class Crossbow extends KFWeapon; //============================================================================= // Execs //============================================================================= #exec OBJ LOAD FILE=..\textures\ScopeShaders.utx var color ChargeColor; var float Range; var float LastRangingTime; var() Material ZoomMat; var() Sound ZoomSound; var bool bArrowRemoved; //============================================================================= // Variables //============================================================================= var() int lenseMaterialID; // used since material id's seem to change alot var() float scopePortalFOVHigh; // The FOV to zoom the scope portal by. var() float scopePortalFOV; // The FOV to zoom the scope portal by. var() vector XoffsetScoped; var() vector XoffsetHighDetail; // Not sure if these pitch vars are still needed now that we use Scripted Textures. We'll keep for now in case they are. - Ramm 08/14/04 var() int scopePitch; // Tweaks the pitch of the scope firing angle var() int scopeYaw; // Tweaks the yaw of the scope firing angle var() int scopePitchHigh; // Tweaks the pitch of the scope firing angle high detail scope var() int scopeYawHigh; // Tweaks the yaw of the scope firing angle high detail scope // 3d Scope vars var ScriptedTexture ScopeScriptedTexture; // Scripted texture for 3d scopes var Shader ScopeScriptedShader; // The shader that combines the scripted texture with the sight overlay var Material ScriptedTextureFallback;// The texture to render if the users system doesn't support shaders // new scope vars var Combiner ScriptedScopeCombiner; var texture TexturedScopeTexture; var bool bInitializedScope; // Set to true when the scope has been initialized var string ZoomMatRef; var string ScriptedTextureFallbackRef; //============================================================================= // Functions //============================================================================= //=========================================== // Used for debugging the weapons and scopes- Ramm //=========================================== // Commented out for the release build static function PreloadAssets(Inventory Inv, optional bool bSkipRefCount) { super.PreloadAssets(Inv, bSkipRefCount); default.ZoomMat = FinalBlend(DynamicLoadObject(default.ZoomMatRef, class'FinalBlend', true)); default.ScriptedTextureFallback = texture(DynamicLoadObject(default.ScriptedTextureFallbackRef, class'texture', true)); if ( Crossbow(Inv) != none ) { Crossbow(Inv).ZoomMat = default.ZoomMat; Crossbow(Inv).ScriptedTextureFallback = default.ScriptedTextureFallback; } } static function bool UnloadAssets() { if ( super.UnloadAssets() ) { default.ZoomMat = none; default.ScriptedTextureFallback = none; } return true; } exec function pfov(int thisFOV) { if( !class'ROEngine.ROLevelInfo'.static.RODebugMode() ) return; scopePortalFOV = thisFOV; } exec function pPitch(int num) { if( !class'ROEngine.ROLevelInfo'.static.RODebugMode() ) return; scopePitch = num; scopePitchHigh = num; } exec function pYaw(int num) { if( !class'ROEngine.ROLevelInfo'.static.RODebugMode() ) return; scopeYaw = num; scopeYawHigh = num; } simulated exec function TexSize(int i, int j) { if( !class'ROEngine.ROLevelInfo'.static.RODebugMode() ) return; ScopeScriptedTexture.SetSize(i, j); } // Helper function for the scope system. The scope system checks here to see when it should draw the portal. // if you want to limit any times the portal should/shouldn't be drawn, add them here. // Ramm 10/27/03 simulated function bool ShouldDrawPortal() { // local name thisAnim; // local float animframe; // local float animrate; // // GetAnimParams(0, thisAnim,animframe,animrate); // if(bUsingSights && (IsInState('Idle') || IsInState('PostFiring')) && thisAnim != 'scope_shoot_last') if( bAimingRifle ) return true; else return false; } simulated function PostBeginPlay() { super.PostBeginPlay(); // Get new scope detail value from KFWeapon KFScopeDetail = class'KFMod.KFWeapon'.default.KFScopeDetail; UpdateScopeMode(); } // Handles initializing and swithing between different scope modes simulated function UpdateScopeMode() { if (Level.NetMode != NM_DedicatedServer && Instigator != none && Instigator.IsLocallyControlled() && Instigator.IsHumanControlled() ) { if( KFScopeDetail == KF_ModelScope ) { scopePortalFOV = default.scopePortalFOV; ZoomedDisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOV); //bPlayerFOVZooms = false; if (bAimingRifle) { PlayerViewOffset = XoffsetScoped; } if( ScopeScriptedTexture == none ) { ScopeScriptedTexture = ScriptedTexture(Level.ObjectPool.AllocateObject(class'ScriptedTexture')); } ScopeScriptedTexture.FallBackMaterial = ScriptedTextureFallback; ScopeScriptedTexture.SetSize(512,512); ScopeScriptedTexture.Client = Self; if( ScriptedScopeCombiner == none ) { // Construct the Combiner ScriptedScopeCombiner = Combiner(Level.ObjectPool.AllocateObject(class'Combiner')); ScriptedScopeCombiner.Material1 = Texture'KillingFloorWeapons.CommandoCross'; ScriptedScopeCombiner.FallbackMaterial = Shader'ScopeShaders.Zoomblur.LensShader'; ScriptedScopeCombiner.CombineOperation = CO_Multiply; ScriptedScopeCombiner.AlphaOperation = AO_Use_Mask; ScriptedScopeCombiner.Material2 = ScopeScriptedTexture; } if( ScopeScriptedShader == none ) { // Construct the scope shader ScopeScriptedShader = Shader(Level.ObjectPool.AllocateObject(class'Shader')); ScopeScriptedShader.Diffuse = ScriptedScopeCombiner; ScopeScriptedShader.SelfIllumination = ScriptedScopeCombiner; ScopeScriptedShader.FallbackMaterial = Shader'ScopeShaders.Zoomblur.LensShader'; } bInitializedScope = true; } else if( KFScopeDetail == KF_ModelScopeHigh ) { scopePortalFOV = scopePortalFOVHigh; ZoomedDisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOVHigh); //bPlayerFOVZooms = false; if (bAimingRifle) { PlayerViewOffset = XoffsetHighDetail; } if( ScopeScriptedTexture == none ) { ScopeScriptedTexture = ScriptedTexture(Level.ObjectPool.AllocateObject(class'ScriptedTexture')); } ScopeScriptedTexture.FallBackMaterial = ScriptedTextureFallback; ScopeScriptedTexture.SetSize(1024,1024); ScopeScriptedTexture.Client = Self; if( ScriptedScopeCombiner == none ) { // Construct the Combiner ScriptedScopeCombiner = Combiner(Level.ObjectPool.AllocateObject(class'Combiner')); ScriptedScopeCombiner.Material1 = Texture'KillingFloorWeapons.CommandoCross'; ScriptedScopeCombiner.FallbackMaterial = Shader'ScopeShaders.Zoomblur.LensShader'; ScriptedScopeCombiner.CombineOperation = CO_Multiply; ScriptedScopeCombiner.AlphaOperation = AO_Use_Mask; ScriptedScopeCombiner.Material2 = ScopeScriptedTexture; } if( ScopeScriptedShader == none ) { // Construct the scope shader ScopeScriptedShader = Shader(Level.ObjectPool.AllocateObject(class'Shader')); ScopeScriptedShader.Diffuse = ScriptedScopeCombiner; ScopeScriptedShader.SelfIllumination = ScriptedScopeCombiner; ScopeScriptedShader.FallbackMaterial = Shader'ScopeShaders.Zoomblur.LensShader'; } bInitializedScope = true; } else if (KFScopeDetail == KF_TextureScope) { ZoomedDisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOV); PlayerViewOffset.X = default.PlayerViewOffset.X; //bPlayerFOVZooms = true; bInitializedScope = true; } } } simulated event RenderTexture(ScriptedTexture Tex) { local rotator RollMod; RollMod = Instigator.GetViewRotation(); //RollMod.Roll -= 16384; // Rpawn = ROPawn(Instigator); // // Subtract roll from view while leaning - Ramm // if (Rpawn != none && rpawn.LeanAmount != 0) // { // RollMod.Roll += rpawn.LeanAmount; // } if(Owner != none && Instigator != none && Tex != none && Tex.Client != none) Tex.DrawPortal(0,0,Tex.USize,Tex.VSize,Owner,(Instigator.Location + Instigator.EyePosition()), RollMod, scopePortalFOV ); } function float GetAIRating() { local AIController B; B = AIController(Instigator.Controller); if ( (B == None) || (B.Enemy == None) ) return AIRating; return (AIRating + 0.0003 * FClamp(1500 - VSize(B.Enemy.Location - Instigator.Location),0,1000)); } function byte BestMode() { return 0; } function bool RecommendRangedAttack() { return true; } //TODO: LONG ranged? function bool RecommendLongRangedAttack() { return true; } function float SuggestAttackStyle() { return -1.0; } simulated function SetZoomBlendColor(Canvas c) { local Byte val; local Color clr; local Color fog; clr.R = 255; clr.G = 255; clr.B = 255; clr.A = 255; if( Instigator.Region.Zone.bDistanceFog ) { fog = Instigator.Region.Zone.DistanceFogColor; val = 0; val = Max( val, fog.R); val = Max( val, fog.G); val = Max( val, fog.B); if( val > 128 ) { val -= 128; clr.R -= val; clr.G -= val; clr.B -= val; } } c.DrawColor = clr; } /** * Handles all the functionality for zooming in including * setting the parameters for the weapon, pawn, and playercontroller * * @param bAnimateTransition whether or not to animate this zoom transition */ simulated function ZoomIn(bool bAnimateTransition) { super(BaseKFWeapon).ZoomIn(bAnimateTransition); bAimingRifle = True; if( KFHumanPawn(Instigator)!=None ) KFHumanPawn(Instigator).SetAiming(True); if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none ) { if( AimInSound != none ) { PlayOwnedSound(AimInSound, SLOT_Interact,,,,, false); } } } /** * Handles all the functionality for zooming out including * setting the parameters for the weapon, pawn, and playercontroller * * @param bAnimateTransition whether or not to animate this zoom transition */ simulated function ZoomOut(bool bAnimateTransition) { super.ZoomOut(bAnimateTransition); bAimingRifle = False; if( KFHumanPawn(Instigator)!=None ) KFHumanPawn(Instigator).SetAiming(False); if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none ) { if( AimOutSound != none ) { PlayOwnedSound(AimOutSound, SLOT_Interact,,,,, false); } KFPlayerController(Instigator.Controller).TransitionFOV(KFPlayerController(Instigator.Controller).DefaultFOV,0.0); } } /** * Called by the native code when the interpolation of the first person weapon to the zoomed position finishes */ simulated event OnZoomInFinished() { local name anim; local float frame, rate; GetAnimParams(0, anim, frame, rate); if (ClientState == WS_ReadyToFire) { // Play the iron idle anim when we're finished zooming in if (anim == IdleAnim) { PlayIdle(); } } if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none && KFScopeDetail == KF_TextureScope ) { KFPlayerController(Instigator.Controller).TransitionFOV(PlayerIronSightFOV,0.0); } } simulated event RenderOverlays(Canvas Canvas) { local int m; local PlayerController PC; if (Instigator == None) return; // Lets avoid having to do multiple casts every tick - Ramm PC = PlayerController(Instigator.Controller); if(PC == None) return; if(!bInitializedScope && PC != none ) { UpdateScopeMode(); } // draw muzzleflashes/smoke for all fire modes so idle state won't // cause emitters to just disappear Canvas.DrawActor(None, false, true); // amb: Clear the z-buffer here for (m = 0; m < NUM_FIRE_MODES; m++) { if (FireMode[m] != None) { FireMode[m].DrawMuzzleFlash(Canvas); } } SetLocation( Instigator.Location + Instigator.CalcDrawOffset(self) ); SetRotation( Instigator.GetViewRotation() + ZoomRotInterp); PreDrawFPWeapon(); // Laurent -- Hook to override things before render (like rotation if using a staticmesh) if(bAimingRifle && PC != none && (KFScopeDetail == KF_ModelScope || KFScopeDetail == KF_ModelScopeHigh)) { if (ShouldDrawPortal()) { if ( ScopeScriptedTexture != none ) { Skins[LenseMaterialID] = ScopeScriptedShader; ScopeScriptedTexture.Client = Self; // Need this because this can get corrupted - Ramm ScopeScriptedTexture.Revision = (ScopeScriptedTexture.Revision +1); } } bDrawingFirstPerson = true; Canvas.DrawBoundActor(self, false, false,DisplayFOV,PC.Rotation,rot(0,0,0),Instigator.CalcZoomedDrawOffset(self)); bDrawingFirstPerson = false; } // Added "bInIronViewCheck here. Hopefully it prevents us getting the scope overlay when not zoomed. // Its a bit of a band-aid solution, but it will work til we get to the root of the problem - Ramm 08/12/04 else if( KFScopeDetail == KF_TextureScope && PC.DesiredFOV == PlayerIronSightFOV && bAimingRifle) { Skins[LenseMaterialID] = ScriptedTextureFallback; SetZoomBlendColor(Canvas); //Black-out either side of the main zoom circle. Canvas.Style = ERenderStyle.STY_Normal; Canvas.SetPos(0, 0); Canvas.DrawTile(ZoomMat, (Canvas.SizeX - Canvas.SizeY) / 2, Canvas.SizeY, 0.0, 0.0, 8, 8); Canvas.SetPos(Canvas.SizeX, 0); Canvas.DrawTile(ZoomMat, -(Canvas.SizeX - Canvas.SizeY) / 2, Canvas.SizeY, 0.0, 0.0, 8, 8); //The view through the scope itself. Canvas.Style = 255; Canvas.SetPos((Canvas.SizeX - Canvas.SizeY) / 2,0); Canvas.DrawTile(ZoomMat, Canvas.SizeY, Canvas.SizeY, 0.0, 0.0, 1024, 1024); //Draw some useful text. Canvas.Font = Canvas.MedFont; Canvas.SetDrawColor(200,150,0); Canvas.SetPos(Canvas.SizeX * 0.16, Canvas.SizeY * 0.43); Canvas.DrawText("Zoom: 2.50"); Canvas.SetPos(Canvas.SizeX * 0.16, Canvas.SizeY * 0.47); } else { Skins[LenseMaterialID] = ScriptedTextureFallback; bDrawingFirstPerson = true; Canvas.DrawActor(self, false, false, DisplayFOV); bDrawingFirstPerson = false; } } //============================================================================= // Scopes //============================================================================= //------------------------------------------------------------------------------ // SetScopeDetail(RO) - Allow the players to change scope detail while ingame. // Changes are saved to the ini file. //------------------------------------------------------------------------------ //simulated exec function SetScopeDetail() //{ // if( !bHasScope ) // return; // // if (KFScopeDetail == KF_ModelScope) // KFScopeDetail = KF_TextureScope; // else if ( KFScopeDetail == KF_TextureScope) // KFScopeDetail = KF_ModelScopeHigh; // else if ( KFScopeDetail == KF_ModelScopeHigh) // KFScopeDetail = KF_ModelScope; // // AdjustIngameScope(); // class'KFMod.KFWeapon'.default.KFScopeDetail = KFScopeDetail; // class'KFMod.KFWeapon'.static.StaticSaveConfig(); // saves the new scope detail value to the ini //} // Adjust a single FOV based on the current aspect ratio. Adjust FOV is the default NON-aspect ratio adjusted FOV to adjust simulated function float CalcAspectRatioAdjustedFOV(float AdjustFOV) { local KFPlayerController KFPC; local float ResX, ResY; local float AspectRatio; KFPC = KFPlayerController(Level.GetLocalPlayerController()); if( KFPC == none ) { return AdjustFOV; } ResX = float(GUIController(KFPC.Player.GUIController).ResX); ResY = float(GUIController(KFPC.Player.GUIController).ResY); AspectRatio = ResX / ResY; if ( KFPC.bUseTrueWideScreenFOV && AspectRatio >= 1.60 ) //1.6 = 16/10 which is 16:10 ratio and 16:9 comes to 1.77 { return CalcFOVForAspectRatio(AdjustFOV); } else { return AdjustFOV; } } //------------------------------------------------------------------------------ // AdjustIngameScope(RO) - Takes the changes to the ScopeDetail variable and // sets the scope to the new detail mode. Called when the player switches the // scope setting ingame, or when the scope setting is changed from the menu //------------------------------------------------------------------------------ simulated function AdjustIngameScope() { local PlayerController PC; // Lets avoid having to do multiple casts every tick - Ramm PC = PlayerController(Instigator.Controller); if( !bHasScope ) return; switch (KFScopeDetail) { case KF_ModelScope: if( bAimingRifle ) DisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOV); if ( PC.DesiredFOV == PlayerIronSightFOV && bAimingRifle ) { if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none ) { KFPlayerController(Instigator.Controller).TransitionFOV(KFPlayerController(Instigator.Controller).DefaultFOV,0.0); } } break; case KF_TextureScope: if( bAimingRifle ) DisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOV); if ( bAimingRifle && PC.DesiredFOV != PlayerIronSightFOV ) { if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none ) { KFPlayerController(Instigator.Controller).TransitionFOV(PlayerIronSightFOV,0.0); } } break; case KF_ModelScopeHigh: if( bAimingRifle ) { if( ZoomedDisplayFOVHigh > 0 ) { DisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOVHigh); } else { DisplayFOV = CalcAspectRatioAdjustedFOV(default.ZoomedDisplayFOV); } } if ( bAimingRifle && PC.DesiredFOV == PlayerIronSightFOV ) { if( Level.NetMode != NM_DedicatedServer && KFPlayerController(Instigator.Controller) != none ) { KFPlayerController(Instigator.Controller).TransitionFOV(KFPlayerController(Instigator.Controller).DefaultFOV,0.0); } } break; } // Make any chagned to the scope setup UpdateScopeMode(); } simulated event Destroyed() { if (ScopeScriptedTexture != None) { ScopeScriptedTexture.Client = None; Level.ObjectPool.FreeObject(ScopeScriptedTexture); ScopeScriptedTexture=None; } if (ScriptedScopeCombiner != None) { ScriptedScopeCombiner.Material2 = none; Level.ObjectPool.FreeObject(ScriptedScopeCombiner); ScriptedScopeCombiner = none; } if (ScopeScriptedShader != None) { ScopeScriptedShader.Diffuse = none; ScopeScriptedShader.SelfIllumination = none; Level.ObjectPool.FreeObject(ScopeScriptedShader); ScopeScriptedShader = none; } Super.Destroyed(); } simulated function PreTravelCleanUp() { if (ScopeScriptedTexture != None) { ScopeScriptedTexture.Client = None; Level.ObjectPool.FreeObject(ScopeScriptedTexture); ScopeScriptedTexture=None; } if (ScriptedScopeCombiner != None) { ScriptedScopeCombiner.Material2 = none; Level.ObjectPool.FreeObject(ScriptedScopeCombiner); ScriptedScopeCombiner = none; } if (ScopeScriptedShader != None) { ScopeScriptedShader.Diffuse = none; ScopeScriptedShader.SelfIllumination = none; Level.ObjectPool.FreeObject(ScopeScriptedShader); ScopeScriptedShader = none; } } defaultproperties { WeaponReloadAnim=Reload_Crossbow bSniping = true IdleAimAnim=Idle_Iron SkinRefs(0)="KF_Weapons_Trip_T.Rifles.crossbow_cmb" //Skins(1)=Combiner'KF_Weapons_Trip_T.hands.hands_1stP_military_cmb' ZoomMatRef="KillingFloorWeapons.Xbow.CommandoCrossFinalBlend" MagCapacity=1 Weight=9.000000 // Decreased weight from 10 to 9 in Balance Round 7 ReloadRate=0.010000 FireModeClass(0)=Class'KFMod.CrossbowFire' FireModeClass(1)=Class'KFMod.NoFire' PutDownAnim="PutDown" SelectSoundRef="KF_XbowSnd.Xbow_Select" //AimInSound=Sound'KF_XbowSnd.Xbow_Aim' //AimOutSound=Sound'KF_XbowSnd.Xbow_Aim' SelectForce="SwitchToAssaultRifle" AIRating=0.650000 CurrentRating=0.650000 Description="A recreational hunting weapon, featuring a firing trigger and a powerful integrated scope. " Priority=140 CustomCrosshair=11 CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5" InventoryGroup=4 GroupOffset=1 PickupClass=Class'KFMod.CrossbowPickup' PlayerViewOffset=(X=15.000000,Y=16.000000,Z=-12.000000) BobDamping=6.000000 AttachmentClass=Class'KFMod.CrossbowAttachment' IconCoords=(X1=253,Y1=146,X2=333,Y2=181) ItemName="Compound Crossbow" LightType=LT_None LightBrightness=0.000000 LightRadius=0.000000 MeshRef="KF_Weapons_Trip.Crossbow_Trip" DrawScale=1.000000 AmbientGlow=0 ScriptedTextureFallbackRef="KF_Weapons_Trip_T.CBLens_cmb"//Material'Weapons1st_tex.Zoomscope.LensShader' ZoomTime=0.25 FastZoomOutTime=0.2 ZoomInRotation=(Pitch=-910,Yaw=0,Roll=2910) bHasAimingMode=true ForceZoomOutOnFireTime=0.4 DisplayFOV=65.000000 StandardDisplayFOV=65.0 PlayerIronSightFOV=32 ZoomedDisplayFOV=60//40 HudImageRef="KillingFloorHUD.WeaponSelect.Crossbow_unselected" SelectedHudImageRef="KillingFloorHUD.WeaponSelect.Crossbow" TraderInfoTexture=texture'KillingFloorHUD.Trader_Weapon_Images.Trader_CrossBow' //** 3d Scope **// scopePortalFOV=12// 2.5x XoffsetScoped = (X=0.0,Y=0.0,Z=0.0)//X=7 scopePitch= 0 scopeYaw= 0 scopePortalFOVHigh=22 // 2.5x ZoomedDisplayFOVHigh=35//30 XoffsetHighDetail = (X=0.0,Y=0.0,Z=0.0)//x=2 scopePitchHigh= 0 scopeYawHigh= 0 KFScopeDetail=KF_ModelScope LenseMaterialID=2 bHasScope=true bIsTier2Weapon=true }