);
}
}
protected function Finalizer()
{
local int i;
local ShopVolume nextShop;
local Actor lockerInstance;
// Free shops
for (i = 0; i < fixedShops.length; i += 1)
{
nextShop = ShopVolume(fixedShops[i].Get());
fixedShops[i].FreeSelf();
if (nextShop != none) {
nextShop.myTrader = none;
}
}
fixedShops.length = 0;
// Free locker
if (dummyLocker != none) {
lockerInstance = dummyLocker.Get();
dummyLocker.FreeSelf();
}
if (lockerInstance != none) {
lockerInstance.Destroy();
}
}
private final function WeaponLocker SpawnDummyWeaponLocker()
{
local WeaponLocker lockerInstance;
local bool savedCollideWorld, savedCollideActors;
if (dummyLocker != none) {
return WeaponLocker(dummyLocker.Get());
}
// Disable collision so that dummy `WeaponLocker` would both not affect
// gameplay and would not fail spawning due to being inside terrain or
// another actor.
savedCollideWorld = class'WeaponLocker'.default.bCollideWorld;
savedCollideActors = class'WeaponLocker'.default.bBlockActors;
class'WeaponLocker'.default.bCollideWorld = false;
class'WeaponLocker'.default.bBlockActors = false;
lockerInstance = WeaponLocker(_.memory.Allocate(class'WeaponLocker'));
class'WeaponLocker'.default.bCollideWorld = savedCollideWorld;
class'WeaponLocker'.default.bBlockActors = savedCollideActors;
if (lockerInstance != none)
{
lockerInstance.bHidden = true;
lockerInstance.SetDrawType(DT_None);
lockerInstance.SetCollision(false);
}
dummyLocker = _.unreal.ActorRef(lockerInstance);
return lockerInstance;
}
private final function WeaponLocker FindExistingWeaponLocker()
{
local LevelInfo level;
local WeaponLocker nextLocker;
level = _.unreal.GetLevel();
foreach level.DynamicActors(class'KFMod.WeaponLocker', nextLocker)
{
if (nextLocker != none) {
return nextLocker;
}
}
return none;
}
defaultproperties
{
errNoReplacementLocker = (l=LOG_Error,m="`FixLogSpam` cannot find or spawn `WeaponLocker` actor. Shop log spam will not be disabled.")
}