Add dynamic spread mechanic

This commit is contained in:
Anton Tarasenko 2024-03-16 16:07:57 +07:00
parent f8cf67e117
commit 796b699825

View File

@ -38,6 +38,10 @@ var bool projAffectedByScream;
var bool bShouldStick;
var int resetTicks;
var float niceNextFireTime;
var float minimalSpreadScale;
var float activeSpreadScale;
var float spreadGainedPerShot;
var float spreadLostPerSecond;
struct FireModeContext{
var bool bHipfire;
var NiceWeapon sourceWeapon;
@ -152,9 +156,15 @@ simulated function int GetBurstLength(){
}
return currentContext.burstLength;
}
simulated function ModeTick(float delta){
local float headLevel;
local NiceMonster currTarget;
if (spreadLostPerSecond > 0 && activeSpreadScale > minimalSpreadScale
&& niceNextFireTime + fireRate <= Level.TimeSeconds) {
activeSpreadScale -= spreadLostPerSecond * delta;
activeSpreadScale = FMax(minimalSpreadScale, activeSpreadScale);
}
if(currentContext.Instigator == none)
currentContext.Instigator = NiceHumanPawn(Instigator);
if(currentContext.sourceWeapon == none)
@ -548,7 +558,7 @@ function DoFireEffect(){
if(!Weapon.WeaponCentered() && !KFWeap.bAimingRifle)
StartProj = StartProj + Weapon.Hand * Y * ProjSpawnOffset.Y + Z * ProjSpawnOffset.Z;
other = Weapon.Trace(HitLocation, HitNormal, StartProj, StartTrace, false);
activeSpread = fireShots[currentShot].spread;
activeSpread = fireShots[currentShot].spread * activeSpreadScale;
if(class'NiceVeterancyTypes'.static.hasSkill(nicePlayer, class'NiceSkillEnforcerBombard')){
bPinpoint = true;
activeSpread *= class'NiceSkillEnforcerBombard'.default.spreadMult;
@ -607,6 +617,15 @@ function DoFireEffect(){
else if(Instigator.Physics == PHYS_Falling && Instigator.PhysicsVolume.Gravity.Z > class'PhysicsVolume'.default.Gravity.Z)
Instigator.AddVelocity((KickMomentum * LowGravKickMomentumScale) >> Instigator.GetViewRotation());
}
if (activeSpreadScale < 1.0) {
if (KFWeap.bAimingRifle) {
activeSpreadScale += spreadGainedPerShot * 0.5;
}
else {
activeSpreadScale += spreadGainedPerShot;
}
activeSpreadScale = FMin(1.0, activeSpreadScale);
}
}
simulated function float TraceZed(out NiceMonster tracedZed, optional out Vector hitLoc, optional out Vector hitNorm,
optional float hsMultiplier){
@ -712,13 +731,17 @@ simulated function float UpdateNextFireTime(float fireTimeVar){
defaultproperties
{
zedTimeFireSpeedUp=1.000000
ProjPerFire=1
ProjectileSpeed=1524.000000
MaxBurstLength=3
bulletClass=class'NiceBullet'
contBonus=1.200000
contBonusReset=True
maxBonusContLenght=1
AmmoPerFire=1
zedTimeFireSpeedUp=1.000000
ProjPerFire=1
ProjectileSpeed=1524.000000
MaxBurstLength=3
bulletClass=class'NiceBullet'
contBonus=1.200000
contBonusReset=True
maxBonusContLenght=1
AmmoPerFire=1
minimalSpreadScale=1
activeSpreadScale=1
spreadGainedPerShot=0
spreadLostPerSecond=0
}