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

459 lines
15 KiB
Ucode

class ScrnDualies extends Dualies;
var name ReloadShortAnim;
var float ReloadShortRate;
var float ReloadHalfShortRate;
var transient bool bShortReload;
var transient bool bHalfShortReload;
var bool bTweeningSlide;
var bool bTweenLeftSlide;
var bool bTweenRightSlide;
var bool bAnimatingLeftHammer;
var bool bAnimatingRightHammer;
var float LeftHammerRotateForwardTime;
var float RightHammerRotateForwardTime;
var float LeftHammerRotateBackTime;
var float RightHammerRotateBackTime;
var transient float HammerRotateMult;
var transient float HammerRotateRate;
var float DefaultHammerRotateMult;
var float DefaultHammerRotateRate;
var float TweenEndTime;
var vector PistolSlideOffset; //for tactical reload
var rotator PistolHammerRotation;
var transient int NumKillsWithoutReleasingTrigger;
var transient int ClientMagAmmoRemaining;
var transient int FiringRound;
simulated function PostNetReceive()
{
super.PostNetReceive();
if ( Role < ROLE_Authority ) {
if ( ClientMagAmmoRemaining != MagAmmoRemaining ) {
if ( MagAmmoRemaining > ClientMagAmmoRemaining ) {
// mag update after reload
ScrnDualiesFire(GetFireMode(0)).SetPistolFireOrder( (MagAmmoRemaining%2) == 1 );
}
if ( MagAmmoRemaining <= 1 ) {
LockRightSlideBack();
if ( MagAmmoRemaining == 0 )
LockLeftSlideBack();
}
ClientMagAmmoRemaining = MagAmmoRemaining;
}
}
}
simulated function Fire(float F)
{
FiringRound = MagAmmoRemaining;
super.Fire(f);
}
function DropFrom(vector StartLocation)
{
local int m;
local KFWeaponPickup Pickup;
local Inventory I;
local int AmmoThrown,OtherAmmo;
if( !bCanThrow )
return;
AmmoThrown = AmmoAmount(0);
ClientWeaponThrown();
for (m = 0; m < NUM_FIRE_MODES; m++)
{
if (FireMode[m].bIsFiring)
StopFire(m);
}
if ( Instigator != None )
DetachFromPawn(Instigator);
if( Instigator.Health>0 )
{
OtherAmmo = AmmoThrown/2;
AmmoThrown-=OtherAmmo;
I = Spawn(Class'ScrnBalanceSrv.ScrnSingle');
I.GiveTo(Instigator);
Weapon(I).Ammo[0].AmmoAmount = OtherAmmo;
Single(I).MagAmmoRemaining = MagAmmoRemaining/2;
MagAmmoRemaining = Max(MagAmmoRemaining-Single(I).MagAmmoRemaining,0);
}
Pickup = Spawn(class'ScrnBalanceSrv.ScrnSinglePickup',,, StartLocation);
if ( Pickup != None )
{
Pickup.InitDroppedPickupFor(self);
Pickup.DroppedBy = PlayerController(Instigator.Controller);
Pickup.Velocity = Velocity;
Pickup.AmmoAmount[0] = AmmoThrown;
Pickup.MagAmmoRemaining = MagAmmoRemaining;
if (Instigator.Health > 0)
Pickup.bThrown = true;
}
Destroyed();
Destroy();
}
function ServerStopFire(byte Mode)
{
super.ServerStopFire(Mode);
NumKillsWithoutReleasingTrigger = 0;
}
simulated function BringUp(optional Weapon PrevWeapon)
{
Super.BringUp(PrevWeapon);
if (Level.NetMode != NM_DedicatedServer)
{
RotateHammersBack(); //always do this now
if (MagAmmoRemaining == 0)
{
LockLeftSlideBack();
LockRightSlideBack();
}
if (MagAmmoRemaining == 1)
LockRightSlideBack();
}
}
simulated function RotateHammersBack()
{
SetBoneRotation( '9mm_hammer', -1*PistolHammerRotation, , 100); //set hammer rotation for empty reload
SetBoneRotation( '9mm_hammer01', -1*PistolHammerRotation, , 100); //set hammer rotation for empty reload
}
//this function sets the times for left hammer drop
simulated function DoLeftHammerDrop(float FireRateMod)
{
bAnimatingLeftHammer = True;
HammerRotateRate = DefaultHammerRotateRate/FireRateMod; //0.08
LeftHammerRotateForwardTime = Level.TimeSeconds + HammerRotateRate; //set time
LeftHammerRotateBackTime = Level.TimeSeconds + 4*HammerRotateRate; //set time (3 times longer than)
}
//this function sets the times for right hammer drop
simulated function DoRightHammerDrop(float FireRateMod)
{
bAnimatingRightHammer = True;
HammerRotateRate = DefaultHammerRotateRate/FireRateMod; //0.08
RightHammerRotateForwardTime = Level.TimeSeconds + HammerRotateRate; //set time
RightHammerRotateBackTime = Level.TimeSeconds + 4*HammerRotateRate; //set time (3 times longer than)
}
simulated function RotateLeftHammerBack()
{
SetBoneRotation( '9mm_hammer01', -1*PistolHammerRotation, , 100); //set hammer rotation
}
simulated function RotateRightHammerBack()
{
SetBoneRotation( '9mm_hammer', -1*PistolHammerRotation, , 100); //set hammer rotation
}
//used for enhanced hammer rotation forwards during firing
simulated function RotateLeftHammerSmooth(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( '9mm_hammer01', -DefaultHammerRotateMult*PistolHammerRotation, ,100 - Rate*RateMult/3 ); //needs to move from 0 to -120
else
SetBoneRotation( '9mm_hammer01', 0.3*DefaultHammerRotateMult*PistolHammerRotation, , 100- Rate*RateMult ); //needs to move from 0 to 45
}
//used for enhanced hammer rotation forwards during firing
simulated function RotateRightHammerSmooth(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( '9mm_hammer', -DefaultHammerRotateMult*PistolHammerRotation, ,100 - Rate*RateMult/3 ); //needs to move from 0 to -120
else
SetBoneRotation( '9mm_hammer', 0.3*DefaultHammerRotateMult*PistolHammerRotation, , 100- Rate*RateMult ); //needs to move from 0 to 45
}
simulated function ResetLeftSlidePosition()
{
SetBoneLocation( '9mm_slide01', PistolSlideOffset, 0 ); //reset Slide position
}
simulated function ResetRightSlidePosition()
{
SetBoneLocation( '9mm_slide', PistolSlideOffset, 0 ); //reset Slide position
}
simulated function LockLeftSlideBack()
{
SetBoneLocation( '9mm_slide01', -1*PistolSlideOffset, 100 ); //lock slide back
}
simulated function LockRightSlideBack()
{
SetBoneLocation( '9mm_slide', -1*PistolSlideOffset, 100 ); //lock slide back
}
simulated function InterpolateRightSlide(float time)
{
local rotator AdjustedHammerPitch;
AdjustedHammerPitch.Pitch = 120*time*5;
SetBoneLocation( '9mm_slide', PistolSlideOffset, (time*500)); //after tactical reload tween this from 100 to 0
//SetBoneRotation( '9mm_hammer', AdjustedHammerPitch-PistolHammerRotation, ,100 ); //(Pitch=120,Yaw=0,Roll=0)
}
simulated function InterpolateLeftSlide(float time)
{
local rotator AdjustedHammerPitch;
AdjustedHammerPitch.Pitch = 120*time*5;
SetBoneLocation( '9mm_slide01', PistolSlideOffset, (time*500)); //after tactical reload tween this from 100 to 0
//SetBoneRotation( '9mm_hammer01', AdjustedHammerPitch-PistolHammerRotation, ,100 ); //(Pitch=120,Yaw=0,Roll=0)
}
//handles all slide movement
simulated function HandleSlideMovement()
{
if (bTweeningSlide && TweenEndTime > 0)
{
if (Level.TimeSeconds < TweenEndTime )
{
if (bTweenRightSlide)
InterpolateRightSlide(TweenEndTime - Level.TimeSeconds);
if (bTweenLeftSlide)
InterpolateLeftSlide(TweenEndTime - Level.TimeSeconds);
}
if (Level.TimeSeconds > TweenEndTime )
{
ResetLeftSlidePosition();
ResetRightSlidePosition();
TweenEndTime = 0;
bTweeningSlide = false;
bTweenLeftSlide = false;
bTweenRightSlide = false;
}
}
}
//handles all hammer rotation
function HandleHammerRotation()
{
if (bAnimatingLeftHammer)
{
if (Level.TimeSeconds < LeftHammerRotateForwardTime && Level.TimeSeconds < LeftHammerRotateBackTime )
RotateLeftHammerSmooth(LeftHammerRotateForwardTime - Level.TimeSeconds, false); //rotate hammer forwards
if (Level.TimeSeconds > LeftHammerRotateForwardTime )
RotateLeftHammerSmooth(LeftHammerRotateBackTime - Level.TimeSeconds, true); //rotate hammer backwards
if (Level.TimeSeconds > LeftHammerRotateBackTime )
{
bAnimatingLeftHammer = false; //finished rotating hammer
RotateLeftHammerBack(); //reset it to normal position
}
}
if (bAnimatingRightHammer)
{
if (Level.TimeSeconds < RightHammerRotateForwardTime && Level.TimeSeconds < RightHammerRotateBackTime )
RotateRightHammerSmooth(RightHammerRotateForwardTime - Level.TimeSeconds, false); //rotate hammer forwards
if (Level.TimeSeconds > RightHammerRotateForwardTime )
RotateRightHammerSmooth(RightHammerRotateBackTime - Level.TimeSeconds, true); //rotate hammer backwards
if (Level.TimeSeconds > RightHammerRotateBackTime )
{
bAnimatingRightHammer = false; //finished rotating hammer
RotateRightHammerBack(); //reset it to normal position
}
}
}
simulated function WeaponTick(float dt)
{
if (Level.NetMode != NM_DedicatedServer)
{
HandleSlideMovement();
HandleHammerRotation();
}
Super.WeaponTick(dt);
}
simulated function StartTweeningSlide()
{
bTweeningSlide = true; //start Slide tweening
TweenEndTime = Level.TimeSeconds + 0.2;
}
//after reload tween slide back if tactical reload
simulated function ClientFinishReloading()
{
RotateHammersBack(); //always
if(bShortReload)
{
StartTweeningSlide(); //allow tweening of both slides
}
else if (bHalfShortReload)
{
StartTweeningSlide(); //allow tweening of both slides, only left should trigger
SetBoneLocation( '9mm_slide', PistolSlideOffset, 0 ); //reset right Slide position
}
else
{
SetBoneLocation( '9mm_slide01', PistolSlideOffset, 0 ); //reset left slide position
SetBoneLocation( '9mm_slide', PistolSlideOffset, 0 ); //reset right slide position
}
Super.ClientFinishReloading();
}
//added slide offset to reload animation
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;
bAnimatingLeftHammer = false;
bAnimatingRightHammer = false;
if (MagAmmoRemaining <= 0)
{
bShortReload = false;
bHalfShortReload = false;
PlayAnim(ReloadAnim, ReloadAnimRate*ReloadMulti, 0.001);
ResetLeftSlidePosition(); //use reload animation's
ResetRightSlidePosition(); //use reload animation's
}
else if (MagAmmoRemaining == 1)
{
bShortReload = false;
bHalfShortReload = true;
PlayAnim(ReloadAnim, ReloadAnimRate*ReloadMulti, 0.001);
ResetRightSlidePosition(); //use reload animation's for right slide
SetBoneLocation( '9mm_slide01', PistolSlideOffset, 100 ); //move left slide forward
bTweenLeftSlide = true;
}
else if (MagAmmoRemaining >= 2)
{
bShortReload = true;
bHalfShortReload = false;
PlayAnim(ReloadAnim, ReloadAnimRate*ReloadMulti, 0.001);
SetBoneLocation( '9mm_slide', PistolSlideOffset, 100 ); //move slide forward
SetBoneLocation( '9mm_slide01', PistolSlideOffset, 100 ); //move slide forward
bTweenLeftSlide = true;
bTweenRightSlide = true;
}
}
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 ( MagAmmoRemaining >= 2 )
ReloadRate = default.ReloadShortRate / ReloadMulti;
else if (MagAmmoRemaining == 1)
ReloadRate = default.ReloadHalfShortRate / ReloadMulti;
else if (MagAmmoRemaining <= 0)
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;
}
}
function AddReloadedAmmo()
{
local int a;
UpdateMagCapacity(Instigator.PlayerReplicationInfo);
a = MagCapacity;
if ( bShortReload )
a+=2; // 2 bullets already bolted
if ( bHalfShortReload )
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();
}
}
defaultproperties
{
ReloadShortRate=2.930000
ReloadHalfShortRate=3.230000
DefaultHammerRotateMult=1.000000
DefaultHammerRotateRate=0.020000
PistolSlideOffset=(X=0.023300)
PistolHammerRotation=(Pitch=145)
MagAmmoRemaining=30
Weight=1.000000
FireModeClass(0)=Class'ScrnBalanceSrv.ScrnDualiesFire'
DemoReplacement=Class'ScrnBalanceSrv.ScrnSingle'
PickupClass=Class'ScrnBalanceSrv.ScrnDualiesPickup'
ItemName="Dual 9mms SE"
}