|
|
Line 6: |
Line 6: |
| [[Project:Sandbox]] | | [[Project:Sandbox]] |
| | | |
− | <uscript>
| |
− | // Extended to add support for weapon idle animations
| |
− | //////////////////////////////////////////////////////
| |
− | simulated state Active
| |
− | {
| |
− | simulated function BeginState(name PreviousStateName)
| |
− | {
| |
− | local int i;
| |
− |
| |
− | // Cache a reference to the AI controller
| |
− | if (Role == ROLE_Authority)
| |
− | {
| |
− | CacheAIController();
| |
− | }
| |
− |
| |
− | if ( SendToIdleState() )
| |
− | {
| |
− | if ( GetZoomedState() == ZST_Zoomed )
| |
− | {
| |
− | PushState('Zoomed');
| |
− | }
| |
− | }
| |
− |
| |
− | OnAnimEnd(none, 0.f, 0.f);
| |
− | if ( UTBot(Instigator.Controller) != None )
| |
− | {
| |
− | if ( PendingFire(0) )
| |
− | {
| |
− | StillFiring(0);
| |
− | }
| |
− | else if ( PendingFire(1) )
| |
− | {
| |
− | StillFiring(1);
| |
− | }
| |
− | }
| |
− |
| |
− | // Check to see if we need to go down
| |
− | if( bWeaponPutDown )
| |
− | {
| |
− | `LogInv("Weapon put down requested during transition, put it down now");
| |
− | PutDownWeapon();
| |
− | }
| |
− | else if ( !HasAnyAmmo() )
| |
− | {
| |
− | WeaponEmpty();
| |
− | }
| |
− | else if ( bAutoFire )
| |
− | {
| |
− | // if either of the fire modes are pending, perform them
| |
− | for( i=0; i<GetPendingFireLength(); i++ )
| |
− | {
| |
− | if ( PendingFire(i) )
| |
− | {
| |
− | BeginFire(i);
| |
− | break;
| |
− | }
| |
− | }
| |
− | }
| |
− |
| |
− | if (InvManager != none && InvManager.LastAttemptedSwitchToWeapon != none)
| |
− | {
| |
− | if (InvManager.LastAttemptedSwitchToWeapon != self)
| |
− | {
| |
− | InvManager.LastAttemptedSwitchToWeapon.ClientWeaponSet(true);
| |
− | }
| |
− | InvManager.LastAttemptedSwitchToWeapon = none;
| |
− | }
| |
− | }
| |
− |
| |
− | /**
| |
− | * Override BeginFire to verify that the pawn isn't busy (performing other blocking animations, etc.) as well
| |
− | * as handle starting the prefire sequence if this weapon has a prefire animation.
| |
− | */
| |
− | simulated function BeginFire(byte FireModeNum)
| |
− | {
| |
− | // verify that our owning pawn isn't busy before calling Super.BeginFire(), which is where PendingFire is set
| |
− | if ( !IsFiringAllowed(FireModeNum) )
| |
− | {
| |
− | return;
| |
− | }
| |
− |
| |
− | // `log(`location @ `showvar(IsTimerActive(nameof(DelayedFire)),DelayedFire Active));
| |
− |
| |
− | // if this weapon uses a prefire animation
| |
− | if ( FireModeNum < PrefireDelay.Length && PreFireDelay[FireModeNum] > 0 )
| |
− | {
| |
− | PrefireCachedStartTrace = InstantFireStartTrace();
| |
− | if ( FireModeNum == 0 )
| |
− | {
| |
− | // if there is already a timer for this, it means that the user is spamming the fire button
| |
− | // and we are still performing the prefire sequence from the first time the user pressed the
| |
− | // fire button
| |
− | if ( IsTimerActive(nameof(DelayedFire)) )
| |
− | {
| |
− | return;
| |
− | }
| |
− |
| |
− | // do the actual firing of the weapon after the prefire sequence has been completed.
| |
− | SetTimer(PreFireDelay[FireModeNum], false, nameof(DelayedFire));
| |
− | }
| |
− | else if ( FireModeNum == 1 )
| |
− | {
| |
− | // if there is already a timer for this, it means that the user is spamming the fire button
| |
− | // and we are still performing the prefire sequence from the first time the user pressed the
| |
− | // fire button
| |
− | if ( IsTimerActive(nameof(DelayedAltFire)) )
| |
− | {
| |
− | return;
| |
− | }
| |
− |
| |
− | // do the actual firing of the weapon after the prefire sequence has been completed.
| |
− | SetTimer(PreFireDelay[FireModeNum], false, nameof(DelayedAltFire));
| |
− | }
| |
− | else
| |
− | {
| |
− | `log("Unhandled fire mode in" @ Name $ "." $ GetFuncName() @ "-" @ FireModeNum);
| |
− | ScriptTrace();
| |
− | }
| |
− |
| |
− | // ensure our weapon mode is custom so that CustomFire() is called right now. CustomFire() will do the prefire stuff
| |
− | WeaponFireTypes[FireModeNum] = EWFT_Custom;
| |
− | }
| |
− |
| |
− | Super.BeginFire(FireModeNum);
| |
− | }
| |
− |
| |
− | /**
| |
− | * Called when an animation ends.
| |
− | *
| |
− | * Always return to the weapon idle animation after our last played custom animation is finished, if it has one.
| |
− | */
| |
− | simulated event OnAnimEnd( optional AnimNodeSequence SeqNode, optional float PlayedTime, optional float ExcessTime )
| |
− | {
| |
− | // we do NOTHING, very much on purpose, so that UT will stop triggering our idle animation while we're in the middle
| |
− | // of doing something else.
| |
− | }
| |
− |
| |
− | /**
| |
− | * Starts a random idle animation.
| |
− | */
| |
− | simulated function PlayWeaponIdleAnim( optional bool bLocalOnly )
| |
− | {
| |
− | Global.PlayWeaponIdleAnim(bLocalOnly);
| |
− | }
| |
− |
| |
− |
| |
− | /**
| |
− | * Called when zooming starts.
| |
− | *
| |
− | * @param WeaponOwner value of Instigator.Controller, the player that is holding this weapon.w
| |
− | */
| |
− | simulated function StartZoom(UTPlayerController WeaponOwner)
| |
− | {
| |
− | `wtrace_enter(Self,`showvar(WeaponOwner));
| |
− |
| |
− | // calling Global.StartZoom() will result in the PlayWeaponIdleAnimation() function being called. Since we are transitioning into
| |
− | // a zoomed state, we want the idle animation that is played to be the one setup for the zoom mode. Therefore, PushState() prior
| |
− | // to calling Global.StartZoom() so that Zoomed.PlayWeaponIdleAnim() is called rather than our version.
| |
− | PushState('Zoomed');
| |
− | Global.StartZoom(WeaponOwner);
| |
− |
| |
− | // and just to be on the safe side.
| |
− | PlayWeaponIdleAnim();
| |
− |
| |
− | `wtrace_exit(Self);
| |
− | }
| |
− | }
| |
− |
| |
− | simulated state WeaponEquipping
| |
− | {
| |
− | /**
| |
− | * Overridden to trigger our weapon equip animation and hide the carry attachment.
| |
− | */
| |
− | simulated event BeginState(Name PreviousStateName)
| |
− | {
| |
− | Super.BeginState(PreviousStateName);
| |
− |
| |
− | if ( !bDisplayAmmoAttachment )
| |
− | {
| |
− | ToggleCarryAttachment(false);
| |
− | }
| |
− | }
| |
− | }
| |
− |
| |
− | simulated state WeaponFiring
| |
− | {
| |
− | ignores SwitchAmmoTypes;
| |
− | /**
| |
− | * Timer event, call is set up in Weapon::TimeWeaponFiring().
| |
− | * The weapon is given a chance to evaluate if another shot should be fired.
| |
− | * This event defines the weapon's rate of fire.
| |
− | */
| |
− | simulated function RefireCheckTimer()
| |
− | {
| |
− | if ( IsTimerActive(nameof(DelayedFire)) || IsTimerActive(nameof(DelayedAltFire)) )
| |
− | {
| |
− | return;
| |
− | }
| |
− | Super.RefireCheckTimer();
| |
− | }
| |
− |
| |
− | simulated event BeginState(name PreviousStateName)
| |
− | {
| |
− | // this call will result in WeaponFired() being called, which spawns our effects.
| |
− | // After returning from this function, the CheckRefire timer function will be active.
| |
− | Super.BeginState(PreviousStateName);
| |
− | }
| |
− |
| |
− | simulated event EndState(name NextStateName)
| |
− | {
| |
− | local int Idx;
| |
− |
| |
− | if ( NextStateName == 'Active' )
| |
− | {
| |
− | for ( Idx = 0; Idx < GetPendingFireLength(); Idx++ )
| |
− | {
| |
− | ClearPendingFire(Idx);
| |
− | }
| |
− | }
| |
− |
| |
− | Super.EndState(NextStateName);
| |
− | }
| |
− |
| |
− | simulated function StartZoom(UTPlayerController WeaponOwner)
| |
− | {
| |
− | // don't allow the player to switch zooming modes while reloading
| |
− | }
| |
− |
| |
− | simulated function EndZoom(UTPlayerController WeaponOwner)
| |
− | {
| |
− | // don't allow the player to switch zooming modes while reloading
| |
− | }
| |
− | }
| |
− |
| |
− | /** Override BeginFire so that it will enter the firing state right away. */
| |
− | simulated function BeginFire(byte FireModeNum)
| |
− | {
| |
− |
| |
− | // verify that our owning pawn isn't busy before calling Super.BeginFire(), which is where PendingFire is set
| |
− | if ( !IsFiringAllowed(FireModeNum) )
| |
− | {
| |
− | return;
| |
− | }
| |
− | //`log(`location @ `showvar(IsTimerActive(nameof(DelayedFire)),DelayedFire Active));
| |
− |
| |
− | Super.BeginFire(FireModeNum);
| |
− |
| |
− | }
| |
− |
| |
− |
| |
− | /**
| |
− | * This function is only called if our weapon has a prefire delay. CustomFire() is called to start the weapon's animations and
| |
− | * play the firing sound. Meanwhile, a timer is ticking away (started by BeginFire()) for either DelayedFire() or DelayedAltFire()
| |
− | * which, when executed, takes care of actually consuming the ammo and applying dmg to the target.
| |
− | */
| |
− | simulated function CustomFire()
| |
− | {
| |
− | local int i;
| |
− | local float FireRateScale;
| |
− | local DepthPawn DP;
| |
− | local float FireAnimRate; // scaled by owner's remaining stamina.
| |
− |
| |
− | //`log(`location @ `showvar(FireInterval[i]) @ `showvar(IsTimerActive(nameof(DelayedFire)),TimedFireActive));
| |
− | //ScriptTrace();
| |
− | DP = GetDP(true);
| |
− |
| |
− | // do nothing here - this means that our weapon had a prefire delay and the actual
| |
− | // firing will be handled in DelayedFire/DelayedAltFire
| |
− |
| |
− | // or weapons w/o prefire delay play their anims at speed 0! (ie. not at all!)
| |
− | FireAnimRate = 1.0f;
| |
− | FireRateScale = GetScaledFireSpeed();
| |
− |
| |
− | if ( bReqStamina )
| |
− | {
| |
− | // Change the animation playback speed.
| |
− | FireAnimRate = FClamp(FireRateScale,0.5,2.0);
| |
− |
| |
− | // Change the min. time between refires.
| |
− | for ( i = 0; i < FireInterval.Length; i++ )
| |
− | {
| |
− | FireInterval[i] = FClamp(
| |
− | default.FireInterval[i] * (1.0f / FireRateScale),
| |
− | default.FireInterval[i]*0.5,
| |
− | default.FireInterval[i]*2
| |
− | );
| |
− | }
| |
− |
| |
− | // Change the delay between the initial fire call and when damage is done.
| |
− | PreFireDelay[CurrentFireMode] = FClamp(
| |
− | default.PreFireDelay[CurrentFireMode] * (1.0f / FireRateScale),
| |
− | default.PreFireDelay[CurrentFireMode] * 0.5,
| |
− | default.PreFireDelay[CurrentFireMode] * 2
| |
− | );
| |
− | DP.WeaponStamina = Max(DP.WeaponStamina - StamCon, 0);
| |
− | }
| |
− |
| |
− | PlayPrefire(FireAnimRate);
| |
− |
| |
− | /*
| |
− | `log("FireAnim Playback rate is : "@FireAnimRate);
| |
− | `log("Fire Interval is : "@Fireinterval[0]);
| |
− | `log("Owner stamina is : "@P.SprintStamina);
| |
− | */
| |
− |
| |
− | LastFireTime = WorldInfo.TimeSeconds;
| |
− | }
| |
− |
| |
− | /**
| |
− | * Begins the weapon's prefire animation and sound.
| |
− | *
| |
− | * @param AnimRate scales the speed of the animation
| |
− | */
| |
− | simulated function PlayPrefire( float AnimRate )
| |
− | {
| |
− | //`log(`location);
| |
− | // Sharks need their fire anims blended to the fullbody slot -- probably need to move this to PlayFireEffects
| |
− | if ( WorldInfo.NetMode != NM_DedicatedServer )
| |
− | {
| |
− | <snip a bunch of code that calls custom functions for running game-specific animations>
| |
− | PlayPreFiringSound();
| |
− | ShakeView();
| |
− | }
| |
− |
| |
− | }
| |
− |
| |
− | /**
| |
− | * For tracehit weapons with no prefire delay, handles firing the weapon.
| |
− | */
| |
− | simulated function InstantFire()
| |
− | {
| |
− | //`log(`location);
| |
− | CustomFire();
| |
− | PerformInstantFire();
| |
− | }
| |
− |
| |
− | /**
| |
− | * For weapons using projectiles, which have no prefire delay - fires the weapon.
| |
− | */
| |
− | simulated function Projectile ProjectileFire()
| |
− | {
| |
− | //`log(`location);
| |
− | CustomFire();
| |
− | return Super.ProjectileFire();
| |
− |
| |
− | }
| |
− |
| |
− | simulated function Delayed_CustomFire( byte FireModeNum );
| |
− |
| |
− | /**
| |
− | * Called on a timer (set in BeginFire()), this is called only for weapons which have a prefire delay.
| |
− | */
| |
− | simulated function DelayedFire()
| |
− | {
| |
− | DelayedWeaponFire(0);
| |
− | }
| |
− |
| |
− | /**
| |
− | * Called on a timer (set in BeginFire()), this is called only for weapons which have a prefire delay.
| |
− | */
| |
− | simulated function DelayedAltFire()
| |
− | {
| |
− | DelayedWeaponFire(1);
| |
− | }
| |
− |
| |
− | simulated function DelayedWeaponFire( byte FireModeNum )
| |
− | {
| |
− | //`log(`location);
| |
− | // restore our WeaponFireType, since we switched it to EWFT_Custom in BeginFire()
| |
− | WeaponFireTypes[FireModeNum] = default.WeaponFireTypes[FireModeNum];
| |
− | if ( WeaponFireTypes[FireModeNum] == EWFT_InstantHit )
| |
− | {
| |
− | // our own version of InstantFire() is only called for weapons that do not have a prefire
| |
− | // delay, so go directly to our parent class/state version
| |
− | PerformInstantFire();
| |
− | }
| |
− | else if ( WeaponFireTypes[FireModeNum] == EWFT_Projectile )
| |
− | {
| |
− | // our own version of ProjectileFire() is only called for weapons that do not have a prefire
| |
− | // delay, so go directly to our parent class/state version
| |
− | Super.ProjectileFire();
| |
− | }
| |
− | else if ( WeaponFireTypes[FireModeNum] == EWFT_Custom )
| |
− | {
| |
− | Delayed_CustomFire(FireModeNum);
| |
− | }
| |
− |
| |
− | PrefireCachedStartTrace = vect(0,0,0);
| |
− | }
| |
− |
| |
− | /**
| |
− | * Utility function to allow me to inject some debugging code prior to passing control to our parent classes.
| |
− | */
| |
− | protected simulated function PerformInstantFire()
| |
− | {
| |
− | Super.InstantFire();
| |
− | }
| |
− |
| |
− | </uscript>
| |
| | | |
| Testing UScript highlighter... | | Testing UScript highlighter... |
Do not edit the area above the separator line, please.