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

427 lines
14 KiB
Ucode

class ScrnDeagle extends Deagle;
//deagle has an additional fix for the hammer
//and also extra slide movement
//and extra slide locked back travel
var name ReloadShortAnim;
var float ReloadShortRate;
var transient bool bShortReload;
var transient bool bTweeningSlide;
var transient bool bAnimatingHammer;
var transient bool bEnhancedSlideMovement; //adding extra slide movement to fire animation
var transient float SlideMoveRate; //stores total amount of time each slide movement is (in cases where fire animation is sped up)
var transient float SlideMoveBackTime;
var transient float SlideMoveForwardTime;
//var transient float SlideLockMult;
var bool bSlideReturned;
var float DefaultSlideReturnStartMult; //multiplier for reload timer to start slide return
var float DefaultSlideReturnEndMult; //multiplier for reload timer to start slide return
var float SlideReturnStartTime; //time to that slide finishes moving forward for empty reload (in multiplier of reloadrate)
var float SlideReturnEndTime; //time to that slide finishes moving forward for empty reload (in multiplier of reloadrate)
var float SlideReturnDuration; //amount of time in seconds the slide returns for
var transient float HammerRotateRate;
var transient float HammerRotateBackTime;
var transient float HammerRotateForwardTime;
var transient float HammerRotateMult;
var float DefaultSlideMoveMult;
var float DefaultHammerRotateMult;
var float DefaultHammerRotateRate;
var float TweenEndTime;
var vector PistolSlideOffset; //for tactical reload
var vector PistolSlideLockedOffset; //for tactical reload
var rotator PistolHammerRotation; //for deagle's stupid hammer
var bool bFiringLastRound;
simulated function PostNetReceive()
{
super.PostNetReceive();
if ( Role < ROLE_Authority ) {
if ( MagAmmoRemaining == 0 && !bIsReloading ) {
LockSlideBack();
RotateHammerBack();
}
}
}
simulated function Fire(float F)
{
bFiringLastRound = MagAmmoRemaining == 1;
super.Fire(f);
}
simulated function BringUp(optional Weapon PrevWeapon)
{
Super.BringUp(PrevWeapon);
RotateHammerBack(); //always do this now
if (MagAmmoRemaining == 0)
LockSlideBack();
}
simulated function bool PutDown()
{
if ( Instigator.PendingWeapon.class == class'ScrnBalanceSrv.ScrnDualDeagle' )
{
bIsReloading = false;
}
return super(KFWeapon).PutDown();
}
simulated function ResetSlidePosition()
{
SetBoneLocation( 'Slide', PistolSlideOffset, 0 ); //reset slide position
}
simulated function ResetHammerRotation()
{
SetBoneRotation( 'Hammer', PistolHammerRotation, , 0); //reset hammer rotation
}
simulated function LockSlideBack()
{
SetBoneLocation( 'Slide', -1.4*PistolSlideOffset, 100 ); //lock slide back a lot
}
simulated function RotateHammerBack()
{
SetBoneRotation( 'Hammer', -1*PistolHammerRotation, , 100); //set hammer rotation for empty reload
}
//used for tactical reload
simulated function InterpolateSlide(float time)
{
local rotator AdjustedHammerPitch;
AdjustedHammerPitch.Pitch = 120*time*5;
SetBoneLocation( 'Slide', PistolSlideOffset, (time*500) ); //
SetBoneRotation( 'Hammer', AdjustedHammerPitch-PistolHammerRotation, ,100 ); //(Pitch=120,Yaw=0,Roll=0)
}
//used for enhanced slide movement backwards during firing
simulated function MoveSlideSmooth(float rate, bool bMovingSlideBack)
{
local float RateMult;
//calculate how much rate should be multiplied by to give 100 at end
RateMult = 100/SlideMoveRate;
if(bMovingSlideBack )
SetBoneLocation( 'Slide', -DefaultSlideMoveMult*PistolSlideOffset, Rate*RateMult ); //move slide back
else
SetBoneLocation( 'Slide', -DefaultSlideMoveMult*PistolSlideOffset, 100 - Rate*RateMult ); //move slide forward
}
//used for enhanced hammer rotation forwards during firing
simulated function RotateHammerSmooth(float rate, bool bRotatingHammerBack)
{
local float RateMult;
//calculate how much rate should be multiplied by to give 100 at end
RateMult = 100/HammerRotateRate;
if(bRotatingHammerBack )
SetBoneRotation( 'Hammer', -1*PistolHammerRotation, ,100 - Rate*RateMult/3 ); //needs to move from 0 to -120
else
SetBoneRotation( 'Hammer', 0.3*PistolHammerRotation, , 100- Rate*RateMult ); //needs to move from 0 to 45
}
//returns slide after empty reload
simulated function DoSlideReturn()
{
bSlideReturned = false;
SlideReturnStartTime = Level.TimeSeconds + DefaultSlideReturnStartMult*ReloadRate;
SlideReturnEndTime = Level.TimeSeconds + DefaultSlideReturnEndMult*ReloadRate;
SlideReturnDuration = SlideReturnEndTime - SlideReturnStartTime;
}
simulated function ReturnSlideSmooth(float rate)
{
local float RateMult;
RateMult = 100/SlideReturnDuration;
//calculate how much rate should be multiplied by to give 100 at end
SetBoneLocation( 'Slide', -0.45*DefaultSlideMoveMult*PistolSlideOffset, (rate*rateMult) ); //return slide back from -0.45 to 0
SetBoneRotation( 'Hammer', -1*PistolHammerRotation, ,100 - (rate*rateMult) ); //needs to move from 0 to -120
}
//this function makes slide move back more when firing because default animation moves less than 9mm and looks really bad
simulated function AddExtraSlideMovement(float FireRateMod)
{
bEnhancedSlideMovement = True;
SlideMoveRate = 0.04/FireRateMod; //0.08
SlideMoveBackTime = Level.TimeSeconds + SlideMoveRate; //set time
SlideMoveForwardTime = Level.TimeSeconds + 2*SlideMoveRate; //set time
}
//this function sets the times for hammer drop
simulated function DoHammerDrop(float FireRateMod)
{
bAnimatingHammer = True;
HammerRotateRate = 0.04/FireRateMod; //0.08
HammerRotateForwardTime = Level.TimeSeconds + HammerRotateRate; //set time
HammerRotateBackTime = Level.TimeSeconds + 4*HammerRotateRate; //set time (3 times longer than)
}
simulated function HandleSlideMovement()
{
if (TweenEndTime > 0)
{
if (TweenEndTime - Level.TimeSeconds > 0)
InterpolateSlide(TweenEndTime - Level.TimeSeconds);
if (TweenEndTime - Level.TimeSeconds < 0)
{
ResetSlidePosition();
TweenEndTime = 0;
bTweeningSlide = false;
}
}
}
simulated function EnhanceSlideMovement()
{
if (Level.TimeSeconds < SlideMoveBackTime && Level.TimeSeconds < SlideMoveForwardTime )
MoveSlideSmooth(SlideMoveBackTime - Level.TimeSeconds, false); //move slide backwards with vector and "rate"
if (Level.TimeSeconds > SlideMoveBackTime )
MoveSlideSmooth(SlideMoveForwardTime - Level.TimeSeconds, true); //move slide forwards with vector and "rate"
if (Level.TimeSeconds > SlideMoveForwardTime )
{
bEnhancedSlideMovement = false; //finished moving slide
ResetSlidePosition(); //reset it to normal position
}
}
simulated function DoHammerRotation()
{
if (Level.TimeSeconds < HammerRotateForwardTime && Level.TimeSeconds < HammerRotateBackTime )
RotateHammerSmooth(HammerRotateForwardTime - Level.TimeSeconds, false); //rotate hammer forwards
if (Level.TimeSeconds > HammerRotateForwardTime )
RotateHammerSmooth(HammerRotateBackTime - Level.TimeSeconds, true); //rotate hammer backwards
if (Level.TimeSeconds > HammerRotateBackTime )
{
bAnimatingHammer = false; //finished rotating hammer
RotateHammerBack(); //reset it to normal position
ResetSlidePosition();
}
}
simulated function ReleaseEnhancedSlide()
{
if (bIsReloading && !bShortReload && !bSlideReturned && Level.TimeSeconds > SlideReturnStartTime && Level.TimeSeconds < SlideReturnEndTime)
{
ReturnSlideSmooth( SlideReturnEndTime - Level.TimeSeconds ); //0 to 100
}
if (Level.TimeSeconds > SlideReturnEndTime)
{
bSlideReturned = true;
SlideReturnEndTime = 0;
RotateHammerBack(); //reset it to normal position
}
}
simulated function WeaponTick(float dt)
{
if (Level.NetMode != NM_DedicatedServer)
{
if (bTweeningSlide )
{
HandleSlideMovement();
}
if (bEnhancedSlideMovement)
{
EnhanceSlideMovement();
}
if (bAnimatingHammer)
{
DoHammerRotation();
}
if (SlideReturnEndTime > 0)
{
ReleaseEnhancedSlide();
}
}
Super.WeaponTick(dt);
}
//allowing +1 reload with full mag
simulated function bool AllowReload()
{
UpdateMagCapacity(Instigator.PlayerReplicationInfo);
if(KFInvasionBot(Instigator.Controller) != none && !bIsReloading &&
MagAmmoRemaining <= MagCapacity && AmmoAmount(0) > MagAmmoRemaining)
return true;
if(KFFriendlyAI(Instigator.Controller) != none && !bIsReloading &&
MagAmmoRemaining <= MagCapacity && AmmoAmount(0) > MagAmmoRemaining)
return true;
if(FireMode[0].IsFiring() || FireMode[1].IsFiring() ||
bIsReloading || MagAmmoRemaining > MagCapacity ||
ClientState == WS_BringUp ||
AmmoAmount(0) <= MagAmmoRemaining ||
(FireMode[0].NextFireTime - Level.TimeSeconds) > 0.1 )
return false;
return true;
}
simulated function ClientFinishReloading()
{
PlayIdle();
RotateHammerBack();
if(bShortReload)
StartTweeningSlide(); //start tweening slide back
else
ResetSlidePosition(); //since deagle has additional slide correction
bIsReloading = false;
if(Instigator.PendingWeapon != none && Instigator.PendingWeapon != self)
Instigator.Controller.ClientSwitchToBestWeapon();
}
exec function ReloadMeNow()
{
local float ReloadMulti;
if(!AllowReload())
return;
if ( bHasAimingMode && bAimingRifle )
{
FireMode[1].bIsFiring = False;
ZoomOut(false);
if( Role < ROLE_Authority)
ServerZoomOut(false);
}
if ( KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none )
ReloadMulti = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.Static.GetReloadSpeedModifier(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo), self);
else
ReloadMulti = 1.0;
bIsReloading = true;
ReloadTimer = Level.TimeSeconds;
bShortReload = MagAmmoRemaining > 0;
if ( bShortReload )
ReloadRate = Default.ReloadShortRate / ReloadMulti;
else
ReloadRate = Default.ReloadRate / ReloadMulti;
if( bHoldToReload )
{
NumLoadedThisReload = 0;
}
ClientReload();
Instigator.SetAnimAction(WeaponReloadAnim);
if ( Level.Game.NumPlayers > 1 && KFGameType(Level.Game).bWaveInProgress && KFPlayerController(Instigator.Controller) != none &&
Level.TimeSeconds - KFPlayerController(Instigator.Controller).LastReloadMessageTime > KFPlayerController(Instigator.Controller).ReloadMessageDelay )
{
KFPlayerController(Instigator.Controller).Speech('AUTO', 2, "");
KFPlayerController(Instigator.Controller).LastReloadMessageTime = Level.TimeSeconds;
}
}
simulated function ClientReload()
{
local float ReloadMulti;
if ( bHasAimingMode && bAimingRifle )
{
FireMode[1].bIsFiring = False;
ZoomOut(false);
if( Role < ROLE_Authority)
ServerZoomOut(false);
}
if ( KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != none && KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill != none )
ReloadMulti = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo).ClientVeteranSkill.Static.GetReloadSpeedModifier(KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo), self);
else
ReloadMulti = 1.0;
bIsReloading = true;
ResetHammerRotation(); //use reload animation's
if (MagAmmoRemaining <= 0)
{
bShortReload = false;
PlayAnim(ReloadAnim, ReloadAnimRate*ReloadMulti, 0.001);
SetBoneLocation( 'Slide', -0.45*PistolSlideOffset, 100 ); //special case for deagle because default slide animation sucks
DoSlideReturn(); //sets times for slide return
}
else if (MagAmmoRemaining >= 1)
{
bShortReload = true;
PlayAnim(ReloadShortAnim, ReloadAnimRate*ReloadMulti, 0.001); //reduced tween time to prevent slide from sliding
SetBoneLocation( 'Slide', PistolSlideOffset, 100 ); //move the slide forward
}
}
simulated function StartTweeningSlide()
{
bTweeningSlide = true; //start slide tweening
TweenEndTime = Level.TimeSeconds + 0.2;
}
function AddReloadedAmmo()
{
local int a;
UpdateMagCapacity(Instigator.PlayerReplicationInfo);
a = MagCapacity;
if ( bShortReload )
a++; // 1 bullet already bolted
if ( AmmoAmount(0) >= a )
MagAmmoRemaining = a;
else
MagAmmoRemaining = AmmoAmount(0);
// this seems redudant -- PooSH
// if( !bHoldToReload )
// {
// ClientForceKFAmmoUpdate(MagAmmoRemaining,AmmoAmount(0));
// }
if ( PlayerController(Instigator.Controller) != none && KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements) != none )
{
KFSteamStatsAndAchievements(PlayerController(Instigator.Controller).SteamStatsAndAchievements).OnWeaponReloaded();
}
}
function GiveTo( pawn Other, optional Pickup Pickup )
{
local KFPlayerReplicationInfo KFPRI;
local KFWeaponPickup WeapPickup;
KFPRI = KFPlayerReplicationInfo(Other.PlayerReplicationInfo);
WeapPickup = KFWeaponPickup(Pickup);
//pick the lowest sell value
if ( WeapPickup != None && KFPRI != None && KFPRI.ClientVeteranSkill != none ) {
SellValue = 0.75 * min(WeapPickup.Cost, WeapPickup.default.Cost
* KFPRI.ClientVeteranSkill.static.GetCostScaling(KFPRI, WeapPickup.class));
}
Super.GiveTo(Other,Pickup);
}
defaultproperties
{
ReloadShortAnim="Reload"
ReloadShortRate=1.660000
DefaultSlideReturnStartMult=0.848480
DefaultSlideReturnEndMult=0.878780
DefaultSlideMoveMult=1.400000
PistolSlideOffset=(X=0.019700)
PistolHammerRotation=(Pitch=120)
Weight=4.000000
FireModeClass(0)=Class'ScrnBalanceSrv.ScrnDeagleFire'
PickupClass=Class'ScrnBalanceSrv.ScrnDeaglePickup'
ItemName="Handcannon SE"
}