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//============================================================================= // KFPawn - Assault //============================================================================= class KFHumanPawn extends KFPawn; //#exec OBJ LOAD FILE=KFCharacters.utx //#exec OBJ LOAD FILE=KFSoldiers.ukx var float DrugBonusMovement; var bool bOnDrugs; var Emitter Blood; var Sound BreathingSound; //var int BreathingTime; var Sound MiscSound; //So I can get the damn thing to shutup if the players dead. //var UnderWaterBlur myHitBlur; var bool bUsingHitBlur; var float StopBlurTime; var float BlurFadeOutTime; // Tracks how long we've spend fading out the blur var(Blur) float StartingBlurFadeOutTime; // How long to spend fading out the blur var(Blur) float NewSchoolHitBlurIntensity; // How intense to make the new school hit blur when you are hit var config bool bUseBlurEffect; // Whether or not the blur effect should be used var float CurrentBlurIntensity; // The Currently used blur intensity // Jarring var() float JarrMoveMag; // Magnitude to move the player var() float JarrMoveRate; // Rate at which the player oscillates var() float JarrMoveDuration; // scalar duration of the movement var() float JarrRotateMag; // Magnitude the player 'rolls' var() float JarrRotateRate; // Rate at which the player oscillates/rolls around var() float JarrRotateDuration; // scalar duration of the roll var int SpeedAdjustment; // Give our brave melee players a little bit more under the hood. var float BaseMeleeIncrease; var int InventorySpeedModifier; // Modifer to the player's speed based on the weapon they are carrying var() float HealthSpeedModifier; // The maximum percentage of the default movement speed to reduce speed based on how low the player's health is var() float WeightSpeedModifier; // The maximum percentage of the default movement speed to reduce speed based on how much weight the player is carrying var int ScoreCounter; // Once it hits two, reset 3 second score in GRI var bool bAimingRifle; var CameraEffect CameraEffectFound; var () float MaxCarryWeight; var float CurrentWeight; var bool bMeBeDoomed; var int AlphaAmount ; // Amount of Alpha for Cash bonus HUD. var() Material InjuredOverlay,CriticalOverlay; var KFPlayerController KFPC; var () int TorchBatteryLife; var bool bTorchOn; // HUD var only. var int TempScore; // temporary score. var float LastDyingMessageTime; var float DyingMessageDelay; /* Should this pawn be allowed to switch Weapons ? */ var bool bLockWeaponSelection; replication { reliable if ( bNetDirty && (Role == Role_Authority) ) bAimingRifle; reliable if ( bNetDirty && (Role == Role_Authority) && bNetOwner ) CurrentWeight,MaxCarryWeight,AlphaAmount,bTorchOn,TorchBatteryLife,bOnDrugs, InventorySpeedModifier; reliable if(RemoteRole == ROLE_AutonomousProxy) DoHitCamEffects, StopHitCamEffects; reliable if(Role < ROLE_Authority) SetAiming,ServerTossCarriedItems; } simulated function Setup(xUtil.PlayerRecord rec, optional bool bLoadNow) { super.Setup(rec, bLoadNow); if( class<SoldierSpeciesRobot>(Species) != none ) { BreathingSound = class'KFDARSoundGroup'.default.BreathingSound; } else if( class<AshHardingSpecies>(Species) != none ) { BreathingSound = class'KFFemaleSoundGroup'.default.BreathingSound; } log(BreathingSound); } function VeterancyChanged() { local Inventory I; local KFPlayerReplicationInfo KFPRI; local int MaxAmmo; MaxCarryWeight = Default.MaxCarryWeight; KFPRI = KFPlayerReplicationInfo(PlayerReplicationInfo); if ( KFPRI != none && KFPRI.ClientVeteranSkill != none ) { MaxCarryWeight += KFPRI.ClientVeteranSkill.Static.AddCarryMaxWeight(KFPRI); } if ( CurrentWeight > MaxCarryWeight ) // Now carrying too much, drop something. { for ( I = Inventory; I != none; I = I.Inventory ) { if ( KFWeapon(I) != none && !KFWeapon(I).bKFNeverThrow ) { I.Velocity = Velocity; I.DropFrom(Location + VRand() * 10); if ( CurrentWeight <= MaxCarryWeight ) { break; // Drop weapons until player is capable of carrying them all. } } } } // Make sure nothing is over the Max Ammo amount when changing Veterancy for ( I = Inventory; I != none; I = I.Inventory ) { if ( Ammunition(I) != none ) { MaxAmmo = Ammunition(I).default.MaxAmmo; if ( KFPRI != none && KFPRI.ClientVeteranSkill != none ) { MaxAmmo = float(MaxAmmo) * KFPRI.ClientVeteranSkill.static.AddExtraAmmoFor(KFPRI, Ammunition(I).Class); } if ( Ammunition(I).AmmoAmount > MaxAmmo ) { Ammunition(I).AmmoAmount = MaxAmmo; } } } } event PreBeginPlay() { Super.PreBeginPlay(); SetTimer(1.5,true); } // Just changed to pendingWeapon simulated function ChangedWeapon() { if(PendingWeapon != none && AllowHoldWeapon(KFWeapon(PendingWeapon))) { Super.ChangedWeapon(); // Experience Level relate stuff . if ( Weapon != none && KFWeapon(Weapon).bSpeedMeUp ) { // Adjust Melee weapon speed bonuses depending on perk. BaseMeleeIncrease = default.BaseMeleeIncrease; if ( KFPlayerReplicationInfo(PlayerReplicationInfo) != none && KFPlayerReplicationInfo(PlayerReplicationInfo).ClientVeteranSkill != none ) { BaseMeleeIncrease += KFPlayerReplicationInfo(PlayerReplicationInfo).ClientVeteranSkill.Static.GetMeleeMovementSpeedModifier(KFPlayerReplicationInfo(PlayerReplicationInfo)); } InventorySpeedModifier = ((default.GroundSpeed * BaseMeleeIncrease) - (KFWeapon(Weapon).Weight * 2)); } else if ( Weapon == none || !KFWeapon(Weapon).bSpeedMeUp ) { InventorySpeedModifier = 0; } } else { PendingWeapon = none; } } function ServerChangedWeapon(Weapon OldWeapon, Weapon NewWeapon) { super.ServerChangedWeapon(OldWeapon,NewWeapon); // Experience Level relate stuff . if( Weapon!= none && KFWeapon(Weapon).bSpeedMeUp ) { // Adjust Melee weapon speed bonuses depending on perk. BaseMeleeIncrease = default.BaseMeleeIncrease; if ( KFPlayerReplicationInfo(PlayerReplicationInfo) != none && KFPlayerReplicationInfo(PlayerReplicationInfo).ClientVeteranSkill != none ) { BaseMeleeIncrease += KFPlayerReplicationInfo(PlayerReplicationInfo).ClientVeteranSkill.Static.GetMeleeMovementSpeedModifier(KFPlayerReplicationInfo(PlayerReplicationInfo)); } InventorySpeedModifier = ((default.GroundSpeed * BaseMeleeIncrease) - (KFWeapon(Weapon).Weight * 2)); } else if (Weapon == none || !KfWeapon(Weapon).bSpeedMeUp) { InventorySpeedModifier = 0; } } simulated event ModifyVelocity(float DeltaTime, vector OldVelocity) { local float WeightMod, HealthMod; local float EncumbrancePercentage; local Inventory Inv; super.ModifyVelocity(DeltaTime, OldVelocity); if (Controller != none) { // Calculate encumbrance, but cap it to the maxcarryweight so when we use dev weapon cheats we don't move mega slow EncumbrancePercentage = (FMin(CurrentWeight, MaxCarryWeight)/MaxCarryWeight); // Calculate the weight modifier to speed WeightMod = (1.0 - (EncumbrancePercentage * WeightSpeedModifier)); // Calculate the health modifier to speed HealthMod = ((Health/HealthMax) * HealthSpeedModifier) + (1.0 - HealthSpeedModifier); // Apply all the modifiers GroundSpeed = default.GroundSpeed * HealthMod; GroundSpeed *= WeightMod; GroundSpeed += InventorySpeedModifier; if ( KFPlayerReplicationInfo(PlayerReplicationInfo) != none && KFPlayerReplicationInfo(PlayerReplicationInfo).ClientVeteranSkill != none ) { GroundSpeed *= KFPlayerReplicationInfo(PlayerReplicationInfo).ClientVeteranSkill.static.GetMovementSpeedModifier(KFPlayerReplicationInfo(PlayerReplicationInfo), KFGameReplicationInfo(Level.GRI)); } /* Give the pawn's inventory items a chance to modify his movement speed */ for( Inv=Inventory; Inv!=None; Inv=Inv.Inventory ) { GroundSpeed *= Inv.GetMovementModifierFor(self); } } } Simulated function tick(float DeltaTime) { local float BlurAmount; super.Tick(deltaTime); if (KFPC != none) { if (KFPlayerReplicationInfo(KFPC.PlayerReplicationInfo).ThreeSecondScore > 0 && AlphaAmount > 0) AlphaAmount -=2; if (AlphaAmount <= 0) { KFPlayerReplicationInfo(KFPC.PlayerReplicationInfo).ThreeSecondScore = 0; ScoreCounter = 0; } } if( IsLocallyControlled() ) { if( !bUsingHitBlur && BlurFadeOutTime > 0 ) { BlurFadeOutTime -= deltaTime; BlurAmount = BlurFadeOutTime/StartingBlurFadeOutTime * CurrentBlurIntensity; if( BlurFadeOutTime <= 0 ) { BlurFadeOutTime = 0; StopHitCamEffects(); } else { if( bUseBlurEffect ) { if( KFPC == none || !KFPC.PostFX_IsReady() ) { if( CameraEffectFound != none ) { UnderWaterBlur(CameraEffectFound).BlurAlpha = Lerp( BlurAmount, 255, UnderWaterBlur(CameraEffectFound).default.BlurAlpha ); } } else { KFPC.SetBlur(BlurAmount); } } } } } } function SetAiming(bool IsAiming) { bAimingRifle = IsAiming; } simulated event HandleWhizSound() { local float Intensity; // Don't play whizz sounds for bots, or from other players if ( IsHumanControlled() && IsLocallyControlled() ) { Spawn(class'ROBulletWhiz',,, mWhizSoundLocation); //log("DistSquared of whiz is "$VSizeSquared(GetBoneCoords(HeadBone).Origin - mWhizSoundLocation)); Intensity = 1.0 - ((FMin(VSizeSquared(GetBoneCoords(HeadBone).Origin - mWhizSoundLocation),3600.0))/3600.0); // 3600 = (60*60) = Radius of bullet whiz cylinder squared //log("Intensity of whiz is "$Intensity); AddBlur(0.15, Intensity/2); } } simulated function AddBlur(Float BlurDuration, float Intensity) { if( KFPC == none ) { return; } if(!bUsingHitBlur) { // If we can't handle the post processing shaders, just do an old style motion blur effect if( bUseBlurEffect ) { StartingBlurFadeOutTime = BlurDuration; BlurFadeOutTime = StartingBlurFadeOutTime; if( CurrentBlurIntensity < Intensity ) { CurrentBlurIntensity = Intensity; } if( !KFPC.PostFX_IsReady() ) { if ( CameraEffectFound == none ) { FindCameraEffect(class 'KFmod.UnderWaterBlur'); } UnderWaterBlur(CameraEffectFound).BlurAlpha = UnderWaterBlur(CameraEffectFound).default.BlurAlpha; } else { KFPC.SetBlur(CurrentBlurIntensity); } } } } function Timer() { //local Actor WallActor; //local KFBloodSplatter Streak; //local vector WallHit, WallNormal; if (BurnDown > 0) { LastBurnDamage *= 0.5; TakeFireDamage(LastBurnDamage, BurnInstigator); } else { RemoveFlamingEffects(); StopBurnFX(); } // Flashlight Drain if ( KFWeapon(Weapon)!=none && KFWeapon(Weapon).FlashLight!=none ) { // Increment / Decrement battery life if (KFWeapon(Weapon).FlashLight.bHasLight && TorchBatteryLife > 0) TorchBatteryLife -= 10; else if (!KFWeapon(Weapon).FlashLight.bHasLight && TorchBatteryLife < default.TorchBatteryLife) { TorchBatteryLife += 20; if ( TorchBatteryLife > default.TorchBatteryLife ) { TorchBatteryLife = default.TorchBatteryLife; } } } else if( TorchBatteryLife<default.TorchBatteryLife ) { TorchBatteryLife += 20; if ( TorchBatteryLife > default.TorchBatteryLife ) { TorchBatteryLife = default.TorchBatteryLife; } } if (Controller != none) { if(KFPC != none ) { bOnDrugs = false; // Update for the scoreboards. if (Health <= 0) { PlaySound(MiscSound,SLOT_Talk); return; } if ( Health < HealthMax * 0.25 ) { PlaySound(BreathingSound, SLOT_Talk, ((50-Health)/5)*TransientSoundVolume,,TransientSoundRadius,, false); // Commenting this streak code out because it doesn't work and spams the log - Ramm //WallActor = Trace(WallHit, WallNormal, Location - 50 * Velocity, Location, false); //Streak= spawn(class 'KFMod.KFBloodSplatter',,,vect(0,0,0), Rotation); //if (Streak != none) // Streak.SetRotation(Rotator(Velocity)); } // Accuracy vs. Movement tweakage! - Alex if (KFWeapon(Weapon) != none) KFWeapon(Weapon).AccuracyUpdate(vsize(Velocity)); } } // TODO: WTF? central here // Instantly set the animation to arms at sides Idle if we've got no weapon (rather than Pointing an invisible gun!) if (Weapon != none) { if (WeaponAttachment(Weapon.ThirdPersonActor) == none && VSize(Velocity) <= 0) IdleWeaponAnim = IdleRestAnim; } else if (Weapon == none) IdleWeaponAnim = IdleRestAnim; } simulated function TakeDamage( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex) { if( Controller!=None && Controller.bGodMode ) return; if ( KFMonster(InstigatedBy) != none ) { KFMonster(InstigatedBy).bDamagedAPlayer = true; } // Don't allow momentum from a player shooting a player if( InstigatedBy != none && KFHumanPawn(InstigatedBy) != none ) { Momentum = vect(0,0,0); } Super.TakeDamage(Damage,instigatedBy,hitlocation,momentum,damageType); //Bloody Overlays if ((Health-Damage) <= 0.5*HealthMax) SetOverlayMaterial(InjuredOverlay,0, true); if ( Role == ROLE_Authority && Level.Game.NumPlayers > 1 && Health < 0.25 * HealthMax && Level.TimeSeconds - LastDyingMessageTime > DyingMessageDelay ) { // Tell everyone we're dying PlayerController(Instigator.Controller).Speech('AUTO', 6, ""); LastDyingMessageTime = Level.TimeSeconds; } if( Controller==none || PlayerController(Controller)==None ) return; } function TakeBileDamage() { local vector BileVect; local int RandBileDamage; local int actualDamage; local vector HitMomentum; RandBileDamage = 2+Rand(3); Super(XPawn).TakeDamage(RandBileDamage, BileInstigator, Location, vect(0,0,0), LastBileDamagedByType); healthtoGive-=5; HitMomentum = vect(0,0,0); actualDamage = Level.Game.ReduceDamage(RandBileDamage, self, BileInstigator, Location, HitMomentum, LastBileDamagedByType); if( actualDamage <= 0 ) { return; } //TODO: move this sanity check to DoHitCamEffect? if(Controller == none || PlayerController(Controller) == None) return; if(Controller.bGodMode) return; BileVect.X=frand(); BileVect.Y=frand(); BileVect.Z=frand(); if( class<DamTypeBileDeckGun>(LastBileDamagedByType) != none ) { DoHitCamEffects( BileVect, 0.25, 0.75, 0.5 ); } else { DoHitCamEffects( BileVect, 0.35, 2.0,1.0 ); } } // Overridden to support view shake changes function PlayTakeHit(vector HitLocation, int Damage, class<DamageType> DamageType) { local vector direction; local rotator InvRotation; local float jarscale; super.PlayTakeHit( HitLocation, Damage, DamageType ); // for standalone and client // Cooney if ( Level.NetMode != NM_DedicatedServer ) { // Get the approximate direction // that the hit went into the body direction = Location - HitLocation; // No up-down jarring effects since // I dont have the barrel valocity direction.Z = 0.0f; direction = normal(direction); // We need to rotate the jarring direction // in screen space so basically the // exact opposite of the player's pawn's // rotation. InvRotation.Yaw = -Rotation.Yaw; InvRotation.Roll = -Rotation.Roll; InvRotation.Pitch = -Rotation.Pitch; direction = direction >> InvRotation; jarscale = 0.1f + (Damage/10.0f); if ( jarscale > 1.0f ) { jarscale = 1.0f; } DoHitCamEffects(direction,jarscale,2.0,1.0); } } simulated function DoHitCamEffects(vector HitDirection, float JarrScale, float BlurDuration, float JarDurationScale ) { local vector localShakeMoveMag; local vector localShakeMoveRate; local vector localShakeRotateMag; local vector localShakeRotateRate; if( KFPC == none ) { return; } if( bUseBlurEffect ) { if( !KFPC.PostFX_IsReady() ) { CurrentBlurIntensity = 1.0; } else { CurrentBlurIntensity = NewSchoolHitBlurIntensity; } AddBlur(BlurDuration,CurrentBlurIntensity); } // Shake Moving // localShakeMoveMag = HitDirection * JarrMoveMag; // localShakeMoveRate.X = JarrMoveRate; localShakeMoveRate.Y = JarrMoveRate; localShakeMoveRate.Z = JarrMoveRate; // // Unfortunately, the HitDirection // only transfers maximum offsets to // the shake offset max. I have to // check it's sign and move that into // the rate so it moves the right direction. if ( HitDirection.X < 0 ) localShakeMoveRate.X *= -1; if ( HitDirection.Y < 0 ) localShakeMoveRate.Y *= -1; if ( HitDirection.Z < 0 ) localShakeMoveRate.Z *= -1; // Shake Rotation // localShakeRotateMag.X = JarrRotateMag*-HitDirection.X; localShakeRotateMag.Z = JarrRotateMag*HitDirection.Y; // localShakeRotateRate.X = JarrRotateRate*-HitDirection.X; localShakeRotateRate.Z = JarrRotateRate*HitDirection.Y; KFPC.ShakeView(localShakeRotateMag*JarrScale, localShakeRotateRate*(2.0f-JarrScale), JarrRotateDuration * JarDurationScale, localShakeMoveMag*JarrScale, localShakeMoveRate*(2.0f-JarrScale), JarrMoveDuration * JarDurationScale); } simulated function StopHitCamEffects() { CurrentBlurIntensity=0.0; if( CameraEffectFound != none ) { RemoveCameraEffect(CameraEffectFound); } if( KFPC != none ) { KFPC.StopViewShaking(); KFPC.SetBlur(0); } } simulated function died(Controller Killer, class<DamageType> damageType, vector HitLocation) { StopHitCamEffects(); super.Died(Killer, damageType, HitLocation); } simulated function Destroyed() { StopHitCamEffects(); Super.Destroyed(); } simulated function CameraEffect FindCameraEffect(class<CameraEffect> CameraEffectClass) { local PlayerController PlayerControllerLocal; local int i; PlayerControllerLocal = Level.GetLocalPlayerController(); if ( PlayerControllerLocal != None ) { for (i = 0; i < PlayerControllerLocal.CameraEffects.Length; i++) if ( PlayerControllerLocal.CameraEffects[i].Class == CameraEffectClass ) { CameraEffectFound = PlayerControllerLocal.CameraEffects[i]; break; } if ( CameraEffectFound == None ) CameraEffectFound = CameraEffect(Level.ObjectPool.AllocateObject(CameraEffectClass)); if ( CameraEffectFound != None ) PlayerControllerLocal.AddCameraEffect(CameraEffectFound); } return CameraEffectFound; } //============================================================================= // RemoveCameraEffect // // Removes one reference to the CameraEffect from the CameraEffects array. If // there are any more references to the same CameraEffect object, they remain // there. The CameraEffect will be put back in the ObjectPool if no other // references to it are left in the CameraEffects array. //============================================================================= simulated function RemoveCameraEffect(CameraEffect CameraEffect) { local PlayerController PlayerControllerLocal; local int i; PlayerControllerLocal = Level.GetLocalPlayerController(); if ( PlayerControllerLocal != None ) { PlayerControllerLocal.RemoveCameraEffect(CameraEffect); for (i = 0; i < PlayerControllerLocal.CameraEffects.Length; i++) if ( PlayerControllerLocal.CameraEffects[i] == CameraEffect ) { log(CameraEffect@"still in CameraEffects array"); return; } log("Freeing"@CameraEffect); Level.ObjectPool.FreeObject(CameraEffect); CameraEffectFound = none; } } simulated function PrevWeapon() { if ( Level.Pauser != None ) return; if ( Weapon == None && Controller != None ) { Controller.SwitchToBestWeapon(); return; } if ( PendingWeapon != None ) { if ( PendingWeapon.bForceSwitch ) return; PendingWeapon = Inventory.PrevWeapon(None, PendingWeapon); } else { PendingWeapon = Inventory.PrevWeapon(None, Weapon); } if ( PendingWeapon != None ) Weapon.PutDown(); } /* NextWeapon() - switch to next inventory group weapon */ simulated function NextWeapon() { if ( Level.Pauser != None ) return; if ( Weapon == None && Controller != None ) { Controller.SwitchToBestWeapon(); return; } if ( PendingWeapon != None ) { if ( PendingWeapon.bForceSwitch ) return; PendingWeapon = Inventory.NextWeapon(None, PendingWeapon); } else { PendingWeapon = Inventory.NextWeapon(None, Weapon); } if ( PendingWeapon != None && Weapon != none ) Weapon.PutDown(); } //This is a terribly ugly hack which allows us to silently give //weapons to pawns in the case of buy menu consumables function SilentGiveWeapon(string aClassName ) { local class<Weapon> WeaponClass; local Weapon NewWeapon; WeaponClass = class<Weapon>(DynamicLoadObject(aClassName, class'Class')); if( FindInventoryType(WeaponClass) != None ) return; newWeapon = Spawn(WeaponClass); if( newWeapon != None && KFWeapon(newWeapon) != None) KFWeapon(newWeapon).SilentGiveTo(self); else if(newWeapon != none) newWeapon.GiveTo(self); } function bool AddInventory( inventory NewItem ) { if( !super.AddInventory(NewItem) ) return false; if( KFWeapon(NewItem) != none ) { CurrentWeight += KFWeapon(NewItem).Weight; } return true; } // Remove Item from this pawn's inventory, if it exists. function DeleteInventory( inventory Item ) { local Inventory I; local bool bFoundItem; if ( Role != ROLE_Authority ) { return; } for ( I = Inventory; I != none; I = I.Inventory ) { if ( I == Item ) { bFoundItem = true; } } if ( bFoundItem ) { if ( KFWeapon(Item) != none ) { CurrentWeight -= KFWeapon(Item).Weight; } } super.DeleteInventory(Item); } function Drugs() { // Still not sure what to do with this. // It's some sort of drug heightened adrenal state where the player can run faster etc... // Amusingly, it's incremental. So each "hit" (call of this function :P) will send you into // a further....enhanced state for the duration of the drug's life (30 seconds max). // call it like so : // bOnDrugs = true; // Drugs(); if(bOnDrugs) { // Log("You're on Some Drugs"); DrugBonusMovement = 150; Groundspeed +=DrugBonusMovement; PlaySound(BreathingSound, SLOT_Talk, TransientSoundVolume,,TransientSoundRadius,, false); Weapon.StartBerserk(); KFPC.ShakeView(vect(30,-30,30),vect(200,-300,200),30,vect(-30,30,30),vect(300,-200,200),30); } } function AddDefaultInventory() { local int i; // Add this code in if you want to force bots to spawn without a weapon /*if( !IsHumanControlled() ) { return; }*/ if ( KFSPGameType(Level.Game) != none ) { Level.Game.AddGameSpecificInventory(self); if ( Inventory != none ) Inventory.OwnerEvent('LoadOut'); return; } if ( IsLocallyControlled() ) { for ( i = 0; i < 16; i++ ) if ( RequiredEquipment[i] != "" ) CreateInventory(RequiredEquipment[i]); if ( KFPlayerReplicationInfo(PlayerReplicationInfo) != none && KFPlayerReplicationInfo(PlayerReplicationInfo).ClientVeteranSkill != none ) { KFPlayerReplicationInfo(PlayerReplicationInfo).ClientVeteranSkill.static.AddDefaultInventory(KFPlayerReplicationInfo(PlayerReplicationInfo), self); } for ( i = 0; i < 16; i++ ) if ( (SelectedEquipment[i] == 1) && (OptionalEquipment[i] != "") ) CreateInventory(OptionalEquipment[i]); Level.Game.AddGameSpecificInventory(self); } else { Level.Game.AddGameSpecificInventory(self); for ( i = 15; i >= 0; i-- ) if ( (SelectedEquipment[i] == 1) && (OptionalEquipment[i] != "") ) CreateInventory(OptionalEquipment[i]); if ( KFPlayerReplicationInfo(PlayerReplicationInfo) != none && KFPlayerReplicationInfo(PlayerReplicationInfo).ClientVeteranSkill != none ) { KFPlayerReplicationInfo(PlayerReplicationInfo).ClientVeteranSkill.static.AddDefaultInventory(KFPlayerReplicationInfo(PlayerReplicationInfo), self); } for ( i = 15; i >= 0; i-- ) if ( RequiredEquipment[i] != "" ) CreateInventory(RequiredEquipment[i]); } // HACK FIXME if ( Inventory != None ) Inventory.OwnerEvent('LoadOut'); Controller.ClientSwitchToBestWeapon(); } function CreateInventoryVeterancy(string InventoryClassName, float SellValue) { local Inventory Inv; local class<Inventory> InventoryClass; InventoryClass = Level.Game.BaseMutator.GetInventoryClass(InventoryClassName); if( (InventoryClass!=None) && (FindInventoryType(InventoryClass)==None) ) { Inv = Spawn(InventoryClass); if( Inv != none ) { Inv.GiveTo(self); if ( Inv != none ) Inv.PickupFunction(self); if ( KFWeapon(Inv) != none ) { KFWeapon(Inv).SellValue = SellValue; } if ( KFGameType(Level.Game) != none ) { KFGameType(Level.Game).WeaponSpawned(Inv); } } } } function bool CanCarry( float Weight ) { if(Weight <= 0) { return true; } return ((CurrentWeight+Weight)<=MaxCarryWeight); } function bool PerformDodge(eDoubleClickDir DoubleClickMove, vector Dir, vector Cross) { Return False; } function bool ShowStalkers() { if ( KFPlayerReplicationInfo(PlayerReplicationInfo) != none && KFPlayerReplicationInfo(PlayerReplicationInfo).ClientVeteranSkill != none ) { return KFPlayerReplicationInfo(PlayerReplicationInfo).ClientVeteranSkill.Static.ShowStalkers(KFPlayerReplicationInfo(PlayerReplicationInfo)); } return false; } function float GetStalkerViewDistanceMulti() { if ( KFPlayerReplicationInfo(PlayerReplicationInfo) != none && KFPlayerReplicationInfo(PlayerReplicationInfo).ClientVeteranSkill != none ) { return KFPlayerReplicationInfo(PlayerReplicationInfo).ClientVeteranSkill.Static.GetStalkerViewDistanceMulti(KFPlayerReplicationInfo(PlayerReplicationInfo)); } return 0.0; } /* ============ AI - Monster threat assessment functionality ============================== Clamped from -1 to 100, where 100 is the most threatening ================================== ===========================================================================================*/ function float AssessThreatTo(KFMonsterController Monster, optional bool CheckDistance) { if(Monster == none || Monster.Pawn == none) { return -1.f; } if(CheckDistance) { // 5000 == 100m, gives us a nice range of values return 5000.f / VSize(Monster.Pawn.Location - Location); } return -1.f; } /* Returns true if this pawn is able to hold a weapon of the supplied type */ simulated function bool AllowHoldWeapon(Weapon InWeapon) { return true; } // The player wants to switch to weapon group number F. simulated function SwitchWeapon(byte F) { local Weapon DesiredWeap; local bool AllowSwitch; DesiredWeap = Weapon.Inventory.WeaponChange(F, false); if(DesiredWeap == none ) { DesiredWeap = Inventory.WeaponChange(F, true); } if(DesiredWeap != none) { AllowSwitch = AllowHoldWeapon(DesiredWeap); } if(AllowSwitch) { Super.SwitchWeapon(F); } } function bool AllowWeaponSwitching() { return !bLockWeaponSelection ; } /* @todo - unique bools ? */ function bool AllowGrenadeTossing() { return !bLockWeaponSelection ; } /* @todo - unique bools ? */ function bool AllowQuickHealing() { return !bLockWeaponSelection; } simulated exec function QuickHeal() { if(AllowQuickHealing()) { Super.QuickHeal(); } } simulated function TossCarriedItems() { if(Role < Role_Authority) { ServerTossCarriedItems(); } else { InternalTossCarriedItems(); } } function ServerTossCarriedItems() { InternalTossCarriedItems(); } simulated function InternalTossCarriedItems() { local Inventory Inv; local Vector X,Y,Z; GetAxes(Rotation,X,Y,Z); for( Inv=Inventory; Inv!=None; Inv=Inv.Inventory ) { if(Inv.IsThrowable()) { Inv.Velocity = Vector(Rotation)* 250.f ; Inv.DropFrom(Location + 0.8 * CollisionRadius * X - 0.5 * CollisionRadius * Y); } } } simulated function bool IsCarryingThrowableInventory() { local Inventory Inv; for( Inv=Inventory; Inv!=None; Inv=Inv.Inventory ) { if(Inv.IsThrowable()) { return true; } } return false; } function ThrowGrenade() { if(AllowGrenadeTossing()) { Super.ThrowGrenade(); } } // toss out a weapon function TossWeapon(Vector TossVel) { TossCarriedItems(); Super.TossWeapon(TossVel); } defaultproperties { BreathingSound=Sound'KFPlayerSound.Malebreath' StartingBlurFadeOutTime=0.500000 NewSchoolHitBlurIntensity=0.800000 bUseBlurEffect=True JarrMoveMag=50.000000 JarrMoveRate=200.000000 JarrMoveDuration=3.000000 JarrRotateMag=1000.000000 JarrRotateRate=10000.000000 JarrRotateDuration=4.000000 BaseMeleeIncrease=0.200000 HealthSpeedModifier=0.300000 WeightSpeedModifier=0.130000 MaxCarryWeight=15.000000 InjuredOverlay=Shader'KFCharacters.BloodiedShader' CriticalOverlay=Shader'KFCharacters.BloodiedShader' TorchBatteryLife=500 DyingMessageDelay=10.000000 bCanDodgeDoubleJump=False MultiJumpRemaining=0 MaxMultiJump=0 RequiredEquipment(0)="KFMod.Knife" RequiredEquipment(1)="KFMod.Single" RequiredEquipment(2)="KFMod.Frag" RequiredEquipment(3)="KFMod.Syringe" RequiredEquipment(4)="KFMod.Welder" bCanDoubleJump=False bCanWallDodge=False GroundSpeed=200.000000 WaterSpeed=200.000000 AirSpeed=230.000000 AccelRate=1000.000000 JumpZ=325.000000 AirControl=0.150000 MaxFallSpeed=600.000000 CrouchHeight=34.000000 HeadRadius=7.000000 HeadHeight=2.000000 ControllerClass=Class'KFMod.KFInvasionBot' CrouchTurnRightAnim="CrouchR" CrouchTurnLeftAnim="CrouchL" bDramaticLighting=False Mesh=SkeletalMesh'KF_Soldier_Trip.British_Soldier1' Skins(0)=Combiner'KF_Soldier_Trip_T.Uniforms.brit_soldier_I_cmb' CollisionHeight=50.000000 } |
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