rott/kf_sources/KFMod/Classes/Crossbow.uc
2026-07-14 20:27:09 +07:00

740 lines
22 KiB
Ucode

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
}