Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.KVehicle


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
00299
00300
00301
00302
00303
00304
00305
00306
00307
00308
00309
00310
00311
00312
00313
00314
00315
00316
00317
00318
00319
00320
00321
00322
00323
00324
00325
00326
00327
00328
00329
00330
00331
00332
00333
00334
00335
00336
00337
00338
00339
00340
00341
00342
00343
00344
00345
00346
00347
00348
00349
00350
00351
00352
00353
00354
00355
00356
00357
00358
00359
00360
00361
00362
00363
00364
00365
00366
00367
00368
00369
00370
00371
00372
00373
00374
00375
00376
00377
00378
00379
00380
00381
00382
00383
00384
00385
00386
00387
00388
00389
00390
00391
00392
00393
00394
00395
00396
00397
00398
00399
00400
00401
00402
00403
00404
00405
00406
00407
00408
00409
00410
00411
00412
00413
00414
00415
00416
00417
00418
00419
00420
00421
00422
00423
00424
00425
00426
00427
00428
00429
00430
00431
// Generic 'Karma Vehicle' base class that can be controlled by a Pawn.

class KVehicle extends Pawn
    native
    abstract;

//cpptext
//{
//#ifdef WITH_KARMA
//	virtual void PostNetReceive();
//    virtual void PostEditChange();
//	virtual void setPhysics(BYTE NewPhysics, AActor *NewFloor, FVector NewFloorV);
//	virtual void TickSimulated( FLOAT DeltaSeconds );
//	virtual void TickAuthoritative( FLOAT DeltaSeconds );
//#endif
//
//}
//
//// generic controls (set by controller, used by concrete derived classes)
//var (KVehicle) float    Steering; // between -1 and 1
//var (KVehicle) float    Throttle; // between -1 and 1
//
//var			   Pawn     Driver;
//
//var (KVehicle) array<vector>	ExitPositions;		// Positions (rel to vehicle) to try putting the player when exiting.
//
//var (KVehicle) vector	DrivePos;		// Position (rel to vehicle) to put player while driving.
//var (KVehicle) rotator	DriveRot;		// Rotation (rel to vehicle) to put driver while driving.
//
//// Effect spawned when vehicle is destroyed
//var (KVehicle) class<Actor>	DestroyEffectClass;
//
//// Simple 'driving-in-rings' logic.
//var (KVehicle) bool		bAutoDrive;
//
//var			   bool     bGetOut;
//
//// The factory that created this vehicle.
//var			   KVehicleFactory	ParentFactory;
//
//// Weapon system
//var				bool	bVehicleIsFiring, bVehicleIsAltFiring;
//
//const					FilterFrames = 5;
//var				vector	CameraHistory[FilterFrames];
//var				int		NextHistorySlot;
//var				bool	bHistoryWarmup;
//
//// Useful function for plotting data to real-time graph on screen.
//native final function GraphData(string DataName, float DataValue);
//
//replication
//{
//	reliable if(Role==ROLE_Authority)
//		ClientKDriverEnter, ClientKDriverLeave;
//	
//	reliable if(Role < ROLE_Authority)
//		VehicleFire, VehicleCeaseFire;
//}
//
//// Really simple at the moment!
//#if IG_SHARED    //tcohen: hooked, used by effects system and reactive world objects
//function PostTakeDamage(float Damage, Pawn instigatedBy, Vector hitlocation, 
//						Vector momentum, class<DamageType> damageType)
//#else
//function TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation, 
//						Vector momentum, class<DamageType> damageType)
//#endif
//{
//	local PlayerController pc;
//
//	Health -= Damage;
//
//	//Log("Ouch! "$Health);
//
//	// The vehicle is dead!
//	if(Health <= 0)
//	{
//		if ( Controller != None )
//		{
//			pc = PlayerController(Controller);
//
//			if( Controller.bIsPlayer && pc != None )
//			{
//				ClientKDriverLeave(pc); // Just to reset HUD etc.
//
//				// THIS WAS HOW IT WAS IN UT2003, DONT KNOW ABOUT WARFARE...
//				// pc.PawnDied(self); // This should unpossess the controller and let the player respawn
//			}
//			else
//#if IG_TRIBES3
//				Controller.PawnDied(self);
//#else
//				Controller.Destroy();
//#endif
//		}
//
//		Destroy(); // Destroy the vehicle itself (see Destroyed below)
//	}
//
//    //KAddImpulse(momentum, hitlocation);
//}
//
//// Vehicles dont get telefragged.
//event EncroachedBy( actor Other )
//{
//	Log("KVehicle("$self$") Encroached By: "$Other$".");
//}
//
//// You got some new info from the server (ie. VehicleState has some new info).
//event VehicleStateReceived();
//
//// Called when a parameter of the overall articulated actor has changed (like PostEditChange)
//// The script must then call KUpdateConstraintParams or Actor Karma mutators as appropriate.
//simulated event KVehicleUpdateParams();
//
//// Do some server-side vehicle firing stuff
//function VehicleFire(bool bWasAltFire)
//{
//	if(bWasAltFire)
//		bVehicleIsAltFiring = true;
//	else
//		bVehicleIsFiring = true;
//}
//
//function VehicleCeaseFire(bool bWasAltFire)
//{
//	if(bWasAltFire)
//		bVehicleIsAltFiring = false;
//	else
//		bVehicleIsFiring = false;
//}
//
//
//// The pawn Driver has tried to take control of this vehicle
//function TryToDrive(Pawn p)
//{
//	local Controller C;
//	C = p.Controller;
//
//    if ( (Driver == None) && (C != None) && C.bIsPlayer && !C.IsInState('PlayerDriving') && p.IsHumanControlled() )
//	{        
//		KDriverEnter(p);
//    }
//}
//
//// Events called on driver entering/leaving vehicle
//
//simulated function ClientKDriverEnter(PlayerController pc)
//{
//	//log("Enter: "$pc.Pawn);
//
//	//pc.myHUD.bCrosshairShow = false;
//	//pc.myHUD.bShowWeaponInfo = false;
//	//pc.myHUD.bShowPersonalInfo = false;
//	//pc.myHUD.bShowPoints = false;
//
//	pc.bBehindView = true;
//	pc.bFixedCamera = false;
//	pc.bFreeCamera = true;
//
//    pc.SetRotation(rotator( vect(-1, 0, 0) >> Rotation ));
//}
//
//function KDriverEnter(Pawn p)
//{
//	local PlayerController pc;
//
//    //log("KVehicle KDriverEnter");
//
//	// Set pawns current controller to control the vehicle pawn instead
//	Driver = p;
//
//	// Move the driver into position, and attach to car.
//	Driver.SetCollision(false, false, false);
//	Driver.bCollideWorld = false;
//	Driver.bPhysicsAnimUpdate = false;
//	Driver.Velocity = vect(0,0,0);
//	Driver.SetPhysics(PHYS_None);
//	Driver.SetBase(self);
//
//	pc = PlayerController(p.Controller);
//	//pc.ClientSetBehindView(true);
//	//pc.ClientSetFixedCamera(false);
//
//	// Disconnect PlyaerController from Driver and connect to KVehicle.
//	pc.Unpossess();
//	Driver.SetOwner(pc); // This keeps the driver relevant.
//	pc.Possess(self);
//
//	pc.ClientSetViewTarget(self); // Set playercontroller to view the vehicle
//
//	// Change controller state to driver
//    pc.GotoState('PlayerDriving');
//
//	ClientKDriverEnter(pc);
//}
//
//simulated function ClientKDriverLeave(PlayerController pc)
//{
//	//local vector exitLookDir;
//
//	//log("Leave: "$pc.Pawn);
//
//	pc.bBehindView = false;
//	pc.bFixedCamera = true;
//	pc.bFreeCamera = false;
//	// This removes any 'roll' from the look direction.
//	//exitLookDir = Vector(pc.Rotation);
//	//pc.SetRotation(Rotator(exitLookDir));
//
//    //pc.myHUD.bCrosshairShow = pc.myHUD.default.bCrosshairShow;
//	//pc.myHUD.bShowWeaponInfo = pc.myHUD.default.bShowWeaponInfo;
//	//pc.myHUD.bShowPersonalInfo = pc.myHUD.default.bShowPersonalInfo;
//	//pc.myHUD.bShowPoints = pc.myHUD.default.bShowPoints;
//
//	// Reset the view-smoothing
//	NextHistorySlot = 0;
//	bHistoryWarmup = true;
//}
//
//// Called from the PlayerController when player wants to get out.
//function bool KDriverLeave(bool bForceLeave)
//{
//	local PlayerController pc;
//	local int i;
//	local bool havePlaced;
//	local vector HitLocation, HitNormal, tryPlace;
//
//    //log("KVehicle KDriverLeave");
//
//	// Do nothing if we're not being driven
//	if(Driver == None)
//		return false;
//
//	// Before we can exit, we need to find a place to put the driver.
//	// Iterate over array of possible exit locations.
//	
//	Driver.bCollideWorld = true;
//	Driver.SetCollision(true, true, true);
//	
//	havePlaced = false;
//	for(i=0; i < ExitPositions.Length && havePlaced == false; i++)
//	{
//		//Log("Trying Exit:"$i);
//	
//		tryPlace = Location + (ExitPositions[i] >> Rotation);
//	
//		// First, do a line check (stops us passing through things on exit).
//		if( Trace(HitLocation, HitNormal, tryPlace, Location, false) != None )
//			continue;
//			
//		// Then see if we can place the player there.
//		if( !Driver.SetLocation(tryPlace) )
//			continue;
//		
//		havePlaced = true;
//		
//		//Log("SUCCESS!");		
//	}
//
//	// If we could not find a place to put the driver, leave driver inside as before.
//	if(!havePlaced && !bForceLeave)
//	{
//		Log("Could not place driver.");
//	
//		Driver.bCollideWorld = false;
//		Driver.SetCollision(false, false, false);
//	
//		return false;
//	}
//
//	pc = PlayerController(Controller);
//
//	//Log("Pre ClientKDriverLeave");
//	ClientKDriverLeave(pc);
//	//Log("Post ClientKDriverLeave");
//
//	// Reconnect PlayerController to Driver.
//	pc.Unpossess();
//	pc.Possess(Driver);
//
//	pc.ClientSetViewTarget(Driver); // Set playercontroller to view the persone that got out
//
//	Controller = None;
//
//	Driver.PlayWaiting();
//	Driver.bPhysicsAnimUpdate = Driver.Default.bPhysicsAnimUpdate;
//
//	// Do stuff on client
//	//pc.ClientSetBehindView(false);
//	//pc.ClientSetFixedCamera(true);
//
//    Driver.Acceleration = vect(0, 0, 24000);
//	Driver.SetPhysics(PHYS_Falling);
//	Driver.SetBase(None);
//
//	// Car now has no driver
//	Driver = None;
//
//	// Put brakes on before you get out :)
//    Throttle=0;
//    Steering=0;
//    
//	// Stop firing when you get out!
//	bVehicleIsFiring = false;
//	bVehicleIsAltFiring = false;
//
//    return true;
//}
//
//// Special calc-view for vehicles
//simulated function bool SpecialCalcView(out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )
//{
//	local vector CamLookAt, HitLocation, HitNormal;
//	local PlayerController pc;
//	local int i, averageOver;
//
//	pc = PlayerController(Controller);
//
//	// Only do this mode we have a playercontroller viewing this vehicle
//	if(pc == None || pc.ViewTarget != self)
//		return false;
//
//	ViewActor = self;
//	CamLookAt = Location + (vect(-100, 0, 100) >> Rotation); 
//
//	//////////////////////////////////////////////////////
//	// Smooth lookat position over a few frames.
//	CameraHistory[NextHistorySlot] = CamLookAt;
//	NextHistorySlot++;
//
//	if(bHistoryWarmup)
//		averageOver = NextHistorySlot;
//	else
//		averageOver = FilterFrames;
//
//	CamLookAt = vect(0, 0, 0);
//	for(i=0; i<averageOver; i++)
//		CamLookAt += CameraHistory[i];
//
//	CamLookAt /= float(averageOver);
//
//	if(NextHistorySlot == FilterFrames)
//	{
//		NextHistorySlot = 0;
//		bHistoryWarmup=false;
//	}
//	//////////////////////////////////////////////////////
//
//	CameraLocation = CamLookAt + (vect(-600, 0, 0) >> CameraRotation);
//
//	if( Trace( HitLocation, HitNormal, CameraLocation, CamLookAt, false, vect(10, 10, 10) ) != None )
//	{
//		CameraLocation = HitLocation;
//	}
//
//	return true;
//}
//
//simulated function Destroyed()
//{
//	//Log("KVehicle Destroyed");
//
//	// If there was a driver in the vehicle, destroy him too
//	if(Driver != None)
//		Driver.Destroy();
//
//	// Decrease number of cars active out of parent factory
//	if(ParentFactory != None)
//		ParentFactory.VehicleCount--;
//
//	// Trigger any effects for destruction
//	if(DestroyEffectClass != None)
//		spawn(DestroyEffectClass, , , Location, Rotation);
//
//	Super.Destroyed();
//}
//
//// Just to intercept 'getting out' request.
//simulated event Tick(float deltaSeconds)
//{
//	local bool gotOut;
//	if(bGetOut && ROLE==Role_Authority)
//	{
//		gotOut = KDriverLeave(false);
//		if(!gotOut )
//		{
//			Log("Couldn't Leave - staying in!");
//		}
//	}
//	bGetOut = false;
//}
//
//// Includes properties from KActor
//defaultproperties
//{
//    Steering=0
//    Throttle=0
//
//	ExitPositions(0)=(X=0,Y=0,Z=0)
//
//	DrivePos=(X=0,Y=0,Z=0)
//	DriveRot=()
//
//	bHistoryWarmup = true;
//
//
//    Physics=PHYS_Karma
//	bEdShouldSnap=True
//	bStatic=False
//	bShadowCast=False
//	bCollideActors=True
//	bCollideWorld=False
//    bProjTarget=True
//	bBlockActors=True
//	bBlockNonZeroExtentTraces=True
//	bBlockZeroExtentTraces=True
//	bBlockPlayers=True
//	bWorldGeometry=False
//	bBlockKarma=True
//    CollisionHeight=+000001.000000
//	CollisionRadius=+000001.000000
//	bAcceptsProjectors=True
//	bCanBeBaseForPawns=True
//	bAlwaysRelevant=True
//	RemoteRole=ROLE_SimulatedProxy
//	bNetInitialRotation=True
//	bSpecialCalcView=True
//	//bSpecialHUD=true
//}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: ne 5.9.2004 16:01:26.000 - Creation time: st 23.5.2018 00:10:44.948 - Created with UnCodeX