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// 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 //} |
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