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14677 lines
368 KiB
14677 lines
368 KiB
3 years ago
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/***********************************************************************/
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/** © 2015 CD PROJEKT S.A. All rights reserved.
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/** THE WITCHER® is a trademark of CD PROJEKT S. A.
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/** The Witcher game is based on the prose of Andrzej Sapkowski.
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/***********************************************************************/
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statemachine abstract import class CR4Player extends CPlayer
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{
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protected var pcGamePlayInitialized : bool;
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private var pcMode : bool;
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default pcMode = true;
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protected saved var weaponHolster : WeaponHolster;
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public var rangedWeapon : Crossbow;
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public var crossbowDontPopStateHack : bool; default crossbowDontPopStateHack = false;
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private var hitReactTransScale : float;
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private var bIsCombatActionAllowed : bool;
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private var currentCombatAction : EBufferActionType;
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private var uninterruptedHitsCount : int;
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private var uninterruptedHitsCameraStarted : bool;
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private var uninterruptedHitsCurrentCameraEffect : name;
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private var counterTimestamps : array<EngineTime>;
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private var hitReactionEffect : bool;
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private var lookAtPosition : Vector;
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private var orientationTarget : EOrientationTarget;
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private var customOrientationTarget : EOrientationTarget;
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protected var customOrientationStack : array<SCustomOrientationParams>;
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public var delayOrientationChange : bool;
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protected var delayCameraOrientationChange : bool;
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private var actionType : int;
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private var customOrientationStackIndex : int;
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private var emptyMoveTargetTimer : float;
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private var onlyOneEnemyLeft : bool;
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public var isInFinisher : bool;
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private var finisherTarget : CGameplayEntity;
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private var combatStance : EPlayerCombatStance;
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public var approachAttack : int;
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default approachAttack = 1;
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protected var specialAttackCamera : bool;
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private var specialAttackTimeRatio : float;
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public saved var itemsPerLevel : array<name>;
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public var itemsPerLevelGiven : array<bool>;
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private var playerTickTimerPhase : int;
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default playerTickTimerPhase = 0;
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protected var evadeHeading : float;
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public var vehicleCbtMgrAiming : bool;
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public var specialHeavyChargeDuration : float;
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public var specialHeavyStartEngineTime : EngineTime;
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public var playedSpecialAttackMissingResourceSound : bool;
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public function SetPlayedSpecialAttackMissingResourceSound(b : bool) {playedSpecialAttackMissingResourceSound = b;}
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public var counterCollisionGroupNames : array<name>;
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public saved var lastInstantKillTime : GameTime;
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private var noSaveLockCombatActionName : string; default noSaveLockCombatActionName = 'combat_action';
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private var noSaveLockCombatAction : int;
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private var deathNoSaveLock : int;
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private var noSaveLock : int;
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protected saved var newGamePlusInitialized : bool;
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default newGamePlusInitialized = false;
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protected var BufferAllSteps : bool;
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protected var BufferCombatAction : EBufferActionType;
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protected var BufferButtonStage : EButtonStage;
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default BufferAllSteps = false;
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default customOrientationTarget = OT_None;
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default hitReactionEffect = true;
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default uninterruptedHitsCount = 0;
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default uninterruptedHitsCameraStarted = false;
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default customOrientationStackIndex = -1;
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private var keepRequestingCriticalAnimStart : bool;
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default keepRequestingCriticalAnimStart = false;
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private var currentCustomAction : EPlayerExplorationAction;
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public var substateManager : CExplorationStateManager;
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protected var isOnBoat : bool;
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protected var isInShallowWater : bool;
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public var medallion : W3MedallionFX;
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protected var lastMedallionEffect : float;
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private var isInRunAnimation : bool;
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public var interiorTracker :CPlayerInteriorTracker;
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public var m_SettlementBlockCanter : int;
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private var fistFightMinigameEnabled : bool;
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private var isFFMinigameToTheDeath : bool;
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private var FFMinigameEndsithBS : bool;
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public var fistFightTeleportNode : CNode;
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public var isStartingFistFightMinigame : bool;
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public var GeraltMaxHealth : float;
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public var fistsItems : array< SItemUniqueId >;
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default FFMinigameEndsithBS = false;
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default fistFightMinigameEnabled = false;
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default isFFMinigameToTheDeath = false;
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private var gwintAiDifficulty : EGwintDifficultyMode; default gwintAiDifficulty = EGDM_Easy;
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private var gwintAiAggression : EGwintAggressionMode; default gwintAiAggression = EGAM_Defensive;
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private var gwintMinigameState : EMinigameState; default gwintMinigameState = EMS_None;
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import private var horseWithInventory : EntityHandle;
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private var currentlyMountedHorse : CNewNPC;
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private var horseSummonTimeStamp : float;
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private saved var isHorseRacing : bool;
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private var horseCombatSlowMo : bool;
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default isHorseRacing = false;
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default horseCombatSlowMo = true;
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private var HudMessages : array <string>;
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protected var fShowToLowStaminaIndication : float;
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public var showTooLowAdrenaline : bool;
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private var HAXE3Container : W3Container;
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private var HAXE3bAutoLoot: bool;
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private var bShowHud : bool;
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private var dodgeFeedbackTarget : CActor;
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default HAXE3bAutoLoot = false;
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default fShowToLowStaminaIndication = 0.0f;
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default bShowHud = true;
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saved var displayedQuestsGUID : array< CGUID >;
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saved var rewardsMultiplier : array< SRewardMultiplier >;
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saved var glossaryImageOverride : array< SGlossaryImageOverride >;
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private var prevRawLeftJoyRot : float;
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protected var explorationInputContext : name;
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protected var combatInputContext : name;
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protected var combatFistsInputContext : name;
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private var isInsideInteraction : bool;
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private var isInsideHorseInteraction : bool;
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public var horseInteractionSource : CEntity;
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public var nearbyLockedContainersNoKey : array<W3LockableEntity>;
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private var bMoveTargetChangeAllowed : bool; default bMoveTargetChangeAllowed = true;
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private var moveAdj : CMovementAdjustor;
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private var defaultLocomotionController : CR4LocomotionPlayerControllerScript;
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private var canFollowNpc : bool;
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private var actorToFollow : CActor;
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public var terrainPitch : float;
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public var steepSlopeNormalPitch : float; default steepSlopeNormalPitch = 65.f;
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public var disableSprintTerrainPitch : float; default disableSprintTerrainPitch = 54.f;
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private var submergeDepth : float;
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private var m_useSelectedItemIfSpawned : bool; default m_useSelectedItemIfSpawned = false;
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var navQuery : CNavigationReachabilityQueryInterface;
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public saved var rememberedCustomHead : name;
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public saved var disableWeatherDisplay : bool;
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public saved var proudWalk : bool;
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private var etherealCount : int;
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default etherealCount = 0;
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public saved var injuredWalk : bool;
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public saved var tiedWalk : bool;
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private var insideDiveAttackArea : bool;
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default insideDiveAttackArea = false;
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private var diveAreaNumber : int;
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default diveAreaNumber = -1;
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private var flyingBossCamera : bool;
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default flyingBossCamera = false;
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public function SetFlyingBossCamera( val : bool ) { flyingBossCamera = val; }
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public function GetFlyingBossCamera() : bool { return flyingBossCamera; }
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public saved var upscaledTooltipState : bool;
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default upscaledTooltipState = false;
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private var phantomWeaponMgr : CPhantomWeaponManager;
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function EnablePCMode( flag : bool )
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{
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pcMode = flag;
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}
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public function IsPCModeEnabled() : bool
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{
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return pcMode && theInput.LastUsedPCInput();
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}
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public function ShouldUsePCModeTargeting() : bool
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{
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return IsPCModeEnabled() && !lastAxisInputIsMovement;
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}
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public function SetDodgeFeedbackTarget( target : CActor )
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{
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dodgeFeedbackTarget = target;
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}
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public function GetDodgeFeedbackTarget() : CActor
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{
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return dodgeFeedbackTarget;
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}
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public function SetSubmergeDepth( depth : float )
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{
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submergeDepth = depth;
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}
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public function GetSubmergeDepth() : float
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{
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return submergeDepth;
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}
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editable var delayBetweenIllusionOneliners : float;
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hint delayBetweenIllusionOneliners = "delay in secs between oneliners about illusionary objects";
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default delayBetweenIllusionOneliners = 5;
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private var battlecry_timeForNext : float;
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private var battlecry_delayMin : float; default battlecry_delayMin = 15;
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private var battlecry_delayMax : float; default battlecry_delayMax = 60;
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private var battlecry_lastTry : name;
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private var previousWeather : name;
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private var previousRainStrength : float;
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protected var receivedDamageInCombat : bool;
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protected var prevDayNightIsNight : bool;
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public var failedFundamentalsFirstAchievementCondition : bool;
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private var spawnedTime : float;
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public var currentMonsterHuntInvestigationArea : W3MonsterHuntInvestigationArea;
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private var isPerformingPhaseChangeAnimation : bool;
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default isPerformingPhaseChangeAnimation = false;
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default receivedDamageInCombat = false;
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public var playerMode : W3PlayerMode;
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protected saved var selectedItemId : SItemUniqueId;
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protected saved var blockedRadialSlots : array < SRadialSlotDef >;
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public var enemyCollectionDist : float;
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public var findMoveTargetDistMin : float;
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public var findMoveTargetDistMax : float;
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private var findMoveTargetScaledFrame : float;
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public var interactDist : float;
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protected var bCanFindTarget : bool;
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private var bIsConfirmingEmptyTarget : bool;
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private var displayTarget : CGameplayEntity;
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private var isShootingFriendly : bool;
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default findMoveTargetDistMax = 18.f;
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default findMoveTargetScaledFrame = 0.5f;
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default interactDist = 3.5f;
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private var currentSelectedTarget : CActor;
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private var selectedTargetToConfirm : CActor;
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private var bConfirmTargetTimerIsEnabled : bool;
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public saved var thrownEntityHandle : EntityHandle;
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private var isThrowingItemWithAim : bool;
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private saved var isThrowingItem : bool;
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private var isThrowHoldPressed : bool;
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private var isAimingCrossbow : bool;
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default isThrowingItemWithAim = false;
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public var playerAiming : PlayerAiming;
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public var forceDismember : bool;
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public var forceDismemberName : name;
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public var forceDismemberChance : int;
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public var forceDismemberExplosion : bool;
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private var finisherVictim : CActor;
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public var forceFinisher : bool;
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public var forceFinisherAnimName : name;
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public var forceFinisherChance : int;
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public var forcedStance : bool;
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private var m_WeaponFXCollisionGroupNames : array <name>;
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private var m_CollisionEffect : CEntity;
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private var m_LastWeaponTipPos : Vector;
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private var m_CollisionFxTemplate : CEntityTemplate;
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private var m_RefreshWeaponFXType : bool;
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private var m_PlayWoodenFX : bool;
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private var m_activePoster : W3Poster;
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public function SetActivePoster ( poster : W3Poster )
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{
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m_activePoster = poster;
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}
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public function RemoveActivePoster ()
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{
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m_activePoster = NULL;
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}
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public function GetActivePoster () : W3Poster
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{
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return m_activePoster;
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}
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public var horseOnNavMesh : bool;
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default horseOnNavMesh = true;
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public function SetHorseNav( val : bool ) { horseOnNavMesh = val; }
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public var testAdjustRequestedMovementDirection : bool;
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default testAdjustRequestedMovementDirection = false;
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default autoState = 'Exploration';
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import final function GetEnemiesInRange( out enemies : array< CActor > );
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import final function GetVisibleEnemies( out enemies : array< CActor > );
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import final function IsEnemyVisible( enemy : CActor ) : bool;
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import final function SetupEnemiesCollection( range, heightTolerance : float,
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maxEnemies : int,
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optional tag : name,
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optional flags : int );
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import final function IsInInterior() : bool;
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import final function IsInSettlement() : bool;
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import final function EnterSettlement( isEntering : bool );
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import final function ActionDirectControl( controller : CR4LocomotionDirectController ) : bool;
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import final function SetPlayerTarget( target : CActor );
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import final function SetPlayerCombatTarget( target : CActor );
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import final function ObtainTicketFromCombatTarget( ticketName : CName, ticketsCount : int );
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import final function FreeTicketAtCombatTarget();
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import final function SetScriptMoveTarget( target : CActor );
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import final function GetRiderData() : CAIStorageRiderData;
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import final function SetIsInCombat( inCombat : bool );
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import final function SaveLastMountedHorse( mountedHorse : CActor );
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import final function SetBacklightFromHealth( healthPercentage : float );
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import private final function SetBacklightColor( color : Vector );
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import final function GetCombatDataComponent() : CCombatDataComponent;
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import final function GetTemplatePathAndAppearance( out templatePath : string, out appearance : name );
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import final function HACK_BoatDismountPositionCorrection( slotPos : Vector );
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import final function HACK_ForceGetBonePosition( boneIndex : int ) : Vector;
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public function GetLevel() : int
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{
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return 0;
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}
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var targeting : CR4PlayerTargeting;
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var targetingPrecalcs : SR4PlayerTargetingPrecalcs;
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var targetingIn : SR4PlayerTargetingIn;
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var targetingOut : SR4PlayerTargetingOut;
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var useNativeTargeting : bool;
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default useNativeTargeting = true;
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var visibleActors : array< CActor >;
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var visibleActorsTime : array< float >;
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||
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event OnSpawned( spawnData : SEntitySpawnData )
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||
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{
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||
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var atts : array<name>;
|
||
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var skill : ESkill;
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||
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var i : int;
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||
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var item : SItemUniqueId;
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||
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AddAnimEventCallback('ThrowHoldTest', 'OnAnimEvent_ThrowHoldTest');
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AddAnimEventCallback('OnWeaponDrawReady', 'OnAnimEvent_OnWeaponDrawReady');
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AddAnimEventCallback('OnWeaponHolsterReady', 'OnAnimEvent_OnWeaponHolsterReady');
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AddAnimEventCallback('AllowTempLookAt', 'OnAnimEvent_AllowTempLookAt');
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AddAnimEventCallback('SlideToTarget', 'OnAnimEvent_SlideToTarget');
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||
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AddAnimEventCallback('PlayFinisherBlood', 'OnAnimEvent_PlayFinisherBlood');
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||
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AddAnimEventCallback('SlowMo', 'OnAnimEvent_SlowMo');
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||
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AddAnimEventCallback('BloodTrailForced', 'OnAnimEvent_BloodTrailForced');
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||
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AddAnimEventCallback('FadeOut', 'OnAnimEvent_FadeOut');
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||
|
AddAnimEventCallback('FadeIn', 'OnAnimEvent_FadeIn');
|
||
|
AddAnimEventCallback('DisallowHitAnim', 'OnAnimEvent_DisallowHitAnim');
|
||
|
AddAnimEventCallback('AllowFall', 'OnAnimEvent_AllowFall');
|
||
|
AddAnimEventCallback('AllowFall2', 'OnAnimEvent_AllowFall2');
|
||
|
AddAnimEventCallback('DettachGround', 'OnAnimEvent_DettachGround');
|
||
|
AddAnimEventCallback('KillWithRagdoll', 'OnAnimEvent_KillWithRagdoll');
|
||
|
AddAnimEventCallback('pad_vibration', 'OnAnimEvent_pad_vibration');
|
||
|
AddAnimEventCallback('pad_vibration_light', 'OnAnimEvent_pad_vibration_light');
|
||
|
AddAnimEventCallback('RemoveBurning', 'OnAnimEvent_RemoveBurning');
|
||
|
AddAnimEventCallback('RemoveTangled', 'OnAnimEvent_RemoveTangled');
|
||
|
AddAnimEventCallback('MoveNoise', 'OnAnimEvent_MoveNoise');
|
||
|
|
||
|
AddItemPerLevelList();
|
||
|
|
||
|
enemyCollectionDist = findMoveTargetDistMax;
|
||
|
|
||
|
|
||
|
theGame.RemoveTimeScale('horse_melee');
|
||
|
|
||
|
|
||
|
if(!spawnData.restored && !((W3ReplacerCiri)this) )
|
||
|
{
|
||
|
AddTimer('GiveStartingItems', 0.00001, true, , , true);
|
||
|
|
||
|
if(!theGame.IsFinalBuild())
|
||
|
{
|
||
|
|
||
|
AddAbility('GeraltSkills_Testing');
|
||
|
AddTimer('Debug_GiveTestingItems',0.0001,true);
|
||
|
}
|
||
|
|
||
|
|
||
|
FactsAdd("tut_stash_fresh_playthrough");
|
||
|
}
|
||
|
|
||
|
InitTargeting();
|
||
|
|
||
|
|
||
|
if( spawnData.restored )
|
||
|
{
|
||
|
|
||
|
|
||
|
|
||
|
theGame.GameplayFactsRemove( "in_combat" );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
if ( !weaponHolster )
|
||
|
{
|
||
|
weaponHolster = new WeaponHolster in this;
|
||
|
}
|
||
|
|
||
|
weaponHolster.Initialize( this, spawnData.restored );
|
||
|
|
||
|
if ( !interiorTracker )
|
||
|
{
|
||
|
interiorTracker = new CPlayerInteriorTracker in this;
|
||
|
}
|
||
|
interiorTracker.Init( spawnData.restored );
|
||
|
|
||
|
|
||
|
super.OnSpawned( spawnData );
|
||
|
|
||
|
|
||
|
medallion = new W3MedallionFX in this;
|
||
|
|
||
|
playerMode = new W3PlayerMode in this;
|
||
|
playerMode.Initialize( this );
|
||
|
|
||
|
|
||
|
playerAiming = new PlayerAiming in this;
|
||
|
playerAiming.Initialize( this );
|
||
|
|
||
|
|
||
|
navQuery = new CNavigationReachabilityQueryInterface in this;
|
||
|
|
||
|
|
||
|
EnableFindTarget( true );
|
||
|
AddTimer( 'CombatCheck', 0.2f, true );
|
||
|
|
||
|
|
||
|
substateManager = ( CExplorationStateManager ) GetComponentByClassName( 'CExplorationStateManager' );
|
||
|
|
||
|
findMoveTargetDist = findMoveTargetDistMax;
|
||
|
|
||
|
SetupEnemiesCollection( enemyCollectionDist, findMoveTargetDist, 10, 'None', FLAG_Attitude_Neutral + FLAG_Attitude_Hostile + FLAG_Attitude_Friendly + FLAG_OnlyAliveActors );
|
||
|
|
||
|
|
||
|
inputHandler.RemoveLocksOnSpawn();
|
||
|
|
||
|
|
||
|
((CActor) this ).SetInteractionPriority( IP_Prio_0 );
|
||
|
|
||
|
prevDayNightIsNight = theGame.envMgr.IsNight();
|
||
|
CheckDayNightCycle();
|
||
|
|
||
|
|
||
|
EnableVisualDebug( SHOW_AI, true );
|
||
|
|
||
|
|
||
|
FactsRemove("blocked_illusion_oneliner");
|
||
|
|
||
|
SetFailedFundamentalsFirstAchievementCondition(false);
|
||
|
m_CollisionFxTemplate = (CEntityTemplate) LoadResource( 'sword_colision_fx' );
|
||
|
if( m_WeaponFXCollisionGroupNames.Size() == 0 )
|
||
|
{
|
||
|
m_WeaponFXCollisionGroupNames.PushBack('Static');
|
||
|
m_WeaponFXCollisionGroupNames.PushBack('Foliage');
|
||
|
m_WeaponFXCollisionGroupNames.PushBack('Fence');
|
||
|
m_WeaponFXCollisionGroupNames.PushBack('BoatSide');
|
||
|
m_WeaponFXCollisionGroupNames.PushBack('Door');
|
||
|
m_WeaponFXCollisionGroupNames.PushBack('RigidBody');
|
||
|
m_WeaponFXCollisionGroupNames.PushBack('Dynamic');
|
||
|
m_WeaponFXCollisionGroupNames.PushBack('Destructible');
|
||
|
}
|
||
|
|
||
|
if ( counterCollisionGroupNames.Size() == 0 )
|
||
|
{
|
||
|
counterCollisionGroupNames.PushBack('Static');
|
||
|
counterCollisionGroupNames.PushBack('Foliage');
|
||
|
counterCollisionGroupNames.PushBack('Fence');
|
||
|
counterCollisionGroupNames.PushBack('Terrain');
|
||
|
counterCollisionGroupNames.PushBack('Door');
|
||
|
counterCollisionGroupNames.PushBack('RigidBody');
|
||
|
counterCollisionGroupNames.PushBack('Dynamic');
|
||
|
counterCollisionGroupNames.PushBack('Destructible');
|
||
|
}
|
||
|
|
||
|
|
||
|
ResetPadBacklightColor();
|
||
|
|
||
|
if( spawnData.restored )
|
||
|
{
|
||
|
if (IsCurrentlyUsingItemL())
|
||
|
{
|
||
|
if (inv.HasItemById( currentlyEquipedItemL ))
|
||
|
{
|
||
|
OnUseSelectedItem();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
HideUsableItem(true);
|
||
|
}
|
||
|
}
|
||
|
if ( GetCurrentMeleeWeaponType() == PW_Steel || GetCurrentMeleeWeaponType() == PW_Silver )
|
||
|
{
|
||
|
OnEquipMeleeWeapon(GetCurrentMeleeWeaponType(), true, true);
|
||
|
}
|
||
|
|
||
|
AddTimer( 'UnmountCrossbowTimer', 0.01, true );
|
||
|
|
||
|
ClearBlockedSlots();
|
||
|
}
|
||
|
|
||
|
((CR4PlayerStateSwimming)this.GetState('Swimming')).OnParentSpawned();
|
||
|
|
||
|
|
||
|
SetImmortalityMode( AIM_None, AIC_SyncedAnim );
|
||
|
|
||
|
|
||
|
theGame.GetDefinitionsManager().GetContainedAbilities('DwimeritiumBomb_3', atts);
|
||
|
for(i=0; i<atts.Size(); i+=1)
|
||
|
{
|
||
|
skill = SkillNameToEnum(atts[i]);
|
||
|
if(skill != S_SUndefined)
|
||
|
BlockSkill(skill, false);
|
||
|
}
|
||
|
|
||
|
|
||
|
this.GetInventory().GetItemEquippedOnSlot( EES_SteelSword, item );
|
||
|
if( this.GetInventory().ItemHasTag( item, 'PhantomWeapon' ) )
|
||
|
{
|
||
|
this.InitPhantomWeaponMgr();
|
||
|
}
|
||
|
|
||
|
|
||
|
if(FactsQuerySum("mq3036_fact_done") > 0)
|
||
|
BlockAllActions('mq3036', false);
|
||
|
|
||
|
spawnedTime = theGame.GetEngineTimeAsSeconds();
|
||
|
|
||
|
if ( theGame.GetInGameConfigWrapper().GetVarValue('Gameplay', 'EnableUberMovement' ) == "1" )
|
||
|
theGame.EnableUberMovement( true );
|
||
|
else
|
||
|
theGame.EnableUberMovement( false );
|
||
|
|
||
|
|
||
|
if ( !FactsDoesExist("gwent_difficulty") )
|
||
|
FactsAdd("gwent_difficulty", 2);
|
||
|
|
||
|
|
||
|
if(!newGamePlusInitialized && FactsQuerySum("NewGamePlus") > 0)
|
||
|
{
|
||
|
NewGamePlusInitialize();
|
||
|
}
|
||
|
|
||
|
|
||
|
if( lastInstantKillTime > theGame.GetGameTime() )
|
||
|
{
|
||
|
SetLastInstantKillTime( GameTimeCreate(0) );
|
||
|
}
|
||
|
|
||
|
// modStatTrak BEGIN
|
||
|
if (!this.GetInventory().HasItem('Achievement Stats'))
|
||
|
{
|
||
|
this.GetInventory().AddAnItem('Achievement Stats', 1, 0, 0);
|
||
|
}
|
||
|
//modStatTrak END
|
||
|
}
|
||
|
|
||
|
public function NewGamePlusInitialize()
|
||
|
{
|
||
|
|
||
|
SetLastInstantKillTime( GameTimeCreate(0) );
|
||
|
}
|
||
|
|
||
|
public function GetTimeSinceSpawned() : float
|
||
|
{
|
||
|
return theGame.GetEngineTimeAsSeconds() - spawnedTime;
|
||
|
}
|
||
|
|
||
|
timer function UnmountCrossbowTimer( dt : float, id : int )
|
||
|
{
|
||
|
var itemId : SItemUniqueId;
|
||
|
|
||
|
itemId = this.inv.GetItemFromSlot( 'l_weapon' );
|
||
|
if ( inv.IsIdValid( itemId ) && inv.IsItemCrossbow( itemId ) )
|
||
|
{
|
||
|
rangedWeapon = (Crossbow)( inv.GetItemEntityUnsafe( itemId ) );
|
||
|
|
||
|
if (rangedWeapon)
|
||
|
{
|
||
|
rangedWeapon.Initialize( (CActor)( rangedWeapon.GetParentEntity() ) );
|
||
|
OnRangedForceHolster( true, true );
|
||
|
RemoveTimer( 'UnmountCrossbowTimer' );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
RemoveTimer( 'UnmountCrossbowTimer' );
|
||
|
}
|
||
|
|
||
|
event OnDestroyed()
|
||
|
{
|
||
|
playerAiming.RemoveAimingSloMo();
|
||
|
|
||
|
if(rangedWeapon)
|
||
|
rangedWeapon.ClearDeployedEntity(true);
|
||
|
|
||
|
ResetPadBacklightColor();
|
||
|
|
||
|
|
||
|
theGame.ReleaseNoSaveLock( noSaveLock );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function GetBlockedSlots () : array < SRadialSlotDef >
|
||
|
{
|
||
|
return blockedRadialSlots;
|
||
|
}
|
||
|
|
||
|
public function ClearBlockedSlots()
|
||
|
{
|
||
|
var i : int;
|
||
|
|
||
|
|
||
|
|
||
|
for ( i = 0; i < blockedRadialSlots.Size(); i+=1 )
|
||
|
{
|
||
|
if( !IsSwimming() )
|
||
|
{
|
||
|
if ( EnableRadialSlot(blockedRadialSlots[i].slotName, 'swimming'))
|
||
|
{
|
||
|
i-=1;
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
if (!IsUsingVehicle())
|
||
|
{
|
||
|
if ( EnableRadialSlot(blockedRadialSlots[i].slotName, 'useVehicle'))
|
||
|
{
|
||
|
i-=1;
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
if ( !IsCurrentlyUsingItemL() || !IsUsableItemLBlocked() )
|
||
|
{
|
||
|
if ( EnableRadialSlot(blockedRadialSlots[i].slotName, 'usableItemL'))
|
||
|
{
|
||
|
i-=1;
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
if ( !IsThrowingItem() )
|
||
|
{
|
||
|
if ( EnableRadialSlot(blockedRadialSlots[i].slotName, 'throwBomb'))
|
||
|
{
|
||
|
i-=1;
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
public function RestoreBlockedSlots ()
|
||
|
{
|
||
|
var i : int;
|
||
|
var slotsToBlock : array<name>;
|
||
|
|
||
|
for ( i = 0; i < blockedRadialSlots.Size(); i+=1 )
|
||
|
{
|
||
|
slotsToBlock.PushBack ( blockedRadialSlots[i].slotName );
|
||
|
}
|
||
|
if ( slotsToBlock.Size() > 0 )
|
||
|
{
|
||
|
EnableRadialSlots ( false, slotsToBlock );
|
||
|
}
|
||
|
}
|
||
|
private function DisableRadialSlot ( slotName : name, sourceName : name ) : bool
|
||
|
{
|
||
|
var i : int;
|
||
|
var k : int;
|
||
|
var slotsToBlock : array<name>;
|
||
|
|
||
|
var blockedRadialSlotEntry : SRadialSlotDef;
|
||
|
|
||
|
slotsToBlock.PushBack ( slotName );
|
||
|
|
||
|
for ( i = 0; i < blockedRadialSlots.Size(); i+=1 )
|
||
|
{
|
||
|
if ( blockedRadialSlots[i].slotName == slotName )
|
||
|
{
|
||
|
if ( sourceName != '' )
|
||
|
{
|
||
|
for ( k = 0; k < blockedRadialSlots[i].disabledBySources.Size(); k += 1 )
|
||
|
{
|
||
|
if ( blockedRadialSlots[i].disabledBySources[k] == sourceName )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
blockedRadialSlots[i].disabledBySources.PushBack ( sourceName );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
blockedRadialSlotEntry = InitBlockedRadialSlotEntry ( slotName );
|
||
|
|
||
|
if ( sourceName != '' )
|
||
|
{
|
||
|
blockedRadialSlotEntry.disabledBySources.PushBack ( sourceName );
|
||
|
}
|
||
|
blockedRadialSlots.PushBack ( blockedRadialSlotEntry );
|
||
|
EnableRadialSlots ( false, slotsToBlock );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public function EnableRadialSlot ( slotName : name, sourceName : name ) : bool
|
||
|
{
|
||
|
var i : int;
|
||
|
var k : int;
|
||
|
|
||
|
var slotsToBlock : array<name>;
|
||
|
|
||
|
slotsToBlock.PushBack ( slotName );
|
||
|
|
||
|
for ( i = 0; i < blockedRadialSlots.Size(); i+=1 )
|
||
|
{
|
||
|
if ( blockedRadialSlots[i].slotName == slotName )
|
||
|
{
|
||
|
|
||
|
if ( sourceName != '' )
|
||
|
{
|
||
|
for ( k = 0; k < blockedRadialSlots[i].disabledBySources.Size(); k += 1 )
|
||
|
{
|
||
|
if ( blockedRadialSlots[i].disabledBySources[k] == sourceName )
|
||
|
{
|
||
|
blockedRadialSlots[i].disabledBySources.Remove ( blockedRadialSlots[i].disabledBySources[k] );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if ( blockedRadialSlots[i].disabledBySources.Size() <= 0 )
|
||
|
{
|
||
|
blockedRadialSlots.Remove( blockedRadialSlots[i] );
|
||
|
EnableRadialSlots ( true, slotsToBlock );
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
|
||
|
}
|
||
|
|
||
|
private function InitBlockedRadialSlotEntry ( slotName : name ) : SRadialSlotDef
|
||
|
{
|
||
|
var blockedRadialSlotEntry : SRadialSlotDef;
|
||
|
|
||
|
blockedRadialSlotEntry.slotName = slotName;
|
||
|
|
||
|
return blockedRadialSlotEntry;
|
||
|
|
||
|
}
|
||
|
|
||
|
public function EnableRadialSlotsWithSource ( enable : bool, slotsToBlock : array < name >, sourceName : name )
|
||
|
{
|
||
|
var i : int;
|
||
|
|
||
|
for ( i = 0; i < slotsToBlock.Size(); i+=1 )
|
||
|
{
|
||
|
if ( enable )
|
||
|
{
|
||
|
EnableRadialSlot ( slotsToBlock[i], sourceName );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DisableRadialSlot ( slotsToBlock[i], sourceName );
|
||
|
}
|
||
|
}
|
||
|
if ( blockedRadialSlots.Size() <= 0 )
|
||
|
{
|
||
|
blockedRadialSlots.Clear();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function IsRadialSlotBlocked ( slotName : name ) : bool
|
||
|
{
|
||
|
var i : int;
|
||
|
|
||
|
for ( i = 0; i < blockedRadialSlots.Size(); i+=1 )
|
||
|
{
|
||
|
if ( blockedRadialSlots[i].slotName == slotName )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function RepairItem ( rapairKitId : SItemUniqueId, usedOnItem : SItemUniqueId );
|
||
|
public function HasRepairAbleGearEquiped () : bool;
|
||
|
public function HasRepairAbleWaponEquiped () : bool;
|
||
|
public function IsItemRepairAble ( item : SItemUniqueId ) : bool;
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public final function ReduceAllOilsAmmo( id : SItemUniqueId )
|
||
|
{
|
||
|
var i : int;
|
||
|
var oils : array< W3Effect_Oil >;
|
||
|
|
||
|
oils = inv.GetOilsAppliedOnItem( id );
|
||
|
|
||
|
for( i=0; i<oils.Size(); i+=1 )
|
||
|
{
|
||
|
oils[ i ].ReduceAmmo();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public final function ResumeOilBuffs( steel : bool )
|
||
|
{
|
||
|
var item : SItemUniqueId;
|
||
|
var oils : array< CBaseGameplayEffect >;
|
||
|
var buff, recentOil : W3Effect_Oil;
|
||
|
var i : int;
|
||
|
|
||
|
item = GetEquippedSword( steel );
|
||
|
oils = GetBuffs( EET_Oil );
|
||
|
|
||
|
if( oils.Size() > 1 )
|
||
|
{
|
||
|
|
||
|
|
||
|
recentOil = inv.GetNewestOilAppliedOnItem( item, false );
|
||
|
}
|
||
|
|
||
|
for( i=0; i<oils.Size(); i+=1 )
|
||
|
{
|
||
|
buff = ( W3Effect_Oil ) oils[ i ];
|
||
|
|
||
|
if( recentOil && recentOil == buff )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if(buff && buff.GetSwordItemId() == item )
|
||
|
{
|
||
|
buff.Resume( '' );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( recentOil )
|
||
|
{
|
||
|
recentOil.Resume( '' );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected final function PauseOilBuffs( isSteel : bool )
|
||
|
{
|
||
|
var item : SItemUniqueId;
|
||
|
var oils : array< CBaseGameplayEffect >;
|
||
|
var buff : W3Effect_Oil;
|
||
|
var i : int;
|
||
|
|
||
|
item = GetEquippedSword( isSteel );
|
||
|
oils = GetBuffs( EET_Oil );
|
||
|
|
||
|
for( i=0; i<oils.Size(); i+=1 )
|
||
|
{
|
||
|
buff = ( W3Effect_Oil ) oils[ i ];
|
||
|
if(buff && buff.GetSwordItemId() == item )
|
||
|
{
|
||
|
buff.Pause( '', true );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public final function ManageAerondightBuff( apply : bool )
|
||
|
{
|
||
|
var aerondight : W3Effect_Aerondight;
|
||
|
var item : SItemUniqueId;
|
||
|
|
||
|
item = inv.GetCurrentlyHeldSword();
|
||
|
|
||
|
if( inv.ItemHasTag( item, 'Aerondight' ) )
|
||
|
{
|
||
|
aerondight = (W3Effect_Aerondight)GetBuff( EET_Aerondight );
|
||
|
|
||
|
if( apply )
|
||
|
{
|
||
|
if( !aerondight )
|
||
|
{
|
||
|
AddEffectDefault( EET_Aerondight, this, "Aerondight" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
aerondight.Resume( 'ManageAerondightBuff' );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
aerondight.Pause( 'ManageAerondightBuff' );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
public function ApplyOil( oilId : SItemUniqueId, usedOnItem : SItemUniqueId ) : bool
|
||
|
{
|
||
|
var oilAbilities : array< name >;
|
||
|
var ammo, ammoBonus : float;
|
||
|
var dm : CDefinitionsManagerAccessor;
|
||
|
var buffParams : SCustomEffectParams;
|
||
|
var oilParams : W3OilBuffParams;
|
||
|
var oilName : name;
|
||
|
var min, max : SAbilityAttributeValue;
|
||
|
var i : int;
|
||
|
var oils : array< W3Effect_Oil >;
|
||
|
var existingOil : W3Effect_Oil;
|
||
|
|
||
|
if( !CanApplyOilOnItem( oilId, usedOnItem ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
dm = theGame.GetDefinitionsManager();
|
||
|
inv.GetItemAbilitiesWithTag( oilId, theGame.params.OIL_ABILITY_TAG, oilAbilities );
|
||
|
oilName = inv.GetItemName( oilId );
|
||
|
oils = inv.GetOilsAppliedOnItem( usedOnItem );
|
||
|
|
||
|
|
||
|
for( i=0; i<oils.Size(); i+=1 )
|
||
|
{
|
||
|
if( oils[ i ].GetOilItemName() == oilName )
|
||
|
{
|
||
|
existingOil = oils[ i ];
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if( !existingOil )
|
||
|
{
|
||
|
if( !GetWitcherPlayer() || !GetWitcherPlayer().IsSetBonusActive( EISB_Wolf_1 ) )
|
||
|
{
|
||
|
inv.RemoveAllOilsFromItem( usedOnItem );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
dm.GetAbilityAttributeValue( GetSetBonusAbility( EISB_Wolf_1 ), 'max_oils_count', min, max );
|
||
|
if( inv.GetActiveOilsAppliedOnItemCount( usedOnItem ) >= CalculateAttributeValue( max ) )
|
||
|
{
|
||
|
inv.RemoveOldestOilFromItem( usedOnItem );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
ammo = CalculateAttributeValue(inv.GetItemAttributeValue(oilId, 'ammo'));
|
||
|
if(CanUseSkill(S_Alchemy_s06))
|
||
|
{
|
||
|
ammoBonus = CalculateAttributeValue(GetSkillAttributeValue(S_Alchemy_s06, 'ammo_bonus', false, false));
|
||
|
ammo *= 1 + ammoBonus * GetSkillLevel(S_Alchemy_s06);
|
||
|
}
|
||
|
|
||
|
|
||
|
if( existingOil )
|
||
|
{
|
||
|
existingOil.Reapply( RoundMath( ammo ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
buffParams.effectType = EET_Oil;
|
||
|
buffParams.creator = this;
|
||
|
oilParams = new W3OilBuffParams in this;
|
||
|
oilParams.iconPath = dm.GetItemIconPath( oilName );
|
||
|
oilParams.localizedName = dm.GetItemLocalisationKeyName( oilName );
|
||
|
oilParams.localizedDescription = dm.GetItemLocalisationKeyName( oilName );
|
||
|
oilParams.sword = usedOnItem;
|
||
|
oilParams.maxCount = RoundMath( ammo );
|
||
|
oilParams.currCount = RoundMath( ammo );
|
||
|
oilParams.oilAbilityName = oilAbilities[ 0 ];
|
||
|
oilParams.oilItemName = oilName;
|
||
|
buffParams.buffSpecificParams = oilParams;
|
||
|
|
||
|
AddEffectCustom( buffParams );
|
||
|
|
||
|
delete oilParams;
|
||
|
}
|
||
|
|
||
|
LogOils("Added oil <<" + oilName + ">> to <<" + inv.GetItemName( usedOnItem ) + ">>");
|
||
|
|
||
|
|
||
|
SetFailedFundamentalsFirstAchievementCondition( true );
|
||
|
|
||
|
theGame.GetGlobalEventsManager().OnScriptedEvent( SEC_OnOilApplied );
|
||
|
|
||
|
if( !inv.IsItemHeld( usedOnItem ) )
|
||
|
{
|
||
|
PauseOilBuffs( inv.IsItemSteelSwordUsableByPlayer( usedOnItem ) );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
public final function IsEquippedSwordUpgradedWithOil(steel : bool, optional oilName : name) : bool
|
||
|
{
|
||
|
var sword : SItemUniqueId;
|
||
|
var i : int;
|
||
|
var oils : array< W3Effect_Oil >;
|
||
|
|
||
|
sword = GetEquippedSword( steel );
|
||
|
if( !inv.IsIdValid( sword ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if( oilName == '' )
|
||
|
{
|
||
|
return inv.ItemHasAnyActiveOilApplied( sword );
|
||
|
}
|
||
|
|
||
|
oils = inv.GetOilsAppliedOnItem( sword );
|
||
|
for( i=0; i<oils.Size(); i+=1 )
|
||
|
{
|
||
|
if( oils[ i ].GetOilItemName() == oilName )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public function CanApplyOilOnItem(oilId : SItemUniqueId, usedOnItem : SItemUniqueId) : bool
|
||
|
{
|
||
|
if(inv.ItemHasTag(oilId, theGame.params.TAG_STEEL_OIL) && inv.IsItemSteelSwordUsableByPlayer(usedOnItem))
|
||
|
return true;
|
||
|
|
||
|
if(inv.ItemHasTag(oilId, theGame.params.TAG_SILVER_OIL) && inv.IsItemSilverSwordUsableByPlayer(usedOnItem))
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
public final function DidFailFundamentalsFirstAchievementCondition() : bool
|
||
|
{
|
||
|
return failedFundamentalsFirstAchievementCondition;
|
||
|
}
|
||
|
|
||
|
public final function SetFailedFundamentalsFirstAchievementCondition(b : bool)
|
||
|
{
|
||
|
var i : int;
|
||
|
var npc : CNewNPC;
|
||
|
|
||
|
failedFundamentalsFirstAchievementCondition = b;
|
||
|
|
||
|
|
||
|
if(failedFundamentalsFirstAchievementCondition)
|
||
|
{
|
||
|
for(i=0; i<hostileEnemies.Size(); i+=1)
|
||
|
{
|
||
|
if(hostileEnemies[i].HasTag(theGame.params.MONSTER_HUNT_ACTOR_TAG))
|
||
|
{
|
||
|
npc = (CNewNPC)hostileEnemies[i];
|
||
|
npc.AddTag('failedFundamentalsAchievement');
|
||
|
npc.AddTimer('FundamentalsAchFailTimer', 30*60, , , , true, true);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function IsInCombatFist() : bool
|
||
|
{
|
||
|
return this.GetCurrentStateName() == 'CombatFists';
|
||
|
}
|
||
|
|
||
|
public function IsInitialized() : bool;
|
||
|
|
||
|
public function IsCiri() : bool
|
||
|
{
|
||
|
return ((W3ReplacerCiri)this);
|
||
|
}
|
||
|
|
||
|
protected function WouldLikeToMove() : bool
|
||
|
{
|
||
|
var speedVec : Vector;
|
||
|
var speed, speedMult : float;
|
||
|
|
||
|
|
||
|
speedVec.X = theInput.GetActionValue( 'GI_AxisLeftX' );
|
||
|
speedVec.Y = theInput.GetActionValue( 'GI_AxisLeftY' );
|
||
|
speed = VecLength2D( speedVec );
|
||
|
|
||
|
return speed > 0.1f;
|
||
|
}
|
||
|
|
||
|
function HandleMovement( deltaTime : float )
|
||
|
{
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
if (WouldLikeToMove())
|
||
|
SetBehaviorVariable( 'playerWouldLikeToMove', 1.0f);
|
||
|
else
|
||
|
SetBehaviorVariable( 'playerWouldLikeToMove', 0.0f);
|
||
|
|
||
|
super.HandleMovement( deltaTime );
|
||
|
}
|
||
|
|
||
|
function BattleCryIsReady( ) : bool
|
||
|
{
|
||
|
var l_currentTime : float;
|
||
|
|
||
|
l_currentTime = theGame.GetEngineTimeAsSeconds();
|
||
|
|
||
|
if( l_currentTime >= battlecry_timeForNext )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
function PlayBattleCry( _BattleCry : name , _Chance : float, optional _IgnoreDelay, ignoreRepeatCheck : bool )
|
||
|
{
|
||
|
var l_randValue : float;
|
||
|
var fact : int;
|
||
|
|
||
|
fact = FactsQuerySum("force_stance_normal");
|
||
|
|
||
|
if( IsSwimming()
|
||
|
|| theGame.IsDialogOrCutscenePlaying()
|
||
|
|| IsInNonGameplayCutscene()
|
||
|
|| IsInGameplayScene()
|
||
|
|| theGame.IsCurrentlyPlayingNonGameplayScene()
|
||
|
|| theGame.IsFading()
|
||
|
|| theGame.IsBlackscreen()
|
||
|
|| FactsQuerySum("force_stance_normal") > 0 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( !ignoreRepeatCheck )
|
||
|
{
|
||
|
if( battlecry_lastTry == _BattleCry )
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
battlecry_lastTry = _BattleCry;
|
||
|
|
||
|
l_randValue = RandF();
|
||
|
|
||
|
|
||
|
if( l_randValue < _Chance && ( _IgnoreDelay || BattleCryIsReady() ) )
|
||
|
{
|
||
|
thePlayer.PlayVoiceset( 90, _BattleCry );
|
||
|
|
||
|
battlecry_timeForNext = theGame.GetEngineTimeAsSeconds() + RandRangeF( battlecry_delayMax, battlecry_delayMin );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
public final function OnWeatherChanged()
|
||
|
{
|
||
|
if( IsInInterior()
|
||
|
|| GetCurrentStateName() != 'Exploration'
|
||
|
|| theGame.IsDialogOrCutscenePlaying()
|
||
|
|| IsInNonGameplayCutscene()
|
||
|
|| IsInGameplayScene()
|
||
|
|| theGame.IsCurrentlyPlayingNonGameplayScene()
|
||
|
|| theGame.IsFading()
|
||
|
|| theGame.IsBlackscreen()
|
||
|
|| GetTimeSinceSpawned() < 60 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
AddTimer( 'CommentOnWeather', 1 );
|
||
|
}
|
||
|
|
||
|
public final timer function CommentOnWeather( _Delta : float, _Id : int )
|
||
|
{
|
||
|
var l_weather : name;
|
||
|
var l_currentArea : EAreaName;
|
||
|
var l_rand : float;
|
||
|
|
||
|
l_weather = GetWeatherConditionName();
|
||
|
|
||
|
l_currentArea = theGame.GetCommonMapManager().GetCurrentArea();
|
||
|
|
||
|
switch ( l_weather )
|
||
|
{
|
||
|
case 'WT_Clear':
|
||
|
|
||
|
l_rand = RandF();
|
||
|
|
||
|
if( l_rand > 0.66f && !AreaIsCold() && theGame.envMgr.IsDay() )
|
||
|
{
|
||
|
thePlayer.PlayVoiceset( 90, 'WeatherHot' );
|
||
|
}
|
||
|
else if ( l_rand > 0.33f )
|
||
|
{
|
||
|
thePlayer.PlayVoiceset( 90, 'WeatherClearingUp' );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case 'WT_Rain_Storm':
|
||
|
thePlayer.PlayVoiceset( 90, 'WeatherStormy' );
|
||
|
break;
|
||
|
|
||
|
case 'WT_Light_Clouds':
|
||
|
if( previousRainStrength < GetRainStrength() )
|
||
|
{
|
||
|
thePlayer.PlayVoiceset( 90, 'WeatherLooksLikeRain' );
|
||
|
}
|
||
|
else if( AreaIsCold() && previousWeather == 'WT_Clear' )
|
||
|
{
|
||
|
thePlayer.PlayVoiceset( 90, 'WeatherCold' );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case 'WT_Mid_Clouds':
|
||
|
if( previousRainStrength < GetRainStrength() )
|
||
|
{
|
||
|
thePlayer.PlayVoiceset( 90, 'WeatherRaining' );
|
||
|
}
|
||
|
else if( AreaIsCold() && previousWeather == 'WT_Clear' )
|
||
|
{
|
||
|
thePlayer.PlayVoiceset( 90, 'WeatherCold' );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case 'WT_Mid_Clouds_Dark':
|
||
|
if( previousWeather != 'WT_Heavy_Clouds' && previousWeather != 'WT_Heavy_Clouds_Dark' )
|
||
|
thePlayer.PlayVoiceset( 90, 'WeatherWindy' );
|
||
|
break;
|
||
|
|
||
|
case 'WT_Heavy_Clouds':
|
||
|
if( previousWeather != 'WT_Mid_Clouds_Dark' && previousWeather != 'WT_Heavy_Clouds_Dark' )
|
||
|
thePlayer.PlayVoiceset( 90, 'WeatherWindy' );
|
||
|
break;
|
||
|
|
||
|
case 'WT_Heavy_Clouds_Dark':
|
||
|
if( thePlayer.IsOnBoat() )
|
||
|
{
|
||
|
thePlayer.PlayVoiceset( 90, 'WeatherSeaWillStorm' );
|
||
|
}
|
||
|
else if( previousRainStrength < GetRainStrength() )
|
||
|
{
|
||
|
thePlayer.PlayVoiceset( 90, 'WeatherLooksLikeRain' );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
thePlayer.PlayVoiceset( 90, 'WeatherWindy' );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case 'WT_Snow':
|
||
|
if( RandF() > 0.5f )
|
||
|
thePlayer.PlayVoiceset( 90, 'WeatherSnowy' );
|
||
|
else
|
||
|
thePlayer.PlayVoiceset( 90, 'WeatherCold' );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
previousRainStrength = GetRainStrength();
|
||
|
previousWeather = l_weather;
|
||
|
}
|
||
|
|
||
|
function CanUpdateMovement() : bool
|
||
|
{
|
||
|
if ( rangedWeapon
|
||
|
&& GetBehaviorVariable( 'fullBodyAnimWeight' ) >= 1.f
|
||
|
&& rangedWeapon.GetCurrentStateName() != 'State_WeaponWait' )
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public function SetDefaultLocomotionController()
|
||
|
{
|
||
|
if( !defaultLocomotionController )
|
||
|
{
|
||
|
defaultLocomotionController = new CR4LocomotionPlayerControllerScript in this;
|
||
|
}
|
||
|
|
||
|
ActionDirectControl( defaultLocomotionController );
|
||
|
}
|
||
|
|
||
|
event OnPlayerTickTimer( deltaTime : float )
|
||
|
{
|
||
|
var focusModeController : CFocusModeController;
|
||
|
var cnt : int;
|
||
|
|
||
|
super.OnPlayerTickTimer( deltaTime );
|
||
|
|
||
|
HandleMovement( deltaTime );
|
||
|
|
||
|
if ( playerAiming.GetCurrentStateName() == 'Aiming' )
|
||
|
{
|
||
|
FindTarget();
|
||
|
FindNonActorTarget( false );
|
||
|
UpdateDisplayTarget();
|
||
|
UpdateLookAtTarget();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if( playerTickTimerPhase == 0 )
|
||
|
{
|
||
|
FindTarget();
|
||
|
}
|
||
|
else if( playerTickTimerPhase == 1 )
|
||
|
{
|
||
|
FindNonActorTarget( false );
|
||
|
}
|
||
|
else if ( playerTickTimerPhase == 2 )
|
||
|
{
|
||
|
UpdateDisplayTarget();
|
||
|
UpdateLookAtTarget();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
playerTickTimerPhase = ( playerTickTimerPhase + 1 ) % 3;
|
||
|
|
||
|
focusModeController = theGame.GetFocusModeController();
|
||
|
focusModeController.UpdateFocusInteractions( deltaTime );
|
||
|
|
||
|
|
||
|
cnt = (int)( effectManager.GetCriticalBuffsCount() > 0 );
|
||
|
SetBehaviorVariable('hasCriticalBuff', cnt);
|
||
|
}
|
||
|
|
||
|
event OnDeath( damageAction : W3DamageAction )
|
||
|
{
|
||
|
super.OnDeath( damageAction );
|
||
|
|
||
|
RemoveTimer('RequestCriticalAnimStart');
|
||
|
|
||
|
EnableFindTarget( false );
|
||
|
BlockAllActions('Death', true);
|
||
|
|
||
|
EnableHardLock( false );
|
||
|
|
||
|
theGame.CreateNoSaveLock( 'player_death', deathNoSaveLock, false, false );
|
||
|
theGame.SetDeathSaveLockId( deathNoSaveLock );
|
||
|
|
||
|
ClearHostileEnemiesList();
|
||
|
RemoveReactions();
|
||
|
SetPlayerCombatTarget(NULL);
|
||
|
OnEnableAimingMode( false );
|
||
|
|
||
|
theGame.EnableFreeCamera( false );
|
||
|
}
|
||
|
|
||
|
|
||
|
function OnRevived()
|
||
|
{
|
||
|
super.OnRevived();
|
||
|
BlockAllActions('Death', false);
|
||
|
|
||
|
theGame.ReleaseNoSaveLock(deathNoSaveLock);
|
||
|
|
||
|
this.RestartReactionsIfNeeded();
|
||
|
}
|
||
|
|
||
|
public function CanStartTalk() : bool
|
||
|
{
|
||
|
if ( beingWarnedBy.Size() > 0 )
|
||
|
return false;
|
||
|
|
||
|
return super.CanStartTalk();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function AddCounterTimeStamp(time : EngineTime) {counterTimestamps.PushBack(time);}
|
||
|
|
||
|
|
||
|
public function CheckCounterSpamming(attacker : CActor) : bool
|
||
|
{
|
||
|
var counterWindowStartTime : EngineTime;
|
||
|
var i, spamCounter : int;
|
||
|
var reflexAction : bool;
|
||
|
var testEngineTime : EngineTime;
|
||
|
|
||
|
if(!attacker)
|
||
|
return false;
|
||
|
|
||
|
counterWindowStartTime = ((CNewNPC)attacker).GetCounterWindowStartTime();
|
||
|
spamCounter = 0;
|
||
|
reflexAction = false;
|
||
|
|
||
|
|
||
|
if ( counterWindowStartTime == testEngineTime )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
for(i = counterTimestamps.Size() - 1; i>=0; i-=1)
|
||
|
{
|
||
|
|
||
|
if(counterTimestamps[i] >= (counterWindowStartTime - EngineTimeFromFloat(0.4)) )
|
||
|
{
|
||
|
spamCounter += 1;
|
||
|
}
|
||
|
|
||
|
else
|
||
|
{
|
||
|
counterTimestamps.Remove(counterTimestamps[i]);
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
|
||
|
if(!reflexAction && (counterTimestamps[i] >= counterWindowStartTime))
|
||
|
reflexAction = true;
|
||
|
}
|
||
|
|
||
|
|
||
|
if(spamCounter == 1 && reflexAction)
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
protected function PerformCounterCheck(parryInfo: SParryInfo) : bool
|
||
|
{
|
||
|
var mult : float;
|
||
|
var parryType : EParryType;
|
||
|
var validCounter, useKnockdown : bool;
|
||
|
var slideDistance, duration : float;
|
||
|
var playerToTargetRot : EulerAngles;
|
||
|
var zDifference, mutation8TriggerHP : float;
|
||
|
var effectType : EEffectType;
|
||
|
var repelType : EPlayerRepelType = PRT_Random;
|
||
|
var params : SCustomEffectParams;
|
||
|
var thisPos, attackerPos : Vector;
|
||
|
var fistFightCheck, isMutation8 : bool;
|
||
|
var fistFightCounter : bool;
|
||
|
var attackerInventory : CInventoryComponent;
|
||
|
var weaponId : SItemUniqueId;
|
||
|
var weaponTags : array<name>;
|
||
|
var playerToAttackerVector : Vector;
|
||
|
var tracePosStart : Vector;
|
||
|
var tracePosEnd : Vector;
|
||
|
var hitPos : Vector;
|
||
|
var hitNormal : Vector;
|
||
|
var min, max : SAbilityAttributeValue;
|
||
|
var npc : CNewNPC;
|
||
|
|
||
|
if(ShouldProcessTutorial('TutorialDodge') || ShouldProcessTutorial('TutorialCounter'))
|
||
|
{
|
||
|
theGame.RemoveTimeScale( theGame.GetTimescaleSource(ETS_TutorialFight) );
|
||
|
FactsRemove("tut_fight_slomo_ON");
|
||
|
}
|
||
|
|
||
|
if ( !parryInfo.canBeParried || parryInfo.attacker.HasAbility( 'CannotBeCountered' ) )
|
||
|
return false;
|
||
|
|
||
|
fistFightCheck = FistFightCheck( parryInfo.target, parryInfo.attacker, fistFightCounter );
|
||
|
|
||
|
if( ParryCounterCheck() && parryInfo.targetToAttackerAngleAbs < theGame.params.PARRY_HALF_ANGLE && fistFightCheck )
|
||
|
{
|
||
|
|
||
|
validCounter = CheckCounterSpamming(parryInfo.attacker);
|
||
|
|
||
|
if(validCounter)
|
||
|
{
|
||
|
if ( IsInCombatActionFriendly() )
|
||
|
RaiseEvent('CombatActionFriendlyEnd');
|
||
|
|
||
|
SetBehaviorVariable( 'parryType', ChooseParryTypeIndex( parryInfo ) );
|
||
|
SetBehaviorVariable( 'counter', (float)validCounter);
|
||
|
|
||
|
|
||
|
|
||
|
SetBehaviorVariable( 'parryType', ChooseParryTypeIndex( parryInfo ) );
|
||
|
SetBehaviorVariable( 'counter', (float)validCounter);
|
||
|
this.SetBehaviorVariable( 'combatActionType', (int)CAT_Parry );
|
||
|
|
||
|
|
||
|
if ( !fistFightCounter )
|
||
|
{
|
||
|
attackerInventory = parryInfo.attacker.GetInventory();
|
||
|
weaponId = attackerInventory.GetItemFromSlot('r_weapon');
|
||
|
attackerInventory.GetItemTags( weaponId , weaponTags );
|
||
|
|
||
|
if( GetWitcherPlayer().IsMutationActive( EPMT_Mutation8 ) )
|
||
|
{
|
||
|
isMutation8 = true;
|
||
|
theGame.GetDefinitionsManager().GetAbilityAttributeValue( 'Mutation8', 'hp_perc_trigger', min, max );
|
||
|
mutation8TriggerHP = min.valueMultiplicative;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
npc = (CNewNPC)parryInfo.attacker;
|
||
|
|
||
|
|
||
|
if ( parryInfo.attacker.HasAbility('mon_gravehag') )
|
||
|
{
|
||
|
repelType = PRT_Slash;
|
||
|
parryInfo.attacker.AddEffectDefault(EET_CounterStrikeHit, this, 'ReflexParryPerformed');
|
||
|
|
||
|
}
|
||
|
else if ( npc && !npc.IsHuman() && !npc.HasTag( 'dettlaff_vampire' ) )
|
||
|
{
|
||
|
repelType = PRT_SideStepSlash;
|
||
|
}
|
||
|
else if ( weaponTags.Contains('spear2h') )
|
||
|
{
|
||
|
repelType = PRT_SideStepSlash;
|
||
|
parryInfo.attacker.AddEffectDefault(EET_CounterStrikeHit, this, "ReflexParryPerformed");
|
||
|
parryInfo.attacker.SignalGameplayEvent( 'SpearDestruction');
|
||
|
}
|
||
|
else if( isMutation8 && npc && !npc.IsImmuneToMutation8Finisher() )
|
||
|
{
|
||
|
repelType = PRT_RepelToFinisher;
|
||
|
npc.AddEffectDefault( EET_CounterStrikeHit, this, "ReflexParryPerformed" );
|
||
|
|
||
|
|
||
|
SetTarget( npc, true );
|
||
|
|
||
|
PerformFinisher( 0.f, 0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
|
||
|
thisPos = this.GetWorldPosition();
|
||
|
attackerPos = parryInfo.attacker.GetWorldPosition();
|
||
|
playerToTargetRot = VecToRotation( thisPos - attackerPos );
|
||
|
zDifference = thisPos.Z - attackerPos.Z;
|
||
|
|
||
|
if ( playerToTargetRot.Pitch < -5.f && zDifference > 0.35 )
|
||
|
{
|
||
|
repelType = PRT_Kick;
|
||
|
|
||
|
ragdollTarget = parryInfo.attacker;
|
||
|
AddTimer( 'ApplyCounterRagdollTimer', 0.3 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
useKnockdown = false;
|
||
|
if ( CanUseSkill(S_Sword_s11) )
|
||
|
{
|
||
|
if( GetSkillLevel(S_Sword_s11) > 1 && RandRangeF(3,0) < GetWitcherPlayer().GetStat(BCS_Focus) )
|
||
|
{
|
||
|
duration = CalculateAttributeValue(GetSkillAttributeValue(S_Sword_s11, 'duration', false, true));
|
||
|
useKnockdown = true;
|
||
|
}
|
||
|
}
|
||
|
else if ( parryInfo.attacker.IsHuman() )
|
||
|
{
|
||
|
|
||
|
tracePosStart = parryInfo.attacker.GetWorldPosition();
|
||
|
tracePosStart.Z += 1.f;
|
||
|
playerToAttackerVector = VecNormalize( parryInfo.attacker.GetWorldPosition() - parryInfo.target.GetWorldPosition() );
|
||
|
tracePosEnd = ( playerToAttackerVector * 0.75f ) + ( playerToAttackerVector * parryInfo.attacker.GetRadius() ) + parryInfo.attacker.GetWorldPosition();
|
||
|
tracePosEnd.Z += 1.f;
|
||
|
|
||
|
if ( !theGame.GetWorld().StaticTrace( tracePosStart, tracePosEnd, hitPos, hitNormal, counterCollisionGroupNames ) )
|
||
|
{
|
||
|
tracePosStart = tracePosEnd;
|
||
|
tracePosEnd -= 3.f;
|
||
|
|
||
|
if ( !theGame.GetWorld().StaticTrace( tracePosStart, tracePosEnd, hitPos, hitNormal, counterCollisionGroupNames ) )
|
||
|
useKnockdown = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(useKnockdown && (!parryInfo.attacker.IsImmuneToBuff(EET_HeavyKnockdown) || !parryInfo.attacker.IsImmuneToBuff(EET_Knockdown)))
|
||
|
{
|
||
|
if(!parryInfo.attacker.IsImmuneToBuff(EET_HeavyKnockdown))
|
||
|
{
|
||
|
params.effectType = EET_HeavyKnockdown;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
params.effectType = EET_Knockdown;
|
||
|
}
|
||
|
|
||
|
repelType = PRT_Kick;
|
||
|
params.creator = this;
|
||
|
params.sourceName = "ReflexParryPerformed";
|
||
|
params.duration = duration;
|
||
|
|
||
|
parryInfo.attacker.AddEffectCustom(params);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
parryInfo.attacker.AddEffectDefault(EET_CounterStrikeHit, this, "ReflexParryPerformed");
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
parryInfo.attacker.GetInventory().PlayItemEffect(parryInfo.attackerWeaponId, 'counterattack');
|
||
|
|
||
|
|
||
|
if ( repelType == PRT_Random )
|
||
|
if ( RandRange(100) > 50 )
|
||
|
repelType = PRT_Bash;
|
||
|
else
|
||
|
repelType = PRT_Kick;
|
||
|
|
||
|
this.SetBehaviorVariable( 'repelType', (int)repelType );
|
||
|
parryInfo.attacker.SetBehaviorVariable( 'repelType', (int)repelType );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
parryInfo.attacker.AddEffectDefault(EET_CounterStrikeHit, this, "ReflexParryPerformed");
|
||
|
}
|
||
|
|
||
|
|
||
|
SetParryTarget ( parryInfo.attacker );
|
||
|
SetSlideTarget( parryInfo.attacker );
|
||
|
if ( !IsActorLockedToTarget() )
|
||
|
SetMoveTarget( parryInfo.attacker );
|
||
|
|
||
|
if ( RaiseForceEvent( 'PerformCounter' ) )
|
||
|
OnCombatActionStart();
|
||
|
|
||
|
SetCustomRotation( 'Counter', VecHeading( parryInfo.attacker.GetWorldPosition() - this.GetWorldPosition() ), 0.0f, 0.2f, false );
|
||
|
AddTimer( 'UpdateCounterRotation', 0.4f, true );
|
||
|
AddTimer( 'SetCounterRotation', 0.2f );
|
||
|
|
||
|
IncreaseUninterruptedHitsCount();
|
||
|
|
||
|
|
||
|
if(IsHeavyAttack(parryInfo.attackActionName))
|
||
|
mult = theGame.params.HEAVY_STRIKE_COST_MULTIPLIER;
|
||
|
|
||
|
DrainStamina(ESAT_Counterattack, 0, 0, '', 0, mult);
|
||
|
|
||
|
theGame.GetGamerProfile().IncStat(ES_CounterattackChain);
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ResetUninterruptedHitsCount();
|
||
|
}
|
||
|
return validCounter;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
timer function UpdateCounterRotation( dt : float, id : int )
|
||
|
{
|
||
|
UpdateCustomRotationHeading( 'Counter', VecHeading( parryTarget.GetWorldPosition() - this.GetWorldPosition() ) );
|
||
|
}
|
||
|
|
||
|
timer function SetCounterRotation( dt : float, id : int )
|
||
|
{
|
||
|
SetCustomRotation( 'Counter', VecHeading( parryTarget.GetWorldPosition() - this.GetWorldPosition() ), 360.f, 0.2f, false );
|
||
|
}
|
||
|
|
||
|
private var parryTarget : CActor;
|
||
|
private function SetParryTarget( t : CActor )
|
||
|
{
|
||
|
parryTarget = t;
|
||
|
}
|
||
|
|
||
|
private var ragdollTarget : CActor;
|
||
|
timer function ApplyCounterRagdollTimer( time : float , id : int)
|
||
|
{
|
||
|
var actor : CActor;
|
||
|
|
||
|
actor = (CActor)ragdollTarget;
|
||
|
|
||
|
if(actor)
|
||
|
{
|
||
|
actor.AddEffectDefault(EET_HeavyKnockdown, this, 'ReflexParryPerformed');
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function EnableMode( mode : EPlayerMode, enable : bool )
|
||
|
{
|
||
|
playerMode.EnableMode( mode, enable );
|
||
|
}
|
||
|
|
||
|
public function GetPlayerMode() : W3PlayerMode
|
||
|
{
|
||
|
return playerMode;
|
||
|
}
|
||
|
|
||
|
private function GetClosestIncomingAttacker() : CActor
|
||
|
{
|
||
|
var i, size : int;
|
||
|
var attackerToPlayerDistances : array< float >;
|
||
|
var closestAttackerIndex : int;
|
||
|
var incomingAttackers : array<CActor>;
|
||
|
|
||
|
|
||
|
if(playerMode && playerMode.combatDataComponent)
|
||
|
{
|
||
|
if ( incomingAttackers.Size() <= 0 )
|
||
|
this.playerMode.combatDataComponent.GetTicketSourceOwners( incomingAttackers, 'TICKET_Charge' );
|
||
|
|
||
|
if ( incomingAttackers.Size() <= 0 )
|
||
|
this.playerMode.combatDataComponent.GetTicketSourceOwners( incomingAttackers, 'TICKET_Melee' );
|
||
|
|
||
|
if ( incomingAttackers.Size() <= 0 )
|
||
|
this.playerMode.combatDataComponent.GetTicketSourceOwners( incomingAttackers, 'TICKET_Range' );
|
||
|
}
|
||
|
|
||
|
size = incomingAttackers.Size();
|
||
|
attackerToPlayerDistances.Resize( size );
|
||
|
|
||
|
if ( size > 0 )
|
||
|
{
|
||
|
for ( i = incomingAttackers.Size()-1; i >= 0; i -= 1)
|
||
|
{
|
||
|
if ( !IsEnemyVisible( incomingAttackers[i] ) )
|
||
|
{
|
||
|
incomingAttackers.EraseFast( i );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( size > 0 )
|
||
|
{
|
||
|
for ( i = 0; i < size; i += 1 )
|
||
|
{
|
||
|
attackerToPlayerDistances[i] = VecDistance( incomingAttackers[i].GetWorldPosition(), this.GetWorldPosition() );
|
||
|
}
|
||
|
closestAttackerIndex = ArrayFindMinF( attackerToPlayerDistances );
|
||
|
return incomingAttackers[ closestAttackerIndex ];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
timer function CombatCheck( time : float , id : int)
|
||
|
{
|
||
|
var i : int;
|
||
|
var strLevel, temp : string;
|
||
|
var enemies : array<CActor>;
|
||
|
|
||
|
UpdateFinishableEnemyList();
|
||
|
FindMoveTarget();
|
||
|
playerMode.UpdateCombatMode();
|
||
|
|
||
|
if( GetPlayerCombatStance() == PCS_Guarded )
|
||
|
{
|
||
|
if( GetTarget().GetHealthPercents() > 0.25f )
|
||
|
{
|
||
|
PlayBattleCry( 'BattleCryTaunt', 0.2f );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if( GetTarget().IsHuman() )
|
||
|
PlayBattleCry( 'BattleCryHumansEnd', 0.3f );
|
||
|
else
|
||
|
PlayBattleCry( 'BattleCryMonstersEnd', 0.3f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(IsThreatened() && ShouldProcessTutorial('TutorialMonsterThreatLevels') && FactsQuerySum("q001_nightmare_ended") > 0)
|
||
|
{
|
||
|
GetEnemiesInRange(enemies);
|
||
|
for(i=0; i<enemies.Size(); i+=1)
|
||
|
{
|
||
|
strLevel = ((CNewNPC)enemies[i]).GetExperienceDifferenceLevelName(temp);
|
||
|
if(strLevel == "deadlyLevel" || strLevel == "highLevel")
|
||
|
{
|
||
|
FactsAdd("tut_high_threat_monster");
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function ReceivedDamageInCombat() : bool
|
||
|
{
|
||
|
return receivedDamageInCombat;
|
||
|
}
|
||
|
|
||
|
|
||
|
event OnCombatStart()
|
||
|
{
|
||
|
var weaponType : EPlayerWeapon;
|
||
|
|
||
|
theGame.CreateNoSaveLock( 'combat', noSaveLock );
|
||
|
|
||
|
theGame.GameplayFactsAdd( "in_combat" );
|
||
|
|
||
|
|
||
|
FactsRemove("statistics_cerberus_sign");
|
||
|
FactsRemove("statistics_cerberus_petard");
|
||
|
FactsRemove("statistics_cerberus_bolt");
|
||
|
FactsRemove("statistics_cerberus_fists");
|
||
|
FactsRemove("statistics_cerberus_melee");
|
||
|
FactsRemove("statistics_cerberus_environment");
|
||
|
|
||
|
BlockAction(EIAB_OpenMeditation, 'InCombat');
|
||
|
BlockAction(EIAB_HighlightObjective, 'InCombat');
|
||
|
|
||
|
if ( !this.IsUsingBoat() && GetTarget().GetAttitude(this) == AIA_Hostile )
|
||
|
{
|
||
|
weaponType = GetMostConvenientMeleeWeapon( GetTarget() );
|
||
|
|
||
|
if ( weaponType == PW_Steel || weaponType == PW_Silver )
|
||
|
this.OnEquipMeleeWeapon( weaponType, false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
event OnCombatFinished()
|
||
|
{
|
||
|
var cnt : int;
|
||
|
|
||
|
reevaluateCurrentWeapon = false;
|
||
|
|
||
|
thePlayer.HardLockToTarget( false );
|
||
|
|
||
|
receivedDamageInCombat = false;
|
||
|
|
||
|
theGame.GameplayFactsRemove( "in_combat" );
|
||
|
|
||
|
|
||
|
cnt = 0;
|
||
|
if(FactsQuerySum("statistics_cerberus_sign") > 0)
|
||
|
cnt += 1;
|
||
|
if(FactsQuerySum("statistics_cerberus_petard") > 0)
|
||
|
cnt += 1;
|
||
|
if(FactsQuerySum("statistics_cerberus_bolt") > 0)
|
||
|
cnt += 1;
|
||
|
if(FactsQuerySum("statistics_cerberus_fists") > 0)
|
||
|
cnt += 1;
|
||
|
if(FactsQuerySum("statistics_cerberus_melee") > 0)
|
||
|
cnt += 1;
|
||
|
if(FactsQuerySum("statistics_cerberus_environment") > 0)
|
||
|
cnt += 1;
|
||
|
|
||
|
|
||
|
FactsRemove("statistics_cerberus_sign");
|
||
|
FactsRemove("statistics_cerberus_petard");
|
||
|
FactsRemove("statistics_cerberus_bolt");
|
||
|
FactsRemove("statistics_cerberus_fists");
|
||
|
FactsRemove("statistics_cerberus_melee");
|
||
|
FactsRemove("statistics_cerberus_environment");
|
||
|
|
||
|
if(cnt >= 3)
|
||
|
theGame.GetGamerProfile().AddAchievement(EA_Cerberus);
|
||
|
|
||
|
|
||
|
if(theGame.GetTutorialSystem() && FactsQuerySum("TutorialShowSilver") > 0)
|
||
|
{
|
||
|
FactsAdd("tut_show_silver_sword", 1);
|
||
|
FactsRemove("TutorialShowSilver");
|
||
|
}
|
||
|
this.SetBehaviorVariable('isInCombatForOverlay',0.f);
|
||
|
GoToExplorationIfNeeded();
|
||
|
theGame.ReleaseNoSaveLock( noSaveLock );
|
||
|
LogChannel( 'OnCombatFinished', "OnCombatFinished: ReleaseNoSaveLock" );
|
||
|
|
||
|
SetFailedFundamentalsFirstAchievementCondition(false);
|
||
|
|
||
|
UnblockAction(EIAB_OpenMeditation, 'InCombat');
|
||
|
UnblockAction(EIAB_HighlightObjective, 'InCombat');
|
||
|
}
|
||
|
|
||
|
event OnReactToBeingHit( damageAction : W3DamageAction )
|
||
|
{
|
||
|
var weaponType : EPlayerWeapon;
|
||
|
|
||
|
super.OnReactToBeingHit(damageAction);
|
||
|
IncHitCounter();
|
||
|
|
||
|
if ( IsInCombat() && damageAction.attacker && damageAction.attacker == GetTarget() && !( this.IsUsingVehicle() && this.IsOnBoat() ) )
|
||
|
{
|
||
|
weaponType = GetMostConvenientMeleeWeapon( GetTarget() );
|
||
|
if ( weaponType != PW_Fists && weaponType != PW_None && weaponType != this.GetCurrentMeleeWeaponType() )
|
||
|
OnEquipMeleeWeapon( weaponType, false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
public function ReceivedCombatDamage()
|
||
|
{
|
||
|
receivedDamageInCombat = true;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
timer function UninterruptedHitsResetOnIdle(dt : float, id : int)
|
||
|
{
|
||
|
ResetUninterruptedHitsCount();
|
||
|
}
|
||
|
|
||
|
public function ResetUninterruptedHitsCount()
|
||
|
{
|
||
|
uninterruptedHitsCount = 0;
|
||
|
LogUnitAtt("Uninterrupted attacks reset!!!!");
|
||
|
}
|
||
|
|
||
|
public function IncreaseUninterruptedHitsCount()
|
||
|
{
|
||
|
uninterruptedHitsCount += 1;
|
||
|
LogUnitAtt("Uninterrupted attacks count increased to " + uninterruptedHitsCount);
|
||
|
|
||
|
if(uninterruptedHitsCount == 4)
|
||
|
AddTimer('StartUninterruptedBlurr', 1, false);
|
||
|
|
||
|
|
||
|
AddTimer('UninterruptedHitsResetOnIdle', 4.f, false);
|
||
|
}
|
||
|
|
||
|
timer function StartUninterruptedBlurr(dt : float, id : int)
|
||
|
{
|
||
|
var changed : bool;
|
||
|
var movingAgent : CMovingPhysicalAgentComponent;
|
||
|
var target : CActor;
|
||
|
|
||
|
|
||
|
if(uninterruptedHitsCount < 4)
|
||
|
{
|
||
|
LogUnitAtt("Stopping camera effect");
|
||
|
thePlayer.StopEffect(uninterruptedHitsCurrentCameraEffect);
|
||
|
uninterruptedHitsCurrentCameraEffect = '';
|
||
|
uninterruptedHitsCameraStarted = false;
|
||
|
RemoveTimer('StartUninterruptedBlurr');
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
target = GetTarget();
|
||
|
|
||
|
if( target )
|
||
|
{
|
||
|
movingAgent = ( (CMovingPhysicalAgentComponent) (target.GetMovingAgentComponent()) );
|
||
|
}
|
||
|
|
||
|
if(!uninterruptedHitsCameraStarted)
|
||
|
{
|
||
|
LogUnitAtt("Starting camera effect");
|
||
|
AddTimer('StartUninterruptedBlurr', 0.001, true);
|
||
|
if(movingAgent && movingAgent.GetCapsuleHeight() > 2)
|
||
|
uninterruptedHitsCurrentCameraEffect = theGame.params.UNINTERRUPTED_HITS_CAMERA_EFFECT_BIG_ENEMY;
|
||
|
else
|
||
|
uninterruptedHitsCurrentCameraEffect = theGame.params.UNINTERRUPTED_HITS_CAMERA_EFFECT_REGULAR_ENEMY;
|
||
|
thePlayer.PlayEffect(uninterruptedHitsCurrentCameraEffect);
|
||
|
uninterruptedHitsCameraStarted = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
changed = false;
|
||
|
if(movingAgent && movingAgent.GetCapsuleHeight() > 2 && uninterruptedHitsCurrentCameraEffect != theGame.params.UNINTERRUPTED_HITS_CAMERA_EFFECT_BIG_ENEMY)
|
||
|
changed = true;
|
||
|
else if(!movingAgent || ( movingAgent.GetCapsuleHeight() <= 2 && uninterruptedHitsCurrentCameraEffect != theGame.params.UNINTERRUPTED_HITS_CAMERA_EFFECT_REGULAR_ENEMY) )
|
||
|
changed = true;
|
||
|
|
||
|
|
||
|
if(changed)
|
||
|
{
|
||
|
|
||
|
thePlayer.StopEffect(uninterruptedHitsCurrentCameraEffect);
|
||
|
|
||
|
|
||
|
if(uninterruptedHitsCurrentCameraEffect == theGame.params.UNINTERRUPTED_HITS_CAMERA_EFFECT_BIG_ENEMY)
|
||
|
uninterruptedHitsCurrentCameraEffect = theGame.params.UNINTERRUPTED_HITS_CAMERA_EFFECT_REGULAR_ENEMY;
|
||
|
else
|
||
|
uninterruptedHitsCurrentCameraEffect = theGame.params.UNINTERRUPTED_HITS_CAMERA_EFFECT_BIG_ENEMY;
|
||
|
|
||
|
|
||
|
thePlayer.PlayEffect(uninterruptedHitsCurrentCameraEffect);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
private var playerActionEventListeners : array<CGameplayEntity>;
|
||
|
private var playerActionEventBlockingListeners : array<CGameplayEntity>;
|
||
|
|
||
|
private function PlayerActionBlockGameplayActions( sourceName : name, lock : bool, isFromPlace : bool )
|
||
|
{
|
||
|
if ( lock )
|
||
|
{
|
||
|
thePlayer.BlockAction( EIAB_Signs, sourceName, false, false, isFromPlace );
|
||
|
thePlayer.BlockAction( EIAB_DrawWeapon, sourceName, false, false, isFromPlace );
|
||
|
thePlayer.BlockAction( EIAB_CallHorse, sourceName, false, false, isFromPlace );
|
||
|
thePlayer.BlockAction( EIAB_FastTravel, sourceName, false, false, isFromPlace );
|
||
|
thePlayer.BlockAction( EIAB_Fists, sourceName, false, false, isFromPlace );
|
||
|
thePlayer.BlockAction( EIAB_InteractionAction, sourceName, false, false, isFromPlace );
|
||
|
thePlayer.DisableCombatState();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
thePlayer.UnblockAction( EIAB_Signs, sourceName );
|
||
|
thePlayer.UnblockAction( EIAB_DrawWeapon, sourceName );
|
||
|
thePlayer.UnblockAction( EIAB_CallHorse, sourceName );
|
||
|
thePlayer.UnblockAction( EIAB_FastTravel, sourceName );
|
||
|
thePlayer.UnblockAction( EIAB_Fists, sourceName );
|
||
|
thePlayer.UnblockAction( EIAB_InteractionAction, sourceName );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function GetPlayerActionEventListeners() : array<CGameplayEntity>
|
||
|
{
|
||
|
return playerActionEventListeners;
|
||
|
}
|
||
|
|
||
|
|
||
|
public function RegisterForPlayerAction( listener : CGameplayEntity, isLockedByPlace : bool )
|
||
|
{
|
||
|
if ( !playerActionEventListeners.Contains( listener ) )
|
||
|
{
|
||
|
playerActionEventListeners.PushBack( listener );
|
||
|
}
|
||
|
if ( listener.ShouldBlockGameplayActionsOnInteraction() )
|
||
|
{
|
||
|
if ( !playerActionEventBlockingListeners.Contains( listener ) )
|
||
|
{
|
||
|
playerActionEventBlockingListeners.PushBack( listener );
|
||
|
}
|
||
|
if ( playerActionEventBlockingListeners.Size() == 1 )
|
||
|
{
|
||
|
PlayerActionBlockGameplayActions( 'PlayerAction', true, isLockedByPlace );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
public function UnregisterForPlayerAction( listener : CGameplayEntity, isLockedByPlace : bool )
|
||
|
{
|
||
|
playerActionEventListeners.Remove( listener );
|
||
|
playerActionEventBlockingListeners.Remove( listener );
|
||
|
if ( playerActionEventBlockingListeners.Size() == 0 )
|
||
|
{
|
||
|
PlayerActionBlockGameplayActions( 'PlayerAction', false, isLockedByPlace );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event OnPlayerActionStart()
|
||
|
{
|
||
|
|
||
|
thePlayer.SetBehaviorVariable( 'inJumpState', 1.f );
|
||
|
}
|
||
|
|
||
|
event OnPlayerActionEnd()
|
||
|
{
|
||
|
var i : int;
|
||
|
for ( i = playerActionEventListeners.Size() - 1; i >= 0; i-=1 )
|
||
|
{
|
||
|
playerActionEventListeners[i].OnPlayerActionEnd();
|
||
|
}
|
||
|
currentCustomAction = PEA_None;
|
||
|
|
||
|
|
||
|
thePlayer.SetBehaviorVariable( 'inJumpState', 0.f );
|
||
|
}
|
||
|
|
||
|
event OnPlayerActionStartFinished()
|
||
|
{
|
||
|
var i : int;
|
||
|
for ( i = playerActionEventListeners.Size() - 1; i >= 0; i-=1 )
|
||
|
{
|
||
|
playerActionEventListeners[i].OnPlayerActionStartFinished();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function PlayerStartAction( playerAction : EPlayerExplorationAction, optional animName : name ) : bool
|
||
|
{
|
||
|
if ( playerAction == PEA_SlotAnimation && !IsNameValid(animName) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
SetBehaviorVariable( 'playerStopAction', 0.0);
|
||
|
SetBehaviorVariable( 'playerExplorationAction', (float)(int)playerAction);
|
||
|
|
||
|
|
||
|
|
||
|
if ( RaiseForceEvent('playerActionStart') )
|
||
|
{
|
||
|
currentCustomAction = playerAction;
|
||
|
if ( playerAction == PEA_SlotAnimation )
|
||
|
{
|
||
|
playerActionSlotAnimName = animName;
|
||
|
AddTimer('PlayActionAnimWorkaround',0,false);
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
private var playerActionSlotAnimName : name;
|
||
|
|
||
|
timer function PlayActionAnimWorkaround( dt : float , id : int)
|
||
|
{
|
||
|
this.ActionPlaySlotAnimationAsync('PLAYER_ACTION_SLOT',playerActionSlotAnimName, 0.2, 0.2, true);
|
||
|
}
|
||
|
|
||
|
function PlayerStopAction( playerAction : EPlayerExplorationAction )
|
||
|
{
|
||
|
SetBehaviorVariable( 'playerExplorationAction', (float)(int)playerAction);
|
||
|
SetBehaviorVariable( 'playerStopAction', 1.0);
|
||
|
currentCustomAction = PEA_None;
|
||
|
}
|
||
|
|
||
|
function GetPlayerAction() : EPlayerExplorationAction
|
||
|
{
|
||
|
return currentCustomAction;
|
||
|
}
|
||
|
|
||
|
function MedallionPing()
|
||
|
{
|
||
|
var currTime : float = theGame.GetEngineTimeAsSeconds();
|
||
|
|
||
|
if ( lastMedallionEffect < currTime )
|
||
|
{
|
||
|
lastMedallionEffect = theGame.GetEngineTimeAsSeconds() + medallion.effectDuration;
|
||
|
medallion.TriggerMedallionFX();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function CanPerformPlayerAction(optional alsoOutsideExplorationState : bool) : bool
|
||
|
{
|
||
|
|
||
|
if(!alsoOutsideExplorationState && GetCurrentStateName() != 'Exploration')
|
||
|
return false;
|
||
|
|
||
|
if( isInAir || (substateManager && !substateManager.CanInteract()) || IsInCombatAction() || GetCriticalBuffsCount() > 0)
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
event OnItemGiven(data : SItemChangedData)
|
||
|
{
|
||
|
var keyName : name;
|
||
|
var i : int;
|
||
|
var hud : CR4ScriptedHud;
|
||
|
var message : string;
|
||
|
var inve : CInventoryComponent;
|
||
|
|
||
|
if(data.informGui)
|
||
|
{
|
||
|
hud = (CR4ScriptedHud)theGame.GetHud();
|
||
|
if(hud)
|
||
|
{
|
||
|
message = GetLocStringByKeyExt("panel_common_item_received") + ": " + GetLocStringByKeyExt(inv.GetItemLocalizedNameByUniqueID(data.ids[0]));
|
||
|
if(data.quantity > 1)
|
||
|
message += " x" + data.quantity;
|
||
|
hud.HudConsoleMsg(message);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
inve = GetInventory();
|
||
|
|
||
|
|
||
|
if(inve.ItemHasTag(data.ids[0], 'key'))
|
||
|
{
|
||
|
keyName = inve.GetItemName(data.ids[0]);
|
||
|
for(i=nearbyLockedContainersNoKey.Size()-1; i>=0; i-=1)
|
||
|
{
|
||
|
if(nearbyLockedContainersNoKey[i].GetKeyName() == keyName && nearbyLockedContainersNoKey[i].IsEnabled())
|
||
|
{
|
||
|
nearbyLockedContainersNoKey[i].UpdateComponents("Unlock");
|
||
|
nearbyLockedContainersNoKey.Remove(nearbyLockedContainersNoKey[i]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if(inve.IsItemAlchemyItem(data.ids[0]))
|
||
|
{
|
||
|
UpgradeAlchemyItem(data.ids[0], CanUseSkill(S_Perk_08));
|
||
|
}
|
||
|
|
||
|
if(inve.ItemHasTag(data.ids[0], theGame.params.TAG_OFIR_SET))
|
||
|
CheckOfirSetAchievement();
|
||
|
}
|
||
|
|
||
|
private final function CheckOfirSetAchievement()
|
||
|
{
|
||
|
var hasArmor, hasBoots, hasGloves, hasPants, hasSword, hasSaddle, hasBag, hasBlinders : bool;
|
||
|
|
||
|
|
||
|
CheckOfirItems(GetInventory(), hasArmor, hasBoots, hasGloves, hasPants, hasSword, hasSaddle, hasBag, hasBlinders);
|
||
|
|
||
|
|
||
|
CheckOfirItems(GetWitcherPlayer().GetHorseManager().GetInventoryComponent(), hasArmor, hasBoots, hasGloves, hasPants, hasSword, hasSaddle, hasBag, hasBlinders);
|
||
|
|
||
|
if(hasArmor && hasBoots && hasGloves && hasPants && hasSword && hasSaddle && hasBag && hasBlinders)
|
||
|
theGame.GetGamerProfile().AddAchievement(EA_LatestFashion);
|
||
|
}
|
||
|
|
||
|
private final function CheckOfirItems(inv : CInventoryComponent, out hasArmor : bool, out hasBoots : bool, out hasGloves : bool, out hasPants : bool, out hasSword : bool, out hasSaddle : bool, out hasBag : bool, out hasBlinders : bool)
|
||
|
{
|
||
|
var ofirs : array<SItemUniqueId>;
|
||
|
var i : int;
|
||
|
|
||
|
ofirs = inv.GetItemsByTag(theGame.params.TAG_OFIR_SET);
|
||
|
for(i=0; i<ofirs.Size(); i+=1)
|
||
|
{
|
||
|
if(inv.IsItemChestArmor(ofirs[i]))
|
||
|
{
|
||
|
hasArmor = true;
|
||
|
continue;
|
||
|
}
|
||
|
else if(inv.IsItemBoots(ofirs[i]))
|
||
|
{
|
||
|
hasBoots = true;
|
||
|
continue;
|
||
|
}
|
||
|
else if(inv.IsItemGloves(ofirs[i]))
|
||
|
{
|
||
|
hasGloves = true;
|
||
|
continue;
|
||
|
}
|
||
|
else if(inv.IsItemPants(ofirs[i]))
|
||
|
{
|
||
|
hasPants = true;
|
||
|
continue;
|
||
|
}
|
||
|
else if(inv.IsItemSteelSwordUsableByPlayer(ofirs[i]))
|
||
|
{
|
||
|
hasSword = true;
|
||
|
continue;
|
||
|
}
|
||
|
else if(inv.IsItemSilverSwordUsableByPlayer(ofirs[i]))
|
||
|
{
|
||
|
hasSword = true;
|
||
|
continue;
|
||
|
}
|
||
|
else if(inv.IsItemSaddle(ofirs[i]))
|
||
|
{
|
||
|
hasSaddle = true;
|
||
|
continue;
|
||
|
}
|
||
|
else if(inv.IsItemHorseBag(ofirs[i]))
|
||
|
{
|
||
|
hasBag = true;
|
||
|
continue;
|
||
|
}
|
||
|
else if(inv.IsItemBlinders(ofirs[i]))
|
||
|
{
|
||
|
hasBlinders = true;
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
public function ChangeAlchemyItemsAbilities(upgrade : bool)
|
||
|
{
|
||
|
var i : int;
|
||
|
var dm : CDefinitionsManagerAccessor;
|
||
|
var items : array<SItemUniqueId>;
|
||
|
|
||
|
inv.GetAllItems(items);
|
||
|
dm = theGame.GetDefinitionsManager();
|
||
|
|
||
|
for(i=0; i<items.Size(); i+=1)
|
||
|
if(inv.IsItemAlchemyItem(items[i]))
|
||
|
UpgradeAlchemyItem(items[i], upgrade);
|
||
|
}
|
||
|
|
||
|
|
||
|
public function UpgradeAlchemyItem(itemID : SItemUniqueId, upgrade : bool)
|
||
|
{
|
||
|
var j, currLevel, otherLevel : int;
|
||
|
var dm : CDefinitionsManagerAccessor;
|
||
|
var abs, currAbilities, otherAbilities : array<name>;
|
||
|
var min, max : SAbilityAttributeValue;
|
||
|
|
||
|
if(!inv.IsItemAlchemyItem(itemID))
|
||
|
return;
|
||
|
|
||
|
|
||
|
currLevel = (int)CalculateAttributeValue(inv.GetItemAttributeValue(itemID, 'level'));
|
||
|
|
||
|
|
||
|
if(currLevel == 3 || currLevel == 2 || currLevel < 2 || currLevel > 3)
|
||
|
return;
|
||
|
|
||
|
|
||
|
currAbilities = inv.GetItemAbilitiesWithAttribute(itemID, 'level', currLevel);
|
||
|
|
||
|
|
||
|
inv.GetItemContainedAbilities(itemID, abs);
|
||
|
dm = theGame.GetDefinitionsManager();
|
||
|
for(j=0; j<abs.Size(); j+=1)
|
||
|
{
|
||
|
dm.GetAbilityAttributeValue(abs[j], 'level', min, max);
|
||
|
otherLevel = (int)CalculateAttributeValue(GetAttributeRandomizedValue(min, max));
|
||
|
if( (otherLevel == 2 || otherLevel == 3) && otherLevel != currLevel)
|
||
|
otherAbilities.PushBack(abs[j]);
|
||
|
}
|
||
|
|
||
|
|
||
|
if(otherAbilities.Size() == 0)
|
||
|
{
|
||
|
LogAssert(false, "CR4Player.UpgradeAlchemyItem: cannot find ability to swap to from <<" + currAbilities[0] + ">> on item <<" + inv.GetItemName(itemID) + ">> !!!");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
for(j=0; j<currAbilities.Size(); j+=1)
|
||
|
inv.RemoveItemBaseAbility(itemID, currAbilities[j]);
|
||
|
|
||
|
for(j=0; j<otherAbilities.Size(); j+=1)
|
||
|
inv.AddItemBaseAbility(itemID, otherAbilities[j]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function MovAdjRotateToTarget( ticket : SMovementAdjustmentRequestTicket )
|
||
|
{
|
||
|
var movementAdjustor : CMovementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
|
||
|
var localOrientationTarget : EOrientationTarget = GetOrientationTarget();
|
||
|
|
||
|
if ( localOrientationTarget == OT_CustomHeading )
|
||
|
{
|
||
|
movementAdjustor.RotateTo( ticket, GetOrientationTargetCustomHeading() );
|
||
|
}
|
||
|
else if ( localOrientationTarget == OT_Actor )
|
||
|
{
|
||
|
if ( slideTarget )
|
||
|
movementAdjustor.RotateTowards( ticket, slideTarget );
|
||
|
else if ( lAxisReleasedAfterCounter )
|
||
|
movementAdjustor.RotateTo( ticket, GetHeading() );
|
||
|
else
|
||
|
movementAdjustor.RotateTo( ticket, GetCombatActionHeading() );
|
||
|
}
|
||
|
else if ( localOrientationTarget == OT_Player )
|
||
|
{
|
||
|
if ( bLAxisReleased )
|
||
|
movementAdjustor.RotateTo( ticket, GetHeading() );
|
||
|
else
|
||
|
movementAdjustor.RotateTo( ticket, rawPlayerHeading );
|
||
|
}
|
||
|
else if ( localOrientationTarget == OT_CameraOffset )
|
||
|
{
|
||
|
|
||
|
movementAdjustor.RotateTo( ticket, VecHeading( theCamera.GetCameraDirection() ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
|
||
|
movementAdjustor.RotateTo( ticket, rawCameraHeading );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function UpdateLookAtTarget()
|
||
|
{
|
||
|
var localOrientationTarget : EOrientationTarget;
|
||
|
var playerRot : EulerAngles;
|
||
|
var lookAtActive : Float;
|
||
|
var lookAtTarget : Vector;
|
||
|
var headBoneIdx : int;
|
||
|
var tempComponent : CDrawableComponent;
|
||
|
var entityHeight : float;
|
||
|
var useTorsoBone : bool;
|
||
|
|
||
|
var angles : EulerAngles;
|
||
|
var dir : Vector;
|
||
|
var camZ : float;
|
||
|
|
||
|
var target : CActor;
|
||
|
|
||
|
lookAtActive = 0.0f;
|
||
|
|
||
|
localOrientationTarget = GetOrientationTarget();
|
||
|
|
||
|
if ( localOrientationTarget == OT_Player || localOrientationTarget == OT_CustomHeading )
|
||
|
{
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
if ( localOrientationTarget == OT_Player )
|
||
|
angles = VecToRotation( GetHeadingVector() );
|
||
|
else if ( customOrientationInfoStack.Size() > 0 )
|
||
|
angles = VecToRotation( VecFromHeading( customOrientationInfoStack[ customOrientationInfoStack.Size() - 1 ].customHeading ) );
|
||
|
else
|
||
|
angles = VecToRotation( GetHeadingVector() );
|
||
|
|
||
|
|
||
|
dir = RotForward( angles );
|
||
|
lookAtTarget = dir * 30.f + this.GetWorldPosition();
|
||
|
lookAtTarget.Z += 1.6f;
|
||
|
lookAtActive = 1.0f;
|
||
|
}
|
||
|
else if ( localOrientationTarget == OT_Camera )
|
||
|
{
|
||
|
headBoneIdx = GetHeadBoneIndex();
|
||
|
if ( headBoneIdx >= 0 )
|
||
|
{
|
||
|
lookAtTarget = MatrixGetTranslation( GetBoneWorldMatrixByIndex( headBoneIdx ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
lookAtTarget = GetWorldPosition();
|
||
|
lookAtTarget.Z += 1.6f;
|
||
|
}
|
||
|
lookAtTarget += theCamera.GetCameraDirection() * 100.f;
|
||
|
lookAtActive = 1.0f;
|
||
|
}
|
||
|
else if ( localOrientationTarget == OT_CameraOffset )
|
||
|
{
|
||
|
|
||
|
|
||
|
dir = theCamera.GetCameraDirection();
|
||
|
angles = VecToRotation( dir );
|
||
|
angles.Pitch = -angles.Pitch + oTCameraPitchOffset;
|
||
|
angles.Yaw -= oTCameraOffset;
|
||
|
dir = RotForward( angles );
|
||
|
|
||
|
lookAtTarget = dir * 30.f + this.GetWorldPosition();
|
||
|
lookAtTarget.Z += 1.6f;
|
||
|
lookAtActive = 1.0f;
|
||
|
}
|
||
|
else if ( localOrientationTarget == OT_Actor )
|
||
|
{
|
||
|
if ( IsInCombatAction() )
|
||
|
{
|
||
|
if ( ( ( ( W3PlayerWitcher )this ).GetCurrentlyCastSign() != ST_None && GetBehaviorVariable( 'combatActionType' ) == (int)CAT_CastSign )
|
||
|
|| GetBehaviorVariable( 'combatActionType' ) == (int)CAT_ItemThrow )
|
||
|
|
||
|
useTorsoBone = true;
|
||
|
}
|
||
|
|
||
|
if ( rangedWeapon && rangedWeapon.GetCurrentStateName() != 'State_WeaponWait' )
|
||
|
useTorsoBone = true;
|
||
|
|
||
|
if ( tempLookAtTarget && (CActor)(tempLookAtTarget) )
|
||
|
{
|
||
|
lookAtTarget = ProcessLookAtTargetPosition( tempLookAtTarget, useTorsoBone );
|
||
|
lookAtActive = 1.0f;
|
||
|
}
|
||
|
|
||
|
if ( GetDisplayTarget() && IsDisplayTargetTargetable() )
|
||
|
{
|
||
|
lookAtTarget = ProcessLookAtTargetPosition( GetDisplayTarget(), useTorsoBone );
|
||
|
lookAtActive = 1.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
|
||
|
|
||
|
if ( slideTarget )
|
||
|
{
|
||
|
lookAtTarget = ProcessLookAtTargetPosition( slideTarget, useTorsoBone );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
target = GetTarget();
|
||
|
if ( target )
|
||
|
{
|
||
|
lookAtTarget = ProcessLookAtTargetPosition( target, useTorsoBone );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
lookAtActive = 1.0f;
|
||
|
}
|
||
|
|
||
|
if ( !slideTarget && !IsUsingVehicle() )
|
||
|
{
|
||
|
|
||
|
playerRot = GetWorldRotation();
|
||
|
lookAtTarget = GetWorldPosition() + VecFromHeading( playerRot.Yaw ) * 100.0f;
|
||
|
lookAtActive = 0.0f;
|
||
|
}
|
||
|
|
||
|
if ( useTorsoBone )
|
||
|
lookAtTarget.Z += 0.2f;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
GetVisualDebug().AddSphere('lookAtTarget', 1.f, lookAtTarget, true, Color(255,0,0), 3.0f );
|
||
|
SetLookAtPosition( lookAtTarget );
|
||
|
UpdateLookAtVariables( lookAtActive, lookAtTarget );
|
||
|
}
|
||
|
|
||
|
private function ProcessLookAtTargetPosition( ent : CGameplayEntity, useTorsoBone : bool ) : Vector
|
||
|
{
|
||
|
var boneIdx : int;
|
||
|
var actor : CActor;
|
||
|
var lookAtTarget : Vector;
|
||
|
var tempComponent : CDrawableComponent;
|
||
|
var box : Box;
|
||
|
var entityHeight : float;
|
||
|
var entityPos : Vector;
|
||
|
var predictedPos : Vector;
|
||
|
var z : float;
|
||
|
var entMat : Matrix;
|
||
|
|
||
|
actor = (CActor)(ent);
|
||
|
entityPos = ent.GetWorldPosition();
|
||
|
lookAtTarget = entityPos;
|
||
|
|
||
|
if ( actor )
|
||
|
{
|
||
|
if ( useTorsoBone )
|
||
|
boneIdx = actor.GetTorsoBoneIndex();
|
||
|
else
|
||
|
boneIdx = actor.GetHeadBoneIndex();
|
||
|
}
|
||
|
else
|
||
|
boneIdx = -1;
|
||
|
|
||
|
if ( !( ent.aimVector.X == 0 && ent.aimVector.Y == 0 && ent.aimVector.Z == 0 ) )
|
||
|
{
|
||
|
entMat = ent.GetLocalToWorld();
|
||
|
lookAtTarget = VecTransform( entMat, ent.aimVector );
|
||
|
}
|
||
|
else if ( boneIdx >= 0 )
|
||
|
{
|
||
|
lookAtTarget = MatrixGetTranslation( ent.GetBoneWorldMatrixByIndex( boneIdx ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( actor )
|
||
|
lookAtTarget.Z += ( ((CMovingPhysicalAgentComponent)actor.GetMovingAgentComponent()).GetCapsuleHeight() * 0.5 );
|
||
|
else
|
||
|
{
|
||
|
tempComponent = (CDrawableComponent)( ent.GetComponentByClassName('CDrawableComponent') );
|
||
|
if ( tempComponent.GetObjectBoundingVolume( box ) )
|
||
|
{
|
||
|
entityHeight = box.Max.Z - box.Min.Z;
|
||
|
lookAtTarget = lookAtTarget + Vector(0,0,entityHeight/2);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
z = ((CMovingPhysicalAgentComponent)actor.GetMovingAgentComponent()).GetCapsuleHeight();
|
||
|
if ( actor )
|
||
|
{
|
||
|
if ( PredictLookAtTargetPosition( actor, lookAtTarget.Z - entityPos.Z, predictedPos ) )
|
||
|
lookAtTarget = predictedPos;
|
||
|
}
|
||
|
|
||
|
return lookAtTarget;
|
||
|
}
|
||
|
|
||
|
|
||
|
private function PredictLookAtTargetPosition( targetActor : CActor, zOffSet : float, out predictedPos : Vector ) : bool
|
||
|
{
|
||
|
var virtualPos : Vector;
|
||
|
var i : int;
|
||
|
var dist : float;
|
||
|
var deltaTime : float;
|
||
|
var projSpeed : float;
|
||
|
var projSpeedInt : Vector;
|
||
|
var projAngle : float;
|
||
|
|
||
|
var e3Hack : bool;
|
||
|
var currentTimeInCurve : float;
|
||
|
e3Hack = false;
|
||
|
|
||
|
if ( rangedWeapon
|
||
|
&& rangedWeapon.GetDeployedEntity()
|
||
|
&& ( rangedWeapon.GetCurrentStateName() == 'State_WeaponAim' || rangedWeapon.GetCurrentStateName() == 'State_WeaponShoot' ) )
|
||
|
{
|
||
|
projSpeed = rangedWeapon.GetDeployedEntity().projSpeed;
|
||
|
|
||
|
virtualPos = targetActor.GetWorldPosition();
|
||
|
|
||
|
if ( e3Hack && targetActor.HasTag( 'e3_griffin' ) )
|
||
|
{
|
||
|
for ( i = 0; i < 10; i += 1 )
|
||
|
{
|
||
|
dist = VecDistance( rangedWeapon.GetDeployedEntity().GetWorldPosition(), virtualPos );
|
||
|
deltaTime = dist/projSpeed;
|
||
|
virtualPos = targetActor.PredictWorldPosition( deltaTime );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
return false;
|
||
|
|
||
|
virtualPos.Z += zOffSet;
|
||
|
predictedPos = virtualPos;
|
||
|
GetVisualDebug().AddSphere('CrossbowPredictedPos', 1.0f, virtualPos , true, Color(255,50,50), 5.0f );
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public function SetLookAtPosition( vec : Vector )
|
||
|
{
|
||
|
lookAtPosition = vec;
|
||
|
}
|
||
|
|
||
|
public function GetLookAtPosition() : Vector
|
||
|
{
|
||
|
return lookAtPosition;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
event OnBlockingSceneEnded( optional output : CStorySceneOutput)
|
||
|
{
|
||
|
|
||
|
SetImmortalityMode( AIM_None, AIC_SyncedAnim );
|
||
|
super.OnBlockingSceneEnded(output);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
function GetCurrentMeleeWeaponName() : name
|
||
|
{
|
||
|
return weaponHolster.GetCurrentMeleeWeaponName();
|
||
|
}
|
||
|
|
||
|
public function GetCurrentMeleeWeaponType() : EPlayerWeapon
|
||
|
{
|
||
|
return weaponHolster.GetCurrentMeleeWeapon();
|
||
|
}
|
||
|
|
||
|
public function OnMeleeForceHolster(ignoreActionLock : bool)
|
||
|
{
|
||
|
weaponHolster.HolsterWeapon(ignoreActionLock, true);
|
||
|
}
|
||
|
|
||
|
event OnForcedHolsterWeapon()
|
||
|
{
|
||
|
weaponHolster.OnForcedHolsterWeapon();
|
||
|
}
|
||
|
|
||
|
event OnEquippedItem( category : name, slotName : name )
|
||
|
{
|
||
|
var weaponType : EPlayerWeapon;
|
||
|
|
||
|
if ( slotName == 'r_weapon' )
|
||
|
{
|
||
|
switch ( category )
|
||
|
{
|
||
|
case 'None' :
|
||
|
weaponType = PW_None;
|
||
|
break;
|
||
|
case 'fist' :
|
||
|
weaponType = PW_Fists;
|
||
|
break;
|
||
|
case 'steelsword' :
|
||
|
weaponType = PW_Steel;
|
||
|
break;
|
||
|
case 'silversword' :
|
||
|
weaponType = PW_Silver;
|
||
|
break;
|
||
|
default :
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
weaponHolster.OnEquippedMeleeWeapon( weaponType );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private var isHoldingDeadlySword : bool;
|
||
|
public function ProcessIsHoldingDeadlySword()
|
||
|
{
|
||
|
isHoldingDeadlySword = IsDeadlySwordHeld();
|
||
|
}
|
||
|
|
||
|
public function IsHoldingDeadlySword() : bool
|
||
|
{
|
||
|
return isHoldingDeadlySword;
|
||
|
}
|
||
|
|
||
|
event OnHolsteredItem( category : name, slotName : name )
|
||
|
{
|
||
|
var weaponType : EPlayerWeapon;
|
||
|
|
||
|
|
||
|
if ( slotName == 'r_weapon' && (category == 'steelsword' || category == 'silversword') )
|
||
|
{
|
||
|
if( category == 'silversword' )
|
||
|
{
|
||
|
ManageAerondightBuff( false );
|
||
|
}
|
||
|
|
||
|
GetBuff( EET_LynxSetBonus ).Pause( 'drawing weapon' );
|
||
|
|
||
|
PauseOilBuffs( category == 'steelsword' );
|
||
|
}
|
||
|
|
||
|
if ( slotName == 'r_weapon' )
|
||
|
{
|
||
|
weaponType = weaponHolster.GetCurrentMeleeWeapon();
|
||
|
switch ( category )
|
||
|
{
|
||
|
case 'fist' :
|
||
|
if ( weaponType == PW_Fists )
|
||
|
weaponHolster.OnEquippedMeleeWeapon( PW_None );
|
||
|
return true;
|
||
|
case 'steelsword' :
|
||
|
if ( weaponType == PW_Steel )
|
||
|
weaponHolster.OnEquippedMeleeWeapon( PW_None );
|
||
|
return true;
|
||
|
case 'silversword' :
|
||
|
if ( weaponType == PW_Silver )
|
||
|
weaponHolster.OnEquippedMeleeWeapon( PW_None );
|
||
|
return true;
|
||
|
default :
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event OnEquipMeleeWeapon( weaponType : EPlayerWeapon, ignoreActionLock : bool, optional sheatheIfAlreadyEquipped : bool )
|
||
|
{
|
||
|
RemoveTimer( 'DelayedSheathSword' );
|
||
|
|
||
|
weaponHolster.OnEquipMeleeWeapon( weaponType, ignoreActionLock, sheatheIfAlreadyEquipped );
|
||
|
|
||
|
|
||
|
|
||
|
m_RefreshWeaponFXType = true;
|
||
|
}
|
||
|
|
||
|
event OnHolsterLeftHandItem()
|
||
|
{
|
||
|
weaponHolster.OnHolsterLeftHandItem();
|
||
|
}
|
||
|
|
||
|
timer function DelayedTryToReequipWeapon( dt: float, id : int )
|
||
|
{
|
||
|
var weaponType : EPlayerWeapon;
|
||
|
|
||
|
if( IsInCombat() && GetTarget() )
|
||
|
{
|
||
|
weaponType = GetMostConvenientMeleeWeapon( GetTarget() );
|
||
|
|
||
|
if ( weaponType == PW_Steel || weaponType == PW_Silver )
|
||
|
weaponHolster.OnEquipMeleeWeapon( weaponType, false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
timer function DelayedSheathSword( dt: float, id : int )
|
||
|
{
|
||
|
if ( !IsCombatMusicEnabled() )
|
||
|
{
|
||
|
if ( IsInCombatAction() || !IsActionAllowed( EIAB_DrawWeapon ) )
|
||
|
{
|
||
|
LogChannel( 'OnCombatFinished', "DelayedSheathSword: Sheath pushed to buffer" );
|
||
|
PushCombatActionOnBuffer(EBAT_Sheathe_Sword,BS_Pressed);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
LogChannel( 'OnCombatFinished', "DelayedSheathSword: Sheath successful" );
|
||
|
OnEquipMeleeWeapon( PW_None, false );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected function ShouldAutoSheathSwordInstantly() : bool
|
||
|
{
|
||
|
var enemies : array<CActor>;
|
||
|
var i : int;
|
||
|
|
||
|
GetEnemiesInRange( enemies );
|
||
|
|
||
|
for ( i = 0; i < enemies.Size(); i += 1 )
|
||
|
{
|
||
|
if ( IsThreat( enemies[i] ) &&
|
||
|
VecDistance( enemies[i].GetWorldPosition(), this.GetWorldPosition() ) <= findMoveTargetDist )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public function PrepareToAttack( optional target : CActor, optional action : EBufferActionType )
|
||
|
{
|
||
|
var weaponType : EPlayerWeapon;
|
||
|
|
||
|
if( IsInAir() || !GetBIsCombatActionAllowed() )
|
||
|
{
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
if( !target )
|
||
|
{
|
||
|
target = (CActor)displayTarget;
|
||
|
}
|
||
|
if( !target && IsCombatMusicEnabled() )
|
||
|
{
|
||
|
target = moveTarget;
|
||
|
}
|
||
|
if( !target )
|
||
|
{
|
||
|
if ( this.GetCurrentStateName() == 'Exploration' )
|
||
|
{
|
||
|
SetCombatActionHeading( ProcessCombatActionHeading( action ) );
|
||
|
thePlayer.CanAttackWhenNotInCombat( action, false, target );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
weaponHolster.TryToPrepareMeleeWeaponToAttack();
|
||
|
|
||
|
|
||
|
{
|
||
|
weaponType = GetCurrentMeleeWeaponType();
|
||
|
|
||
|
if ( weaponType == PW_None )
|
||
|
{
|
||
|
|
||
|
weaponType = GetMostConvenientMeleeWeapon( target );
|
||
|
}
|
||
|
|
||
|
|
||
|
if( !OnStateCanGoToCombat() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
GoToCombat( weaponType );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function DisplayCannotAttackMessage( actor : CActor ) : bool
|
||
|
{
|
||
|
if ( actor && ( actor.GetMovingAgentComponent().GetName() == "child_base" || ((CNewNPC)actor).GetNPCType() == ENGT_Quest ) )
|
||
|
{
|
||
|
DisplayHudMessage(GetLocStringByKeyExt("panel_hud_message_cant_attack_this_target"));
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public function GetMostConvenientMeleeWeapon( targetToDrawAgainst : CActor, optional ignoreActionLock : bool ) : EPlayerWeapon
|
||
|
{
|
||
|
return weaponHolster.GetMostConvenientMeleeWeapon( targetToDrawAgainst, ignoreActionLock );
|
||
|
}
|
||
|
|
||
|
private var reevaluateCurrentWeapon : bool;
|
||
|
|
||
|
event OnTargetWeaponDrawn()
|
||
|
{
|
||
|
var weaponType : EPlayerWeapon = this.GetCurrentMeleeWeaponType();
|
||
|
if ( weaponType == PW_Fists )
|
||
|
reevaluateCurrentWeapon = true;
|
||
|
}
|
||
|
|
||
|
public function GoToCombatIfNeeded( optional enemy : CActor ) : bool
|
||
|
{
|
||
|
var weaponType : EPlayerWeapon;
|
||
|
var target : CActor;
|
||
|
|
||
|
if( !enemy && IsInCombat() )
|
||
|
{
|
||
|
target = GetTarget();
|
||
|
|
||
|
if ( target )
|
||
|
enemy = target;
|
||
|
else
|
||
|
enemy = moveTarget;
|
||
|
}
|
||
|
|
||
|
|
||
|
if( !ShouldGoToCombat( enemy ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
weaponType = this.GetCurrentMeleeWeaponType();
|
||
|
|
||
|
if ( weaponType == PW_None || ( reevaluateCurrentWeapon && weaponType == PW_Fists ) || ( !IsInCombat() && weaponHolster.IsOnTheMiddleOfHolstering() ) )
|
||
|
{
|
||
|
|
||
|
weaponType = weaponHolster.GetMostConvenientMeleeWeapon( enemy );
|
||
|
reevaluateCurrentWeapon = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
GoToCombat( weaponType );
|
||
|
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public function GoToCombatIfWanted( ) : bool
|
||
|
{
|
||
|
var weaponType : EPlayerWeapon;
|
||
|
var target : CActor;
|
||
|
var enemy : CActor;
|
||
|
|
||
|
|
||
|
if( !IsInCombat() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
target = GetTarget();
|
||
|
|
||
|
if ( target )
|
||
|
enemy = target;
|
||
|
else
|
||
|
enemy = moveTarget;
|
||
|
|
||
|
weaponType = this.GetCurrentMeleeWeaponType();
|
||
|
|
||
|
if ( weaponType == PW_None || ( !IsInCombat() && weaponHolster.IsOnTheMiddleOfHolstering() ) )
|
||
|
{
|
||
|
|
||
|
weaponType = weaponHolster.GetMostConvenientMeleeWeapon( enemy );
|
||
|
}
|
||
|
|
||
|
|
||
|
GoToCombat( weaponType );
|
||
|
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public function GoToExplorationIfNeeded() : bool
|
||
|
{
|
||
|
|
||
|
|
||
|
if( ! IsInCombatState() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if( !ShouldGoToExploration() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
weaponHolster.EndedCombat();
|
||
|
|
||
|
|
||
|
GotoState( 'Exploration' );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
event OnStateCanGoToCombat()
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
event OnStateCanUpdateExplorationSubstates()
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
private function ShouldGoToCombat( optional enemy : CActor ) : bool
|
||
|
{
|
||
|
var currentStateName : name;
|
||
|
|
||
|
|
||
|
if( !OnStateCanGoToCombat() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
currentStateName = GetCurrentStateName();
|
||
|
|
||
|
if( currentStateName == 'AimThrow' )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if( currentStateName == 'Swimming' )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if( currentStateName == 'TraverseExploration' )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
if ( !enemy )
|
||
|
{
|
||
|
return playerMode.combatMode;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
private function ShouldGoToExploration() : bool
|
||
|
{
|
||
|
if ( IsInCombat() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( rangedWeapon && rangedWeapon.GetCurrentStateName() != 'State_WeaponWait' )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
if( IsFistFightMinigameEnabled() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
if( IsKnockedUnconscious() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
if( IsInCombatAction() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
if( GetCriticalBuffsCount() > 0 )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
private function GoToCombat( weaponType : EPlayerWeapon, optional initialAction : EInitialAction )
|
||
|
{
|
||
|
|
||
|
switch( weaponType )
|
||
|
{
|
||
|
case PW_Silver:
|
||
|
((W3PlayerWitcherStateCombatSilver) GetState('CombatSilver')).SetupState( initialAction );
|
||
|
GoToStateIfNew( 'CombatSilver' );
|
||
|
break;
|
||
|
case PW_Steel:
|
||
|
((W3PlayerWitcherStateCombatSteel) GetState('CombatSteel')).SetupState( initialAction );
|
||
|
GoToStateIfNew( 'CombatSteel' );
|
||
|
break;
|
||
|
case PW_Fists:
|
||
|
case PW_None:
|
||
|
default :
|
||
|
((W3PlayerWitcherStateCombatFists) GetState('CombatFists')).SetupState( initialAction );
|
||
|
GoToStateIfNew( 'CombatFists' );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function GoToStateIfNew( newState : name, optional keepStack : bool, optional forceEvents : bool )
|
||
|
{
|
||
|
if( newState != GetCurrentStateName() )
|
||
|
{
|
||
|
GotoState( newState, keepStack, forceEvents );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
public function GotoState( newState : name, optional keepStack : bool, optional forceEvents : bool )
|
||
|
{
|
||
|
|
||
|
|
||
|
super.GotoState( newState, keepStack, forceEvents );
|
||
|
|
||
|
}
|
||
|
|
||
|
public function IsThisACombatSuperState( stateName : name ) : bool
|
||
|
{
|
||
|
return stateName == 'Combat' || stateName == 'CombatSteel' || stateName == 'CombatSilver' || stateName == 'CombatFists';
|
||
|
}
|
||
|
|
||
|
public function GetWeaponHolster() : WeaponHolster
|
||
|
{
|
||
|
return weaponHolster;
|
||
|
}
|
||
|
|
||
|
public function AbortSign()
|
||
|
{
|
||
|
var playerWitcher : W3PlayerWitcher;
|
||
|
var sign : W3SignEntity;
|
||
|
|
||
|
playerWitcher = (W3PlayerWitcher)this;
|
||
|
|
||
|
if(playerWitcher)
|
||
|
{
|
||
|
sign = (W3SignEntity)playerWitcher.GetCurrentSignEntity();
|
||
|
if (sign)
|
||
|
{
|
||
|
sign.OnSignAborted();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
protected var disableActionBlend : bool;
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
event OnAnimEvent_DisallowHitAnim( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
if ( animEventType == AET_DurationEnd )
|
||
|
{
|
||
|
if ( ( BufferCombatAction == EBAT_Dodge || BufferCombatAction == EBAT_Roll )
|
||
|
&& IsInCombatAction()
|
||
|
&& GetBehaviorVariable( 'combatActionType' ) == (int)CAT_Attack )
|
||
|
{
|
||
|
|
||
|
( (CR4Player)this ).ProcessCombatActionBuffer();
|
||
|
disableActionBlend = true;
|
||
|
}
|
||
|
}
|
||
|
else if ( IsInCombatAction() && GetBehaviorVariable( 'combatActionType' ) == (int)CAT_Dodge && animEventType == AET_DurationStart )
|
||
|
{
|
||
|
disableActionBlend = false;
|
||
|
}
|
||
|
|
||
|
super.OnAnimEvent_DisallowHitAnim( animEventName, animEventType, animInfo );
|
||
|
}
|
||
|
|
||
|
|
||
|
event OnAnimEvent_FadeOut( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
theGame.FadeOutAsync( 0.2, Color( 0, 0, 0, 1 ) );
|
||
|
}
|
||
|
|
||
|
event OnAnimEvent_FadeIn( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
theGame.FadeInAsync( 0.4 );
|
||
|
}
|
||
|
|
||
|
event OnAnimEvent_BloodTrailForced( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
var bloodTrailParam : CBloodTrailEffect;
|
||
|
var weaponId : SItemUniqueId;
|
||
|
|
||
|
if ( isInFinisher )
|
||
|
{
|
||
|
bloodTrailParam = (CBloodTrailEffect)(GetFinisherVictim()).GetGameplayEntityParam( 'CBloodTrailEffect' );
|
||
|
weaponId = this.inv.GetItemFromSlot('r_weapon');
|
||
|
if ( bloodTrailParam )
|
||
|
thePlayer.inv.PlayItemEffect( weaponId, bloodTrailParam.GetEffectName() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event OnAnimEvent_SlowMo( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
if ( isInFinisher && DisableManualCameraControlStackHasSource( 'Finisher' ) )
|
||
|
{
|
||
|
if( animEventType != AET_DurationEnd )
|
||
|
theGame.SetTimeScale( 0.1f, 'AnimEventSlomoMo', 1000, true );
|
||
|
else
|
||
|
theGame.RemoveTimeScale( 'AnimEventSlomoMo' );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event OnAnimEvent_PlayFinisherBlood( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
if ( isInFinisher )
|
||
|
{
|
||
|
SpawnFinisherBlood();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event OnAnimEvent_OnWeaponDrawReady( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
weaponHolster.OnWeaponDrawReady();
|
||
|
}
|
||
|
|
||
|
event OnAnimEvent_OnWeaponHolsterReady( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
weaponHolster.OnWeaponHolsterReady();
|
||
|
}
|
||
|
|
||
|
event OnAnimEvent_ThrowHoldTest( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
var thrownEntity : CThrowable;
|
||
|
|
||
|
thrownEntity = (CThrowable)EntityHandleGet( thrownEntityHandle );
|
||
|
|
||
|
if( IsThrowHold() )
|
||
|
{
|
||
|
SetBehaviorVariable( 'throwStage', (int)TS_Loop );
|
||
|
PushState( 'AimThrow' );
|
||
|
thrownEntity.StartAiming();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
BombThrowRelease();
|
||
|
SetCombatIdleStance( 1.f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event OnAnimEvent_AllowTempLookAt( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
if( animEventType == AET_DurationStart )
|
||
|
SetTempLookAtTarget( slideTarget );
|
||
|
else if( animEventType == AET_DurationEnd )
|
||
|
SetTempLookAtTarget( NULL );
|
||
|
}
|
||
|
|
||
|
protected var slideNPC : CNewNPC;
|
||
|
protected var minSlideDistance : float;
|
||
|
protected var maxSlideDistance : float;
|
||
|
protected var slideTicket : SMovementAdjustmentRequestTicket;
|
||
|
|
||
|
event OnAnimEvent_SlideToTarget( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
var movementAdjustor : CMovementAdjustor;
|
||
|
|
||
|
if( animEventType == AET_DurationStart )
|
||
|
{
|
||
|
slideNPC = (CNewNPC)slideTarget;
|
||
|
}
|
||
|
|
||
|
if( !slideNPC )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if( animEventType == AET_DurationStart && slideNPC.GetGameplayVisibility() )
|
||
|
{
|
||
|
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
|
||
|
slideTicket = movementAdjustor.GetRequest( 'SlideToTarget' );
|
||
|
movementAdjustor.CancelByName( 'SlideToTarget' );
|
||
|
slideTicket = movementAdjustor.CreateNewRequest( 'SlideToTarget' );
|
||
|
movementAdjustor.BindToEventAnimInfo( slideTicket, animInfo );
|
||
|
|
||
|
movementAdjustor.MaxLocationAdjustmentSpeed( slideTicket, 1000000 );
|
||
|
movementAdjustor.ScaleAnimation( slideTicket );
|
||
|
minSlideDistance = ((CMovingPhysicalAgentComponent)this.GetMovingAgentComponent()).GetCapsuleRadius()+((CMovingPhysicalAgentComponent)slideNPC.GetMovingAgentComponent()).GetCapsuleRadius();
|
||
|
if( IsInCombatFist() )
|
||
|
{
|
||
|
maxSlideDistance = 1000.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
maxSlideDistance = minSlideDistance;
|
||
|
}
|
||
|
movementAdjustor.SlideTowards( slideTicket, slideTarget, minSlideDistance, maxSlideDistance );
|
||
|
}
|
||
|
else if( !slideNPC.GetGameplayVisibility() )
|
||
|
{
|
||
|
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
|
||
|
movementAdjustor.CancelByName( 'SlideToTarget' );
|
||
|
slideNPC = NULL;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
|
||
|
movementAdjustor.SlideTowards( slideTicket, slideTarget, minSlideDistance, maxSlideDistance );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event OnAnimEvent_ActionBlend( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
|
||
|
event OnAnimEvent_SubstateManager( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
|
||
|
substateManager.OnAnimEvent( animEventName, animEventType, animInfo );
|
||
|
}
|
||
|
|
||
|
event OnAnimEvent_AllowFall( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
if ( !substateManager.m_OwnerMAC.IsOnGround() )
|
||
|
{
|
||
|
substateManager.m_SharedDataO.SetFallFromCritical( true );
|
||
|
substateManager.m_MoverO.SetVelocity( -6.0f * GetWorldForward() );
|
||
|
substateManager.QueueStateExternal( 'Jump' );
|
||
|
RemoveBuff( EET_Knockdown, true );
|
||
|
RemoveBuff( EET_HeavyKnockdown, true );
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
event OnAnimEvent_AllowFall2( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
if ( !substateManager.m_OwnerMAC.IsOnGround() )
|
||
|
{
|
||
|
|
||
|
|
||
|
substateManager.QueueStateExternal( 'Jump' );
|
||
|
RemoveBuff( EET_Knockdown, true );
|
||
|
RemoveBuff( EET_HeavyKnockdown, true );
|
||
|
}
|
||
|
if( substateManager.StateWantsAndCanEnter( 'Slide' ) )
|
||
|
{
|
||
|
substateManager.QueueStateExternal( 'Slide' );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event OnAnimEvent_DettachGround( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
event OnAnimEvent_pad_vibration( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
var witcher : W3PlayerWitcher;
|
||
|
|
||
|
theGame.VibrateControllerHard();
|
||
|
|
||
|
|
||
|
witcher = GetWitcherPlayer();
|
||
|
if(isInFinisher && witcher)
|
||
|
{
|
||
|
if(HasAbility('Runeword 10 _Stats', true) && !witcher.runeword10TriggerredOnFinisher && ((bool)theGame.GetInGameConfigWrapper().GetVarValue('Gameplay', 'AutomaticFinishersEnabled')) == true)
|
||
|
{
|
||
|
witcher.Runeword10Triggerred();
|
||
|
witcher.runeword10TriggerredOnFinisher = true;
|
||
|
}
|
||
|
else if(HasAbility('Runeword 12 _Stats', true) && !witcher.runeword12TriggerredOnFinisher)
|
||
|
{
|
||
|
witcher.Runeword12Triggerred();
|
||
|
witcher.runeword12TriggerredOnFinisher = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
event OnAnimEvent_pad_vibration_light( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|
||
|
event OnAnimEvent_KillWithRagdoll( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
event OnAnimEvent_RemoveBurning( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
thePlayer.AddBuffImmunity(EET_Burning, 'AnimEvent_RemoveBurning', true);
|
||
|
}
|
||
|
|
||
|
event OnAnimEvent_RemoveTangled( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
if ( this.HasBuff( EET_Tangled ) )
|
||
|
{
|
||
|
this.StopEffect('black_spider_web');
|
||
|
this.PlayEffectSingle('black_spider_web_break');
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
event OnAnimEvent_MoveNoise( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
theGame.GetBehTreeReactionManager().CreateReactionEventIfPossible( this, 'MoveNoise', -1, 30.0f, -1.f, -1, true );
|
||
|
}
|
||
|
|
||
|
|
||
|
event OnBehaviorGraphNotification( notificationName : name, stateName : name )
|
||
|
{
|
||
|
substateManager.OnBehaviorGraphNotification( notificationName, stateName );
|
||
|
|
||
|
if( notificationName == 'PlayerRunActivate' )
|
||
|
{
|
||
|
isInRunAnimation = true;
|
||
|
}
|
||
|
else if( notificationName == 'PlayerRunDeactivate' )
|
||
|
{
|
||
|
isInRunAnimation = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event OnEnumAnimEvent( animEventName : name, variant : SEnumVariant, animEventType : EAnimationEventType, animEventDuration : float, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
var movementAdjustor : CMovementAdjustor;
|
||
|
var ticket : SMovementAdjustmentRequestTicket;
|
||
|
var rotationRate : ERotationRate;
|
||
|
|
||
|
if ( animEventName == 'RotateToTarget' )
|
||
|
{
|
||
|
|
||
|
rotationRate = GetRotationRateFromAnimEvent( variant.enumValue );
|
||
|
|
||
|
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
|
||
|
if ( animEventType == AET_DurationStart || animEventType == AET_DurationStartInTheMiddle )
|
||
|
{
|
||
|
|
||
|
|
||
|
if (! movementAdjustor.IsRequestActive( movementAdjustor.GetRequest( 'RotateToTarget' ) ) )
|
||
|
{
|
||
|
|
||
|
ticket = movementAdjustor.CreateNewRequest( 'RotateToTarget' );
|
||
|
|
||
|
|
||
|
if ((int)rotationRate == 0)
|
||
|
movementAdjustor.AdjustmentDuration( ticket, animEventDuration );
|
||
|
else
|
||
|
{
|
||
|
movementAdjustor.Continuous( ticket );
|
||
|
movementAdjustor.BindToEvent( ticket, 'RotateToTarget' );
|
||
|
}
|
||
|
|
||
|
movementAdjustor.DontUseSourceAnimation( ticket );
|
||
|
movementAdjustor.ReplaceRotation( ticket );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
|
||
|
ticket = movementAdjustor.GetRequest( 'RotateToTarget' );
|
||
|
}
|
||
|
MovAdjRotateToTarget( ticket );
|
||
|
|
||
|
if ((int)rotationRate > 0)
|
||
|
{
|
||
|
movementAdjustor.MaxRotationAdjustmentSpeed( ticket, (float)((int)rotationRate) );
|
||
|
}
|
||
|
}
|
||
|
else if ( animEventType == AET_DurationEnd )
|
||
|
{
|
||
|
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
|
||
|
ticket = movementAdjustor.GetRequest( 'RotateToTarget' );
|
||
|
MovAdjRotateToTarget( ticket );
|
||
|
}
|
||
|
}
|
||
|
super.OnEnumAnimEvent(animEventName, variant, animEventType, animEventDuration, animInfo);
|
||
|
}
|
||
|
|
||
|
event OnTeleported()
|
||
|
{
|
||
|
if( substateManager )
|
||
|
{
|
||
|
substateManager.OnTeleported();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
event OnStartFistfightMinigame()
|
||
|
{
|
||
|
super.OnStartFistfightMinigame();
|
||
|
|
||
|
|
||
|
SetFistFightMinigameEnabled( true );
|
||
|
FistFightHealthChange( true );
|
||
|
thePlayer.GetPlayerMode().ForceCombatMode( FCMR_QuestFunction );
|
||
|
SetImmortalityMode(AIM_Unconscious, AIC_Fistfight);
|
||
|
thePlayer.SetBehaviorVariable( 'playerWeaponLatent', (int)PW_Fists );
|
||
|
GotoCombatStateWithAction( IA_None );
|
||
|
((CMovingAgentComponent)this.GetMovingAgentComponent()).SnapToNavigableSpace( true );
|
||
|
EquipGeraltFistfightWeapon( true );
|
||
|
BlockAction( EIAB_RadialMenu, 'FistfightMinigame' ,,true);
|
||
|
BlockAction( EIAB_Signs, 'FistfightMinigame' ,,true);
|
||
|
BlockAction( EIAB_ThrowBomb, 'FistfightMinigame' ,,true);
|
||
|
BlockAction( EIAB_UsableItem, 'FistfightMinigame' ,,true);
|
||
|
BlockAction( EIAB_Crossbow, 'FistfightMinigame' ,,true);
|
||
|
BlockAction( EIAB_DrawWeapon, 'FistfightMinigame' ,,true);
|
||
|
BlockAction( EIAB_RunAndSprint, 'FistfightMinigame' ,,true);
|
||
|
BlockAction( EIAB_SwordAttack, 'FistfightMinigame' ,,true);
|
||
|
BlockAction( EIAB_CallHorse, 'FistfightMinigame' ,,true);
|
||
|
BlockAction( EIAB_Roll, 'FistfightMinigame' ,,true);
|
||
|
BlockAction( EIAB_Interactions, 'FistfightMinigame' ,,true);
|
||
|
BlockAction( EIAB_Explorations, 'FistfightMinigame' ,,true);
|
||
|
BlockAction( EIAB_OpenInventory, 'FistfightMinigame' ,,true);
|
||
|
BlockAction( EIAB_QuickSlots, 'FistfightMinigame' ,,true);
|
||
|
BlockAction( EIAB_OpenCharacterPanel, 'FistfightMinigame' ,,true);
|
||
|
}
|
||
|
|
||
|
event OnEndFistfightMinigame()
|
||
|
{
|
||
|
((CMovingAgentComponent)this.GetMovingAgentComponent()).SnapToNavigableSpace( false );
|
||
|
FistFightHealthChange( false );
|
||
|
thePlayer.GetPlayerMode().ReleaseForceCombatMode( FCMR_QuestFunction );
|
||
|
EquipGeraltFistfightWeapon( false );
|
||
|
SetFistFightMinigameEnabled( false );
|
||
|
SetImmortalityMode(AIM_None, AIC_Fistfight);
|
||
|
BlockAllActions('FistfightMinigame',false);
|
||
|
|
||
|
super.OnEndFistfightMinigame();
|
||
|
}
|
||
|
|
||
|
public function GetFistFightFinisher( out masterAnimName, slaveAnimIndex : name )
|
||
|
{
|
||
|
var index : int;
|
||
|
|
||
|
index = RandRange(1);
|
||
|
switch ( index )
|
||
|
{
|
||
|
case 0 : masterAnimName = 'man_fistfight_finisher_1_win'; slaveAnimIndex = 'man_fistfight_finisher_1_looser';
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function SetFistFightMinigameEnabled( flag : bool )
|
||
|
{
|
||
|
fistFightMinigameEnabled = flag;
|
||
|
}
|
||
|
|
||
|
public function SetFistFightParams( toDeath : bool, endsWithBS : bool )
|
||
|
{
|
||
|
isFFMinigameToTheDeath = toDeath;
|
||
|
FFMinigameEndsithBS = endsWithBS;
|
||
|
}
|
||
|
|
||
|
public function IsFistFightMinigameEnabled() : bool
|
||
|
{
|
||
|
return fistFightMinigameEnabled;
|
||
|
}
|
||
|
|
||
|
public function IsFistFightMinigameToTheDeath() : bool
|
||
|
{
|
||
|
return isFFMinigameToTheDeath;
|
||
|
}
|
||
|
|
||
|
public function FistFightHealthChange( val : bool )
|
||
|
{
|
||
|
if( val == true )
|
||
|
{
|
||
|
GeraltMaxHealth = thePlayer.GetStatMax(BCS_Vitality);
|
||
|
ClampGeraltMaxHealth( 2000 );
|
||
|
SetHealthPerc( 100 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ClampGeraltMaxHealth( GeraltMaxHealth );
|
||
|
SetHealthPerc( 100 );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function ClampGeraltMaxHealth( val : float )
|
||
|
{
|
||
|
thePlayer.abilityManager.SetStatPointMax( BCS_Vitality, val );
|
||
|
}
|
||
|
|
||
|
function EquipGeraltFistfightWeapon( val : bool )
|
||
|
{
|
||
|
if ( val )
|
||
|
{
|
||
|
fistsItems = thePlayer.GetInventory().AddAnItem( 'Geralt Fistfight Fists', 1, true, true );
|
||
|
thePlayer.GetInventory().MountItem( fistsItems[0] , true );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
thePlayer.GetInventory().DropItem( fistsItems[0], true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function GetGwintAiDifficulty() : EGwintDifficultyMode
|
||
|
{
|
||
|
return gwintAiDifficulty;
|
||
|
}
|
||
|
|
||
|
public function SetGwintAiDifficulty( difficulty : EGwintDifficultyMode )
|
||
|
{
|
||
|
gwintAiDifficulty = difficulty;
|
||
|
}
|
||
|
|
||
|
public function GetGwintAiAggression() : EGwintAggressionMode
|
||
|
{
|
||
|
return gwintAiAggression;
|
||
|
}
|
||
|
|
||
|
public function SetGwintAiAggression( aggression : EGwintAggressionMode )
|
||
|
{
|
||
|
gwintAiAggression = aggression;
|
||
|
}
|
||
|
|
||
|
public function GetGwintMinigameState() : EMinigameState
|
||
|
{
|
||
|
return gwintMinigameState;
|
||
|
}
|
||
|
|
||
|
public function SetGwintMinigameState( minigameState : EMinigameState )
|
||
|
{
|
||
|
gwintMinigameState = minigameState;
|
||
|
}
|
||
|
|
||
|
public function OnGwintGameRequested( deckName : name, forceFaction : eGwintFaction )
|
||
|
{
|
||
|
var gwintManager:CR4GwintManager;
|
||
|
gwintManager = theGame.GetGwintManager();
|
||
|
|
||
|
gwintMinigameState = EMS_None;
|
||
|
|
||
|
gwintManager.SetEnemyDeckByName(deckName);
|
||
|
gwintManager.SetForcedFaction(forceFaction);
|
||
|
|
||
|
if (gwintManager.GetHasDoneTutorial() || !theGame.GetTutorialSystem().AreMessagesEnabled())
|
||
|
{
|
||
|
gwintManager.gameRequested = true;
|
||
|
theGame.RequestMenu( 'DeckBuilder' );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
theGame.GetGuiManager().ShowUserDialog( UMID_SkipGwintTutorial, "gwint_tutorial_play_query_title", "gwint_tutorial_play_query", UDB_YesNo );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function StartGwint_TutorialOrSkip( skipTutorial : bool )
|
||
|
{
|
||
|
var gwintManager : CR4GwintManager;
|
||
|
|
||
|
if( skipTutorial )
|
||
|
{
|
||
|
gwintManager = theGame.GetGwintManager();
|
||
|
gwintManager.gameRequested = true;
|
||
|
gwintManager.SetHasDoneTutorial(true);
|
||
|
gwintManager.SetHasDoneDeckTutorial(true);
|
||
|
theGame.RequestMenu( 'DeckBuilder' );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
theGame.RequestMenu( 'GwintGame' );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private var gwintCardNumbersArray : array<int>;
|
||
|
|
||
|
public function InitGwintCardNumbersArray( arr : array<int> )
|
||
|
{
|
||
|
gwintCardNumbersArray.Clear();
|
||
|
gwintCardNumbersArray = arr;
|
||
|
}
|
||
|
|
||
|
public function GetCardNumbersArray() : array<int>
|
||
|
{
|
||
|
return gwintCardNumbersArray;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
protected var customCameraStack : array<SCustomCameraParams>;
|
||
|
|
||
|
public function AddCustomCamToStack( customCameraParams : SCustomCameraParams ) : int
|
||
|
{
|
||
|
if( customCameraParams.useCustomCamera )
|
||
|
{
|
||
|
if ( customCameraParams.cameraParams.enums[0].enumType != 'ECustomCameraType' )
|
||
|
{
|
||
|
LogChannel( 'CustomCamera', "ERROR: Selected enum is not a custom camera!!!" );
|
||
|
return -1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
customCameraStack.PushBack( customCameraParams );
|
||
|
return ( customCameraStack.Size() - 1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
public function DisableCustomCamInStack( customCameraStackIndex : int )
|
||
|
{
|
||
|
if ( customCameraStackIndex != -1 )
|
||
|
customCameraStack[customCameraStackIndex].useCustomCamera = false;
|
||
|
else
|
||
|
LogChannel( 'CustomCamera', "ERROR: Custom camera to disable does not exist!!!" );
|
||
|
}
|
||
|
|
||
|
event OnInteriorStateChanged( inInterior : bool )
|
||
|
{
|
||
|
interiorCamera = inInterior;
|
||
|
}
|
||
|
|
||
|
event OnModifyPlayerSpeed( flag : bool )
|
||
|
{
|
||
|
modifyPlayerSpeed = flag;
|
||
|
SetBehaviorVariable( 'modifyPlayerSpeed', (float)modifyPlayerSpeed );
|
||
|
}
|
||
|
|
||
|
event OnGameCameraTick( out moveData : SCameraMovementData, dt : float )
|
||
|
{
|
||
|
var targetRotation : EulerAngles;
|
||
|
var dist : float;
|
||
|
|
||
|
if( thePlayer.IsInCombat() )
|
||
|
{
|
||
|
dist = VecDistance2D( thePlayer.GetWorldPosition(), thePlayer.GetTarget().GetWorldPosition() );
|
||
|
thePlayer.GetVisualDebug().AddText( 'dbg', dist, thePlayer.GetWorldPosition() + Vector( 0.f,0.f,2.f ), true, , Color( 0, 255, 0 ) );
|
||
|
}
|
||
|
|
||
|
if ( isStartingFistFightMinigame )
|
||
|
{
|
||
|
moveData.pivotRotationValue = fistFightTeleportNode.GetWorldRotation();
|
||
|
isStartingFistFightMinigame = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
if( substateManager.UpdateCameraIfNeeded( moveData, dt ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( theGame.IsFocusModeActive() )
|
||
|
{
|
||
|
theGame.GetGameCamera().ChangePivotRotationController( 'Exploration' );
|
||
|
theGame.GetGameCamera().ChangePivotDistanceController( 'Default' );
|
||
|
theGame.GetGameCamera().ChangePivotPositionController( 'Default' );
|
||
|
|
||
|
|
||
|
moveData.pivotRotationController = theGame.GetGameCamera().GetActivePivotRotationController();
|
||
|
moveData.pivotDistanceController = theGame.GetGameCamera().GetActivePivotDistanceController();
|
||
|
moveData.pivotPositionController = theGame.GetGameCamera().GetActivePivotPositionController();
|
||
|
|
||
|
|
||
|
|
||
|
moveData.pivotPositionController.SetDesiredPosition( thePlayer.GetWorldPosition() );
|
||
|
|
||
|
moveData.pivotRotationController.SetDesiredPitch( -10.0f );
|
||
|
moveData.pivotRotationController.maxPitch = 50.0;
|
||
|
|
||
|
moveData.pivotDistanceController.SetDesiredDistance( 3.5f );
|
||
|
|
||
|
if ( !interiorCamera )
|
||
|
{
|
||
|
moveData.pivotPositionController.offsetZ = 1.5f;
|
||
|
DampVectorSpring( moveData.cameraLocalSpaceOffset, moveData.cameraLocalSpaceOffsetVel, Vector( 0.5f, 2.0f, 0.3f ), 0.20f, dt );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
moveData.pivotPositionController.offsetZ = 1.3f;
|
||
|
DampVectorSpring( moveData.cameraLocalSpaceOffset, moveData.cameraLocalSpaceOffsetVel, Vector( 0.5f, 2.3f, 0.5f ), 0.3f, dt );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
if( substateManager.m_SharedDataO.IsForceHeading( targetRotation ) )
|
||
|
{
|
||
|
moveData.pivotRotationController.SetDesiredHeading( targetRotation.Yaw );
|
||
|
moveData.pivotRotationController.SetDesiredPitch( targetRotation.Pitch );
|
||
|
moveData.pivotRotationValue.Yaw = LerpAngleF( 2.1f * dt, moveData.pivotRotationValue.Yaw, targetRotation.Yaw );
|
||
|
moveData.pivotRotationValue.Pitch = LerpAngleF( 1.0f * dt, moveData.pivotRotationValue.Pitch, targetRotation.Pitch );
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
if( customCameraStack.Size() > 0 )
|
||
|
{
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
private var questCameraRequest : SQuestCameraRequest;
|
||
|
private var cameraRequestTimeStamp : float;
|
||
|
|
||
|
public function RequestQuestCamera( camera : SQuestCameraRequest )
|
||
|
{
|
||
|
questCameraRequest = camera;
|
||
|
questCameraRequest.requestTimeStamp = theGame.GetEngineTimeAsSeconds();
|
||
|
}
|
||
|
|
||
|
public function ResetQuestCameraRequest()
|
||
|
{
|
||
|
var cameraRequest : SQuestCameraRequest;
|
||
|
|
||
|
questCameraRequest = cameraRequest;
|
||
|
}
|
||
|
|
||
|
event OnGameCameraPostTick( out moveData : SCameraMovementData, dt : float )
|
||
|
{
|
||
|
var ent : CEntity;
|
||
|
var playerPos : Vector;
|
||
|
var angles : EulerAngles;
|
||
|
|
||
|
var distance : float;
|
||
|
|
||
|
|
||
|
|
||
|
if ( questCameraRequest.requestTimeStamp > 0 )
|
||
|
{
|
||
|
if ( questCameraRequest.duration > 0 && questCameraRequest.requestTimeStamp + questCameraRequest.duration < theGame.GetEngineTimeAsSeconds() )
|
||
|
{
|
||
|
ResetQuestCameraRequest();
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if( questCameraRequest.lookAtTag )
|
||
|
{
|
||
|
ent = theGame.GetEntityByTag( questCameraRequest.lookAtTag );
|
||
|
playerPos = GetWorldPosition();
|
||
|
playerPos.Z += 1.8f;
|
||
|
|
||
|
angles = VecToRotation( ent.GetWorldPosition() - playerPos );
|
||
|
|
||
|
moveData.pivotRotationController.SetDesiredHeading( angles.Yaw );
|
||
|
moveData.pivotRotationController.SetDesiredPitch( -angles.Pitch );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if( questCameraRequest.requestYaw )
|
||
|
{
|
||
|
angles = GetWorldRotation();
|
||
|
moveData.pivotRotationController.SetDesiredHeading( angles.Yaw + questCameraRequest.yaw );
|
||
|
}
|
||
|
|
||
|
if( questCameraRequest.requestPitch )
|
||
|
{
|
||
|
moveData.pivotRotationController.SetDesiredPitch( questCameraRequest.pitch );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var wasRunning : bool;
|
||
|
var vel : float;
|
||
|
var smoothTime : float;
|
||
|
|
||
|
var constDamper : ConstDamper;
|
||
|
var rotMultVel : float;
|
||
|
|
||
|
public function UpdateCameraInterior( out moveData : SCameraMovementData, timeDelta : float )
|
||
|
{
|
||
|
var camDist : float;
|
||
|
var camOffset : float;
|
||
|
var rotMultDest : float;
|
||
|
var rotMult : float;
|
||
|
var angles : EulerAngles;
|
||
|
|
||
|
theGame.GetGameCamera().ChangePivotRotationController( 'ExplorationInterior' );
|
||
|
theGame.GetGameCamera().ChangePivotDistanceController( 'Default' );
|
||
|
theGame.GetGameCamera().ChangePivotPositionController( 'Default' );
|
||
|
|
||
|
|
||
|
moveData.pivotRotationController = theGame.GetGameCamera().GetActivePivotRotationController();
|
||
|
moveData.pivotDistanceController = theGame.GetGameCamera().GetActivePivotDistanceController();
|
||
|
moveData.pivotPositionController = theGame.GetGameCamera().GetActivePivotPositionController();
|
||
|
|
||
|
|
||
|
moveData.pivotPositionController.SetDesiredPosition( GetWorldPosition(), 15.f );
|
||
|
|
||
|
if ( !constDamper )
|
||
|
{
|
||
|
constDamper = new ConstDamper in this;
|
||
|
constDamper.SetDamp( 0.35f );
|
||
|
}
|
||
|
|
||
|
if ( rawPlayerSpeed <= 0 || AbsF( AngleDistance( rawPlayerHeading, GetHeading() ) ) > 135 )
|
||
|
constDamper.Reset();
|
||
|
else if ( theGame.IsUberMovementEnabled() )
|
||
|
rotMult = 0.5f;
|
||
|
else
|
||
|
rotMult = 1.f;
|
||
|
|
||
|
rotMult = constDamper.UpdateAndGet( timeDelta, rotMult );
|
||
|
|
||
|
|
||
|
|
||
|
if ( AbsF( AngleDistance( GetHeading(), moveData.pivotRotationValue.Yaw ) ) < 135.f && rawPlayerSpeed > 0 )
|
||
|
moveData.pivotRotationController.SetDesiredHeading( GetHeading(), rotMult );
|
||
|
else
|
||
|
moveData.pivotRotationController.SetDesiredHeading( moveData.pivotRotationValue.Yaw );
|
||
|
|
||
|
moveData.pivotDistanceController.SetDesiredDistance( 1.5f );
|
||
|
|
||
|
angles = VecToRotation( GetMovingAgentComponent().GetVelocity() );
|
||
|
if ( AbsF( angles.Pitch ) < 8.f || bLAxisReleased )
|
||
|
moveData.pivotRotationController.SetDesiredPitch( -10.f );
|
||
|
else
|
||
|
moveData.pivotRotationController.SetDesiredPitch( -angles.Pitch - 18.f );
|
||
|
|
||
|
if ( IsGuarded() )
|
||
|
moveData.pivotPositionController.offsetZ = 1.0f;
|
||
|
else
|
||
|
moveData.pivotPositionController.offsetZ = 1.3f;
|
||
|
|
||
|
|
||
|
|
||
|
if ( playerMoveType >= PMT_Run )
|
||
|
{
|
||
|
|
||
|
camDist = -0.5f;
|
||
|
camOffset = 0.25;
|
||
|
|
||
|
if ( !wasRunning )
|
||
|
{
|
||
|
smoothTime = 1.f;
|
||
|
wasRunning = true;
|
||
|
}
|
||
|
DampFloatSpring( smoothTime, vel, 0.1, 0.5, timeDelta );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
|
||
|
camDist = 0.f;
|
||
|
camOffset = 0.4f;
|
||
|
smoothTime = 0.2f;
|
||
|
wasRunning = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
DampVectorSpring( moveData.cameraLocalSpaceOffset, moveData.cameraLocalSpaceOffsetVel, Vector( 0.3f, camDist, 0.3f ), smoothTime, timeDelta );
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
var wasBRAxisPushed : bool;
|
||
|
protected function UpdateCameraChanneledSign( out moveData : SCameraMovementData, timeDelta : float ) : bool
|
||
|
{
|
||
|
var screenSpaceOffset : float;
|
||
|
var screenSpaceOffsetFwd : float;
|
||
|
var screenSpaceOffsetUp : float;
|
||
|
var heading : float;
|
||
|
var pitch : float;
|
||
|
var playerToTargetRot : EulerAngles;
|
||
|
var rightOffset : float = -20.f;
|
||
|
var leftOffset : float = 15.f;
|
||
|
var angles : EulerAngles;
|
||
|
|
||
|
var vec : Vector;
|
||
|
|
||
|
if( this.IsCurrentSignChanneled() && this.GetCurrentlyCastSign() != ST_Quen && this.GetCurrentlyCastSign() != ST_Yrden )
|
||
|
{
|
||
|
theGame.GetGameCamera().ChangePivotRotationController( 'SignChannel' );
|
||
|
theGame.GetGameCamera().ChangePivotDistanceController( 'SignChannel' );
|
||
|
|
||
|
moveData.pivotRotationController = theGame.GetGameCamera().GetActivePivotRotationController();
|
||
|
moveData.pivotDistanceController = theGame.GetGameCamera().GetActivePivotDistanceController();
|
||
|
|
||
|
|
||
|
if ( GetCurrentlyCastSign() == ST_Axii )
|
||
|
leftOffset = 32.f;
|
||
|
|
||
|
if ( oTCameraOffset != leftOffset && oTCameraOffset != rightOffset )
|
||
|
{
|
||
|
if( ( interiorCamera && !moveTarget )
|
||
|
|| ( AngleDistance( GetHeading(), moveData.pivotRotationValue.Yaw ) < 0 ) )
|
||
|
oTCameraOffset = leftOffset;
|
||
|
else
|
||
|
oTCameraOffset = rightOffset;
|
||
|
}
|
||
|
|
||
|
if ( oTCameraOffset == leftOffset )
|
||
|
{
|
||
|
screenSpaceOffset = 0.65f;
|
||
|
oTCameraPitchOffset = 13.f;
|
||
|
|
||
|
}
|
||
|
else if ( oTCameraOffset == rightOffset )
|
||
|
{
|
||
|
screenSpaceOffset = -0.65f;
|
||
|
oTCameraPitchOffset = 13.f;
|
||
|
|
||
|
}
|
||
|
|
||
|
moveData.pivotPositionController.offsetZ = 1.3f;
|
||
|
|
||
|
if ( !delayCameraOrientationChange )
|
||
|
{
|
||
|
if ( GetOrientationTarget() == OT_Camera || GetOrientationTarget() == OT_CameraOffset )
|
||
|
{
|
||
|
if ( bRAxisReleased )
|
||
|
{
|
||
|
heading = moveData.pivotRotationValue.Yaw;
|
||
|
pitch = moveData.pivotRotationValue.Pitch;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
heading = moveData.pivotRotationValue.Yaw + oTCameraOffset;
|
||
|
pitch = moveData.pivotRotationValue.Pitch;
|
||
|
}
|
||
|
}
|
||
|
else if ( GetOrientationTarget() == OT_Actor )
|
||
|
{
|
||
|
if ( GetDisplayTarget() )
|
||
|
vec = GetDisplayTarget().GetWorldPosition() - GetWorldPosition();
|
||
|
else if ( slideTarget )
|
||
|
vec = slideTarget.GetWorldPosition() - GetWorldPosition();
|
||
|
else if ( GetTarget() )
|
||
|
vec = GetTarget().GetWorldPosition() - GetWorldPosition();
|
||
|
else
|
||
|
vec = GetHeadingVector();
|
||
|
|
||
|
angles = VecToRotation( vec );
|
||
|
heading = angles.Yaw + oTCameraOffset;
|
||
|
pitch = -angles.Pitch - oTCameraPitchOffset;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
angles = VecToRotation( GetHeadingVector() );
|
||
|
heading = angles.Yaw + oTCameraOffset;
|
||
|
pitch = -angles.Pitch - oTCameraPitchOffset;
|
||
|
}
|
||
|
|
||
|
if ( !wasBRAxisPushed && ( !bRAxisReleased ) )
|
||
|
wasBRAxisPushed = true;
|
||
|
|
||
|
moveData.pivotRotationController.SetDesiredHeading( heading , 2.f );
|
||
|
moveData.pivotRotationController.SetDesiredPitch( pitch );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
moveData.pivotRotationController.SetDesiredHeading( moveData.pivotRotationValue.Yaw, 1.f );
|
||
|
moveData.pivotRotationController.SetDesiredPitch( -oTCameraPitchOffset );
|
||
|
}
|
||
|
|
||
|
if ( moveData.pivotRotationValue.Pitch <= 5.f && moveData.pivotRotationValue.Pitch >= -15.f )
|
||
|
{
|
||
|
screenSpaceOffsetFwd = 1.8;
|
||
|
screenSpaceOffsetUp = 0.4;
|
||
|
}
|
||
|
else if ( moveData.pivotRotationValue.Pitch > 0 )
|
||
|
{
|
||
|
screenSpaceOffsetFwd = moveData.pivotRotationValue.Pitch*0.00727 + 1.275f;
|
||
|
screenSpaceOffsetFwd = ClampF( screenSpaceOffsetFwd, 1.5, 2.2 );
|
||
|
|
||
|
screenSpaceOffsetUp = -moveData.pivotRotationValue.Pitch*0.00727 + 0.4363f;
|
||
|
screenSpaceOffsetUp = ClampF( screenSpaceOffsetUp, 0, 0.3 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( GetCurrentlyCastSign() == ST_Axii )
|
||
|
{
|
||
|
screenSpaceOffsetFwd = -moveData.pivotRotationValue.Pitch*0.0425 + 0.8625f;
|
||
|
screenSpaceOffsetFwd = ClampF( screenSpaceOffsetFwd, 1.5, 2.3 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
screenSpaceOffsetFwd = -moveData.pivotRotationValue.Pitch*0.035 + 0.75f;
|
||
|
screenSpaceOffsetFwd = ClampF( screenSpaceOffsetFwd, 1.5, 2.6 );
|
||
|
}
|
||
|
screenSpaceOffsetUp = -moveData.pivotRotationValue.Pitch*0.005 + 0.325f;
|
||
|
screenSpaceOffsetUp = ClampF( screenSpaceOffsetUp, 0.4, 0.5 );
|
||
|
}
|
||
|
|
||
|
DampVectorSpring( moveData.cameraLocalSpaceOffset, moveData.cameraLocalSpaceOffsetVel, Vector( screenSpaceOffset, screenSpaceOffsetFwd, screenSpaceOffsetUp ), 0.25f, timeDelta );
|
||
|
moveData.pivotDistanceController.SetDesiredDistance( 2.8f, 5.f );
|
||
|
moveData.pivotPositionController.SetDesiredPosition( GetWorldPosition() );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
this.wasBRAxisPushed = false;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected function UpdateCameraForSpecialAttack( out moveData : SCameraMovementData, timeDelta : float ) : bool
|
||
|
{
|
||
|
var screenSpaceOffset : float;
|
||
|
var tempHeading : float;
|
||
|
var cameraOffsetLeft : float;
|
||
|
var cameraOffsetRight : float;
|
||
|
|
||
|
if ( !specialAttackCamera )
|
||
|
return false;
|
||
|
|
||
|
theGame.GetGameCamera().ForceManualControlHorTimeout();
|
||
|
theGame.GetGameCamera().ForceManualControlVerTimeout();
|
||
|
|
||
|
|
||
|
cameraOffsetLeft = 30.f;
|
||
|
cameraOffsetRight = -30.f;
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
theGame.GetGameCamera().ChangePivotRotationController( 'SignChannel' );
|
||
|
theGame.GetGameCamera().ChangePivotDistanceController( 'SignChannel' );
|
||
|
|
||
|
moveData.pivotRotationController = theGame.GetGameCamera().GetActivePivotRotationController();
|
||
|
moveData.pivotDistanceController = theGame.GetGameCamera().GetActivePivotDistanceController();
|
||
|
|
||
|
if ( slideTarget )
|
||
|
tempHeading = VecHeading( slideTarget.GetWorldPosition() - GetWorldPosition() );
|
||
|
else
|
||
|
tempHeading = GetHeading();
|
||
|
|
||
|
oTCameraPitchOffset = 0.f;
|
||
|
|
||
|
if( ( interiorCamera && !moveTarget )
|
||
|
|| ( AngleDistance( tempHeading, moveData.pivotRotationValue.Yaw ) < 0 ) )
|
||
|
oTCameraOffset = cameraOffsetLeft;
|
||
|
else
|
||
|
oTCameraOffset = cameraOffsetRight;
|
||
|
|
||
|
if ( oTCameraOffset == cameraOffsetLeft )
|
||
|
{
|
||
|
if ( delayCameraOrientationChange || delayOrientationChange )
|
||
|
{
|
||
|
screenSpaceOffset = 0.75f;
|
||
|
moveData.pivotDistanceController.SetDesiredDistance( 1.6f, 3.f );
|
||
|
moveData.pivotPositionController.offsetZ = 1.4f;
|
||
|
moveData.pivotRotationController.SetDesiredPitch( -15.f );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
screenSpaceOffset = 0.7f;
|
||
|
moveData.pivotDistanceController.SetDesiredDistance( 3.25f );
|
||
|
moveData.pivotPositionController.offsetZ = 1.2f;
|
||
|
moveData.pivotRotationController.SetDesiredPitch( -10.f );
|
||
|
}
|
||
|
}
|
||
|
else if ( oTCameraOffset == cameraOffsetRight )
|
||
|
{
|
||
|
if ( delayCameraOrientationChange || delayOrientationChange )
|
||
|
{
|
||
|
screenSpaceOffset = -0.85f;
|
||
|
moveData.pivotDistanceController.SetDesiredDistance( 1.6f, 3.f );
|
||
|
moveData.pivotPositionController.offsetZ = 1.4f;
|
||
|
moveData.pivotRotationController.SetDesiredPitch( -15.f );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
screenSpaceOffset = -0.8f;
|
||
|
moveData.pivotDistanceController.SetDesiredDistance( 3.25f );
|
||
|
moveData.pivotPositionController.offsetZ = 1.2f;
|
||
|
moveData.pivotRotationController.SetDesiredPitch( -10.f );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
moveData.pivotDistanceController.SetDesiredDistance( 1.25f, 3.f );
|
||
|
moveData.pivotPositionController.offsetZ = 1.3f;
|
||
|
moveData.pivotRotationController.SetDesiredPitch( -5.5f );
|
||
|
}
|
||
|
|
||
|
DampVectorSpring( moveData.cameraLocalSpaceOffset, moveData.cameraLocalSpaceOffsetVel, Vector( screenSpaceOffset, 0.f, 0.f ), 1.f, timeDelta );
|
||
|
|
||
|
if ( !delayCameraOrientationChange )
|
||
|
{
|
||
|
if ( moveTarget )
|
||
|
moveData.pivotRotationController.SetDesiredHeading( GetHeading() + oTCameraOffset, 0.5f );
|
||
|
else
|
||
|
moveData.pivotRotationController.SetDesiredHeading( GetHeading() + oTCameraOffset, 1.f );
|
||
|
}
|
||
|
else
|
||
|
moveData.pivotRotationController.SetDesiredHeading( moveData.pivotRotationValue.Yaw, 1.f );
|
||
|
|
||
|
moveData.pivotPositionController.SetDesiredPosition( GetWorldPosition() );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
private var fovVel : float;
|
||
|
private var sprintOffset : Vector;
|
||
|
private var previousOffset : bool;
|
||
|
private var previousRotationVelocity : float;
|
||
|
private var pivotRotationTimeStamp : float;
|
||
|
protected function UpdateCameraSprint( out moveData : SCameraMovementData, timeDelta : float )
|
||
|
{
|
||
|
var angleDiff : float;
|
||
|
var camOffsetVector : Vector;
|
||
|
var smoothSpeed : float;
|
||
|
var camera : CCustomCamera;
|
||
|
var camAngularSpeed : float;
|
||
|
|
||
|
var playerToCamAngle : float;
|
||
|
var useExplorationSprintCam : bool;
|
||
|
|
||
|
camera = theGame.GetGameCamera();
|
||
|
if( camera )
|
||
|
{
|
||
|
if ( sprintingCamera )
|
||
|
{
|
||
|
|
||
|
if( thePlayer.GetAutoCameraCenter() )
|
||
|
{
|
||
|
theGame.GetGameCamera().ForceManualControlVerTimeout();
|
||
|
}
|
||
|
|
||
|
playerToCamAngle = AbsF( AngleDistance( GetHeading(), moveData.pivotRotationValue.Yaw ) );
|
||
|
|
||
|
|
||
|
useExplorationSprintCam = false;
|
||
|
|
||
|
if ( useExplorationSprintCam )
|
||
|
{
|
||
|
if ( playerToCamAngle <= 45 )
|
||
|
{
|
||
|
theGame.GetGameCamera().ChangePivotRotationController( 'Sprint' );
|
||
|
|
||
|
moveData.pivotRotationController = theGame.GetGameCamera().GetActivePivotRotationController();
|
||
|
|
||
|
moveData.pivotRotationController.SetDesiredHeading( GetHeading(), 0.25f );
|
||
|
moveData.pivotRotationController.SetDesiredPitch( -3.5f, 0.5f );
|
||
|
thePlayer.EnableManualCameraControl( true, 'Sprint' );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
thePlayer.EnableManualCameraControl( false, 'Sprint' );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( theGame.IsUberMovementEnabled() )
|
||
|
moveData.pivotRotationController.SetDesiredHeading( GetHeading(), 0.35f );
|
||
|
|
||
|
thePlayer.EnableManualCameraControl( true, 'Sprint' );
|
||
|
}
|
||
|
|
||
|
if ( bRAxisReleased )
|
||
|
{
|
||
|
if ( AbsF( rawLeftJoyRot ) > 25 )
|
||
|
angleDiff = AngleDistance( GetHeading(), moveData.pivotRotationValue.Yaw );
|
||
|
|
||
|
pivotRotationTimeStamp = theGame.GetEngineTimeAsSeconds();
|
||
|
previousRotationVelocity = 0.f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( previousRotationVelocity <= 0 && AbsF( moveData.pivotRotationVelocity.Yaw ) > 250 )
|
||
|
{
|
||
|
pivotRotationTimeStamp = theGame.GetEngineTimeAsSeconds();
|
||
|
previousRotationVelocity = AbsF( moveData.pivotRotationVelocity.Yaw );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( pivotRotationTimeStamp + 0.4f <= theGame.GetEngineTimeAsSeconds() && AbsF( moveData.pivotRotationVelocity.Yaw ) > 250 )
|
||
|
angleDiff = VecHeading( rawRightJoyVec );
|
||
|
|
||
|
if ( useExplorationSprintCam )
|
||
|
{
|
||
|
if ( playerToCamAngle > 90 )
|
||
|
{
|
||
|
camOffsetVector.X = 0.f;
|
||
|
smoothSpeed = 1.f;
|
||
|
}
|
||
|
else if ( angleDiff > 15.f )
|
||
|
{
|
||
|
camOffsetVector.X = -0.8;
|
||
|
smoothSpeed = 1.f;
|
||
|
previousOffset = true;
|
||
|
}
|
||
|
else if ( angleDiff < -15.f )
|
||
|
{
|
||
|
camOffsetVector.X = 0.475f;
|
||
|
smoothSpeed = 1.5f;
|
||
|
previousOffset = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( previousOffset )
|
||
|
{
|
||
|
camOffsetVector.X = -0.8;
|
||
|
smoothSpeed = 1.5f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
camOffsetVector.X = 0.475f;
|
||
|
smoothSpeed = 1.5f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
camOffsetVector.Y = 1.4f;
|
||
|
camOffsetVector.Z = 0.275f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
|
||
|
smoothSpeed = 0.75f;
|
||
|
|
||
|
camOffsetVector.X = 0.f;
|
||
|
camOffsetVector.Y = 1.f;
|
||
|
camOffsetVector.Z = 0.2f;
|
||
|
moveData.pivotRotationController.SetDesiredPitch( -10.f, 0.5f );
|
||
|
}
|
||
|
|
||
|
DampVectorConst( sprintOffset, camOffsetVector, smoothSpeed, timeDelta );
|
||
|
|
||
|
moveData.cameraLocalSpaceOffset = sprintOffset;
|
||
|
|
||
|
DampFloatSpring( camera.fov, fovVel, 70.f, 1.0, timeDelta );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
sprintOffset = moveData.cameraLocalSpaceOffset;
|
||
|
DampFloatSpring( camera.fov, fovVel, 60.f, 1.0, timeDelta );
|
||
|
previousOffset = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function EnableSprintingCamera( flag : bool )
|
||
|
{
|
||
|
if( !theGame.IsUberMovementEnabled() && !useSprintingCameraAnim )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
super.EnableSprintingCamera( flag );
|
||
|
|
||
|
if ( !flag )
|
||
|
{
|
||
|
thePlayer.EnableManualCameraControl( true, 'Sprint' );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected function UpdateCameraCombatActionButNotInCombat( out moveData : SCameraMovementData, timeDelta : float )
|
||
|
{
|
||
|
var vel : Vector;
|
||
|
var heading : float;
|
||
|
var pitch : float;
|
||
|
var headingMult : float;
|
||
|
var pitchMult : float;
|
||
|
var camOffset : Vector;
|
||
|
var buff : CBaseGameplayEffect;
|
||
|
var runningAndAlertNear : bool;
|
||
|
var desiredDist : float;
|
||
|
|
||
|
if ( ( !IsCurrentSignChanneled() || GetCurrentlyCastSign() == ST_Quen || GetCurrentlyCastSign() == ST_Yrden ) && !specialAttackCamera && !IsInCombatActionFriendly() )
|
||
|
{
|
||
|
buff = GetCurrentlyAnimatedCS();
|
||
|
runningAndAlertNear = GetPlayerCombatStance() == PCS_AlertNear && playerMoveType == PMT_Run && !GetDisplayTarget();
|
||
|
if ( runningAndAlertNear ||
|
||
|
( GetPlayerCombatStance() == PCS_AlertFar && !IsInCombatAction() && !buff ) )
|
||
|
{
|
||
|
camOffset.X = 0.f;
|
||
|
camOffset.Y = 0.f;
|
||
|
camOffset.Z = -0.1f;
|
||
|
|
||
|
if ( runningAndAlertNear )
|
||
|
{
|
||
|
moveData.pivotDistanceController.SetDesiredDistance( 4.f );
|
||
|
moveData.pivotPositionController.offsetZ = 1.5f;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
camOffset.X = 0.f;
|
||
|
camOffset.Y = -1.5f;
|
||
|
camOffset.Z = -0.2f;
|
||
|
}
|
||
|
|
||
|
DampVectorSpring( moveData.cameraLocalSpaceOffset, moveData.cameraLocalSpaceOffsetVel, Vector( camOffset.X, camOffset.Y, camOffset.Z ), 0.4f, timeDelta );
|
||
|
sprintOffset = moveData.cameraLocalSpaceOffset;
|
||
|
heading = moveData.pivotRotationValue.Yaw;
|
||
|
|
||
|
if ( GetOrientationTarget() == OT_Camera || GetOrientationTarget() == OT_CameraOffset )
|
||
|
pitch = moveData.pivotRotationValue.Pitch;
|
||
|
else if ( lastAxisInputIsMovement
|
||
|
|| GetBehaviorVariable( 'combatActionType' ) == (int)CAT_Attack
|
||
|
|| GetBehaviorVariable( 'combatActionType' ) == (int)CAT_SpecialAttack
|
||
|
|| ( GetBehaviorVariable( 'combatActionType' ) == (int)CAT_CastSign && !IsCurrentSignChanneled() && GetCurrentlyCastSign() == ST_Quen ) )
|
||
|
{
|
||
|
theGame.GetGameCamera().ForceManualControlVerTimeout();
|
||
|
pitch = -20.f;
|
||
|
}
|
||
|
else
|
||
|
pitch = moveData.pivotRotationValue.Pitch;
|
||
|
|
||
|
headingMult = 1.f;
|
||
|
pitchMult = 1.f;
|
||
|
|
||
|
|
||
|
if( GetBehaviorVariable( 'combatActionType' ) == (int)CAT_CastSign
|
||
|
&& ( GetEquippedSign() == ST_Aard || GetEquippedSign() == ST_Yrden )
|
||
|
&& GetBehaviorVariable( 'alternateSignCast' ) == 1 )
|
||
|
{
|
||
|
|
||
|
theGame.GetGameCamera().ForceManualControlVerTimeout();
|
||
|
pitch = -20.f;
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
if ( IsCurrentSignChanneled() && GetCurrentlyCastSign() == ST_Quen )
|
||
|
{
|
||
|
pitch = moveData.pivotRotationValue.Pitch;
|
||
|
}
|
||
|
|
||
|
moveData.pivotRotationController.SetDesiredHeading( heading, );
|
||
|
moveData.pivotRotationController.SetDesiredPitch( pitch );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
event OnGameCameraExplorationRotCtrlChange()
|
||
|
{
|
||
|
if( substateManager )
|
||
|
{
|
||
|
return substateManager.OnGameCameraExplorationRotCtrlChange( );
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
function SetCustomRotation( customRotationName : name, rotHeading : float, rotSpeed : float, activeTime : float, rotateExistingDeltaLocation : bool )
|
||
|
{
|
||
|
var movementAdjustor : CMovementAdjustor;
|
||
|
var ticket : SMovementAdjustmentRequestTicket;
|
||
|
|
||
|
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
|
||
|
ticket = movementAdjustor.GetRequest( customRotationName );
|
||
|
movementAdjustor.Cancel( ticket );
|
||
|
ticket = movementAdjustor.CreateNewRequest( customRotationName );
|
||
|
movementAdjustor.Continuous( ticket );
|
||
|
movementAdjustor.ReplaceRotation( ticket );
|
||
|
movementAdjustor.RotateTo( ticket, rotHeading );
|
||
|
movementAdjustor.MaxRotationAdjustmentSpeed( ticket, rotSpeed );
|
||
|
if (rotSpeed == 0.0f)
|
||
|
{
|
||
|
movementAdjustor.AdjustmentDuration( ticket, activeTime );
|
||
|
}
|
||
|
movementAdjustor.KeepActiveFor( ticket, activeTime );
|
||
|
movementAdjustor.RotateExistingDeltaLocation( ticket, rotateExistingDeltaLocation );
|
||
|
}
|
||
|
|
||
|
function UpdateCustomRotationHeading( customRotationName : name, rotHeading : float )
|
||
|
{
|
||
|
var movementAdjustor : CMovementAdjustor;
|
||
|
var ticket : SMovementAdjustmentRequestTicket;
|
||
|
|
||
|
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
|
||
|
ticket = movementAdjustor.GetRequest( customRotationName );
|
||
|
movementAdjustor.RotateTo( ticket, rotHeading );
|
||
|
}
|
||
|
|
||
|
function SetCustomRotationTowards( customRotationName : name, target : CActor, rotSpeed : float, optional activeTime : float )
|
||
|
{
|
||
|
var movementAdjustor : CMovementAdjustor;
|
||
|
var ticket : SMovementAdjustmentRequestTicket;
|
||
|
|
||
|
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
|
||
|
ticket = movementAdjustor.GetRequest( customRotationName );
|
||
|
movementAdjustor.Cancel( ticket );
|
||
|
ticket = movementAdjustor.CreateNewRequest( customRotationName );
|
||
|
movementAdjustor.Continuous( ticket );
|
||
|
movementAdjustor.ReplaceRotation( ticket );
|
||
|
movementAdjustor.RotateTowards( ticket, target );
|
||
|
movementAdjustor.MaxRotationAdjustmentSpeed( ticket, rotSpeed );
|
||
|
if (activeTime > 0.0f)
|
||
|
{
|
||
|
movementAdjustor.KeepActiveFor( ticket, activeTime );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
movementAdjustor.DontEnd( ticket );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
function CustomLockMovement( customMovementName : name, heading : float )
|
||
|
{
|
||
|
var movementAdjustor : CMovementAdjustor;
|
||
|
var ticket : SMovementAdjustmentRequestTicket;
|
||
|
|
||
|
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
|
||
|
ticket = movementAdjustor.GetRequest( customMovementName );
|
||
|
movementAdjustor.Cancel( ticket );
|
||
|
ticket = movementAdjustor.CreateNewRequest( customMovementName );
|
||
|
movementAdjustor.Continuous( ticket );
|
||
|
movementAdjustor.DontEnd( ticket );
|
||
|
movementAdjustor.LockMovementInDirection( ticket, heading );
|
||
|
}
|
||
|
|
||
|
function BindMovementAdjustmentToEvent( customRotationName : name, eventName : CName )
|
||
|
{
|
||
|
var movementAdjustor : CMovementAdjustor;
|
||
|
var ticket : SMovementAdjustmentRequestTicket;
|
||
|
|
||
|
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
|
||
|
ticket = movementAdjustor.GetRequest( customRotationName );
|
||
|
movementAdjustor.BindToEvent( ticket, eventName );
|
||
|
}
|
||
|
|
||
|
function UpdateCustomLockMovementHeading( customMovementName : name, heading : float )
|
||
|
{
|
||
|
var movementAdjustor : CMovementAdjustor;
|
||
|
var ticket : SMovementAdjustmentRequestTicket;
|
||
|
|
||
|
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
|
||
|
ticket = movementAdjustor.GetRequest( customMovementName );
|
||
|
movementAdjustor.LockMovementInDirection( ticket, heading );
|
||
|
}
|
||
|
|
||
|
function CustomLockDistance( customMovementName : name, maintainDistanceTo : CNode, minDist, maxDist : float )
|
||
|
{
|
||
|
var movementAdjustor : CMovementAdjustor;
|
||
|
var ticket : SMovementAdjustmentRequestTicket;
|
||
|
|
||
|
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
|
||
|
ticket = movementAdjustor.GetRequest( customMovementName );
|
||
|
movementAdjustor.Cancel( ticket );
|
||
|
ticket = movementAdjustor.CreateNewRequest( customMovementName );
|
||
|
movementAdjustor.Continuous( ticket );
|
||
|
movementAdjustor.SlideTowards( ticket, maintainDistanceTo, minDist, maxDist );
|
||
|
}
|
||
|
|
||
|
function UpdateCustomLockDistance( customMovementName : name, maintainDistanceTo : CNode, minDist, maxDist : float )
|
||
|
{
|
||
|
var movementAdjustor : CMovementAdjustor;
|
||
|
var ticket : SMovementAdjustmentRequestTicket;
|
||
|
|
||
|
movementAdjustor = GetMovingAgentComponent().GetMovementAdjustor();
|
||
|
ticket = movementAdjustor.GetRequest( customMovementName );
|
||
|
movementAdjustor.SlideTowards( ticket, maintainDistanceTo, minDist, maxDist );
|
||
|
}
|
||
|
|
||
|
private var disableManualCameraControlStack : array<name>;
|
||
|
public function EnableManualCameraControl( enable : bool, sourceName : name )
|
||
|
{
|
||
|
if ( !enable )
|
||
|
{
|
||
|
if ( !disableManualCameraControlStack.Contains( sourceName ) )
|
||
|
{
|
||
|
disableManualCameraControlStack.PushBack( sourceName );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
disableManualCameraControlStack.Remove( sourceName );
|
||
|
}
|
||
|
|
||
|
if ( disableManualCameraControlStack.Size() > 0 )
|
||
|
theGame.GetGameCamera().EnableManualControl( false );
|
||
|
else
|
||
|
theGame.GetGameCamera().EnableManualControl( true );
|
||
|
}
|
||
|
|
||
|
public function IsCameraControlDisabled( optional disabledBySourceName : name ) : bool
|
||
|
{
|
||
|
if ( disabledBySourceName )
|
||
|
return disableManualCameraControlStack.Contains( disabledBySourceName );
|
||
|
else
|
||
|
return disableManualCameraControlStack.Size() > 0;
|
||
|
}
|
||
|
|
||
|
public function DisableManualCameraControlStackHasSource( sourceName : name ) : bool
|
||
|
{
|
||
|
return disableManualCameraControlStack.Contains( sourceName );
|
||
|
}
|
||
|
|
||
|
public function ClearDisableManualCameraControlStack()
|
||
|
{
|
||
|
disableManualCameraControlStack.Clear();
|
||
|
theGame.GetGameCamera().EnableManualControl( true );
|
||
|
}
|
||
|
|
||
|
function SetOrientationTarget( target : EOrientationTarget )
|
||
|
{
|
||
|
if ( IsPCModeEnabled() && target == OT_Player )
|
||
|
{
|
||
|
target = OT_Camera;
|
||
|
}
|
||
|
|
||
|
orientationTarget = target;
|
||
|
}
|
||
|
|
||
|
function GetOrientationTarget() : EOrientationTarget
|
||
|
{
|
||
|
return orientationTarget;
|
||
|
}
|
||
|
|
||
|
var customOrientationInfoStack : array<SCustomOrientationInfo>;
|
||
|
public function AddCustomOrientationTarget( orientationTarget : EOrientationTarget, sourceName : name )
|
||
|
{
|
||
|
var customOrientationInfo : SCustomOrientationInfo;
|
||
|
var i : int;
|
||
|
|
||
|
if ( customOrientationInfoStack.Size() > 0 )
|
||
|
{
|
||
|
for( i = customOrientationInfoStack.Size()-1; i>=0; i-=1 )
|
||
|
{
|
||
|
if ( customOrientationInfoStack[i].sourceName == sourceName )
|
||
|
customOrientationInfoStack.Erase(i);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
customOrientationInfo.sourceName = sourceName;
|
||
|
customOrientationInfo.orientationTarget = orientationTarget;
|
||
|
customOrientationInfoStack.PushBack( customOrientationInfo );
|
||
|
SetOrientationTarget( orientationTarget );
|
||
|
}
|
||
|
|
||
|
public function RemoveCustomOrientationTarget( sourceName : name )
|
||
|
{
|
||
|
var customOrientationInfo : SCustomOrientationInfo;
|
||
|
var i : int;
|
||
|
|
||
|
if ( customOrientationInfoStack.Size() > 0 )
|
||
|
{
|
||
|
for( i = customOrientationInfoStack.Size()-1; i>=0; i-=1 )
|
||
|
{
|
||
|
if ( customOrientationInfoStack[i].sourceName == sourceName )
|
||
|
customOrientationInfoStack.Erase(i);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
LogChannel( 'CustomOrienatation', "ERROR: Custom orientation cannot be removed, stack is already empty!!!" );
|
||
|
}
|
||
|
|
||
|
protected function ClearCustomOrientationInfoStack()
|
||
|
{
|
||
|
customOrientationInfoStack.Clear();
|
||
|
}
|
||
|
|
||
|
protected function GetCustomOrientationTarget( out infoStack : SCustomOrientationInfo ) : bool
|
||
|
{
|
||
|
var size : int;
|
||
|
|
||
|
size = customOrientationInfoStack.Size();
|
||
|
|
||
|
if ( size <= 0 )
|
||
|
return false;
|
||
|
else
|
||
|
{
|
||
|
infoStack = customOrientationInfoStack[ size - 1 ];
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function SetOrientationTargetCustomHeading( heading : float, sourceName : name ) : bool
|
||
|
{
|
||
|
var i : int;
|
||
|
if ( customOrientationInfoStack.Size() > 0 )
|
||
|
{
|
||
|
for( i = customOrientationInfoStack.Size()-1; i>=0; i-=1 )
|
||
|
{
|
||
|
if ( customOrientationInfoStack[i].sourceName == sourceName )
|
||
|
{
|
||
|
customOrientationInfoStack[i].customHeading = heading;
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
LogChannel( 'SetOrientationTargetCustomHeading', "ERROR: Cannot set customHeading because stack is empty or sourceName is not found!!!" );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
public function GetOrientationTargetCustomHeading() : float
|
||
|
{
|
||
|
var i : int;
|
||
|
if ( customOrientationInfoStack.Size() > 0 )
|
||
|
{
|
||
|
for( i = customOrientationInfoStack.Size()-1; i>=0; i-=1 )
|
||
|
{
|
||
|
if ( customOrientationInfoStack[i].orientationTarget == OT_CustomHeading )
|
||
|
{
|
||
|
return customOrientationInfoStack[i].customHeading;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
LogChannel( 'SetOrientationTargetCustomHeading', "ERROR: Cannot get customHeading because stack is empty or no OT_CustomHeading in stack!!!" );
|
||
|
return -1.f;
|
||
|
}
|
||
|
|
||
|
public function GetCombatActionOrientationTarget( combatActionType : ECombatActionType ) : EOrientationTarget
|
||
|
{
|
||
|
var newCustomOrientationTarget : EOrientationTarget;
|
||
|
var targetEnt : CGameplayEntity;
|
||
|
var targetActor : CActor;
|
||
|
|
||
|
if ( GetCurrentStateName() == 'AimThrow' )
|
||
|
newCustomOrientationTarget = OT_CameraOffset;
|
||
|
else
|
||
|
{
|
||
|
targetEnt = GetDisplayTarget();
|
||
|
targetActor = (CActor)targetEnt;
|
||
|
|
||
|
if ( targetEnt )
|
||
|
{
|
||
|
if ( targetActor )
|
||
|
{
|
||
|
if ( moveTarget )
|
||
|
newCustomOrientationTarget = OT_Actor;
|
||
|
else
|
||
|
{
|
||
|
if ( this.IsSwimming() )
|
||
|
newCustomOrientationTarget = OT_Camera;
|
||
|
else if ( lastAxisInputIsMovement )
|
||
|
newCustomOrientationTarget = OT_Player;
|
||
|
else
|
||
|
newCustomOrientationTarget = OT_Actor;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( combatActionType == CAT_Crossbow && targetEnt.HasTag( 'softLock_Bolt' ) )
|
||
|
newCustomOrientationTarget = OT_Actor;
|
||
|
else
|
||
|
{
|
||
|
if ( this.IsSwimming() )
|
||
|
newCustomOrientationTarget = OT_Camera;
|
||
|
else if ( lastAxisInputIsMovement )
|
||
|
newCustomOrientationTarget = OT_Player;
|
||
|
else
|
||
|
newCustomOrientationTarget = OT_Camera;
|
||
|
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( IsUsingVehicle() )
|
||
|
newCustomOrientationTarget = OT_Camera;
|
||
|
else if ( lastAxisInputIsMovement )
|
||
|
{
|
||
|
if ( this.IsSwimming() )
|
||
|
{
|
||
|
|
||
|
|
||
|
newCustomOrientationTarget = OT_Camera;
|
||
|
|
||
|
|
||
|
}
|
||
|
else
|
||
|
newCustomOrientationTarget = OT_Player;
|
||
|
|
||
|
}
|
||
|
else
|
||
|
newCustomOrientationTarget = OT_Camera;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return newCustomOrientationTarget;
|
||
|
}
|
||
|
|
||
|
public function GetOrientationTargetHeading( orientationTarget : EOrientationTarget ) : float
|
||
|
{
|
||
|
var heading : float;
|
||
|
|
||
|
if( orientationTarget == OT_Camera )
|
||
|
heading = VecHeading( theCamera.GetCameraDirection() );
|
||
|
else if( orientationTarget == OT_CameraOffset )
|
||
|
heading = VecHeading( theCamera.GetCameraDirection() ) - oTCameraOffset;
|
||
|
else if( orientationTarget == OT_CustomHeading )
|
||
|
heading = GetOrientationTargetCustomHeading();
|
||
|
else if ( GetDisplayTarget() && orientationTarget == OT_Actor )
|
||
|
{
|
||
|
if ( (CActor)( GetDisplayTarget() ) )
|
||
|
{
|
||
|
|
||
|
heading = VecHeading( GetDisplayTarget().GetWorldPosition() - GetWorldPosition() );
|
||
|
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( GetDisplayTarget().HasTag( 'softLock_Bolt' ) )
|
||
|
heading = VecHeading( GetDisplayTarget().GetWorldPosition() - GetWorldPosition() );
|
||
|
else
|
||
|
heading = GetHeading();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
heading = GetHeading();
|
||
|
|
||
|
return heading;
|
||
|
}
|
||
|
|
||
|
event OnDelayOrientationChange()
|
||
|
{
|
||
|
var delayOrientation : bool;
|
||
|
var delayCameraRotation : bool;
|
||
|
var moveData : SCameraMovementData;
|
||
|
var time : float;
|
||
|
|
||
|
time = 0.01f;
|
||
|
|
||
|
if ( theInput.GetActionValue( 'CastSignHold' ) == 1.f )
|
||
|
{
|
||
|
actionType = 0;
|
||
|
if ( moveTarget )
|
||
|
delayOrientation = true;
|
||
|
else
|
||
|
{
|
||
|
if ( !GetBIsCombatActionAllowed() )
|
||
|
delayOrientation = true;
|
||
|
}
|
||
|
|
||
|
|
||
|
}
|
||
|
else if ( theInput.GetActionValue( 'ThrowItemHold' ) == 1.f )
|
||
|
{
|
||
|
actionType = 3;
|
||
|
delayOrientation = true;
|
||
|
}
|
||
|
else if ( theInput.GetActionValue( 'SpecialAttackHeavy' ) == 1.f )
|
||
|
{
|
||
|
actionType = 2;
|
||
|
if ( !slideTarget )
|
||
|
delayOrientation = true;
|
||
|
else
|
||
|
delayOrientation = true;
|
||
|
}
|
||
|
else if ( IsGuarded() && !moveTarget )
|
||
|
{
|
||
|
actionType = 1;
|
||
|
delayOrientation = true;
|
||
|
}
|
||
|
|
||
|
if ( delayOrientation )
|
||
|
{
|
||
|
delayOrientationChange = true;
|
||
|
theGame.GetGameCamera().ForceManualControlHorTimeout();
|
||
|
theGame.GetGameCamera().ForceManualControlVerTimeout();
|
||
|
AddTimer( 'DelayOrientationChangeTimer', time, true );
|
||
|
}
|
||
|
|
||
|
if ( delayCameraRotation )
|
||
|
{
|
||
|
delayCameraOrientationChange = true;
|
||
|
theGame.GetGameCamera().ForceManualControlHorTimeout();
|
||
|
theGame.GetGameCamera().ForceManualControlVerTimeout();
|
||
|
AddTimer( 'DelayOrientationChangeTimer', time, true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
event OnDelayOrientationChangeOff()
|
||
|
{
|
||
|
delayOrientationChange = false;
|
||
|
delayCameraOrientationChange = false;
|
||
|
RemoveTimer( 'DelayOrientationChangeTimer' );
|
||
|
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
timer function DelayOrientationChangeTimer( time : float , id : int)
|
||
|
{
|
||
|
if ( ( actionType == 0 && theInput.GetActionValue( 'CastSignHold' ) == 0.f )
|
||
|
|| ( actionType == 2 && theInput.GetActionValue( 'SpecialAttackHeavy' ) == 0.f )
|
||
|
|| ( actionType == 3 && theInput.GetActionValue( 'ThrowItemHold' ) == 0.f )
|
||
|
|| ( actionType == 1 && !IsGuarded() )
|
||
|
|| ( VecLength( rawRightJoyVec ) > 0.f ) )
|
||
|
{
|
||
|
OnDelayOrientationChangeOff();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function SetCombatActionHeading( heading : float )
|
||
|
{
|
||
|
combatActionHeading = heading;
|
||
|
}
|
||
|
|
||
|
public function GetCombatActionHeading() : float
|
||
|
{
|
||
|
return combatActionHeading;
|
||
|
}
|
||
|
|
||
|
protected function EnableCloseCombatCharacterRadius( flag : bool )
|
||
|
{
|
||
|
var actor : CActor;
|
||
|
|
||
|
actor = (CActor)slideTarget;
|
||
|
if ( flag )
|
||
|
{
|
||
|
this.GetMovingAgentComponent().SetVirtualRadius( 'CloseCombatCharacterRadius' );
|
||
|
if(actor)
|
||
|
actor.GetMovingAgentComponent().SetVirtualRadius( 'CloseCombatCharacterRadius' );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( this.IsInCombat() )
|
||
|
{
|
||
|
GetMovingAgentComponent().SetVirtualRadius( 'CombatCharacterRadius' );
|
||
|
if(actor)
|
||
|
actor.GetMovingAgentComponent().SetVirtualRadius( 'CombatCharacterRadius' );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
this.GetMovingAgentComponent().ResetVirtualRadius();
|
||
|
if(actor)
|
||
|
actor.GetMovingAgentComponent().ResetVirtualRadius();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
private var isSnappedToNavMesh : bool;
|
||
|
private var snapToNavMeshCachedFlag : bool;
|
||
|
public function SnapToNavMesh( flag : bool )
|
||
|
{
|
||
|
var comp : CMovingAgentComponent;
|
||
|
|
||
|
comp = (CMovingAgentComponent)this.GetMovingAgentComponent();
|
||
|
|
||
|
if ( comp )
|
||
|
{
|
||
|
comp.SnapToNavigableSpace( flag );
|
||
|
isSnappedToNavMesh = flag;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
snapToNavMeshCachedFlag = flag;
|
||
|
AddTimer( 'DelayedSnapToNavMesh', 0.2f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public final function PlayRuneword4FX(optional weaponType : EPlayerWeapon)
|
||
|
{
|
||
|
var hasSwordDrawn : bool;
|
||
|
var sword : SItemUniqueId;
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
if(abilityManager.GetOverhealBonus() > (0.005 * GetStatMax(BCS_Vitality)))
|
||
|
{
|
||
|
hasSwordDrawn = HasAbility('Runeword 4 _Stats', true);
|
||
|
|
||
|
if(!hasSwordDrawn && GetWitcherPlayer())
|
||
|
{
|
||
|
if(weaponType == PW_Steel)
|
||
|
{
|
||
|
if(GetWitcherPlayer().GetItemEquippedOnSlot(EES_SteelSword, sword))
|
||
|
hasSwordDrawn = inv.ItemHasAbility(sword, 'Runeword 4 _Stats');
|
||
|
}
|
||
|
else if(weaponType == PW_Silver)
|
||
|
{
|
||
|
if(GetWitcherPlayer().GetItemEquippedOnSlot(EES_SilverSword, sword))
|
||
|
hasSwordDrawn = inv.ItemHasAbility(sword, 'Runeword 4 _Stats');
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(hasSwordDrawn)
|
||
|
{
|
||
|
if(!IsEffectActive('runeword_4', true))
|
||
|
PlayEffect('runeword_4');
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
timer function DelayedSnapToNavMesh( dt : float, id : int)
|
||
|
{
|
||
|
SnapToNavMesh( snapToNavMeshCachedFlag );
|
||
|
}
|
||
|
|
||
|
saved var navMeshSnapInfoStack : array<name>;
|
||
|
public function EnableSnapToNavMesh( source : name, enable : bool )
|
||
|
{
|
||
|
if ( enable )
|
||
|
{
|
||
|
if ( !navMeshSnapInfoStack.Contains( source ) )
|
||
|
navMeshSnapInfoStack.PushBack( source );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( navMeshSnapInfoStack.Contains( source ) )
|
||
|
navMeshSnapInfoStack.Remove( source );
|
||
|
}
|
||
|
|
||
|
if ( navMeshSnapInfoStack.Size() > 0 )
|
||
|
SnapToNavMesh( true );
|
||
|
else
|
||
|
SnapToNavMesh( false );
|
||
|
}
|
||
|
|
||
|
public function ForceRemoveAllNavMeshSnaps()
|
||
|
{
|
||
|
navMeshSnapInfoStack.Clear();
|
||
|
SnapToNavMesh( false );
|
||
|
}
|
||
|
|
||
|
public function CanSprint( speed : float ) : bool
|
||
|
{
|
||
|
if( speed <= 0.8f )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( thePlayer.GetIsSprintToggled() )
|
||
|
{
|
||
|
}
|
||
|
else if ( !sprintActionPressed )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
else if( !theInput.IsActionPressed('Sprint') || ( theInput.LastUsedGamepad() && IsInsideInteraction() && GetHowLongSprintButtonWasPressed() < 0.12 ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( thePlayer.HasBuff( EET_OverEncumbered ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
if ( !IsSwimming() )
|
||
|
{
|
||
|
if ( ShouldUseStaminaWhileSprinting() && !GetIsSprinting() && !IsInCombat() && GetStatPercents(BCS_Stamina) <= 0.9 )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
if( ( !IsCombatMusicEnabled() || IsInFistFightMiniGame() ) && ( !IsActionAllowed(EIAB_RunAndSprint) || !IsActionAllowed(EIAB_Sprint) ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
if( IsTerrainTooSteepToRunUp() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
if( IsInCombatAction() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
if( IsInAir() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
if( theGame.IsFocusModeActive() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
public function SetTerrainPitch( pitch : float )
|
||
|
{
|
||
|
terrainPitch = pitch;
|
||
|
}
|
||
|
|
||
|
public function IsTerrainTooSteepToRunUp() : bool
|
||
|
{
|
||
|
return terrainPitch <= disableSprintTerrainPitch;
|
||
|
}
|
||
|
|
||
|
public function SetTempLookAtTarget( actor : CGameplayEntity )
|
||
|
{
|
||
|
tempLookAtTarget = actor;
|
||
|
}
|
||
|
|
||
|
private var beingWarnedBy : array<CActor>;
|
||
|
|
||
|
event OnBeingWarnedStart( sender : CActor )
|
||
|
{
|
||
|
if ( !beingWarnedBy.Contains(sender) )
|
||
|
beingWarnedBy.PushBack(sender);
|
||
|
}
|
||
|
event OnBeingWarnedStop( sender : CActor )
|
||
|
{
|
||
|
beingWarnedBy.Remove(sender);
|
||
|
}
|
||
|
|
||
|
event OnCanFindPath( sender : CActor )
|
||
|
{
|
||
|
AddCanFindPathEnemyToList(sender,true);
|
||
|
}
|
||
|
event OnCannotFindPath( sender : CActor )
|
||
|
{
|
||
|
AddCanFindPathEnemyToList(sender,false);
|
||
|
}
|
||
|
event OnBecomeAwareAndCanAttack( sender : CActor )
|
||
|
{
|
||
|
AddEnemyToHostileEnemiesList( sender, true );
|
||
|
OnApproachAttack( sender );
|
||
|
}
|
||
|
event OnBecomeUnawareOrCannotAttack( sender : CActor )
|
||
|
{
|
||
|
AddEnemyToHostileEnemiesList( sender, false );
|
||
|
OnApproachAttackEnd( sender );
|
||
|
OnCannotFindPath(sender);
|
||
|
}
|
||
|
event OnApproachAttack( sender : CActor )
|
||
|
{
|
||
|
AddEnemyToHostileEnemiesList( sender, true );
|
||
|
super.OnApproachAttack( sender );
|
||
|
}
|
||
|
event OnApproachAttackEnd( sender : CActor )
|
||
|
{
|
||
|
AddEnemyToHostileEnemiesList( sender, false );
|
||
|
super.OnApproachAttackEnd( sender );
|
||
|
}
|
||
|
event OnAttack( sender : CActor )
|
||
|
{
|
||
|
super.OnAttack( sender );
|
||
|
}
|
||
|
event OnAttackEnd( sender : CActor )
|
||
|
{
|
||
|
super.OnAttackEnd( sender );
|
||
|
}
|
||
|
|
||
|
event OnHitCeiling()
|
||
|
{
|
||
|
substateManager.ReactOnHitCeiling();
|
||
|
}
|
||
|
|
||
|
protected var hostileEnemies : array<CActor>;
|
||
|
private var hostileMonsters : array<CActor>;
|
||
|
function AddEnemyToHostileEnemiesList( actor : CActor, add : bool )
|
||
|
{
|
||
|
if ( add )
|
||
|
{
|
||
|
RemoveTimer( 'RemoveEnemyFromHostileEnemiesListTimer' );
|
||
|
if ( !hostileEnemies.Contains( actor ) )
|
||
|
{
|
||
|
hostileEnemies.PushBack( actor );
|
||
|
|
||
|
if( !actor.IsHuman() )
|
||
|
hostileMonsters.PushBack( actor );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( hostileEnemies.Size() == 1 )
|
||
|
{
|
||
|
if ( !actor.IsAlive() || actor.IsKnockedUnconscious() )
|
||
|
{
|
||
|
hostileEnemies.Remove( actor );
|
||
|
if( !actor.IsHuman() )
|
||
|
hostileMonsters.Remove( actor );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
|
||
|
if( hostileEnemyToRemove )
|
||
|
{
|
||
|
hostileEnemies.Remove( hostileEnemyToRemove );
|
||
|
if( !hostileEnemyToRemove.IsHuman() )
|
||
|
hostileMonsters.Remove( hostileEnemyToRemove );
|
||
|
}
|
||
|
hostileEnemyToRemove = actor;
|
||
|
AddTimer( 'RemoveEnemyFromHostileEnemiesListTimer', 3.f );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
hostileEnemies.Remove( actor );
|
||
|
if( !actor.IsHuman() )
|
||
|
hostileMonsters.Remove( actor );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
public function ShouldEnableCombatMusic() : bool
|
||
|
{
|
||
|
var moveTargetNPC : CNewNPC;
|
||
|
|
||
|
if ( thePlayer.GetPlayerMode().GetForceCombatMode() )
|
||
|
return true;
|
||
|
else if ( !IsCombatMusicEnabled() )
|
||
|
{
|
||
|
if ( IsInCombat() )
|
||
|
return true;
|
||
|
else if ( IsThreatened() )
|
||
|
{
|
||
|
moveTargetNPC = (CNewNPC)moveTarget;
|
||
|
if ( moveTargetNPC.IsRanged() && hostileEnemies.Contains( moveTargetNPC ) )
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
else if ( ( thePlayer.IsThreatened() && ( hostileEnemies.Size() > 0 || thePlayer.GetPlayerCombatStance() == PCS_AlertNear ) )
|
||
|
|| IsInCombat()
|
||
|
|| finishableEnemiesList.Size() > 0
|
||
|
|| isInFinisher )
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
|
||
|
}
|
||
|
|
||
|
public var canFindPathEnemiesList : array<CActor>;
|
||
|
public var disablecanFindPathEnemiesListUpdate : bool;
|
||
|
private var lastCanFindPathEnemy : CActor;
|
||
|
private var cachedMoveTarget : CActor;
|
||
|
private var reachabilityTestId : int;
|
||
|
private var reachabilityTestId2 : int;
|
||
|
function AddCanFindPathEnemyToList( actor : CActor, add : bool )
|
||
|
{
|
||
|
if ( disablecanFindPathEnemiesListUpdate )
|
||
|
return;
|
||
|
|
||
|
if ( add && !canFindPathEnemiesList.Contains( actor ) )
|
||
|
{
|
||
|
canFindPathEnemiesList.PushBack(actor);
|
||
|
}
|
||
|
else if ( !add )
|
||
|
{
|
||
|
canFindPathEnemiesList.Remove(actor);
|
||
|
|
||
|
if ( canFindPathEnemiesList.Size() <= 0 )
|
||
|
playerMode.UpdateCombatMode();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function ClearCanFindPathEnemiesList( dt : float, id : int )
|
||
|
{
|
||
|
canFindPathEnemiesList.Clear();
|
||
|
}
|
||
|
|
||
|
public var finishableEnemiesList : array<CActor>;
|
||
|
function AddToFinishableEnemyList( actor : CActor, add : bool )
|
||
|
{
|
||
|
if ( add && !finishableEnemiesList.Contains( actor ) )
|
||
|
{
|
||
|
finishableEnemiesList.PushBack(actor);
|
||
|
}
|
||
|
else if ( !add )
|
||
|
{
|
||
|
finishableEnemiesList.Remove(actor);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private function UpdateFinishableEnemyList()
|
||
|
{
|
||
|
var i : int;
|
||
|
i = 0;
|
||
|
while ( i < finishableEnemiesList.Size() )
|
||
|
{
|
||
|
if ( !finishableEnemiesList[ i ] )
|
||
|
{
|
||
|
finishableEnemiesList.EraseFast( i );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
i += 1;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private timer function ClearFinishableEnemyList( dt : float, id : int )
|
||
|
{
|
||
|
finishableEnemiesList.Clear();
|
||
|
}
|
||
|
|
||
|
private var hostileEnemyToRemove : CActor;
|
||
|
private timer function RemoveEnemyFromHostileEnemiesListTimer( time : float , id : int)
|
||
|
{
|
||
|
hostileEnemies.Remove( hostileEnemyToRemove );
|
||
|
|
||
|
if( hostileEnemyToRemove.IsMonster() )
|
||
|
hostileMonsters.Remove( hostileEnemyToRemove );
|
||
|
|
||
|
hostileEnemyToRemove = NULL;
|
||
|
}
|
||
|
|
||
|
private function ClearHostileEnemiesList()
|
||
|
{
|
||
|
hostileEnemies.Clear();
|
||
|
hostileMonsters.Clear();
|
||
|
canFindPathEnemiesList.Clear();
|
||
|
}
|
||
|
|
||
|
private var moveTargets : array<CActor>;
|
||
|
public function GetMoveTargets() : array<CActor> { return moveTargets; }
|
||
|
public function GetNumberOfMoveTargets() : int { return moveTargets.Size(); }
|
||
|
public function GetHostileEnemies() : array<CActor> { return hostileEnemies; }
|
||
|
public function GetHostileEnemiesCount() : int { return hostileEnemies.Size(); }
|
||
|
|
||
|
protected var enableStrafe : bool;
|
||
|
|
||
|
|
||
|
public function FindMoveTarget()
|
||
|
{
|
||
|
var moveTargetDists : array<float>;
|
||
|
var moveTargetCanPathFinds : array<bool>;
|
||
|
var aPotentialMoveTargetCanFindPath : bool;
|
||
|
|
||
|
var newMoveTarget : CActor;
|
||
|
var actors : array<CActor>;
|
||
|
var currentHeading : float;
|
||
|
var size, i : int;
|
||
|
var playerToNewMoveTargetDist : float;
|
||
|
var playerToMoveTargetDist : float;
|
||
|
var confirmEmptyMoveTarget : bool;
|
||
|
var newEmptyMoveTargetTimer : float;
|
||
|
var wasVisibleInFullFrame : bool;
|
||
|
var setIsThreatened : bool;
|
||
|
|
||
|
var enemysTarget : CActor;
|
||
|
var isEnemyInCombat : bool;
|
||
|
var potentialMoveTargets : array<CActor>;
|
||
|
var onlyThreatTargets : bool;
|
||
|
|
||
|
thePlayer.SetupEnemiesCollection( enemyCollectionDist, enemyCollectionDist, 10, 'None', FLAG_Attitude_Neutral + FLAG_Attitude_Hostile + FLAG_Attitude_Friendly + FLAG_OnlyAliveActors );
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
if ( GetCurrentStateName() != 'PlayerDialogScene' && IsAlive() )
|
||
|
{
|
||
|
GetVisibleEnemies( actors );
|
||
|
|
||
|
|
||
|
if ( hostileEnemies.Size() > 0 )
|
||
|
{
|
||
|
for( i=0; i < hostileEnemies.Size() ; i+=1 )
|
||
|
{
|
||
|
if ( !actors.Contains( hostileEnemies[i] ) )
|
||
|
actors.PushBack( hostileEnemies[i] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( finishableEnemiesList.Size() > 0 )
|
||
|
{
|
||
|
for( i=0; i < finishableEnemiesList.Size() ; i+=1 )
|
||
|
{
|
||
|
if ( !actors.Contains( finishableEnemiesList[i] ) )
|
||
|
actors.PushBack( finishableEnemiesList[i] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( moveTarget && !actors.Contains( moveTarget ) )
|
||
|
actors.PushBack( moveTarget );
|
||
|
|
||
|
FilterActors( actors, onlyThreatTargets, false );
|
||
|
|
||
|
|
||
|
if ( actors.Size() > 0 )
|
||
|
{
|
||
|
setIsThreatened = false;
|
||
|
|
||
|
if ( onlyThreatTargets )
|
||
|
{
|
||
|
setIsThreatened = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
for( i=0; i < actors.Size() ; i+=1 )
|
||
|
{
|
||
|
if ( IsThreat( actors[i] ) )
|
||
|
{
|
||
|
setIsThreatened = true;
|
||
|
break;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
enemysTarget = actors[i].GetTarget();
|
||
|
isEnemyInCombat = actors[i].IsInCombat();
|
||
|
if ( isEnemyInCombat && enemysTarget && GetAttitudeBetween( enemysTarget, this ) == AIA_Friendly && enemysTarget.isPlayerFollower )
|
||
|
{
|
||
|
setIsThreatened = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
for( i = actors.Size()-1; i>=0; i-=1 )
|
||
|
{
|
||
|
if ( ( !actors[i].IsAlive() && !finishableEnemiesList.Contains( actors[i] ) )
|
||
|
|| actors[i].IsKnockedUnconscious()
|
||
|
|| this.GetUsedVehicle() == actors[i]
|
||
|
|| !actors[i].CanBeTargeted() )
|
||
|
{
|
||
|
actors.EraseFast(i);
|
||
|
}
|
||
|
else if ( !IsThreatened() )
|
||
|
{
|
||
|
if ( !WasVisibleInScaledFrame( actors[i], 1.f, 1.f ) )
|
||
|
actors.EraseFast(i);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if ( moveTarget && IsThreat( moveTarget ) )
|
||
|
setIsThreatened = true;
|
||
|
|
||
|
else
|
||
|
setIsThreatened = false;
|
||
|
|
||
|
|
||
|
if ( setIsThreatened )
|
||
|
{
|
||
|
enemyCollectionDist = 50.f;
|
||
|
SetIsThreatened( true );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( IsThreatened() )
|
||
|
AddTimer( 'finishableEnemiesList', 1.f );
|
||
|
|
||
|
enemyCollectionDist = findMoveTargetDistMax;
|
||
|
SetIsThreatened( false );
|
||
|
}
|
||
|
|
||
|
moveTargets = actors;
|
||
|
potentialMoveTargets = moveTargets;
|
||
|
|
||
|
|
||
|
if ( !moveTarget )
|
||
|
enableStrafe = false;
|
||
|
|
||
|
if ( potentialMoveTargets.Size() > 0 )
|
||
|
{
|
||
|
for ( i = 0; i < potentialMoveTargets.Size(); i += 1 )
|
||
|
{
|
||
|
if ( potentialMoveTargets[i].CanBeStrafed() )
|
||
|
enableStrafe = true;
|
||
|
|
||
|
if ( !potentialMoveTargets[i].GetGameplayVisibility() )
|
||
|
moveTargetDists.PushBack( 100.f );
|
||
|
else
|
||
|
moveTargetDists.PushBack( VecDistance( potentialMoveTargets[i].GetNearestPointInPersonalSpace( GetWorldPosition() ), GetWorldPosition() ) );
|
||
|
|
||
|
if ( canFindPathEnemiesList.Contains( potentialMoveTargets[i] ) )
|
||
|
{
|
||
|
moveTargetCanPathFinds.PushBack( true );
|
||
|
aPotentialMoveTargetCanFindPath = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
moveTargetCanPathFinds.PushBack( false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( aPotentialMoveTargetCanFindPath )
|
||
|
{
|
||
|
for ( i = moveTargetCanPathFinds.Size()-1 ; i >= 0; i-=1 )
|
||
|
{
|
||
|
if ( !moveTargetCanPathFinds[i] )
|
||
|
{
|
||
|
moveTargetCanPathFinds.EraseFast(i);
|
||
|
potentialMoveTargets.EraseFast(i);
|
||
|
moveTargetDists.EraseFast(i);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( moveTargetDists.Size() > 0 )
|
||
|
newMoveTarget = potentialMoveTargets[ ArrayFindMinF( moveTargetDists ) ];
|
||
|
}
|
||
|
|
||
|
if ( newMoveTarget && newMoveTarget != moveTarget )
|
||
|
{
|
||
|
if ( moveTarget )
|
||
|
{
|
||
|
playerToNewMoveTargetDist = VecDistance( newMoveTarget.GetNearestPointInPersonalSpace( GetWorldPosition() ), GetWorldPosition() );
|
||
|
playerToMoveTargetDist = VecDistance( moveTarget.GetNearestPointInPersonalSpace( GetWorldPosition() ), GetWorldPosition() );
|
||
|
wasVisibleInFullFrame = WasVisibleInScaledFrame( moveTarget, 1.f, 1.f ) ;
|
||
|
|
||
|
if ( !IsThreat( moveTarget )
|
||
|
|| !wasVisibleInFullFrame
|
||
|
|| !IsEnemyVisible( moveTarget )
|
||
|
|| ( !moveTarget.IsAlive() && !finishableEnemiesList.Contains( moveTarget ) )
|
||
|
|| !moveTarget.GetGameplayVisibility()
|
||
|
|| ( moveTarget.IsAlive() && moveTarget.IsKnockedUnconscious() )
|
||
|
|| ( wasVisibleInFullFrame && IsEnemyVisible( moveTarget ) && playerToNewMoveTargetDist < playerToMoveTargetDist - 0.25f ) )
|
||
|
{
|
||
|
SetMoveTarget( newMoveTarget );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
SetMoveTarget( newMoveTarget );
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( !IsThreatened() )
|
||
|
{
|
||
|
if ( moveTarget
|
||
|
&& ( ( !moveTarget.IsAlive() && !finishableEnemiesList.Contains( moveTarget ) ) || !WasVisibleInScaledFrame( moveTarget, 0.8f, 1.f ) || VecDistance( moveTarget.GetWorldPosition(), this.GetWorldPosition() ) > theGame.params.MAX_THROW_RANGE ) )
|
||
|
{
|
||
|
confirmEmptyMoveTarget = true;
|
||
|
newEmptyMoveTargetTimer = 0.f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
else if ( moveTarget && ( IsThreat( moveTarget ) || finishableEnemiesList.Contains( moveTarget ) ) )
|
||
|
{
|
||
|
if ( !IsEnemyVisible( moveTarget ) )
|
||
|
{
|
||
|
confirmEmptyMoveTarget = true;
|
||
|
newEmptyMoveTargetTimer = 5.f;
|
||
|
}
|
||
|
else
|
||
|
SetMoveTarget( moveTarget );
|
||
|
}
|
||
|
else if ( IsInCombat() )
|
||
|
{
|
||
|
confirmEmptyMoveTarget = true;
|
||
|
newEmptyMoveTargetTimer = 1.0f;
|
||
|
}
|
||
|
|
||
|
if ( confirmEmptyMoveTarget )
|
||
|
{
|
||
|
if ( newEmptyMoveTargetTimer < emptyMoveTargetTimer )
|
||
|
{
|
||
|
bIsConfirmingEmptyTarget = false;
|
||
|
emptyMoveTargetTimer = newEmptyMoveTargetTimer;
|
||
|
}
|
||
|
|
||
|
ConfirmEmptyMoveTarget( newEmptyMoveTargetTimer );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
SetIsThreatened( false );
|
||
|
|
||
|
|
||
|
if ( IsThreatened() && !IsInFistFightMiniGame() )
|
||
|
theGame.GetBehTreeReactionManager().CreateReactionEventIfPossible( this, 'CombatNearbyAction', 5.0, 18.0f, -1.f, -1, true );
|
||
|
else
|
||
|
theGame.GetBehTreeReactionManager().RemoveReactionEvent( this, 'CombatNearbyAction');
|
||
|
|
||
|
|
||
|
theSound.SoundParameter( "monster_count", hostileMonsters.Size() );
|
||
|
}
|
||
|
|
||
|
private function ConfirmEmptyMoveTarget( timeDelta : float )
|
||
|
{
|
||
|
if ( !bIsConfirmingEmptyTarget )
|
||
|
{
|
||
|
bIsConfirmingEmptyTarget = true;
|
||
|
AddTimer( 'ConfirmEmptyTargetTimer', timeDelta );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private timer function ConfirmEmptyTargetTimer( time : float , id : int)
|
||
|
{
|
||
|
SetMoveTarget( NULL );
|
||
|
}
|
||
|
|
||
|
|
||
|
var isInCombatReason : int;
|
||
|
var canFindPathToEnemy : bool;
|
||
|
var combatModeEnt : CEntity;
|
||
|
var navDist : float;
|
||
|
var directDist : float;
|
||
|
var reachableEnemyWasTooFar : bool;
|
||
|
var reachableEnemyWasTooFarTimeStamp : float;
|
||
|
var reachablilityFailed : bool;
|
||
|
var reachablilityFailedTimeStamp : float;
|
||
|
public function ShouldEnableCombat( out unableToPathFind : bool, forceCombatMode : bool ) : bool
|
||
|
{
|
||
|
var shouldFindPathToNPCs : bool;
|
||
|
var playerToTargetDist : float;
|
||
|
var canFindPathToTarget : bool;
|
||
|
var moveTargetNPC : CNewNPC;
|
||
|
var currentTime : float;
|
||
|
var currentTime2 : float;
|
||
|
var isReachableEnemyTooFar : bool;
|
||
|
var reachableEnemyWasTooFarTimeStampDelta : float;
|
||
|
var reachablilityFailedTimeStampDelta : float;
|
||
|
var currentTimeTemp : float;
|
||
|
|
||
|
|
||
|
|
||
|
if ( forceCombatMode && isSnappedToNavMesh )
|
||
|
return true;
|
||
|
|
||
|
if ( !IsThreatened() )
|
||
|
{
|
||
|
reachableEnemyWasTooFar = false;
|
||
|
reachablilityFailed = false;
|
||
|
isInCombatReason = 0;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if( thePlayer.substateManager.GetStateCur() != 'CombatExploration' && !thePlayer.substateManager.CanChangeToState( 'CombatExploration' )
|
||
|
&& thePlayer.substateManager.GetStateCur() != 'Ragdoll' )
|
||
|
{
|
||
|
reachableEnemyWasTooFar = false;
|
||
|
reachablilityFailed = false;
|
||
|
isInCombatReason = 0;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( moveTarget )
|
||
|
{
|
||
|
canFindPathToEnemy = CanFindPathToTarget( unableToPathFind );
|
||
|
currentTimeTemp = EngineTimeToFloat( theGame.GetEngineTime() );
|
||
|
|
||
|
if ( canFindPathToEnemy )
|
||
|
isReachableEnemyTooFar = IsReachableEnemyTooFar();
|
||
|
|
||
|
if ( IsInCombat() )
|
||
|
{
|
||
|
if ( canFindPathToEnemy )
|
||
|
{
|
||
|
if ( forceCombatMode )
|
||
|
return true;
|
||
|
|
||
|
reachablilityFailed = false;
|
||
|
reachablilityFailedTimeStamp = currentTimeTemp;
|
||
|
|
||
|
if ( reachableEnemyWasTooFar )
|
||
|
{
|
||
|
if ( isReachableEnemyTooFar )
|
||
|
{
|
||
|
currentTime = currentTimeTemp;
|
||
|
|
||
|
if ( GetIsSprinting() )
|
||
|
reachableEnemyWasTooFarTimeStampDelta = 0.f;
|
||
|
else
|
||
|
reachableEnemyWasTooFarTimeStampDelta = 3.f;
|
||
|
|
||
|
if ( currentTime > reachableEnemyWasTooFarTimeStamp + reachableEnemyWasTooFarTimeStampDelta )
|
||
|
{
|
||
|
isInCombatReason = 0;
|
||
|
unableToPathFind = true;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
reachableEnemyWasTooFar = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( isReachableEnemyTooFar )
|
||
|
{
|
||
|
reachableEnemyWasTooFar = true;
|
||
|
reachableEnemyWasTooFarTimeStamp = currentTimeTemp;
|
||
|
}
|
||
|
else
|
||
|
reachableEnemyWasTooFar = false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
reachableEnemyWasTooFar = false;
|
||
|
reachableEnemyWasTooFarTimeStamp = currentTimeTemp;
|
||
|
|
||
|
if ( reachablilityFailed )
|
||
|
{
|
||
|
if ( IsEnemyTooHighToReach() )
|
||
|
reachablilityFailedTimeStampDelta = 1.f;
|
||
|
else
|
||
|
reachablilityFailedTimeStampDelta = 5.f;
|
||
|
|
||
|
currentTime2 = currentTimeTemp;
|
||
|
if ( currentTime2 > reachablilityFailedTimeStamp + reachablilityFailedTimeStampDelta )
|
||
|
{
|
||
|
unableToPathFind = true;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
reachablilityFailed = true;
|
||
|
reachablilityFailedTimeStamp = currentTimeTemp;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
else if ( canFindPathToEnemy )
|
||
|
{
|
||
|
if ( forceCombatMode )
|
||
|
{
|
||
|
reachableEnemyWasTooFar = false;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
reachablilityFailed = false;
|
||
|
reachablilityFailedTimeStamp = currentTimeTemp;
|
||
|
|
||
|
moveTargetNPC = (CNewNPC)moveTarget;
|
||
|
playerToTargetDist = VecDistance( moveTarget.GetWorldPosition(), this.GetWorldPosition() );
|
||
|
|
||
|
if ( reachableEnemyWasTooFar
|
||
|
&& ( isReachableEnemyTooFar || !theGame.GetWorld().NavigationLineTest( this.GetWorldPosition(), moveTarget.GetWorldPosition(), 0.4f ) ) )
|
||
|
{
|
||
|
isInCombatReason = 0;
|
||
|
return false;
|
||
|
}
|
||
|
else if ( playerToTargetDist <= findMoveTargetDistMin )
|
||
|
isInCombatReason = 1;
|
||
|
else if ( ( moveTargetNPC.GetCurrentStance() == NS_Fly || moveTargetNPC.IsRanged() ) && hostileEnemies.Contains( moveTarget ) )
|
||
|
isInCombatReason = 2;
|
||
|
else
|
||
|
{
|
||
|
isInCombatReason = 0;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
reachableEnemyWasTooFar = false;
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
reachableEnemyWasTooFar = false;
|
||
|
reachablilityFailed = false;
|
||
|
}
|
||
|
|
||
|
isInCombatReason = 0;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
private function CanFindPathToTarget( out unableToPathFind : bool, optional forcedTarget : CNewNPC ) : bool
|
||
|
{
|
||
|
var moveTargetNPC : CNewNPC;
|
||
|
var moveTargetsTemp : array<CActor>;
|
||
|
var i : int;
|
||
|
var safeSpotTolerance : float;
|
||
|
var ent : CEntity;
|
||
|
|
||
|
moveTargetsTemp = moveTargets;
|
||
|
|
||
|
for ( i = 0; i < moveTargetsTemp.Size(); i += 1 )
|
||
|
{
|
||
|
moveTargetNPC = (CNewNPC)moveTargetsTemp[i];
|
||
|
|
||
|
if ( moveTargetNPC && moveTargetNPC.GetCurrentStance() == NS_Fly )
|
||
|
{
|
||
|
isInCombatReason = 2;
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
switch ( navQuery.GetLastOutput( 0.4 ) )
|
||
|
{
|
||
|
case EAsyncTastResult_Failure:
|
||
|
{
|
||
|
isInCombatReason = 0;
|
||
|
return false;
|
||
|
}
|
||
|
case EAsyncTastResult_Success:
|
||
|
{
|
||
|
ent = navQuery.GetOutputClosestEntity();
|
||
|
|
||
|
if ( ent )
|
||
|
combatModeEnt = moveTarget;
|
||
|
|
||
|
navDist = navQuery.GetOutputClosestDistance();
|
||
|
|
||
|
isInCombatReason = 1;
|
||
|
return true;
|
||
|
}
|
||
|
case EAsyncTastResult_Pending:
|
||
|
{
|
||
|
return canFindPathToEnemy;
|
||
|
}
|
||
|
case EAsyncTastResult_Invalidated:
|
||
|
{
|
||
|
if ( IsInCombat() )
|
||
|
{
|
||
|
if ( IsEnemyTooHighToReach() )
|
||
|
safeSpotTolerance = 0.f;
|
||
|
else
|
||
|
safeSpotTolerance = 3.f;
|
||
|
}
|
||
|
else
|
||
|
safeSpotTolerance = 0.f;
|
||
|
|
||
|
switch( navQuery.TestActorsList( ENavigationReachability_Any, this, moveTargetsTemp, safeSpotTolerance, 75.0 ) )
|
||
|
{
|
||
|
case EAsyncTastResult_Failure:
|
||
|
{
|
||
|
isInCombatReason = 0;
|
||
|
return false;
|
||
|
}
|
||
|
case EAsyncTastResult_Success:
|
||
|
{
|
||
|
ent = navQuery.GetOutputClosestEntity();
|
||
|
|
||
|
if ( ent )
|
||
|
combatModeEnt = moveTarget;
|
||
|
|
||
|
navDist = navQuery.GetOutputClosestDistance();
|
||
|
|
||
|
isInCombatReason = 1;
|
||
|
return true;
|
||
|
}
|
||
|
case EAsyncTastResult_Pending:
|
||
|
{
|
||
|
return canFindPathToEnemy;
|
||
|
}
|
||
|
case EAsyncTastResult_Invalidated:
|
||
|
{
|
||
|
if ( IsInCombat() )
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private function IsReachableEnemyTooFar() : bool
|
||
|
{
|
||
|
|
||
|
var navDistLimit : float = findMoveTargetDist;
|
||
|
var navDistDivisor : float = 2.f;
|
||
|
var playerToTargetVector : Vector;
|
||
|
|
||
|
directDist = VecDistance( combatModeEnt.GetWorldPosition(), thePlayer.GetWorldPosition() );
|
||
|
playerToTargetVector = this.GetWorldPosition() - combatModeEnt.GetWorldPosition();
|
||
|
|
||
|
if ( playerMode.GetForceCombatMode() || isInCombatReason == 2 )
|
||
|
return false;
|
||
|
|
||
|
if ( ( playerToTargetVector.Z < 0.5 && navDist > navDistLimit && directDist < navDist/navDistDivisor ) )
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
private function IsEnemyTooHighToReach() : bool
|
||
|
{
|
||
|
var playerToTargetVector : Vector;
|
||
|
|
||
|
playerToTargetVector = this.GetWorldPosition() - combatModeEnt.GetWorldPosition();
|
||
|
|
||
|
if ( playerToTargetVector.Z < -0.5f && !theGame.GetWorld().NavigationLineTest( this.GetWorldPosition(), combatModeEnt.GetWorldPosition(), 0.4f ) )
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
public function LockToMoveTarget( lockTime : float )
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|
||
|
private timer function DisableLockToMoveTargetTimer( time : float , id : int)
|
||
|
{
|
||
|
if ( !this.IsActorLockedToTarget() )
|
||
|
{
|
||
|
SetMoveTargetChangeAllowed( true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function SetMoveTargetChangeAllowed( flag : bool )
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|
||
|
public function IsMoveTargetChangeAllowed() : bool
|
||
|
{
|
||
|
return bMoveTargetChangeAllowed;
|
||
|
}
|
||
|
|
||
|
public function SetMoveTarget( actor : CActor )
|
||
|
{
|
||
|
if ( !actor && ForceCombatModeOverride() )
|
||
|
return;
|
||
|
|
||
|
if ( IsMoveTargetChangeAllowed()
|
||
|
&& moveTarget != actor )
|
||
|
{
|
||
|
moveTarget = actor;
|
||
|
bIsConfirmingEmptyTarget = false;
|
||
|
RemoveTimer( 'ConfirmEmptyTargetTimer' );
|
||
|
|
||
|
if ( !moveTarget )
|
||
|
SetScriptMoveTarget( moveTarget );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private var isThreatened : bool;
|
||
|
protected function SetIsThreatened( flag : bool )
|
||
|
{
|
||
|
var allowSetIsThreatened : bool;
|
||
|
|
||
|
allowSetIsThreatened = true;
|
||
|
if ( ForceCombatModeOverride() )
|
||
|
{
|
||
|
if ( flag || !moveTarget )
|
||
|
allowSetIsThreatened = true;
|
||
|
else
|
||
|
allowSetIsThreatened = false;
|
||
|
}
|
||
|
|
||
|
if ( allowSetIsThreatened )
|
||
|
{
|
||
|
isThreatened = flag;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function ForceCombatModeOverride() : bool
|
||
|
{
|
||
|
if( this.GetPlayerMode().GetForceCombatMode()
|
||
|
&& canFindPathToEnemy
|
||
|
&& theGame.GetGlobalAttitude( GetBaseAttitudeGroup(), moveTarget.GetBaseAttitudeGroup() ) == AIA_Hostile )
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public function IsThreatened() : bool { return isThreatened; }
|
||
|
|
||
|
public function EnableFindTarget( flag : bool )
|
||
|
{
|
||
|
var target : CActor;
|
||
|
|
||
|
if( IsActorLockedToTarget() )
|
||
|
{
|
||
|
target = GetTarget();
|
||
|
|
||
|
if ( target && target.IsAlive() )
|
||
|
bCanFindTarget = flag;
|
||
|
else
|
||
|
bCanFindTarget = true;
|
||
|
}
|
||
|
else
|
||
|
bCanFindTarget = flag;
|
||
|
}
|
||
|
|
||
|
public function UpdateDisplayTarget( optional forceUpdate : bool, optional forceNullActor : bool )
|
||
|
{
|
||
|
var hud : CR4ScriptedHud;
|
||
|
var tempTarget : CGameplayEntity;
|
||
|
var angleDist1 : float;
|
||
|
var angleDist2 : float;
|
||
|
var nonActorTargetMult : float;
|
||
|
var combatActionType : int;
|
||
|
var currTarget : CActor;
|
||
|
var interactionTarget : CInteractionComponent;
|
||
|
|
||
|
var heading : float;
|
||
|
|
||
|
if(theGame.IsDialogOrCutscenePlaying())
|
||
|
{
|
||
|
currentSelectedDisplayTarget = NULL;
|
||
|
|
||
|
if ( displayTarget )
|
||
|
ConfirmDisplayTarget( NULL );
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( forceNullActor )
|
||
|
currTarget = NULL;
|
||
|
else
|
||
|
currTarget = GetTarget();
|
||
|
|
||
|
currentSelectedDisplayTarget = currTarget;
|
||
|
|
||
|
if ( currTarget && !currTarget.IsTargetableByPlayer() )
|
||
|
{
|
||
|
currentSelectedDisplayTarget = NULL;
|
||
|
ConfirmDisplayTarget( currentSelectedDisplayTarget );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
nonActorTargetMult = 1.25;
|
||
|
|
||
|
|
||
|
hud = (CR4ScriptedHud)theGame.GetHud();
|
||
|
|
||
|
if ( !IsThreatened() )
|
||
|
{
|
||
|
if ( !bLAxisReleased || lastAxisInputIsMovement )
|
||
|
{
|
||
|
if ( currTarget )
|
||
|
angleDist1 = AbsF( AngleDistance( this.GetHeading(), VecHeading( currTarget.GetWorldPosition() - this.GetWorldPosition() ) ) );
|
||
|
else
|
||
|
angleDist1 = 360;
|
||
|
|
||
|
if ( nonActorTarget )
|
||
|
angleDist2 = AbsF( AngleDistance( this.GetHeading(), VecHeading( nonActorTarget.GetWorldPosition() - this.GetWorldPosition() ) ) );
|
||
|
else
|
||
|
angleDist2 = 360;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( currTarget )
|
||
|
angleDist1 = AbsF( AngleDistance( theCamera.GetCameraHeading(), VecHeading( currTarget.GetWorldPosition() - theCamera.GetCameraPosition() ) ) );
|
||
|
else
|
||
|
angleDist1 = 360;
|
||
|
|
||
|
if ( nonActorTarget )
|
||
|
angleDist2 = AbsF( AngleDistance( theCamera.GetCameraHeading(), VecHeading( nonActorTarget.GetWorldPosition() - theCamera.GetCameraPosition() ) ) );
|
||
|
else
|
||
|
angleDist2 = 360;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
else
|
||
|
{
|
||
|
if ( !bLAxisReleased )
|
||
|
{
|
||
|
if ( ShouldUsePCModeTargeting() )
|
||
|
{
|
||
|
if ( currTarget )
|
||
|
angleDist1 = AbsF( AngleDistance( theCamera.GetCameraHeading(), VecHeading( currTarget.GetWorldPosition() - theCamera.GetCameraPosition() ) ) );
|
||
|
else
|
||
|
angleDist1 = 360;
|
||
|
|
||
|
if ( nonActorTarget && IsInCombatAction() )
|
||
|
{
|
||
|
angleDist2 = nonActorTargetMult * AbsF( AngleDistance( theCamera.GetCameraHeading(), VecHeading( nonActorTarget.GetWorldPosition() - theCamera.GetCameraPosition() ) ) );
|
||
|
}
|
||
|
else
|
||
|
angleDist2 = 360;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( currTarget )
|
||
|
angleDist1 = AbsF( AngleDistance( rawPlayerHeading, VecHeading( currTarget.GetWorldPosition() - this.GetWorldPosition() ) ) );
|
||
|
else
|
||
|
angleDist1 = 360;
|
||
|
|
||
|
if ( nonActorTarget && IsInCombatAction() )
|
||
|
{
|
||
|
angleDist2 = nonActorTargetMult * AbsF( AngleDistance( rawPlayerHeading, VecHeading( nonActorTarget.GetWorldPosition() - this.GetWorldPosition() ) ) );
|
||
|
}
|
||
|
else
|
||
|
angleDist2 = 360;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
angleDist1 = 0;
|
||
|
angleDist2 = 360;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( angleDist1 < angleDist2 )
|
||
|
tempTarget = currTarget;
|
||
|
else
|
||
|
tempTarget = nonActorTarget;
|
||
|
|
||
|
|
||
|
if ( slideTarget && IsInCombatAction() )
|
||
|
{
|
||
|
combatActionType = (int)this.GetBehaviorVariable( 'combatActionType' );
|
||
|
if ( combatActionType == (int)CAT_Attack
|
||
|
|| ( combatActionType == (int)CAT_SpecialAttack && this.GetBehaviorVariable( 'playerAttackType' ) == 1.f )
|
||
|
|| ( combatActionType == (int)CAT_ItemThrow )
|
||
|
|| ( combatActionType == (int)CAT_CastSign && !IsCurrentSignChanneled() )
|
||
|
|| ( combatActionType == (int)CAT_CastSign && IsCurrentSignChanneled() && GetCurrentlyCastSign() == ST_Axii )
|
||
|
|| ( combatActionType == (int)CAT_CastSign && IsCurrentSignChanneled() && GetCurrentlyCastSign() == ST_Igni )
|
||
|
|| combatActionType == (int)CAT_Dodge
|
||
|
|| combatActionType == (int)CAT_Roll )
|
||
|
{
|
||
|
if ( combatActionType == (int)CAT_CastSign && GetCurrentlyCastSign() == ST_Igni && !IsCombatMusicEnabled() )
|
||
|
currentSelectedDisplayTarget = tempTarget;
|
||
|
else
|
||
|
currentSelectedDisplayTarget = slideTarget;
|
||
|
}
|
||
|
else
|
||
|
currentSelectedDisplayTarget = tempTarget;
|
||
|
}
|
||
|
else if ( slideTarget
|
||
|
&& this.rangedWeapon
|
||
|
&& this.rangedWeapon.GetCurrentStateName() != 'State_WeaponWait'
|
||
|
&& this.playerAiming.GetCurrentStateName() == 'Waiting' )
|
||
|
currentSelectedDisplayTarget = slideTarget;
|
||
|
else
|
||
|
currentSelectedDisplayTarget = tempTarget;
|
||
|
|
||
|
interactionTarget = theGame.GetInteractionsManager().GetActiveInteraction();
|
||
|
if ( interactionTarget && !IsThreatened() && !( this.IsCastingSign() && this.IsCurrentSignChanneled() ) )
|
||
|
{
|
||
|
tempTarget = (CGameplayEntity)interactionTarget.GetEntity();
|
||
|
if ( tempTarget && tempTarget != this.GetUsedVehicle() )
|
||
|
{
|
||
|
currentSelectedDisplayTarget = tempTarget;
|
||
|
SetDisplayTarget( currentSelectedDisplayTarget );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( (CActor)currentSelectedDisplayTarget && !((CActor)currentSelectedDisplayTarget).GetGameplayVisibility() )
|
||
|
{
|
||
|
currentSelectedDisplayTarget = NULL;
|
||
|
}
|
||
|
|
||
|
if ( displayTarget != currentSelectedDisplayTarget )
|
||
|
{
|
||
|
if ( forceUpdate )
|
||
|
SetDisplayTarget( currentSelectedDisplayTarget );
|
||
|
else
|
||
|
ConfirmDisplayTarget( currentSelectedDisplayTarget );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private var bConfirmDisplayTargetTimerEnabled : bool;
|
||
|
private var displayTargetToConfirm : CGameplayEntity;
|
||
|
private var currentSelectedDisplayTarget : CGameplayEntity;
|
||
|
|
||
|
private function ConfirmDisplayTarget( targetToConfirm : CGameplayEntity )
|
||
|
{
|
||
|
if ( targetToConfirm != displayTarget )
|
||
|
{
|
||
|
displayTargetToConfirm = targetToConfirm;
|
||
|
if( !bConfirmDisplayTargetTimerEnabled )
|
||
|
{
|
||
|
bConfirmDisplayTargetTimerEnabled = true;
|
||
|
|
||
|
if ( targetToConfirm )
|
||
|
AddTimer( 'ConfirmDisplayTargetTimer', 0.1f );
|
||
|
else
|
||
|
AddTimer( 'ConfirmDisplayTargetTimer', 0.f );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private timer function ConfirmDisplayTargetTimer( time : float, optional id : int)
|
||
|
{
|
||
|
if ( displayTargetToConfirm == currentSelectedDisplayTarget )
|
||
|
SetDisplayTarget( displayTargetToConfirm );
|
||
|
|
||
|
bConfirmDisplayTargetTimerEnabled = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
protected function SetDisplayTarget( e : CGameplayEntity )
|
||
|
{
|
||
|
var displayTargetActor : CActor;
|
||
|
|
||
|
if ( e != displayTarget )
|
||
|
{
|
||
|
displayTarget = e;
|
||
|
displayTargetActor = (CActor)displayTarget;
|
||
|
SetPlayerCombatTarget( displayTargetActor );
|
||
|
|
||
|
if ( displayTargetActor && !displayTargetActor.IsTargetableByPlayer())
|
||
|
{
|
||
|
isDisplayTargetTargetable = false;
|
||
|
}
|
||
|
else if ( !displayTargetActor && displayTarget != nonActorTarget )
|
||
|
{
|
||
|
isDisplayTargetTargetable = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
isDisplayTargetTargetable = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function GetDisplayTarget() : CGameplayEntity { return displayTarget; }
|
||
|
|
||
|
private var isDisplayTargetTargetable : bool;
|
||
|
public function IsDisplayTargetTargetable() : bool
|
||
|
{
|
||
|
return isDisplayTargetTargetable;
|
||
|
}
|
||
|
|
||
|
public var radialSlots : array<name>;
|
||
|
public function EnableRadialSlots( enable : bool, slotNames : array<name> )
|
||
|
{
|
||
|
var hud : CR4ScriptedHud;
|
||
|
var module : CR4HudModuleRadialMenu;
|
||
|
var i : int;
|
||
|
|
||
|
hud = (CR4ScriptedHud)theGame.GetHud();
|
||
|
module = (CR4HudModuleRadialMenu)hud.GetHudModule("RadialMenuModule");
|
||
|
|
||
|
for(i=0; i<slotNames.Size(); i+=1)
|
||
|
{
|
||
|
module.SetDesaturated( !enable, slotNames[i] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function IsEnemyInCone( source : CActor, coneHeading : Vector, coneDist, coneAngle : float, out newLockTarget : CActor ) : bool
|
||
|
{
|
||
|
var targets : array<CActor>;
|
||
|
var sourceToTargetDists : array<float>;
|
||
|
var i : int;
|
||
|
var targetingInfo : STargetingInfo;
|
||
|
|
||
|
|
||
|
|
||
|
targets = GetMoveTargets();
|
||
|
|
||
|
if ( targets.Size() > 0 )
|
||
|
{
|
||
|
targetingInfo.source = this;
|
||
|
targetingInfo.canBeTargetedCheck = true;
|
||
|
targetingInfo.coneCheck = true;
|
||
|
targetingInfo.coneHalfAngleCos = CosF( Deg2Rad( coneAngle * 0.5f ) );
|
||
|
targetingInfo.coneDist = coneDist;
|
||
|
targetingInfo.coneHeadingVector = coneHeading;
|
||
|
targetingInfo.distCheck = true;
|
||
|
targetingInfo.invisibleCheck = true;
|
||
|
targetingInfo.navMeshCheck = true;
|
||
|
targetingInfo.inFrameCheck = false;
|
||
|
targetingInfo.frameScaleX = 1.f;
|
||
|
targetingInfo.frameScaleY = 1.f;
|
||
|
targetingInfo.knockDownCheck = false;
|
||
|
targetingInfo.knockDownCheckDist = 1.5f;
|
||
|
targetingInfo.rsHeadingCheck = false;
|
||
|
targetingInfo.rsHeadingLimitCos = 1.0f;
|
||
|
|
||
|
for( i = targets.Size() - 1; i >= 0; i -= 1 )
|
||
|
{
|
||
|
targetingInfo.targetEntity = targets[i];
|
||
|
if ( !IsEntityTargetable( targetingInfo ) )
|
||
|
targets.Erase( i );
|
||
|
}
|
||
|
|
||
|
for ( i = 0; i < targets.Size(); i += 1 )
|
||
|
sourceToTargetDists.PushBack( VecDistance( source.GetWorldPosition(), targets[i].GetWorldPosition() ) );
|
||
|
|
||
|
if(sourceToTargetDists.Size() > 0)
|
||
|
newLockTarget = targets[ ArrayFindMinF( sourceToTargetDists ) ];
|
||
|
else
|
||
|
newLockTarget = NULL;
|
||
|
}
|
||
|
|
||
|
return targets.Size() > 0;
|
||
|
}
|
||
|
|
||
|
public function GetScreenSpaceLockTarget( sourceEnt : CGameplayEntity, coneAngle, coneDist, coneHeading : float, optional inFrameCheck : bool ) : CActor
|
||
|
{
|
||
|
var source : CActor;
|
||
|
var sourcePos, targetPos : Vector;
|
||
|
var targets : array<CActor>;
|
||
|
var sourceToTargetDists : array<float>;
|
||
|
var sourceCoord : Vector;
|
||
|
var targetCoord : Vector;
|
||
|
var i : int;
|
||
|
var angleDiff : float;
|
||
|
var sourceToTargetHeading : float;
|
||
|
var sourceToTargetDist : float;
|
||
|
var size : float;
|
||
|
var targetingDist : float;
|
||
|
var targetingInfo : STargetingInfo;
|
||
|
|
||
|
var temp : int;
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
source = (CActor)sourceEnt;
|
||
|
|
||
|
targets = GetMoveTargets();
|
||
|
|
||
|
if ( this.IsPCModeEnabled() )
|
||
|
{
|
||
|
if ( ( coneHeading > -45.f && coneHeading < 45.f )
|
||
|
|| coneHeading > 135.f
|
||
|
|| coneHeading < -135.f )
|
||
|
{
|
||
|
if ( coneHeading > 0 )
|
||
|
coneHeading = 180 - coneHeading;
|
||
|
else
|
||
|
coneHeading = 180 + coneHeading;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
for( i = targets.Size() - 1; i >= 0; i -= 1 )
|
||
|
{
|
||
|
if ( ( !targets[i].GetGameplayVisibility() || !IsThreat( targets[i] ) || !IsEnemyVisible( targets[i] ) || !this.CanBeTargetedIfSwimming( targets[i] ) )
|
||
|
&& ( !IsCastingSign() || GetCurrentlyCastSign() != ST_Axii ) )
|
||
|
targets.Erase(i);
|
||
|
}
|
||
|
|
||
|
if ( source )
|
||
|
{
|
||
|
temp = source.GetTorsoBoneIndex();
|
||
|
|
||
|
if ( temp < 0 )
|
||
|
sourcePos = source.GetWorldPosition();
|
||
|
else
|
||
|
sourcePos = MatrixGetTranslation( source.GetBoneWorldMatrixByIndex( source.GetTorsoBoneIndex() ) );
|
||
|
}
|
||
|
else
|
||
|
sourcePos = sourceEnt.GetWorldPosition();
|
||
|
|
||
|
theCamera.WorldVectorToViewRatio( sourcePos, sourceCoord.X , sourceCoord.Y );
|
||
|
|
||
|
|
||
|
targetingDist = softLockDistVehicle;
|
||
|
|
||
|
if ( targets.Size() > 0 )
|
||
|
{
|
||
|
targetingInfo.source = this;
|
||
|
targetingInfo.canBeTargetedCheck = true;
|
||
|
targetingInfo.coneCheck = false;
|
||
|
targetingInfo.coneHalfAngleCos = 0.86602540378f;
|
||
|
targetingInfo.coneDist = targetingDist;
|
||
|
targetingInfo.coneHeadingVector = Vector( 0.0f, 1.0f, 0.0f );
|
||
|
targetingInfo.distCheck = true;
|
||
|
targetingInfo.invisibleCheck = true;
|
||
|
targetingInfo.navMeshCheck = false;
|
||
|
|
||
|
if ( inFrameCheck )
|
||
|
targetingInfo.inFrameCheck = true;
|
||
|
else
|
||
|
targetingInfo.inFrameCheck = false;
|
||
|
|
||
|
targetingInfo.frameScaleX = 1.f;
|
||
|
targetingInfo.frameScaleY = 1.f;
|
||
|
targetingInfo.knockDownCheck = false;
|
||
|
targetingInfo.knockDownCheckDist = softLockDist;
|
||
|
if ( bRAxisReleased )
|
||
|
targetingInfo.rsHeadingCheck = false;
|
||
|
else
|
||
|
targetingInfo.rsHeadingCheck = true;
|
||
|
targetingInfo.rsHeadingLimitCos = -0.5f;
|
||
|
|
||
|
for( i = targets.Size() - 1; i >= 0; i -= 1 )
|
||
|
{
|
||
|
temp = targets[i].GetTorsoBoneIndex();
|
||
|
|
||
|
if ( temp < 0 )
|
||
|
targetPos = targets[i].GetWorldPosition();
|
||
|
else
|
||
|
targetPos = MatrixGetTranslation( targets[i].GetBoneWorldMatrixByIndex( targets[i].GetTorsoBoneIndex() ) );
|
||
|
|
||
|
theCamera.WorldVectorToViewRatio( targetPos, targetCoord.X, targetCoord.Y );
|
||
|
sourceToTargetHeading = VecHeading( targetCoord - sourceCoord );
|
||
|
angleDiff = AbsF( AngleDistance( coneHeading, sourceToTargetHeading ) );
|
||
|
|
||
|
targetingInfo.targetEntity = targets[i];
|
||
|
if ( !IsEntityTargetable( targetingInfo ) )
|
||
|
targets.Erase( i );
|
||
|
else if ( !bRAxisReleased && angleDiff > ( coneAngle * 0.5 ) )
|
||
|
targets.Erase( i );
|
||
|
else if ( targets[i] == sourceEnt )
|
||
|
targets.Erase( i );
|
||
|
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
size = targets.Size();
|
||
|
if ( size > 0 )
|
||
|
{
|
||
|
for ( i = 0; i < targets.Size(); i += 1 )
|
||
|
{
|
||
|
temp = targets[i].GetTorsoBoneIndex();
|
||
|
|
||
|
if ( temp < 0 )
|
||
|
targetPos = targets[i].GetWorldPosition();
|
||
|
else
|
||
|
targetPos = MatrixGetTranslation( targets[i].GetBoneWorldMatrixByIndex( targets[i].GetTorsoBoneIndex() ) );
|
||
|
|
||
|
theCamera.WorldVectorToViewRatio( targetPos, targetCoord.X, targetCoord.Y );
|
||
|
sourceToTargetHeading = AbsF( VecHeading( targetCoord - sourceCoord ) );
|
||
|
angleDiff = AngleDistance( 180, sourceToTargetHeading );
|
||
|
sourceToTargetDist = VecDistance2D( sourceCoord, targetCoord );
|
||
|
|
||
|
sourceToTargetDists.PushBack( SinF( Deg2Rad( angleDiff ) ) * sourceToTargetDist );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( targets.Size() > 0 )
|
||
|
return targets[ ArrayFindMinF( sourceToTargetDists ) ];
|
||
|
else
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
public function IsEntityTargetable( out info : STargetingInfo, optional usePrecalcs : bool ) : bool
|
||
|
{
|
||
|
var playerHasBlockingBuffs : bool;
|
||
|
var sourceActor : CActor;
|
||
|
var targetEntity : CEntity;
|
||
|
var targetActor : CActor;
|
||
|
var targetNPC : CNewNPC;
|
||
|
var sourcePosition : Vector;
|
||
|
var targetPosition : Vector;
|
||
|
var direction : Vector;
|
||
|
var sourceToTargetDist : float;
|
||
|
var sourceCapsuleRadius : float;
|
||
|
var mpac : CMovingPhysicalAgentComponent;
|
||
|
|
||
|
var coneDistSq : float;
|
||
|
var knockDownCheckDistSq : float;
|
||
|
var sourceToTargetAngleDist : float;
|
||
|
var b : bool;
|
||
|
var infoSourceWorldPos : Vector;
|
||
|
var infoTargetWorldPos : Vector;
|
||
|
var finishEnabled : bool;
|
||
|
|
||
|
if ( usePrecalcs )
|
||
|
{
|
||
|
playerHasBlockingBuffs = targetingIn.playerHasBlockingBuffs;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
playerHasBlockingBuffs = thePlayer.HasBuff( EET_Confusion ) || thePlayer.HasBuff( EET_Hypnotized ) || thePlayer.HasBuff( EET_Blindness ) || thePlayer.HasBuff( EET_WraithBlindness );
|
||
|
}
|
||
|
if ( playerHasBlockingBuffs )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
sourceActor = info.source;
|
||
|
targetEntity = info.targetEntity;
|
||
|
if ( !sourceActor || !targetEntity )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
targetActor = (CActor)targetEntity;
|
||
|
|
||
|
|
||
|
if ( info.canBeTargetedCheck && !targetActor.CanBeTargeted() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( info.invisibleCheck && !targetActor.GetGameplayVisibility() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
sourcePosition = sourceActor.GetWorldPosition();
|
||
|
targetPosition = targetEntity.GetWorldPosition();
|
||
|
|
||
|
if ( targetActor )
|
||
|
{
|
||
|
{
|
||
|
targetNPC = (CNewNPC)targetActor;
|
||
|
if ( targetNPC )
|
||
|
{
|
||
|
if ( targetNPC.IsHorse() && !targetNPC.GetHorseComponent().IsDismounted() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( info.distCheck || info.knockDownCheck )
|
||
|
{
|
||
|
if ( usePrecalcs )
|
||
|
{
|
||
|
if ( targetActor )
|
||
|
{
|
||
|
|
||
|
sourceToTargetDist = Distance2DBetweenCapsuleAndPoint( targetActor, sourceActor ) - targetingPrecalcs.playerRadius;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
sourceToTargetDist = VecDistance2D( sourcePosition, targetPosition ) - targetingPrecalcs.playerRadius;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( targetActor )
|
||
|
{
|
||
|
sourceToTargetDist = Distance2DBetweenCapsules( sourceActor, targetActor );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
sourceToTargetDist = Distance2DBetweenCapsuleAndPoint( sourceActor, targetEntity );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( info.distCheck )
|
||
|
{
|
||
|
if ( sourceToTargetDist >= info.coneDist )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( info.coneCheck || info.rsHeadingCheck )
|
||
|
{
|
||
|
direction = VecNormalize2D( targetPosition - sourcePosition );
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( info.coneCheck )
|
||
|
{
|
||
|
if ( VecDot2D( direction, info.coneHeadingVector ) < info.coneHalfAngleCos )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( info.rsHeadingCheck )
|
||
|
{
|
||
|
if ( usePrecalcs )
|
||
|
{
|
||
|
if ( VecDot2D( direction, targetingIn.lookAtDirection ) < info.rsHeadingLimitCos )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( VecDot2D( direction, VecNormalize2D( GetLookAtPosition() - sourcePosition ) ) < info.rsHeadingLimitCos )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( info.inFrameCheck && !WasVisibleInScaledFrame( targetEntity, info.frameScaleX, info.frameScaleY ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( info.navMeshCheck && !IsSwimming() )
|
||
|
{
|
||
|
sourceCapsuleRadius = 0.1f;
|
||
|
if ( usePrecalcs )
|
||
|
{
|
||
|
sourceCapsuleRadius = targetingPrecalcs.playerRadius;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mpac = (CMovingPhysicalAgentComponent)sourceActor.GetMovingAgentComponent();
|
||
|
if ( mpac )
|
||
|
{
|
||
|
sourceCapsuleRadius = mpac.GetCapsuleRadius();
|
||
|
}
|
||
|
}
|
||
|
if ( !theGame.GetWorld().NavigationLineTest( sourcePosition, targetPosition, sourceCapsuleRadius ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( info.knockDownCheck )
|
||
|
{
|
||
|
|
||
|
if ( targetActor && !targetActor.IsAlive() )
|
||
|
{
|
||
|
|
||
|
finishEnabled = targetActor.GetComponent( 'Finish' ).IsEnabled();
|
||
|
if ( finishEnabled )
|
||
|
{
|
||
|
|
||
|
if ( finishableEnemiesList.Contains( targetActor ) )
|
||
|
{
|
||
|
|
||
|
if ( sourceToTargetDist >= info.knockDownCheckDist )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public function CanBeTargetedIfSwimming( actor : CActor, optional usePrecalcs : bool ) : bool
|
||
|
{
|
||
|
var subDepth : float;
|
||
|
var isDiving : bool;
|
||
|
|
||
|
if ( !actor )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( usePrecalcs )
|
||
|
{
|
||
|
isDiving = targetingIn.isDiving;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
isDiving = IsSwimming() && OnCheckDiving();
|
||
|
}
|
||
|
|
||
|
subDepth = ((CMovingPhysicalAgentComponent)actor.GetMovingAgentComponent()).GetSubmergeDepth();
|
||
|
|
||
|
if ( isDiving )
|
||
|
{
|
||
|
return ( subDepth < -1.0f );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return ( subDepth >= -1.0f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
private function FilterActors( out targets : array<CActor>, out onlyThreatsReturned : bool, optional usePrecalcs : bool )
|
||
|
{
|
||
|
var i : int;
|
||
|
var size : int;
|
||
|
var foundThreat : bool;
|
||
|
var foundNonThreat : bool;
|
||
|
var threatsCount : int;
|
||
|
var tmpActor : CActor;
|
||
|
|
||
|
foundThreat = false;
|
||
|
foundNonThreat = false;
|
||
|
|
||
|
size = targets.Size();
|
||
|
i = 0;
|
||
|
threatsCount = 0;
|
||
|
|
||
|
|
||
|
for ( i = 0; i < size; i+=1 )
|
||
|
{
|
||
|
if( IsThreat( targets[ i ], usePrecalcs ) )
|
||
|
{
|
||
|
foundThreat = true;
|
||
|
if ( i != threatsCount )
|
||
|
{
|
||
|
tmpActor = targets[ i ];
|
||
|
targets[ i ] = targets[ threatsCount ];
|
||
|
targets[ threatsCount ] = tmpActor;
|
||
|
}
|
||
|
threatsCount += 1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
foundNonThreat = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( foundThreat )
|
||
|
{
|
||
|
onlyThreatsReturned = true;
|
||
|
if ( foundNonThreat )
|
||
|
{
|
||
|
targets.Resize( threatsCount );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private function InternalFindTargetsInCone( out targets : array< CActor >, out outHeadingVector : Vector, optional usePrecalcs : bool )
|
||
|
{
|
||
|
var size, i : int;
|
||
|
var coneHalfAngleDot : float;
|
||
|
var coneHeading : float;
|
||
|
var coneHeadingVector : Vector;
|
||
|
var position : Vector;
|
||
|
var direction : Vector;
|
||
|
var onlyThreatTargetsFound : bool;
|
||
|
|
||
|
targets.Clear();
|
||
|
GetVisibleEnemies( targets );
|
||
|
|
||
|
|
||
|
for( i = 0; i < finishableEnemiesList.Size() ; i+=1 )
|
||
|
{
|
||
|
if ( !targets.Contains( finishableEnemiesList[i] ) )
|
||
|
{
|
||
|
targets.PushBack( finishableEnemiesList[i] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
onlyThreatTargetsFound = false;
|
||
|
FilterActors( targets, onlyThreatTargetsFound, true );
|
||
|
|
||
|
if ( IsCombatMusicEnabled() && targets.Size() > 0 && !onlyThreatTargetsFound && !IsThreat( targets[0], usePrecalcs ) )
|
||
|
{
|
||
|
targets.Clear();
|
||
|
}
|
||
|
|
||
|
coneHeading = 0.0f;
|
||
|
coneHalfAngleDot = 0.0f;
|
||
|
if ( ( orientationTarget == OT_Camera ) || ( orientationTarget == OT_CameraOffset ) )
|
||
|
{
|
||
|
if ( usePrecalcs )
|
||
|
{
|
||
|
coneHeading = targetingPrecalcs.cameraHeading;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
coneHeading = theGame.GetGameCamera().GetHeading();
|
||
|
}
|
||
|
coneHalfAngleDot = 0.5f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( IsSwimming() )
|
||
|
{
|
||
|
if ( usePrecalcs )
|
||
|
{
|
||
|
coneHeading = targetingPrecalcs.cameraHeading;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
coneHeading = theGame.GetGameCamera().GetHeading();
|
||
|
}
|
||
|
coneHalfAngleDot = 0.17364817766f;
|
||
|
}
|
||
|
else if ( bLAxisReleased )
|
||
|
{
|
||
|
if( IsInCombatAction() )
|
||
|
{
|
||
|
coneHeading = GetCombatActionHeading();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( ShouldUsePCModeTargeting() )
|
||
|
coneHeading = theGame.GetGameCamera().GetHeading();
|
||
|
else
|
||
|
coneHeading = cachedRawPlayerHeading;
|
||
|
}
|
||
|
|
||
|
if ( IsInCombat() )
|
||
|
{
|
||
|
if ( ShouldUsePCModeTargeting() )
|
||
|
coneHalfAngleDot = -1;
|
||
|
else
|
||
|
coneHalfAngleDot = 0.17364817766f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
coneHalfAngleDot = -1.0f;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if( IsInCombatAction() )
|
||
|
{
|
||
|
coneHeading = GetCombatActionHeading();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( ShouldUsePCModeTargeting() )
|
||
|
coneHeading = theGame.GetGameCamera().GetHeading();
|
||
|
else
|
||
|
coneHeading = cachedRawPlayerHeading;
|
||
|
}
|
||
|
|
||
|
if ( ShouldUsePCModeTargeting() )
|
||
|
coneHalfAngleDot = -1;
|
||
|
else
|
||
|
coneHalfAngleDot = 0.17364817766f;
|
||
|
}
|
||
|
|
||
|
coneHeadingVector = VecFromHeading( coneHeading );
|
||
|
position = this.GetWorldPosition();
|
||
|
|
||
|
for ( i = targets.Size() - 1; i >= 0; i -= 1 )
|
||
|
{
|
||
|
if ( !targets[i] )
|
||
|
{
|
||
|
targets.EraseFast(i);
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
direction = VecNormalize2D( targets[i].GetWorldPosition() - position );
|
||
|
|
||
|
if ( VecDot2D( coneHeadingVector, direction ) < coneHalfAngleDot )
|
||
|
{
|
||
|
targets.EraseFast( i );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
outHeadingVector = coneHeadingVector;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
function InitTargeting()
|
||
|
{
|
||
|
var consts : SR4PlayerTargetingConsts;
|
||
|
|
||
|
if ( !targeting )
|
||
|
{
|
||
|
targeting = new CR4PlayerTargeting in this;
|
||
|
}
|
||
|
if ( targeting )
|
||
|
{
|
||
|
consts.softLockDistance = this.softLockDist;
|
||
|
consts.softLockFrameSize = this.softLockFrameSize;
|
||
|
targeting.SetConsts( consts );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function PrepareTargetingIn( actionCheck : bool, bufferActionType : EBufferActionType, actionInput : bool )
|
||
|
{
|
||
|
var coneDist : float;
|
||
|
|
||
|
if ( actionCheck && bufferActionType == EBAT_ItemUse )
|
||
|
{
|
||
|
coneDist = findMoveTargetDist;
|
||
|
}
|
||
|
else if ( IsSwimming() )
|
||
|
{
|
||
|
coneDist = theGame.params.MAX_THROW_RANGE;
|
||
|
}
|
||
|
else if ( ( GetPlayerCombatStance() == PCS_AlertNear ) && ( ( playerMoveType == PMT_Walk ) || ( playerMoveType == PMT_Idle ) ) )
|
||
|
{
|
||
|
coneDist = softLockDist;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
coneDist = findMoveTargetDist;
|
||
|
}
|
||
|
|
||
|
targetingIn.canFindTarget = this.bCanFindTarget;
|
||
|
targetingIn.playerHasBlockingBuffs = thePlayer.HasBuff( EET_Confusion ) || thePlayer.HasBuff( EET_Hypnotized ) || thePlayer.HasBuff( EET_Blindness ) || thePlayer.HasBuff( EET_WraithBlindness );
|
||
|
targetingIn.isHardLockedToTarget = this.IsHardLockEnabled();
|
||
|
targetingIn.isActorLockedToTarget = this.IsActorLockedToTarget();
|
||
|
targetingIn.isCameraLockedToTarget = this.IsCameraLockedToTarget();
|
||
|
targetingIn.actionCheck = actionCheck;
|
||
|
targetingIn.actionInput = actionInput;
|
||
|
targetingIn.isInCombatAction = this.IsInCombatAction();
|
||
|
targetingIn.isLAxisReleased = this.bLAxisReleased;
|
||
|
targetingIn.isLAxisReleasedAfterCounter = this.lAxisReleasedAfterCounter;
|
||
|
targetingIn.isLAxisReleasedAfterCounterNoCA = this.lAxisReleasedAfterCounterNoCA;
|
||
|
targetingIn.lastAxisInputIsMovement = this.lastAxisInputIsMovement;
|
||
|
targetingIn.isAiming = this.playerAiming.GetCurrentStateName() == 'Aiming';
|
||
|
targetingIn.isSwimming = this.IsSwimming();
|
||
|
targetingIn.isDiving = this.IsSwimming() && OnCheckDiving();
|
||
|
targetingIn.isThreatened = this.IsThreatened();
|
||
|
targetingIn.isCombatMusicEnabled = this.IsCombatMusicEnabled();
|
||
|
targetingIn.isPcModeEnabled = this.IsPCModeEnabled();
|
||
|
targetingIn.isInParryOrCounter = this.isInParryOrCounter;
|
||
|
targetingIn.shouldUsePcModeTargeting = this.ShouldUsePCModeTargeting();
|
||
|
targetingIn.bufferActionType = bufferActionType;
|
||
|
targetingIn.orientationTarget = this.GetOrientationTarget();
|
||
|
targetingIn.coneDist = coneDist;
|
||
|
targetingIn.findMoveTargetDist = this.findMoveTargetDist;
|
||
|
targetingIn.cachedRawPlayerHeading = this.cachedRawPlayerHeading;
|
||
|
targetingIn.combatActionHeading = this.GetCombatActionHeading();
|
||
|
targetingIn.rawPlayerHeadingVector = VecFromHeading( this.rawPlayerHeading );
|
||
|
targetingIn.lookAtDirection = VecNormalize2D( this.GetLookAtPosition() - GetWorldPosition() );
|
||
|
targetingIn.moveTarget = this.moveTarget;
|
||
|
targetingIn.aimingTarget = this.playerAiming.GetAimedTarget();
|
||
|
targetingIn.displayTarget = (CActor)this.displayTarget;
|
||
|
targetingIn.finishableEnemies = this.finishableEnemiesList;
|
||
|
targetingIn.hostileEnemies = this.hostileEnemies;
|
||
|
targetingIn.defaultSelectionWeights = ProcessSelectionWeights();
|
||
|
}
|
||
|
|
||
|
function ResetTargetingOut()
|
||
|
{
|
||
|
targetingOut.target = NULL;
|
||
|
targetingOut.result = false;
|
||
|
targetingOut.confirmNewTarget = false;
|
||
|
targetingOut.forceDisableUpdatePosition = false;
|
||
|
}
|
||
|
|
||
|
function MakeFindTargetPrecalcs()
|
||
|
{
|
||
|
var mpac : CMovingPhysicalAgentComponent;
|
||
|
|
||
|
targetingPrecalcs.playerPosition = thePlayer.GetWorldPosition();
|
||
|
targetingPrecalcs.playerHeading = thePlayer.GetHeading();
|
||
|
targetingPrecalcs.playerHeadingVector = thePlayer.GetHeadingVector();
|
||
|
targetingPrecalcs.playerHeadingVector.Z = 0;
|
||
|
targetingPrecalcs.playerHeadingVector = VecNormalize2D( targetingPrecalcs.playerHeadingVector );
|
||
|
|
||
|
targetingPrecalcs.playerRadius = 0.5f;
|
||
|
mpac = (CMovingPhysicalAgentComponent)thePlayer.GetMovingAgentComponent();
|
||
|
if ( mpac )
|
||
|
{
|
||
|
targetingPrecalcs.playerRadius = mpac.GetCapsuleRadius();
|
||
|
}
|
||
|
|
||
|
targetingPrecalcs.cameraPosition = theCamera.GetCameraPosition();
|
||
|
targetingPrecalcs.cameraDirection = theCamera.GetCameraDirection();
|
||
|
targetingPrecalcs.cameraHeadingVector = targetingPrecalcs.cameraDirection;
|
||
|
targetingPrecalcs.cameraHeadingVector.Z = 0;
|
||
|
targetingPrecalcs.cameraHeadingVector = VecNormalize2D( targetingPrecalcs.cameraHeadingVector );
|
||
|
targetingPrecalcs.cameraHeading = VecHeading( targetingPrecalcs.cameraHeadingVector );
|
||
|
}
|
||
|
|
||
|
public function GetForceDisableUpdatePosition() : bool
|
||
|
{
|
||
|
return targetingOut.forceDisableUpdatePosition;
|
||
|
}
|
||
|
|
||
|
public function SetUseNativeTargeting( use : bool )
|
||
|
{
|
||
|
useNativeTargeting = use;
|
||
|
}
|
||
|
|
||
|
protected function FindTarget( optional actionCheck : bool, optional action : EBufferActionType, optional actionInput : bool ) : CActor
|
||
|
{
|
||
|
if ( IsCombatMusicEnabled() && !IsInCombat() && reachableEnemyWasTooFar )
|
||
|
{
|
||
|
playerMode.UpdateCombatMode();
|
||
|
}
|
||
|
|
||
|
PrepareTargetingIn( actionCheck, action, actionInput );
|
||
|
if ( useNativeTargeting )
|
||
|
{
|
||
|
targeting.BeginFindTarget( targetingIn );
|
||
|
targeting.FindTarget();
|
||
|
targeting.EndFindTarget( targetingOut );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
UpdateVisibleActors();
|
||
|
MakeFindTargetPrecalcs();
|
||
|
ResetTargetingOut();
|
||
|
FindTarget_Scripted();
|
||
|
}
|
||
|
if ( targetingOut.result )
|
||
|
{
|
||
|
if ( targetingOut.confirmNewTarget )
|
||
|
{
|
||
|
ConfirmNewTarget( targetingOut.target );
|
||
|
}
|
||
|
return targetingOut.target;
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
protected function FindTarget_Scripted()
|
||
|
{
|
||
|
var currentTarget : CActor;
|
||
|
var newTarget : CActor;
|
||
|
var selectedTarget : CActor;
|
||
|
var displayTargetActor : CActor;
|
||
|
var playerPosition : Vector;
|
||
|
var playerHeadingVector : Vector;
|
||
|
var cameraPosition : Vector;
|
||
|
var cameraHeadingVector : Vector;
|
||
|
var selectionHeadingVector : Vector;
|
||
|
var targetingInfo : STargetingInfo;
|
||
|
var selectionWeights : STargetSelectionWeights;
|
||
|
var targets : array< CActor >;
|
||
|
var isMoveTargetTargetable : bool;
|
||
|
var targetChangeFromActionInput : bool;
|
||
|
var retainCurrentTarget : bool;
|
||
|
|
||
|
|
||
|
|
||
|
playerPosition = this.GetWorldPosition();
|
||
|
playerHeadingVector = targetingPrecalcs.playerHeadingVector;
|
||
|
cameraPosition = theCamera.GetCameraPosition();
|
||
|
cameraHeadingVector = targetingPrecalcs.cameraHeadingVector;
|
||
|
|
||
|
currentTarget = GetTarget();
|
||
|
if ( currentTarget )
|
||
|
{
|
||
|
if ( IsHardLockEnabled() && currentTarget.IsAlive() && !currentTarget.IsKnockedUnconscious() )
|
||
|
{
|
||
|
if ( VecDistanceSquared( playerPosition, currentTarget.GetWorldPosition() ) > 50.f * 50.0f )
|
||
|
{
|
||
|
HardLockToTarget( false );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
targetingOut.target = currentTarget;
|
||
|
targetingOut.result = true;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
GetVisualDebug().AddSphere('target', 1.0f, currentTarget.GetWorldPosition(), true, Color( 255, 255, 0 ), 1.0f );
|
||
|
}
|
||
|
|
||
|
if ( bCanFindTarget && !IsActorLockedToTarget() )
|
||
|
{
|
||
|
if ( !targetingIn.playerHasBlockingBuffs )
|
||
|
{
|
||
|
InternalFindTargetsInCone( targets, selectionHeadingVector, true );
|
||
|
}
|
||
|
|
||
|
targetingInfo.source = this;
|
||
|
targetingInfo.canBeTargetedCheck = true;
|
||
|
targetingInfo.coneCheck = false;
|
||
|
targetingInfo.coneHalfAngleCos = 1.0f;
|
||
|
targetingInfo.coneDist = targetingIn.coneDist;
|
||
|
targetingInfo.distCheck = true;
|
||
|
targetingInfo.invisibleCheck = true;
|
||
|
targetingInfo.navMeshCheck = false;
|
||
|
|
||
|
if ( ShouldUsePCModeTargeting() )
|
||
|
targetingInfo.inFrameCheck = false;
|
||
|
else
|
||
|
targetingInfo.inFrameCheck = true;
|
||
|
|
||
|
targetingInfo.frameScaleX = 1.0f;
|
||
|
targetingInfo.frameScaleY = 1.0f;
|
||
|
targetingInfo.knockDownCheck = false;
|
||
|
targetingInfo.knockDownCheckDist = 1.5f;
|
||
|
targetingInfo.rsHeadingCheck = false;
|
||
|
targetingInfo.rsHeadingLimitCos = 1.0f;
|
||
|
|
||
|
if ( currentTarget )
|
||
|
{
|
||
|
targetingInfo.targetEntity = currentTarget;
|
||
|
if ( !IsEntityTargetable( targetingInfo, true ) )
|
||
|
{
|
||
|
currentTarget = NULL;
|
||
|
}
|
||
|
if ( currentTarget && !CanBeTargetedIfSwimming( currentTarget, true ) )
|
||
|
{
|
||
|
currentTarget = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
isMoveTargetTargetable = false;
|
||
|
if ( moveTarget )
|
||
|
{
|
||
|
if ( CanBeTargetedIfSwimming( moveTarget, true ) )
|
||
|
{
|
||
|
targetingInfo.targetEntity = moveTarget;
|
||
|
targetingInfo.coneDist = findMoveTargetDist;
|
||
|
targetingInfo.inFrameCheck = false;
|
||
|
if ( IsEntityTargetable( targetingInfo, true ) )
|
||
|
{
|
||
|
isMoveTargetTargetable = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
targetingInfo.coneDist = targetingIn.coneDist;
|
||
|
|
||
|
if ( !targetingIn.playerHasBlockingBuffs )
|
||
|
{
|
||
|
RemoveNonTargetable( targets, targetingInfo, selectionHeadingVector );
|
||
|
}
|
||
|
|
||
|
newTarget = NULL;
|
||
|
if ( this.playerAiming.GetCurrentStateName() == 'Aiming' )
|
||
|
{
|
||
|
newTarget = this.playerAiming.GetAimedTarget();
|
||
|
if ( !newTarget )
|
||
|
{
|
||
|
selectionWeights.angleWeight = 1.f;
|
||
|
selectionWeights.distanceWeight = 0.f;
|
||
|
selectionWeights.distanceRingWeight = 0.f;
|
||
|
|
||
|
selectedTarget = SelectTarget( targets, false, cameraPosition, cameraHeadingVector, selectionWeights, true );
|
||
|
newTarget = selectedTarget;
|
||
|
}
|
||
|
}
|
||
|
else if ( IsSwimming() )
|
||
|
{
|
||
|
selectionWeights.angleWeight = 0.9f;
|
||
|
selectionWeights.distanceWeight = 0.1f;
|
||
|
selectionWeights.distanceRingWeight = 0.f;
|
||
|
|
||
|
selectedTarget = SelectTarget( targets, true, cameraPosition, cameraHeadingVector, selectionWeights, true );
|
||
|
newTarget = selectedTarget;
|
||
|
}
|
||
|
else if ( IsThreatened() )
|
||
|
{
|
||
|
|
||
|
if ( IsCameraLockedToTarget() )
|
||
|
{
|
||
|
if ( currentTarget && !currentTarget.GetGameplayVisibility() )
|
||
|
{
|
||
|
ForceSelectLockTarget();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
displayTargetActor = (CActor)displayTarget;
|
||
|
selectedTarget = SelectTarget( targets, true, playerPosition, selectionHeadingVector, targetingIn.defaultSelectionWeights, true );
|
||
|
|
||
|
if ( !selectedTarget )
|
||
|
{
|
||
|
targetingOut.forceDisableUpdatePosition = true;
|
||
|
}
|
||
|
|
||
|
targetChangeFromActionInput = targetingIn.actionInput && !lAxisReleasedAfterCounter;
|
||
|
if ( selectedTarget &&
|
||
|
( !IsThreat( currentTarget, true ) || ShouldUsePCModeTargeting() || ( !IsInCombatAction() && !lAxisReleasedAfterCounterNoCA ) || targetChangeFromActionInput ) )
|
||
|
{
|
||
|
newTarget = selectedTarget;
|
||
|
}
|
||
|
else if ( displayTargetActor &&
|
||
|
( ( bLAxisReleased && !ShouldUsePCModeTargeting() )|| IsInCombatAction() ) &&
|
||
|
( displayTargetActor.IsAlive() || finishableEnemiesList.Contains( displayTargetActor ) ) &&
|
||
|
displayTargetActor.GetGameplayVisibility() &&
|
||
|
( IsEnemyVisible( displayTargetActor ) || finishableEnemiesList.Contains( displayTargetActor ) ) &&
|
||
|
this.CanBeTargetedIfSwimming( displayTargetActor, true ) &&
|
||
|
IsThreat( displayTargetActor, true ) &&
|
||
|
WasVisibleInScaledFrame( displayTargetActor, 1.f, 1.f ) )
|
||
|
{
|
||
|
newTarget = displayTargetActor;
|
||
|
}
|
||
|
|
||
|
|
||
|
else if ( moveTarget &&
|
||
|
isMoveTargetTargetable &&
|
||
|
( !IsInCombatAction() || isInParryOrCounter || GetBehaviorVariable( 'combatActionType' ) == (int)CAT_Dodge || GetBehaviorVariable( 'combatActionType' ) == (int)CAT_Roll ) )
|
||
|
{
|
||
|
newTarget = moveTarget;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
newTarget = NULL;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
retainCurrentTarget = false;
|
||
|
if ( lAxisReleasedAfterCounterNoCA )
|
||
|
{
|
||
|
if ( lastAxisInputIsMovement && !this.IsSwimming())
|
||
|
{
|
||
|
selectionWeights.angleWeight = 0.375f;
|
||
|
selectionWeights.distanceWeight = 0.275f;
|
||
|
selectionWeights.distanceRingWeight = 0.35f;
|
||
|
selectedTarget = SelectTarget( targets, false, playerPosition, playerHeadingVector, selectionWeights, true );
|
||
|
|
||
|
if ( currentTarget != selectedTarget )
|
||
|
{
|
||
|
targetingInfo.targetEntity = currentTarget;
|
||
|
if ( IsEntityTargetable( targetingInfo, true ) && currentTarget.IsAlive() )
|
||
|
{
|
||
|
retainCurrentTarget = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
selectionWeights.angleWeight = 0.75f;
|
||
|
selectionWeights.distanceWeight = 0.125f;
|
||
|
selectionWeights.distanceRingWeight = 0.125f;
|
||
|
selectedTarget = SelectTarget( targets, false, cameraPosition, cameraHeadingVector, selectionWeights, true );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
selectionWeights.angleWeight = 0.6f;
|
||
|
selectionWeights.distanceWeight = 0.4f;
|
||
|
selectionWeights.distanceRingWeight = 0.f;
|
||
|
selectedTarget = SelectTarget( targets, true, playerPosition, targetingIn.rawPlayerHeadingVector, selectionWeights, true );
|
||
|
}
|
||
|
|
||
|
if ( retainCurrentTarget )
|
||
|
{
|
||
|
newTarget = currentTarget;
|
||
|
}
|
||
|
else if ( IsInCombatAction() && GetBehaviorVariable( 'isPerformingSpecialAttack' ) == 1.0f )
|
||
|
{
|
||
|
newTarget = moveTarget;
|
||
|
}
|
||
|
else if ( selectedTarget )
|
||
|
{
|
||
|
newTarget = selectedTarget;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
newTarget = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
targetingOut.confirmNewTarget = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
newTarget = NULL;
|
||
|
}
|
||
|
|
||
|
targetingOut.result = true;
|
||
|
targetingOut.target = newTarget;
|
||
|
}
|
||
|
|
||
|
function UpdateVisibleActors()
|
||
|
{
|
||
|
var i : int;
|
||
|
var now : float;
|
||
|
|
||
|
now = theGame.GetEngineTimeAsSeconds();
|
||
|
for ( i = visibleActors.Size() - 1; i >= 0; i-=1 )
|
||
|
{
|
||
|
|
||
|
if ( ( now - visibleActorsTime[i] ) > 1.0f )
|
||
|
{
|
||
|
visibleActors.EraseFast( i );
|
||
|
visibleActorsTime.EraseFast( i );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function RemoveNonTargetable( out targets : array< CActor >, out info : STargetingInfo, selectionHeadingVector : Vector )
|
||
|
{
|
||
|
var i : int;
|
||
|
var cameraPosition : Vector;
|
||
|
var cameraDirection : Vector;
|
||
|
var nonCombatCheck : bool;
|
||
|
var playerToCamPlaneDist : float;
|
||
|
var targetToCamPlaneDist : float;
|
||
|
|
||
|
if ( targets.Size() == 0 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
nonCombatCheck = bLAxisReleased && !IsInCombat();
|
||
|
|
||
|
|
||
|
if ( nonCombatCheck )
|
||
|
{
|
||
|
info.coneHeadingVector = targetingPrecalcs.playerHeadingVector;
|
||
|
if ( lastAxisInputIsMovement )
|
||
|
{
|
||
|
info.coneHeadingVector = selectionHeadingVector;
|
||
|
info.invisibleCheck = false;
|
||
|
info.coneCheck = true;
|
||
|
info.coneHalfAngleCos = 0.76604444311f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
info.invisibleCheck = false;
|
||
|
info.frameScaleX = 0.9f;
|
||
|
info.frameScaleY = 0.9f;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
info.coneHeadingVector = Vector( 0.0f, 0.0f, 0.0f );
|
||
|
|
||
|
|
||
|
if ( IsInCombat() )
|
||
|
{
|
||
|
info.inFrameCheck = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( !bLAxisReleased )
|
||
|
{
|
||
|
info.coneCheck = true;
|
||
|
|
||
|
if ( this.IsSwimming() )
|
||
|
info.coneHalfAngleCos = -1;
|
||
|
else
|
||
|
info.coneHalfAngleCos = 0.86602540378f;
|
||
|
|
||
|
info.coneHeadingVector = targetingIn.rawPlayerHeadingVector;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
cameraPosition = theCamera.GetCameraPosition();
|
||
|
cameraDirection = targetingPrecalcs.cameraDirection;
|
||
|
playerToCamPlaneDist = VecDot2D( cameraDirection, this.GetWorldPosition() - cameraPosition );
|
||
|
|
||
|
|
||
|
for( i = targets.Size() - 1; i >= 0; i -= 1 )
|
||
|
{
|
||
|
info.targetEntity = targets[i];
|
||
|
|
||
|
if ( !CanBeTargetedIfSwimming( targets[i], true ) )
|
||
|
{
|
||
|
targets.EraseFast( i );
|
||
|
}
|
||
|
else if ( !IsEntityTargetable( info, true ) )
|
||
|
{
|
||
|
targets.EraseFast( i );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( nonCombatCheck && !lastAxisInputIsMovement )
|
||
|
{
|
||
|
|
||
|
targetToCamPlaneDist = VecDot2D( cameraDirection, targets[i].GetWorldPosition() - cameraPosition );
|
||
|
if ( targetToCamPlaneDist < playerToCamPlaneDist )
|
||
|
{
|
||
|
targets.EraseFast( i );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var combatModeColor : Color;
|
||
|
public function CombatModeDebug()
|
||
|
{
|
||
|
var visualDebug : CVisualDebug = GetVisualDebug();
|
||
|
|
||
|
var naviQueryMsg : string;
|
||
|
var naviQueryMsg1 : string;
|
||
|
var naviQueryMsg2 : string;
|
||
|
|
||
|
var navSnapMsg : string;
|
||
|
var i : int;
|
||
|
|
||
|
if ( IsCombatMusicEnabled() )
|
||
|
visualDebug.AddText( 'CombatMusic', "CombatMusic : On", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.7f ), true, , Color( 255, 255, 255 ) );
|
||
|
else
|
||
|
visualDebug.AddText( 'CombatMusic', "CombatMusic : Off", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.7f ), true, , Color( 0, 0, 0 ) );
|
||
|
|
||
|
if ( GetPlayerMode().GetForceCombatMode() )
|
||
|
visualDebug.AddText( 'ForcedCombatMode', "ForcedCombatMode : TRUE", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.6f ), true, , Color( 255, 255, 255 ) );
|
||
|
else
|
||
|
visualDebug.AddText( 'ForcedCombatMode', "ForcedCombatMode : FALSE", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.6f ), true, , Color( 0, 0, 0 ) );
|
||
|
|
||
|
|
||
|
if ( IsThreatened() )
|
||
|
{
|
||
|
if ( IsInCombat() )
|
||
|
visualDebug.AddText( 'CombatMode', "CombatMode : AlertNear/Far", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.5f ), true, , Color( 255, 0, 0 ) );
|
||
|
else
|
||
|
visualDebug.AddText( 'CombatMode', "CombatMode : CombatExploration", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.5f ), true, , Color( 255, 255, 0 ) );
|
||
|
}
|
||
|
else
|
||
|
visualDebug.AddText( 'CombatMode', "CombatMode : NormalExploration", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.5f ), true, , Color( 0, 255, 0 ) );
|
||
|
|
||
|
visualDebug.AddText( 'NaviQuery', naviQueryMsg, combatModeEnt.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
|
||
|
visualDebug.AddText( 'NaviQuery1', naviQueryMsg1, thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
|
||
|
visualDebug.AddText( 'NaviQuery2', naviQueryMsg2, thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.2f ), true, , combatModeColor );
|
||
|
|
||
|
if ( isInCombatReason == 0 )
|
||
|
visualDebug.AddText( 'CombatModeReason', "CombatModeReason : ", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.4f ), true, , Color( 125, 125, 125 ) );
|
||
|
else if ( isInCombatReason == 1 )
|
||
|
visualDebug.AddText( 'CombatModeReason', "CombatModeReason : Geralt CAN pathfind to NPC", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.4f ), true, , Color( 255, 0, 0 ) );
|
||
|
else if ( isInCombatReason == 2 )
|
||
|
visualDebug.AddText( 'CombatModeReason', "CombatModeReason : An NPC is flying or ranged", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.4f ), true, , Color( 255, 0, 0 ) );
|
||
|
else if ( isInCombatReason == 2 )
|
||
|
visualDebug.AddText( 'CombatModeReason', "CombatModeReason : Forced Combat Mode", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.4f ), true, , Color( 255, 0, 0 ) );
|
||
|
|
||
|
if ( reachableEnemyWasTooFar )
|
||
|
{
|
||
|
combatModeColor.Red = 255;
|
||
|
combatModeColor.Green = 255;
|
||
|
combatModeColor.Blue = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
combatModeColor.Red = 0;
|
||
|
combatModeColor.Green = 255;
|
||
|
combatModeColor.Blue = 0;
|
||
|
}
|
||
|
|
||
|
if ( IsThreatened() )
|
||
|
{
|
||
|
switch ( navQuery.GetLastOutput( 2.0 ) )
|
||
|
{
|
||
|
case EAsyncTastResult_Failure:
|
||
|
{
|
||
|
if ( this.playerMode.GetForceCombatMode() )
|
||
|
{
|
||
|
if ( isSnappedToNavMesh )
|
||
|
{
|
||
|
visualDebug.AddText( 'NaviQuery', "", combatModeEnt.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
|
||
|
visualDebug.AddText( 'NaviQuery1', "Naviquery : Snapped So no need for query", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
|
||
|
visualDebug.AddText( 'NaviQuery2', "Naviquery : Snapped So no need for query", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.2f ), true, , combatModeColor );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
visualDebug.AddText( 'NaviQuery', "", combatModeEnt.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
|
||
|
visualDebug.AddText( 'NaviQuery1', "Naviquery : Failed", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
|
||
|
visualDebug.AddText( 'NaviQuery2', "Naviquery : Failed", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.2f ), true, , combatModeColor );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
visualDebug.AddText( 'NaviQuery', "", combatModeEnt.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
|
||
|
visualDebug.AddText( 'NaviQuery1', "Naviquery : Failed", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
|
||
|
visualDebug.AddText( 'NaviQuery2', "Naviquery : Failed", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.2f ), true, , combatModeColor );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case EAsyncTastResult_Success:
|
||
|
{
|
||
|
visualDebug.AddText( 'NaviQuery', combatModeEnt.GetName(), combatModeEnt.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
|
||
|
visualDebug.AddText( 'NaviQuery1', "Naviquery : Success (navDist: " + navDist + ")", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
|
||
|
visualDebug.AddText( 'NaviQuery2', "Naviquery : Success (directDist: " + directDist + ")", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.2f ), true, , combatModeColor );
|
||
|
break;
|
||
|
}
|
||
|
case EAsyncTastResult_Pending:
|
||
|
{
|
||
|
visualDebug.AddText( 'NaviQuery', combatModeEnt.GetName(), combatModeEnt.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
|
||
|
visualDebug.AddText( 'NaviQuery1', "Naviquery : Pending (navDist: " + navDist + ")", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
|
||
|
visualDebug.AddText( 'NaviQuery2', "Naviquery : Pending (directDist: " + directDist + ")", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.2f ), true, , combatModeColor );
|
||
|
break;
|
||
|
}
|
||
|
case EAsyncTastResult_Invalidated:
|
||
|
{
|
||
|
visualDebug.AddText( 'NaviQuery', "", combatModeEnt.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
|
||
|
visualDebug.AddText( 'NaviQuery1', "Naviquery : Invalidated", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
|
||
|
visualDebug.AddText( 'NaviQuery2', "Naviquery : Invalidated", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.2f ), true, , combatModeColor );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
visualDebug.AddText( 'NaviQuery', "", combatModeEnt.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
|
||
|
visualDebug.AddText( 'NaviQuery1', "", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.3f ), true, , combatModeColor );
|
||
|
visualDebug.AddText( 'NaviQuery2', "", thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.2f ), true, , combatModeColor );
|
||
|
}
|
||
|
|
||
|
if ( navMeshSnapInfoStack.Size() > 0 )
|
||
|
{
|
||
|
for ( i = navMeshSnapInfoStack.Size()-1; i >= 0; i -= 1 )
|
||
|
{
|
||
|
navSnapMsg = navSnapMsg + navMeshSnapInfoStack[i] + " ";
|
||
|
}
|
||
|
|
||
|
visualDebug.AddText( 'NavMeshSnap', "NavMeshSnap: Enabled, Sources : " + navSnapMsg, thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.1f ), true, , Color( 255, 255, 255 ) );
|
||
|
}
|
||
|
else
|
||
|
visualDebug.AddText( 'NavMeshSnap', "NavMeshSnap: Disabled" , thePlayer.GetWorldPosition() + Vector( 0.f,0.f,1.1f ), true, , Color( 0, 0, 0 ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
function IsCombatMusicEnabled() : bool
|
||
|
{
|
||
|
if ( theSound.GetCurrentGameState() == ESGS_UnderwaterCombat
|
||
|
|| theSound.GetCurrentGameState() == ESGS_Combat
|
||
|
|| theSound.GetCurrentGameState() == ESGS_CombatMonsterHunt
|
||
|
|| theSound.GetCurrentGameState() == ESGS_FocusUnderwaterCombat )
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
function IsSoundStateCombatMusic( gameState : ESoundGameState ) : bool
|
||
|
{
|
||
|
if ( gameState == ESGS_UnderwaterCombat
|
||
|
|| gameState == ESGS_Combat
|
||
|
|| gameState == ESGS_CombatMonsterHunt
|
||
|
|| gameState == ESGS_FocusUnderwaterCombat )
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
private function ConfirmNewTarget( actorToConfirm : CActor )
|
||
|
{
|
||
|
var leftJoyRotLimit : float = 1.f;
|
||
|
|
||
|
var target : CActor;
|
||
|
|
||
|
target = GetTarget();
|
||
|
|
||
|
|
||
|
if ( !target
|
||
|
|| !moveTarget
|
||
|
|| ( target && ( !IsThreat( target ) || !target.IsAlive() ) )
|
||
|
|| VecLength( rawLeftJoyVec ) < 0.7f
|
||
|
|| ( IsInCombatAction() && ( ( GetBehaviorVariable( 'combatActionType') == (int)CAT_Dodge ) || ( VecLength( rawLeftJoyVec ) >= 0.7f && ( prevRawLeftJoyRot >= ( rawLeftJoyRot + leftJoyRotLimit ) || prevRawLeftJoyRot <= ( rawLeftJoyRot - leftJoyRotLimit ) || AbsF( AngleDistance( cachedRawPlayerHeading, VecHeading( GetDisplayTarget().GetWorldPosition() - this.GetWorldPosition() ) ) ) > 60 ) ) ) )
|
||
|
|| ( !IsInCombatAction() && ( !rangedWeapon || ( rangedWeapon.GetCurrentStateName() != 'State_WeaponHolster' ) ) ))
|
||
|
{
|
||
|
SetPrevRawLeftJoyRot();
|
||
|
|
||
|
if ( actorToConfirm != target )
|
||
|
{
|
||
|
SetTarget( actorToConfirm );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected function SelectTarget( targets : array< CActor >, useVisibilityCheck : bool, sourcePosition : Vector, headingVector : Vector, selectionWeights : STargetSelectionWeights, optional usePrecalcs : bool ) : CActor
|
||
|
{
|
||
|
var i : int;
|
||
|
var target : CActor;
|
||
|
var selectedTarget : CActor;
|
||
|
var currentTarget : CActor;
|
||
|
var playerPosition : Vector;
|
||
|
var distanceToPlayer : float;
|
||
|
var priority : float;
|
||
|
var maxPriority : float;
|
||
|
var now : float;
|
||
|
var remove : bool;
|
||
|
var visibleActorIndex : int;
|
||
|
|
||
|
if ( useVisibilityCheck )
|
||
|
{
|
||
|
currentTarget = this.GetTarget();
|
||
|
playerPosition = this.GetWorldPosition();
|
||
|
now = theGame.GetEngineTimeAsSeconds();
|
||
|
|
||
|
for ( i = targets.Size() - 1; i >= 0; i-=1 )
|
||
|
{
|
||
|
target = targets[ i ];
|
||
|
if ( target != currentTarget && ( !IsPCModeEnabled() && !WasVisibleInScaledFrame( target, softLockFrameSize, softLockFrameSize ) ) )
|
||
|
{
|
||
|
remove = true;
|
||
|
visibleActorIndex = visibleActors.FindFirst( target );
|
||
|
if ( visibleActorIndex != -1 )
|
||
|
{
|
||
|
if ( usePrecalcs )
|
||
|
{
|
||
|
distanceToPlayer = Distance2DBetweenCapsuleAndPoint( target, this ) - targetingPrecalcs.playerRadius;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
distanceToPlayer = Distance2DBetweenCapsules( this, target );
|
||
|
}
|
||
|
|
||
|
if ( distanceToPlayer < this.softLockDist && ( now - visibleActorsTime[ i ] ) < 1.0f )
|
||
|
{
|
||
|
remove = false;
|
||
|
}
|
||
|
}
|
||
|
if ( remove )
|
||
|
{
|
||
|
targets.EraseFast( i );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
visibleActorIndex = visibleActors.FindFirst( target );
|
||
|
if ( visibleActorIndex == -1 )
|
||
|
{
|
||
|
visibleActors.PushBack( target );
|
||
|
visibleActorsTime.PushBack( now );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
visibleActorsTime[ visibleActorIndex ] = now;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
selectedTarget = NULL;
|
||
|
maxPriority = -1.0f;
|
||
|
for( i = targets.Size() - 1; i >= 0; i-=1 )
|
||
|
{
|
||
|
priority = CalcSelectionPriority( targets[ i ], selectionWeights, sourcePosition, headingVector );
|
||
|
if ( priority > maxPriority )
|
||
|
{
|
||
|
maxPriority = priority;
|
||
|
selectedTarget = targets[ i ];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
return selectedTarget;
|
||
|
}
|
||
|
|
||
|
function Distance2DBetweenCapsuleAndPoint( actor : CActor, entity : CEntity ) : float
|
||
|
{
|
||
|
var distance : float;
|
||
|
var mpac : CMovingPhysicalAgentComponent;
|
||
|
|
||
|
distance = VecDistance2D( actor.GetWorldPosition(), entity.GetWorldPosition() );
|
||
|
|
||
|
mpac = (CMovingPhysicalAgentComponent)actor.GetMovingAgentComponent();
|
||
|
if ( mpac )
|
||
|
{
|
||
|
distance -= mpac.GetCapsuleRadius();
|
||
|
}
|
||
|
|
||
|
return distance;
|
||
|
}
|
||
|
|
||
|
|
||
|
function Distance2DBetweenCapsules( actor1 : CActor, actor2 : CActor ) : float
|
||
|
{
|
||
|
var distance : float;
|
||
|
var mpac : CMovingPhysicalAgentComponent;
|
||
|
|
||
|
distance = VecDistance2D( actor1.GetWorldPosition(), actor2.GetWorldPosition() );
|
||
|
|
||
|
mpac = (CMovingPhysicalAgentComponent)actor1.GetMovingAgentComponent();
|
||
|
if ( mpac )
|
||
|
{
|
||
|
distance -= mpac.GetCapsuleRadius();
|
||
|
}
|
||
|
|
||
|
mpac = (CMovingPhysicalAgentComponent)actor2.GetMovingAgentComponent();
|
||
|
if ( mpac )
|
||
|
{
|
||
|
distance -= mpac.GetCapsuleRadius();
|
||
|
}
|
||
|
|
||
|
return distance;
|
||
|
}
|
||
|
|
||
|
protected function ProcessSelectionWeights() : STargetSelectionWeights
|
||
|
{
|
||
|
var selectionWeights : STargetSelectionWeights;
|
||
|
|
||
|
if ( ShouldUsePCModeTargeting() )
|
||
|
{
|
||
|
selectionWeights.angleWeight = 0.75f;
|
||
|
selectionWeights.distanceWeight = 0.25f;
|
||
|
selectionWeights.distanceRingWeight = 0.f;
|
||
|
return selectionWeights;
|
||
|
}
|
||
|
|
||
|
if ( IsInCombatAction() && ( GetBehaviorVariable( 'combatActionType' ) == (int)CAT_Dodge || GetBehaviorVariable( 'combatActionType' ) == (int)CAT_Roll ) )
|
||
|
{
|
||
|
selectionWeights.angleWeight = 0.575f;
|
||
|
selectionWeights.distanceWeight = 0.175f;
|
||
|
selectionWeights.distanceRingWeight = 0.25f;
|
||
|
}
|
||
|
if ( !lAxisReleasedAfterCounter || IsInCombatAction() )
|
||
|
{
|
||
|
if ( theInput.GetActionValue( 'ThrowItem' ) == 1.f || ( rangedWeapon && rangedWeapon.GetCurrentStateName() != 'State_WeaponWait' ) )
|
||
|
{
|
||
|
selectionWeights.angleWeight = 1.f;
|
||
|
selectionWeights.distanceWeight = 0.f;
|
||
|
selectionWeights.distanceRingWeight = 0.f;
|
||
|
}
|
||
|
else if ( !lAxisReleasedAfterCounter )
|
||
|
{
|
||
|
selectionWeights.angleWeight = 0.55f;
|
||
|
selectionWeights.distanceWeight = 0.45f;
|
||
|
selectionWeights.distanceRingWeight = 0.f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
selectionWeights.angleWeight = 0.75f;
|
||
|
selectionWeights.distanceWeight = 0.25f;
|
||
|
selectionWeights.distanceRingWeight = 0.f;
|
||
|
}
|
||
|
}
|
||
|
else if( !IsCurrentSignChanneled() )
|
||
|
{
|
||
|
selectionWeights.angleWeight = 0.35f;
|
||
|
selectionWeights.distanceWeight = 0.65f;
|
||
|
selectionWeights.distanceRingWeight = 0.f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
selectionWeights.angleWeight = 0.275f;
|
||
|
selectionWeights.distanceWeight = 0.375f;
|
||
|
selectionWeights.distanceRingWeight = 0.35f;
|
||
|
}
|
||
|
|
||
|
return selectionWeights;
|
||
|
}
|
||
|
|
||
|
protected function CalcSelectionPriority( target : CEntity, selectionWeights : STargetSelectionWeights, sourcePosition : Vector, headingVector : Vector ) : float
|
||
|
{
|
||
|
var sourceToTarget : Vector;
|
||
|
var sourceToTargetDist : float;
|
||
|
var sourceToTargetAngleDiff : float;
|
||
|
var selectionPriority : float;
|
||
|
|
||
|
sourceToTarget = target.GetWorldPosition() - sourcePosition;
|
||
|
sourceToTargetDist = VecLength2D( sourceToTarget );
|
||
|
|
||
|
if ( sourceToTargetDist < 0.0001f )
|
||
|
{
|
||
|
sourceToTarget = Vector( 0.0f, 0.0f, 0.0f );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
sourceToTarget *= ( 1.0f / sourceToTargetDist );
|
||
|
}
|
||
|
sourceToTargetAngleDiff = AbsF( Rad2Deg( AcosF( VecDot2D( sourceToTarget, headingVector ) ) ) );
|
||
|
|
||
|
selectionPriority = ( selectionWeights.angleWeight * ( ( 180 - sourceToTargetAngleDiff ) / 180 ) );
|
||
|
selectionPriority += selectionWeights.distanceWeight * ( ( softLockDist - sourceToTargetDist ) / softLockDist );
|
||
|
|
||
|
if ( sourceToTargetDist > 0.f && sourceToTargetDist <= 6.f )
|
||
|
{
|
||
|
selectionPriority += selectionWeights.distanceRingWeight * 1.0f;
|
||
|
}
|
||
|
else if ( sourceToTargetDist > 6.f && sourceToTargetDist <= softLockDist )
|
||
|
{
|
||
|
selectionPriority += selectionWeights.distanceRingWeight * 0.4f;
|
||
|
}
|
||
|
|
||
|
return selectionPriority;
|
||
|
}
|
||
|
|
||
|
protected function SetTarget( targetActor : CActor, optional forceSetTarget : bool )
|
||
|
{
|
||
|
var playerToTargetDistance : float;
|
||
|
var target : CActor;
|
||
|
var allow : bool;
|
||
|
|
||
|
target = GetTarget();
|
||
|
|
||
|
if ( !IsInNonGameplayCutscene() )
|
||
|
allow = true;
|
||
|
|
||
|
if ( allow )
|
||
|
{
|
||
|
if ( targetActor )
|
||
|
{
|
||
|
if ( ( targetActor.IsAlive() && !targetActor.IsKnockedUnconscious() ) || finishableEnemiesList.Contains( targetActor ) )
|
||
|
allow = true;
|
||
|
else
|
||
|
allow = false;
|
||
|
}
|
||
|
else
|
||
|
allow = true;
|
||
|
}
|
||
|
|
||
|
if ( forceSetTarget )
|
||
|
allow = true;
|
||
|
|
||
|
if ( allow && target != targetActor )
|
||
|
allow = true;
|
||
|
else
|
||
|
allow = false;
|
||
|
|
||
|
if ( allow )
|
||
|
{
|
||
|
SetPlayerTarget( targetActor );
|
||
|
|
||
|
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
public function SetSlideTarget( actor : CGameplayEntity )
|
||
|
{
|
||
|
|
||
|
|
||
|
|
||
|
slideTarget = actor;
|
||
|
|
||
|
if ( slideTarget )
|
||
|
SetPlayerCombatTarget((CActor)slideTarget);
|
||
|
else
|
||
|
Log( "slideTarget = NULL" );
|
||
|
|
||
|
if ( slideTarget == nonActorTarget )
|
||
|
UpdateDisplayTarget( true, true );
|
||
|
else
|
||
|
UpdateDisplayTarget();
|
||
|
|
||
|
ConfirmDisplayTargetTimer(0.f);
|
||
|
}
|
||
|
|
||
|
event OnForceSelectLockTarget()
|
||
|
{
|
||
|
ForceSelectLockTarget();
|
||
|
}
|
||
|
|
||
|
private function ForceSelectLockTarget()
|
||
|
{
|
||
|
var newMoveTarget : CActor;
|
||
|
var target : CActor;
|
||
|
|
||
|
newMoveTarget = GetScreenSpaceLockTarget( GetDisplayTarget(), 180.f, 1.f, 90 );
|
||
|
|
||
|
if ( !newMoveTarget )
|
||
|
newMoveTarget = GetScreenSpaceLockTarget( GetDisplayTarget(), 180.f, 1.f, -90 );
|
||
|
|
||
|
if ( newMoveTarget )
|
||
|
{
|
||
|
thePlayer.ProcessLockTarget( newMoveTarget );
|
||
|
|
||
|
target = GetTarget();
|
||
|
if ( target )
|
||
|
{
|
||
|
thePlayer.SetSlideTarget( target );
|
||
|
|
||
|
if ( IsHardLockEnabled() )
|
||
|
thePlayer.HardLockToTarget( true );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
thePlayer.HardLockToTarget( false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function SetFinisherVictim( actor : CActor )
|
||
|
{
|
||
|
finisherVictim = actor;
|
||
|
}
|
||
|
|
||
|
public function GetFinisherVictim() : CActor
|
||
|
{
|
||
|
return finisherVictim;
|
||
|
}
|
||
|
|
||
|
protected function SetNonActorTarget( actor : CGameplayEntity )
|
||
|
{
|
||
|
if ( nonActorTarget != actor )
|
||
|
nonActorTarget = actor;
|
||
|
}
|
||
|
|
||
|
timer function DisableTargetHighlightTimer( time : float , id : int)
|
||
|
{
|
||
|
var target : CActor;
|
||
|
target = GetTarget();
|
||
|
|
||
|
if( target )
|
||
|
{
|
||
|
target.StopEffect( 'select_character' );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function WasVisibleInScaledFrame( entity : CEntity, frameSizeX : float, frameSizeY : float ) : bool
|
||
|
{
|
||
|
var position : Vector;
|
||
|
var positionFound : bool;
|
||
|
var inFront : bool;
|
||
|
var x, y : float;
|
||
|
var boneIndex : int;
|
||
|
var actor : CActor;
|
||
|
var gameplayEntity : CGameplayEntity;
|
||
|
var gameplayEntityMatrix : Matrix;
|
||
|
var drawableComp : CDrawableComponent;
|
||
|
var box : Box;
|
||
|
var ok : bool;
|
||
|
|
||
|
if ( !entity )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
if ( frameSizeX <= 0.0f && frameSizeY <= 0.0f )
|
||
|
{
|
||
|
LogChannel( 'WasVisibleInScaledFrame', "ERROR: WasVisibleInScaledFrame: frameSizeX && frameSizeY are both negative!!!" );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( useNativeTargeting )
|
||
|
{
|
||
|
return targeting.WasVisibleInScaledFrame( entity, frameSizeX, frameSizeY );
|
||
|
}
|
||
|
|
||
|
position = entity.GetWorldPosition();
|
||
|
|
||
|
actor = (CActor)entity;
|
||
|
if ( actor )
|
||
|
{
|
||
|
boneIndex = entity.GetBoneIndex( 'pelvis' );
|
||
|
if ( boneIndex == -1 )
|
||
|
{
|
||
|
boneIndex = entity.GetBoneIndex( 'k_pelvis_g' );
|
||
|
}
|
||
|
|
||
|
if ( boneIndex != -1 )
|
||
|
{
|
||
|
position = MatrixGetTranslation( entity.GetBoneWorldMatrixByIndex( boneIndex ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
position = entity.GetWorldPosition();
|
||
|
position.Z += ( (CMovingPhysicalAgentComponent)actor.GetMovingAgentComponent() ).GetCapsuleHeight() * 0.5;
|
||
|
}
|
||
|
positionFound = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gameplayEntity = (CGameplayEntity)entity;
|
||
|
if ( gameplayEntity && !( gameplayEntity.aimVector.X == 0 && gameplayEntity.aimVector.Y == 0 && gameplayEntity.aimVector.Z == 0 ) )
|
||
|
{
|
||
|
gameplayEntityMatrix = gameplayEntity.GetLocalToWorld();
|
||
|
position = VecTransform( gameplayEntityMatrix, gameplayEntity.aimVector );
|
||
|
positionFound = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( !positionFound )
|
||
|
{
|
||
|
drawableComp = (CDrawableComponent)entity.GetComponentByClassName( 'CDrawableComponent' );
|
||
|
if ( drawableComp && drawableComp.GetObjectBoundingVolume( box ) )
|
||
|
{
|
||
|
position.Z += ( ( box.Max.Z - box.Min.Z ) * 0.66f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
inFront = theCamera.WorldVectorToViewRatio( position, x, y );
|
||
|
if ( !inFront )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
x = AbsF( x );
|
||
|
y = AbsF( y );
|
||
|
|
||
|
ok = true;
|
||
|
ok = ok && ( frameSizeX <= 0.0f || x < frameSizeX );
|
||
|
ok = ok && ( frameSizeY <= 0.0f || y < frameSizeY );
|
||
|
|
||
|
return ok;
|
||
|
}
|
||
|
|
||
|
public function HardLockToTarget( flag : bool )
|
||
|
{
|
||
|
if( flag && GetTarget().HasTag( 'NoHardLock' ) )
|
||
|
return;
|
||
|
|
||
|
EnableHardLock( flag );
|
||
|
LockToTarget( flag );
|
||
|
}
|
||
|
|
||
|
public function LockToTarget( flag : bool )
|
||
|
{
|
||
|
if ( IsHardLockEnabled() && !flag )
|
||
|
return;
|
||
|
|
||
|
LockCameraToTarget( flag );
|
||
|
LockActorToTarget( flag );
|
||
|
}
|
||
|
|
||
|
public function LockCameraToTarget( flag : bool )
|
||
|
{
|
||
|
if ( flag && !IsCameraLockedToTarget() )
|
||
|
{
|
||
|
thePlayer.EnableManualCameraControl( false, 'LockCameraToTarget' );
|
||
|
|
||
|
SetIsCameraLockedToTarget( flag );
|
||
|
}
|
||
|
else if ( !flag && IsCameraLockedToTarget() )
|
||
|
{
|
||
|
thePlayer.EnableManualCameraControl( true, 'LockCameraToTarget' );
|
||
|
|
||
|
SetIsCameraLockedToTarget( flag );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function LockActorToTarget( flag : bool, optional withoutIcon : bool )
|
||
|
{
|
||
|
var displayTargetActor : CActor;
|
||
|
|
||
|
if ( flag )
|
||
|
{
|
||
|
if ( !IsActorLockedToTarget() )
|
||
|
{
|
||
|
|
||
|
SetIsActorLockedToTarget( flag );
|
||
|
SetMoveTargetChangeAllowed( true );
|
||
|
SetMoveTarget( GetTarget() );
|
||
|
SetMoveTargetChangeAllowed( false );
|
||
|
SetTarget( GetTarget() );
|
||
|
SetSlideTarget( GetTarget() );
|
||
|
AddTimer( 'CheckLockTargetIsAlive', 0.5, true );
|
||
|
}
|
||
|
|
||
|
if ( IsActorLockedToTarget() )
|
||
|
{
|
||
|
displayTargetActor = (CActor)( GetDisplayTarget() );
|
||
|
|
||
|
if ( displayTargetActor && IsThreat( displayTargetActor ) && !withoutIcon )
|
||
|
EnableHardLockIcon( flag );
|
||
|
}
|
||
|
}
|
||
|
else if ( !flag && IsActorLockedToTarget() )
|
||
|
{
|
||
|
SetIsActorLockedToTarget( flag );
|
||
|
SetMoveTargetChangeAllowed( true );
|
||
|
RemoveTimer( 'CheckLockTargetIsAlive' );
|
||
|
EnableHardLockIcon( flag );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private function EnableHardLockIcon( flag : bool )
|
||
|
{
|
||
|
var hud : CR4ScriptedHud;
|
||
|
var module : CR4HudModuleEnemyFocus;
|
||
|
|
||
|
if( GetTarget().HasTag( 'NoHardLockIcon' ) )
|
||
|
return;
|
||
|
|
||
|
hud = (CR4ScriptedHud)theGame.GetHud();
|
||
|
module = (CR4HudModuleEnemyFocus)hud.GetHudModule("EnemyFocusModule");
|
||
|
module.SetShowHardLock( flag );
|
||
|
}
|
||
|
|
||
|
private timer function CheckLockTargetIsAlive( time : float , id : int)
|
||
|
{
|
||
|
var vitality : float;
|
||
|
var essence : float;
|
||
|
var actor : CActor;
|
||
|
var target : CActor;
|
||
|
|
||
|
target = (CActor)GetDisplayTarget();
|
||
|
|
||
|
if( !target
|
||
|
|| !target.IsAlive()
|
||
|
|| ( !target.GetGameplayVisibility() )
|
||
|
|| !CanBeTargetedIfSwimming( target )
|
||
|
|| (!target.UsesVitality() && !target.UsesEssence()))
|
||
|
{
|
||
|
if ( !ProcessLockTarget() )
|
||
|
HardLockToTarget( false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
protected function PlayHitAnimation(damageAction : W3DamageAction, animType : EHitReactionType)
|
||
|
{
|
||
|
var hitRotation : float;
|
||
|
var onHitCounter : SAbilityAttributeValue;
|
||
|
var counter : int;
|
||
|
|
||
|
if( damageAction.HasAnyCriticalEffect() )
|
||
|
return;
|
||
|
|
||
|
if( !substateManager.ReactOnBeingHit() && !IsUsingVehicle() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( damageAction.GetHitReactionType() == EHRT_Reflect )
|
||
|
SetBehaviorVariable( 'isAttackReflected', 1.f );
|
||
|
else
|
||
|
SetBehaviorVariable( 'isAttackReflected', 0.f );
|
||
|
|
||
|
SetBehaviorVariable( 'HitReactionType',(int)animType);
|
||
|
SetBehaviorVariable( 'HitReactionWeapon', ProcessSwordOrFistHitReaction( this, (CActor)damageAction.attacker ) );
|
||
|
|
||
|
if (damageAction.attacker)
|
||
|
{
|
||
|
super.PlayHitAnimation( damageAction, animType );
|
||
|
if ( damageAction.attacker.HasAbility( 'IncreaseHitReactionSeverityWithHitCounter' ) )
|
||
|
{
|
||
|
counter = GetHitCounter();
|
||
|
switch ( counter )
|
||
|
{
|
||
|
case 2 :
|
||
|
SetBehaviorVariable( 'HitReactionType', 2 );
|
||
|
break;
|
||
|
|
||
|
case 3 :
|
||
|
AddEffectDefault( EET_Stagger, damageAction.attacker, damageAction.attacker.GetName() );
|
||
|
break;
|
||
|
|
||
|
case 4 :
|
||
|
AddEffectDefault( EET_Knockdown, damageAction.attacker, damageAction.attacker.GetName() );
|
||
|
break;
|
||
|
|
||
|
default :
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
SetHitReactionDirection(damageAction.attacker);
|
||
|
SetDetailedHitReaction(damageAction.GetSwingType(), damageAction.GetSwingDirection());
|
||
|
}
|
||
|
|
||
|
RaiseForceEvent( 'Hit' );
|
||
|
theGame.GetBehTreeReactionManager().CreateReactionEventIfPossible( this, 'ActorInHitReaction', -1, 30.0f, -1.f, -1, true );
|
||
|
|
||
|
if ( IsUsingBoat() )
|
||
|
{
|
||
|
SoundEvent("cmb_play_hit_light");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( IsUsingVehicle() )
|
||
|
return;
|
||
|
|
||
|
if(damageAction.attacker)
|
||
|
{
|
||
|
hitRotation = VecHeading( damageAction.attacker.GetWorldPosition() - GetWorldPosition() );
|
||
|
if ( this.GetBehaviorVariable( 'HitReactionDirection' ) == (float)( (int)EHRD_Back ) )
|
||
|
hitRotation += 180.f;
|
||
|
|
||
|
|
||
|
SetCustomRotation( 'Hit', hitRotation, 1080.f, 0.1f, false );
|
||
|
}
|
||
|
|
||
|
CriticalEffectAnimationInterrupted("PlayHitAnimation");
|
||
|
}
|
||
|
|
||
|
public function ReduceDamage( out damageData : W3DamageAction)
|
||
|
{
|
||
|
super.ReduceDamage(damageData);
|
||
|
|
||
|
|
||
|
if(damageData.attacker == this && (damageData.GetBuffSourceName() == "petard" || (W3Petard)damageData.causer) )
|
||
|
{
|
||
|
if ( theGame.CanLog() )
|
||
|
{
|
||
|
LogDMHits("CR4Player.ReduceDamage: hitting self with own bomb - damage reduced by 50%", damageData );
|
||
|
}
|
||
|
damageData.processedDmg.vitalityDamage = damageData.processedDmg.vitalityDamage / 2;
|
||
|
damageData.processedDmg.essenceDamage = damageData.processedDmg.essenceDamage / 2;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
public function GetCriticalHitChance( isLightAttack : bool, isHeavyAttack : bool, target : CActor, victimMonsterCategory : EMonsterCategory, isBolt : bool ) : float
|
||
|
{
|
||
|
var critChance : float;
|
||
|
var oilChanceAttribute : name;
|
||
|
var weapons : array< SItemUniqueId >;
|
||
|
var i : int;
|
||
|
var holdsCrossbow : bool;
|
||
|
var critVal : SAbilityAttributeValue;
|
||
|
|
||
|
critChance = 0;
|
||
|
|
||
|
|
||
|
if( FactsQuerySum( 'debug_fact_critical_boy' ) > 0 )
|
||
|
{
|
||
|
critChance += 1;
|
||
|
}
|
||
|
|
||
|
if( IsInState( 'HorseRiding' ) && ( ( CActor )GetUsedVehicle() ).GetMovingAgentComponent().GetRelativeMoveSpeed() >= 4.0 )
|
||
|
{
|
||
|
critChance += 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
critChance += CalculateAttributeValue( GetAttributeValue( theGame.params.CRITICAL_HIT_CHANCE ) );
|
||
|
|
||
|
|
||
|
weapons = inv.GetHeldWeapons();
|
||
|
for( i=0; i<weapons.Size(); i+=1 )
|
||
|
{
|
||
|
holdsCrossbow = ( inv.IsItemCrossbow( weapons[i] ) || inv.IsItemBolt( weapons[i] ) );
|
||
|
if( holdsCrossbow != isBolt )
|
||
|
{
|
||
|
critVal = inv.GetItemAttributeValue( weapons[i], theGame.params.CRITICAL_HIT_CHANCE );
|
||
|
critChance -= CalculateAttributeValue( critVal );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if( isHeavyAttack && CanUseSkill( S_Sword_s08 ) )
|
||
|
{
|
||
|
critChance += CalculateAttributeValue( GetSkillAttributeValue( S_Sword_s08, theGame.params.CRITICAL_HIT_CHANCE, false, true ) ) * GetSkillLevel( S_Sword_s08 );
|
||
|
}
|
||
|
else if( isLightAttack && CanUseSkill( S_Sword_s17 ) )
|
||
|
{
|
||
|
critChance += CalculateAttributeValue( GetSkillAttributeValue( S_Sword_s17, theGame.params.CRITICAL_HIT_CHANCE, false, true ) ) * GetSkillLevel( S_Sword_s17 );
|
||
|
}
|
||
|
|
||
|
if( target && target.HasBuff( EET_Confusion ) )
|
||
|
{
|
||
|
critChance += ( ( W3ConfuseEffect )target.GetBuff( EET_Confusion ) ).GetCriticalHitChanceBonus();
|
||
|
}
|
||
|
|
||
|
|
||
|
oilChanceAttribute = MonsterCategoryToCriticalChanceBonus( victimMonsterCategory );
|
||
|
if( IsNameValid( oilChanceAttribute ) )
|
||
|
{
|
||
|
critChance += CalculateAttributeValue( GetAttributeValue( oilChanceAttribute ) );
|
||
|
}
|
||
|
|
||
|
return critChance;
|
||
|
}
|
||
|
|
||
|
|
||
|
public function GetCriticalHitDamageBonus(weaponId : SItemUniqueId, victimMonsterCategory : EMonsterCategory, isStrikeAtBack : bool) : SAbilityAttributeValue
|
||
|
{
|
||
|
var bonus, oilBonus : SAbilityAttributeValue;
|
||
|
var vsAttributeName : name;
|
||
|
|
||
|
bonus = super.GetCriticalHitDamageBonus(weaponId, victimMonsterCategory, isStrikeAtBack);
|
||
|
|
||
|
|
||
|
if( inv.ItemHasActiveOilApplied( weaponId, victimMonsterCategory ) )
|
||
|
{
|
||
|
vsAttributeName = MonsterCategoryToCriticalDamageBonus(victimMonsterCategory);
|
||
|
oilBonus = inv.GetItemAttributeValue(weaponId, vsAttributeName);
|
||
|
bonus += oilBonus;
|
||
|
}
|
||
|
|
||
|
return bonus;
|
||
|
}
|
||
|
|
||
|
|
||
|
public function ReactToBeingHit(damageAction : W3DamageAction, optional buffNotApplied : bool) : bool
|
||
|
{
|
||
|
var strength : float;
|
||
|
var animType : EHitReactionType;
|
||
|
var sup : bool;
|
||
|
var boat : CBoatComponent;
|
||
|
var combatActionType : int;
|
||
|
var attackAction : W3Action_Attack;
|
||
|
var npc : CNewNPC;
|
||
|
var shakeCam : bool;
|
||
|
|
||
|
attackAction = (W3Action_Attack)damageAction;
|
||
|
|
||
|
if(!damageAction.IsDoTDamage() && (!attackAction || (!attackAction.IsParried() && !attackAction.IsCountered() && !attackAction.WasDodged()) ) )
|
||
|
{
|
||
|
npc = (CNewNPC)attackAction.attacker;
|
||
|
if(npc && npc.IsHeavyAttack(attackAction.GetAttackName()))
|
||
|
theGame.VibrateControllerVeryHard();
|
||
|
else
|
||
|
theGame.VibrateControllerHard();
|
||
|
}
|
||
|
|
||
|
if ( (CActor)GetUsedVehicle() && this.playerAiming.GetCurrentStateName() == 'Aiming' )
|
||
|
{
|
||
|
OnRangedForceHolster( true, true );
|
||
|
}
|
||
|
|
||
|
combatActionType = (int)GetBehaviorVariable( 'combatActionType' );
|
||
|
|
||
|
if ( thePlayer.IsCurrentlyDodging() && ( combatActionType == (int)CAT_Roll || combatActionType == (int)CAT_CiriDodge ) )
|
||
|
sup = false;
|
||
|
else if ( this.GetCurrentStateName() == 'DismountHorse' )
|
||
|
sup = false;
|
||
|
else
|
||
|
sup = super.ReactToBeingHit(damageAction, buffNotApplied);
|
||
|
sup = false;
|
||
|
|
||
|
if(damageAction.attacker)
|
||
|
theTelemetry.LogWithLabelAndValue( TE_FIGHT_HERO_GETS_HIT, damageAction.attacker.ToString(), (int)damageAction.processedDmg.vitalityDamage );
|
||
|
|
||
|
|
||
|
if(damageAction.DealsAnyDamage())
|
||
|
{
|
||
|
if( ((W3PlayerWitcher)this) && GetWitcherPlayer().IsAnyQuenActive() && damageAction.IsDoTDamage())
|
||
|
{
|
||
|
shakeCam = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
shakeCam = true;
|
||
|
}
|
||
|
|
||
|
if(shakeCam)
|
||
|
{
|
||
|
animType = ModifyHitSeverityReaction(this, damageAction.GetHitReactionType());
|
||
|
|
||
|
if(animType == EHRT_Light || animType == EHRT_LightClose)
|
||
|
strength = 0.1;
|
||
|
else if(animType == EHRT_Heavy || animType == EHRT_Igni)
|
||
|
strength = 0.2;
|
||
|
|
||
|
GCameraShakeLight(strength, false, GetWorldPosition(), 10.0);
|
||
|
}
|
||
|
|
||
|
this.HitReactionEffect( 0.25 );
|
||
|
|
||
|
|
||
|
ResetUninterruptedHitsCount();
|
||
|
}
|
||
|
|
||
|
|
||
|
if(!damageAction.IsDoTDamage() && IsThreatened() && ShouldPauseHealthRegenOnHit() && damageAction.DealsAnyDamage() && !damageAction.WasDodged() && attackAction.CanBeParried() && !attackAction.IsParried())
|
||
|
{
|
||
|
PauseHPRegenEffects('being_hit', theGame.params.ON_HIT_HP_REGEN_DELAY);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
if(damageAction.processedDmg.vitalityDamage > 0 && !((W3Effect_Toxicity)damageAction.causer))
|
||
|
ReceivedCombatDamage();
|
||
|
|
||
|
|
||
|
if(FactsQuerySum("tut_fight_use_slomo") > 0)
|
||
|
{
|
||
|
theGame.RemoveTimeScale( theGame.GetTimescaleSource(ETS_TutorialFight) );
|
||
|
FactsRemove("tut_fight_slomo_ON");
|
||
|
}
|
||
|
|
||
|
|
||
|
if( !substateManager.ReactOnBeingHit( damageAction ) )
|
||
|
{
|
||
|
GoToCombatIfNeeded();
|
||
|
|
||
|
}
|
||
|
|
||
|
return sup;
|
||
|
}
|
||
|
|
||
|
protected function ShouldPauseHealthRegenOnHit() : bool
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public function PlayHitEffect(damageAction : W3DamageAction)
|
||
|
{
|
||
|
super.PlayHitEffect(damageAction);
|
||
|
|
||
|
|
||
|
if(damageAction.DealsAnyDamage() && !damageAction.IsDoTDamage())
|
||
|
PlayEffect('hit_screen');
|
||
|
}
|
||
|
|
||
|
function HitReactionEffect( interval : float )
|
||
|
{
|
||
|
if ( hitReactionEffect )
|
||
|
{
|
||
|
PlayEffect( 'radial_blur' );
|
||
|
hitReactionEffect = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
AddTimer( 'HitReactionEffectCooldown', interval, false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
timer function HitReactionEffectCooldown( td : float , id : int)
|
||
|
{
|
||
|
hitReactionEffect = true;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
function PerformParryCheck( parryInfo : SParryInfo) : bool
|
||
|
{
|
||
|
var mult : float;
|
||
|
var parryType : EParryType;
|
||
|
var parryDir : EPlayerParryDirection;
|
||
|
var parryHeading : float;
|
||
|
var fistFightParry : bool;
|
||
|
var action : W3DamageAction;
|
||
|
var xmlStaminaDamage : float;
|
||
|
var xmlStaminaDamageName : name = 'stamina_damage' ;
|
||
|
var counter : int;
|
||
|
var onHitCounter : SAbilityAttributeValue;
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
if(CanParryAttack() && FistFightCheck( parryInfo.target, parryInfo.attacker, fistFightParry ) )
|
||
|
{
|
||
|
parryHeading = GetParryHeading( parryInfo, parryDir ) ;
|
||
|
|
||
|
SetBehaviorVariable( 'parryDirection', (float)( (int)( parryDir ) ) );
|
||
|
SetBehaviorVariable( 'parryDirectionOverlay', (float)( (int)( parryDir ) ) );
|
||
|
SetBehaviorVariable( 'parryType', ChooseParryTypeIndex( parryInfo ) );
|
||
|
|
||
|
if ( IsInCombatActionFriendly() )
|
||
|
RaiseEvent('CombatActionFriendlyEnd');
|
||
|
|
||
|
if ( HasStaminaToParry(parryInfo.attackActionName) )
|
||
|
{
|
||
|
this.SetBehaviorVariable( 'combatActionType', (int)CAT_Parry );
|
||
|
|
||
|
if ( parryInfo.targetToAttackerDist > 3.f && !bLAxisReleased && !thePlayer.IsCiri() )
|
||
|
{
|
||
|
if ( !RaiseForceEvent( 'PerformParryOverlay' ) )
|
||
|
return false;
|
||
|
else
|
||
|
{
|
||
|
ClearCustomOrientationInfoStack();
|
||
|
IncDefendCounter();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
counter = GetDefendCounter();
|
||
|
onHitCounter = parryInfo.attacker.GetAttributeValue( 'break_through_parry_on_hit_counter' );
|
||
|
if ( onHitCounter.valueBase > 0 && counter == onHitCounter.valueBase )
|
||
|
{
|
||
|
AddEffectDefault( EET_Stagger, parryInfo.attacker, "Break through parry" );
|
||
|
}
|
||
|
else if ( RaiseForceEvent( 'PerformParry' ) )
|
||
|
{
|
||
|
OnCombatActionStart();
|
||
|
ClearCustomOrientationInfoStack();
|
||
|
SetSlideTarget( parryInfo.attacker );
|
||
|
SetCustomRotation( 'Parry', parryHeading, 1080.f, 0.1f, false );
|
||
|
IncDefendCounter();
|
||
|
}
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
AddEffectDefault(EET_Stagger, parryInfo.attacker, "Parry");
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if ( parryInfo.attacker.IsWeaponHeld( 'fist' ) && !parryInfo.target.IsWeaponHeld( 'fist' ) )
|
||
|
{
|
||
|
parryInfo.attacker.ReactToReflectedAttack(parryInfo.target);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( this.IsInFistFightMiniGame() && fistFightParry )
|
||
|
{
|
||
|
if ( IsNameValid(xmlStaminaDamageName) )
|
||
|
{
|
||
|
xmlStaminaDamage = CalculateAttributeValue(parryInfo.attacker.GetAttributeValue( xmlStaminaDamageName ));
|
||
|
DrainStamina(ESAT_FixedValue, xmlStaminaDamage);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DrainStamina(ESAT_Parry, 0, 0, '', 0, mult);
|
||
|
}
|
||
|
if(IsLightAttack(parryInfo.attackActionName))
|
||
|
parryInfo.target.PlayEffectOnHeldWeapon('light_block');
|
||
|
else
|
||
|
parryInfo.target.PlayEffectOnHeldWeapon('heavy_block');
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
protected function GetParryHeading( parryInfo : SParryInfo, out parryDir : EPlayerParryDirection ) : float
|
||
|
{
|
||
|
var targetToAttackerHeading : float;
|
||
|
var currToTargetAttackerAngleDiff : float;
|
||
|
|
||
|
targetToAttackerHeading = VecHeading( parryInfo.attacker.GetWorldPosition() - parryInfo.target.GetWorldPosition() );
|
||
|
currToTargetAttackerAngleDiff = AngleDistance( VecHeading( parryInfo.target.GetHeadingVector() ), targetToAttackerHeading );
|
||
|
|
||
|
if ( !parryInfo.target.IsWeaponHeld( 'fist' ) )
|
||
|
{
|
||
|
if( currToTargetAttackerAngleDiff > -45 && currToTargetAttackerAngleDiff < 45 )
|
||
|
{
|
||
|
parryDir = PPD_Forward;
|
||
|
return targetToAttackerHeading;
|
||
|
}
|
||
|
else if( currToTargetAttackerAngleDiff >= 45 && currToTargetAttackerAngleDiff < 135 )
|
||
|
{
|
||
|
parryDir = PPD_Right;
|
||
|
|
||
|
return targetToAttackerHeading + 90;
|
||
|
}
|
||
|
else if( currToTargetAttackerAngleDiff <= -45 && currToTargetAttackerAngleDiff > -135 )
|
||
|
{
|
||
|
parryDir = PPD_Left;
|
||
|
|
||
|
return targetToAttackerHeading - 90;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
parryDir = PPD_Back;
|
||
|
|
||
|
return targetToAttackerHeading + 180;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if( currToTargetAttackerAngleDiff > -45 && currToTargetAttackerAngleDiff < 45 )
|
||
|
{
|
||
|
parryDir = PPD_Forward;
|
||
|
return targetToAttackerHeading;
|
||
|
}
|
||
|
else if( currToTargetAttackerAngleDiff >= 45 && currToTargetAttackerAngleDiff < 180 )
|
||
|
{
|
||
|
parryDir = PPD_Right;
|
||
|
return targetToAttackerHeading + 90;
|
||
|
}
|
||
|
else if( currToTargetAttackerAngleDiff <= -45 && currToTargetAttackerAngleDiff >= -180 )
|
||
|
{
|
||
|
parryDir = PPD_Left;
|
||
|
return targetToAttackerHeading - 90;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
parryDir = PPD_Back;
|
||
|
return targetToAttackerHeading + 180;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function ProcessLockTarget( optional newLockTarget : CActor, optional checkLeftStickHeading : bool ) : bool
|
||
|
{
|
||
|
var attackerNearestPoint : Vector;
|
||
|
var playerNearestPoint : Vector;
|
||
|
var incomingAttacker : CActor;
|
||
|
var tempLockTarget : CActor;
|
||
|
var target : CActor;
|
||
|
var useIncomingAttacker : bool;
|
||
|
|
||
|
if( newLockTarget.HasTag( 'NoHardLock' ) )
|
||
|
return false;
|
||
|
|
||
|
if ( newLockTarget )
|
||
|
tempLockTarget = newLockTarget;
|
||
|
else
|
||
|
{
|
||
|
incomingAttacker = GetClosestIncomingAttacker();
|
||
|
if ( incomingAttacker && incomingAttacker.IsAlive() && IsUsingVehicle() )
|
||
|
{
|
||
|
tempLockTarget = incomingAttacker;
|
||
|
useIncomingAttacker = false;
|
||
|
}
|
||
|
|
||
|
if ( !useIncomingAttacker )
|
||
|
{
|
||
|
target = GetTarget();
|
||
|
if( target.HasTag('ForceHardLock'))
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
else if ( target && target.IsAlive() && target.GetGameplayVisibility() && IsEnemyVisible( target ) && IsThreat( target ) && CanBeTargetedIfSwimming( target ) )
|
||
|
tempLockTarget = FindTarget();
|
||
|
else
|
||
|
{
|
||
|
tempLockTarget = GetScreenSpaceLockTarget( GetDisplayTarget(), 180.f, 1.f, 0.f );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( tempLockTarget.HasTag( 'NoHardLock' ) )
|
||
|
return false;
|
||
|
|
||
|
if ( tempLockTarget )
|
||
|
{
|
||
|
if ( IsCombatMusicEnabled() || hostileEnemies.Size() > 0 )
|
||
|
{
|
||
|
if ( !IsThreat( tempLockTarget ) )
|
||
|
tempLockTarget = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SetTarget( tempLockTarget, true );
|
||
|
SetMoveTargetChangeAllowed( true );
|
||
|
SetMoveTarget( tempLockTarget );
|
||
|
SetMoveTargetChangeAllowed( false );
|
||
|
SetSlideTarget( tempLockTarget );
|
||
|
|
||
|
if ( tempLockTarget )
|
||
|
{
|
||
|
if ( this.IsActorLockedToTarget() )
|
||
|
EnableHardLockIcon( true );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
event OnTaskSyncAnim( npc : CNewNPC, animNameLeft : name ) {}
|
||
|
|
||
|
|
||
|
public function IsDoingSpecialAttack(heavy : bool) : bool
|
||
|
{
|
||
|
var pat : EPlayerAttackType;
|
||
|
|
||
|
if(IsInCombatAction() && ( (int)GetBehaviorVariable('combatActionType')) == CAT_SpecialAttack)
|
||
|
{
|
||
|
pat = (int)GetBehaviorVariable('playerAttackType');
|
||
|
|
||
|
if(heavy && pat == PAT_Heavy)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
else if(!heavy && pat == PAT_Light)
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public function SetIsCurrentlyDodging(enable : bool, optional isRolling : bool)
|
||
|
{
|
||
|
super.SetIsCurrentlyDodging(enable, isRolling);
|
||
|
|
||
|
if ( isRolling )
|
||
|
{
|
||
|
SetCanPlayHitAnim( false );
|
||
|
this.AddBuffImmunity( EET_KnockdownTypeApplicator, 'Roll', false );
|
||
|
this.AddBuffImmunity( EET_Knockdown, 'Roll', false );
|
||
|
this.AddBuffImmunity( EET_HeavyKnockdown, 'Roll', false );
|
||
|
this.AddBuffImmunity( EET_Stagger, 'Roll', false );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetCanPlayHitAnim( true );
|
||
|
this.RemoveBuffImmunity( EET_KnockdownTypeApplicator, 'Roll' );
|
||
|
this.RemoveBuffImmunity( EET_Knockdown, 'Roll' );
|
||
|
this.RemoveBuffImmunity( EET_HeavyKnockdown, 'Roll' );
|
||
|
this.RemoveBuffImmunity( EET_Stagger, 'Roll' );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function EnableHardLock( flag : bool )
|
||
|
{
|
||
|
super.EnableHardLock(flag);
|
||
|
|
||
|
if(flag && ShouldProcessTutorial('TutorialTargettingWaiting'))
|
||
|
{
|
||
|
FactsAdd("tut_hardlocked");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected function TestParryAndCounter(data : CPreAttackEventData, weaponId : SItemUniqueId, out parried : bool, out countered : bool) : array<CActor>
|
||
|
{
|
||
|
var ret : array<CActor>;
|
||
|
|
||
|
|
||
|
if(FactsQuerySum('player_is_the_boss') > 0)
|
||
|
{
|
||
|
|
||
|
|
||
|
SetDebugAttackRange(data.rangeName);
|
||
|
RemoveTimer('PostAttackDebugRangeClear');
|
||
|
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
ret = super.TestParryAndCounter(data, weaponId, parried, countered);
|
||
|
|
||
|
|
||
|
if(parried)
|
||
|
theGame.GetGamerProfile().ResetStat(ES_CounterattackChain);
|
||
|
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
public function SetSpecialAttackTimeRatio(f : float)
|
||
|
{
|
||
|
LogSpecialHeavy(f);
|
||
|
specialAttackTimeRatio = f;
|
||
|
}
|
||
|
|
||
|
public function GetSpecialAttackTimeRatio() : float
|
||
|
{
|
||
|
return specialAttackTimeRatio;
|
||
|
}
|
||
|
|
||
|
|
||
|
public function OnSpecialAttackHeavyActionProcess()
|
||
|
{
|
||
|
|
||
|
SetSpecialAttackTimeRatio(0.f);
|
||
|
}
|
||
|
|
||
|
protected function DoAttack(animData : CPreAttackEventData, weaponId : SItemUniqueId, parried : bool, countered : bool, parriedBy : array<CActor>, attackAnimationName : name, hitTime : float)
|
||
|
{
|
||
|
var shakeStr : float;
|
||
|
var weapon : EPlayerWeapon;
|
||
|
var targetActor : CActor;
|
||
|
|
||
|
|
||
|
if ( animData.attackName == 'attack_heavy_special' )
|
||
|
{
|
||
|
if( specialAttackTimeRatio != 1 )
|
||
|
shakeStr = (specialAttackTimeRatio / 3.333) + 0.2;
|
||
|
else
|
||
|
shakeStr = 0.5;
|
||
|
|
||
|
GCameraShake( shakeStr, false, GetWorldPosition(), 10);
|
||
|
}
|
||
|
else if ( IsHeavyAttack(attackActionName) )
|
||
|
{
|
||
|
if(parriedBy.Size() > 0)
|
||
|
shakeStr = 0.2;
|
||
|
else
|
||
|
shakeStr = 0.1;
|
||
|
|
||
|
GCameraShake(shakeStr, false, GetWorldPosition(), 10);
|
||
|
}
|
||
|
|
||
|
targetActor = (CActor)slideTarget;
|
||
|
if ( targetActor && hitTargets.Contains(targetActor) )
|
||
|
{
|
||
|
weapon = this.GetMostConvenientMeleeWeapon(targetActor,true);
|
||
|
if ( this.GetCurrentMeleeWeaponType() != PW_Fists && weapon != this.GetCurrentMeleeWeaponType() )
|
||
|
{
|
||
|
if ( weapon == PW_Steel )
|
||
|
{
|
||
|
thePlayer.OnEquipMeleeWeapon(PW_Steel,true);
|
||
|
}
|
||
|
else if ( weapon == PW_Silver )
|
||
|
{
|
||
|
thePlayer.OnEquipMeleeWeapon(PW_Silver,true);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
super.DoAttack(animData, weaponId, parried, countered, parriedBy, attackAnimationName, hitTime);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
private var confirmCombatStanceTimeStamp : float;
|
||
|
private var isConfirmingCombatStance : bool;
|
||
|
final function SetPlayerCombatStance(stance : EPlayerCombatStance, optional force : bool )
|
||
|
{
|
||
|
var stanceInt : int;
|
||
|
|
||
|
if ( !CanChangeCombatStance( stance, force ) )
|
||
|
return;
|
||
|
|
||
|
combatStance = stance;
|
||
|
stanceInt = (int)stance;
|
||
|
|
||
|
SetBehaviorVariable( 'playerCombatStance' , (float)stanceInt);
|
||
|
SetBehaviorVariable( 'playerCombatStanceForOverlay' , (float)stanceInt);
|
||
|
if ( force )
|
||
|
SetBehaviorVariable( 'forceCombatStance' , 1.f);
|
||
|
else
|
||
|
SetBehaviorVariable( 'forceCombatStance' , 0.f);
|
||
|
|
||
|
if ( stance == PCS_AlertNear )
|
||
|
this.SetBehaviorVariable('isInCombatForOverlay',1.f);
|
||
|
else
|
||
|
this.SetBehaviorVariable('isInCombatForOverlay',0.f);
|
||
|
}
|
||
|
|
||
|
private function CanChangeCombatStance( stance : EPlayerCombatStance, optional force : bool ) : bool
|
||
|
{
|
||
|
var currTime : float;
|
||
|
|
||
|
if ( force )
|
||
|
return true;
|
||
|
|
||
|
if ( IsInFistFightMiniGame() )
|
||
|
return true;
|
||
|
|
||
|
if ( isInHolsterAnim )
|
||
|
return false;
|
||
|
|
||
|
if ( ( combatStance == PCS_Normal || combatStance == PCS_AlertFar ) && stance == PCS_AlertNear )
|
||
|
{
|
||
|
currTime = theGame.GetEngineTimeAsSeconds();
|
||
|
if ( !isConfirmingCombatStance )
|
||
|
{
|
||
|
isConfirmingCombatStance = true;
|
||
|
confirmCombatStanceTimeStamp = currTime;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
else if ( currTime < confirmCombatStanceTimeStamp + 1.f )
|
||
|
{
|
||
|
if ( stance == PCS_AlertNear )
|
||
|
return false;
|
||
|
}
|
||
|
else
|
||
|
isConfirmingCombatStance = false;
|
||
|
}
|
||
|
else
|
||
|
isConfirmingCombatStance = false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
private var isInHolsterAnim : bool;
|
||
|
event OnHolsterWeaponStart()
|
||
|
{
|
||
|
isInHolsterAnim = true;
|
||
|
}
|
||
|
|
||
|
event OnHolsterWeaponEnd()
|
||
|
{
|
||
|
isInHolsterAnim = false;
|
||
|
}
|
||
|
|
||
|
final function GetPlayerCombatStance() : EPlayerCombatStance
|
||
|
{
|
||
|
return combatStance;
|
||
|
}
|
||
|
|
||
|
timer function DelayedDisableFindTarget( time : float , id : int)
|
||
|
{
|
||
|
if ( GetTarget().IsAlive() )
|
||
|
{
|
||
|
EnableFindTarget( false );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
EnableFindTarget( true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
private var dodgeTimerRunning : bool;
|
||
|
|
||
|
function StartDodgeTimer()
|
||
|
{
|
||
|
dodgeTimerRunning = true;
|
||
|
thePlayer.AddTimer('DodgeTimer',0.2,false);
|
||
|
}
|
||
|
|
||
|
function StopDodgeTimer()
|
||
|
{
|
||
|
this.RemoveTimer('DodgeTimer');
|
||
|
dodgeTimerRunning = false;
|
||
|
}
|
||
|
|
||
|
function IsDodgeTimerRunning() : bool
|
||
|
{
|
||
|
return dodgeTimerRunning;
|
||
|
}
|
||
|
|
||
|
timer function DodgeTimer( dt : float, id : int )
|
||
|
{
|
||
|
dodgeTimerRunning = false;
|
||
|
}
|
||
|
|
||
|
public function EvadePressed( bufferAction : EBufferActionType )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
public function PerformingCombatAction() : EBufferActionType
|
||
|
{
|
||
|
return BufferCombatAction;
|
||
|
}
|
||
|
|
||
|
public function PushCombatActionOnBuffer( action : EBufferActionType, stage : EButtonStage, optional allSteps : bool )
|
||
|
{
|
||
|
BufferButtonStage = stage;
|
||
|
BufferCombatAction = action;
|
||
|
BufferAllSteps = allSteps;
|
||
|
}
|
||
|
|
||
|
protected function ProcessCombatActionHeading( action : EBufferActionType ) : float
|
||
|
{
|
||
|
var processedActionHeading : float;
|
||
|
|
||
|
HandleMovement( 0.f );
|
||
|
|
||
|
if ( ShouldUsePCModeTargeting() )
|
||
|
return theGame.GetGameCamera().GetHeading();
|
||
|
|
||
|
if ( lAxisReleasedAfterCounter )
|
||
|
ResetCachedRawPlayerHeading();
|
||
|
|
||
|
processedActionHeading = cachedRawPlayerHeading;
|
||
|
|
||
|
return processedActionHeading;
|
||
|
}
|
||
|
|
||
|
|
||
|
function ResetRawPlayerHeading()
|
||
|
{
|
||
|
if ( GetDisplayTarget() )
|
||
|
rawPlayerHeading = VecHeading( GetDisplayTarget().GetWorldPosition() - this.GetWorldPosition() );
|
||
|
else
|
||
|
rawPlayerHeading = GetHeading();
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
function ResetCachedRawPlayerHeading()
|
||
|
{
|
||
|
cachedRawPlayerHeading = rawPlayerHeading;
|
||
|
if ( GetDisplayTarget() && IsDisplayTargetTargetable() && AbsF( AngleDistance( VecHeading( GetDisplayTarget().GetWorldPosition() - this.GetWorldPosition() ), this.GetHeading() ) ) < 90.f )
|
||
|
cachedRawPlayerHeading = VecHeading( GetDisplayTarget().GetWorldPosition() - this.GetWorldPosition() );
|
||
|
else
|
||
|
cachedRawPlayerHeading = this.GetHeading();
|
||
|
|
||
|
if ( canResetCachedCombatActionHeading )
|
||
|
cachedCombatActionHeading = cachedRawPlayerHeading;
|
||
|
}
|
||
|
|
||
|
public function GetCombatActionTarget( action : EBufferActionType ) : CGameplayEntity
|
||
|
{
|
||
|
var selectedTargetableEntity : CGameplayEntity;
|
||
|
|
||
|
if ( !this.IsUsingVehicle() )
|
||
|
selectedTargetableEntity = FindNonActorTarget( true, action );
|
||
|
|
||
|
if ( selectedTargetableEntity )
|
||
|
{
|
||
|
return selectedTargetableEntity;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
|
||
|
|
||
|
if ( !this.IsUsingVehicle() )
|
||
|
FindTarget( true, action, true );
|
||
|
else
|
||
|
((CR4PlayerStateUseGenericVehicle)this.GetState( 'UseGenericVehicle' )).FindTarget();
|
||
|
|
||
|
return GetTarget();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
private function FindNonActorTarget( actionCheck : bool, optional action : EBufferActionType ) : CGameplayEntity
|
||
|
{
|
||
|
var targetableEntities : array<CGameplayEntity>;
|
||
|
var selectedTargetableEntity : CGameplayEntity;
|
||
|
var selectionPriority : array< float >;
|
||
|
var selectionWeights : STargetSelectionWeights;
|
||
|
var findEntityDist : float;
|
||
|
var i, size : int;
|
||
|
var playerHeading : float;
|
||
|
var playerInventory : CInventoryComponent;
|
||
|
var castSignType : ESignType;
|
||
|
var targetingInfo : STargetingInfo;
|
||
|
var playerPosition : Vector;
|
||
|
var cameraPosition : Vector;
|
||
|
var playerHeadingVector : Vector;
|
||
|
var rawPlayerHeadingVector : Vector;
|
||
|
|
||
|
playerPosition = this.GetWorldPosition();
|
||
|
cameraPosition = theCamera.GetCameraPosition();
|
||
|
rawPlayerHeadingVector = VecFromHeading( rawPlayerHeading );
|
||
|
|
||
|
if ( bCanFindTarget && !IsHardLockEnabled() )
|
||
|
{
|
||
|
if ( actionCheck && IsInCombat() && action == EBAT_CastSign )
|
||
|
{
|
||
|
findEntityDist = 6.f;
|
||
|
selectionWeights.angleWeight = 0.375f;
|
||
|
selectionWeights.distanceWeight = 0.275f;
|
||
|
selectionWeights.distanceRingWeight = 0.35f;
|
||
|
}
|
||
|
else if ( !IsInCombat() && lastAxisInputIsMovement )
|
||
|
{
|
||
|
findEntityDist = softLockDist;
|
||
|
selectionWeights.angleWeight = 0.375f;
|
||
|
selectionWeights.distanceWeight = 0.275f;
|
||
|
selectionWeights.distanceRingWeight = 0.35f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
findEntityDist = softLockDist;
|
||
|
selectionWeights.angleWeight = 0.75f;
|
||
|
selectionWeights.distanceWeight = 0.125f;
|
||
|
selectionWeights.distanceRingWeight = 0.125f;
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( !IsInCombat() || !bLAxisReleased )
|
||
|
{
|
||
|
FindGameplayEntitiesInRange( targetableEntities, this, findEntityDist, 10, theGame.params.TAG_SOFT_LOCK );
|
||
|
}
|
||
|
|
||
|
if ( targetableEntities.Size() > 0 )
|
||
|
{
|
||
|
playerInventory = this.GetInventory();
|
||
|
castSignType = this.GetEquippedSign();
|
||
|
|
||
|
if ( !bLAxisReleased )
|
||
|
{
|
||
|
targetingInfo.source = this;
|
||
|
targetingInfo.canBeTargetedCheck = false;
|
||
|
targetingInfo.coneCheck = true;
|
||
|
targetingInfo.coneHalfAngleCos = 0.5f;
|
||
|
targetingInfo.coneDist = softLockDist;
|
||
|
targetingInfo.coneHeadingVector = rawPlayerHeadingVector;
|
||
|
targetingInfo.distCheck = true;
|
||
|
targetingInfo.invisibleCheck = false;
|
||
|
targetingInfo.navMeshCheck = false;
|
||
|
targetingInfo.frameScaleX = 1.0f;
|
||
|
targetingInfo.frameScaleY = 1.0f;
|
||
|
targetingInfo.knockDownCheck = false;
|
||
|
targetingInfo.knockDownCheckDist = 0.0f;
|
||
|
targetingInfo.rsHeadingCheck = false;
|
||
|
targetingInfo.rsHeadingLimitCos = 1.0f;
|
||
|
}
|
||
|
|
||
|
for( i = targetableEntities.Size()-1; i>=0; i-=1 )
|
||
|
{
|
||
|
if ( bLAxisReleased )
|
||
|
{
|
||
|
if ( !lastAxisInputIsMovement )
|
||
|
{
|
||
|
if ( !WasVisibleInScaledFrame( targetableEntities[i], 0.9f, 0.9f ) )
|
||
|
{
|
||
|
targetableEntities.Erase(i);
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
else if ( !WasVisibleInScaledFrame( targetableEntities[i], 1.f, 1.f ) )
|
||
|
{
|
||
|
targetableEntities.Erase(i);
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
targetingInfo.targetEntity = targetableEntities[i];
|
||
|
if ( actionCheck && moveTarget )
|
||
|
{
|
||
|
targetingInfo.inFrameCheck = false;
|
||
|
if ( !IsEntityTargetable( targetingInfo ) )
|
||
|
{
|
||
|
targetableEntities.Erase(i);
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
targetingInfo.inFrameCheck = true;
|
||
|
if ( !IsEntityTargetable( targetingInfo ) )
|
||
|
{
|
||
|
targetableEntities.Erase(i);
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( actionCheck )
|
||
|
{
|
||
|
if ( action == EBAT_ItemUse )
|
||
|
{
|
||
|
if ( ( playerInventory.IsItemBomb( this.GetSelectedItemId() ) && !targetableEntities[i].HasTag( 'softLock_Bomb' ) )
|
||
|
|| ( playerInventory.IsItemCrossbow( this.GetSelectedItemId() ) && !targetableEntities[i].HasTag( 'softLock_Bolt' ) ) )
|
||
|
{
|
||
|
targetableEntities.Erase(i);
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
else if ( action == EBAT_CastSign )
|
||
|
{
|
||
|
if ( ( castSignType == ST_Aard && !targetableEntities[i].HasTag( 'softLock_Aard' ) )
|
||
|
|| ( castSignType == ST_Igni && !targetableEntities[i].HasTag( 'softLock_Igni' ) )
|
||
|
|| ( castSignType == ST_Axii && !targetableEntities[i].HasTag( 'softLock_Axii' ) )
|
||
|
|| castSignType == ST_Yrden
|
||
|
|| castSignType == ST_Quen )
|
||
|
{
|
||
|
targetableEntities.Erase(i);
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
else if ( action == EBAT_LightAttack || action == EBAT_HeavyAttack || action == EBAT_SpecialAttack_Heavy )
|
||
|
{
|
||
|
if ( ( IsWeaponHeld( 'fist' ) && !targetableEntities[i].HasTag( 'softLock_Fist' ) ) || ( !IsWeaponHeld( 'fist' ) && !targetableEntities[i].HasTag( 'softLock_Weapon' ) ) )
|
||
|
{
|
||
|
targetableEntities.Erase(i);
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
targetableEntities.Erase(i);
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( targetableEntities.Size() > 0)
|
||
|
{
|
||
|
playerHeading = this.GetHeading();
|
||
|
playerHeadingVector = this.GetHeadingVector();
|
||
|
if ( IsInCombat() )
|
||
|
{
|
||
|
for( i = 0; i < targetableEntities.Size(); i += 1 )
|
||
|
{
|
||
|
if ( bLAxisReleased )
|
||
|
selectionPriority.PushBack( CalcSelectionPriority( targetableEntities[i], selectionWeights, cameraPosition, rawPlayerHeadingVector ) );
|
||
|
else
|
||
|
selectionPriority.PushBack( CalcSelectionPriority( targetableEntities[i], selectionWeights, playerPosition, rawPlayerHeadingVector ) );
|
||
|
}
|
||
|
|
||
|
if ( selectionPriority.Size() > 0 )
|
||
|
selectedTargetableEntity = targetableEntities[ ArrayFindMaxF( selectionPriority ) ];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( bLAxisReleased )
|
||
|
{
|
||
|
if ( !lastAxisInputIsMovement )
|
||
|
{
|
||
|
for( i = 0; i < targetableEntities.Size(); i += 1 )
|
||
|
selectionPriority.PushBack( CalcSelectionPriority( targetableEntities[i], selectionWeights, cameraPosition, rawPlayerHeadingVector ) );
|
||
|
|
||
|
if ( selectionPriority.Size() > 0 )
|
||
|
selectedTargetableEntity = targetableEntities[ ArrayFindMaxF( selectionPriority ) ];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( IsInCombatAction() )
|
||
|
selectedTargetableEntity = nonActorTarget;
|
||
|
else
|
||
|
{
|
||
|
for( i = 0; i < targetableEntities.Size(); i += 1 )
|
||
|
selectionPriority.PushBack( CalcSelectionPriority( targetableEntities[i], selectionWeights, playerPosition, playerHeadingVector ) );
|
||
|
|
||
|
if ( selectionPriority.Size() > 0 )
|
||
|
{
|
||
|
selectedTargetableEntity = targetableEntities[ ArrayFindMaxF( selectionPriority ) ];
|
||
|
|
||
|
targetingInfo.source = this;
|
||
|
targetingInfo.targetEntity = selectedTargetableEntity;
|
||
|
targetingInfo.canBeTargetedCheck = false;
|
||
|
targetingInfo.coneCheck = true;
|
||
|
targetingInfo.coneHalfAngleCos = 0.0f;
|
||
|
targetingInfo.coneDist = softLockDist;
|
||
|
targetingInfo.coneHeadingVector = this.GetHeadingVector();
|
||
|
targetingInfo.distCheck = true;
|
||
|
targetingInfo.invisibleCheck = false;
|
||
|
targetingInfo.navMeshCheck = false;
|
||
|
targetingInfo.inFrameCheck = false;
|
||
|
targetingInfo.frameScaleX = 1.0f;
|
||
|
targetingInfo.frameScaleY = 1.0f;
|
||
|
targetingInfo.knockDownCheck = false;
|
||
|
targetingInfo.knockDownCheckDist = 0.0f;
|
||
|
targetingInfo.rsHeadingCheck = false;
|
||
|
targetingInfo.rsHeadingLimitCos = 1.0f;
|
||
|
|
||
|
if ( !IsEntityTargetable( targetingInfo ) )
|
||
|
selectedTargetableEntity = NULL;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
for( i = 0; i < targetableEntities.Size(); i += 1 )
|
||
|
selectionPriority.PushBack( CalcSelectionPriority( targetableEntities[i], selectionWeights, playerPosition, rawPlayerHeadingVector ) );
|
||
|
|
||
|
if ( selectionPriority.Size() > 0 )
|
||
|
selectedTargetableEntity = targetableEntities[ ArrayFindMaxF( selectionPriority ) ];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
selectedTargetableEntity = NULL;
|
||
|
}
|
||
|
|
||
|
SetNonActorTarget( selectedTargetableEntity );
|
||
|
return selectedTargetableEntity;
|
||
|
}
|
||
|
|
||
|
|
||
|
public function SetupCombatAction( action : EBufferActionType, stage : EButtonStage )
|
||
|
{
|
||
|
var weaponType : EPlayerWeapon;
|
||
|
var canAttackTarget : CGameplayEntity;
|
||
|
var target : CActor;
|
||
|
|
||
|
|
||
|
if ( !IsCombatMusicEnabled() )
|
||
|
{
|
||
|
SetCombatActionHeading( ProcessCombatActionHeading( action ) );
|
||
|
FindTarget();
|
||
|
UpdateDisplayTarget( true );
|
||
|
}
|
||
|
|
||
|
if ( displayTarget && IsDisplayTargetTargetable() )
|
||
|
canAttackTarget = displayTarget;
|
||
|
else if ( GetTarget() )
|
||
|
canAttackTarget = GetTarget();
|
||
|
else if( !target && IsCombatMusicEnabled() )
|
||
|
canAttackTarget = moveTarget;
|
||
|
|
||
|
target = (CActor)canAttackTarget;
|
||
|
|
||
|
if ( !AllowAttack( target, action ) )
|
||
|
return;
|
||
|
|
||
|
if( ( action != EBAT_ItemUse ) && ( action != EBAT_CastSign ) )
|
||
|
{
|
||
|
weaponType = weaponHolster.GetCurrentMeleeWeapon();
|
||
|
PrepareToAttack( target, action );
|
||
|
|
||
|
|
||
|
if ( weaponType != weaponHolster.GetCurrentMeleeWeapon() )
|
||
|
{
|
||
|
|
||
|
if ( !( weaponType == PW_None && weaponHolster.GetCurrentMeleeWeapon() == PW_Fists ) )
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if(action == EBAT_SpecialAttack_Heavy && !((W3ReplacerCiri)this) )
|
||
|
thePlayer.SetAttackActionName(SkillEnumToName(S_Sword_s02));
|
||
|
|
||
|
CriticalEffectAnimationInterrupted("SetupCombatAction " + action);
|
||
|
PushCombatActionOnBuffer( action, stage );
|
||
|
|
||
|
if( GetBIsCombatActionAllowed() )
|
||
|
{
|
||
|
ProcessCombatActionBuffer();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function AllowAttack( target : CActor, action : EBufferActionType ) : bool
|
||
|
{
|
||
|
var newTarget : CActor;
|
||
|
var canAttackWhenNotInCombat : bool;
|
||
|
var messageDisplayed : bool;
|
||
|
|
||
|
var itemId : SItemUniqueId;
|
||
|
var isShootingCrossbow : bool;
|
||
|
|
||
|
var isInCorrectState : bool;
|
||
|
|
||
|
if ( target )
|
||
|
{
|
||
|
if ( target.IsTargetableByPlayer())
|
||
|
{
|
||
|
if ( !target.IsAttackableByPlayer() )
|
||
|
{
|
||
|
DisplayHudMessage(GetLocStringByKeyExt("panel_hud_message_cant_attack_this_target"));
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( this.GetCurrentStateName() == 'Exploration' )
|
||
|
isInCorrectState = true;
|
||
|
|
||
|
if ( action == EBAT_ItemUse )
|
||
|
{
|
||
|
itemId = thePlayer.GetSelectedItemId();
|
||
|
if ( inv.IsIdValid(itemId) && inv.IsItemCrossbow(itemId) )
|
||
|
isShootingCrossbow = true;
|
||
|
|
||
|
if ( !isInCorrectState )
|
||
|
{
|
||
|
if ( this.GetCurrentStateName() == 'AimThrow' && !isShootingCrossbow )
|
||
|
{
|
||
|
isInCorrectState = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( isInCorrectState )
|
||
|
canAttackWhenNotInCombat = thePlayer.CanAttackWhenNotInCombat( action, false, newTarget, target );
|
||
|
|
||
|
if( !target )
|
||
|
{
|
||
|
if ( isInCorrectState )
|
||
|
{
|
||
|
SetCombatActionHeading( ProcessCombatActionHeading( action ) );
|
||
|
target = newTarget;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( isInCorrectState )
|
||
|
{
|
||
|
if ( !canAttackWhenNotInCombat )
|
||
|
{
|
||
|
if ( DisplayCannotAttackMessage( target ) )
|
||
|
messageDisplayed = true;
|
||
|
else if ( ( action == EBAT_LightAttack || action == EBAT_HeavyAttack )
|
||
|
&& !RaiseAttackFriendlyEvent( target ) )
|
||
|
messageDisplayed = true;
|
||
|
else
|
||
|
{
|
||
|
if ( !CanRaiseCombatActionFriendlyEvent( isShootingCrossbow ) )
|
||
|
messageDisplayed = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( messageDisplayed )
|
||
|
{
|
||
|
theInput.ForceDeactivateAction('ThrowItem');
|
||
|
theInput.ForceDeactivateAction('ThrowItemHold');
|
||
|
this.SignalGameplayEvent( 'FriendlyAttackAction' );
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
public function ProcessCombatActionBuffer() : bool
|
||
|
{
|
||
|
var actionResult : bool;
|
||
|
var action : EBufferActionType = this.BufferCombatAction;
|
||
|
var stage : EButtonStage = this.BufferButtonStage;
|
||
|
var s : SNotWorkingOutFunctionParametersHackStruct1;
|
||
|
var allSteps : bool = this.BufferAllSteps;
|
||
|
|
||
|
if ( IsInCombatActionFriendly() )
|
||
|
{
|
||
|
RaiseEvent('CombatActionFriendlyEnd');
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( ( action != EBAT_SpecialAttack_Heavy && action != EBAT_ItemUse )
|
||
|
|| ( action == EBAT_SpecialAttack_Heavy && stage == BS_Pressed )
|
||
|
|| ( action == EBAT_ItemUse && stage != BS_Released ) )
|
||
|
{
|
||
|
GetMovingAgentComponent().GetMovementAdjustor().CancelAll();
|
||
|
SetUnpushableTarget( NULL );
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( !( action == EBAT_Dodge || action == EBAT_Roll ) )
|
||
|
{
|
||
|
SetIsCurrentlyDodging(false);
|
||
|
}
|
||
|
|
||
|
SetCombatActionHeading( ProcessCombatActionHeading( action ) );
|
||
|
|
||
|
|
||
|
|
||
|
if ( action == EBAT_ItemUse && GetInventory().IsItemCrossbow( selectedItemId ) )
|
||
|
{
|
||
|
|
||
|
if ( rangedWeapon
|
||
|
&& ( ( rangedWeapon.GetCurrentStateName() != 'State_WeaponShoot' && rangedWeapon.GetCurrentStateName() != 'State_WeaponAim' ) || GetIsShootingFriendly() ) )
|
||
|
{
|
||
|
SetSlideTarget( GetCombatActionTarget( action ) );
|
||
|
}
|
||
|
}
|
||
|
else if ( !( ( action == EBAT_SpecialAttack_Heavy && stage == BS_Released ) || GetCurrentStateName() == 'AimThrow' ) )
|
||
|
{
|
||
|
SetSlideTarget( GetCombatActionTarget( action ) );
|
||
|
}
|
||
|
|
||
|
if( !slideTarget )
|
||
|
LogChannel( 'Targeting', "NO SLIDE TARGET" );
|
||
|
|
||
|
|
||
|
actionResult = true;
|
||
|
|
||
|
switch ( action )
|
||
|
{
|
||
|
case EBAT_EMPTY :
|
||
|
{
|
||
|
this.BufferAllSteps = false;
|
||
|
return true;
|
||
|
} break;
|
||
|
|
||
|
case EBAT_LightAttack :
|
||
|
{
|
||
|
if ( IsCiri() )
|
||
|
return false;
|
||
|
|
||
|
switch ( stage )
|
||
|
{
|
||
|
case BS_Pressed :
|
||
|
{
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
DrainStamina(ESAT_LightAttack);
|
||
|
|
||
|
|
||
|
thePlayer.BreakPheromoneEffect();
|
||
|
actionResult = OnPerformAttack(theGame.params.ATTACK_NAME_LIGHT);
|
||
|
|
||
|
} break;
|
||
|
|
||
|
default :
|
||
|
{
|
||
|
actionResult = false;
|
||
|
}break;
|
||
|
}
|
||
|
}break;
|
||
|
|
||
|
case EBAT_HeavyAttack :
|
||
|
{
|
||
|
if ( IsCiri() )
|
||
|
return false;
|
||
|
|
||
|
switch ( stage )
|
||
|
{
|
||
|
case BS_Released :
|
||
|
{
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
DrainStamina(ESAT_HeavyAttack);
|
||
|
|
||
|
|
||
|
|
||
|
thePlayer.BreakPheromoneEffect();
|
||
|
actionResult = this.OnPerformAttack(theGame.params.ATTACK_NAME_HEAVY);
|
||
|
|
||
|
} break;
|
||
|
|
||
|
case BS_Pressed :
|
||
|
{
|
||
|
if ( this.GetCurrentStateName() == 'CombatFists' )
|
||
|
{
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
DrainStamina(ESAT_HeavyAttack);
|
||
|
|
||
|
|
||
|
|
||
|
thePlayer.BreakPheromoneEffect();
|
||
|
actionResult = this.OnPerformAttack(theGame.params.ATTACK_NAME_HEAVY);
|
||
|
|
||
|
}
|
||
|
} break;
|
||
|
|
||
|
default :
|
||
|
{
|
||
|
actionResult = false;
|
||
|
|
||
|
} break;
|
||
|
}
|
||
|
} break;
|
||
|
|
||
|
case EBAT_ItemUse :
|
||
|
{
|
||
|
switch ( stage )
|
||
|
{
|
||
|
case BS_Pressed :
|
||
|
{
|
||
|
if ( !( (W3PlayerWitcher)this ) ||
|
||
|
( !IsInCombatActionFriendly() && !( !GetBIsCombatActionAllowed() && ( GetBehaviorVariable( 'combatActionType' ) == (int)CAT_Attack || GetBehaviorVariable( 'combatActionType' ) == (int)CAT_CastSign ) ) ) )
|
||
|
|
||
|
{
|
||
|
if ( inv.IsItemCrossbow( selectedItemId ) )
|
||
|
{
|
||
|
rangedWeapon = ( Crossbow )( inv.GetItemEntityUnsafe( selectedItemId ) );
|
||
|
rangedWeapon.OnRangedWeaponPress();
|
||
|
GetTarget().SignalGameplayEvent( 'Approach' );
|
||
|
GetTarget().SignalGameplayEvent( 'ShootingCrossbow' );
|
||
|
}
|
||
|
else if(inv.IsItemBomb(selectedItemId) && this.inv.SingletonItemGetAmmo(selectedItemId) > 0 )
|
||
|
{
|
||
|
if( ((W3PlayerWitcher)this).GetBombDelay( ((W3PlayerWitcher)this).GetItemSlot( selectedItemId ) ) <= 0.0f )
|
||
|
{
|
||
|
BombThrowStart();
|
||
|
GetTarget().SignalGameplayEvent( 'Approach' );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DrainStamina(ESAT_UsableItem);
|
||
|
UsableItemStart();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
} if (!allSteps) break;
|
||
|
|
||
|
case BS_Released:
|
||
|
{
|
||
|
if ( !( (W3PlayerWitcher)this ) ||
|
||
|
( !IsInCombatActionFriendly() && ( GetBIsCombatActionAllowed() || !( !GetBIsCombatActionAllowed() && ( GetBehaviorVariable( 'combatActionType' ) == (int)CAT_Attack || GetBehaviorVariable( 'combatActionType' ) == (int)CAT_CastSign ) ) ) ) )
|
||
|
|
||
|
{
|
||
|
if ( inv.IsItemCrossbow( selectedItemId ) )
|
||
|
{
|
||
|
|
||
|
rangedWeapon.OnRangedWeaponRelease();
|
||
|
}
|
||
|
else if(inv.IsItemBomb(selectedItemId))
|
||
|
{
|
||
|
BombThrowRelease();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
UsableItemRelease();
|
||
|
}
|
||
|
}
|
||
|
} break;
|
||
|
|
||
|
default :
|
||
|
{
|
||
|
actionResult = false;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
} break;
|
||
|
|
||
|
case EBAT_Dodge :
|
||
|
{
|
||
|
switch ( stage )
|
||
|
{
|
||
|
case BS_Released :
|
||
|
{
|
||
|
theGame.GetBehTreeReactionManager().CreateReactionEvent( this, 'PlayerEvade', 1.0f, 10.0f, -1.0f, -1 );
|
||
|
thePlayer.BreakPheromoneEffect();
|
||
|
actionResult = this.OnPerformEvade( PET_Dodge );
|
||
|
} break;
|
||
|
|
||
|
|
||
|
|
||
|
default :
|
||
|
{
|
||
|
actionResult = false;
|
||
|
} break;
|
||
|
}
|
||
|
} break;
|
||
|
|
||
|
case EBAT_Roll :
|
||
|
{
|
||
|
if ( IsCiri() )
|
||
|
return false;
|
||
|
|
||
|
switch ( stage )
|
||
|
{
|
||
|
case BS_Released :
|
||
|
{
|
||
|
theGame.GetBehTreeReactionManager().CreateReactionEvent( this, 'PlayerEvade', 1.0f, 10.0f, -1.0f, -1 );
|
||
|
thePlayer.BreakPheromoneEffect();
|
||
|
actionResult = this.OnPerformEvade( PET_Roll );
|
||
|
} break;
|
||
|
|
||
|
case BS_Pressed :
|
||
|
{
|
||
|
if ( this.GetBehaviorVariable( 'combatActionType' ) == 2.f )
|
||
|
{
|
||
|
if ( GetCurrentStateName() == 'CombatSteel' || GetCurrentStateName() == 'CombatSilver' )
|
||
|
actionResult = this.OnPerformEvade( PET_Pirouette );
|
||
|
else
|
||
|
actionResult = this.OnPerformEvade( PET_Roll );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( GetCurrentStateName() == 'CombatSteel' || GetCurrentStateName() == 'CombatSilver' )
|
||
|
{
|
||
|
actionResult = this.OnPerformEvade( PET_Dodge );
|
||
|
actionResult = this.OnPerformEvade( PET_Pirouette );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
actionResult = this.OnPerformEvade( PET_Dodge );
|
||
|
actionResult = this.OnPerformEvade( PET_Roll );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
} break;
|
||
|
|
||
|
default :
|
||
|
{
|
||
|
actionResult = false;
|
||
|
} break;
|
||
|
}
|
||
|
} break;
|
||
|
|
||
|
case EBAT_Draw_Steel :
|
||
|
{
|
||
|
switch ( stage )
|
||
|
{
|
||
|
case BS_Pressed :
|
||
|
{
|
||
|
if( !IsActionAllowed(EIAB_DrawWeapon) )
|
||
|
{
|
||
|
thePlayer.DisplayActionDisallowedHudMessage(EIAB_DrawWeapon);
|
||
|
actionResult = false;
|
||
|
break;
|
||
|
}
|
||
|
if( GetWitcherPlayer().IsItemEquippedByCategoryName( 'steelsword' ) )
|
||
|
{
|
||
|
OnEquipMeleeWeapon( PW_Steel, false, true );
|
||
|
}
|
||
|
|
||
|
actionResult = false;
|
||
|
|
||
|
} break;
|
||
|
|
||
|
default :
|
||
|
{
|
||
|
actionResult = false;
|
||
|
} break;
|
||
|
}
|
||
|
} break;
|
||
|
|
||
|
case EBAT_Draw_Silver :
|
||
|
{
|
||
|
switch ( stage )
|
||
|
{
|
||
|
case BS_Pressed :
|
||
|
{
|
||
|
if( !IsActionAllowed(EIAB_DrawWeapon) )
|
||
|
{
|
||
|
thePlayer.DisplayActionDisallowedHudMessage(EIAB_DrawWeapon);
|
||
|
actionResult = false;
|
||
|
break;
|
||
|
}
|
||
|
if( GetWitcherPlayer().IsItemEquippedByCategoryName( 'silversword' ) )
|
||
|
{
|
||
|
OnEquipMeleeWeapon( PW_Silver, false, true );
|
||
|
}
|
||
|
|
||
|
actionResult = false;
|
||
|
|
||
|
} break;
|
||
|
|
||
|
default :
|
||
|
{
|
||
|
actionResult = false;
|
||
|
} break;
|
||
|
}
|
||
|
} break;
|
||
|
|
||
|
case EBAT_Sheathe_Sword :
|
||
|
{
|
||
|
switch ( stage )
|
||
|
{
|
||
|
case BS_Pressed :
|
||
|
{
|
||
|
if( GetCurrentMeleeWeaponType() == PW_Silver )
|
||
|
{
|
||
|
if( GetWitcherPlayer().IsItemEquippedByCategoryName( 'silversword' ) )
|
||
|
{
|
||
|
OnEquipMeleeWeapon( PW_Silver, false, true );
|
||
|
}
|
||
|
}
|
||
|
else if( GetCurrentMeleeWeaponType() == PW_Steel )
|
||
|
{
|
||
|
if( GetWitcherPlayer().IsItemEquippedByCategoryName( 'steelsword' ) )
|
||
|
{
|
||
|
OnEquipMeleeWeapon( PW_Steel, false, true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
actionResult = false;
|
||
|
|
||
|
} break;
|
||
|
|
||
|
default :
|
||
|
{
|
||
|
actionResult = false;
|
||
|
} break;
|
||
|
}
|
||
|
} break;
|
||
|
|
||
|
default:
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
CleanCombatActionBuffer();
|
||
|
|
||
|
if (actionResult)
|
||
|
{
|
||
|
SetCombatAction( action ) ;
|
||
|
|
||
|
if(GetWitcherPlayer().IsInFrenzy())
|
||
|
GetWitcherPlayer().SkillFrenzyFinish(0);
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public function CleanCombatActionBuffer()
|
||
|
{
|
||
|
BufferCombatAction = EBAT_EMPTY;
|
||
|
BufferAllSteps = false;
|
||
|
}
|
||
|
|
||
|
public function CancelHoldAttacks()
|
||
|
{
|
||
|
RemoveTimer( 'IsSpecialLightAttackInputHeld' );
|
||
|
RemoveTimer( 'IsSpecialHeavyAttackInputHeld' );
|
||
|
RemoveTimer( 'SpecialAttackLightSustainCost' );
|
||
|
RemoveTimer( 'SpecialAttackHeavySustainCost' );
|
||
|
RemoveTimer( 'UpdateSpecialAttackLightHeading' );
|
||
|
UnblockAction( EIAB_Crossbow, 'SpecialAttack' );
|
||
|
|
||
|
ResumeStaminaRegen('WhirlSkill');
|
||
|
|
||
|
if ( GetBehaviorVariable( 'combatActionType' ) == (int)CAT_SpecialAttack && GetBehaviorVariable( 'isPerformingSpecialAttack' ) == 1.f )
|
||
|
{
|
||
|
if( GetBehaviorVariable( 'playerAttackType' ) == (int)PAT_Light )
|
||
|
{
|
||
|
SetAttackActionName(SkillEnumToName(S_Sword_s01));
|
||
|
PushCombatActionOnBuffer( EBAT_SpecialAttack_Light, BS_Released );
|
||
|
ProcessCombatActionBuffer();
|
||
|
|
||
|
((W3PlayerWitcherStateCombatFists) GetState('Combat')).ResetTimeToEndCombat();
|
||
|
|
||
|
}
|
||
|
else if( GetBehaviorVariable( 'playerAttackType' ) == (int)PAT_Heavy )
|
||
|
{
|
||
|
SetAttackActionName(SkillEnumToName(S_Sword_s02));
|
||
|
PushCombatActionOnBuffer( EBAT_SpecialAttack_Heavy, BS_Released );
|
||
|
ProcessCombatActionBuffer();
|
||
|
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function RaiseAttackFriendlyEvent( actor : CActor ) : bool
|
||
|
{
|
||
|
var playerToTargetHeading : float;
|
||
|
|
||
|
if ( actor && RaiseCombatActionFriendlyEvent() )
|
||
|
{
|
||
|
SetBehaviorVariable( 'tauntTypeForOverlay', 0.f );
|
||
|
SetBehaviorVariable( 'combatActionTypeForOverlay', (int)CAT_Attack );
|
||
|
|
||
|
if ( actor )
|
||
|
actor.SignalGameplayEvent('PersonalTauntAction');
|
||
|
theGame.GetBehTreeReactionManager().CreateReactionEventIfPossible( this, 'TauntAction', -1.0, 4.5f, -1, 9999, true );
|
||
|
|
||
|
OnCombatActionStart();
|
||
|
|
||
|
playerToTargetHeading = VecHeading( actor.GetWorldPosition() - GetWorldPosition() );
|
||
|
|
||
|
SetCustomRotation( 'Attack', playerToTargetHeading, 0.0f, 0.3f, false );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public function SendAttackReactionEvent()
|
||
|
{
|
||
|
var reactionName : name;
|
||
|
|
||
|
|
||
|
|
||
|
reactionName = 'AttackAction';
|
||
|
|
||
|
if ( IsNameValid(reactionName) )
|
||
|
{
|
||
|
theGame.GetBehTreeReactionManager().CreateReactionEventIfPossible( this, reactionName, -1.0, 8.0f, -1, 5, true );
|
||
|
}
|
||
|
|
||
|
|
||
|
theGame.GetBehTreeReactionManager().CreateReactionEventIfPossible( this, 'outOfMyWay', -1.0, 2.0f, -1, 5, true );
|
||
|
}
|
||
|
|
||
|
var forceCanAttackWhenNotInCombat : int;
|
||
|
public function SetForceCanAttackWhenNotInCombat( forceMode : int )
|
||
|
{
|
||
|
forceCanAttackWhenNotInCombat = forceMode;
|
||
|
}
|
||
|
|
||
|
public function CanAttackWhenNotInCombat( actionType : EBufferActionType, altCast : bool, out newTarget : CActor, optional target : CGameplayEntity ) : bool
|
||
|
{
|
||
|
var localTargets : array<CActor>;
|
||
|
var i, size : int;
|
||
|
var inputHeading : float;
|
||
|
var clearanceMin, clearanceMax : float;
|
||
|
var attackLength : float;
|
||
|
var attackAngle : float;
|
||
|
var npc : CNewNPC;
|
||
|
var canAttackTarget : CGameplayEntity;
|
||
|
var canAttackTargetActor : CActor;
|
||
|
|
||
|
if ( target )
|
||
|
canAttackTarget = target;
|
||
|
else if ( displayTarget && IsDisplayTargetTargetable() )
|
||
|
canAttackTarget = displayTarget;
|
||
|
else
|
||
|
canAttackTarget = slideTarget;
|
||
|
|
||
|
canAttackTargetActor = (CActor)canAttackTarget;
|
||
|
|
||
|
if ( forceCanAttackWhenNotInCombat == 2 )
|
||
|
return true;
|
||
|
else if ( forceCanAttackWhenNotInCombat == 1 && ( !canAttackTarget || !canAttackTargetActor.IsHuman() ) )
|
||
|
return true;
|
||
|
|
||
|
if ( actionType == EBAT_CastSign )
|
||
|
{
|
||
|
if ( thePlayer.GetEquippedSign() != ST_Quen && thePlayer.GetEquippedSign() != ST_Axii )
|
||
|
{
|
||
|
if ( CanUseSkill( S_Magic_s20 ) )
|
||
|
{
|
||
|
if ( thePlayer.GetEquippedSign() == ST_Aard )
|
||
|
attackLength = 6.f;
|
||
|
else if ( thePlayer.GetEquippedSign() == ST_Igni )
|
||
|
attackLength = 4.f;
|
||
|
else
|
||
|
attackLength = 6.f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( thePlayer.GetEquippedSign() == ST_Aard )
|
||
|
attackLength = 9.f;
|
||
|
else if ( thePlayer.GetEquippedSign() == ST_Igni )
|
||
|
attackLength = 6.f;
|
||
|
else
|
||
|
attackLength = 6.f;
|
||
|
}
|
||
|
|
||
|
if ( altCast )
|
||
|
attackAngle = 180.f;
|
||
|
else
|
||
|
|
||
|
attackAngle = 90.f;
|
||
|
|
||
|
if ( !lastAxisInputIsMovement )
|
||
|
inputHeading = VecHeading( theCamera.GetCameraDirection() );
|
||
|
else if ( lAxisReleasedAfterCounter )
|
||
|
inputHeading = GetHeading();
|
||
|
else
|
||
|
inputHeading = GetCombatActionHeading();
|
||
|
|
||
|
clearanceMin = 1.f;
|
||
|
clearanceMax = attackLength + 1.f;
|
||
|
}
|
||
|
else if ( thePlayer.GetEquippedSign() == ST_Axii )
|
||
|
{
|
||
|
npc = (CNewNPC)canAttackTarget;
|
||
|
if ( npc && npc.GetNPCType() == ENGT_Quest && !npc.HasTag(theGame.params.TAG_AXIIABLE_LOWER_CASE) && !npc.HasTag(theGame.params.TAG_AXIIABLE))
|
||
|
return false;
|
||
|
else if ( npc && npc.IsUsingHorse() )
|
||
|
return false;
|
||
|
else
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
return true;
|
||
|
}
|
||
|
else if ( actionType == EBAT_ItemUse )
|
||
|
{
|
||
|
attackLength = theGame.params.MAX_THROW_RANGE;
|
||
|
attackAngle = 90.f;
|
||
|
|
||
|
if ( thePlayer.lastAxisInputIsMovement )
|
||
|
inputHeading = GetCombatActionHeading();
|
||
|
else
|
||
|
inputHeading = VecHeading( theCamera.GetCameraDirection() );
|
||
|
|
||
|
clearanceMin = 0.8f;
|
||
|
clearanceMax = attackLength + 3.f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( actionType == EBAT_SpecialAttack_Light || actionType == EBAT_SpecialAttack_Heavy )
|
||
|
{
|
||
|
attackLength = 1.9f;
|
||
|
attackAngle = 90.f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if( thePlayer.GetCurrentMeleeWeaponType() == PW_Fists || thePlayer.GetCurrentMeleeWeaponType() == PW_None )
|
||
|
attackLength = 1.2f;
|
||
|
else
|
||
|
attackLength = 1.9f;
|
||
|
|
||
|
attackAngle = 90.f;
|
||
|
}
|
||
|
|
||
|
if ( lastAxisInputIsMovement )
|
||
|
inputHeading = GetCombatActionHeading();
|
||
|
else
|
||
|
inputHeading = VecHeading( theCamera.GetCameraDirection() );
|
||
|
|
||
|
clearanceMin = attackLength / 2.f;
|
||
|
clearanceMax = attackLength + 3.f;
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( canAttackTarget )
|
||
|
{
|
||
|
if ( ( canAttackTargetActor && canAttackTargetActor.IsHuman() ) || canAttackTargetActor.HasTag( 'softLock_Friendly' ) )
|
||
|
{
|
||
|
if ( ShouldPerformFriendlyAction( canAttackTargetActor, inputHeading, attackAngle, clearanceMin, clearanceMax ) )
|
||
|
{
|
||
|
SetSlideTarget( canAttackTargetActor );
|
||
|
newTarget = canAttackTargetActor;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
|
||
|
thePlayer.GetVisibleEnemies( localTargets );
|
||
|
size = localTargets.Size();
|
||
|
|
||
|
if ( size > 0 )
|
||
|
{
|
||
|
for ( i = size-1; i>=0; i-=1 )
|
||
|
{
|
||
|
|
||
|
if ( !localTargets[i].IsHuman() && !localTargets[i].HasTag( 'softLock_Friendly' ) )
|
||
|
localTargets.Erase(i);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
size = localTargets.Size();
|
||
|
if ( size > 0 )
|
||
|
{
|
||
|
for ( i = 0; i < localTargets.Size(); i += 1 )
|
||
|
{
|
||
|
if ( ShouldPerformFriendlyAction( localTargets[i], inputHeading, attackAngle, clearanceMin, clearanceMax ) )
|
||
|
{
|
||
|
SetSlideTarget( localTargets[i] );
|
||
|
newTarget = localTargets[i];
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
newTarget = NULL;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
private function ShouldPerformFriendlyAction( actor : CActor, inputHeading, attackAngle, clearanceMin, clearanceMax : float ) : bool
|
||
|
{
|
||
|
var npc : CNewNPC;
|
||
|
var argh : float;
|
||
|
var playerToTargetDist : float;
|
||
|
|
||
|
npc = (CNewNPC)actor;
|
||
|
|
||
|
if ( npc &&
|
||
|
( GetAttitudeBetween(thePlayer, npc) == AIA_Hostile || ( GetAttitudeBetween(thePlayer, npc) == AIA_Neutral && npc.GetNPCType() != ENGT_Guard ) ) )
|
||
|
{
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
playerToTargetDist = VecDistance( this.GetWorldPosition(), actor.PredictWorldPosition( 0.5f ) );
|
||
|
|
||
|
argh = AbsF( AngleDistance( inputHeading, VecHeading( actor.GetWorldPosition() - thePlayer.GetWorldPosition() ) ) );
|
||
|
|
||
|
if ( AbsF( AngleDistance( inputHeading, VecHeading( actor.GetWorldPosition() - thePlayer.GetWorldPosition() ) ) ) < attackAngle )
|
||
|
{
|
||
|
if ( playerToTargetDist < clearanceMax )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( playerToTargetDist < clearanceMin )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function GetHudMessagesSize() : int
|
||
|
{
|
||
|
return HudMessages.Size();
|
||
|
}
|
||
|
|
||
|
public function GetHudPendingMessage() : string
|
||
|
{
|
||
|
return HudMessages[0];
|
||
|
}
|
||
|
|
||
|
public function DisplayHudMessage( value : string ) : void
|
||
|
{
|
||
|
if (value == "")
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if( GetHudMessagesSize() > 0 )
|
||
|
{
|
||
|
if( HudMessages[HudMessages.Size()-1] == value )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
HudMessages.PushBack(value);
|
||
|
}
|
||
|
|
||
|
|
||
|
private final function DisallowedActionDontShowHack(action : EInputActionBlock, isTimeLock : bool) : bool
|
||
|
{
|
||
|
var locks : array< SInputActionLock >;
|
||
|
var i : int;
|
||
|
|
||
|
|
||
|
if((action == EIAB_Fists || action == EIAB_SwordAttack || action == EIAB_Signs || action == EIAB_LightAttacks || action == EIAB_HeavyAttacks || action == EIAB_SpecialAttackLight || action == EIAB_SpecialAttackHeavy) && (HasBuff(EET_Stagger) || HasBuff(EET_LongStagger)) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
if( action == EIAB_ThrowBomb && ( HasBuff( EET_Hypnotized ) || HasBuff( EET_Confusion ) ) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
if(isTimeLock)
|
||
|
return false;
|
||
|
|
||
|
|
||
|
if(action == EIAB_OpenMeditation)
|
||
|
return false;
|
||
|
|
||
|
|
||
|
locks = GetActionLocks(action);
|
||
|
for(i=0; i<locks.Size(); i+=1)
|
||
|
{
|
||
|
if(locks[i].isFromQuest || locks[i].isFromPlace)
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( this.IsCurrentlyUsingItemL() )
|
||
|
{
|
||
|
if ( action == EIAB_HeavyAttacks || action == EIAB_Parry )
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public final function DisplayActionDisallowedHudMessage(action : EInputActionBlock, optional isCombatLock : bool, optional isPlaceLock : bool, optional isTimeLock : bool, optional isDangerous : bool)
|
||
|
{
|
||
|
var lockType : name;
|
||
|
|
||
|
if(action != EIAB_Undefined && DisallowedActionDontShowHack(action, isTimeLock))
|
||
|
return;
|
||
|
|
||
|
|
||
|
if(IsInCombat() && !IsActionCombat(action))
|
||
|
isCombatLock = true;
|
||
|
|
||
|
|
||
|
if(!isCombatLock && !isPlaceLock && !isTimeLock && action != EIAB_Undefined)
|
||
|
{
|
||
|
lockType = inputHandler.GetActionBlockedHudLockType(action);
|
||
|
|
||
|
if(lockType == 'combat')
|
||
|
isCombatLock = true;
|
||
|
else if(lockType == 'place')
|
||
|
isPlaceLock = true;
|
||
|
else if(lockType == 'time')
|
||
|
isTimeLock = true;
|
||
|
}
|
||
|
|
||
|
if(isDangerous)
|
||
|
{
|
||
|
DisplayHudMessage(GetLocStringByKeyExt( "message_meditation_too_dangerous" ));
|
||
|
}
|
||
|
else if(isCombatLock)
|
||
|
{
|
||
|
DisplayHudMessage(GetLocStringByKeyExt( "panel_hud_message_actionnotallowed_combat" ));
|
||
|
}
|
||
|
else if(isPlaceLock)
|
||
|
{
|
||
|
DisplayHudMessage(GetLocStringByKeyExt( "menu_cannot_perform_action_here" ));
|
||
|
}
|
||
|
else if(isTimeLock)
|
||
|
{
|
||
|
DisplayHudMessage(GetLocStringByKeyExt( "menu_cannot_perform_action_now" ));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
public function RemoveHudMessageByString(msg : string, optional allQueuedInstances : bool)
|
||
|
{
|
||
|
var i, j : int;
|
||
|
|
||
|
for(i=0; i<HudMessages.Size(); i+=1)
|
||
|
{
|
||
|
if(HudMessages[i] == msg)
|
||
|
{
|
||
|
HudMessages.EraseFast(i);
|
||
|
|
||
|
if(!allQueuedInstances)
|
||
|
return;
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
for(j=HudMessages.Size()-1; j >= i; j-=1)
|
||
|
{
|
||
|
if(HudMessages[i] == msg)
|
||
|
{
|
||
|
HudMessages.EraseFast(i);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function RemoveHudMessageByIndex(idx : int)
|
||
|
{
|
||
|
if(idx >= 0 && idx < HudMessages.Size())
|
||
|
HudMessages.Erase(idx);
|
||
|
}
|
||
|
|
||
|
function SetSettlementBlockCanter( valueAdd : int )
|
||
|
{
|
||
|
m_SettlementBlockCanter += valueAdd;
|
||
|
}
|
||
|
|
||
|
var countDownToStart : int;
|
||
|
default countDownToStart = 0;
|
||
|
|
||
|
function DisplayRaceStart( countDownSecondsNumber : int )
|
||
|
{
|
||
|
var i : int;
|
||
|
countDownToStart = countDownSecondsNumber;
|
||
|
for( i = countDownSecondsNumber; i > 0; i -= 1 )
|
||
|
{
|
||
|
DisplayHudMessage(IntToString(i));
|
||
|
}
|
||
|
DisplayHudMessage(GetLocStringByKeyExt("panel_hud_message_race_start"));
|
||
|
AddTimer('RaceCountdown',1,true);
|
||
|
}
|
||
|
|
||
|
timer function RaceCountdown(dt : float, id : int)
|
||
|
{
|
||
|
var hud : CR4ScriptedHud;
|
||
|
var messageModule : CR4HudModuleMessage;
|
||
|
|
||
|
countDownToStart -= 1;
|
||
|
hud = (CR4ScriptedHud)theGame.GetHud();
|
||
|
|
||
|
if( hud )
|
||
|
{
|
||
|
messageModule = (CR4HudModuleMessage)hud.GetHudModule("MessageModule");
|
||
|
if( messageModule )
|
||
|
{
|
||
|
messageModule.OnMessageHidden();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( countDownToStart <= 0 )
|
||
|
{
|
||
|
RemoveTimer('RaceCountdown');
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function GetCountDownToStart() : int
|
||
|
{
|
||
|
return countDownToStart;
|
||
|
}
|
||
|
|
||
|
public function HAXE3GetContainer() : W3Container
|
||
|
{
|
||
|
return HAXE3Container;
|
||
|
}
|
||
|
|
||
|
public function HAXE3SetContainer( container : W3Container) : void
|
||
|
{
|
||
|
HAXE3Container = container;
|
||
|
}
|
||
|
|
||
|
public function HAXE3GetAutoLoot() : bool
|
||
|
{
|
||
|
return HAXE3bAutoLoot;
|
||
|
}
|
||
|
|
||
|
public function HAXE3SetAutoLoot( value : bool ) : void
|
||
|
{
|
||
|
HAXE3bAutoLoot = value;
|
||
|
}
|
||
|
|
||
|
public function GetShowHud() : bool
|
||
|
{
|
||
|
return bShowHud;
|
||
|
}
|
||
|
|
||
|
public function SetShowHud( value : bool ) : void
|
||
|
{
|
||
|
bShowHud = value;
|
||
|
}
|
||
|
|
||
|
public function DisplayItemRewardNotification( itemName : name, optional quantity : int ) : void
|
||
|
{
|
||
|
var hud : CR4ScriptedHud;
|
||
|
hud = (CR4ScriptedHud)theGame.GetHud();
|
||
|
hud.OnItemRecivedDuringScene(itemName, quantity);
|
||
|
}
|
||
|
|
||
|
function IsNewQuest( questGuid : CGUID ) : bool
|
||
|
{
|
||
|
var i : int;
|
||
|
for(i = 0; i < displayedQuestsGUID.Size(); i += 1 )
|
||
|
{
|
||
|
if( displayedQuestsGUID[i] == questGuid )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
displayedQuestsGUID.PushBack(questGuid);
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
function GetRewardMultiplierData( rewardName : name ) : SRewardMultiplier
|
||
|
{
|
||
|
var defaultReward : SRewardMultiplier;
|
||
|
var i : int;
|
||
|
|
||
|
for(i = 0; i < rewardsMultiplier.Size(); i += 1 )
|
||
|
{
|
||
|
if( rewardsMultiplier[i].rewardName == rewardName )
|
||
|
{
|
||
|
return rewardsMultiplier[i];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
defaultReward.rewardName = rewardName;
|
||
|
defaultReward.rewardMultiplier = 1.0;
|
||
|
defaultReward.isItemMultiplier = false;
|
||
|
|
||
|
return defaultReward;
|
||
|
}
|
||
|
|
||
|
function GetRewardMultiplier( rewardName : name ) : float
|
||
|
{
|
||
|
var i : int;
|
||
|
for(i = 0; i < rewardsMultiplier.Size(); i += 1 )
|
||
|
{
|
||
|
if( rewardsMultiplier[i].rewardName == rewardName )
|
||
|
{
|
||
|
return rewardsMultiplier[i].rewardMultiplier;
|
||
|
}
|
||
|
}
|
||
|
return 1.0;
|
||
|
}
|
||
|
|
||
|
function GetRewardMultiplierExists( rewardName : name ) : bool
|
||
|
{
|
||
|
var i : int;
|
||
|
for(i = 0; i < rewardsMultiplier.Size(); i += 1 )
|
||
|
{
|
||
|
if( rewardsMultiplier[i].rewardName == rewardName )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
function SetRewardMultiplier( rewardName : name, value : float, optional isItemMultiplier : bool ) : void
|
||
|
{
|
||
|
var i : int;
|
||
|
var rewardMultiplier : SRewardMultiplier;
|
||
|
|
||
|
for(i = 0; i < rewardsMultiplier.Size(); i += 1 )
|
||
|
{
|
||
|
if( rewardsMultiplier[i].rewardName == rewardName )
|
||
|
{
|
||
|
rewardsMultiplier[i].rewardMultiplier = value;
|
||
|
rewardsMultiplier[i].isItemMultiplier = isItemMultiplier;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
rewardMultiplier.rewardName = rewardName;
|
||
|
rewardMultiplier.rewardMultiplier = value;
|
||
|
rewardMultiplier.isItemMultiplier = isItemMultiplier;
|
||
|
|
||
|
rewardsMultiplier.PushBack(rewardMultiplier);
|
||
|
}
|
||
|
|
||
|
function RemoveRewardMultiplier( rewardName : name ) : void
|
||
|
{
|
||
|
var i : int;
|
||
|
for(i = 0; i < rewardsMultiplier.Size(); i += 1 )
|
||
|
{
|
||
|
if( rewardsMultiplier[i].rewardName == rewardName )
|
||
|
{
|
||
|
rewardsMultiplier.Erase(i);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public final function TissueExtractorDischarge() : bool
|
||
|
{
|
||
|
var ids : array<SItemUniqueId>;
|
||
|
var chargesLeft, uses, curr, max, red, blue, green : int;
|
||
|
var i : int;
|
||
|
var text : string;
|
||
|
|
||
|
ids = thePlayer.inv.GetItemsByName( 'q705_tissue_extractor' );
|
||
|
if( ids.Size() == 0 )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
curr = GetTissueExtractorChargesCurr();
|
||
|
max = GetTissueExtractorChargesMax();
|
||
|
|
||
|
if( curr >= max )
|
||
|
{
|
||
|
|
||
|
uses = FloorF( ( ( float ) curr ) / ( ( float ) max ) );
|
||
|
chargesLeft = Max( 0, curr - uses * max );
|
||
|
|
||
|
|
||
|
inv.SetItemModifierInt( ids[0], 'charges', chargesLeft );
|
||
|
|
||
|
|
||
|
blue = 0;
|
||
|
green = 0;
|
||
|
red = 0;
|
||
|
for( i=0; i<uses; i+=1 )
|
||
|
{
|
||
|
switch( RandRange( 3 ) )
|
||
|
{
|
||
|
case 0:
|
||
|
blue += 1;
|
||
|
break;
|
||
|
case 1:
|
||
|
green += 1;
|
||
|
break;
|
||
|
case 2:
|
||
|
red += 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
text = GetLocStringByKeyExt( "message_q705_extractor_extracted" );
|
||
|
|
||
|
if( blue > 0 )
|
||
|
{
|
||
|
inv.AddAnItem( 'Greater mutagen blue', blue, false, true );
|
||
|
text += "<br/>" + blue + "x " + GetLocStringByKey( inv.GetItemLocalizedNameByName( 'Greater mutagen blue' ) );
|
||
|
}
|
||
|
if( green > 0 )
|
||
|
{
|
||
|
inv.AddAnItem( 'Greater mutagen green', green, false, true );
|
||
|
text += "<br/>" + green + "x " + GetLocStringByKey( inv.GetItemLocalizedNameByName( 'Greater mutagen green' ) );
|
||
|
}
|
||
|
if( red > 0 )
|
||
|
{
|
||
|
inv.AddAnItem( 'Greater mutagen red', red, false, true );
|
||
|
text += "<br/>" + red + "x " + GetLocStringByKey( inv.GetItemLocalizedNameByName( 'Greater mutagen red' ) );
|
||
|
}
|
||
|
|
||
|
|
||
|
theGame.GetGuiManager().ShowNotification( text );
|
||
|
|
||
|
|
||
|
inv.SetItemModifierInt( ids[0], 'ui_notified', 0 );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
|
||
|
theGame.GetGuiManager().ShowNotification( GetLocStringByKeyExt( "message_q705_extractor_too_few_charges" ) );
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public final function TissueExtractorIncCharge()
|
||
|
{
|
||
|
var ids : array<SItemUniqueId>;
|
||
|
var uiData : SInventoryItemUIData;
|
||
|
var curr : int;
|
||
|
|
||
|
ids = thePlayer.inv.GetItemsByName( 'q705_tissue_extractor' );
|
||
|
if( ids.Size() == 0 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
curr = GetTissueExtractorChargesCurr() + 1;
|
||
|
inv.SetItemModifierInt( ids[0], 'charges', curr );
|
||
|
|
||
|
|
||
|
if( curr >= GetTissueExtractorChargesMax() )
|
||
|
{
|
||
|
uiData = inv.GetInventoryItemUIData( ids[0] );
|
||
|
uiData.isNew = true;
|
||
|
inv.SetInventoryItemUIData( ids[0], uiData );
|
||
|
|
||
|
|
||
|
if( inv.GetItemModifierInt( ids[0], 'ui_notified', 0 ) == 0 )
|
||
|
{
|
||
|
inv.SetItemModifierInt( ids[0], 'ui_notified', 1 );
|
||
|
theGame.GetGuiManager().ShowNotification( GetLocStringByKeyExt( "message_q705_extractor_charged" ), , true );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public final function GetTissueExtractorChargesCurr() : int
|
||
|
{
|
||
|
var ids : array<SItemUniqueId>;
|
||
|
|
||
|
ids = thePlayer.inv.GetItemsByName( 'q705_tissue_extractor' );
|
||
|
if( ids.Size() == 0 )
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
return inv.GetItemModifierInt( ids[0], 'charges', 0 );
|
||
|
}
|
||
|
|
||
|
public final function GetTissueExtractorChargesMax() : int
|
||
|
{
|
||
|
var ids : array<SItemUniqueId>;
|
||
|
var val : SAbilityAttributeValue;
|
||
|
|
||
|
ids = thePlayer.inv.GetItemsByName( 'q705_tissue_extractor' );
|
||
|
if( ids.Size() == 0 )
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
val = inv.GetItemAttributeValue( ids[0], 'maxCharges' );
|
||
|
|
||
|
return FloorF( val.valueBase );
|
||
|
}
|
||
|
|
||
|
public function GetEquippedSword(steel : bool) : SItemUniqueId;
|
||
|
|
||
|
public final function HasRequiredLevelToEquipItem(item : SItemUniqueId) : bool
|
||
|
{
|
||
|
if(HasBuff(EET_WolfHour))
|
||
|
{
|
||
|
if((inv.GetItemLevel(item) - 2) > GetLevel() )
|
||
|
return false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if(inv.GetItemLevel(item) > GetLevel() )
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public function SkillReduceBombAmmoBonus()
|
||
|
{
|
||
|
var i, ammo, maxAmmo : int;
|
||
|
var items : array<SItemUniqueId>;
|
||
|
|
||
|
items = inv.GetSingletonItems();
|
||
|
|
||
|
for(i=0; i<items.Size(); i+=1)
|
||
|
{
|
||
|
ammo = inv.GetItemModifierInt(items[i], 'ammo_current');
|
||
|
|
||
|
|
||
|
if(ammo > 0)
|
||
|
{
|
||
|
maxAmmo = inv.SingletonItemGetMaxAmmo(items[i]);
|
||
|
|
||
|
|
||
|
if(ammo > maxAmmo)
|
||
|
{
|
||
|
inv.SetItemModifierInt(items[i], 'ammo_current', maxAmmo);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
theGame.GetGlobalEventsManager().OnScriptedEvent( SEC_OnAmmoChanged );
|
||
|
}
|
||
|
|
||
|
public function ConsumeItem( itemId : SItemUniqueId ) : bool
|
||
|
{
|
||
|
var params : SCustomEffectParams;
|
||
|
var buffs : array<SEffectInfo>;
|
||
|
var i : int;
|
||
|
var category : name;
|
||
|
var potionToxicity : float;
|
||
|
|
||
|
if(!inv.IsIdValid(itemId))
|
||
|
return false;
|
||
|
|
||
|
|
||
|
category = inv.GetItemCategory(itemId);
|
||
|
if(category == 'edibles' || inv.ItemHasTag(itemId, 'Drinks') || ( category == 'alchemy_ingredient' && inv.ItemHasTag(itemId, 'Alcohol')) )
|
||
|
{
|
||
|
|
||
|
if(IsFistFightMinigameEnabled())
|
||
|
{
|
||
|
DisplayActionDisallowedHudMessage(EIAB_Undefined, false, false, true);
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
inv.GetItemBuffs(itemId, buffs);
|
||
|
|
||
|
for(i=0; i<buffs.Size(); i+=1)
|
||
|
{
|
||
|
params.effectType = buffs[i].effectType;
|
||
|
params.creator = this;
|
||
|
params.sourceName = "edible";
|
||
|
params.customAbilityName = buffs[i].effectAbilityName;
|
||
|
AddEffectCustom(params);
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( inv.ItemHasTag(itemId, 'Alcohol') )
|
||
|
{
|
||
|
potionToxicity = CalculateAttributeValue(inv.GetItemAttributeValue(itemId, 'toxicity'));
|
||
|
abilityManager.GainStat(BCS_Toxicity, potionToxicity );
|
||
|
AddEffectDefault(EET_Drunkenness, NULL, inv.GetItemName(itemId));
|
||
|
}
|
||
|
PlayItemConsumeSound( itemId );
|
||
|
}
|
||
|
|
||
|
if(inv.IsItemFood(itemId))
|
||
|
FactsAdd("consumed_food_cnt");
|
||
|
|
||
|
|
||
|
if(!inv.ItemHasTag(itemId, theGame.params.TAG_INFINITE_USE) && !inv.RemoveItem(itemId))
|
||
|
{
|
||
|
LogAssert(false,"Failed to remove consumable item from player inventory!" + inv.GetItemName( itemId ) );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public function MountVehicle( vehicleEntity : CEntity, mountType : EVehicleMountType, optional vehicleSlot : EVehicleSlot )
|
||
|
{
|
||
|
var vehicle : CVehicleComponent;
|
||
|
vehicle = (CVehicleComponent)(vehicleEntity.GetComponentByClassName('CVehicleComponent'));
|
||
|
|
||
|
if ( vehicle )
|
||
|
vehicle.Mount( this, mountType, vehicleSlot );
|
||
|
}
|
||
|
|
||
|
public function DismountVehicle( vehicleEntity : CEntity, dismountType : EDismountType )
|
||
|
{
|
||
|
var vehicle : CVehicleComponent;
|
||
|
vehicle = (CVehicleComponent)(vehicleEntity.GetComponentByClassName('CVehicleComponent'));
|
||
|
|
||
|
if ( vehicle )
|
||
|
vehicle.IssueCommandToDismount( dismountType );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
protected function ShouldDrainStaminaWhileSprinting() : bool
|
||
|
{
|
||
|
if( HasBuff( EET_PolishedGenitals ) && !IsInCombat() && !IsThreatened() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return super.ShouldDrainStaminaWhileSprinting();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
public function HasStaminaToUseAction(action : EStaminaActionType, optional abilityName : name, optional dt :float, optional multiplier : float) : bool
|
||
|
{
|
||
|
var cost : float;
|
||
|
var ret : bool;
|
||
|
|
||
|
ret = super.HasStaminaToUseAction(action, abilityName, dt, multiplier);
|
||
|
|
||
|
if(!ret)
|
||
|
{
|
||
|
SetCombatActionHeading( GetHeading() );
|
||
|
|
||
|
if(multiplier == 0)
|
||
|
multiplier = 1;
|
||
|
|
||
|
cost = multiplier * GetStaminaActionCost(action, abilityName, dt);
|
||
|
SetShowToLowStaminaIndication(cost);
|
||
|
}
|
||
|
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
|
||
|
timer function AbilityManager_FloorStaminaSegment(dt : float, id : int)
|
||
|
{
|
||
|
((W3PlayerAbilityManager)abilityManager).FloorStaminaSegment();
|
||
|
}
|
||
|
|
||
|
public function DrainToxicity(amount : float )
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized() && IsAlive())
|
||
|
abilityManager.DrainToxicity(amount);
|
||
|
}
|
||
|
|
||
|
public function DrainFocus(amount : float )
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized() && IsAlive())
|
||
|
abilityManager.DrainFocus(amount);
|
||
|
}
|
||
|
|
||
|
public function GetOffenseStat():int
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetOffenseStat();
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
public function GetDefenseStat():int
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetDefenseStat();
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
public function GetSignsStat():float
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetSignsStat();
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
private var inWaterTrigger : bool;
|
||
|
|
||
|
event OnOceanTriggerEnter()
|
||
|
{
|
||
|
inWaterTrigger = true;
|
||
|
}
|
||
|
|
||
|
event OnOceanTriggerLeave()
|
||
|
{
|
||
|
inWaterTrigger = false;
|
||
|
}
|
||
|
|
||
|
public function IsInWaterTrigger() : bool
|
||
|
{
|
||
|
return inWaterTrigger;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function GetSkillColor(skill : ESkill) : ESkillColor
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetSkillColor(skill);
|
||
|
|
||
|
return SC_None;
|
||
|
}
|
||
|
|
||
|
public function GetSkillSlotIndexFromSkill(skill : ESkill) : int
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetSkillSlotIndexFromSkill(skill);
|
||
|
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
public final function GetSkillSlotIndex(slotID : int, checkIfUnlocked : bool) : int
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetSkillSlotIndex(slotID, checkIfUnlocked);
|
||
|
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
public final function GetSkillSlotIDFromIndex(skillSlotIndex : int) : int
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetSkillSlotIDFromIndex(skillSlotIndex);
|
||
|
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
public function GetSkillSlotID(skill : ESkill) : int
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetSkillSlotID(skill);
|
||
|
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
public function GetSkillGroupBonus(groupID : int) : name
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetGroupBonus(groupID);
|
||
|
|
||
|
return '';
|
||
|
}
|
||
|
|
||
|
public function GetGroupBonusCount(commonColor : ESkillColor,groupID : int) : int
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetSkillGroupColorCount(commonColor, groupID);
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
public function GetMutagenSlotIDFromGroupID(groupID : int) : int
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetMutagenSlotIDFromGroupID(groupID);
|
||
|
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
public function GetSkillLevel(skill : ESkill) : int
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetSkillLevel(skill);
|
||
|
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
public function GetBoughtSkillLevel(skill : ESkill) : int
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetBoughtSkillLevel(skill);
|
||
|
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
public function AddSkill(skill : ESkill, optional isTemporary : bool)
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
((W3PlayerAbilityManager)abilityManager).AddSkill(skill, isTemporary);
|
||
|
}
|
||
|
|
||
|
public function AddMultipleSkills(skill : ESkill, optional number : int, optional isTemporary : bool)
|
||
|
{
|
||
|
var i : int;
|
||
|
|
||
|
if(number)
|
||
|
{
|
||
|
for( i=0; i<number; i+=1)
|
||
|
{
|
||
|
AddSkill(skill,isTemporary);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
AddSkill(skill,isTemporary);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function GetSkillAbilityName(skill : ESkill) : name
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetSkillAbilityName(skill);
|
||
|
|
||
|
return '';
|
||
|
}
|
||
|
|
||
|
public function HasStaminaToUseSkill(skill : ESkill, optional perSec : bool, optional signHack : bool) : bool
|
||
|
{
|
||
|
var ret : bool;
|
||
|
var cost : float;
|
||
|
|
||
|
cost = GetSkillStaminaUseCost(skill, perSec);
|
||
|
|
||
|
ret = ( CanUseSkill(skill) && (abilityManager.GetStat(BCS_Stamina, signHack) >= cost) );
|
||
|
|
||
|
|
||
|
if(!ret && IsSkillSign(skill) && CanUseSkill(S_Perk_09) && GetStat(BCS_Focus) >= 1)
|
||
|
{
|
||
|
ret = true;
|
||
|
}
|
||
|
|
||
|
|
||
|
if( !ret && IsSkillSign( skill ) && GetWitcherPlayer().HasBuff( EET_GryphonSetBonus ) )
|
||
|
{
|
||
|
ret = true;
|
||
|
}
|
||
|
|
||
|
if(!ret)
|
||
|
{
|
||
|
SetCombatActionHeading( GetHeading() );
|
||
|
SetShowToLowStaminaIndication(cost);
|
||
|
}
|
||
|
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
protected function GetSkillStaminaUseCost(skill : ESkill, optional perSec : bool) : float
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetSkillStaminaUseCost(skill, perSec);
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
public function GetSkillAttributeValue(skill : ESkill, attributeName : name, addBaseCharAttribute : bool, addSkillModsAttribute : bool) : SAbilityAttributeValue
|
||
|
{
|
||
|
var null : SAbilityAttributeValue;
|
||
|
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return abilityManager.GetSkillAttributeValue(SkillEnumToName(skill), attributeName, addBaseCharAttribute, addSkillModsAttribute);
|
||
|
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
public function GetSkillLocalisationKeyName(skill : ESkill) : string
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetSkillLocalisationKeyName(skill);
|
||
|
|
||
|
return "";
|
||
|
}
|
||
|
|
||
|
public function GetSkillLocalisationKeyDescription(skill : ESkill) : string
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetSkillLocalisationKeyDescription(skill);
|
||
|
|
||
|
return "";
|
||
|
}
|
||
|
|
||
|
public function GetSkillIconPath(skill : ESkill) : string
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetSkillIconPath(skill);
|
||
|
|
||
|
return "";
|
||
|
}
|
||
|
|
||
|
public function HasLearnedSkill(skill : ESkill) : bool
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).HasLearnedSkill(skill);
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public function IsSkillEquipped(skill : ESkill) : bool
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).IsSkillEquipped(skill);
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public function CanUseSkill(skill : ESkill) : bool
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).CanUseSkill(skill);
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public function CanLearnSkill(skill : ESkill) : bool
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).CanLearnSkill(skill);
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public function HasSpentEnoughPoints(skill : ESkill) : bool
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).HasSpentEnoughPoints(skill);
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public function PathPointsForSkillsPath(skill : ESkill) : int
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).PathPointsSpentInSkillPathOfSkill(skill);
|
||
|
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
public function GetPlayerSkills() : array<SSkill>
|
||
|
{
|
||
|
var null : array<SSkill>;
|
||
|
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetPlayerSkills();
|
||
|
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
public function GetPlayerSkill(s : ESkill) : SSkill
|
||
|
{
|
||
|
var null : SSkill;
|
||
|
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetPlayerSkill(s);
|
||
|
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
public function GetSkillSubPathType(s : ESkill) : ESkillSubPath
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetSkillSubPathType(s);
|
||
|
|
||
|
return ESSP_NotSet;
|
||
|
}
|
||
|
|
||
|
public function GetSkillSlotsCount() : int
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetSkillSlotsCount();
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
public function GetSkillSlots() : array<SSkillSlot>
|
||
|
{
|
||
|
var null : array<SSkillSlot>;
|
||
|
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetSkillSlots();
|
||
|
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
public function GetPlayerSkillMutagens() : array<SMutagenSlot>
|
||
|
{
|
||
|
var null : array<SMutagenSlot>;
|
||
|
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetPlayerSkillMutagens();
|
||
|
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function BlockSkill(skill : ESkill, block : bool, optional cooldown : float) : bool
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).BlockSkill(skill, block, cooldown);
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public function IsSkillBlocked(skill : ESkill) : bool
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).IsSkillBlocked(skill);
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
public function EquipSkill(skill : ESkill, slotID : int) : bool
|
||
|
{
|
||
|
var ret : bool;
|
||
|
var groupID : int;
|
||
|
var pam : W3PlayerAbilityManager;
|
||
|
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
{
|
||
|
pam = (W3PlayerAbilityManager)abilityManager;
|
||
|
ret = pam.EquipSkill(skill, slotID);
|
||
|
if(ret)
|
||
|
{
|
||
|
groupID = pam.GetSkillGroupIdFromSkillSlotId(slotID);
|
||
|
LogSkillColors("Equipped <<" + GetSkillColor(skill) + ">> skill <<" + skill + ">> to group <<" + groupID + ">>");
|
||
|
LogSkillColors("Group bonus color is now <<" + pam.GetSkillGroupColor(groupID) + ">>");
|
||
|
LogSkillColors("");
|
||
|
}
|
||
|
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
public function UnequipSkill(slotID : int) : bool
|
||
|
{
|
||
|
var ret : bool;
|
||
|
var groupID : int;
|
||
|
var skill : ESkill;
|
||
|
var pam : W3PlayerAbilityManager;
|
||
|
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
{
|
||
|
pam = (W3PlayerAbilityManager)abilityManager;
|
||
|
GetSkillOnSlot(slotID, skill);
|
||
|
ret = pam.UnequipSkill(slotID);
|
||
|
if(ret)
|
||
|
{
|
||
|
groupID = pam.GetSkillGroupIdFromSkillSlotId(slotID);
|
||
|
LogSkillColors("Unequipped <<" + GetSkillColor(skill) + ">> skill <<" + skill + ">> from group <<" + groupID + ">>");
|
||
|
LogSkillColors("Group bonus color is now <<" + pam.GetSkillGroupColor(groupID) + ">>");
|
||
|
LogSkillColors("");
|
||
|
}
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
public function GetSkillOnSlot(slotID : int, out skill : ESkill) : bool
|
||
|
{
|
||
|
if(abilityManager && abilityManager.IsInitialized())
|
||
|
return ((W3PlayerAbilityManager)abilityManager).GetSkillOnSlot(slotID, skill);
|
||
|
|
||
|
skill = S_SUndefined;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
public function GetFreeSkillSlot() : int
|
||
|
{
|
||
|
var i, size : int;
|
||
|
var skill : ESkill;
|
||
|
|
||
|
size = ((W3PlayerAbilityManager)abilityManager).GetSkillSlotsCount();
|
||
|
for(i=1; i<size; i+=1)
|
||
|
{
|
||
|
if(!GetSkillOnSlot(i, skill))
|
||
|
continue;
|
||
|
|
||
|
if(skill == S_SUndefined)
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
protected function Attack( hitTarget : CGameplayEntity, animData : CPreAttackEventData, weaponId : SItemUniqueId, parried : bool, countered : bool, parriedBy : array<CActor>, attackAnimationName : name, hitTime : float, weaponEntity : CItemEntity)
|
||
|
{
|
||
|
var attackAction : W3Action_Attack;
|
||
|
|
||
|
if(!PrepareAttackAction(hitTarget, animData, weaponId, parried, countered, parriedBy, attackAnimationName, hitTime, weaponEntity, attackAction))
|
||
|
return;
|
||
|
|
||
|
if ( attackAction.IsParried() && ( ((CNewNPC)attackAction.victim).IsShielded(attackAction.attacker) || ((CNewNPC)attackAction.victim).SignalGameplayEventReturnInt('IsDefending',0) == 1 ) )
|
||
|
{
|
||
|
thePlayer.SetCanPlayHitAnim(true);
|
||
|
thePlayer.ReactToReflectedAttack(attackAction.victim);
|
||
|
}
|
||
|
|
||
|
theTelemetry.LogWithLabel( TE_FIGHT_PLAYER_ATTACKS, attackAction.GetAttackName() );
|
||
|
|
||
|
|
||
|
theGame.damageMgr.ProcessAction(attackAction);
|
||
|
|
||
|
delete attackAction;
|
||
|
}
|
||
|
|
||
|
public function IsHeavyAttack(attackName : name) : bool
|
||
|
{
|
||
|
var skill : ESkill;
|
||
|
var sup : bool;
|
||
|
|
||
|
sup = super.IsHeavyAttack(attackName);
|
||
|
if(sup)
|
||
|
return true;
|
||
|
|
||
|
if ( attackName == 'attack_heavy_special' )
|
||
|
return true;
|
||
|
|
||
|
skill = SkillNameToEnum(attackName);
|
||
|
|
||
|
return skill == S_Sword_2 || skill == S_Sword_s02;
|
||
|
}
|
||
|
|
||
|
public function IsLightAttack(attackName : name) : bool
|
||
|
{
|
||
|
var skill : ESkill;
|
||
|
var sup : bool;
|
||
|
|
||
|
sup = super.IsLightAttack(attackName);
|
||
|
if(sup)
|
||
|
return true;
|
||
|
|
||
|
skill = SkillNameToEnum(attackName);
|
||
|
|
||
|
return skill == S_Sword_1 || skill == S_Sword_s01;
|
||
|
}
|
||
|
|
||
|
public final function ProcessWeaponCollision()
|
||
|
{
|
||
|
var l_stateName : name;
|
||
|
|
||
|
var l_weaponPosition : Vector;
|
||
|
var l_weaponTipPos : Vector;
|
||
|
var l_collidingPosition : Vector;
|
||
|
var l_offset : Vector;
|
||
|
var l_normal : Vector;
|
||
|
|
||
|
var l_slotMatrix : Matrix;
|
||
|
|
||
|
var l_distance : float;
|
||
|
|
||
|
var l_materialName : name;
|
||
|
var l_hitComponent : CComponent;
|
||
|
var l_destructibleCmp : CDestructionSystemComponent;
|
||
|
var barrel : COilBarrelEntity;
|
||
|
|
||
|
|
||
|
|
||
|
if( isCurrentlyDodging )
|
||
|
return;
|
||
|
|
||
|
l_stateName = GetCurrentStateName();
|
||
|
|
||
|
if( !attackEventInProgress && l_stateName == 'CombatFists' )
|
||
|
return;
|
||
|
|
||
|
CalcEntitySlotMatrix('r_weapon', l_slotMatrix);
|
||
|
|
||
|
l_weaponPosition = MatrixGetTranslation( l_slotMatrix );
|
||
|
|
||
|
|
||
|
switch( l_stateName )
|
||
|
{
|
||
|
case 'CombatFists':
|
||
|
l_offset = MatrixGetAxisX( l_slotMatrix );
|
||
|
l_offset = VecNormalize( l_offset ) * 0.25f;
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
l_offset = MatrixGetAxisZ( l_slotMatrix );
|
||
|
l_offset = VecNormalize( l_offset ) * 1.f;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
l_weaponTipPos = l_weaponPosition + l_offset;
|
||
|
|
||
|
|
||
|
|
||
|
if( !attackEventInProgress )
|
||
|
{
|
||
|
|
||
|
if( m_LastWeaponTipPos == Vector ( 0, 0, 0 ) )
|
||
|
l_distance = 0;
|
||
|
else
|
||
|
l_distance = VecDistance( l_weaponTipPos, m_LastWeaponTipPos ) ;
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
m_LastWeaponTipPos = l_weaponTipPos;
|
||
|
if( l_distance < 0.35f )
|
||
|
return;
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
m_LastWeaponTipPos = l_weaponTipPos;
|
||
|
|
||
|
if ( !theGame.GetWorld().StaticTraceWithAdditionalInfo( l_weaponPosition, l_weaponTipPos, l_collidingPosition, l_normal, l_materialName, l_hitComponent, m_WeaponFXCollisionGroupNames ) )
|
||
|
{
|
||
|
|
||
|
if( l_stateName == 'CombatFists' )
|
||
|
{
|
||
|
CalcEntitySlotMatrix('l_weapon', l_slotMatrix);
|
||
|
l_weaponPosition = MatrixGetTranslation( l_slotMatrix );
|
||
|
l_offset = MatrixGetAxisX( l_slotMatrix );
|
||
|
l_offset = VecNormalize( l_offset ) * 0.25f;
|
||
|
l_weaponTipPos = l_weaponPosition + l_offset;
|
||
|
if( !theGame.GetWorld().StaticTrace( l_weaponPosition, l_weaponTipPos, l_collidingPosition, l_normal, m_WeaponFXCollisionGroupNames ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( !m_CollisionEffect )
|
||
|
{
|
||
|
m_CollisionEffect = theGame.CreateEntity( m_CollisionFxTemplate, l_collidingPosition, EulerAngles(0,0,0) );
|
||
|
}
|
||
|
|
||
|
m_CollisionEffect.Teleport( l_collidingPosition );
|
||
|
|
||
|
|
||
|
switch( l_stateName )
|
||
|
{
|
||
|
case 'CombatFists':
|
||
|
m_CollisionEffect.PlayEffect('fist');
|
||
|
break;
|
||
|
default:
|
||
|
|
||
|
if( m_RefreshWeaponFXType )
|
||
|
{
|
||
|
m_PlayWoodenFX = IsSwordWooden();
|
||
|
m_RefreshWeaponFXType = false;
|
||
|
}
|
||
|
|
||
|
if( m_PlayWoodenFX )
|
||
|
{
|
||
|
m_CollisionEffect.PlayEffect('wood');
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
switch( l_materialName )
|
||
|
{
|
||
|
case 'wood_hollow':
|
||
|
case 'wood_debris':
|
||
|
case 'wood_solid':
|
||
|
m_CollisionEffect.PlayEffect('wood');
|
||
|
break;
|
||
|
case 'dirt_hard':
|
||
|
case 'dirt_soil':
|
||
|
case 'hay':
|
||
|
m_CollisionEffect.PlayEffect('fist');
|
||
|
break;
|
||
|
case 'stone_debris':
|
||
|
case 'stone_solid':
|
||
|
case 'clay_tile':
|
||
|
case 'gravel_large':
|
||
|
case 'gravel_small':
|
||
|
case 'metal':
|
||
|
case 'custom_sword':
|
||
|
m_CollisionEffect.PlayEffect('sparks');
|
||
|
break;
|
||
|
case 'flesh':
|
||
|
m_CollisionEffect.PlayEffect('blood');
|
||
|
break;
|
||
|
default:
|
||
|
m_CollisionEffect.PlayEffect('wood');
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
|
||
|
if(l_hitComponent)
|
||
|
{
|
||
|
barrel = (COilBarrelEntity)l_hitComponent.GetEntity();
|
||
|
if(barrel)
|
||
|
{
|
||
|
barrel.OnFireHit(NULL);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
l_destructibleCmp = (CDestructionSystemComponent) l_hitComponent;
|
||
|
if( l_destructibleCmp && l_stateName != 'CombatFists' )
|
||
|
{
|
||
|
l_destructibleCmp.ApplyFracture();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
public function ReactToReflectedAttack( target : CGameplayEntity)
|
||
|
{
|
||
|
|
||
|
var hp, dmg : float;
|
||
|
var action : W3DamageAction;
|
||
|
|
||
|
super.ReactToReflectedAttack(target);
|
||
|
|
||
|
|
||
|
theGame.VibrateControllerLight();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
function GetFallDist( out fallDist : float ) : bool
|
||
|
{
|
||
|
var fallDiff, jumpTotalDiff : float;
|
||
|
|
||
|
|
||
|
substateManager.m_SharedDataO.CalculateFallingHeights( fallDiff, jumpTotalDiff );
|
||
|
|
||
|
if ( fallDiff <= 0 )
|
||
|
return false;
|
||
|
|
||
|
fallDist = fallDiff;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
function ApplyFallingDamage(heightDiff : float, optional reducing : bool) : float
|
||
|
{
|
||
|
var hpPerc : float;
|
||
|
var tut : STutorialMessage;
|
||
|
|
||
|
if ( IsSwimming() || FactsQuerySum("block_falling_damage") >= 1 )
|
||
|
return 0.0f;
|
||
|
|
||
|
hpPerc = super.ApplyFallingDamage( heightDiff, reducing );
|
||
|
|
||
|
if(hpPerc > 0)
|
||
|
{
|
||
|
theGame.VibrateControllerHard();
|
||
|
|
||
|
if(IsAlive())
|
||
|
{
|
||
|
if(ShouldProcessTutorial('TutorialFallingDamage'))
|
||
|
{
|
||
|
FactsSet( "tutorial_falling_damage", 1 );
|
||
|
}
|
||
|
|
||
|
if(FactsQuerySum("tutorial_falling_damage") > 1 && ShouldProcessTutorial('TutorialFallingRoll'))
|
||
|
{
|
||
|
|
||
|
tut.type = ETMT_Hint;
|
||
|
tut.tutorialScriptTag = 'TutorialFallingRoll';
|
||
|
tut.hintPositionType = ETHPT_DefaultGlobal;
|
||
|
tut.hintDurationType = ETHDT_Long;
|
||
|
tut.canBeShownInMenus = false;
|
||
|
tut.glossaryLink = false;
|
||
|
tut.markAsSeenOnShow = true;
|
||
|
|
||
|
|
||
|
theGame.GetTutorialSystem().DisplayTutorial(tut);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return hpPerc;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
public function SetShowToLowStaminaIndication( value : float ) : void
|
||
|
{
|
||
|
fShowToLowStaminaIndication = value;
|
||
|
}
|
||
|
|
||
|
public function GetShowToLowStaminaIndication() : float
|
||
|
{
|
||
|
return fShowToLowStaminaIndication;
|
||
|
}
|
||
|
|
||
|
public final function IndicateTooLowAdrenaline()
|
||
|
{
|
||
|
SoundEvent("gui_no_adrenaline");
|
||
|
showTooLowAdrenaline = true;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
protected function GotoCombatStateWithAction( initialAction : EInitialAction, optional initialBuff : CBaseGameplayEffect )
|
||
|
{
|
||
|
if ( this.GetCurrentActionType() == ActorAction_Exploration )
|
||
|
ActionCancelAll();
|
||
|
|
||
|
((W3PlayerWitcherStateCombatFists)this.GetState('CombatFists')).SetupState( initialAction, initialBuff );
|
||
|
this.GotoState( 'CombatFists' );
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
public function IsThreat( actor : CActor, optional usePrecalcs : bool ) : bool
|
||
|
{
|
||
|
var npc : CNewNPC;
|
||
|
var dist : float;
|
||
|
var targetCapsuleHeight : float;
|
||
|
var isDistanceExpanded : bool;
|
||
|
var distanceToTarget : float;
|
||
|
var attitude : EAIAttitude;
|
||
|
|
||
|
if (!actor)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( finishableEnemiesList.Contains( actor ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if ( !actor.IsAlive() || actor.IsKnockedUnconscious() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
npc = (CNewNPC)actor;
|
||
|
if (npc && npc.IsHorse() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( hostileEnemies.Contains( actor ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( GetAttitudeBetween( this, actor ) == AIA_Hostile )
|
||
|
{
|
||
|
if ( usePrecalcs )
|
||
|
{
|
||
|
distanceToTarget = Distance2DBetweenCapsuleAndPoint( actor, this ) - targetingPrecalcs.playerRadius;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
distanceToTarget = Distance2DBetweenCapsules( this, actor );
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( distanceToTarget < findMoveTargetDist + 5.0f )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if ( actor.IsInCombat() || this.IsHardLockEnabled() )
|
||
|
{
|
||
|
targetCapsuleHeight = ( (CMovingPhysicalAgentComponent)actor.GetMovingAgentComponent() ).GetCapsuleHeight();
|
||
|
if ( targetCapsuleHeight >= 2.0f || npc.GetCurrentStance() == NS_Fly )
|
||
|
{
|
||
|
|
||
|
if ( distanceToTarget < 40.0f )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( actor.GetAttitudeGroup() == 'npc_charmed' )
|
||
|
{
|
||
|
if ( theGame.GetGlobalAttitude( GetBaseAttitudeGroup(), actor.GetBaseAttitudeGroup() ) == AIA_Hostile )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
function SetBIsCombatActionAllowed ( flag : bool )
|
||
|
{
|
||
|
bIsCombatActionAllowed = flag;
|
||
|
|
||
|
if ( !flag )
|
||
|
{
|
||
|
SetBIsInCombatAction(true);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
this.ProcessLAxisCaching();
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
function GetBIsCombatActionAllowed() : bool
|
||
|
{
|
||
|
return bIsCombatActionAllowed;
|
||
|
}
|
||
|
|
||
|
function SetCombatAction( action : EBufferActionType )
|
||
|
{
|
||
|
currentCombatAction = action;
|
||
|
}
|
||
|
|
||
|
function GetCombatAction() : EBufferActionType
|
||
|
{
|
||
|
return currentCombatAction;
|
||
|
}
|
||
|
|
||
|
protected function WhenCombatActionIsFinished()
|
||
|
{
|
||
|
if(IsThrowingItem() || IsThrowingItemWithAim() )
|
||
|
{
|
||
|
if(inv.IsItemBomb(selectedItemId))
|
||
|
{
|
||
|
BombThrowAbort();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ThrowingAbort();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( this.GetCurrentStateName() != 'DismountHorse' )
|
||
|
OnRangedForceHolster( true );
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
public function IsInCombatAction_Attack(): bool
|
||
|
{
|
||
|
if ( IsInCombatAction_NonSpecialAttack() || IsInCombatAction_SpecialAttack() )
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public function IsInCombatAction_NonSpecialAttack(): bool
|
||
|
{
|
||
|
if ( IsInCombatAction() && ( GetCombatAction() == EBAT_LightAttack || GetCombatAction() == EBAT_HeavyAttack ) )
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public function IsInSpecificCombatAction ( specificCombatAction : EBufferActionType ) : bool
|
||
|
{
|
||
|
if ( IsInCombatAction() && GetCombatAction() == specificCombatAction )
|
||
|
return true;
|
||
|
else
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public function IsInRunAnimation() : bool
|
||
|
{
|
||
|
return isInRunAnimation;
|
||
|
}
|
||
|
|
||
|
|
||
|
public function SetCombatIdleStance( stance : float )
|
||
|
{
|
||
|
SetBehaviorVariable( 'combatIdleStance', stance );
|
||
|
SetBehaviorVariable( 'CombatStanceForOverlay', stance );
|
||
|
|
||
|
if ( stance == 0.f )
|
||
|
LogChannel( 'ComboInput', "combatIdleStance = Left" );
|
||
|
else
|
||
|
LogChannel( 'ComboInput', "combatIdleStance = Right" );
|
||
|
}
|
||
|
|
||
|
public function GetCombatIdleStance() : float
|
||
|
{
|
||
|
|
||
|
return GetBehaviorVariable( 'combatIdleStance' );
|
||
|
}
|
||
|
|
||
|
protected var isRotatingInPlace : bool;
|
||
|
event OnRotateInPlaceStart()
|
||
|
{
|
||
|
isRotatingInPlace = true;
|
||
|
}
|
||
|
|
||
|
event OnRotateInPlaceEnd()
|
||
|
{
|
||
|
isRotatingInPlace = false;
|
||
|
}
|
||
|
|
||
|
event OnFullyBlendedIdle()
|
||
|
{
|
||
|
if ( bLAxisReleased )
|
||
|
{
|
||
|
ResetRawPlayerHeading();
|
||
|
ResetCachedRawPlayerHeading();
|
||
|
defaultLocomotionController.ResetMoveDirection();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private var isInIdle : bool;
|
||
|
|
||
|
event OnPlayerIdleStart()
|
||
|
{
|
||
|
isInIdle = true;
|
||
|
}
|
||
|
|
||
|
event OnPlayerIdleEnd()
|
||
|
{
|
||
|
isInIdle = false;
|
||
|
}
|
||
|
|
||
|
public function IsInIdle() : bool
|
||
|
{
|
||
|
return isInIdle;
|
||
|
}
|
||
|
|
||
|
event OnRunLoopStart()
|
||
|
{
|
||
|
EnableRunCamera( true );
|
||
|
}
|
||
|
|
||
|
event OnRunLoopEnd()
|
||
|
{
|
||
|
EnableRunCamera( false );
|
||
|
}
|
||
|
|
||
|
event OnCombatActionStartBehgraph()
|
||
|
{
|
||
|
var action : EBufferActionType;
|
||
|
var cost, delay : float;
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
OnCombatActionStart();
|
||
|
|
||
|
action = PerformingCombatAction();
|
||
|
switch ( action )
|
||
|
{
|
||
|
case EBAT_LightAttack :
|
||
|
{
|
||
|
abilityManager.GetStaminaActionCost(ESAT_LightAttack, cost, delay);
|
||
|
} break;
|
||
|
case EBAT_HeavyAttack :
|
||
|
{
|
||
|
abilityManager.GetStaminaActionCost(ESAT_HeavyAttack, cost, delay);
|
||
|
} break;
|
||
|
case EBAT_ItemUse :
|
||
|
{
|
||
|
abilityManager.GetStaminaActionCost(ESAT_UsableItem, cost, delay);
|
||
|
} break;
|
||
|
case EBAT_Parry :
|
||
|
{
|
||
|
abilityManager.GetStaminaActionCost(ESAT_Parry, cost, delay);
|
||
|
} break;
|
||
|
case EBAT_Dodge :
|
||
|
{
|
||
|
abilityManager.GetStaminaActionCost(ESAT_Dodge, cost, delay);
|
||
|
} break;
|
||
|
case EBAT_Roll :
|
||
|
abilityManager.GetStaminaActionCost(ESAT_Roll, cost, delay);
|
||
|
break;
|
||
|
case EBAT_SpecialAttack_Light :
|
||
|
{
|
||
|
abilityManager.GetStaminaActionCost(ESAT_Ability, cost, delay, 0,0, GetSkillAbilityName(S_Sword_s01));
|
||
|
} break;
|
||
|
case EBAT_SpecialAttack_Heavy :
|
||
|
{
|
||
|
abilityManager.GetStaminaActionCost(ESAT_Ability, cost, delay, 0,0, GetSkillAbilityName(S_Sword_s02));
|
||
|
} break;
|
||
|
case EBAT_Roll :
|
||
|
{
|
||
|
abilityManager.GetStaminaActionCost(ESAT_Evade, cost, delay);
|
||
|
} break;
|
||
|
|
||
|
default :
|
||
|
;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
if( delay > 0 )
|
||
|
PauseStaminaRegen( 'InsideCombatAction' );
|
||
|
}
|
||
|
|
||
|
public function HolsterUsableItem() : bool
|
||
|
{
|
||
|
return holsterUsableItem;
|
||
|
}
|
||
|
|
||
|
private var isInGuardedState : bool;
|
||
|
public function IsInGuardedState() : bool
|
||
|
{
|
||
|
return isInGuardedState;
|
||
|
}
|
||
|
|
||
|
event OnGuardedStart()
|
||
|
{
|
||
|
isInParryOrCounter = true;
|
||
|
isInGuardedState = true;
|
||
|
}
|
||
|
|
||
|
event OnGuardedEnd()
|
||
|
{
|
||
|
isInParryOrCounter = false;
|
||
|
isInGuardedState = false;
|
||
|
}
|
||
|
|
||
|
private var restoreUsableItem : bool;
|
||
|
private var holsterUsableItem : bool;
|
||
|
event OnCombatActionStart()
|
||
|
{
|
||
|
|
||
|
|
||
|
BlockAction( EIAB_UsableItem, 'OnCombatActionStart' );
|
||
|
BlockAction( EIAB_CallHorse, 'OnCombatActionStart' );
|
||
|
|
||
|
|
||
|
|
||
|
LogChannel('combatActionAllowed',"FALSE OnCombatActionStart");
|
||
|
SetBIsCombatActionAllowed( false );
|
||
|
SetBIsInputAllowed( false, 'OnCombatActionStart' );
|
||
|
|
||
|
|
||
|
ClearFinishableEnemyList( 0.f, 0 );
|
||
|
|
||
|
bIsInHitAnim = false;
|
||
|
|
||
|
|
||
|
|
||
|
if ( rangedWeapon && rangedWeapon.GetCurrentStateName() != 'State_WeaponWait' )
|
||
|
{
|
||
|
CleanCombatActionBuffer();
|
||
|
SetIsAimingCrossbow( false );
|
||
|
OnRangedForceHolster( false, true );
|
||
|
}
|
||
|
|
||
|
|
||
|
holsterUsableItem = false;
|
||
|
if ( thePlayer.IsHoldingItemInLHand() )
|
||
|
{
|
||
|
if ( GetBehaviorVariable( 'combatActionType' ) == (int)CAT_CastSign )
|
||
|
holsterUsableItem = true;
|
||
|
else if ( GetBehaviorVariable( 'combatActionType' ) == (int)CAT_Attack )
|
||
|
{
|
||
|
if ( this.GetCurrentStateName() == 'CombatFists' )
|
||
|
holsterUsableItem = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( holsterUsableItem )
|
||
|
{
|
||
|
thePlayer.SetPlayerActionToRestore ( PATR_None );
|
||
|
thePlayer.OnUseSelectedItem( true );
|
||
|
|
||
|
restoreUsableItem = true;
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( GetBehaviorVariable( 'combatActionType' ) != (int)CAT_Attack && GetBehaviorVariable( 'combatActionType' ) != (int)CAT_PreAttack )
|
||
|
{
|
||
|
RemoveTimer( 'ProcessAttackTimer' );
|
||
|
RemoveTimer( 'AttackTimerEnd' );
|
||
|
UnblockAction( EIAB_DrawWeapon, 'OnCombatActionStart_Attack' );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
|
||
|
BlockAction( EIAB_DrawWeapon, 'OnCombatActionStart_Attack' );
|
||
|
}
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
var isInParryOrCounter : bool;
|
||
|
event OnParryOrCounterStart()
|
||
|
{
|
||
|
isInParryOrCounter = true;
|
||
|
OnCombatActionStartBehgraph();
|
||
|
}
|
||
|
|
||
|
event OnParryOrCounterEnd()
|
||
|
{
|
||
|
isInParryOrCounter = false;
|
||
|
OnCombatActionEnd();
|
||
|
SetBIsInCombatAction( false );
|
||
|
}
|
||
|
|
||
|
|
||
|
event OnCombatActionEnd()
|
||
|
{
|
||
|
var item : SItemUniqueId;
|
||
|
var combatActionType : float;
|
||
|
|
||
|
super.OnCombatActionEnd();
|
||
|
|
||
|
|
||
|
|
||
|
BlockAllActions( 'OnCombatActionStart', false );
|
||
|
|
||
|
UnblockAction( EIAB_DrawWeapon, 'OnCombatActionStart_Attack' );
|
||
|
|
||
|
|
||
|
UnblockAction( EIAB_Movement, 'CombatActionFriendly' );
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
oTCameraOffset = 0.f;
|
||
|
oTCameraPitchOffset = 0.f;
|
||
|
|
||
|
|
||
|
SetBIsCombatActionAllowed( true );
|
||
|
|
||
|
|
||
|
SetBIsInputAllowed( true, 'OnCombatActionEnd' );
|
||
|
SetCanPlayHitAnim( true );
|
||
|
EnableFindTarget( true );
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
SetFinisherVictim( NULL );
|
||
|
|
||
|
OnBlockAllCombatTickets( false );
|
||
|
|
||
|
LogStamina("CombatActionEnd");
|
||
|
|
||
|
|
||
|
|
||
|
SetAttackActionName('');
|
||
|
combatActionType = GetBehaviorVariable('combatActionType');
|
||
|
|
||
|
|
||
|
if(GetBehaviorVariable('combatActionType') == (int)CAT_SpecialAttack)
|
||
|
{
|
||
|
theGame.GetGameCamera().StopAnimation( 'camera_shake_loop_lvl1_1' );
|
||
|
OnSpecialAttackHeavyActionProcess();
|
||
|
}
|
||
|
|
||
|
substateManager.ReactToChanceToFallAndSlide();
|
||
|
}
|
||
|
|
||
|
event OnCombatActionFriendlyStart()
|
||
|
{
|
||
|
SetBIsInCombatActionFriendly(true);
|
||
|
BlockAction( EIAB_Movement, 'CombatActionFriendly', false, false, false );
|
||
|
OnCombatActionStart();
|
||
|
}
|
||
|
|
||
|
event OnCombatActionFriendlyEnd()
|
||
|
{
|
||
|
SetBIsInCombatActionFriendly(false);
|
||
|
UnblockAction( EIAB_Movement, 'CombatActionFriendly' );
|
||
|
OnCombatActionEnd();
|
||
|
SetBIsInCombatAction(false);
|
||
|
|
||
|
}
|
||
|
|
||
|
event OnHitStart()
|
||
|
{
|
||
|
var timeLeft : float;
|
||
|
var currentEffects : array<CBaseGameplayEffect>;
|
||
|
var none : SAbilityAttributeValue;
|
||
|
|
||
|
CancelHoldAttacks();
|
||
|
WhenCombatActionIsFinished();
|
||
|
if ( isInFinisher )
|
||
|
{
|
||
|
if ( finisherTarget )
|
||
|
( (CNewNPC)finisherTarget ).SignalGameplayEvent( 'FinisherInterrupt' );
|
||
|
isInFinisher = false;
|
||
|
finisherTarget = NULL;
|
||
|
SetBIsCombatActionAllowed( true );
|
||
|
}
|
||
|
|
||
|
bIsInHitAnim = true;
|
||
|
|
||
|
OnCombatActionStart();
|
||
|
|
||
|
|
||
|
ResumeStaminaRegen( 'InsideCombatAction' );
|
||
|
|
||
|
if( GetHealthPercents() < 0.3f )
|
||
|
{
|
||
|
PlayBattleCry('BattleCryBadSituation', 0.10f, true );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
PlayBattleCry('BattleCryBadSituation', 0.05f, true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event OnHitStartSwimming()
|
||
|
{
|
||
|
OnRangedForceHolster( true, true, false );
|
||
|
}
|
||
|
|
||
|
private var finisherSaveLock : int;
|
||
|
event OnFinisherStart()
|
||
|
{
|
||
|
var currentEffects : array<CBaseGameplayEffect>;
|
||
|
|
||
|
theGame.CreateNoSaveLock("Finisher",finisherSaveLock,true,false);
|
||
|
|
||
|
isInFinisher = true;
|
||
|
|
||
|
finisherTarget = slideTarget;
|
||
|
OnCombatActionStart();
|
||
|
|
||
|
CancelHoldAttacks();
|
||
|
|
||
|
PlayFinisherCameraAnimation( theGame.GetSyncAnimManager().GetFinisherCameraAnimName() );
|
||
|
this.AddAnimEventCallback('SyncEvent','OnFinisherAnimEvent_SyncEvent');
|
||
|
SetImmortalityMode( AIM_Invulnerable, AIC_SyncedAnim );
|
||
|
}
|
||
|
|
||
|
public function IsPerformingFinisher() : bool
|
||
|
{
|
||
|
return isInFinisher;
|
||
|
}
|
||
|
|
||
|
private function PlayFinisherCameraAnimation( cameraAnimName : name )
|
||
|
{
|
||
|
var camera : CCustomCamera = theGame.GetGameCamera();
|
||
|
var animation : SCameraAnimationDefinition;
|
||
|
|
||
|
if( IsLastEnemyKilled() && theGame.GetWorld().NavigationCircleTest( this.GetWorldPosition(), 3.f ) )
|
||
|
{
|
||
|
camera.StopAnimation('camera_shake_hit_lvl3_1' );
|
||
|
|
||
|
animation.animation = cameraAnimName;
|
||
|
animation.priority = CAP_Highest;
|
||
|
animation.blendIn = 0.15f;
|
||
|
animation.blendOut = 1.0f;
|
||
|
animation.weight = 1.f;
|
||
|
animation.speed = 1.0f;
|
||
|
animation.reset = true;
|
||
|
|
||
|
camera.PlayAnimation( animation );
|
||
|
|
||
|
|
||
|
thePlayer.EnableManualCameraControl( false, 'Finisher' );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function IsLastEnemyKilled() : bool
|
||
|
{
|
||
|
var tempMoveTargets : array<CActor>;
|
||
|
|
||
|
FindMoveTarget();
|
||
|
tempMoveTargets = GetMoveTargets();
|
||
|
if ( tempMoveTargets.Size() <= 0 || !thePlayer.IsThreat( tempMoveTargets[0] ) )
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
event OnFinisherAnimEvent_SyncEvent( animEventName : name, animEventType : EAnimationEventType, animInfo : SAnimationEventAnimInfo )
|
||
|
{
|
||
|
if ( finisherTarget )
|
||
|
( (CNewNPC)finisherTarget ).SignalGameplayEvent('FinisherKill');
|
||
|
finisherTarget = NULL;
|
||
|
}
|
||
|
|
||
|
event OnFinisherEnd()
|
||
|
{
|
||
|
isInFinisher = false;
|
||
|
finisherTarget = NULL;
|
||
|
|
||
|
theGame.ReleaseNoSaveLock(finisherSaveLock);
|
||
|
|
||
|
this.RemoveAnimEventCallback('SyncEvent');
|
||
|
|
||
|
|
||
|
SetImmortalityMode( AIM_None, AIC_SyncedAnim );
|
||
|
theGame.RemoveTimeScale( 'AnimEventSlomoMo' );
|
||
|
AddTimer( 'FinisherEndEnableCamera', 0.5f );
|
||
|
|
||
|
OnCombatActionEnd();
|
||
|
OnCombatActionEndComplete();
|
||
|
}
|
||
|
|
||
|
private timer function FinisherEndEnableCamera( dt : float, id : int )
|
||
|
{
|
||
|
thePlayer.EnableManualCameraControl( true, 'Finisher' );
|
||
|
}
|
||
|
|
||
|
public function SpawnFinisherBlood()
|
||
|
{
|
||
|
var weaponEntity : CEntity;
|
||
|
var weaponSlotMatrix : Matrix;
|
||
|
var bloodFxPos : Vector;
|
||
|
var bloodFxRot : EulerAngles;
|
||
|
var tempEntity : CEntity;
|
||
|
|
||
|
weaponEntity = this.GetInventory().GetItemEntityUnsafe( GetInventory().GetItemFromSlot('r_weapon') );
|
||
|
weaponEntity.CalcEntitySlotMatrix( 'blood_fx_point', weaponSlotMatrix );
|
||
|
bloodFxPos = MatrixGetTranslation( weaponSlotMatrix );
|
||
|
bloodFxRot = this.GetWorldRotation();
|
||
|
tempEntity = theGame.CreateEntity( (CEntityTemplate)LoadResource('finisher_blood'), bloodFxPos, bloodFxRot);
|
||
|
tempEntity.PlayEffect('crawl_blood');
|
||
|
}
|
||
|
|
||
|
|
||
|
event OnCombatActionEndComplete()
|
||
|
{
|
||
|
var buff : CBaseGameplayEffect;
|
||
|
|
||
|
buff = ChooseCurrentCriticalBuffForAnim();
|
||
|
SetCombatAction( EBAT_EMPTY );
|
||
|
|
||
|
|
||
|
UnblockAction( EIAB_DrawWeapon, 'OnCombatActionStart' );
|
||
|
UnblockAction( EIAB_OpenInventory, 'OnCombatActionStart' );
|
||
|
UnblockAction( EIAB_UsableItem, 'OnCombatActionStart' );
|
||
|
|
||
|
UnblockAction( EIAB_DrawWeapon, 'OnCombatActionStart_Attack' );
|
||
|
|
||
|
SetUnpushableTarget( NULL );
|
||
|
SetBIsInCombatAction(false);
|
||
|
SetIsCurrentlyDodging(false);
|
||
|
SetMoveTargetChangeAllowed( true );
|
||
|
SetCanPlayHitAnim( true );
|
||
|
|
||
|
SetFinisherVictim( NULL );
|
||
|
|
||
|
this.RemoveBuffImmunity(EET_Burning, 'AnimEvent_RemoveBurning');
|
||
|
|
||
|
if ( rangedWeapon && rangedWeapon.GetCurrentStateName() == 'State_WeaponWait' && !buff )
|
||
|
{
|
||
|
ClearCustomOrientationInfoStack();
|
||
|
SetSlideTarget( NULL );
|
||
|
}
|
||
|
|
||
|
UnblockAction( EIAB_Crossbow, 'OnForceHolster' );
|
||
|
|
||
|
specialAttackCamera = false;
|
||
|
|
||
|
bIsRollAllowed = false;
|
||
|
|
||
|
if ( bLAxisReleased )
|
||
|
{
|
||
|
ResetRawPlayerHeading();
|
||
|
ResetCachedRawPlayerHeading();
|
||
|
}
|
||
|
|
||
|
|
||
|
ReapplyCriticalBuff();
|
||
|
SetBIsInputAllowed( true, 'OnCombatActionEndComplete' );
|
||
|
|
||
|
|
||
|
ResumeStaminaRegen( 'InsideCombatAction' );
|
||
|
|
||
|
bIsInHitAnim = false;
|
||
|
|
||
|
SetBIsCombatActionAllowed( true );
|
||
|
|
||
|
m_LastWeaponTipPos = Vector(0, 0, 0, 0 );
|
||
|
|
||
|
|
||
|
this.AddTimer('FreeTickets',3.f,false);
|
||
|
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
event OnMovementFullyBlended()
|
||
|
{
|
||
|
SetBehaviorVariable( 'isPerformingSpecialAttack', 0.f );
|
||
|
|
||
|
if ( restoreUsableItem )
|
||
|
{
|
||
|
restoreUsableItem = false;
|
||
|
SetPlayerActionToRestore ( PATR_Default );
|
||
|
OnUseSelectedItem();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event OnCombatMovementStart()
|
||
|
{
|
||
|
SetCombatIdleStance( 1.f );
|
||
|
OnCombatActionEndComplete();
|
||
|
}
|
||
|
|
||
|
timer function FreeTickets( dt : float, id : int )
|
||
|
{
|
||
|
FreeTicketAtCombatTarget();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
event OnGuardedReleased(){}
|
||
|
event OnPerformAttack( playerAttackType : name ){}
|
||
|
event OnPerformEvade( playerEvadeType : EPlayerEvadeType ){}
|
||
|
event OnInterruptAttack(){}
|
||
|
event OnPerformGuard(){}
|
||
|
event OnSpawnHorse(){}
|
||
|
event OnDismountActionScriptCallback(){}
|
||
|
|
||
|
event OnHorseSummonStart()
|
||
|
{
|
||
|
thePlayer.BlockAction(EIAB_CallHorse, 'HorseSummon');
|
||
|
thePlayer.BlockAction(EIAB_Signs, 'HorseSummon');
|
||
|
thePlayer.BlockAction(EIAB_Crossbow, 'HorseSummon');
|
||
|
thePlayer.BlockAction(EIAB_UsableItem, 'HorseSummon');
|
||
|
thePlayer.BlockAction(EIAB_ThrowBomb, 'HorseSummon');
|
||
|
thePlayer.BlockAction(EIAB_SwordAttack, 'HorseSummon');
|
||
|
thePlayer.BlockAction(EIAB_Jump, 'HorseSummon');
|
||
|
thePlayer.BlockAction(EIAB_Dodge, 'HorseSummon');
|
||
|
thePlayer.BlockAction(EIAB_LightAttacks, 'HorseSummon');
|
||
|
thePlayer.BlockAction(EIAB_HeavyAttacks, 'HorseSummon');
|
||
|
thePlayer.BlockAction(EIAB_SpecialAttackLight, 'HorseSummon');
|
||
|
thePlayer.BlockAction(EIAB_SpecialAttackHeavy, 'HorseSummon');
|
||
|
|
||
|
horseSummonTimeStamp = theGame.GetEngineTimeAsSeconds();
|
||
|
}
|
||
|
|
||
|
event OnHorseSummonStop()
|
||
|
{
|
||
|
thePlayer.BlockAllActions('HorseSummon',false);
|
||
|
}
|
||
|
|
||
|
|
||
|
event OnCombatActionStartVehicle( action : EVehicleCombatAction )
|
||
|
{
|
||
|
this.SetBIsCombatActionAllowed( false );
|
||
|
|
||
|
if ( action != EHCA_ShootCrossbow )
|
||
|
{
|
||
|
SetIsAimingCrossbow( false );
|
||
|
OnRangedForceHolster();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event OnCombatActionEndVehicle()
|
||
|
{
|
||
|
this.SetBIsCombatActionAllowed( true );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
protected function CriticalBuffInformBehavior(buff : CBaseGameplayEffect)
|
||
|
{
|
||
|
|
||
|
if( !CanAnimationReactToCriticalState( buff ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
SetBehaviorVariable( 'CriticalStateType', (int)GetBuffCriticalType(buff) );
|
||
|
SetBehaviorVariable( 'bCriticalState', 1);
|
||
|
|
||
|
if(CriticalBuffUsesFullBodyAnim(buff))
|
||
|
RaiseEvent('CriticalState');
|
||
|
|
||
|
SetBehaviorVariable( 'IsInAir', (int)IsInAir());
|
||
|
|
||
|
LogCritical("Sending player critical state event for <<" + buff.GetEffectType() + ">>");
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
private function CanAnimationReactToCriticalState( buff : CBaseGameplayEffect ) : bool
|
||
|
{
|
||
|
var buffCritical : W3CriticalEffect;
|
||
|
var buffCriticalDOT : W3CriticalDOTEffect;
|
||
|
var isHeavyCritical : bool;
|
||
|
|
||
|
isHeavyCritical = false;
|
||
|
|
||
|
|
||
|
buffCritical = ( W3CriticalEffect ) buff;
|
||
|
if( buffCritical )
|
||
|
{
|
||
|
isHeavyCritical = buffCritical.explorationStateHandling == ECH_HandleNow;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
buffCriticalDOT = ( W3CriticalDOTEffect ) buff;
|
||
|
if( buffCriticalDOT )
|
||
|
{
|
||
|
isHeavyCritical = buffCriticalDOT.explorationStateHandling == ECH_HandleNow;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
if( !isHeavyCritical )
|
||
|
{
|
||
|
if( !CanReactToCriticalState() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public function CanReactToCriticalState() : bool
|
||
|
{
|
||
|
return substateManager.CanReactToHardCriticalState();
|
||
|
}
|
||
|
|
||
|
event OnCriticalStateAnimStart()
|
||
|
{
|
||
|
var heading : float;
|
||
|
var newCritical : ECriticalStateType;
|
||
|
var newReqCS : CBaseGameplayEffect;
|
||
|
|
||
|
OnCombatActionEndComplete();
|
||
|
|
||
|
|
||
|
newReqCS = newRequestedCS;
|
||
|
if(super.OnCriticalStateAnimStart())
|
||
|
{
|
||
|
|
||
|
RemoveTimer( 'IsItemUseInputHeld' );
|
||
|
keepRequestingCriticalAnimStart = false;
|
||
|
CancelHoldAttacks();
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
if(!IsUsingVehicle())
|
||
|
{
|
||
|
newCritical = GetBuffCriticalType(newReqCS);
|
||
|
if(newCritical == ECST_HeavyKnockdown
|
||
|
|| newCritical == ECST_Knockdown
|
||
|
|| newCritical == ECST_Stagger
|
||
|
|| newCritical == ECST_Ragdoll
|
||
|
|| newCritical == ECST_LongStagger )
|
||
|
{
|
||
|
if(newReqCS.GetCreator())
|
||
|
heading = VecHeading(newReqCS.GetCreator().GetWorldPosition() - GetWorldPosition());
|
||
|
else
|
||
|
heading = GetHeading();
|
||
|
|
||
|
|
||
|
SetCustomRotation( 'Knockdown', heading, 2160.f, 0.1f, true );
|
||
|
|
||
|
if ( newCritical != ECST_Stagger && newCritical != ECST_LongStagger )
|
||
|
substateManager.ReactOnCriticalState( true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
theGame.GetBehTreeReactionManager().CreateReactionEventIfPossible( this, 'CriticalEffectStart', -1, 30.0f, -1.f, -1, true );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
public function StartCSAnim(buff : CBaseGameplayEffect) : bool
|
||
|
{
|
||
|
SetBehaviorVariable( 'bCriticalStopped', 0 );
|
||
|
|
||
|
if(super.StartCSAnim(buff))
|
||
|
{
|
||
|
if(!CriticalBuffUsesFullBodyAnim(buff))
|
||
|
{
|
||
|
OnCriticalStateAnimStart();
|
||
|
}
|
||
|
|
||
|
ResumeStaminaRegen( 'InsideCombatAction' );
|
||
|
|
||
|
keepRequestingCriticalAnimStart = true;
|
||
|
AddTimer('RequestCriticalAnimStart', 0, true);
|
||
|
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
public function CriticalEffectAnimationInterrupted(reason : string) : bool
|
||
|
{
|
||
|
var ret : bool;
|
||
|
|
||
|
LogCriticalPlayer("R4Player.CriticalEffectAnimationInterrupted() - because: " + reason);
|
||
|
|
||
|
ret = super.CriticalEffectAnimationInterrupted(reason);
|
||
|
|
||
|
if(ret)
|
||
|
{
|
||
|
keepRequestingCriticalAnimStart = false;
|
||
|
}
|
||
|
|
||
|
substateManager.ReactOnCriticalState( false );
|
||
|
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
public function CriticalStateAnimStopped(forceRemoveBuff : bool)
|
||
|
{
|
||
|
LogCriticalPlayer("R4Player.CriticalStateAnimStopped() - forced: " + forceRemoveBuff);
|
||
|
|
||
|
theGame.GetBehTreeReactionManager().CreateReactionEventIfPossible( this, 'RecoveredFromCriticalEffect', -1, 30.0f, -1.f, -1, true );
|
||
|
super.CriticalStateAnimStopped(forceRemoveBuff);
|
||
|
|
||
|
substateManager.ReactOnCriticalState( false );
|
||
|
}
|
||
|
|
||
|
|
||
|
timer function RequestCriticalAnimStart(dt : float, id : int)
|
||
|
{
|
||
|
if(keepRequestingCriticalAnimStart)
|
||
|
{
|
||
|
if(newRequestedCS && newRequestedCS.GetDurationLeft() > 0)
|
||
|
{
|
||
|
CriticalBuffInformBehavior(newRequestedCS);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
keepRequestingCriticalAnimStart = false;
|
||
|
RemoveTimer('RequestCriticalAnimStart');
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
RemoveTimer('RequestCriticalAnimStart');
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event OnRagdollUpdate(progress : float)
|
||
|
{
|
||
|
|
||
|
|
||
|
SetIsInAir(progress == 0);
|
||
|
}
|
||
|
|
||
|
|
||
|
event OnRagdollOnGround()
|
||
|
{
|
||
|
|
||
|
TryToEndRagdollOnGround( 0.0f );
|
||
|
}
|
||
|
|
||
|
event OnRagdollInAir()
|
||
|
{
|
||
|
RemoveTimer('TryToEndRagdollOnGround');
|
||
|
}
|
||
|
|
||
|
event OnNoLongerInRagdoll()
|
||
|
{
|
||
|
RemoveTimer('TryToEndRagdollOnGround');
|
||
|
}
|
||
|
|
||
|
timer function TryToEndRagdollOnGround( td : float, optional id : int)
|
||
|
{
|
||
|
var critical : CBaseGameplayEffect;
|
||
|
var type : EEffectType;
|
||
|
|
||
|
critical = GetCurrentlyAnimatedCS();
|
||
|
if(critical)
|
||
|
{
|
||
|
type = critical.GetEffectType();
|
||
|
if(type == EET_Knockdown || type == EET_HeavyKnockdown || type == EET_Ragdoll)
|
||
|
{
|
||
|
|
||
|
if (critical.GetTimeActive() >= 2.5f)
|
||
|
{
|
||
|
SetIsInAir(false);
|
||
|
RequestCriticalAnimStop();
|
||
|
RemoveTimer('TryToEndRagdollOnGround');
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
AddTimer('TryToEndRagdollOnGround', 0.2f, true);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
RemoveTimer('TryToEndRagdollOnGround');
|
||
|
}
|
||
|
|
||
|
public function RequestCriticalAnimStop(optional dontSetCriticalToStopped : bool)
|
||
|
{
|
||
|
var buff : CBaseGameplayEffect;
|
||
|
|
||
|
buff = GetCurrentlyAnimatedCS();
|
||
|
if(buff && !CriticalBuffUsesFullBodyAnim(buff))
|
||
|
{
|
||
|
CriticalStateAnimStopped(false);
|
||
|
}
|
||
|
|
||
|
if(!buff || !CriticalBuffUsesFullBodyAnim(buff))
|
||
|
{
|
||
|
SetBehaviorVariable( 'bCriticalState', 0);
|
||
|
}
|
||
|
|
||
|
super.RequestCriticalAnimStop(dontSetCriticalToStopped);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function SimulateBuffTimePassing(simulatedTime : float)
|
||
|
{
|
||
|
effectManager.SimulateBuffTimePassing(simulatedTime);
|
||
|
}
|
||
|
|
||
|
public function AddEffectDefault(effectType : EEffectType, creat : CGameplayEntity, srcName : string, optional isSignEffect : bool) : EEffectInteract
|
||
|
{
|
||
|
var params : SCustomEffectParams;
|
||
|
|
||
|
|
||
|
if(effectType == EET_Stagger || effectType == EET_LongStagger || effectType == EET_Knockdown || effectType == EET_HeavyKnockdown)
|
||
|
{
|
||
|
params.effectType = effectType;
|
||
|
params.creator = creat;
|
||
|
params.sourceName = srcName;
|
||
|
params.isSignEffect = isSignEffect;
|
||
|
|
||
|
if ( effectType == EET_Stagger )
|
||
|
params.duration = 1.83;
|
||
|
else if ( effectType == EET_LongStagger )
|
||
|
params.duration = 4;
|
||
|
else if ( effectType == EET_Knockdown )
|
||
|
params.duration = 2.5;
|
||
|
else if ( effectType == EET_HeavyKnockdown )
|
||
|
params.duration = 4;
|
||
|
|
||
|
return super.AddEffectCustom(params);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return super.AddEffectDefault(effectType, creat, srcName, isSignEffect);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function CheatResurrect()
|
||
|
{
|
||
|
var items : array< SItemUniqueId >;
|
||
|
var i, size, itemLevel, maxPrice, itemPrice : int;
|
||
|
var itemToEquip : SItemUniqueId;
|
||
|
|
||
|
if(IsAlive())
|
||
|
return;
|
||
|
|
||
|
|
||
|
if ( !theGame.GetGuiManager().GetRootMenu() )
|
||
|
{
|
||
|
Log(" *** Call this function after DeathScreen appears *** ");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
SetAlive(true);
|
||
|
|
||
|
SetKinematic(true);
|
||
|
|
||
|
EnableFindTarget( true );
|
||
|
SetBehaviorVariable( 'Ragdoll_Weight', 0.f );
|
||
|
RaiseForceEvent( 'RecoverFromRagdoll' );
|
||
|
SetCanPlayHitAnim( true );
|
||
|
SetBehaviorVariable( 'CriticalStateType', (int)ECST_None );
|
||
|
GoToStateIfNew('Exploration');
|
||
|
|
||
|
( (CDismembermentComponent)this.GetComponent( 'Dismemberment' ) ).ClearVisibleWound();
|
||
|
|
||
|
SetIsInAir(false);
|
||
|
|
||
|
theInput.SetContext('Exploration');
|
||
|
|
||
|
ResetDeathType();
|
||
|
|
||
|
ForceUnlockAllInputActions(false);
|
||
|
|
||
|
theGame.CloseMenu('DeathScreenMenu');
|
||
|
|
||
|
|
||
|
theSound.LeaveGameState(ESGS_Death);
|
||
|
|
||
|
|
||
|
abilityManager.ForceSetStat(BCS_Vitality, GetStatMax(BCS_Vitality));
|
||
|
effectManager.StopVitalityRegen();
|
||
|
abilityManager.ForceSetStat( BCS_Air , 100.f );
|
||
|
effectManager.StopAirRegen();
|
||
|
abilityManager.ForceSetStat( BCS_Stamina , 100.f );
|
||
|
effectManager.StopStaminaRegen();
|
||
|
abilityManager.ForceSetStat( BCS_Toxicity , 0.f );
|
||
|
abilityManager.ForceSetStat( BCS_Focus , 0.f );
|
||
|
GetWitcherPlayer().UpdateEncumbrance();
|
||
|
|
||
|
|
||
|
if ( !inv.IsThereItemOnSlot( EES_SteelSword ) )
|
||
|
{
|
||
|
items = inv.GetItemsByCategory( 'steelsword' );
|
||
|
}
|
||
|
else if ( !inv.IsThereItemOnSlot( EES_SilverSword ) )
|
||
|
{
|
||
|
items = inv.GetItemsByCategory( 'silversword' );
|
||
|
}
|
||
|
|
||
|
size = items.Size();
|
||
|
maxPrice = -1;
|
||
|
for ( i = 0; i < size; i += 1 )
|
||
|
{
|
||
|
itemPrice = inv.GetItemPrice(items[i]);
|
||
|
itemLevel = inv.GetItemLevel(items[i]);
|
||
|
if ( itemLevel <= GetLevel() && itemPrice > maxPrice )
|
||
|
{
|
||
|
maxPrice = itemPrice;
|
||
|
itemToEquip = items[i];
|
||
|
}
|
||
|
}
|
||
|
if( inv.IsIdValid( itemToEquip ) )
|
||
|
{
|
||
|
EquipItem( itemToEquip , , true );
|
||
|
}
|
||
|
|
||
|
theGame.ReleaseNoSaveLock(deathNoSaveLock);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
public function SetIsInsideInteraction(b : bool) {isInsideInteraction = b;}
|
||
|
public function IsInsideInteraction() : bool {return isInsideInteraction;}
|
||
|
|
||
|
public function SetIsInsideHorseInteraction( b : bool, horse : CEntity )
|
||
|
{
|
||
|
isInsideHorseInteraction = b;
|
||
|
horseInteractionSource = horse;
|
||
|
}
|
||
|
public function IsInsideHorseInteraction() : bool {return isInsideHorseInteraction;}
|
||
|
|
||
|
|
||
|
event OnInteractionActivationTest( interactionComponentName : string, activator : CEntity )
|
||
|
{
|
||
|
if ( interactionComponentName == "ClimbLadder" )
|
||
|
{
|
||
|
if( PlayerHasLadderExplorationReady() )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
private function PlayerHasLadderExplorationReady() : bool
|
||
|
{
|
||
|
if( !substateManager.CanInteract() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if( !substateManager.m_SharedDataO.HasValidLadderExploration() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function SetGuarded(flag : bool)
|
||
|
{
|
||
|
super.SetGuarded(flag);
|
||
|
|
||
|
if(flag && FactsQuerySum("tut_fight_use_slomo") > 0)
|
||
|
{
|
||
|
theGame.RemoveTimeScale( theGame.GetTimescaleSource(ETS_TutorialFight) );
|
||
|
FactsRemove("tut_fight_slomo_ON");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
public function IsGuarded() : bool
|
||
|
{
|
||
|
return super.IsGuarded() && ( !rangedWeapon || rangedWeapon.GetCurrentStateName() == 'State_WeaponWait' );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function GetSelectedItemId() : SItemUniqueId {return selectedItemId;}
|
||
|
public function ClearSelectedItemId() {selectedItemId = GetInvalidUniqueId();}
|
||
|
|
||
|
public function IsHoldingItemInLHand() : bool
|
||
|
{
|
||
|
return currentlyEquipedItemL != GetInvalidUniqueId();
|
||
|
}
|
||
|
|
||
|
public function GetCurrentlyUsedItemL () : W3UsableItem
|
||
|
{
|
||
|
return currentlyUsedItemL;
|
||
|
}
|
||
|
|
||
|
public function SetPlayerActionToRestore ( actionToRestoreType : EPlayerActionToRestore )
|
||
|
{
|
||
|
playerActionToRestore = actionToRestoreType;
|
||
|
}
|
||
|
|
||
|
public function IsCurrentlyUsingItemL () : bool
|
||
|
{
|
||
|
return currentlyUsingItem;
|
||
|
}
|
||
|
|
||
|
function BlockSlotsOnLItemUse ()
|
||
|
{
|
||
|
var slotsToBlock : array<name>;
|
||
|
|
||
|
slotsToBlock.PushBack( 'Slot1' );
|
||
|
slotsToBlock.PushBack( 'Slot2' );
|
||
|
slotsToBlock.PushBack( 'Slot3' );
|
||
|
slotsToBlock.PushBack( 'Slot4' );
|
||
|
slotsToBlock.PushBack( 'Slot5' );
|
||
|
slotsToBlock.PushBack( 'Yrden' );
|
||
|
slotsToBlock.PushBack( 'Quen' );
|
||
|
slotsToBlock.PushBack( 'Igni' );
|
||
|
slotsToBlock.PushBack( 'Axii' );
|
||
|
slotsToBlock.PushBack( 'Aard' );
|
||
|
|
||
|
|
||
|
EnableRadialSlotsWithSource ( false, slotsToBlock, 'usableItemL' );
|
||
|
}
|
||
|
|
||
|
function UnblockSlotsOnLItemUse ()
|
||
|
{
|
||
|
var slotsToBlock : array<name>;
|
||
|
|
||
|
slotsToBlock.PushBack( 'Slot1' );
|
||
|
slotsToBlock.PushBack( 'Slot2' );
|
||
|
slotsToBlock.PushBack( 'Slot3' );
|
||
|
slotsToBlock.PushBack( 'Slot4' );
|
||
|
slotsToBlock.PushBack( 'Slot5' );
|
||
|
slotsToBlock.PushBack( 'Yrden' );
|
||
|
slotsToBlock.PushBack( 'Quen' );
|
||
|
slotsToBlock.PushBack( 'Igni' );
|
||
|
slotsToBlock.PushBack( 'Axii' );
|
||
|
slotsToBlock.PushBack( 'Aard' );
|
||
|
|
||
|
|
||
|
EnableRadialSlotsWithSource ( true, slotsToBlock, 'usableItemL' );
|
||
|
}
|
||
|
|
||
|
function IsUsableItemLBlocked () : bool
|
||
|
{
|
||
|
return isUsableItemBlocked;
|
||
|
}
|
||
|
function HideUsableItem( optional force : bool )
|
||
|
{
|
||
|
if( currentlyEquipedItemL != GetInvalidUniqueId() )
|
||
|
{
|
||
|
if( force )
|
||
|
{
|
||
|
if( !RaiseForceEvent( 'ItemEndL' ) )
|
||
|
{
|
||
|
|
||
|
OnUsingItemsReset();
|
||
|
}
|
||
|
return;
|
||
|
|
||
|
}
|
||
|
RaiseEvent( 'ItemUseL' );
|
||
|
}
|
||
|
}
|
||
|
function ProcessUsableItemsTransition ( actionToRestore : EPlayerActionToRestore )
|
||
|
{
|
||
|
var category : name;
|
||
|
var signSkill : ESkill;
|
||
|
|
||
|
category = inv.GetItemCategory ( selectedItemId );
|
||
|
signSkill = SignEnumToSkillEnum( GetEquippedSign());
|
||
|
|
||
|
switch ( actionToRestore )
|
||
|
{
|
||
|
case PATR_None:
|
||
|
if ( currentlyUsedItemL )
|
||
|
{
|
||
|
inv.UnmountItem( currentlyEquipedItemL, true );
|
||
|
}
|
||
|
currentlyEquipedItemL = GetInvalidUniqueId();
|
||
|
return;
|
||
|
|
||
|
case PATR_Default:
|
||
|
if ( IsSlotQuickslot( inv.GetSlotForItemId ( selectedItemId )) && category == 'usable' && currentlyEquipedItemL != selectedItemId )
|
||
|
{
|
||
|
if ( currentlyUsedItemL )
|
||
|
{
|
||
|
inv.UnmountItem( currentlyEquipedItemL, true );
|
||
|
}
|
||
|
currentlyEquipedItemL = GetInvalidUniqueId();
|
||
|
OnUseSelectedItem();
|
||
|
return;
|
||
|
}
|
||
|
break;
|
||
|
case PATR_Crossbow:
|
||
|
if ( inv.IsItemCrossbow ( selectedItemId ) )
|
||
|
{
|
||
|
if ( currentlyUsedItemL )
|
||
|
{
|
||
|
inv.UnmountItem( currentlyEquipedItemL, true );
|
||
|
}
|
||
|
currentlyEquipedItemL = GetInvalidUniqueId();
|
||
|
SetIsAimingCrossbow( true );
|
||
|
|
||
|
if ( theInput.IsActionPressed( 'ThrowItem' ) )
|
||
|
SetupCombatAction( EBAT_ItemUse, BS_Pressed );
|
||
|
else
|
||
|
{
|
||
|
SetupCombatAction( EBAT_ItemUse, BS_Pressed );
|
||
|
SetupCombatAction( EBAT_ItemUse, BS_Released );
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
break;
|
||
|
case PATR_CastSign:
|
||
|
if( signSkill != S_SUndefined && playerActionToRestore == PATR_CastSign )
|
||
|
{
|
||
|
if ( currentlyUsedItemL )
|
||
|
{
|
||
|
inv.UnmountItem( currentlyEquipedItemL, true );
|
||
|
}
|
||
|
currentlyEquipedItemL = GetInvalidUniqueId();
|
||
|
|
||
|
if( HasStaminaToUseSkill( signSkill, false ) )
|
||
|
{
|
||
|
if( GetInvalidUniqueId() != inv.GetItemFromSlot( 'l_weapon' ) )
|
||
|
PushCombatActionOnBuffer( EBAT_CastSign, BS_Pressed );
|
||
|
else
|
||
|
SetupCombatAction( EBAT_CastSign, BS_Pressed );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
thePlayer.SoundEvent("gui_no_stamina");
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
break;
|
||
|
case PATR_ThrowBomb:
|
||
|
if ( inv.IsItemBomb ( selectedItemId ) )
|
||
|
{
|
||
|
if ( currentlyUsedItemL )
|
||
|
{
|
||
|
inv.UnmountItem( currentlyEquipedItemL, true );
|
||
|
}
|
||
|
currentlyEquipedItemL = GetInvalidUniqueId();
|
||
|
PrepareToAttack();
|
||
|
SetupCombatAction( EBAT_ItemUse, BS_Pressed );
|
||
|
return;
|
||
|
}
|
||
|
break;
|
||
|
case PATR_CallHorse:
|
||
|
theGame.OnSpawnPlayerHorse();
|
||
|
break;
|
||
|
default:
|
||
|
if ( currentlyUsedItemL )
|
||
|
{
|
||
|
inv.UnmountItem( currentlyEquipedItemL, true );
|
||
|
}
|
||
|
currentlyEquipedItemL = GetInvalidUniqueId();
|
||
|
return;
|
||
|
}
|
||
|
if ( currentlyUsedItemL )
|
||
|
{
|
||
|
inv.UnmountItem( currentlyEquipedItemL, true );
|
||
|
}
|
||
|
currentlyEquipedItemL = GetInvalidUniqueId();
|
||
|
}
|
||
|
|
||
|
function GetUsableItemLtransitionAllowed () : bool
|
||
|
{
|
||
|
return isUsableItemLtransitionAllowed;
|
||
|
}
|
||
|
|
||
|
function SetUsableItemLtransitionAllowed ( isAllowed : bool)
|
||
|
{
|
||
|
isUsableItemLtransitionAllowed = isAllowed;
|
||
|
}
|
||
|
|
||
|
event OnItemUseLUnBlocked ()
|
||
|
{
|
||
|
if ( isUsableItemBlocked )
|
||
|
{
|
||
|
isUsableItemBlocked = false;
|
||
|
UnblockSlotsOnLItemUse ();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event OnItemUseLBlocked ()
|
||
|
{
|
||
|
if ( !isUsableItemBlocked )
|
||
|
{
|
||
|
isUsableItemBlocked = true;
|
||
|
BlockSlotsOnLItemUse ();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event OnUsingItemsReset()
|
||
|
{
|
||
|
if ( currentlyUsingItem )
|
||
|
{
|
||
|
OnItemUseLUnBlocked ();
|
||
|
OnUsingItemsComplete();
|
||
|
}
|
||
|
}
|
||
|
event OnUsingItemsComplete ()
|
||
|
{
|
||
|
if ( isUsableItemBlocked )
|
||
|
{
|
||
|
OnItemUseLUnBlocked ();
|
||
|
}
|
||
|
currentlyUsingItem = false;
|
||
|
if ( GetUsableItemLtransitionAllowed () )
|
||
|
{
|
||
|
ProcessUsableItemsTransition( playerActionToRestore );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( currentlyUsedItemL )
|
||
|
{
|
||
|
inv.UnmountItem( currentlyEquipedItemL, true );
|
||
|
}
|
||
|
currentlyEquipedItemL = GetInvalidUniqueId();
|
||
|
}
|
||
|
|
||
|
SetPlayerActionToRestore ( PATR_Default );
|
||
|
}
|
||
|
|
||
|
event OnUseSelectedItem( optional force : bool )
|
||
|
{
|
||
|
var category : name;
|
||
|
var itemEntity : W3UsableItem;
|
||
|
|
||
|
if ( isUsableItemBlocked && !force )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
if ( IsCastingSign() )
|
||
|
return false;
|
||
|
|
||
|
if ( currentlyEquipedItemL != GetInvalidUniqueId() )
|
||
|
{
|
||
|
SetBehaviorVariable( 'SelectedItemL', (int)GetUsableItemTypeById( currentlyEquipedItemL ), true );
|
||
|
if ( force )
|
||
|
{
|
||
|
if ( RaiseEvent( 'ItemEndL' ) )
|
||
|
{
|
||
|
SetUsableItemLtransitionAllowed ( true );
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( RaiseEvent( 'ItemUseL' ) )
|
||
|
{
|
||
|
SetUsableItemLtransitionAllowed ( true );
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
category = inv.GetItemCategory( selectedItemId );
|
||
|
if( category != 'usable' )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
SetBehaviorVariable( 'SelectedItemL', (int)GetUsableItemTypeById( selectedItemId ), true );
|
||
|
if( RaiseEvent( 'ItemUseL' ) )
|
||
|
{
|
||
|
currentlyEquipedItemL = selectedItemId;
|
||
|
SetUsableItemLtransitionAllowed ( false );
|
||
|
currentlyUsingItem = true;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
inv.UnmountItem( selectedItemId, true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected saved var currentlyUsingItem : bool;
|
||
|
|
||
|
public function ProcessUseSelectedItem( itemEntity : W3UsableItem, optional shouldCallOnUsed : bool )
|
||
|
{
|
||
|
currentlyUsedItemL = itemEntity;
|
||
|
DrainStamina(ESAT_UsableItem);
|
||
|
|
||
|
if ( shouldCallOnUsed )
|
||
|
{
|
||
|
currentlyUsedItemL.OnUsed( thePlayer );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function GetUsableItemTypeById ( itemId : SItemUniqueId ) : EUsableItemType
|
||
|
{
|
||
|
var itemName : name;
|
||
|
|
||
|
itemName = inv.GetItemName ( itemId );
|
||
|
|
||
|
return theGame.GetDefinitionsManager().GetUsableItemType ( itemName );
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
public function StartWaitForItemSpawnAndProccesTask()
|
||
|
{
|
||
|
AddTimer( 'WaitForItemSpawnAndProccesTask', 0.001f, true,,,,true );
|
||
|
}
|
||
|
|
||
|
|
||
|
public function KillWaitForItemSpawnAndProccesTask()
|
||
|
{
|
||
|
RemoveTimer ( 'WaitForItemSpawnAndProccesTask' );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
public function AllowUseSelectedItem()
|
||
|
{
|
||
|
m_useSelectedItemIfSpawned = true;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
timer function WaitForItemSpawnAndProccesTask( timeDelta : float , id : int )
|
||
|
{
|
||
|
var itemEntity : W3UsableItem;
|
||
|
var canTaskBeKilled : bool;
|
||
|
canTaskBeKilled = false;
|
||
|
|
||
|
if ( IsCastingSign() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( selectedItemId == GetInvalidUniqueId() )
|
||
|
{
|
||
|
canTaskBeKilled = true;
|
||
|
}
|
||
|
|
||
|
itemEntity = (W3UsableItem)inv.GetItemEntityUnsafe( selectedItemId );
|
||
|
if ( itemEntity && m_useSelectedItemIfSpawned )
|
||
|
{
|
||
|
|
||
|
canTaskBeKilled = true;
|
||
|
m_useSelectedItemIfSpawned = false;
|
||
|
ProcessUseSelectedItem( itemEntity, true );
|
||
|
}
|
||
|
|
||
|
if ( canTaskBeKilled )
|
||
|
{
|
||
|
KillWaitForItemSpawnAndProccesTask();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event OnBombProjectileReleased()
|
||
|
{
|
||
|
ResetRawPlayerHeading();
|
||
|
UnblockAction(EIAB_ThrowBomb, 'BombThrow');
|
||
|
UnblockAction(EIAB_Crossbow, 'BombThrow');
|
||
|
|
||
|
if(GetCurrentStateName() == 'AimThrow')
|
||
|
PopState();
|
||
|
|
||
|
FactsAdd("ach_bomb", 1, 4 );
|
||
|
theGame.GetGamerProfile().CheckLearningTheRopes();
|
||
|
}
|
||
|
|
||
|
public function SetIsThrowingItemWithAim(b : bool)
|
||
|
{
|
||
|
isThrowingItemWithAim = b;
|
||
|
}
|
||
|
|
||
|
public function SetIsThrowingItem( flag : bool ) {isThrowingItem = flag;}
|
||
|
public function IsThrowingItem() : bool {return isThrowingItem;}
|
||
|
public function IsThrowingItemWithAim() : bool {return isThrowingItemWithAim;}
|
||
|
public function SetThrowHold(b : bool) {isThrowHoldPressed = b;}
|
||
|
public function IsThrowHold() : bool {return isThrowHoldPressed;}
|
||
|
public function SetIsAimingCrossbow( flag : bool ) {isAimingCrossbow = flag;}
|
||
|
public function GetIsAimingCrossbow() : bool {return isAimingCrossbow;}
|
||
|
|
||
|
event OnThrowAnimLeave()
|
||
|
{
|
||
|
var throwStage : EThrowStage;
|
||
|
var thrownEntity : CThrowable;
|
||
|
|
||
|
thrownEntity = (CThrowable)EntityHandleGet( thrownEntityHandle );
|
||
|
|
||
|
if(thrownEntity && !thrownEntity.WasThrown())
|
||
|
{
|
||
|
throwStage = (int)GetBehaviorVariable( 'throwStage', (int)TS_Stop);
|
||
|
if(inv.IsItemBomb(selectedItemId))
|
||
|
{
|
||
|
BombThrowCleanUp();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ThrowingAbort();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
thrownEntity = NULL;
|
||
|
SetIsThrowingItem( false );
|
||
|
SetIsThrowingItemWithAim( false );
|
||
|
|
||
|
this.EnableRadialSlotsWithSource( true, this.radialSlots, 'throwBomb' );
|
||
|
UnblockAction(EIAB_ThrowBomb, 'BombThrow');
|
||
|
UnblockAction(EIAB_Crossbow, 'BombThrow');
|
||
|
}
|
||
|
|
||
|
|
||
|
protected function BombThrowStart()
|
||
|
{
|
||
|
var slideTargetActor : CActor;
|
||
|
|
||
|
BlockAction( EIAB_ThrowBomb, 'BombThrow' );
|
||
|
BlockAction(EIAB_Crossbow, 'BombThrow');
|
||
|
|
||
|
SetBehaviorVariable( 'throwStage', (int)TS_Start );
|
||
|
SetBehaviorVariable( 'combatActionType', (int)CAT_ItemThrow );
|
||
|
|
||
|
if ( slideTarget )
|
||
|
{
|
||
|
AddCustomOrientationTarget( OT_Actor, 'BombThrow' );
|
||
|
|
||
|
slideTargetActor = (CActor)( slideTarget );
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( lastAxisInputIsMovement )
|
||
|
AddCustomOrientationTarget( OT_Actor, 'BombThrow' );
|
||
|
else
|
||
|
AddCustomOrientationTarget( OT_Camera, 'BombThrow' );
|
||
|
}
|
||
|
|
||
|
UpdateLookAtTarget();
|
||
|
SetCustomRotation( 'Throw', VecHeading( this.GetLookAtPosition() - GetWorldPosition() ), 0.0f, 0.3f, false );
|
||
|
|
||
|
SetBehaviorVariable( 'itemType', (int)IT_Petard );
|
||
|
|
||
|
ProcessCanAttackWhenNotInCombatBomb();
|
||
|
|
||
|
if ( RaiseForceEvent('CombatAction') )
|
||
|
OnCombatActionStart();
|
||
|
|
||
|
|
||
|
theTelemetry.LogWithLabel(TE_FIGHT_HERO_THROWS_BOMB, inv.GetItemName( selectedItemId ));
|
||
|
}
|
||
|
|
||
|
|
||
|
event OnThrowAnimStart()
|
||
|
{
|
||
|
var itemId : SItemUniqueId;
|
||
|
var thrownEntity : CThrowable;
|
||
|
|
||
|
this.radialSlots.Clear();
|
||
|
GetWitcherPlayer().GetItemEquippedOnSlot(EES_Petard1, itemId );
|
||
|
|
||
|
if( GetSelectedItemId() == itemId )
|
||
|
{
|
||
|
this.radialSlots.PushBack( 'Slot2' );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
this.radialSlots.PushBack( 'Slot1' );
|
||
|
}
|
||
|
this.radialSlots.PushBack( 'Slot3' );
|
||
|
this.radialSlots.PushBack( 'Slot4' );
|
||
|
this.radialSlots.PushBack( 'Slot5' );
|
||
|
this.EnableRadialSlotsWithSource( false, this.radialSlots, 'throwBomb' );
|
||
|
|
||
|
thrownEntity = (CThrowable)inv.GetDeploymentItemEntity( selectedItemId,,,true );
|
||
|
thrownEntity.Initialize( this, selectedItemId );
|
||
|
EntityHandleSet( thrownEntityHandle, thrownEntity );
|
||
|
SetIsThrowingItem( true );
|
||
|
}
|
||
|
|
||
|
public function BombThrowAbort()
|
||
|
{
|
||
|
BombThrowCleanUp();
|
||
|
UnblockAction( EIAB_ThrowBomb, 'BombThrow' );
|
||
|
UnblockAction(EIAB_Crossbow, 'BombThrow');
|
||
|
}
|
||
|
|
||
|
private function BombThrowCleanUp()
|
||
|
{
|
||
|
var throwStage : EThrowStage;
|
||
|
var thrownEntity : CThrowable;
|
||
|
var vehicle : CVehicleComponent;
|
||
|
|
||
|
thrownEntity = (CThrowable)EntityHandleGet( thrownEntityHandle );
|
||
|
|
||
|
this.EnableRadialSlotsWithSource( true, this.radialSlots, 'throwBomb' );
|
||
|
throwStage = (int)GetBehaviorVariable( 'throwStage', (int)TS_Stop);
|
||
|
|
||
|
SetBehaviorVariable( 'throwStage', (int)TS_Stop );
|
||
|
|
||
|
if( GetCurrentStateName() == 'AimThrow')
|
||
|
{
|
||
|
PopState();
|
||
|
thrownEntity.StopAiming( true );
|
||
|
}
|
||
|
else if ( this.IsUsingHorse() )
|
||
|
{
|
||
|
vehicle = (CVehicleComponent)(GetUsedVehicle().GetComponentByClassName('CVehicleComponent'));
|
||
|
vehicle.GetUserCombatManager().OnForceItemActionAbort();
|
||
|
}
|
||
|
|
||
|
|
||
|
if(thrownEntity && !thrownEntity.WasThrown())
|
||
|
{
|
||
|
thrownEntity.BreakAttachment();
|
||
|
thrownEntity.Destroy();
|
||
|
}
|
||
|
|
||
|
thrownEntity = NULL;
|
||
|
SetIsThrowingItem( false );
|
||
|
SetIsThrowingItemWithAim( false );
|
||
|
RemoveCustomOrientationTarget( 'BombThrow' );
|
||
|
}
|
||
|
|
||
|
public function ProcessCanAttackWhenNotInCombatBomb()
|
||
|
{
|
||
|
var targets : array< CGameplayEntity >;
|
||
|
var temp, throwVector, throwFrom, throwTo, throwVectorU : Vector;
|
||
|
var temp_n : name;
|
||
|
var throwVecLen : float;
|
||
|
var component : CComponent;
|
||
|
|
||
|
|
||
|
|
||
|
if( FactsQuerySum( "BombThrowSpecificTargets" ) > 0 )
|
||
|
{
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
throwFrom = playerAiming.GetThrowStartPosition();
|
||
|
throwTo = playerAiming.GetThrowPosition();
|
||
|
throwVector = throwTo - throwFrom;
|
||
|
throwVecLen = VecDistance( throwFrom, throwTo );
|
||
|
throwVectorU = throwVector / throwVecLen;
|
||
|
if( theGame.GetWorld().StaticTraceWithAdditionalInfo( throwFrom, throwTo + throwVectorU, temp, temp, temp_n, component ) && component && component.GetEntity().HasTag( 'BombThrowSpecificTarget' ) )
|
||
|
{
|
||
|
SetIsShootingFriendly( false );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetIsShootingFriendly( true );
|
||
|
}
|
||
|
}
|
||
|
else if( FactsQuerySum( "BombThrowDisallowSpecificTargets" ) > 0 )
|
||
|
{
|
||
|
|
||
|
throwFrom = playerAiming.GetThrowStartPosition();
|
||
|
throwTo = playerAiming.GetThrowPosition();
|
||
|
throwVector = throwTo - throwFrom;
|
||
|
throwVecLen = VecDistance( throwFrom, throwTo );
|
||
|
throwVectorU = throwVector / throwVecLen;
|
||
|
if( theGame.GetWorld().StaticTraceWithAdditionalInfo( throwFrom, throwTo + throwVectorU, temp, temp, temp_n, component ) && component && component.GetEntity().HasTag( 'BombThrowDisallowedTarget' ) )
|
||
|
{
|
||
|
SetIsShootingFriendly( true );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetIsShootingFriendly( false );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetIsShootingFriendly( false );
|
||
|
}
|
||
|
|
||
|
SetBehaviorVariable( 'isShootingFriendly', (float)( GetIsShootingFriendly() ) );
|
||
|
}
|
||
|
|
||
|
public function SetIsShootingFriendly( flag : bool )
|
||
|
{
|
||
|
isShootingFriendly = flag;
|
||
|
}
|
||
|
|
||
|
public function GetIsShootingFriendly() : bool
|
||
|
{
|
||
|
return isShootingFriendly;
|
||
|
}
|
||
|
|
||
|
|
||
|
protected function UsableItemStart()
|
||
|
{
|
||
|
var thrownEntity : CThrowable;
|
||
|
|
||
|
|
||
|
thrownEntity = (CThrowable)inv.GetDeploymentItemEntity( selectedItemId,,,true );
|
||
|
thrownEntity.Initialize( this, selectedItemId );
|
||
|
EntityHandleSet( thrownEntityHandle, thrownEntity );
|
||
|
SetBehaviorVariable( 'throwStage', (int)TS_Start );
|
||
|
SetIsThrowingItem( true );
|
||
|
SetBehaviorVariable( 'combatActionType', (int)CAT_ItemThrow );
|
||
|
|
||
|
if ( slideTarget )
|
||
|
{
|
||
|
AddCustomOrientationTarget( OT_Actor, 'UsableItems' );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( lastAxisInputIsMovement )
|
||
|
AddCustomOrientationTarget( OT_Actor, 'UsableItems' );
|
||
|
else
|
||
|
AddCustomOrientationTarget( OT_Camera, 'UsableItems' );
|
||
|
}
|
||
|
|
||
|
SetBehaviorVariable( 'itemType', (int)(-1) );
|
||
|
|
||
|
if ( RaiseForceEvent('CombatAction') )
|
||
|
OnCombatActionStart();
|
||
|
}
|
||
|
|
||
|
protected function BombThrowRelease()
|
||
|
{
|
||
|
var stateName : name;
|
||
|
|
||
|
stateName = playerAiming.GetCurrentStateName();
|
||
|
OnDelayOrientationChangeOff();
|
||
|
|
||
|
if( GetIsShootingFriendly() || ( FactsQuerySum( "BombThrowSpecificTargets" ) > 0 && stateName != 'Aiming' ) )
|
||
|
{
|
||
|
BombThrowAbort();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetBehaviorVariable( 'throwStage', (int)TS_End );
|
||
|
|
||
|
if ( stateName == 'Aiming' )
|
||
|
{
|
||
|
SetCustomRotation( 'Throw', VecHeading( this.GetLookAtPosition() - GetWorldPosition() ), 0.0f, 0.2f, false );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected function UsableItemRelease()
|
||
|
{
|
||
|
OnDelayOrientationChangeOff();
|
||
|
SetBehaviorVariable( 'throwStage', (int)TS_End );
|
||
|
RemoveCustomOrientationTarget( 'UsableItems' );
|
||
|
}
|
||
|
|
||
|
|
||
|
public function ThrowingAbort()
|
||
|
{
|
||
|
var thrownEntity : CThrowable;
|
||
|
|
||
|
thrownEntity = (CThrowable)EntityHandleGet( thrownEntityHandle );
|
||
|
|
||
|
SetBehaviorVariable( 'throwStage', (int)TS_Stop );
|
||
|
RaiseEvent( 'actionStop' );
|
||
|
|
||
|
if( GetCurrentStateName() == 'AimThrow')
|
||
|
{
|
||
|
PopState();
|
||
|
thrownEntity.StopAiming( true );
|
||
|
}
|
||
|
|
||
|
|
||
|
if(thrownEntity && !thrownEntity.WasThrown())
|
||
|
{
|
||
|
thrownEntity.BreakAttachment();
|
||
|
thrownEntity.Destroy();
|
||
|
}
|
||
|
this.EnableRadialSlotsWithSource( true, this.radialSlots, 'throwBomb' );
|
||
|
}
|
||
|
|
||
|
public function CanSetupCombatAction_Throw() : bool
|
||
|
{
|
||
|
|
||
|
if(!inv.IsIdValid( selectedItemId ))
|
||
|
return false;
|
||
|
|
||
|
|
||
|
if(!inv.IsItemSingletonItem(selectedItemId))
|
||
|
return false;
|
||
|
|
||
|
|
||
|
if(!GetBIsInputAllowed())
|
||
|
return false;
|
||
|
|
||
|
|
||
|
if(inv.GetItemQuantity(GetSelectedItemId()) <= 0 && !inv.ItemHasTag(selectedItemId, theGame.params.TAG_INFINITE_AMMO))
|
||
|
return false;
|
||
|
|
||
|
|
||
|
if(!inputHandler.IsActionAllowed(EIAB_ThrowBomb) && GetCurrentStateName() != 'Swimming')
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public function GetThrownEntity() : CThrowable
|
||
|
{
|
||
|
return (CThrowable)EntityHandleGet( thrownEntityHandle );
|
||
|
}
|
||
|
|
||
|
|
||
|
event OnWeaponWait() { rangedWeapon.OnWeaponWait(); }
|
||
|
event OnWeaponDrawStart() { rangedWeapon.OnWeaponDrawStart(); }
|
||
|
event OnWeaponReloadStart() { rangedWeapon.OnWeaponReloadStart(); }
|
||
|
event OnWeaponReloadEnd() { rangedWeapon.OnWeaponReloadEnd(); }
|
||
|
event OnWeaponAimStart() { rangedWeapon.OnWeaponAimStart(); }
|
||
|
event OnWeaponShootStart() { rangedWeapon.OnWeaponShootStart(); }
|
||
|
event OnWeaponShootEnd() { rangedWeapon.OnWeaponShootEnd(); }
|
||
|
event OnWeaponAimEnd() { rangedWeapon.OnWeaponAimEnd(); }
|
||
|
event OnWeaponHolsterStart() { rangedWeapon.OnWeaponHolsterStart(); }
|
||
|
event OnWeaponHolsterEnd() { rangedWeapon.OnWeaponHolsterEnd(); }
|
||
|
event OnWeaponToNormalTransStart() { rangedWeapon.OnWeaponToNormalTransStart(); }
|
||
|
event OnWeaponToNormalTransEnd() { rangedWeapon.OnWeaponToNormalTransEnd(); }
|
||
|
|
||
|
event OnEnableAimingMode( enable : bool )
|
||
|
{
|
||
|
if( !crossbowDontPopStateHack )
|
||
|
{
|
||
|
if ( enable )
|
||
|
PushState( 'AimThrow' );
|
||
|
else if ( GetCurrentStateName() == 'AimThrow' )
|
||
|
PopState();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event OnRangedForceHolster( optional forceUpperBodyAnim, instant, dropItem : bool )
|
||
|
{
|
||
|
if(rangedWeapon)
|
||
|
rangedWeapon.OnForceHolster( forceUpperBodyAnim, instant, dropItem );
|
||
|
}
|
||
|
|
||
|
|
||
|
public function IsCrossbowHeld() : bool
|
||
|
{
|
||
|
if (rangedWeapon)
|
||
|
return rangedWeapon.GetCurrentStateName() != 'State_WeaponWait';
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
event OnBlockAllCombatTickets( release : bool )
|
||
|
{
|
||
|
if (!release )
|
||
|
((CR4PlayerStateCombat)GetState('Combat')).OnBlockAllCombatTickets(false);
|
||
|
}
|
||
|
event OnForceTicketUpdate() {}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
event OnProcessActionPost(action : W3DamageAction)
|
||
|
{
|
||
|
var npc : CNewNPC;
|
||
|
var attackAction : W3Action_Attack;
|
||
|
var lifeLeech : float;
|
||
|
|
||
|
super.OnProcessActionPost(action);
|
||
|
|
||
|
attackAction = (W3Action_Attack)action;
|
||
|
|
||
|
if(attackAction)
|
||
|
{
|
||
|
npc = (CNewNPC)action.victim;
|
||
|
|
||
|
if(npc && npc.IsHuman() )
|
||
|
{
|
||
|
PlayBattleCry('BattleCryHumansHit', 0.05f );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
PlayBattleCry('BattleCryMonstersHit', 0.05f );
|
||
|
}
|
||
|
|
||
|
if(attackAction.IsActionMelee())
|
||
|
{
|
||
|
|
||
|
IncreaseUninterruptedHitsCount();
|
||
|
|
||
|
|
||
|
if( IsLightAttack( attackAction.GetAttackName() ) )
|
||
|
{
|
||
|
GCameraShake(0.1, false, GetWorldPosition(), 10);
|
||
|
}
|
||
|
|
||
|
|
||
|
if(npc && inv.GetItemName(attackAction.GetWeaponId()) == 'PC Caretaker Shovel')
|
||
|
{
|
||
|
|
||
|
lifeLeech = CalculateAttributeValue(inv.GetItemAttributeValue(attackAction.GetWeaponId() ,'lifesteal'));
|
||
|
if (npc.UsesVitality())
|
||
|
lifeLeech *= action.processedDmg.vitalityDamage;
|
||
|
else if (UsesEssence())
|
||
|
lifeLeech *= action.processedDmg.essenceDamage;
|
||
|
else
|
||
|
lifeLeech = 0;
|
||
|
|
||
|
if ( lifeLeech > 0 )
|
||
|
{
|
||
|
inv.PlayItemEffect( attackAction.GetWeaponId(), 'stab_attack' );
|
||
|
PlayEffect('drain_energy_caretaker_shovel');
|
||
|
GainStat(BCS_Vitality, lifeLeech);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function SetHitReactTransScale(f : float) {hitReactTransScale = f;}
|
||
|
public function GetHitReactTransScale() : float
|
||
|
{
|
||
|
if ( ( (CNewNPC)slideTarget ).GetIsTranslationScaled() )
|
||
|
return hitReactTransScale;
|
||
|
else
|
||
|
return 1.f;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function GetHorseWithInventory() : CNewNPC
|
||
|
{
|
||
|
return (CNewNPC)EntityHandleGet( horseWithInventory );
|
||
|
}
|
||
|
public function GetHorseCurrentlyMounted() : CNewNPC
|
||
|
{
|
||
|
return currentlyMountedHorse;
|
||
|
}
|
||
|
|
||
|
public function _SetHorseCurrentlyMounted( horse : CNewNPC )
|
||
|
{
|
||
|
currentlyMountedHorse = horse;
|
||
|
}
|
||
|
|
||
|
public function WasHorseRecentlySummoned() : bool
|
||
|
{
|
||
|
if ( horseSummonTimeStamp + 5.f > theGame.GetEngineTimeAsSeconds() )
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
private const var MOUNT_DISTANCE_CBT : float;
|
||
|
default MOUNT_DISTANCE_CBT = 3.0;
|
||
|
|
||
|
private const var MOUNT_ANGLE_CBT : float;
|
||
|
default MOUNT_ANGLE_CBT = 35.0;
|
||
|
|
||
|
private const var MOUNT_ANGLE_EXP : float;
|
||
|
default MOUNT_ANGLE_EXP = 45.0;
|
||
|
|
||
|
public function IsMountingHorseAllowed( optional alwaysAllowedInExploration : bool ) : bool
|
||
|
{
|
||
|
var angle : float;
|
||
|
var distance : float;
|
||
|
|
||
|
if( IsInsideHorseInteraction() )
|
||
|
{
|
||
|
angle = AngleDistance( thePlayer.rawPlayerHeading, VecHeading( thePlayer.horseInteractionSource.GetWorldPosition() - thePlayer.GetWorldPosition() ) );
|
||
|
|
||
|
if( thePlayer.IsInCombat() )
|
||
|
{
|
||
|
if( AbsF( angle ) < MOUNT_ANGLE_CBT )
|
||
|
{
|
||
|
distance = VecDistance( thePlayer.GetWorldPosition(), thePlayer.horseInteractionSource.GetWorldPosition() );
|
||
|
|
||
|
if( distance < MOUNT_DISTANCE_CBT )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if( alwaysAllowedInExploration )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if( AbsF( angle ) < MOUNT_ANGLE_EXP )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function FollowActor( actor : CActor )
|
||
|
{
|
||
|
var l_aiTreeDecorator : CAIPlayerActionDecorator;
|
||
|
var l_aiTree_onFoot : CAIFollowSideBySideAction;
|
||
|
var l_aiTree_onHorse : CAIRiderFollowSideBySideAction;
|
||
|
var l_success : bool = false;
|
||
|
|
||
|
actor.AddTag( 'playerFollowing' );
|
||
|
|
||
|
if( thePlayer.IsUsingHorse() )
|
||
|
{
|
||
|
l_aiTree_onHorse = new CAIRiderFollowSideBySideAction in this;
|
||
|
l_aiTree_onHorse.OnCreated();
|
||
|
|
||
|
l_aiTree_onHorse.params.targetTag = 'playerFollowing';
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
l_aiTree_onFoot = new CAIFollowSideBySideAction in this;
|
||
|
l_aiTree_onFoot.OnCreated();
|
||
|
|
||
|
l_aiTree_onFoot.params.targetTag = 'playerFollowing';
|
||
|
}
|
||
|
|
||
|
l_aiTreeDecorator = new CAIPlayerActionDecorator in this;
|
||
|
l_aiTreeDecorator.OnCreated();
|
||
|
l_aiTreeDecorator.interruptOnInput = false;
|
||
|
|
||
|
if( thePlayer.IsUsingHorse() )
|
||
|
l_aiTreeDecorator.scriptedAction = l_aiTree_onHorse;
|
||
|
else
|
||
|
l_aiTreeDecorator.scriptedAction = l_aiTree_onFoot;
|
||
|
|
||
|
if( l_aiTreeDecorator )
|
||
|
l_success = ForceAIBehavior( l_aiTreeDecorator, BTAP_Emergency );
|
||
|
else if( thePlayer.IsUsingHorse() )
|
||
|
l_success = ForceAIBehavior( l_aiTree_onHorse, BTAP_Emergency );
|
||
|
else
|
||
|
l_success = ForceAIBehavior( l_aiTree_onFoot, BTAP_Emergency );
|
||
|
|
||
|
if ( l_success )
|
||
|
{
|
||
|
GetMovingAgentComponent().SetGameplayRelativeMoveSpeed( 0.0f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function SetCanFollowNpc( val : bool, actor : CActor ) { canFollowNpc = val; actorToFollow = actor; }
|
||
|
public function CanFollowNpc() : bool { return canFollowNpc; }
|
||
|
public function GetActorToFollow() : CActor { return actorToFollow; }
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function SetIsSwimming ( toggle : bool )
|
||
|
{
|
||
|
if( isSwimming != toggle )
|
||
|
{
|
||
|
thePlayer.substateManager.SetBehaviorParamBool( 'isSwimmingForOverlay', toggle );
|
||
|
isSwimming = toggle;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function RepairItemUsingConsumable(item, consumable : SItemUniqueId) : bool
|
||
|
{
|
||
|
var curr, max, repairValue, itemValue, repairBonus, newDurability : float;
|
||
|
|
||
|
|
||
|
if(!inv.IsIdValid(item) || !inv.IsIdValid(consumable) || !inv.HasItemDurability(item))
|
||
|
return false;
|
||
|
|
||
|
curr = inv.GetItemDurability(item);
|
||
|
max = inv.GetItemMaxDurability(item);
|
||
|
|
||
|
|
||
|
if(curr > max)
|
||
|
return false;
|
||
|
|
||
|
|
||
|
if( (inv.IsItemAnyArmor(item) && inv.ItemHasTag(consumable, theGame.params.TAG_REPAIR_CONSUMABLE_ARMOR)) ||
|
||
|
(inv.IsItemSilverSwordUsableByPlayer(item) && inv.ItemHasTag(consumable, theGame.params.TAG_REPAIR_CONSUMABLE_SILVER)) ||
|
||
|
(inv.IsItemSteelSwordUsableByPlayer(item) && inv.ItemHasTag(consumable, theGame.params.TAG_REPAIR_CONSUMABLE_STEEL)) )
|
||
|
{
|
||
|
|
||
|
itemValue = CalculateAttributeValue(inv.GetItemAttributeValue(consumable, 'durabilityRepairValue'));
|
||
|
if(itemValue <= 0)
|
||
|
{
|
||
|
LogAssert(false, "CR4Player.RepairItemUsingConsumable: consumable <<" + inv.GetItemName(consumable) + ">> has <=0 durabilityRepairValue!!!");
|
||
|
return false;
|
||
|
}
|
||
|
repairBonus = CalculateAttributeValue(inv.GetItemAttributeValue(consumable, 'durabilityBonusValue'));
|
||
|
|
||
|
|
||
|
repairValue = max * itemValue /100;
|
||
|
|
||
|
|
||
|
|
||
|
newDurability = MinF(max, curr + repairValue);
|
||
|
|
||
|
inv.SetItemDurabilityScript(item, newDurability);
|
||
|
|
||
|
|
||
|
inv.RemoveItem(consumable);
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
private function CheckDayNightCycle()
|
||
|
{
|
||
|
var time : GameTime;
|
||
|
var isNight : bool;
|
||
|
|
||
|
|
||
|
isNight = theGame.envMgr.IsNight();
|
||
|
if(prevDayNightIsNight != isNight)
|
||
|
{
|
||
|
if(isNight)
|
||
|
OnNightStarted();
|
||
|
else
|
||
|
OnDayStarted();
|
||
|
|
||
|
prevDayNightIsNight = isNight;
|
||
|
}
|
||
|
|
||
|
|
||
|
if(isNight)
|
||
|
time = theGame.envMgr.GetGameTimeTillNextDay();
|
||
|
else
|
||
|
time = theGame.envMgr.GetGameTimeTillNextNight();
|
||
|
|
||
|
AddGameTimeTimer('DayNightCycle', time);
|
||
|
}
|
||
|
|
||
|
timer function DayNightCycle(dt : GameTime, id : int)
|
||
|
{
|
||
|
CheckDayNightCycle();
|
||
|
}
|
||
|
|
||
|
event OnNightStarted()
|
||
|
{
|
||
|
var pam : W3PlayerAbilityManager;
|
||
|
|
||
|
if(CanUseSkill(S_Perk_01))
|
||
|
{
|
||
|
pam = (W3PlayerAbilityManager)abilityManager;
|
||
|
pam.SetPerk01Abilities(false, true);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
event OnDayStarted()
|
||
|
{
|
||
|
var pam : W3PlayerAbilityManager;
|
||
|
|
||
|
if(CanUseSkill(S_Perk_01))
|
||
|
{
|
||
|
pam = (W3PlayerAbilityManager)abilityManager;
|
||
|
pam.SetPerk01Abilities(true, false);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function ForceUnlockAllInputActions(alsoQuestLocks : bool)
|
||
|
{
|
||
|
if ( inputHandler )
|
||
|
inputHandler.ForceUnlockAllInputActions(alsoQuestLocks);
|
||
|
}
|
||
|
|
||
|
public function SetPrevRawLeftJoyRot()
|
||
|
{
|
||
|
prevRawLeftJoyRot = rawLeftJoyRot;
|
||
|
}
|
||
|
|
||
|
public function GetPrevRawLeftJoyRot() : float
|
||
|
{
|
||
|
return prevRawLeftJoyRot;
|
||
|
}
|
||
|
|
||
|
public function GetExplorationInputContext() : name
|
||
|
{
|
||
|
return explorationInputContext;
|
||
|
}
|
||
|
|
||
|
public function GetCombatInputContext() : name
|
||
|
{
|
||
|
return combatInputContext;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function SetIsOnBoat(b : bool)
|
||
|
{
|
||
|
isOnBoat = b;
|
||
|
}
|
||
|
|
||
|
public function IsOnBoat() : bool
|
||
|
{
|
||
|
return isOnBoat;
|
||
|
}
|
||
|
|
||
|
public function IsInShallowWater() : bool
|
||
|
{
|
||
|
return isInShallowWater;
|
||
|
}
|
||
|
|
||
|
event OnEnterShallowWater()
|
||
|
{
|
||
|
if ( isInShallowWater )
|
||
|
return false;
|
||
|
|
||
|
isInShallowWater = true;
|
||
|
BlockAction( EIAB_Dodge,'ShallowWater', false, false, true );
|
||
|
BlockAction( EIAB_Sprint,'ShallowWater', false, false, true );
|
||
|
BlockAction( EIAB_Crossbow,'ShallowWater', false, false, true );
|
||
|
BlockAction( EIAB_Jump,'ShallowWater', false, false, true );
|
||
|
SetBehaviorVariable( 'shallowWater',1.0);
|
||
|
}
|
||
|
event OnExitShallowWater()
|
||
|
{
|
||
|
if ( !isInShallowWater )
|
||
|
return false;
|
||
|
|
||
|
isInShallowWater = false;
|
||
|
BlockAllActions('ShallowWater',false);
|
||
|
SetBehaviorVariable( 'shallowWater',0.0);
|
||
|
}
|
||
|
|
||
|
public function TestIsInSettlement() : bool
|
||
|
{
|
||
|
return IsInSettlement();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function ProcessGlossaryImageOverride( defaultImage : string, uniqueTag : name ) : string
|
||
|
{
|
||
|
var size : int;
|
||
|
var i : int;
|
||
|
|
||
|
size = glossaryImageOverride.Size();
|
||
|
|
||
|
if( size == 0 )
|
||
|
return defaultImage;
|
||
|
|
||
|
for( i = 0; i < size; i += 1 )
|
||
|
{
|
||
|
if( glossaryImageOverride[i].uniqueTag == uniqueTag )
|
||
|
return glossaryImageOverride[i].imageFileName;
|
||
|
|
||
|
}
|
||
|
|
||
|
return defaultImage;
|
||
|
}
|
||
|
|
||
|
|
||
|
public function EnableGlossaryImageOverride( uniqueTag : name, imageFileName : string, enable : bool )
|
||
|
{
|
||
|
var imageData : SGlossaryImageOverride;
|
||
|
var size : int;
|
||
|
var i : int;
|
||
|
|
||
|
for( i = 0; i < glossaryImageOverride.Size(); i += 1 )
|
||
|
{
|
||
|
if( glossaryImageOverride[i].uniqueTag == uniqueTag )
|
||
|
{
|
||
|
glossaryImageOverride.Remove(glossaryImageOverride[i]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( enable )
|
||
|
{
|
||
|
if( IsNameValid(uniqueTag) && imageFileName != "" )
|
||
|
{
|
||
|
glossaryImageOverride.PushBack( SGlossaryImageOverride( uniqueTag, imageFileName ) );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
public function SetWeatherDisplayDisabled( disable : bool )
|
||
|
{
|
||
|
disableWeatherDisplay = disable;
|
||
|
}
|
||
|
|
||
|
public function GetWeatherDisplayDisabled() : bool
|
||
|
{
|
||
|
return disableWeatherDisplay;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function SetCurrentMonsterHuntInvestigationArea ( area : W3MonsterHuntInvestigationArea )
|
||
|
{
|
||
|
currentMonsterHuntInvestigationArea = area;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function RememberCustomHead( headName : name )
|
||
|
{
|
||
|
rememberedCustomHead = headName;
|
||
|
}
|
||
|
|
||
|
public function GetRememberedCustomHead() : name
|
||
|
{
|
||
|
return rememberedCustomHead;
|
||
|
}
|
||
|
|
||
|
public function ClearRememberedCustomHead()
|
||
|
{
|
||
|
rememberedCustomHead = '';
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function CreateTutorialInput()
|
||
|
{
|
||
|
var prevInputHandler : CPlayerInput;
|
||
|
|
||
|
prevInputHandler = inputHandler;
|
||
|
inputHandler = new W3PlayerTutorialInput in this;
|
||
|
inputHandler.Initialize(false, prevInputHandler);
|
||
|
|
||
|
if(prevInputHandler)
|
||
|
delete prevInputHandler;
|
||
|
}
|
||
|
|
||
|
public function CreateInput()
|
||
|
{
|
||
|
var oldInputHandler : CPlayerInput;
|
||
|
|
||
|
oldInputHandler = inputHandler;
|
||
|
inputHandler = new CPlayerInput in this;
|
||
|
inputHandler.Initialize(false, oldInputHandler);
|
||
|
}
|
||
|
|
||
|
timer function TutorialSilverCombat(dt : float, id : int)
|
||
|
{
|
||
|
var i : int;
|
||
|
var actors : array<CActor>;
|
||
|
|
||
|
if(IsInCombat())
|
||
|
{
|
||
|
actors = GetNPCsAndPlayersInRange(20, 1000000, ,FLAG_ExcludePlayer + FLAG_OnlyAliveActors);
|
||
|
for(i=0; i<actors.Size(); i+=1)
|
||
|
{
|
||
|
if(actors[i] && IsRequiredAttitudeBetween(this, actors[i], true) && actors[i].UsesEssence())
|
||
|
{
|
||
|
FactsAdd("TutorialShowSilver");
|
||
|
|
||
|
RemoveTimer('TutorialSilverCombat');
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private saved var m_bossTag : name;
|
||
|
|
||
|
public function GetBossTag() : name
|
||
|
{
|
||
|
return m_bossTag;
|
||
|
}
|
||
|
|
||
|
public function SetBossTag( bossTag : name )
|
||
|
{
|
||
|
m_bossTag = bossTag;
|
||
|
}
|
||
|
|
||
|
private saved var m_usingCoatOfArms : bool; default m_usingCoatOfArms = false;
|
||
|
|
||
|
public function IsUsingCoatOfArms() : bool
|
||
|
{
|
||
|
return m_usingCoatOfArms;
|
||
|
}
|
||
|
|
||
|
public function SetUsingCoatOfArms( using : bool)
|
||
|
{
|
||
|
m_usingCoatOfArms = using;
|
||
|
}
|
||
|
|
||
|
private saved var m_initialTimeOut : float;
|
||
|
private saved var m_currentTimeOut : float;
|
||
|
|
||
|
public function GetInitialTimeOut() : float
|
||
|
{
|
||
|
return m_initialTimeOut;
|
||
|
}
|
||
|
|
||
|
public function SetInitialTimeOut( timeOut : float )
|
||
|
{
|
||
|
m_initialTimeOut = timeOut;
|
||
|
}
|
||
|
|
||
|
public function GetCurrentTimeOut() : float
|
||
|
{
|
||
|
return m_currentTimeOut;
|
||
|
}
|
||
|
|
||
|
public function SetCurrentTimeOut( timeOut : float )
|
||
|
{
|
||
|
m_currentTimeOut = timeOut;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
timer function DelayedFinisherInputTimer(dt : float, id : int)
|
||
|
{
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
timer function RemoveFinisherCameraAnimationCheck(dt : float, id : int)
|
||
|
{
|
||
|
if ( !isInFinisher && !bLAxisReleased )
|
||
|
{
|
||
|
theGame.GetSyncAnimManager().OnRemoveFinisherCameraAnimation();
|
||
|
RemoveTimer( 'RemoveFinisherCameraAnimationCheck' );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
timer function GameplayFactRemove(dt : float, timerId : int)
|
||
|
{
|
||
|
theGame.GameplayFactRemoveFromTimer(timerId);
|
||
|
}
|
||
|
|
||
|
|
||
|
timer function GiveStartingItems(dt : float, timerId : int)
|
||
|
{
|
||
|
var template : CEntityTemplate;
|
||
|
var invEntity : CInventoryComponent;
|
||
|
var entity : CEntity;
|
||
|
var items : array<SItemUniqueId>;
|
||
|
var id : SItemUniqueId;
|
||
|
var i : int;
|
||
|
|
||
|
|
||
|
if(inv)
|
||
|
{
|
||
|
inv.GetAllItems(items);
|
||
|
if(items.Size() <= 0)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
template = (CEntityTemplate)LoadResource("geralt_inventory_release");
|
||
|
entity = theGame.CreateEntity(template, Vector(0,0,0));
|
||
|
invEntity = (CInventoryComponent)entity.GetComponentByClassName('CInventoryComponent');
|
||
|
|
||
|
invEntity.GetAllItems(items);
|
||
|
for(i=0; i<items.Size(); i+=1)
|
||
|
{
|
||
|
id = invEntity.GiveItemTo(inv, items[i], 0, false, true);
|
||
|
if ( inv.ItemHasTag(id,'Scabbard') )
|
||
|
{
|
||
|
inv.MountItem(id);
|
||
|
}
|
||
|
else if(!inv.IsItemFists(id) && inv.GetItemName(id) != 'Cat 1')
|
||
|
{
|
||
|
EquipItem(id);
|
||
|
}
|
||
|
else if(inv.IsItemSingletonItem(id))
|
||
|
{
|
||
|
inv.SingletonItemSetAmmo(id, inv.SingletonItemGetMaxAmmo(id));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
entity.Destroy();
|
||
|
|
||
|
|
||
|
RemoveTimer('GiveStartingItems');
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
timer function Debug_GiveTestingItems(dt : float, optional id : int)
|
||
|
{
|
||
|
var template : CEntityTemplate;
|
||
|
var invTesting : CInventoryComponent;
|
||
|
var entity : CEntity;
|
||
|
var items : array<SItemUniqueId>;
|
||
|
var i : int;
|
||
|
var slot : EEquipmentSlots;
|
||
|
|
||
|
|
||
|
if(inv)
|
||
|
{
|
||
|
inv.GetAllItems(items);
|
||
|
if(items.Size() <= 0)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
template = (CEntityTemplate)LoadResource("geralt_inventory_internal");
|
||
|
entity = theGame.CreateEntity(template, Vector(0,0,0));
|
||
|
invTesting = (CInventoryComponent)entity.GetComponentByClassName('CInventoryComponent');
|
||
|
invTesting.GiveAllItemsTo(inv, true);
|
||
|
entity.Destroy();
|
||
|
|
||
|
|
||
|
RemoveTimer('Debug_GiveTestingItems');
|
||
|
|
||
|
|
||
|
inv.GetAllItems(items);
|
||
|
|
||
|
for(i=0; i<items.Size(); i+=1)
|
||
|
{
|
||
|
if( inv.IsItemCrossbow(items[i]) || inv.IsItemBomb(items[i]) )
|
||
|
{
|
||
|
slot = inv.GetSlotForItemId(items[i]);
|
||
|
EquipItem(items[i], slot);
|
||
|
|
||
|
if( (W3PlayerWitcher)this && inv.IsItemCrossbow(items[i]) )
|
||
|
GetWitcherPlayer().SelectQuickslotItem(slot);
|
||
|
}
|
||
|
else if(inv.IsItemBolt(items[i]))
|
||
|
{
|
||
|
slot = inv.GetSlotForItemId(items[i]);
|
||
|
EquipItem(items[i], slot);
|
||
|
}
|
||
|
|
||
|
if(inv.IsItemSingletonItem(items[i]))
|
||
|
{
|
||
|
inv.SingletonItemSetAmmo(items[i], inv.SingletonItemGetMaxAmmo(items[i]));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
timer function Debug_RemoveTestingItems(dt : float, id : int)
|
||
|
{
|
||
|
var template : CEntityTemplate;
|
||
|
var entity : CEntity;
|
||
|
var invTesting : CInventoryComponent;
|
||
|
var ids : array<SItemUniqueId>;
|
||
|
var i : int;
|
||
|
|
||
|
template = (CEntityTemplate)LoadResource("geralt_inventory_internal");
|
||
|
entity = theGame.CreateEntity(template, Vector(0,0,0));
|
||
|
invTesting = (CInventoryComponent)entity.GetComponentByClassName('CInventoryComponent');
|
||
|
invTesting.GetAllItems(ids);
|
||
|
|
||
|
for(i=0; i<ids.Size(); i+=1)
|
||
|
inv.RemoveItemByName(invTesting.GetItemName(ids[i]), invTesting.GetItemQuantity(ids[i]));
|
||
|
|
||
|
entity.Destroy();
|
||
|
RemoveTimer('Debug_RemoveTestingItems');
|
||
|
}
|
||
|
|
||
|
timer function Debug_DelayedConsoleCommand(dt : float, id : int)
|
||
|
{
|
||
|
|
||
|
inv.AddAnItem('Boots 2 schematic');
|
||
|
}
|
||
|
|
||
|
function DBG_SkillSlots()
|
||
|
{
|
||
|
((W3PlayerAbilityManager)abilityManager).DBG_SkillSlots();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public final function SetPadBacklightColor(r, g, b : int)
|
||
|
{
|
||
|
var padBacklightColor : Vector;
|
||
|
|
||
|
padBacklightColor.X = r / 255;
|
||
|
padBacklightColor.Y = g / 255;
|
||
|
padBacklightColor.Z = b / 255;
|
||
|
|
||
|
SetBacklightColor(padBacklightColor);
|
||
|
}
|
||
|
|
||
|
public final function SetPadBacklightColorFromSign(signType : ESignType)
|
||
|
{
|
||
|
LogPS4Light("SetPadBacklightColorFromSign... " + signType);
|
||
|
|
||
|
switch(signType)
|
||
|
{
|
||
|
case ST_Yrden: SetPadBacklightColor( 200 , 81 , 255 ); break;
|
||
|
case ST_Quen: SetPadBacklightColor( 255 , 205 , 68 ); break;
|
||
|
case ST_Igni: SetPadBacklightColor( 255 , 79 , 10 ); break;
|
||
|
case ST_Axii: SetPadBacklightColor( 255 , 255 , 255 ); break;
|
||
|
case ST_Aard: SetPadBacklightColor( 158 , 214 , 255 ); break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
timer function ResetPadBacklightColorTimer(dt : float, id : int)
|
||
|
{
|
||
|
ResetPadBacklightColor();
|
||
|
}
|
||
|
|
||
|
public final function ResetPadBacklightColor(optional skipHeldWeapon : bool)
|
||
|
{
|
||
|
var weapons : array<SItemUniqueId>;
|
||
|
var sword : CWitcherSword;
|
||
|
var healthPercentage : float;
|
||
|
var tmpBacklight : Vector;
|
||
|
|
||
|
if(!skipHeldWeapon)
|
||
|
{
|
||
|
weapons = inv.GetHeldWeapons();
|
||
|
|
||
|
|
||
|
if(weapons.Size() > 0)
|
||
|
{
|
||
|
sword = (CWitcherSword)inv.GetItemEntityUnsafe(weapons[0]);
|
||
|
if(sword)
|
||
|
{
|
||
|
tmpBacklight.X = sword.padBacklightColor.X / 255.0f;
|
||
|
tmpBacklight.Y = sword.padBacklightColor.Y / 255.0f;
|
||
|
tmpBacklight.Z = sword.padBacklightColor.Z / 255.0f;
|
||
|
tmpBacklight.W = 1.0f;
|
||
|
SetBacklightColor( tmpBacklight );
|
||
|
LogPS4Light("Setting light from sword template: " + NoTrailZeros(sword.padBacklightColor.X) + ", " + NoTrailZeros(sword.padBacklightColor.Y) + ", " + NoTrailZeros(sword.padBacklightColor.Z) );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
healthPercentage = GetStatPercents( BCS_Vitality );
|
||
|
SetBacklightFromHealth( healthPercentage );
|
||
|
LogPS4Light("Setting light from health, " + NoTrailZeros(RoundMath(healthPercentage*100)) + "%");
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
event OnOpenningDoor()
|
||
|
{
|
||
|
if( !thePlayer.IsUsingHorse() )
|
||
|
RaiseEvent('OpenDoor');
|
||
|
}
|
||
|
|
||
|
public final function SetLoopingCameraShakeAnimName( n : name )
|
||
|
{
|
||
|
loopingCameraShakeAnimName = n;
|
||
|
}
|
||
|
|
||
|
public var loopingCameraShakeAnimName : name;
|
||
|
timer function RemoveQuestCameraShakeTimer( dt : float , id : int)
|
||
|
{
|
||
|
RemoveQuestCameraShake( loopingCameraShakeAnimName );
|
||
|
}
|
||
|
|
||
|
public function RemoveQuestCameraShake( animName : name )
|
||
|
{
|
||
|
var camera : CCustomCamera = theGame.GetGameCamera();
|
||
|
var animation : SCameraAnimationDefinition;
|
||
|
|
||
|
camera.StopAnimation( animName );
|
||
|
}
|
||
|
|
||
|
public function GetCameraPadding() : float
|
||
|
{
|
||
|
if( theGame.IsFocusModeActive() )
|
||
|
{
|
||
|
return 0.25;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return 0.02f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function IsPerformingPhaseChangeAnimation() : bool { return isPerformingPhaseChangeAnimation; }
|
||
|
public function SetIsPerformingPhaseChangeAnimation( val : bool ) { isPerformingPhaseChangeAnimation = val; }
|
||
|
|
||
|
private function DealCounterDamageToOlgierd()
|
||
|
{
|
||
|
var damage : W3DamageAction;
|
||
|
|
||
|
damage = new W3DamageAction in this;
|
||
|
|
||
|
damage.Initialize( thePlayer.GetTarget(), thePlayer.GetTarget(), NULL, this, EHRT_None, CPS_Undefined, false, false, false, true );
|
||
|
damage.AddDamage( theGame.params.DAMAGE_NAME_DIRECT, thePlayer.GetTarget().GetStatMax( BCS_Vitality ) * 3 / 100 );
|
||
|
theGame.damageMgr.ProcessAction( damage );
|
||
|
|
||
|
delete damage;
|
||
|
}
|
||
|
|
||
|
timer function PlayDelayedCounterDamageEffect( dt : float, id : int )
|
||
|
{
|
||
|
thePlayer.GetTarget().PlayEffect( 'olgierd_energy_blast' );
|
||
|
}
|
||
|
|
||
|
|
||
|
public function SetTestAdjustRequestedMovementDirection( val : bool )
|
||
|
{
|
||
|
testAdjustRequestedMovementDirection = val;
|
||
|
}
|
||
|
|
||
|
event OnVisualDebug( frame : CScriptedRenderFrame, flag : EShowFlags )
|
||
|
{
|
||
|
var boneFollow : int;
|
||
|
var bonePosition : Vector;
|
||
|
var yrdenEntity : W3YrdenEntity;
|
||
|
|
||
|
substateManager.OnVisualDebug( frame, flag );
|
||
|
|
||
|
boneFollow = thePlayer.GetBoneIndex( 'Reference' );
|
||
|
bonePosition = MatrixGetTranslation( thePlayer.GetBoneWorldMatrixByIndex( boneFollow ) );
|
||
|
frame.DrawText( "R", bonePosition, Color( 50, 200, 70 ) );
|
||
|
|
||
|
|
||
|
boneFollow = thePlayer.GetBoneIndex( 'Trajectory' );
|
||
|
bonePosition = MatrixGetTranslation( thePlayer.GetBoneWorldMatrixByIndex( boneFollow ) );
|
||
|
frame.DrawSphere( bonePosition, 0.1f, Color( 200, 50, 70 ) );
|
||
|
frame.DrawText( "T", bonePosition, Color( 200, 50, 70 ) );
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
yrdenEntity = (W3YrdenEntity)GetWitcherPlayer().GetSignEntity(ST_Yrden);
|
||
|
yrdenEntity.OnVisualDebug(frame, flag, false);
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
timer function PotDrinkTimer(dt : float, id : int)
|
||
|
{
|
||
|
inputHandler.PotDrinkTimer(false);
|
||
|
}
|
||
|
|
||
|
public function SetIsHorseRacing( val : bool )
|
||
|
{
|
||
|
isHorseRacing = val;
|
||
|
}
|
||
|
|
||
|
public function GetIsHorseRacing() : bool
|
||
|
{
|
||
|
return isHorseRacing;
|
||
|
}
|
||
|
|
||
|
public function SetHorseCombatSlowMo( val : bool )
|
||
|
{
|
||
|
horseCombatSlowMo = val;
|
||
|
}
|
||
|
|
||
|
public function GetHorseCombatSlowMo() : bool
|
||
|
{
|
||
|
return horseCombatSlowMo;
|
||
|
}
|
||
|
|
||
|
public function SetItemsPerLevelGiven( id : int )
|
||
|
{
|
||
|
itemsPerLevelGiven[id] = true;
|
||
|
}
|
||
|
|
||
|
private function AddItemPerLevelList()
|
||
|
{
|
||
|
var i : int;
|
||
|
|
||
|
itemsPerLevel.Clear();
|
||
|
itemsPerLevel.PushBack('O');
|
||
|
itemsPerLevel.PushBack('No Mans Land sword 2');
|
||
|
itemsPerLevel.PushBack('No Mans Land sword 3');
|
||
|
itemsPerLevel.PushBack('Silver sword 2');
|
||
|
itemsPerLevel.PushBack('Boots 01');
|
||
|
itemsPerLevel.PushBack('Novigraadan sword 2');
|
||
|
itemsPerLevel.PushBack('Light armor 01');
|
||
|
itemsPerLevel.PushBack('Heavy boots 01');
|
||
|
itemsPerLevel.PushBack('Nilfgaardian sword 3');
|
||
|
itemsPerLevel.PushBack('Silver sword 3');
|
||
|
itemsPerLevel.PushBack('Heavy gloves 01');
|
||
|
itemsPerLevel.PushBack('Skellige sword 2');
|
||
|
itemsPerLevel.PushBack('Heavy pants 01');
|
||
|
itemsPerLevel.PushBack('Silver sword 4');
|
||
|
itemsPerLevel.PushBack('No Mans Land sword 4');
|
||
|
itemsPerLevel.PushBack('Heavy armor 01');
|
||
|
itemsPerLevel.PushBack('Heavy boots 02');
|
||
|
itemsPerLevel.PushBack('Skellige sword 3');
|
||
|
itemsPerLevel.PushBack('Silver sword 5');
|
||
|
itemsPerLevel.PushBack('Heavy pants 02');
|
||
|
itemsPerLevel.PushBack('Heavy gloves 02');
|
||
|
itemsPerLevel.PushBack('Heavy gloves 02');
|
||
|
itemsPerLevel.PushBack('Heavy armor 02');
|
||
|
itemsPerLevel.PushBack('Scoiatael sword 1');
|
||
|
|
||
|
if ( itemsPerLevelGiven.Size() < 49 )
|
||
|
{
|
||
|
itemsPerLevelGiven.Clear();
|
||
|
for (i = 0; i < itemsPerLevel.Size(); i += 1) { itemsPerLevelGiven.PushBack( false ); }
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
public function DealDamageToBoat( dmg : float, index : int, optional globalHitPos : Vector )
|
||
|
{
|
||
|
var boat : CBoatDestructionComponent;
|
||
|
|
||
|
if(usedVehicle)
|
||
|
{
|
||
|
boat = (CBoatDestructionComponent) usedVehicle.GetComponentByClassName( 'CBoatDestructionComponent' );
|
||
|
if( boat )
|
||
|
{
|
||
|
boat.DealDamage( dmg, index, globalHitPos );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public function OnStartTeleportingPlayerToPlayableArea()
|
||
|
{
|
||
|
var FADEOUT_INTERVAL : float = 0.5;
|
||
|
|
||
|
|
||
|
if ( thePlayer.IsUsingHorse() )
|
||
|
{
|
||
|
if ( thePlayer.GetUsedHorseComponent().OnCheckHorseJump() )
|
||
|
{
|
||
|
thePlayer.GetUsedHorseComponent().SetCanTakeDamageFromFalling( false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( thePlayer.IsActionAllowed( EIAB_FastTravel ) )
|
||
|
{
|
||
|
OnOpenMapToLetPlayerGoBackToPlayableArea();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
theGame.FadeOutAsync( FADEOUT_INTERVAL );
|
||
|
thePlayer.AddTimer( 'BorderTeleportFadeOutTimer', FADEOUT_INTERVAL, false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
timer function BorderTeleportFadeOutTimer( dt : float, id : int )
|
||
|
{
|
||
|
OnTeleportPlayerToPlayableArea( false );
|
||
|
}
|
||
|
|
||
|
public function OnOpenMapToLetPlayerGoBackToPlayableArea()
|
||
|
{
|
||
|
var initData : W3MapInitData;
|
||
|
|
||
|
initData = new W3MapInitData in this;
|
||
|
initData.SetTriggeredExitEntity( true );
|
||
|
initData.ignoreSaveSystem = true;
|
||
|
initData.setDefaultState('FastTravel');
|
||
|
theGame.RequestMenuWithBackground( 'MapMenu', 'CommonMenu', initData );
|
||
|
}
|
||
|
|
||
|
public function OnTeleportPlayerToPlayableArea( afterClosingMap : bool )
|
||
|
{
|
||
|
var BLACKSCREEN_INTERVAL : float = 0.1;
|
||
|
var manager : CCommonMapManager = theGame.GetCommonMapManager();
|
||
|
|
||
|
thePlayer.TeleportWithRotation( manager.GetBorderTeleportPosition(), manager.GetBorderTeleportRotation() );
|
||
|
thePlayer.AddTimer( 'BorderTeleportFadeInTimer', BLACKSCREEN_INTERVAL, false );
|
||
|
|
||
|
theGame.FadeOutAsync( 0 );
|
||
|
theGame.SetFadeLock('PlayerTeleportation');
|
||
|
}
|
||
|
|
||
|
timer function BorderTeleportFadeInTimer( dt : float, id : int )
|
||
|
{
|
||
|
theGame.ResetFadeLock('PlayerTeleportation');
|
||
|
theGame.FadeOutAsync( 0 );
|
||
|
theGame.FadeInAsync( 2.0f );
|
||
|
}
|
||
|
|
||
|
public final function SetLastInstantKillTime(g : GameTime)
|
||
|
{
|
||
|
lastInstantKillTime = g;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
timer function TestTimer(dt : float, id : int )
|
||
|
{
|
||
|
LogChannel('asdf', "asdf");
|
||
|
theGame.FadeOutAsync( 5 );
|
||
|
}
|
||
|
|
||
|
public final function Debug_ReleaseCriticalStateSaveLocks()
|
||
|
{
|
||
|
effectManager.Debug_ReleaseCriticalStateSaveLocks();
|
||
|
}
|
||
|
|
||
|
timer function Debug_SpamSpeed(dt : float, id : int)
|
||
|
{
|
||
|
if(currentlyMountedHorse)
|
||
|
{
|
||
|
LogSpeed("curr player's horse speed: " + NoTrailZeros(currentlyMountedHorse.GetMovingAgentComponent().GetSpeed())) ;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
LogSpeed("curr player speed: " + NoTrailZeros(GetMovingAgentComponent().GetSpeed())) ;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
timer function RemoveInstantKillSloMo(dt : float, id : int)
|
||
|
{
|
||
|
theGame.RemoveTimeScale( theGame.GetTimescaleSource(ETS_InstantKill) );
|
||
|
}
|
||
|
|
||
|
timer function RemoveForceFinisher(dt : float, id : int)
|
||
|
{
|
||
|
forceFinisher = false;
|
||
|
}
|
||
|
|
||
|
public final function Debug_ClearAllActionLocks(optional action : EInputActionBlock, optional all : bool)
|
||
|
{
|
||
|
inputHandler.Debug_ClearAllActionLocks(action, all);
|
||
|
}
|
||
|
|
||
|
function OnFocusedCameraBlendBegin() {}
|
||
|
function OnFocusedCameraBlendUpdate( progress : float ) {}
|
||
|
function OnFocusedCameraBlendEnd() {}
|
||
|
|
||
|
public function GetEtherealCount() : int { return etherealCount; }
|
||
|
public function IncrementEtherealCount()
|
||
|
{
|
||
|
etherealCount += 1;
|
||
|
if( etherealCount == 6 )
|
||
|
ResetEtherealCount();
|
||
|
}
|
||
|
public function ResetEtherealCount() { etherealCount = 0; }
|
||
|
|
||
|
public function SetInsideDiveAttackArea( val : bool ) { insideDiveAttackArea = val; }
|
||
|
public function IsInsideDiveAttackArea() : bool { return insideDiveAttackArea; }
|
||
|
public function SetDiveAreaNumber( val : int ) { diveAreaNumber = val; }
|
||
|
public function GetDiveAreaNumber() : int { return diveAreaNumber; }
|
||
|
|
||
|
|
||
|
|
||
|
public function InitPhantomWeaponMgr()
|
||
|
{
|
||
|
if( !phantomWeaponMgr )
|
||
|
{
|
||
|
phantomWeaponMgr = new CPhantomWeaponManager in this;
|
||
|
phantomWeaponMgr.Init( this.GetInventory() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function DestroyPhantomWeaponMgr()
|
||
|
{
|
||
|
if( phantomWeaponMgr )
|
||
|
{
|
||
|
delete phantomWeaponMgr;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public function GetPhantomWeaponMgr() : CPhantomWeaponManager
|
||
|
{
|
||
|
if( phantomWeaponMgr )
|
||
|
{
|
||
|
return phantomWeaponMgr;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public timer function DischargeWeaponAfter( td : float, id : int )
|
||
|
{
|
||
|
GetPhantomWeaponMgr().DischargeWeapon();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
private var forcedFinisherVictim : CActor;
|
||
|
|
||
|
timer function PerformFinisher( time : float , id : int )
|
||
|
{
|
||
|
var combatTarget : CActor;
|
||
|
var i : int;
|
||
|
|
||
|
combatTarget = thePlayer.GetTarget();
|
||
|
|
||
|
if( combatTarget )
|
||
|
{
|
||
|
combatTarget.Kill( 'AutoFinisher', false, thePlayer );
|
||
|
thePlayer.SetFinisherVictim( combatTarget );
|
||
|
forcedFinisherVictim = combatTarget;
|
||
|
thePlayer.CleanCombatActionBuffer();
|
||
|
thePlayer.OnBlockAllCombatTickets( true );
|
||
|
moveTargets = thePlayer.GetMoveTargets();
|
||
|
|
||
|
for( i = 0; i < moveTargets.Size(); i += 1 )
|
||
|
{
|
||
|
if( combatTarget != moveTargets[i] )
|
||
|
moveTargets[i].SignalGameplayEvent( 'InterruptChargeAttack' );
|
||
|
}
|
||
|
|
||
|
if( theGame.GetInGameConfigWrapper().GetVarValue( 'Gameplay', 'AutomaticFinishersEnabled' ) == "true" )
|
||
|
combatTarget.AddAbility( 'ForceFinisher', false );
|
||
|
|
||
|
if( combatTarget.HasTag( 'ForceFinisher' ) )
|
||
|
combatTarget.AddAbility( 'ForceFinisher', false );
|
||
|
|
||
|
combatTarget.SignalGameplayEvent( 'ForceFinisher' );
|
||
|
|
||
|
thePlayer.FindMoveTarget();
|
||
|
|
||
|
thePlayer.AddTimer( 'SignalFinisher', 0.2, false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
timer function SignalFinisher( time : float , id : int )
|
||
|
{
|
||
|
forcedFinisherVictim.SignalGameplayEvent( 'Finisher' );
|
||
|
forcedFinisherVictim = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
exec function ttt()
|
||
|
{
|
||
|
thePlayer.AddTimer( 'TestTimer', 5, false );
|
||
|
}
|