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//----------------------------------------------------------- // //----------------------------------------------------------- class ROWheeledVehicle extends ROVehicle abstract native nativereplication; //#exec OBJ LOAD FILE=..\textures\Old2k4\InterfaceContent.utx //#exec OBJ LOAD FILE=..\textures\Old2k4\HudContent.utx //#exec OBJ LOAD FILE=..\textures\InterfaceArt_tex.utx // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // wheel params var() float WheelSoftness; var() float WheelPenScale; var() float WheelPenOffset; var() float WheelRestitution; var() float WheelAdhesion; var() float WheelInertia; var() InterpCurve WheelLongFrictionFunc; var() float WheelLongSlip; var() InterpCurve WheelLatSlipFunc; var() float WheelLongFrictionScale; var() float WheelLatFrictionScale; var() float WheelHandbrakeSlip; var() float WheelHandbrakeFriction; var() float WheelSuspensionTravel; var() float WheelSuspensionOffset; var() float WheelSuspensionMaxRenderTravel; var() float FTScale; var() float ChassisTorqueScale; var() float MinBrakeFriction; var() InterpCurve MaxSteerAngleCurve; // degrees based on velocity var() InterpCurve TorqueCurve; // Engine output torque var() float GearRatios[5]; // 0 is reverse, 1-4 are forward var() int NumForwardGears; var() float TransRatio; // Other (constant) gearing var() float ChangeUpPoint; var() float ChangeDownPoint; var() float LSDFactor; var() float EngineBrakeFactor; var() float EngineBrakeRPMScale; var() float MaxBrakeTorque; var() float SteerSpeed; // degrees per second var() float TurnDamping; var() float StopThreshold; var() float HandbrakeThresh; var() float EngineInertia; // Pre-gear box engine inertia (racing flywheel etc.) var() float IdleRPM; var() float EngineRPMSoundRange; // steering wheel animation var() name SteerBoneName; var() EAxis SteerBoneAxis; // steering lever animation var() name LeftLeverBoneName; var() EAxis LeftLeverAxis; var() name RightLeverBoneName; var() EAxis RightLeverAxis; // Wheel dirt emitter var array<VehicleWheelDustEffect> Dust; // FL, FR, RL, RR var() float DustSlipRate; // Ratio between dust kicked up and amount wheels are slipping var() float DustSlipThresh; // Internal var float OutputBrake; var float OutputGas; var bool OutputHandbrake; var int Gear; var float ForwardVel; var bool bIsInverted; var bool bIsDriving; var float NumPoweredWheels; var float TotalSpinVel; var float EngineRPM; var float CarMPH; var float ActualSteering; // Rev meter var material RevMeterMaterial; var() float RevMeterPosX; var() float RevMeterPosY; var() float RevMeterScale; var() float RevMeterSizeY; // Brake lights var() bool bMakeBrakeLights; var() vector BrakeLightOffset[2]; // mergeTODO: Replace this with something //var ONSBrakelightCorona BrakeLight[2]; var() Material BrakeLightMaterial; struct native SCarState { var vector ChassisPosition; var Quat ChassisQuaternion; var vector ChassisLinVel; var vector ChassisAngVel; var byte ServerHandbrake; var byte ServerBrake; var byte ServerGas; var byte ServerGear; var byte ServerSteering; var int ServerViewPitch; var int ServerViewYaw; }; var SCarState CarState, OldCarState; var KRigidBodyState ChassisState; var bool bNewCarState; var() bool bAllowAirControl; // Air control var float OutputPitch; var() float AirTurnTorque; var() float AirPitchTorque; var() float AirPitchDamping; // This is on even if bAllowAirControl is false. var() float AirRollTorque; var() float AirRollDamping; var() float MinAirControlDamping; // To limit max speed you can spin/flip at. var float FenderBenderSpeed; // Ro vars var float LowSpeedBrakeFriction;// The friction amount to use when the vehicle is moving really slow. // Exhaust effects var() class<VehicleExhaustEffect> ExhaustEffectClass; // Effect class for the exhaust emitter var() class<VehicleExhaustEffect> ExhaustEffectLowClass; // Effect class for the exhaust emitter lower quality struct native ExhaustPipe { var vector ExhaustPosition; var rotator ExhaustRotation; var VehicleExhaustEffect ExhaustEffect; }; var() array<ExhaustPipe> ExhaustPipes; // Exhaust emitter array var byte ThrottleRep; // Replicated throttle setting. Used for effects for non owning clients // Special RO Vehicle vars var bool bHandbrakeIsBrake; // Handbrake will act like a regular brake. Since ouf vehicles don't need to slide, pressing the handbrake will slow you down like your pressing the brake, regardless of if the throttle is pressed. var bool bSpecialTankTurning;// Do some native calculations that make the vehicle turn more like a tank var int PendingPositionIndex; // Position index the client is trying to switch to replication { reliable if (Role == ROLE_Authority) CarState; reliable if (bNetInitial && Role == ROLE_Authority) bAllowAirControl; reliable if (bNetDirty && Role == ROLE_Authority) ThrottleRep; } /*============================================== // Red Orchestra Functions /==============================================*/ simulated function int GetTeamNum() { if ( Role == Role_Authority && (Team == 255 || Team == 2) && (Controller != None) ) SetTeamNum( Controller.GetTeamNum() ); return VehicleTeam; } // Did an impact hit this point function bool IsPointShot(vector loc, vector ray, float AdditionalScale, int index, optional float CheckDist) { local coords C; local vector HeadLoc, B, M, diff; local float t, DotMM, Distance; if (VehHitpoints[index].PointBone == '') return False; C = GetBoneCoords(VehHitpoints[index].PointBone); HeadLoc = C.Origin + (VehHitpoints[index].PointHeight * VehHitpoints[index].PointScale * AdditionalScale * C.XAxis); //HeadLoc += VehHitpoints[index].PointOffset; HeadLoc = HeadLoc + (VehHitpoints[index].PointOffset >> Rotation); // Express snipe trace line in terms of B + tM B = loc; if( CheckDist > 0 ) M = Normal(ray) * CheckDist; else M = ray * (2.0 * CollisionHeight + 2.0 * CollisionRadius); // Find Point-Line Squared Distance diff = HeadLoc - B; t = M Dot diff; if (t > 0) { DotMM = M dot M; if (t < DotMM) { t = t / DotMM; diff = diff - (t * M); } else { t = 1; diff -= M; } } else t = 0; Distance = Sqrt(diff dot diff); /* // Hitpoint debugging if( VehHitpoints[index].HitPointType==HP_Driver ) { ClearStayingDebugLines(); //DrawStayingDebugLine( loc, (loc + (30 * Normal(C.ZAxis))), 255, 0, 0); // SLOW! Use for debugging only! DrawStayingDebugLine( loc, (loc + M), 0, 255, 0); // SLOW! Use for debugging only! } */ return (Distance < (VehHitpoints[index].PointRadius * VehHitpoints[index].PointScale * AdditionalScale)); } // Handle the engine damage function DamageEngine(int Damage, Pawn instigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> DamageType) { local int actualDamage; if( EngineHealth > 0) { actualDamage = Level.Game.ReduceDamage(Damage, self, instigatedBy, HitLocation, Momentum, DamageType); EngineHealth -= actualDamage; } // Disable the throttle and kill all the engine sounds if( EngineHealth <= 0) { bDisableThrottle = true; IdleSound=none; StartUpSound=none; ShutDownSound=none; AmbientSound=none; } } // Returns true if the vehicle is disabled simulated function bool IsDisabled() { return (EngineHealth <= 0); } // // TakeDamage - overloaded to prevent bayonet and bash attacks from damaging vehicles // for Tanks, we'll probably want to prevent bullets from doing damage too function TakeDamage(int Damage, Pawn instigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional int HitIndex) { local int i; local float VehicleDamageMod; local int HitPointDamage; local int InstigatorTeam; local controller InstigatorController; // Fix for suicide death messages if (DamageType == class'Suicided') { DamageType = class'ROSuicided'; Super.TakeDamage(Damage, instigatedBy, Hitlocation, Momentum, damageType); } else if (DamageType == class'ROSuicided') { Super.TakeDamage(Damage, instigatedBy, Hitlocation, Momentum, damageType); } // Quick fix for the thing giving itself impact damage if(instigatedBy == self) return; // Don't allow your own teammates to destroy vehicles in spawns (and you know some jerks would get off on doing that to thier team :) ) if( !bDriverAlreadyEntered ) { if ( InstigatedBy != None ) InstigatorController = instigatedBy.Controller; if ( InstigatorController == None ) { if ( DamageType.default.bDelayedDamage ) InstigatorController = DelayedDamageInstigatorController; } if ( InstigatorController != None ) { InstigatorTeam = InstigatorController.GetTeamNum(); if ( (GetTeamNum() != 255) && (InstigatorTeam != 255) ) { if ( GetTeamNum() == InstigatorTeam ) { return; } } } } // Modify the damage based on what it should do to the vehicle if (DamageType != none ) { if( bIsApc ) { if(class<ROWeaponDamageType>(DamageType) != none) { VehicleDamageMod = class<ROWeaponDamageType>(DamageType).default.APCDamageModifier; } else if(class<ROVehicleDamageType>(DamageType) != none) { VehicleDamageMod = class<ROVehicleDamageType>(DamageType).default.APCDamageModifier; } } else { if(class<ROWeaponDamageType>(DamageType) != none) VehicleDamageMod = class<ROWeaponDamageType>(DamageType).default.VehicleDamageModifier; else if(class<ROVehicleDamageType>(DamageType) != none) VehicleDamageMod = class<ROVehicleDamageType>(DamageType).default.VehicleDamageModifier; } } for(i=0; i<VehHitpoints.Length; i++) { HitPointDamage = Damage; if ( VehHitpoints[i].HitPointType==HP_Driver ) { // Damage for large weapons if( class<ROWeaponDamageType>(DamageType) != none && class<ROWeaponDamageType>(DamageType).default.VehicleDamageModifier > 0.25 ) { if ( Driver != none && DriverPositions[DriverPositionIndex].bExposed && IsPointShot(Hitlocation,Momentum, 1.0, i)) { //Level.Game.Broadcast(self, "HitDriver"); Driver.TakeDamage(Damage, instigatedBy, Hitlocation, Momentum, damageType); } } // Damage for small (non penetrating) arms else { if ( Driver != none && DriverPositions[DriverPositionIndex].bExposed && IsPointShot(Hitlocation,Momentum, 1.0, i, DriverHitCheckDist)) { //Level.Game.Broadcast(self, "HitDriver"); Driver.TakeDamage(Damage, instigatedBy, Hitlocation, Momentum, damageType); } } } else if ( IsPointShot(Hitlocation,Momentum, 1.0, i)) { HitPointDamage *= VehHitpoints[i].DamageMultiplier; HitPointDamage *= VehicleDamageMod; if ( VehHitpoints[i].HitPointType == HP_Engine ) { DamageEngine(HitPointDamage, instigatedBy, Hitlocation, Momentum, damageType); } } } // Add in the Vehicle damage modifier for the actual damage to the vehicle itself Damage *= VehicleDamageMod; Super.TakeDamage(Damage, instigatedBy, Hitlocation, Momentum, damageType); } // Overriden to handle mesh swapping when entering the vehicle simulated function ClientKDriverEnter(PlayerController PC) { FPCamPos = default.FPCamPos; if (!bDontUsePositionMesh) Gotostate('EnteringVehicle'); PendingPositionIndex = InitialPositionIndex; super.ClientKDriverEnter(PC); } // Overriden to handle mesh swapping when leaving the vehicle simulated function ClientKDriverLeave(PlayerController PC) { if( !bDontUsePositionMesh ) { // if (PC != none && ROHud(PC.myHUD) != none) // ROHud(PC.myHUD).FadeToBlack(1.0, false); Gotostate('LeavingVehicle'); } Super.ClientKDriverLeave(PC); bWeaponIsAltFiring = false; PC.EndZoom(); } /* exec function HOffX(float NewX) { HUDOverlayOffset.X=NewX; } exec function HOffY(float NewY) { HUDOverlayOffset.Y=NewY; } exec function HOffZ(float NewZ) { HUDOverlayOffset.Z=NewZ; } exec function HFov(float NewFOV) { HUDOverlayFOV=NewFOV; } */ simulated state ViewTransition { simulated function HandleTransition() { if( Role == ROLE_AutonomousProxy || Level.Netmode == NM_Standalone || Level.Netmode == NM_ListenServer ) { if( DriverPositions[DriverPositionIndex].PositionMesh != none && !bDontUsePositionMesh) LinkMesh(DriverPositions[DriverPositionIndex].PositionMesh); } //log("HandleTransition!"); if( PreviousPositionIndex < DriverPositionIndex && HasAnim(DriverPositions[PreviousPositionIndex].TransitionUpAnim)) { //log("HandleTransition Player Transition Up!"); PlayAnim(DriverPositions[PreviousPositionIndex].TransitionUpAnim); } else if ( HasAnim(DriverPositions[PreviousPositionIndex].TransitionDownAnim) ) { //log("HandleTransition Player Transition Down!"); PlayAnim(DriverPositions[PreviousPositionIndex].TransitionDownAnim); } if(Driver != none && Driver.HasAnim(DriverPositions[DriverPositionIndex].DriverTransitionAnim)) Driver.PlayAnim(DriverPositions[DriverPositionIndex].DriverTransitionAnim); } simulated function AnimEnd(int channel) { GotoState(''); } simulated function EndState() { if( PlayerController(Controller) != none ) { PlayerController(Controller).SetFOV( DriverPositions[DriverPositionIndex].ViewFOV ); PlayerController(Controller).SetRotation( rot(0, 0, 0) ); } } Begin: //log("ViewTransition Begin!"); HandleTransition(); Sleep(0.2); } simulated state EnteringVehicle { simulated function HandleEnter() { if( DriverPositions[0].PositionMesh != none) LinkMesh(DriverPositions[0].PositionMesh); if( PlayerController(Controller) != none ) PlayerController(Controller).SetFOV( DriverPositions[InitialPositionIndex].ViewFOV ); } Begin: HandleEnter(); Sleep(0.2); GotoState(''); } simulated state LeavingVehicle { simulated function HandleExit() { LinkMesh(Default.Mesh); } // Don't switch viewpoints if we are leaving the vehicle simulated function NextViewPoint() {} Begin: HandleExit(); Sleep(0.2); GotoState(''); } function KDriverEnter(Pawn P) { super.KDriverEnter(P); DriverPositionIndex=InitialPositionIndex; PreviousPositionIndex=InitialPositionIndex; } function bool KDriverLeave(bool bForceLeave) { local bool bSuperDriverLeave; DriverPositionIndex=InitialPositionIndex; PreviousPositionIndex=InitialPositionIndex; bSuperDriverLeave = super.KDriverLeave(bForceLeave); MaybeDestroyVehicle(); return bSuperDriverLeave; } function DriverDied() { DriverPositionIndex=0; super.DriverDied(); MaybeDestroyVehicle(); } // Check to see if vehicle should destroy itself function MaybeDestroyVehicle() { if ( IsDisabled() && IsVehicleEmpty()) { bSpikedVehicle = true; SetTimer(VehicleSpikeTime, false); } } // Overriden so that we don't damage our own players when they spike a vehicle function VehicleExplosion(vector MomentumNormal, float PercentMomentum) { local vector LinearImpulse, AngularImpulse; // Don't hurt us when we are destroying our own vehicle if( !bSpikedVehicle ) HurtRadius(ExplosionDamage, ExplosionRadius, ExplosionDamageType, ExplosionMomentum, Location); if (!bDisintegrateVehicle) { ExplosionCount++; if (Level.NetMode != NM_DedicatedServer) ClientVehicleExplosion(False); LinearImpulse = PercentMomentum * RandRange(DestructionLinearMomentum.Min, DestructionLinearMomentum.Max) * MomentumNormal; AngularImpulse = PercentMomentum * RandRange(DestructionAngularMomentum.Min, DestructionAngularMomentum.Max) * VRand(); // log(" "); // log(self$" Explosion"); // log("LinearImpulse: "$LinearImpulse$"("$VSize(LinearImpulse)$")"); // log("AngularImpulse: "$AngularImpulse$"("$VSize(AngularImpulse)$")"); // log(" "); NetUpdateTime = Level.TimeSeconds - 1; KAddImpulse(LinearImpulse, vect(0,0,0)); KAddAngularImpulse(AngularImpulse); } } /* =================================================================================== * * NextViewPoint() * Handles switching to the next view point in the list of available viewpoints * for the driver. * * created by: Ramm 10/08/04 * =================================================================================== */ simulated function NextViewPoint() { GotoState('ViewTransition'); } function ServerChangeViewPoint(bool bForward) { if (bForward) { if ( DriverPositionIndex < (DriverPositions.Length - 1) ) { PreviousPositionIndex = DriverPositionIndex; DriverPositionIndex++; if( Level.Netmode == NM_Standalone || Level.NetMode == NM_ListenServer ) { NextViewPoint(); } } } else { if ( DriverPositionIndex > 0 ) { PreviousPositionIndex = DriverPositionIndex; DriverPositionIndex--; if( Level.Netmode == NM_Standalone || Level.NetMode == NM_ListenServer ) { NextViewPoint(); } } } } simulated function PostNetReceive() { super.PostNetReceive(); if ( DriverPositionIndex != SavedPositionIndex ) { PreviousPositionIndex = SavedPositionIndex; SavedPositionIndex = DriverPositionIndex; NextViewPoint(); } // Kill the engine sounds if the engine is dead if( EngineHealth <= 0 ) { if( IdleSound != none ) IdleSound=none; if( StartUpSound != none ) StartUpSound=none; if( ShutDownSound != none ) ShutDownSound=none; if( AmbientSound != none ) AmbientSound=none; } } simulated function NextWeapon() { if( !bMultiPosition || IsInState('ViewTransition') || DriverPositionIndex != PendingPositionIndex) return; // Make sure the client doesn't switch positions while the server is changing position indexes if ( DriverPositionIndex < (DriverPositions.Length - 1) ) { PendingPositionIndex = DriverPositionIndex + 1; } ServerChangeViewPoint(true); } // Overriden to switch viewpoints while driving simulated function PrevWeapon() { if( !bMultiPosition || IsInState('ViewTransition') || DriverPositionIndex != PendingPositionIndex) return; // Make sure the client doesn't switch positions while the server is changing position indexes if ( DriverPositionIndex > 0 ) { PendingPositionIndex = DriverPositionIndex - 1; } ServerChangeViewPoint(false); } // Subclassed to remove onslaught functionality we don't need. This actually never happens in our game yet. simulated event TeamChanged() { /* local int i; // MergeTODO: Don't think we need any of this for (i = 0; i < Weapons.Length; i++) Weapons[i].SetTeam(Team); */ } // Allow behindview for debugging exec function ToggleViewLimit() { local int i; if( !class'ROEngine.ROLevelInfo'.static.RODebugMode() || Level.NetMode != NM_Standalone ) return; if( bAllowViewChange ) { bAllowViewChange=false; bDontUsePositionMesh = false; bLimitYaw = true; bLimitPitch = true; for (i = 0; i < DriverPositions.length; i++) { DriverPositions[i].PositionMesh = default.DriverPositions[i].PositionMesh; } LinkMesh(DriverPositions[DriverPositionIndex].PositionMesh); } else { bAllowViewChange=true; bDontUsePositionMesh = true; bLimitYaw = false; bLimitPitch = false; for (i = 0; i < DriverPositions.length; i++) { DriverPositions[i].PositionMesh = default.Mesh; } LinkMesh(default.Mesh); } } // Check to see if the vehicle can leave yet/if it has a crew function Timer() { // Check to see if we need to blow the vehicle if ( bSpikedVehicle ) { if( IsVehicleEmpty() ) { KilledBy(self); } else { bSpikedVehicle=false; } return; } // no controller if( Controller == none ) { SetTimer(1.0, false); } // human in SP else if ( Level.NetMode == NM_Standalone && IsHumanControlled() ) { bDisableThrottle = false; bDriverAlreadyEntered = true; return; } // human in MP else if( bDriverAlreadyEntered && ((Level.TimeSeconds - DriverEnterTime) > 13.0 || !CheckForNearbyPlayers(1500.0) && IsHumanControlled())) { bDisableThrottle = false; bDriverAlreadyEntered = true; } /* else if( !CheckForCrew() && AIController(Controller) != none) { bDisableThrottle = true; if ( !bDriverAlreadyEntered ) { DriverEnterTime = Level.TimeSeconds; } bDriverAlreadyEntered = true; SetTimer(0.5, false); } */ else if( CheckForCrew() ) { bDisableThrottle = false; bDriverAlreadyEntered = true; } // bots, or human just entered else { if ( !bDriverAlreadyEntered ) { DriverEnterTime = Level.TimeSeconds; bDriverAlreadyEntered = true; } // only humans wait if( IsHumanControlled() ) { PlayerController(Controller).ReceiveLocalizedMessage(class'ROVehicleWaitingMsg', 0); SetTimer(0.5, false); } // enable throttle for bots else bDisableThrottle = false; } } // See if the vehicle has a crew large enough to man it function bool CheckForCrew() { if( NumPassengers() > 1 ) return true; if (Controller != none && Bot(Controller) != none && Bot(Controller).Squad.Size < 2) return true; return false; } // Overridden due to the Onslaught team lock not working in RO function bool TryToDrive(Pawn P) { local int x; //don't allow vehicle to be stolen when somebody is in a turret if (!bTeamLocked && P.GetTeamNum() != VehicleTeam) { for (x = 0; x < WeaponPawns.length; x++) if (WeaponPawns[x].Driver != None) { DenyEntry( P, 2 ); return false; } } if ( P.bIsCrouched || bNonHumanControl || (P.Controller == None) || (Driver != None) || (P.DrivenVehicle != None) || !P.Controller.bIsPlayer || P.IsA('Vehicle') || Health <= 0 || (P.Weapon != none && P.Weapon.IsInState('Reloading')) ) return false; if( !Level.Game.CanEnterVehicle(self, P) ) return false; // Check vehicle Locking.... if ( bTeamLocked && ( P.GetTeamNum() != VehicleTeam )) { DenyEntry( P, 1 ); return false; } else if( bMustBeTankCommander && !ROPlayerReplicationInfo(P.Controller.PlayerReplicationInfo).RoleInfo.bCanBeTankCrew && P.IsHumanControlled()) { DenyEntry( P, 0 ); return false; } else { if ( bEnterringUnlocks && bTeamLocked ) bTeamLocked = false; KDriverEnter( P ); return true; } } // Send a message on why they can't get in the vehicle function DenyEntry( Pawn P, int MessageNum ) { P.ReceiveLocalizedMessage(class'ROVehicleMessage', MessageNum); } /* PointOfView() We don't ever want to allow behindview. It doesn't work with our system - Ramm */ simulated function bool PointOfView() { return false; } //Vehicle has been in the middle of nowhere with no driver for a while, so consider resetting it // called after ResetTime has passed since driver left // Overriden so we can control the time it takes for the vehicle to disappear - Ramm event CheckReset() { local Pawn P; if ( bKeyVehicle && IsVehicleEmpty() ) { Died(None, class'DamageType', Location); return; } if ( !IsVehicleEmpty() ) { ResetTime = Level.TimeSeconds + IdleTimeBeforeReset; return; } foreach CollidingActors(class 'Pawn', P, 4000.0) { if (P != self && P.Controller != none && P.GetTeamNum() == GetTeamNum()) { if(ROPawn(P) != none && (VSize(P.Location - Location) < 2000)) { ResetTime = Level.TimeSeconds + IdleTimeBeforeReset; return; } else if ( FastTrace(P.Location + P.CollisionHeight * vect(0,0,1), Location + CollisionHeight * vect(0,0,1))) { ResetTime = Level.TimeSeconds + IdleTimeBeforeReset; return; } } } //if factory is active, we want it to spawn new vehicle NOW if ( ParentFactory != None ) { ParentFactory.VehicleDestroyed(self); ParentFactory.Timer(); ParentFactory = None; //so doesn't call ParentFactory.VehicleDestroyed() again in Destroyed() } Destroy(); } // Overridded to force emitter effects to not be destroyed before vehicle is. simulated event ClientVehicleExplosion(bool bFinal) { local int SoundNum; local PlayerController PC; local float Dist, Scale; //viewshake if (Level.NetMode != NM_DedicatedServer) { PC = Level.GetLocalPlayerController(); if (PC != None && PC.ViewTarget != None) { Dist = VSize(Location - PC.ViewTarget.Location); if (Dist < ExplosionRadius * 2.5) { if (Dist < ExplosionRadius) scale = 1.0; else scale = (ExplosionRadius*2.5 - Dist) / (ExplosionRadius); PC.ShakeView(ShakeRotMag*Scale, ShakeRotRate, ShakeRotTime, ShakeOffsetMag*Scale, ShakeOffsetRate, ShakeOffsetTime); } } } // Explosion effect if(ExplosionSounds.Length > 0) { SoundNum = Rand(ExplosionSounds.Length); PlaySound(ExplosionSounds[SoundNum], SLOT_None, ExplosionSoundVolume*TransientSoundVolume,, ExplosionSoundRadius); } if (bFinal) { if (Level.NetMode != NM_DedicatedServer) { if( Level.bDropDetail || Level.DetailMode == DM_Low ) DestructionEffect = spawn(DisintegrationEffectLowClass,,, Location, Rotation); else DestructionEffect = spawn(DisintegrationEffectClass,,, Location, Rotation); DestructionEffect.LifeSpan = TimeTilDissapear; DestructionEffect.SetBase(self); } } else { if (Level.NetMode != NM_DedicatedServer) { if( Level.bDropDetail || Level.DetailMode == DM_Low ) DestructionEffect = spawn(DestructionEffectLowClass, self); else DestructionEffect = spawn(DestructionEffectClass, self); DestructionEffect.LifeSpan = TimeTilDissapear; DestructionEffect.SetBase(self); } } } // Overriden because we don't want our vehicles to disappear instantly state VehicleDestroyed { ignores Tick; function Died(Controller Killer, class<DamageType> damageType, vector HitLocation) { } Begin: DestroyAppearance(); VehicleExplosion(vect(0,0,1), 1.0); sleep(TimeTilDissapear); CallDestroy(); } // clean these up at some point. The super call is precaching stuff we don't need. - Ramm static function StaticPrecache(LevelInfo L) { Super.StaticPrecache(L); /* L.AddPrecacheMaterial(Material'Effects_Tex.explosions.DSmoke_1'); L.AddPrecacheMaterial(Material'Effects_Tex.explosions.fire_16frame'); L.AddPrecacheMaterial(Material'Effects_Tex.explosions.LSmoke3'); L.AddPrecacheMaterial(Material'Effects_Tex.explosions.DSmoke_2'); L.AddPrecacheMaterial(Material'Effects_Tex.explosions.impact_2frame'); L.AddPrecacheMaterial(Material'Effects_Tex.explosions.explosion_1frame'); L.AddPrecacheMaterial(Material'Effects_Tex.explosions.shrapnel3'); L.AddPrecacheMaterial(Material'Effects_Tex.Vehicles.DustCloud'); L.AddPrecacheMaterial(Material'Effects_Tex.Vehicles.Dust_KickUp'); L.AddPrecacheMaterial(Material'Effects_Tex.explosions.fire_16frame'); L.AddPrecacheMaterial(Material'Effects_Tex.Vehicles.vehiclesparkhead'); */ } simulated function UpdatePrecacheStaticMeshes() { Super.UpdatePrecacheStaticMeshes(); } simulated function UpdatePrecacheMaterials() { // Put in super, this is for all vehicle explosions /* Level.AddPrecacheMaterial(Material'Effects_Tex.explosions.DSmoke_1'); Level.AddPrecacheMaterial(Material'Effects_Tex.explosions.fire_16frame'); Level.AddPrecacheMaterial(Material'Effects_Tex.explosions.LSmoke3'); Level.AddPrecacheMaterial(Material'Effects_Tex.explosions.DSmoke_2'); Level.AddPrecacheMaterial(Material'Effects_Tex.explosions.impact_2frame'); Level.AddPrecacheMaterial(Material'Effects_Tex.explosions.explosion_1frame'); Level.AddPrecacheMaterial(Material'Effects_Tex.explosions.shrapnel3'); Level.AddPrecacheMaterial(Material'Effects_Tex.Vehicles.DustCloud'); Level.AddPrecacheMaterial(Material'Effects_Tex.Vehicles.Dust_KickUp'); Level.AddPrecacheMaterial(Material'Effects_Tex.explosions.fire_16frame'); Level.AddPrecacheMaterial(Material'Effects_Tex.Vehicles.vehiclesparkhead'); */ Super.UpdatePrecacheMaterials(); } simulated function DrawVehicle(Canvas Canvas) { if (PlayerController(Controller) != none && ROHud(PlayerController(Controller).myHUD) != none) ROHud(PlayerController(Controller).myHUD).DrawVehicleIcon(Canvas, self); return; /* if( PlayerController(Controller) != none && PlayerController(Controller).myHUD.bHideHUD ) { return; } //scale = Canvas.SizeX / 1600.0; scale = Canvas.SizeY / 1200.0; MapX = VehicleIconX * Canvas.ClipX + VehicleIconAbsOffsetX * scale * VehicleHudScale; MapY = VehicleIconY * Canvas.ClipY + VehicleIconAbsOffsetY * scale * VehicleHudScale; SavedColor = Canvas.DrawColor; WhiteColor = class'Canvas'.Static.MakeColor(255,255,255); // Set health color for vehicle if( Health/HealthMax > 0.75 ) { VehicleColor = class'Canvas'.Static.MakeColor(255,255,255); } else if ( Health/HealthMax > 0.35 ) { VehicleColor = class'Canvas'.Static.MakeColor(255,222,0); } else { VehicleColor = class'Canvas'.Static.MakeColor(154,0,0); } Canvas.DrawColor = VehicleColor; Canvas.Style = ERenderStyle.STY_Alpha; Canvas.SetPos(MapX, MapY); Canvas.DrawTileScaled(VehicleHudIcon, scale * VehicleHudScale, scale * VehicleHudScale); // Set health color for engine if( EngineHealth/Default.EngineHealth > 0.95 ) { //VehicleColor = class'Canvas'.Static.MakeColor(255,255,255); return; } else if ( EngineHealth/Default.EngineHealth > 0.35 ) { VehicleColor = class'Canvas'.Static.MakeColor(255,222,0); } else { if( bFlashIconOn && Level.TimeSeconds-IconFlashTime > 0.25) { IconFlashTime=Level.TimeSeconds; bFlashIconOn=false; } else if ( !bFlashIconOn && Level.TimeSeconds-IconFlashTime > 0.25 ) { IconFlashTime=Level.TimeSeconds; bFlashIconOn=true; } else if( !bFlashIconOn ) { return; } VehicleColor = class'Canvas'.Static.MakeColor(154,0,0); } MapX = EngineIconX * Canvas.ClipX; MapY = EngineIconY * Canvas.ClipY; Canvas.SetPos(MapX, MapY); Canvas.DrawColor = VehicleColor; Canvas.DrawTileScaled(EngineIcon, scale * VehicleHudScale, scale * VehicleHudScale); */ } simulated function DrawPassengers(Canvas Canvas) { /* local float X, Y, XL, YL; local int i; local float scalar; local color WhiteColor, SavedColor; SavedColor = Canvas.DrawColor; WhiteColor = class'Canvas'.Static.MakeColor(255,255,255,175); Canvas.DrawColor = WhiteColor; Canvas.Style = ERenderStyle.STY_Normal; X = PassengerListX * Canvas.ClipX; Y = PassengerListY * Canvas.ClipY; Canvas.SetPos(X , Y ); Canvas.Font = class'ROHUD'.Static.GetConsoleFont(Canvas); for (i = 0; i < WeaponPawns.length; i++) { if( WeaponPawns[i].PlayerReplicationInfo != none) { Canvas.StrLen(ROVehicleWeaponPawn(WeaponPawns[i]).HudName$": "$WeaponPawns[i].PlayerReplicationInfo.PlayerName, XL, YL); Canvas.DrawTextJustified(ROVehicleWeaponPawn(WeaponPawns[i]).HudName$": "$WeaponPawns[i].PlayerReplicationInfo.PlayerName, 2, X, Y, X + XL, Y+YL); scalar -= 0.025; X = PassengerListX * Canvas.ClipX; Y = (PassengerListY + scalar) * Canvas.ClipY; Canvas.SetPos(X , Y ); } } Canvas.DrawColor = SavedColor; */ } function PlayHit(float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, optional int HitIndex) { //local vector BloodOffset, Mo, HitNormal; //local class<Effects> DesiredEffect; //local class<Emitter> DesiredEmitter; local PlayerController Hearer; local int i; if ( DamageType == None ) return; if ( (Damage <= 0) && ((Controller == None) || !Controller.bGodMode) ) return; // Instead, lets not spawn blood for vehicles - Ramm // TODO - adapt this to correclty play hit effects for vehicles /* if (Damage > DamageType.Default.DamageThreshold) //spawn some blood { HitNormal = Normal(HitLocation - Location); // Play any set effect if ( EffectIsRelevant(Location,true) ) { DesiredEffect = DamageType.static.GetPawnDamageEffect(HitLocation, Damage, Momentum, self, (Level.bDropDetail || Level.DetailMode == DM_Low)); if ( DesiredEffect != None ) { BloodOffset = 0.2 * CollisionRadius * HitNormal; BloodOffset.Z = BloodOffset.Z * 0.5; Mo = Momentum; if ( Mo.Z > 0 ) Mo.Z *= 0.5; spawn(DesiredEffect,self,,HitLocation + BloodOffset, rotator(Mo)); } // Spawn any preset emitter DesiredEmitter = DamageType.Static.GetPawnDamageEmitter(HitLocation, Damage, Momentum, self, (Level.bDropDetail || Level.DetailMode == DM_Low)); if (DesiredEmitter != None) spawn(DesiredEmitter,,,HitLocation+HitNormal, Rotator(HitNormal)); } } */ if ( Health <= 0 ) { if ( PhysicsVolume.bDestructive && (PhysicsVolume.ExitActor != None) ) Spawn(PhysicsVolume.ExitActor); return; } if ( Level.TimeSeconds - LastPainTime > 0.1 ) { if ( InstigatedBy != None && (DamageType != None) && DamageType.default.bDirectDamage ) Hearer = PlayerController(InstigatedBy.Controller); if ( Hearer != None ) Hearer.bAcuteHearing = true; PlayTakeHit(HitLocation,Damage,damageType); if ( Hearer != None ) Hearer.bAcuteHearing = false; LastPainTime = Level.TimeSeconds; } for (i = 0; i < WeaponPawns.length; i++) if (!WeaponPawns[i].bHasOwnHealth && WeaponPawns[i].Controller != None) WeaponPawns[i].Controller.NotifyTakeHit(InstigatedBy, HitLocation, Damage, damageType, Momentum); } //---------------------- Onslaught Overrides ----------------------------------- event NotifyEnemyLockedOn() {} event NotifyEnemyLostLock() {} // Spawn FX function PlayTeleportEffect( bool bOut, bool bSound) {} //------------------------------------------------------------------------------ /*============================================== // End Red Orchestra Functions /==============================================*/ /////////////////////////////////////////// /////////////// CREATION ////////////////// /////////////////////////////////////////// // Overridden to play the correct idle animation for the vehicle simulated function PostBeginPlay() { // RO functionality if( HasAnim(BeginningIdleAnim)) { LoopAnim(BeginningIdleAnim); } SetTimer(1.0, false); // End RO functionality Super.PostBeginPlay(); } simulated function PostNetBeginPlay() { local int i; // Count the number of powered wheels on the car NumPoweredWheels = 0.0; for(i=0; i<Wheels.Length; i++) { NumPoweredWheels += 1.0; } Super.PostNetBeginPlay(); } simulated function PrecacheAnnouncer(AnnouncerVoice V, bool bRewardSounds) { // We don't use the announcer /* if (bRewardSounds && !bSoundsPrecached) V.PrecacheSound('fender_bender'); Super.PrecacheAnnouncer(V, bRewardSounds); */ } simulated function Destroyed() { local int i; if(Level.NetMode != NM_DedicatedServer) { for(i=0; i<Dust.Length; i++) Dust[i].Destroy(); for(i=0; i<ExhaustPipes.Length; i++) if (ExhaustPipes[i].ExhaustEffect != None) { // Create exhaust emitters. ExhaustPipes[i].ExhaustEffect.Destroy(); } // MergeTODO: Put this back in /* if(bMakeBrakeLights) { if (BrakeLight[0] != None) BrakeLight[0].Destroy(); if (BrakeLight[1] != None) BrakeLight[1].Destroy(); }*/ } Super.Destroyed(); } /////////////////////////////////////////// /////////////// NETWORKING //////////////// /////////////////////////////////////////// simulated event bool KUpdateState(out KRigidBodyState newState) { // This should never get called on the server - but just in case! if(Role == ROLE_Authority || !bNewCarState) return false; newState = ChassisState; bNewCarState = false; return true; //return false; } /////////////////////////////////////////// ////////////////// OTHER ////////////////// /////////////////////////////////////////// simulated event SVehicleUpdateParams() { local int i; Super.SVehicleUpdateParams(); for(i=0; i<Wheels.Length; i++) { Wheels[i].Softness = WheelSoftness; Wheels[i].PenScale = WheelPenScale; Wheels[i].PenOffset = WheelPenOffset; Wheels[i].LongSlip = WheelLongSlip; Wheels[i].LatSlipFunc = WheelLatSlipFunc; Wheels[i].Restitution = WheelRestitution; Wheels[i].Adhesion = WheelAdhesion; Wheels[i].WheelInertia = WheelInertia; Wheels[i].LongFrictionFunc = WheelLongFrictionFunc; Wheels[i].HandbrakeFrictionFactor = WheelHandbrakeFriction; Wheels[i].HandbrakeSlipFactor = WheelHandbrakeSlip; Wheels[i].SuspensionTravel = WheelSuspensionTravel; Wheels[i].SuspensionOffset = WheelSuspensionOffset; Wheels[i].SuspensionMaxRenderTravel = WheelSuspensionMaxRenderTravel; } if(Level.NetMode != NM_DedicatedServer && bMakeBrakeLights) { // MergeTODO: Put this back in /* for(i=0; i<2; i++) { if (BrakeLight[i] != None) { BrakeLight[i].SetBase(None); BrakeLight[i].SetLocation( Location + (BrakelightOffset[i] >> Rotation) ); BrakeLight[i].SetBase(self); BrakeLight[i].SetRelativeRotation( rot(0,32768,0) ); BrakeLight[i].Skins[0] = BrakeLightMaterial; } } */ } } simulated event DrivingStatusChanged() { local int i; local Coords WheelCoords; Super.DrivingStatusChanged(); if (bDriving && Level.NetMode != NM_DedicatedServer && !bDropDetail) { Dust.length = Wheels.length; for(i=0; i<Wheels.Length; i++) if (Dust[i] == None) { // Create wheel dust emitters. WheelCoords = GetBoneCoords(Wheels[i].BoneName); Dust[i] = spawn(class'VehicleWheelDustEffect', self,, WheelCoords.Origin + ((vect(0,0,-1) * Wheels[i].WheelRadius) >> Rotation)); if( Level.bDropDetail || Level.DetailMode == DM_Low ) { Dust[i].MaxSpritePPS=3; Dust[i].MaxMeshPPS=3; } Dust[i].SetBase(self); Dust[i].SetDirtColor( Level.DustColor ); } for(i=0; i<ExhaustPipes.Length; i++) if (ExhaustPipes[i].ExhaustEffect == None) { // Create exhaust emitters. if( Level.bDropDetail || Level.DetailMode == DM_Low ) ExhaustPipes[i].ExhaustEffect = spawn(ExhaustEffectLowClass, self,, Location + (ExhaustPipes[i].ExhaustPosition >> Rotation), ExhaustPipes[i].ExhaustRotation + Rotation); else ExhaustPipes[i].ExhaustEffect = spawn(ExhaustEffectClass, self,, Location + (ExhaustPipes[i].ExhaustPosition >> Rotation), ExhaustPipes[i].ExhaustRotation + Rotation); ExhaustPipes[i].ExhaustEffect.SetBase(self); } /* if(bMakeBrakeLights) { for(i=0; i<2; i++) if (BrakeLight[i] == None) { BrakeLight[i] = spawn(class'ONSBrakelightCorona', self,, Location + (BrakeLightOffset[i] >> Rotation) ); BrakeLight[i].SetBase(self); BrakeLight[i].SetRelativeRotation( rot(0,32768,0) ); // Point lights backwards. BrakeLight[i].Skins[0] = BrakeLightMaterial; } } */ } else { if (Level.NetMode != NM_DedicatedServer) { for(i=0; i<Dust.Length; i++) { if( Dust[i] != none ) Dust[i].Kill(); } Dust.Length = 0; for(i=0; i<ExhaustPipes.Length; i++) { if (ExhaustPipes[i].ExhaustEffect != None) { ExhaustPipes[i].ExhaustEffect.Kill(); } } // MergeTOD: Put this back in /* if(bMakeBrakeLights) { for(i=0; i<2; i++) if (BrakeLight[i] != None) BrakeLight[i].Destroy(); } */ } TurnDamping = 0.0; } } // Overridden to add steering wheel code that actually works - Ramm // MergeTODO: Move my steering code to the native and AXE epics steering code simulated function Tick(float dt) { local int i; local bool lostTraction; local float ThrottlePosition; Super.Tick(dt); // Pack the throttle setting into a byte to replicate it if( Role == ROLE_Authority ) { if( Throttle < 0 ) { ThrottleRep = (100 * Abs(Throttle)); } else { ThrottleRep = 101 + (100 * Throttle); } } // Dont bother doing effects on dedicated server. if(Level.NetMode != NM_DedicatedServer && !bDropDetail) { lostTraction = true; // MergeTODO: Put this stuff back in // Update dust kicked up by wheels. for(i=0; i<Dust.Length; i++) Dust[i].UpdateDust(Wheels[i], DustSlipRate, DustSlipThresh); // Unpack the replicated throttle byte if( ThrottleRep < 101 ) { ThrottlePosition = (ThrottleRep * 1.0)/100; } else if ( ThrottleRep == 101 ) { ThrottlePosition = 0; } else { ThrottlePosition = (ThrottleRep - 101)/100; } for(i=0; i<ExhaustPipes.Length; i++) { if (ExhaustPipes[i].ExhaustEffect != None) { ExhaustPipes[i].ExhaustEffect.UpdateExhaust(ThrottlePosition); } } /* if(bMakeBrakeLights) { for(i=0; i<2; i++) if (BrakeLight[i] != None) BrakeLight[i].bCorona = True; for(i=0; i<2; i++) if (BrakeLight[i] != None) BrakeLight[i].UpdateBrakelightState(OutputBrake, Gear); } */ } TurnDamping = default.TurnDamping; // RO Functionality // Lets make the vehicle not slide when its parked if( Abs(ForwardVel) < 50 ) { MinBrakeFriction = LowSpeedBrakeFriction; } else { MinBrakeFriction=Default.MinBrakeFriction; } } function float ImpactDamageModifier() { local float Multiplier; local vector X, Y, Z; GetAxes(Rotation, X, Y, Z); if (ImpactInfo.ImpactNorm Dot Z > 0) Multiplier = 1-(ImpactInfo.ImpactNorm Dot Z); else Multiplier = 1.0; return Super.ImpactDamageModifier() * Multiplier; } //function bool Dodge(eDoubleClickDir DoubleClickMove) //{ // if (bAllowChargingJump) // { // Rise = -1; // return true; // } // // return false; //} /* simulated event KImpact(Actor Other, vector Pos, vector ImpactVel, vector ImpactNorm) { Super.KImpact(Other, Pos, ImpactVel, ImpactNorm); // MergeTODO: Put this back in with RO functionality if ( ROWheeledVehicle(Other) != None && ROWheeledVehicle(Other).bDriving && PlayerController(Controller) != None && ROWheeledVehicle(Other).GetTeamNum() != Controller.GetTeamNum() && VSize(ImpactVel) > FenderBenderSpeed && (vector(Rotation) Dot vector(Other.Rotation)) < 0 ) PlayerController(Controller).ReceiveLocalizedMessage(class'ONSVehicleKillMessage', 7); } */ // Added functionality for debugging vehicle speeds simulated function DrawHUD(Canvas C) { // for debugging speed - Ramm // local float XL, YL; // local float MySpeed; // local float DisplayThrottle; Super.DrawHUD(C); DrawVehicle(C); DrawPassengers(C); /* if( !bDrawSpeedDebug && PlayerController(Controller) != none && PlayerController(Controller).myHUD.bHideHUD ) { return; } // Debugging code to show speed. Comment out when not testing C.Style = ERenderStyle.STY_Normal; C.StrLen("KM/H", XL, YL); C.SetPos( MPHMeterPosX * C.ClipX, (MPHMeterSizeY + MPHMeterPosY) * C.ClipY + YL ); C.Font = class'ROHUD'.Static.GetLargeMenuFont(C);//GetConsoleFont(Canvas); MySpeed = VSize(Velocity); MySpeed = (((MySpeed * 3600)/60.35)/1000); DisplayThrottle=Throttle*100; C.DrawColor = class'Canvas'.Static.MakeColor(255,255,255,150); C.DrawTextClipped("Throttle: "$DisplayThrottle$"% KM/H "$MySpeed$" EngineRPM "$EngineRPM); // End debugging code */ } function int LimitPitch(int pitch, optional float DeltaTime) { if (bAllowAirControl && !bVehicleOnGround) return pitch; return Super.LimitPitch(pitch); } // Let the player know they can get in this vehicle simulated event NotifySelected( Pawn user ) { if( User.PlayerReplicationInfo.Team.TeamIndex != GetTeamNum() ) return; if( user.IsHumanControlled() && (( Level.TimeSeconds - LastNotifyTime ) >= TouchMessageClass.default.LifeTime)) { PlayerController(User.Controller).ReceiveLocalizedMessage(TouchMessageClass,0,,,self.class); LastNotifyTime = Level.TimeSeconds; } } defaultproperties { NumForwardGears=4 DustSlipRate=2.800000 DustSlipThresh=50.000000 AirTurnTorque=35.000000 AirPitchTorque=55.000000 AirPitchDamping=35.000000 AirRollTorque=35.000000 AirRollDamping=35.000000 MinAirControlDamping=0.100000 FenderBenderSpeed=10000000.000000 LowSpeedBrakeFriction=40.000000 bHandbrakeIsBrake=True bHasAltFire=False DestructionEffectClass=Class'ROEffects.ROVehicleDestroyedEmitter' DisintegrationEffectClass=Class'ROEffects.ROVehicleObliteratedEmitter' DestructionEffectLowClass=Class'ROEffects.ROVehicleDestroyedEmitter_simple' DisintegrationEffectLowClass=Class'ROEffects.ROVehicleObliteratedEmitter_simple' bLimitYaw=True CurrentCapArea=255 TimeTilDissapear=60.000000 IdleTimeBeforeReset=10.000000 bDisableThrottle=True BeginningIdleAnim="idle_open" MPHMeterMaterial=Texture'InterfaceArt_tex.Menu.RODisplay' MPHMeterPosX=0.250000 MPHMeterPosY=0.750000 MPHMeterScale=70.000000 MPHMeterSizeY=0.050000 DriverPositions(0)=(ViewFOV=85.000000) DriverPositions(1)=(ViewFOV=85.000000) DriverHitCheckDist=30.000000 VehicleSpikeTime=3.000000 VehHitpoints(0)=(PointRadius=9.000000,PointScale=1.000000,PointBone="driver_player",bPenetrationPoint=True,HitPointType=HP_Driver) VehHitpoints(1)=(PointRadius=25.000000,PointScale=1.000000,PointBone="body",HitPointType=HP_Engine) EngineHealth=100 bMultiPosition=True bDrawDriverInTP=True bDrawMeshInFP=True bEnterringUnlocks=False bCanFlip=True bAllowViewChange=False bDesiredBehindView=False bDriverHoldsFlag=False DriveAnim="VPanzer4_driver_idle_close" CenterSpringRangePitch=5000 CenterSpringRangeRoll=5000 DriverDamageMult=0.800000 NoEntryTexture=None TeamBeaconBorderMaterial=None RanOverDamageType=Class'Engine.DamRanOver' CrushedDamageType=Class'Engine.Crushed' StolenAnnouncement="'" AmbientSoundScaling=1.250000 bReplicateAnimations=True bNetNotify=True } |
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