SmallWeapons View Mutator>?!
Posted: Sun Nov 04, 2018 2:10 am
Okay so there's this mod i found called "SmallWeapons" which replaces stock ut weps with a "smaller scale" weapon class. Inside the weapons class are new functions,
and then the master mutato class withCheckReplacement to replace weapon classes....
would there be an easier way to do this? I would like to re-create for my custom weapons mod and also, possibly have it compatible with any other custom weapons mod .....
Spoiler
simulated function vector CalcDrawOffsetSmall();
{
local vector DrawOffset, WeaponBob;
local Pawn PawnOwner;
PawnOwner = Pawn(Owner);
DrawOffset = ((0.01 * PlayerViewOffset) >> PawnOwner.ViewRotation);
if ( (Level.NetMode == NM_DedicatedServer)
|| ((Level.NetMode == NM_ListenServer) && (Owner.RemoteRole == ROLE_AutonomousProxy)) )
DrawOffset += (PawnOwner.BaseEyeHeight * vect(0,0,1));
else
{
DrawOffset += (PawnOwner.EyeHeight * vect(0,0,1));
WeaponBob = BobDamping * PawnOwner.WalkBob;
WeaponBob.Z = (0.45 + 0.55 * BobDamping) * PawnOwner.WalkBob.Z;
DrawOffset += WeaponBob;
}
return DrawOffset;
}
{
local vector DrawOffset, WeaponBob;
local Pawn PawnOwner;
PawnOwner = Pawn(Owner);
DrawOffset = ((0.01 * PlayerViewOffset) >> PawnOwner.ViewRotation);
if ( (Level.NetMode == NM_DedicatedServer)
|| ((Level.NetMode == NM_ListenServer) && (Owner.RemoteRole == ROLE_AutonomousProxy)) )
DrawOffset += (PawnOwner.BaseEyeHeight * vect(0,0,1));
else
{
DrawOffset += (PawnOwner.EyeHeight * vect(0,0,1));
WeaponBob = BobDamping * PawnOwner.WalkBob;
WeaponBob.Z = (0.45 + 0.55 * BobDamping) * PawnOwner.WalkBob.Z;
DrawOffset += WeaponBob;
}
return DrawOffset;
}
Spoiler
simulated event RenderOverlays(canvas Canvas);
{
local PlayerPawn PlayerOwner;
local int realhand;
if ( (bMuzzleFlash > 0) && !Level.bDropDetail )
MFTexture = MuzzleFlashVariations[Rand(5)];
PlayerOwner = PlayerPawn(Owner);
if ( PlayerOwner != None )
{
if ( PlayerOwner.DesiredFOV != PlayerOwner.DefaultFOV )
return;
realhand = PlayerOwner.Handedness;
if ( (Level.NetMode == NM_Client) && (realHand == 2) )
{
bHideWeapon = true;
return;
}
if ( !bHideWeapon )
{
if ( Mesh == mesh'AutoML' )
PlayerOwner.Handedness = 1;
else if ( bIsSlave || (SlaveEnforcer != None) )
PlayerOwner.Handedness = -1;
}
}
if ( (PlayerOwner == None) || (PlayerOwner.Handedness == 0) )
{
if ( AnimSequence == 'Shot2' )
{
FlashO = -2 * Default.FlashO;
FlashY = Default.FlashY * 2.5;
}
else
{
FlashO = 1.9 * Default.FlashO;
FlashY = Default.FlashY;
}
}
else if ( AnimSequence == 'Shot2' )
{
FlashO = Default.FlashO * 0.3;
FlashY = Default.FlashY * 2.5;
}
else
{
FlashO = Default.FlashO;
FlashY = Default.FlashY;
}
if ( !bHideWeapon && ( (SlaveEnforcer != None) || bIsSlave ) )
{
if ( PlayerOwner == None )
bMuzzleFlash = 0;
SuperRenderOverlays(Canvas);
if ( SlaveEnforcer != None )
{
if ( SlaveEnforcer.bBringingUp )
{
SlaveEnforcer.bBringingUp = false;
SlaveEnforcer.PlaySelect();
}
SlaveEnforcer.RenderOverlays(Canvas);
}
}
else
SuperRenderOverlays(Canvas);
if ( PlayerOwner != None )
PlayerOwner.Handedness = realhand;
}
{
local PlayerPawn PlayerOwner;
local int realhand;
if ( (bMuzzleFlash > 0) && !Level.bDropDetail )
MFTexture = MuzzleFlashVariations[Rand(5)];
PlayerOwner = PlayerPawn(Owner);
if ( PlayerOwner != None )
{
if ( PlayerOwner.DesiredFOV != PlayerOwner.DefaultFOV )
return;
realhand = PlayerOwner.Handedness;
if ( (Level.NetMode == NM_Client) && (realHand == 2) )
{
bHideWeapon = true;
return;
}
if ( !bHideWeapon )
{
if ( Mesh == mesh'AutoML' )
PlayerOwner.Handedness = 1;
else if ( bIsSlave || (SlaveEnforcer != None) )
PlayerOwner.Handedness = -1;
}
}
if ( (PlayerOwner == None) || (PlayerOwner.Handedness == 0) )
{
if ( AnimSequence == 'Shot2' )
{
FlashO = -2 * Default.FlashO;
FlashY = Default.FlashY * 2.5;
}
else
{
FlashO = 1.9 * Default.FlashO;
FlashY = Default.FlashY;
}
}
else if ( AnimSequence == 'Shot2' )
{
FlashO = Default.FlashO * 0.3;
FlashY = Default.FlashY * 2.5;
}
else
{
FlashO = Default.FlashO;
FlashY = Default.FlashY;
}
if ( !bHideWeapon && ( (SlaveEnforcer != None) || bIsSlave ) )
{
if ( PlayerOwner == None )
bMuzzleFlash = 0;
SuperRenderOverlays(Canvas);
if ( SlaveEnforcer != None )
{
if ( SlaveEnforcer.bBringingUp )
{
SlaveEnforcer.bBringingUp = false;
SlaveEnforcer.PlaySelect();
}
SlaveEnforcer.RenderOverlays(Canvas);
}
}
else
SuperRenderOverlays(Canvas);
if ( PlayerOwner != None )
PlayerOwner.Handedness = realhand;
}
Spoiler
simulated function SuperRenderOverlays( canvas Canvas );
{
local rotator NewRot;
local bool bPlayerOwner;
local int Hand;
local PlayerPawn PlayerOwner;
if ( bHideWeapon || (Owner == None) )
return;
PlayerOwner = PlayerPawn(Owner);
if ( PlayerOwner != None )
{
if ( PlayerOwner.DesiredFOV != PlayerOwner.DefaultFOV )
return;
bPlayerOwner = true;
Hand = PlayerOwner.Handedness;
if ( (Level.NetMode == NM_Client) && (Hand == 2) )
{
bHideWeapon = true;
return;
}
}
if ( !bPlayerOwner || (PlayerOwner.Player == None) )
Pawn(Owner).WalkBob = vect(0,0,0);
if ( (bMuzzleFlash > 0) && bDrawMuzzleFlash && Level.bHighDetailMode && (MFTexture != None) )
{
MuzzleScale = Default.MuzzleScale * Canvas.ClipX/640.0;
if ( !bSetFlashTime )
{
bSetFlashTime = true;
FlashTime = Level.TimeSeconds + FlashLength;
}
else if ( FlashTime < Level.TimeSeconds )
bMuzzleFlash = 0;
if ( bMuzzleFlash > 0 )
{
if ( Hand == 0 )
Canvas.SetPos(Canvas.ClipX/2 - 0.5 * MuzzleScale * FlashS + Canvas.ClipX * (-0.2 * Default.FireOffset.Y * FlashO), Canvas.ClipY/2 - 0.5 * MuzzleScale * FlashS + Canvas.ClipY * (FlashY + FlashC));
else
Canvas.SetPos(Canvas.ClipX/2 - 0.5 * MuzzleScale * FlashS + Canvas.ClipX * (Hand * Default.FireOffset.Y * FlashO), Canvas.ClipY/2 - 0.5 * MuzzleScale * FlashS + Canvas.ClipY * FlashY);
Canvas.Style = 3;
Canvas.DrawIcon(MFTexture, MuzzleScale);
Canvas.Style = 1;
}
}
else
bSetFlashTime = false;
SetLocation( Owner.Location + CalcDrawOffsetSmall() );
NewRot = Pawn(Owner).ViewRotation;
if ( Hand == 0 )
newRot.Roll = -2 * Default.Rotation.Roll;
else
newRot.Roll = Default.Rotation.Roll * Hand;
setRotation(newRot);
Canvas.DrawActor(self, false);
}
{
local rotator NewRot;
local bool bPlayerOwner;
local int Hand;
local PlayerPawn PlayerOwner;
if ( bHideWeapon || (Owner == None) )
return;
PlayerOwner = PlayerPawn(Owner);
if ( PlayerOwner != None )
{
if ( PlayerOwner.DesiredFOV != PlayerOwner.DefaultFOV )
return;
bPlayerOwner = true;
Hand = PlayerOwner.Handedness;
if ( (Level.NetMode == NM_Client) && (Hand == 2) )
{
bHideWeapon = true;
return;
}
}
if ( !bPlayerOwner || (PlayerOwner.Player == None) )
Pawn(Owner).WalkBob = vect(0,0,0);
if ( (bMuzzleFlash > 0) && bDrawMuzzleFlash && Level.bHighDetailMode && (MFTexture != None) )
{
MuzzleScale = Default.MuzzleScale * Canvas.ClipX/640.0;
if ( !bSetFlashTime )
{
bSetFlashTime = true;
FlashTime = Level.TimeSeconds + FlashLength;
}
else if ( FlashTime < Level.TimeSeconds )
bMuzzleFlash = 0;
if ( bMuzzleFlash > 0 )
{
if ( Hand == 0 )
Canvas.SetPos(Canvas.ClipX/2 - 0.5 * MuzzleScale * FlashS + Canvas.ClipX * (-0.2 * Default.FireOffset.Y * FlashO), Canvas.ClipY/2 - 0.5 * MuzzleScale * FlashS + Canvas.ClipY * (FlashY + FlashC));
else
Canvas.SetPos(Canvas.ClipX/2 - 0.5 * MuzzleScale * FlashS + Canvas.ClipX * (Hand * Default.FireOffset.Y * FlashO), Canvas.ClipY/2 - 0.5 * MuzzleScale * FlashS + Canvas.ClipY * FlashY);
Canvas.Style = 3;
Canvas.DrawIcon(MFTexture, MuzzleScale);
Canvas.Style = 1;
}
}
else
bSetFlashTime = false;
SetLocation( Owner.Location + CalcDrawOffsetSmall() );
NewRot = Pawn(Owner).ViewRotation;
if ( Hand == 0 )
newRot.Roll = -2 * Default.Rotation.Roll;
else
newRot.Roll = Default.Rotation.Roll * Hand;
setRotation(newRot);
Canvas.DrawActor(self, false);
}
would there be an easier way to do this? I would like to re-create for my custom weapons mod and also, possibly have it compatible with any other custom weapons mod .....