Bug fixes for Killing Floor
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/**
* This feature addresses the bug that allows teammates to explode some of
* the player's projectiles by damaging them even when friendly fire is
* turned off, therefore killing the player (whether by accident or not).
*
* Problem is solved by "disarming" projectiles vulnerable to this
* friendly fire and replacing them with our own class of projectile that is
* spawned only on a server and does additional safety checks to ensure it will
* only explode when it is expected from it.
* 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 FixProjectileFF extends Feature
config(AcediaFixes);
/**
* All projectiles vulnerable to this bug (we consider only those that can
* explode and harm the player) are derived from `ROBallisticProjectile`. When
* one of them is spawned we will:
* 1. Set it's damage parameters to zero, to ensure that it won't damage
* anyone or anything if other measures fail;
* 2. Disable it's collision, preventing it from being accessed via
* `VisibleCollidingActors()` method that is usually used to damage
* these projectiles.
* Then we spawn our own version of the projectile with fixed
* `TakeDamage()` that does additional check that either it's projectile's
* owner that damages it or friendly fire is enabled.
* To do this replacement we will need to catch the moment when vanilla
* projectile spawns. Unfortunately, this cannot be done by default, since all
* projectiles have `bGameRelevant` flag set to `true`, which prevents
* `CheckReplacement()` from being called for them. So, when feature is
* enabled, it forces all the projectiles we are interested in to have
* `bGameRelevant = false`.
*
* Issue arises from the fact that these two projectiles can desyncronize:
* old projectile, that client sees, might not be in the same location as the
* new one (especially since we are disabling collisions for the old one), that
* deals damage. There are two cases to consider, depending on
* the `bNetTemporary` of the old projectile:
* 1. `bNetTemporary == true`: projectile version on client side is
* independent from the server-side's one. In this case there is
* nothing we can do. In fact, vanilla game suffers from this very bug
* that makes, say, M79 projectile fly past the zed it exploded
* (usually after killing it). To deal with this we would need
* the ability to affect client's code, which cannot be done in
* the server mode.
* 2. `bNetTemporary == true`: projectile version on client side is
* actually syncronized with the server-side's one. In this case we
* will simply make new projectile to constantly force the old one to
* be in the same place at the same rotation. We will also propagate
* various state-changing events such as exploding, disintegrating from
* siren's scream or sticking to the wall/zed. That is, we will make
* the old projectile (that client can see) "the face" of the new one
* (that client cannot see). Only "The Orca Bomb Propeller" and
* "SealSqueal Harpoon Bomber" fall into this group.
*/
// By default (`ignoreFriendlyFire == false`), when friendly fire is enabled
// (at any level), this fix allows other players to explode one's projectiles.
// By setting this to `true` you will force this fix to prevent it no matter
// what, even when server has full friendly fire enabled.
var private config bool ignoreFriendlyFire;
// Stores what pairs of projectile classes that describe what (vulnerable)
// class must be repalced with what (protected class). It also remembers the
// previous state of `bGameRelevant` for replacable class to restore it in case
// this feature is disabled.
struct ReplacementRule
{
// `bGameRelevant` before this feature set it to `false`
var bool relevancyFlag;
var class<ROBallisticProjectile> vulnerableClass;
var class<ROBallisticProjectile> protectedClass;
};
var private const array<ReplacementRule> rules;
protected function OnEnabled()
{
local int i;
for (i = 0; i < rules.length; i += 1)
{
if (rules[i].vulnerableClass == none) continue;
if (rules[i].protectedClass == none) continue;
rules[i].relevancyFlag = rules[i].vulnerableClass.default.bGameRelevant;
rules[i].vulnerableClass.default.bGameRelevant = false;
}
}
protected function OnDisabled()
{
local int i;
for (i = 0; i < rules.length; i += 1)
{
if (rules[i].vulnerableClass == none) continue;
if (rules[i].protectedClass == none) continue;
rules[i].vulnerableClass.default.bGameRelevant = rules[i].relevancyFlag;
}
}
// Returns "fixed" class that no longer explodes from random damage
public final static function class<ROBallisticProjectile> FindFixedClass(
class<ROBallisticProjectile> projectileClass)
{
local int i;
local array<ReplacementRule> rulesCopy;
if (projectileClass == none) return none;
rulesCopy = default.rules;
for (i = 0; i < rulesCopy.length; i += 1)
{
if (rulesCopy[i].vulnerableClass == projectileClass) {
return rulesCopy[i].protectedClass;
}
}
return projectileClass;
}
// Check if, according to this fix, projectiles should explode from
// friendly fire
// If `FixProjectileFF` in disabled always returns `false`.
public final static function bool IsFriendlyFireAcceptable()
{
local TeamGame gameType;
local FixProjectileFF projectileFFFix;
projectileFFFix = FixProjectileFF(GetInstance());
if (projectileFFFix == none) return false;
if (projectileFFFix.ignoreFriendlyFire) return false;
if (projectileFFFix.level == none) return false;
gameType = TeamGame(projectileFFFix.level.game);
if (gameType == none) return false;
return gameType.friendlyFireScale > 0;
}
defaultproperties
{
ignoreFriendlyFire = false
rules(0) = (vulnerableClass=class'KFMod.M79GrenadeProjectile',protectedClass=class'FixProjectileFFClass_M79GrenadeProjectile')
rules(1) = (vulnerableClass=class'KFMod.M32GrenadeProjectile',protectedClass=class'FixProjectileFFClass_M32GrenadeProjectile')
rules(2) = (vulnerableClass=class'KFMod.LAWProj',protectedClass=class'FixProjectileFFClass_LAWProj')
rules(3) = (vulnerableClass=class'KFMod.M203GrenadeProjectile',protectedClass=class'FixProjectileFFClass_M203GrenadeProjectile')
rules(4) = (vulnerableClass=class'KFMod.ZEDGunProjectile',protectedClass=class'FixProjectileFFClass_ZEDGunProjectile')
rules(5) = (vulnerableClass=class'KFMod.ZEDMKIIPrimaryProjectile',protectedClass=class'FixProjectileFFClass_ZEDMKIIPrimaryProjectile')
rules(6) = (vulnerableClass=class'KFMod.ZEDMKIISecondaryProjectile',protectedClass=class'FixProjectileFFClass_ZEDMKIISecondaryProjectile')
rules(7) = (vulnerableClass=class'KFMod.FlareRevolverProjectile',protectedClass=class'FixProjectileFFClass_FlareRevolverProjectile')
rules(8) = (vulnerableClass=class'KFMod.HuskGunProjectile',protectedClass=class'FixProjectileFFClass_HuskGunProjectile')
rules(9) = (vulnerableClass=class'KFMod.SPGrenadeProjectile',protectedClass=class'FixProjectileFFClass_SPGrenadeProjectile')
rules(10) = (vulnerableClass=class'KFMod.SealSquealProjectile',protectedClass=class'FixProjectileFFClass_SealSquealProjectile')
// Listeners
requiredListeners(0) = class'MutatorListener_FixProjectileFF'
}