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//=============================================================================
// Pawn, the base class of all actors that can be controlled by players or AI.
//
// Pawns are the physical representations of players and creatures in a level.  
// Pawns have a mesh, collision, and physics.  Pawns can take damage, make sounds, 
// and hold weapons and other inventory.  In short, they are responsible for all 
// physical interaction between the player or AI and the world.
//
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
class Pawn extends Actor 
	abstract
	native
	placeable
#if IG_SHARED	// marc: AI LODding
	dependsOn(Tyrion_ResourceBase)
#endif
	nativereplication;

//-----------------------------------------------------------------------------
// Pawn variables.

var Controller Controller;

#if IG_TRIBES3
var bool movementSimProxyPending;        // true if a new replicated sim proxy position has arrived for processing
var Vector movementSimProxyPosition;
var Vector movementSimProxyVelocity;
var Rotator movementSimProxyRotation;
#endif

#if IG_TRIBES3	// place for designers to put goals/abilities
var(AI) editinline array< class<Tyrion_GoalBase> > goals		"Goals the resource is trying to achieve";
var(AI)	editinline array< class<Tyrion_ActionBase> > abilities	"The actions this resource is capable of performing";
var Tyrion_ResourceBase.AI_LOD_Levels AI_LOD_LevelOrig;	// AI Level of detail before AI is disabled
#endif

#if IG_SHARED // marc: Tyrion resources
var Tyrion_ResourceBase CharacterAI;
var Tyrion_ResourceBase MovementAI;
var Tyrion_ResourceBase WeaponAI;
var Tyrion_ResourceBase HeadAI;
var(AI) Tyrion_ResourceBase.AI_LOD_Levels AI_LOD_Level;	// AI Level of detail (LOD)
#endif

#if IG_SHARED // marc: Tyrion debug
var bool logTyrion;									// for debug: switch on Tyrion logs
var bool logDLM;									// for debug: switch on doLocalMove logs
#endif

#if IG_TRIBES3 // marc: Navigation System debug
var bool logNavigationSystem;						// for debug: switch on navigation system logs
#endif

#if IG_SHARED // crombie: for the PawnList in Level
// for the PawnList in LevelInfo
var transient Pawn       nextPawn;
#endif

// cache net relevancy test
var float NetRelevancyTime;
var playerController LastRealViewer;
var actor LastViewer;

// Physics related flags.
var bool		bJustLanded;		// used by eyeheight adjustment
var bool		bUpAndOut;			// used by swimming 
var bool		bIsWalking;			// currently walking (can't jump, affects animations)
var bool		bWarping;			// Set when travelling through warpzone (so shouldn't telefrag)
var bool		bWantsToCrouch;		// if true crouched (physics will automatically reduce collision height to CrouchHeight)
var const bool	bIsCrouched;		// set by physics to specify that pawn is currently crouched
var const bool	bTryToUncrouch;		// when auto-crouch during movement, continually try to uncrouch
var bool		bCanCrouch;			// if true, this pawn is capable of crouching
var bool		bCrawler;			// crawling - pitch and roll based on surface pawn is on
var const bool	bReducedSpeed;		// used by movement natives
var bool		bJumpCapable;
var	bool		bCanJump;			// movement capabilities - used by AI
var	bool 		bCanWalk;
var	bool		bCanSwim;
var	bool		bCanFly;
var	bool		bCanClimbLadders;
var	bool		bCanStrafe;
var	bool		bCanDoubleJump;
var	bool		bAvoidLedges;		// don't get too close to ledges
var	bool		bStopAtLedges;		// if bAvoidLedges and bStopAtLedges, Pawn doesn't try to walk along the edge at all
var	bool		bNoJumpAdjust;		// set to tell controller not to modify velocity of a jump/fall	
var	bool		bCountJumps;		// if true, inventory wants message whenever this pawn jumps
var const bool	bSimulateGravity;	// simulate gravity for this pawn on network clients when predicting position (true if pawn is walking or falling)
var	bool		bUpdateEyeHeight;	// if true, UpdateEyeheight will get called every tick
var	bool		bIgnoreForces;		// if true, not affected by external forces
var const bool	bNoVelocityUpdate;	// used by C++ physics
var	bool		bCanWalkOffLedges;	// Can still fall off ledges, even when walking (for Player Controlled pawns)
var bool		bSteadyFiring;		// used for third person weapon anims/effects
var bool		bCanBeBaseForPawns;	// all your 'base', are belong to us
var bool		bClientCollision;	// used on clients when temporarily turning off collision
var const bool	bSimGravityDisabled;	// used on network clients
var bool		bDirectHitWall;		// always call pawn hitwall directly (no controller notifyhitwall)

// Does this pawn Collision Cylinder collide with Havok and generate events? Will create a Havok Character Control proxy if so.
var(Havok) bool bHavokCharacterCollisions "If true this pawn's bones will collide with Havok objects, push them out of the way, and generate collision events.";
var const transient bool bHavokInitCalled; // internal check
// radius of Havok proxy 0.02 (1/50) extra than that of Unreal to allow Havok first go ;)
var(Havok) float bHavokCharacterCollisionExtraRadius "How much larger than the Unreal collision cylinder should the Havok collision cylinder be? Default is 1, which is enough to ensure that Havok can respond to collisions before Unreal does.\r\n\r\nWARNING: must be in Unreal units, not meters (1 Unreal unit == 1/50 meter)"; 

// used by dead pawns (for bodies landing and changing collision box)
var		bool	bThumped;		
var		bool	bInvulnerableBody;

// AI related flags
#if IG_TRIBES3 // Paul: Exposed to UnrealEd for single player characters
var(SinglePlayerCharacter)		bool	bIsFemale;
#else
var		bool	bIsFemale;
#endif

//var		bool	bAutoActivate;			// if true, automatically activate Powerups which have their bAutoActivate==true
//var		bool	bCanPickupInventory;	// if true, will pickup inventory when touching pickup actors
var		bool	bUpdatingDisplay;		// to avoid infinite recursion through inventory setdisplay
var		bool	bAmbientCreature;		// AIs will ignore me
var		bool	bLOSHearing;			// can hear sounds from line-of-sight sources (which are close enough to hear)
										// bLOSHearing=true is like UT/Unreal hearing
var		bool	bSameZoneHearing;		// can hear any sound in same zone (if close enough to hear)
var		bool	bAdjacentZoneHearing;	// can hear any sound in adjacent zone (if close enough to hear)
var		bool	bMuffledHearing;		// can hear sounds through walls (but muffled - sound distance increased to double plus 4x the distance through walls
//var(AI) bool	bAroundCornerHearing;	// Hear sounds around one corner (slightly more expensive, and bLOSHearing must also be true)
var		bool	bDontPossess;			// if true, Pawn won't be possessed at game start
//var		bool	bAutoFire;				// used for third person weapon anims/effects
var		bool	bRollToDesired;			// Update roll when turning to desired rotation (normally false)
//var		bool	bIgnorePlayFiring;		// if true, ignore the next PlayFiring() call (used by AnimNotify_FireWeapon)

var		bool	bCachedRelevant;		// network relevancy caching flag
var		bool	bUseCompressedPosition;	// use compressed position in networking - true unless want to replicate roll, or very high velocities
var		bool	bWeaponBob;
var     bool    bHideRegularHUD;
var		bool	bSpecialHUD;
var		bool    bSpecialCalcView;		// If true, the Controller controlling this pawn will call 'SpecialCalcView' to find camera pos.
var		bool	bNoWeaponFiring;
var		bool	bIsTyping; 

#if IG_TRIBES3 // Ryan: true if this pawn could see on the previous tick
var		bool	bCouldSeeLastTick;
#endif // IG

#if IG_TRIBES3 // Alex: allows pathfinding system to differentiate between pawns that should be considered
		// obstructions to ground navigation, base devices for example, and those that should not,
		// characters for example
var	bool bGroundNavigationObstruction;
#endif

//var		byte	FlashCount;				// used for third person weapon anims/effects
// AI basics.
var 	byte	Visibility;			//How visible is the pawn? 0=invisible, 128=normal, 255=highly visible 
var		float	DesiredSpeed;
//var		float	MaxDesiredSpeed;
var		name	AIScriptTag;		// tag of AIScript which should be associated with this pawn
var		float	HearingThreshold;	// max distance at which a makenoise(1.0) loudness sound can be heard
var		float	Alertness;			// -1 to 1 ->Used within specific states for varying reaction to stimuli 
var(AI)	float	SightRadius;		// Maximum seeing distance.
var(AI)	float	PeripheralVision;	// Cosine of limits of peripheral vision.
//var()	float	SkillModifier;			// skill modifier (same scale as game difficulty)	
var const float	AvgPhysicsTime;		// Physics updating time monitoring (for AI monitoring reaching destinations)
var		float	MeleeRange;			// Max range for melee attack (not including collision radii)
var NavigationPoint Anchor;			// current nearest path;
var const NavigationPoint LastAnchor;		// recent nearest path
//var		float	FindAnchorFailedTime;	// last time a FindPath() attempt failed to find an anchor.
var		float	LastValidAnchorTime;	// last time a valid anchor was found
var		float	DestinationOffset;	// used to vary destination over NavigationPoints
//var		float	NextPathRadius;		// radius of next path in route
//var		vector	SerpentineDir;		// serpentine direction
var		float	SerpentineDist;
var		float	SerpentineTime;		// how long to stay straight before strafing again
var const float	UncrouchTime;		// when auto-crouch during movement, continually try to uncrouch once this decrements to zero
var		float	SpawnTime;

#if IG_SHARED
var const float VisionCounter;      // when the VisionCounter < 0, we look for other pawns
var     Range   VisionUpdateRange;  // min and max time that will be used to make a random VisionCounterTime
#endif

// Movement.
var float   GroundSpeed;    // The maximum ground speed.
var float   WaterSpeed;     // The maximum swimming speed.
var float   AirSpeed;		// The maximum flying speed.
var float	LadderSpeed;	// Ladder climbing speed
var float	AccelRate;		// max acceleration rate
var float	JumpZ;      	// vertical acceleration w/ jump
var float   AirControl;		// amount of AirControl available to the pawn
var float	WalkingPct;		// pct. of running speed that walking speed is
var float	CrouchedPct;	// pct. of running speed that crouched walking speed is
var float	MaxFallSpeed;	// max speed pawn can land without taking damage (also limits what paths AI can use)
var vector	ConstantAcceleration;	// acceleration added to pawn when falling

// Player info.
var	string			OwnerName;		// Name of owning player (for save games, coop)
//var travel Weapon	Weapon;			// The pawn's current weapon.
//var Weapon			PendingWeapon;	// Will become weapon once current weapon is put down
//var travel Powerups	SelectedItem;	// currently selected inventory item
var float      		BaseEyeHeight; 	// Base eye height above collision center.
var float        	EyeHeight;     	// Current eye height, adjusted for bobbing and stairs.
var	const vector	Floor;			// Normal of floor pawn is standing on (only used by PHYS_Spider and PHYS_Walking)
var float			SplashTime;		// time of last splash
var float			CrouchHeight;	// CollisionHeight when crouching
var float			CrouchRadius;	// CollisionRadius when crouching
var float			OldZ;			// Old Z Location - used for eyeheight smoothing
var PhysicsVolume	HeadVolume;		// physics volume of head
#if IG_TRIBES3 // Alex:
var () travel float	Health;
#else
var () travel int      Health;         // Health: 100 = normal maximum
#endif
var	float			BreathTime;		// used for getting BreathTimer() messages (for no air, etc.)
var float			UnderWaterTime; // how much time pawn can go without air (in seconds)
var	float			LastPainTime;	// last time pawn played a takehit animation (updated in PlayHit())
var class<DamageType> ReducedDamageType; // which damagetype this creature is protected from (used by AI)
var float			HeadScale;

// Sound and noise management
// remember location and position of last noises propagated
var const 	vector 		noise1spot;
var const 	float 		noise1time;
var const	pawn		noise1other;
var const	float		noise1loudness;
var const 	vector 		noise2spot;
var const 	float 		noise2time;
var const	pawn		noise2other;
var const	float		noise2loudness;
var			float		LastPainSound;

// view bob
var				float	Bob;
var				float	LandBob, AppliedBob;
var				float	bobtime;
var				vector	WalkBob;

var float SoundDampening;
var float DamageScaling;

var localized  string MenuName; // Name used for this pawn type in menus (e.g. player selection) 

// shadow decal
var ShadowProjector Shadow;

// blood effect
var class<Effects> BloodEffect;
var class<Effects> LowGoreBlood;

#if IG_TRIBES3 // marc: used to determine if Tyrion structures should be initialized for this pawn
var(AI) string ControllerClassName;	// used to specify which controller class should be spawned for this pawn
									// must be set to "Tyrion.AI_Controller" for pawns controlled by Tyrion
									// set to None for player controlled pawns - login function sets the controller 
#else
var class<AIController> ControllerClass;	// default class to use when pawn is controlled by AI (can be modified by an AIScript)
#endif

var PlayerReplicationInfo PlayerReplicationInfo;

var LadderVolume OnLadder;		// ladder currently being climbed

var name LandMovementState;		// PlayerControllerState to use when moving on land or air
var name WaterMovementState;	// PlayerControllerState to use when moving in water

var Actor LastStartSpot;	// used to avoid spawn camping
var float LastStartTime;

// Animation status
var name AnimAction;			// use for replicating anims 

// Animation updating by physics FIXME - this should be handled as an animation object
// Note that animation channels 2 through 11 are used for animation updating
var vector TakeHitLocation;		// location of last hit (for playing hit/death anims)
var class<DamageType> HitDamageType;	// damage type of last hit (for playing hit/death anims)
var vector TearOffMomentum;		// momentum to apply when torn off (bTearOff == true)
var bool bPhysicsAnimUpdate;	
var bool bWasCrouched;
var bool bWasWalking;
var bool bWasOnGround;
var bool bInitializeAnimation;
var bool bPlayedDeath;
var EPhysics OldPhysics;
var float OldRotYaw;			// used for determining if pawn is turning
var vector OldAcceleration;
var float BaseMovementRate;		// FIXME - temp - used for scaling movement
var name MovementAnims[4];		// Forward, Back, Left, Right
var name TurnLeftAnim;
var name TurnRightAnim;			// turning anims when standing in place (scaled by turn speed)
var(AnimTweaks) float BlendChangeTime;	// time to blend between movement animations
var float MovementBlendStartTime;	// used for delaying the start of run blending
var float ForwardStrafeBias;	// bias of strafe blending in forward direction
var float BackwardStrafeBias;	// bias of strafe blending in backward direction

var transient CompressedPosition PawnPosition;

#if IG_SHARED // ckline: notifications upon Pawn death and Actor destruction
var private const bool bNotifiedDeathListeners; // have listeners been notified that this pawn died?
#endif

#if IG_TRIBES3 // Ryan: Should send damage messages
var() bool bSendsDamagedMessages;
#endif

replication
{
	// Variables the server should send to the client.
	reliable if( bNetDirty && (Role==ROLE_Authority) )
        bSimulateGravity, bIsCrouched, bIsWalking, bIsTyping, PlayerReplicationInfo, AnimAction, HitDamageType, TakeHitLocation,HeadScale;
	reliable if( bTearOff && bNetDirty && (Role==ROLE_Authority) )
		TearOffMomentum;	
	reliable if ( bNetDirty && !bNetOwner && (Role==ROLE_Authority) ) 
		bSteadyFiring;
	reliable if( bNetDirty && bNetOwner && Role==ROLE_Authority )
         Controller, GroundSpeed, WaterSpeed, AirSpeed, AccelRate, JumpZ, AirControl;
	reliable if( bNetDirty && Role==ROLE_Authority )
         Health;
    unreliable if ( !bNetOwner && Role==ROLE_Authority )
		PawnPosition;

	// replicated functions sent to server by owning client
//	reliable if( Role<ROLE_Authority )
//		ServerChangedWeapon;
}

// Havok character collision event
struct HavokCharacterObjectInteractionEvent
{
	var vector  Position;
	var vector  Normal;
	var float   ObjectImpulse;
	var float   Timestep;
	var float	ProjectedVelocity;
	var float	ObjectMassInv;
	var float	CharacterMassInv;
	var Actor	Body;
};

// Havok character collision output
struct HavokCharacterObjectInteractionResult
{
	var vector  ObjectImpulse;
	var vector  ImpulsePosition;
	var vector  CharacterImpulse;
};

#if IG_SHARED
// for the PawnList
native function AddPawn();
native function RemovePawn();

final function NotifyKilled(Controller Killer, Controller Killed, pawn Other)
{
	// notify the controller (just in case -- SWAT is not using the controller)
	if (Controller != None)
	{
		Controller.NotifyKilled(Killer, Killed, Other);
	}
}

native function vector GetViewDirection();
native function vector GetViewPoint();

#if IG_TRIBES3 // Alex: 
function classConstruct()
{
	bGroundNavigationObstruction = false;
}
#endif

event bool IgnoresSeenPawnsOfType(class<Pawn> SeenType)
{
    // we don't ignore anyone;
    return false;
}

native function bool CanSee(Actor Other);
#endif

// return true if you want to change the deafult output as given in res, based on the input data
// by default, just do whatever Havok thinks is best, so we can actually just return false.
simulated event bool HavokCharacterCollision(HavokCharacterObjectInteractionEvent data, out HavokCharacterObjectInteractionResult res)
{
	return false;
}

simulated event SetHeadScale(float NewScale);

native function bool ReachedDestination(Actor Goal);
native function ForceCrouch();

#if !IG_TRIBES3	// rowan: we don't use this
simulated function Weapon GetDemoRecordingWeapon()
{
	local inventory Inv;
	
	for ( Inv=Inventory; Inv!=None; Inv=Inv.Inventory )
	{
		if ( (Weapon(Inv) != None) && (Inv.ThirdPersonActor != None) )
		{
			Weapon = Weapon(Inv);
			PendingWeapon = Weapon;
			Weapon.bSpectated = true;
			break;
		}
	}
	return Weapon;
}
#endif

/* Reset() 
reset actor to initial state - used when restarting level without reloading.
*/
function Reset()
{
	if ( (Controller == None) || Controller.bIsPlayer )
		Destroy();
	else
		Super.Reset();
}

#if !IG_TRIBES3 // Alex:
function Fire( optional float F )
{
  //  if( Weapon!=None )
//        Weapon.Fire(F);
}
#endif

function DrawHUD(Canvas Canvas);

// If returns false, do normal calview anyway
function bool SpecialCalcView(out actor ViewActor, out vector CameraLocation, out rotator CameraRotation );

simulated function String GetHumanReadableName()
{
	if ( PlayerReplicationInfo != None )
		return PlayerReplicationInfo.PlayerName;
	return MenuName;
}

function PlayTeleportEffect(bool bOut, bool bSound)
{
	MakeNoise(1.0);
}

/* PossessedBy()
 Pawn is possessed by Controller
*/
function PossessedBy(Controller C)
{
	Controller = C;
	NetPriority = 3;

	if ( C.PlayerReplicationInfo != None )
	{
		PlayerReplicationInfo = C.PlayerReplicationInfo;
		OwnerName = PlayerReplicationInfo.PlayerName;
	}
	if ( C.IsA('PlayerController') )
	{
		if ( Level.NetMode != NM_Standalone )
			RemoteRole = ROLE_AutonomousProxy;
		BecomeViewTarget();
	}
	else
		RemoteRole = Default.RemoteRole;

	SetOwner(Controller);	// for network replication
	Eyeheight = BaseEyeHeight;
	ChangeAnimation();
}

function UnPossessed()
{	
	PlayerReplicationInfo = None;
	SetOwner(None);
	Controller = None;
}

#if !IG_TRIBES3 // dbeswick: unneeded functionality
/* PointOfView()
called by controller when possessing this pawn
false = 1st person, true = 3rd person
*/
simulated function bool PointOfView()
{
	return false;
}
#endif

function BecomeViewTarget()
{
	bUpdateEyeHeight = true;
}

function DropToGround()
{
	bCollideWorld = True;
	bInterpolating = false;
	if ( Health > 0 )
	{
		SetCollision(true,true,true);
		SetPhysics(PHYS_Falling);
#if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications
		AmbientSound = None;
#endif
		if ( IsHumanControlled() )
			Controller.GotoState(LandMovementState);
	}
}

#if !IG_SWAT // ckline: we don't support this
function bool CanGrabLadder()
{
	return ( bCanClimbLadders 
			&& (Controller != None)
			&& (Physics != PHYS_Ladder)
			&& ((Physics != Phys_Falling) || (Abs(Velocity.Z) <= JumpZ)) );
}
#endif

event SetWalking(bool bNewIsWalking)
{
	if ( bNewIsWalking != bIsWalking )
	{
		bIsWalking = bNewIsWalking;
		ChangeAnimation();
	}
}

function bool CanSplash()
{
	if ( (Level.TimeSeconds - SplashTime > 0.25)
		&& ((Physics == PHYS_Falling) || (Physics == PHYS_Flying))
		&& (Abs(Velocity.Z) > 100) )
	{
		SplashTime = Level.TimeSeconds;
		return true;
	}
	return false;
}

function EndClimbLadder(LadderVolume OldLadder)
{
	// DLB Controller clean pass: removed AI logic
	/*if ( Controller != None )
		Controller.EndClimbLadder();*/
	if ( Physics == PHYS_Ladder )
		SetPhysics(PHYS_Falling);
}

function ClimbLadder(LadderVolume L)
{
	OnLadder = L;
	SetRotation(OnLadder.WallDir);
	SetPhysics(PHYS_Ladder);
	if ( IsHumanControlled() )
		Controller.GotoState('PlayerClimbing');
}

/* DisplayDebug()
list important actor variable on canvas.  Also show the pawn's controller and weapon info
*/
simulated function DisplayDebug(Canvas Canvas, out float YL, out float YPos)
{
	local string T;
	Super.DisplayDebug(Canvas, YL, YPos);

	Canvas.SetDrawColor(255,255,255);

	Canvas.DrawText("Animation Action "$AnimAction$" Health "$Health);

	YPos += YL;
	Canvas.SetPos(4,YPos);
	Canvas.DrawText("Anchor "$Anchor$" Serpentine Dist "$SerpentineDist$" Time "$SerpentineTime);
	YPos += YL;
	Canvas.SetPos(4,YPos);

	T = "Floor "$Floor$" DesiredSpeed "$DesiredSpeed$" Crouched "$bIsCrouched$" Try to uncrouch "$UncrouchTime;
	if ( (OnLadder != None) || (Physics == PHYS_Ladder) )
		T=T$" on ladder "$OnLadder;
	Canvas.DrawText(T);
	YPos += YL;
	Canvas.SetPos(4,YPos);
	Canvas.DrawText("EyeHeight "$Eyeheight$" BaseEyeHeight "$BaseEyeHeight$" Physics Anim "$bPhysicsAnimUpdate);
	YPos += YL;
	Canvas.SetPos(4,YPos);

	if ( Controller == None )
	{
		Canvas.SetDrawColor(255,0,0);
		Canvas.DrawText("NO CONTROLLER");
		YPos += YL;
		Canvas.SetPos(4,YPos);
	}
	else
		Controller.DisplayDebug(Canvas,YL,YPos);

/*
	if ( Weapon == None )
	{
		Canvas.SetDrawColor(0,255,0);
		Canvas.DrawText("NO WEAPON");
		YPos += YL;
		Canvas.SetPos(4,YPos);
	}
	else
		Weapon.DisplayDebug(Canvas,YL,YPos);
*/
}
		 		
//
// Compute offset for drawing an inventory item.
//
/*
simulated function vector CalcDrawOffset(inventory Inv)
{
	local vector DrawOffset;

//	if ( Controller == None )
//		return (Inv.PlayerViewOffset >> Rotation) + BaseEyeHeight * vect(0,0,1);

//	DrawOffset = ((0.9/Weapon.DisplayFOV * 100 * ModifiedPlayerViewOffset(Inv)) >> GetViewRotation() ); 
//	if ( !IsLocallyControlled() )
//		DrawOffset.Z += BaseEyeHeight;
//	else
//	{	
//		DrawOffset.Z += EyeHeight;
  //      if( bWeaponBob )
	//		DrawOffset += WeaponBob(Inv.BobDamping);
//	}
	return DrawOffset;
}
*/

/*
function vector ModifiedPlayerViewOffset(inventory Inv)
{
//	return Inv.PlayerViewOffset;
}
*/

function vector WeaponBob(float BobDamping)
{
	Local Vector WBob;

	WBob = BobDamping * WalkBob;
	WBob.Z = (0.45 + 0.55 * BobDamping) * WalkBob.Z;
	return WBob;
}

function CheckBob(float DeltaTime, vector Y)
{
	local float Speed2D;

    if( !bWeaponBob )
    {
		BobTime = 0;
		WalkBob = Vect(0,0,0);
        return;
    }
	Bob = FClamp(Bob, -0.01, 0.01);
	if (Physics == PHYS_Walking )
	{
		Speed2D = VSize(Velocity);
		if ( Speed2D < 10 )
			BobTime += 0.2 * DeltaTime;
		else
			BobTime += DeltaTime * (0.3 + 0.7 * Speed2D/GroundSpeed);
		WalkBob = Y * Bob * Speed2D * sin(8 * BobTime);
		AppliedBob = AppliedBob * (1 - FMin(1, 16 * deltatime));
		WalkBob.Z = AppliedBob;
		if ( Speed2D > 10 )
			WalkBob.Z = WalkBob.Z + 0.75 * Bob * Speed2D * sin(16 * BobTime);
		if ( LandBob > 0.01 )
		{
			AppliedBob += FMin(1, 16 * deltatime) * LandBob;
			LandBob *= (1 - 8*Deltatime);
		}
	}
	else if ( Physics == PHYS_Swimming )
	{
		Speed2D = Sqrt(Velocity.X * Velocity.X + Velocity.Y * Velocity.Y);
		WalkBob = Y * Bob *  0.5 * Speed2D * sin(4.0 * Level.TimeSeconds);
		WalkBob.Z = Bob * 1.5 * Speed2D * sin(8.0 * Level.TimeSeconds);
	}
	else
	{
		BobTime = 0;
		WalkBob = WalkBob * (1 - FMin(1, 8 * deltatime));
	}
}
	
//***************************************
// Interface to Pawn's Controller

// return true if controlled by a Player (AI or human)
simulated function bool IsPlayerPawn()
{
	return ( (Controller != None) && Controller.bIsPlayer );
}

// return true if was controlled by a Player (AI or human)
simulated function bool WasPlayerPawn()
{
	return false;
}

// return true if controlled by a real live human
simulated function bool IsHumanControlled()
{
	return ( PlayerController(Controller) != None );
}

// return true if controlled by local (not network) player
simulated function bool IsLocallyControlled()
{
	if ( Level.NetMode == NM_Standalone )
		return true;
	if ( Controller == None )
		return false;
	if ( PlayerController(Controller) == None )
		return true;

	return ( Viewport(PlayerController(Controller).Player) != None );
}

// return true if viewing this pawn in first person pov. useful for determining what and where to spawn effects
simulated function bool IsFirstPerson()
{
    local PlayerController PC;
 
    PC = PlayerController(Controller);
    return ( PC != None && !PC.bBehindView && Viewport(PC.Player) != None );
}

simulated function rotator GetViewRotation()
{
	if ( Controller == None )
		return Rotation;
	return Controller.GetViewRotation();
}

simulated function SetViewRotation(rotator NewRotation )
{
	if ( Controller != None )
		Controller.SetRotation(NewRotation);
}

#if !IG_TRIBES3
final function bool InGodMode()
#else
function bool InGodMode()
#endif
{
	return ( (Controller != None) && Controller.bGodMode );
}

// DLB Controller clean pass: removed AI logic 
/*function bool NearMoveTarget()
{
	if ( (Controller == None) || (Controller.MoveTarget == None) )
		return false;

	return ReachedDestination(Controller.MoveTarget);
}*/

simulated final function bool PressingFire()
{
	return ( (Controller != None) && (Controller.bFire != 0) );
}

simulated final function bool PressingAltFire()
{
	return ( (Controller != None) && (Controller.bAltFire != 0) );
}

// DLB Controller clean pass: removed AI logic 
/*function Actor GetMoveTarget()
{	
	if ( Controller == None )
		return None;

	return Controller.MoveTarget;
}*/

// DLB Controller clean pass: removed AI logic 
/*function SetMoveTarget(Actor NewTarget )
{
	if ( Controller != None )
		Controller.MoveTarget = NewTarget;
}*/

native function bool LineOfSightTo(actor Other);

/*
simulated final function rotator AdjustAim(Ammunition FiredAmmunition, vector projStart, int aimerror)
{
//	if ( Controller == None )
		return Rotation;

//	return Controller.AdjustAim(FiredAmmunition, projStart, aimerror);
}
*/

function Actor ShootSpecial(Actor A)
{
		return None;
//	if ( !Controller.bCanDoSpecial || (Weapon == None) )
//		return None;

	// DLB Controller clean pass: removed AI logicController.FireWeaponAt(A);
	Controller.bFire = 0;
	return A;
}

/* return a value (typically 0 to 1) adjusting pawn's perceived strength if under some special influence (like berserk)
*/
function float AdjustedStrength()
{
	return 0;
}

/*
function HandlePickup(Pickup pick)
{
	MakeNoise(0.2);
	if ( Controller != None )
		Controller.HandlePickup(pick);
}
*/

#if IG_TRIBES3 // david: more flexibility in LocalMessage system, uses Objects instead of PlayerReplicationInfos

function ReceiveLocalizedMessage( class<LocalMessage> Message, optional int Switch, optional Core.Object Related1, optional Core.Object Related2, optional Core.Object OptionalObject, optional String OptionalString )
{
	if ( PlayerController(Controller) != None )
		PlayerController(Controller).ReceiveLocalizedMessage( Message, Switch, Related1, Related2, OptionalObject, OptionalString );
}

#else
function ReceiveLocalizedMessage( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Core.Object OptionalObject )
{
	if ( PlayerController(Controller) != None )
		PlayerController(Controller).ReceiveLocalizedMessage( Message, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject );
}
#endif

event ClientMessage( coerce string S, optional Name Type )
{
	if ( PlayerController(Controller) != None )
		PlayerController(Controller).ClientMessage( S, Type );
}

function Trigger( actor Other, pawn EventInstigator )
{
	if ( Controller != None )
		Controller.Trigger(Other, EventInstigator);
}

//***************************************

function bool CanTrigger(Trigger T)
{
	return true;
}

function CreateInventory(string InventoryClassName)
{
}

function GiveWeapon(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 )
		newWeapon.GiveTo(self);
*/
}

function SetDisplayProperties(ERenderStyle NewStyle, Material NewTexture, bool bLighting )
{
	Style = NewStyle;
	Texture = NewTexture;
	bUnlit = bLighting;
//	if ( Weapon != None )
//		Weapon.SetDisplayProperties(Style, Texture, bUnlit);

//	if ( !bUpdatingDisplay && (Inventory != None) )
//	{
//		bUpdatingDisplay = true;
//		Inventory.SetOwnerDisplay();
//	}
	bUpdatingDisplay = false;
}

function SetDefaultDisplayProperties()
{
	Style = Default.Style;
	texture = Default.Texture;
	bUnlit = Default.bUnlit;
//	if ( Weapon != None )
//		Weapon.SetDefaultDisplayProperties();

//	if ( !bUpdatingDisplay && (Inventory != None) )
//	{
//		bUpdatingDisplay = true;
//		Inventory.SetOwnerDisplay();
//	}
	bUpdatingDisplay = false;
}

function FinishedInterpolation()
{
	DropToGround();
}

function JumpOutOfWater(vector jumpDir)
{
	Falling();
	Velocity = jumpDir * WaterSpeed;
	Acceleration = jumpDir * AccelRate;
	velocity.Z = FMax(380,JumpZ); //set here so physics uses this for remainder of tick
	bUpAndOut = true;
}

/*
Modify velocity called by physics before applying new velocity
for this tick.

Velocity,Acceleration, etc. have been updated by the physics, but location hasn't
*/
simulated event ModifyVelocity(float DeltaTime, vector OldVelocity);

/* ShouldCrouch()
Controller is requesting that pawn crouch
*/
function ShouldCrouch(bool Crouch)
{
	bWantsToCrouch = Crouch;
}

// Stub events called when physics actually allows crouch to begin or end
// use these for changing the animation (if script controlled)
event EndCrouch(float HeightAdjust)
{
	EyeHeight -= HeightAdjust;
	OldZ += HeightAdjust;
	BaseEyeHeight = Default.BaseEyeHeight;
}

event StartCrouch(float HeightAdjust)
{
	EyeHeight += HeightAdjust;
	OldZ -= HeightAdjust;
	BaseEyeHeight = FMin(0.8 * CrouchHeight, CrouchHeight - 10);
}

function AddVelocity( vector NewVelocity)
{
	if ( bIgnoreForces || (NewVelocity == vect(0,0,0)) )
		return;
	if ( (Physics == PHYS_Walking)
		|| (((Physics == PHYS_Ladder) || (Physics == PHYS_Spider)) && (NewVelocity.Z > Default.JumpZ)) )
		SetPhysics(PHYS_Falling);
	if ( (Velocity.Z > 380) && (NewVelocity.Z > 0) )
		NewVelocity.Z *= 0.5;
	Velocity += NewVelocity;
}

function KilledBy( pawn EventInstigator )
{
	local Controller Killer;

	Health = 0;
	if ( EventInstigator != None )
		Killer = EventInstigator.Controller;
	Died( Killer, class'Suicided', Location );
}

function TakeFallingDamage()
{
#if !IG_TRIBES3	// marc: not used
	local float Shake, EffectiveSpeed;

	if (Velocity.Z < -0.5 * MaxFallSpeed)
	{
		if ( Role == ROLE_Authority )
		{
		    MakeNoise(1.0);
		    if (Velocity.Z < -1 * MaxFallSpeed)
		    {
			    EffectiveSpeed = Velocity.Z;
			    if ( TouchingWaterVolume() )
					EffectiveSpeed = FMin(0, EffectiveSpeed + 100);
			    if ( EffectiveSpeed < -1 * MaxFallSpeed )
				    TakeDamage(-100 * (EffectiveSpeed + MaxFallSpeed)/MaxFallSpeed, None, Location, vect(0,0,0), class'Fell');
		    }
		}
		        if ( Controller != None )
		        {
			        Shake = FMin(1, -1 * Velocity.Z/MaxFallSpeed);
			        Controller.ShakeView(0.175 + 0.1 * Shake, 850 * Shake, Shake * vect(0,0,1.5), 120000, vect(0,0,10), 1);
		        }
	        }
	else if (Velocity.Z < -1.4 * JumpZ)
		MakeNoise(0.5);
#endif
}

function ClientReStart()
{
	Velocity = vect(0,0,0);
	Acceleration = vect(0,0,0);
	BaseEyeHeight = Default.BaseEyeHeight;
	EyeHeight = BaseEyeHeight;
	PlayWaiting();
}

function ClientSetLocation( vector NewLocation, rotator NewRotation )
{
	if ( Controller != None )
		Controller.ClientSetLocation(NewLocation, NewRotation);
}

function ClientSetRotation( rotator NewRotation )
{
	if ( Controller != None )
		Controller.ClientSetRotation(NewRotation);
}

simulated function FaceRotation( rotator NewRotation, float DeltaTime )
{
	if ( Physics == PHYS_Ladder )
		SetRotation(OnLadder.Walldir);
	else
	{
		if ( (Physics == PHYS_Walking) || (Physics == PHYS_Falling) )
			NewRotation.Pitch = 0;
		SetRotation(NewRotation);
	}
}

function ClientDying(class<DamageType> DamageType, vector HitLocation)
{
	if ( Controller != None )
		Controller.ClientDying(DamageType, HitLocation);
}

function bool InCurrentCombo()
{
	return false;
}
//=============================================================================
// Inventory related functions.

// check before throwing
simulated function bool CanThrowWeapon()
{
#if IG_TRIBES3
	return false;
#else
	return ( (Weapon != None) && ((Level.Game == None) || !Level.Game.bWeaponStay) );
#endif
}

// toss out a weapon
function TossWeapon(Vector TossVel)
{
#if !IG_TRIBES3	//mrfish
	local Vector X,Y,Z;

	Weapon.Velocity = TossVel;
	GetAxes(Rotation,X,Y,Z);
	Weapon.DropFrom(Location + 0.8 * CollisionRadius * X - 0.5 * CollisionRadius * Y); 
#endif
}	

exec function SwitchToLastWeapon()
{
#if !IG_TRIBES3	//mrfish
	if ( (Weapon != None) && (Weapon.OldWeapon != None) && Weapon.OldWeapon.HasAmmo() )
	{
		PendingWeapon = Weapon.OldWeapon;
		Weapon.PutDown();
	}
#endif
}	

// The player/bot wants to select next item
exec function NextItem()
{
#if !IG_TRIBES3	//mrfish
	if (SelectedItem==None) {
		SelectedItem = Inventory.SelectNext();
		Return;
	}
	if (SelectedItem.Inventory!=None)
		SelectedItem = SelectedItem.Inventory.SelectNext(); 
	else
		SelectedItem = Inventory.SelectNext();

	if ( SelectedItem == None )
		SelectedItem = Inventory.SelectNext();
#endif
}

// FindInventoryType()
// returns the inventory item of the requested class
// if it exists in this pawn's inventory 

#if !IG_TRIBES3	//mrfish
function Inventory FindInventoryType( class DesiredClass )
{
	local Inventory Inv;
	local int Count;

	for( Inv=Inventory; Inv!=None; Inv=Inv.Inventory )   
	{
		if ( Inv.class == DesiredClass )
			return Inv;
		Count++;
		if ( Count > 1000 )
			return None;
	}
	return None;
} 
#endif	// !IG_TRIBES3

// Add Item to this pawn's inventory. 
// Returns true if successfully added, false if not.
#if !IG_TRIBES3	//mrfish
function bool AddInventory( inventory NewItem )
{
	// Skip if already in the inventory.
	local inventory Inv;
	local actor Last;

	Last = self;
	
	// The item should not have been destroyed if we get here.
	if (NewItem ==None )
		log("tried to add none inventory to "$self);

	for( Inv=Inventory; Inv!=None; Inv=Inv.Inventory )
	{
		if( Inv == NewItem )
			return false;
		Last = Inv;
	}

	// Add to back of inventory chain (so minimizes net replication effect).
	NewItem.SetOwner(Self);
	NewItem.Inventory = None;
	Last.Inventory = NewItem;

	if ( Controller != None )
		Controller.NotifyAddInventory(NewItem);
	return true;
}
#endif	// !IG_TRIBES3

// Remove Item from this pawn's inventory, if it exists.
#if !IG_TRIBES3	//mrfish
function DeleteInventory( inventory Item )
{
	// If this item is in our inventory chain, unlink it.
	local actor Link;
	local int Count;

	if ( Item == Weapon )
		Weapon = None;
	if ( Item == SelectedItem )
		SelectedItem = None;
	for( Link = Self; Link!=None; Link=Link.Inventory )
	{
		if( Link.Inventory == Item )
		{
			Link.Inventory = Item.Inventory;
			Item.Inventory = None;
			break;
		}
		if ( Level.NetMode == NM_Client )
		{
		Count++;
		if ( Count > 1000 )
			break;
	}
	}
	Item.SetOwner(None);
}
#endif	// !IG_TRIBES3

// Just changed to pendingWeapon
function ChangedWeapon()
{
#if !IG_TRIBES3	//mrfish
	local Weapon OldWeapon;

	OldWeapon = Weapon;

	if (Weapon == PendingWeapon)
	{
		if ( Weapon == None )
		{
			Controller.SwitchToBestWeapon();
			return;
		}
		else if ( Weapon.IsInState('DownWeapon') ) 
			Weapon.GotoState('Idle');
		PendingWeapon = None;
		ServerChangedWeapon(OldWeapon, Weapon);
		return;
	}
	if ( PendingWeapon == None )
		PendingWeapon = Weapon;
		
	Weapon = PendingWeapon;
	if ( (Weapon != None) && (Level.NetMode == NM_Client) )
		Weapon.BringUp(OldWeapon);
	PendingWeapon = None;
	Weapon.Instigator = self;
	ServerChangedWeapon(OldWeapon, Weapon);
	if ( Controller != None )
		Controller.ChangedWeapon();
#endif	// !IG_TRIBES3
}

#if !IG_TRIBES3	//mrfish
function name GetWeaponBoneFor(Inventory I)
{
	return 'righthand';
}
#endif	// !IG_TRIBES3

#if !IG_TRIBES3	//mrfish
function ServerChangedWeapon(Weapon OldWeapon, Weapon W)
{
	if ( OldWeapon != None )
	{
		OldWeapon.SetDefaultDisplayProperties();
		OldWeapon.DetachFromPawn(self);		
	}
	Weapon = W;
	if ( Weapon == None )
		return;

	if ( Weapon != None )
	{
		//log("ServerChangedWeapon: Attaching Weapon to actor bone.");
		Weapon.AttachToPawn(self);
	}

	Weapon.SetRelativeLocation(Weapon.Default.RelativeLocation);
	Weapon.SetRelativeRotation(Weapon.Default.RelativeRotation);
	if ( OldWeapon == Weapon )
	{
		if ( Weapon.IsInState('DownWeapon') ) 
			Weapon.BringUp();
		Inventory.OwnerEvent('ChangedWeapon'); // tell inventory that weapon changed (in case any effect was being applied)
		return;
	}
	else if ( Level.Game != None )
		MakeNoise(0.1 * Level.Game.GameDifficulty);		
	Inventory.OwnerEvent('ChangedWeapon'); // tell inventory that weapon changed (in case any effect was being applied)

	PlayWeaponSwitch(W);
	Weapon.BringUp(OldWeapon);
}
#endif	// !IG_TRIBES3

//==============
// Encroachment
event bool EncroachingOn( actor Other )
{
	if ( Other.bWorldGeometry )
		return true;
		
	if ( ((Controller == None) || !Controller.bIsPlayer || bWarping) && (Pawn(Other) != None) )
		return true;
		
	return false;
}

event EncroachedBy( actor Other )
{
#if !IG_TRIBES3	// rowan: not using this
	// Allow encroachment by Vehicles so they can push the pawn out of the way
	if ( Pawn(Other) != None && Vehicle(Other) == None )
		gibbedBy(Other);
#endif
}

function gibbedBy(actor Other)
{
#if !IG_TRIBES3	// marc: not using this, either
	if ( Role < ROLE_Authority )
		return;
	if ( Pawn(Other) != None )
		Died(Pawn(Other).Controller, class'DamTypeTelefragged', Location);
	else
		Died(None, class'Gibbed', Location);
#endif
}

//Base change - if new base is pawn or decoration, damage based on relative mass and old velocity
// Also, non-players will jump off pawns immediately
function JumpOffPawn()
{
	Velocity += (100 + CollisionRadius) * VRand();
	Velocity.Z = 200 + CollisionHeight;
	SetPhysics(PHYS_Falling);
	bNoJumpAdjust = true;
	Controller.SetFall();
}

singular event BaseChange()
{
	local float decorMass;
	
	if ( bInterpolating )
		return;
	if ( (base == None) && (Physics == PHYS_None) )
		SetPhysics(PHYS_Falling);
	// Pawns can only set base to non-pawns, or pawns which specifically allow it.
	// Otherwise we do some damage and jump off.
	else if ( Pawn(Base) != None )
	{	
		if ( !Pawn(Base).bCanBeBaseForPawns )
		{
			Base.TakeDamage( (1-Velocity.Z/400)* Mass/Base.Mass, Self,Location,0.5 * Velocity , class'Crushed');
			JumpOffPawn();
		}
	}
	else if ( (Decoration(Base) != None) && (Velocity.Z < -400) )
	{
		decorMass = FMax(Decoration(Base).Mass, 1);
		Base.TakeDamage((-2* Mass/decorMass * Velocity.Z/400), Self, Location, 0.5 * Velocity, class'Crushed');
	}
}

event UpdateEyeHeight( float DeltaTime )
{
	local float smooth, MaxEyeHeight;
	local float OldEyeHeight;
	local Actor HitActor;
	local vector HitLocation,HitNormal;

	if (Controller == None )
	{
		EyeHeight = 0;
		return;
	}
	if ( bTearOff )
	{
		EyeHeight = 0;
		bUpdateEyeHeight = false;
		return;
	}
	HitActor = trace(HitLocation,HitNormal,Location + (CollisionHeight + MAXSTEPHEIGHT + 14) * vect(0,0,1),
					Location + CollisionHeight * vect(0,0,1),true);
	if ( HitActor == None )
		MaxEyeHeight = CollisionHeight + MAXSTEPHEIGHT;
	else
		MaxEyeHeight = HitLocation.Z - Location.Z - 14;

	// smooth up/down stairs
	smooth = FMin(1.0, 10.0 * DeltaTime/Level.TimeDilation);
	If( Controller.WantsSmoothedView() )
	{
		OldEyeHeight = EyeHeight;
		EyeHeight = FClamp((EyeHeight - Location.Z + OldZ) * (1 - smooth) + BaseEyeHeight * smooth,
							-0.5 * CollisionHeight, MaxEyeheight);
	}
	else
	{
		bJustLanded = false;
		EyeHeight = FMin(EyeHeight * ( 1 - smooth) + BaseEyeHeight * smooth, MaxEyeHeight);
	}
	Controller.AdjustView(DeltaTime);
}

/* EyePosition()
Called by PlayerController to determine camera position in first person view.  Returns
the offset from the Pawn's location at which to place the camera
*/
simulated function vector EyePosition()
{
	return EyeHeight * vect(0,0,1) + WalkBob;
}

//=============================================================================

simulated event Destroyed()
{
#if IG_SHARED // ckline: notifications upon Pawn death and Actor destruction
	// it's possible the pawn was destroyed and never got Died() called on it,
	// (e.g., with the 'Killall' console command) so we'll notify here just in case.
	NotifyPawnDeathListeners();    
#endif

	// remove the Pawn from the Level's Pawn list
    RemovePawn();

	if ( Shadow != None )
		Shadow.Destroy();
	if ( Controller != None )
		Controller.PawnDied(self);
#if !IG_TRIBES3	// michaelj:  No apparent need to return here
	if ( Level.NetMode == NM_Client )
		return;

	while ( Inventory != None )
		Inventory.Destroy();
#endif

//	Weapon = None;
	Super.Destroyed();
}

//=============================================================================
//
// Called immediately before gameplay begins.
//
event PreBeginPlay()
{
	Super.PreBeginPlay();
	Instigator = self;
	DesiredRotation = Rotation;
	if ( bDeleteMe )
		return;

	if ( BaseEyeHeight == 0 )
		BaseEyeHeight = 0.8 * CollisionHeight;
	EyeHeight = BaseEyeHeight;

	if ( menuname == "" )
		menuname = GetItemName(string(class));

#if IG_SHARED
	AddPawn();
#endif  // IG_SHARED
}

#if IG_TRIBES3	// michaelj:  Made simulated so that effects trigger
simulated event PostBeginPlay()
#else
event PostBeginPlay()
#endif
{
//	local AIScript A;

	Super.PostBeginPlay();
	SplashTime = 0;
	SpawnTime = Level.TimeSeconds;
	EyeHeight = BaseEyeHeight;
	OldRotYaw = Rotation.Yaw;

	// automatically add controller to pawns which were placed in level
	// NOTE: pawns spawned during gameplay are not automatically possessed by a controller
//	if ( Level.bStartup && (Health > 0) && !bDontPossess )
//	{
		// check if I have an AI Script
/*
		if ( AIScriptTag != '' )
		{
			ForEach AllActors(class'AIScript',A,AIScriptTag)
				break;
			// let the AIScript spawn and init my controller
			if ( A != None )
			{
				A.SpawnControllerFor(self);
				if ( Controller != None )
					return;
			}
		}
*/

//		if ( (ControllerClass != None) && (Controller == None) )
//			Controller = spawn(ControllerClass);

//		if ( Controller != None )
//		{
//			Controller.Possess(self);
//			AIController(Controller).Skill += SkillModifier;
//		}
//	}
}

// called after PostBeginPlay on net client
simulated event PostNetBeginPlay()
{
	// >>> IGA - solve the problem of animations freezing in multiplay
	ChangeAnimation();

	if ( Level.bDropDetail || (Level.DetailMode == DM_Low) )
		MaxLights = Min(4,MaxLights);
	if ( Role == ROLE_Authority )
		return;
	if ( Controller != None )
	{
		Controller.Pawn = self;
		if ( (PlayerController(Controller) != None)
			&& (PlayerController(Controller).ViewTarget == Controller) )
			PlayerController(Controller).SetViewTarget(self);
	} 

	if ( Role == ROLE_AutonomousProxy )
		bUpdateEyeHeight = true;

	if ( (PlayerReplicationInfo != None) 
		&& (PlayerReplicationInfo.Owner == None) )
		PlayerReplicationInfo.SetOwner(Controller);
	PlayWaiting();
}

#if IG_SHARED // karl: Fix for savegames
event PostLoadGame()
{
#if IG_TRIBES3
	AddPawn();
#endif // IG

	bInitializeAnimation = false;
	PlayWaiting();
}
#endif

simulated function SetMesh()
{
    if (Mesh != None)
        return;

	LinkMesh( default.mesh );
}

function Gasp();
function SetMovementPhysics();

#if IG_TRIBES3 // Ryan: send message when damaged
function ApplyDamage(Pawn instigatedBy, float Damage, optional Name teamLabel)
{
	Health -= Damage;

	if (bSendsDamagedMessages)
	{
		if (instigatedBy != None )
			dispatchMessage(new class'MessageDamaged'(instigatedBy.Label, teamLabel, Label, damage));
		else
			dispatchMessage(new class'MessageDamaged'('', teamLabel, Label, damage));
	}
}
#endif // IG

#if IG_SHARED  //tcohen: hooked TakeDamage(), used by effects system and reactive world objects
function PostTakeDamage( float Damage, Pawn instigatedBy, Vector hitlocation, 
						Vector momentum, class<DamageType> damageType, optional float projectileFactor)
#else
function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
						Vector momentum, class<DamageType> damageType)
#endif
{
#if IG_TRIBES3 // Ryan: use float for health
	local float actualDamage;
#else
	local int actualDamage;
#endif // IG
	local bool bAlreadyDead;
	local Controller Killer;

#if !IG_TRIBES3	//mrfish
	if ( damagetype == None )
	{
		if ( InstigatedBy != None )
		warn("No damagetype for damage by "$instigatedby$" with weapon "$InstigatedBy.Weapon);
		DamageType = class'DamageType';
	}
#endif
	if ( Role < ROLE_Authority )
	{
		log(self$" client damage type "$damageType$" by "$instigatedBy);
		return;
	}

#if IG_TRIBES3
	if (!bCanBeDamaged)
		return;
#endif

	bAlreadyDead = (Health <= 0);

	if (Physics == PHYS_None)
		SetMovementPhysics();
		
#if !IG_TRIBES3		
	if (Physics == PHYS_Walking)
		momentum.Z = FMax(momentum.Z, 0.4 * VSize(momentum));
	if ( (instigatedBy == self) 
		|| ((Controller != None) && (InstigatedBy != None) && (InstigatedBy.Controller != None) && InstigatedBy.Controller.SameTeamAs(Controller)) )
		momentum *= 0.6;
#endif

	momentum = momentum/Mass;

//	actualDamage = Level.Game.ReduceDamage(Damage, self, instigatedBy, HitLocation, Momentum, DamageType);
	actualDamage = Damage;

#if IG_TRIBES3
	ApplyDamage(instigatedBy, actualDamage);
#else
	Health -= actualDamage;
#endif // IG

	if ( HitLocation == vect(0,0,0) )       // glenn: this is dodgy!
		HitLocation = Location;
	if ( bAlreadyDead )
	{
		Warn(self$" took regular damage "$damagetype$" from "$instigatedby$" while already dead at "$Level.TimeSeconds);
		ChunkUp(Rotation, DamageType);
		return;
	}

	PlayHit(actualDamage,InstigatedBy, hitLocation, damageType, Momentum);
	if ( Health <= 0 )
	{
		// pawn died
		if ( instigatedBy != None )
			Killer = instigatedBy.GetKillerController();
		if ( bPhysicsAnimUpdate )
			TearOffMomentum = momentum;
		Died(Killer, damageType, HitLocation);
	}
	else
	{
	    #if !IG_TRIBES3
		if ( (InstigatedBy != None) && (InstigatedBy != self) && (Controller != None)
			&& (InstigatedBy.Controller != None) && InstigatedBy.Controller.SameTeamAs(Controller) ) 
			Momentum *= 0.5;
		#endif
			
		AddVelocity( momentum );
		if ( Controller != None )
			Controller.NotifyTakeHit(instigatedBy, HitLocation, actualDamage, DamageType, Momentum);
	}
	MakeNoise(1.0); 
}

//function TeamInfo GetTeam()
//{
//#if !IG_TRIBES3 // david: not using Unreal team object
//	if ( PlayerReplicationInfo != None )
//		return PlayerReplicationInfo.Team;
//#endif
//	return None;
//}

function Controller GetKillerController()
{
	return Controller;
}

#if IG_SHARED // ckline: notifications upon Pawn death and Actor destruction
// Notify anyone who registered with the LevelInfo for pawn death notification.
// It is safe to call this multiple times on the same Pawn; the function 
// automatically handles this so that listeners are only notified once.
native function NotifyPawnDeathListeners();    
#endif

function Died(Controller Killer, class<DamageType> damageType, vector HitLocation)
{
//    local Vector TossVel;

	if ( bDeleteMe || Level.bLevelChange )
		return; // already destroyed, or level is being cleaned up

	// mutator hook to prevent deaths
	// WARNING - don't prevent bot suicides - they suicide when really needed
	if ( Level.Game.PreventDeath(self, Killer, damageType, HitLocation) )
	{
		Health = max(Health, 1); //mutator should set this higher
		return;
	}
	Health = Min(0, Health);

#if IG_SHARED // ckline: notifications upon Pawn death and Actor destruction
	NotifyPawnDeathListeners();    
#endif

/*  if (Weapon != None)
    {
		if ( Controller != None )
			Controller.LastPawnWeapon = Weapon.Class;
        Weapon.HolderDied();
        TossVel = Vector(GetViewRotation());
        TossVel = TossVel * ((Velocity Dot TossVel) + 500) + Vect(0,0,200);
        TossWeapon(TossVel);
    }
*/

	if ( Controller != None ) 
	{   
		Controller.WasKilledBy(Killer);
	Level.Game.Killed(Killer, Controller, self, damageType);
	}
	else
		Level.Game.Killed(Killer, Controller(Owner), self, damageType);

	if ( Killer != None )
		TriggerEvent(Event, self, Killer.Pawn);
	else
		TriggerEvent(Event, self, None);

	Velocity.Z *= 1.3;
	if ( IsHumanControlled() )
		PlayerController(Controller).ForceDeathUpdate();
    if ( (DamageType != None) && DamageType.default.bAlwaysGibs )
		ChunkUp( Rotation, DamageType );
	else
	{
		PlayDying(DamageType, HitLocation);
		if ( Level.Game.bGameEnded )
			return;
		if ( !bPhysicsAnimUpdate && !IsLocallyControlled() )
			ClientDying(DamageType, HitLocation);
	}
}

function bool Gibbed(class<DamageType> damageType)
{
	if ( damageType.default.GibModifier == 0 )
		return false; 
	if ( damageType.default.GibModifier >= 100 )
		return true;	
	if ( (Health < -80) || ((Health < -40) && (FRand() < 0.6)) )
		return true;
	return false;
}

#if IG_SHARED	// marc: used for Tyrion object termination/cleanup
static final function bool checkAlive( Pawn pawn )
{
	return pawn != None && !pawn.bDeleteMe && pawn.Health > 0;
}
#endif

#if IG_SHARED	// marc: used for Tyrion object termination/cleanup
static final function bool checkDead( Pawn pawn )
{
	return pawn == None || pawn.bDeleteMe || pawn.Health <= 0;
}
#endif

#if IG_SHARED	// marc: call !isAlive() to check for death (because a script-side "isDead" may return 0 when bDeleteMe is set)
simulated event bool isAlive()
{
	return !bDeleteMe && Health > 0;
}
#endif

#if IG_TRIBES3	// marc: for jetpacking, shot leading, and following
function Vector predictedLocation( float t );
function Vector groundPredictedLocation( float t );
#endif

#if IG_TRIBES3	// marc: activate AI's for a limited time
event setLimitedTimeLODActivation( int ticksToKeepActivated );
#endif

#if IG_SHARED	// marc: cause all resources attached to this pawn to re-check their goals
function rematchGoals();
#endif

event Falling()
{
	//SetPhysics(PHYS_Falling); //Note - physics changes type to PHYS_Falling by default
	if ( Controller != None )
		Controller.SetFall();
}

event HitWall(vector HitNormal, actor Wall);

event Landed(vector HitNormal)
{
	LandBob = FMin(50, 0.055 * Velocity.Z); 
	TakeFallingDamage();
	if ( Health > 0 )
		PlayLanded(Velocity.Z);
	bJustLanded = true;
//#if IG_EFFECTS
//    TriggerEffectEvent('Landed');
//#endif
}

event HeadVolumeChange(PhysicsVolume newHeadVolume)
{
	if ( (Level.NetMode == NM_Client) || (Controller == None) )
		return;
	if ( HeadVolume.bWaterVolume )
	{
		if (!newHeadVolume.bWaterVolume)
		{
			if ( Controller.bIsPlayer && (BreathTime > 0) && (BreathTime < 8) )
				Gasp();
			BreathTime = -1.0;
		}
	}
	else if ( newHeadVolume.bWaterVolume )
		BreathTime = UnderWaterTime;
}

function bool TouchingWaterVolume()
{
	local PhysicsVolume V;

	ForEach TouchingActors(class'PhysicsVolume',V)
		if ( V.bWaterVolume )
			return true;
			
	return false;
}

//Pain timer just expired.
//Check what zone I'm in (and which parts are)
//based on that cause damage, and reset BreathTime

function bool IsInPain()
{
	local PhysicsVolume V;

	ForEach TouchingActors(class'PhysicsVolume',V)
		if ( V.bPainCausing && (V.DamageType != ReducedDamageType) 
			&& (V.DamagePerSec > 0) )
			return true;
	return false;
}
	
event BreathTimer()
{
	if ( (Health < 0) || (Level.NetMode == NM_Client) )
		return;
	TakeDrowningDamage();
	if ( Health > 0 )
		BreathTime = 2.0;
}

function TakeDrowningDamage();		

function bool CheckWaterJump(out vector WallNormal)
{
	local actor HitActor;
	local vector HitLocation, HitNormal, checkpoint, start, checkNorm, Extent;

	checkpoint = vector(Rotation);
	checkpoint.Z = 0.0;
	checkNorm = Normal(checkpoint);
	checkPoint = Location + CollisionRadius * checkNorm;
	Extent = CollisionRadius * vect(1,1,0);
	Extent.Z = CollisionHeight;
	HitActor = Trace(HitLocation, HitNormal, checkpoint, Location, true, Extent);
	if ( (HitActor != None) && (Pawn(HitActor) == None) )
	{
		WallNormal = -1 * HitNormal;
		start = Location;
		start.Z += 1.1 * MAXSTEPHEIGHT;
		checkPoint = start + 2 * CollisionRadius * checkNorm;
		HitActor = Trace(HitLocation, HitNormal, checkpoint, start, true);
		if (HitActor == None)
			return true;
	}

	return false;
}

function DoDoubleJump( bool bUpdating );
function bool CanDoubleJump();

function UpdateRocketAcceleration(float DeltaTime, float YawChange, float PitchChange);

function bool Dodge(EDoubleClickDir DoubleClickMove)
{
	return false;
}

//Player Jumped
function bool DoJump( bool bUpdating )
{
	if ( !bIsCrouched && !bWantsToCrouch && ((Physics == PHYS_Walking) || (Physics == PHYS_Ladder) || (Physics == PHYS_Spider)) )
	{
		if ( Role == ROLE_Authority )
		{
// DLB Gameinfo pass: Game difficulty concept will change
/*			if ( (Level.Game != None) && (Level.Game.GameDifficulty > 2) )
				MakeNoise(0.1 * Level.Game.GameDifficulty);*/
//			if ( bCountJumps && (Inventory != None) )
//				Inventory.OwnerEvent('Jumped');
		}
		if ( Physics == PHYS_Spider )
			Velocity = JumpZ * Floor;
		else if ( Physics == PHYS_Ladder )
			Velocity.Z = 0;
		else if ( bIsWalking )
			Velocity.Z = Default.JumpZ;
		else
			Velocity.Z = JumpZ;
		if ( (Base != None) && !Base.bWorldGeometry )
			Velocity.Z += Base.Velocity.Z; 
		SetPhysics(PHYS_Falling);
        return true;
	}
    return false;
}

/* PlayMoverHitSound()
Mover Hit me, play appropriate sound if any
*/
function PlayMoverHitSound();

function PlayDyingSound();

function PlayHit(float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum)
{
	local vector BloodOffset, Mo, HitNormal;
	local class<Effects> DesiredEffect;
	local class<Emitter> DesiredEmitter;
	local PlayerController PC;
	
	if ( (Damage <= 0) && ((Controller == None) || !Controller.bGodMode) )
		return;
		
	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;
	}
	
	// jdf ---
	if ( (Level.NetMode != NM_DedicatedServer) && (Level.NetMode != NM_ListenServer) )
	{
		PC = PlayerController(Controller);
		if ( PC != None && PC.bEnableDamageForceFeedback )
			PC.ClientPlayForceFeedback("Damage");
	}
	// --- jdf
	
	if ( Level.TimeSeconds - LastPainTime > 0.1 )
	{
		PlayTakeHit(HitLocation,Damage,damageType);
		LastPainTime = Level.TimeSeconds;
	}
}

/* 
Pawn was killed - detach any controller, and die
*/

// blow up into little pieces (implemented in subclass)		

simulated function ChunkUp( Rotator HitRotation, class<DamageType> D ) 
{
	if ( (Level.NetMode != NM_Client) && (Controller != None) )
	{
		if ( Controller.bIsPlayer )
			Controller.PawnDied(self);
		else
#if IG_TRIBES3
			Controller.PawnDied(self);
#else
			Controller.Destroy();
#endif
	}
	destroy();
}

State Dying
{
ignores Trigger, Bump, HitWall, HeadVolumeChange, PhysicsVolumeChange, Falling, BreathTimer;

	event ChangeAnimation() {}
	event StopPlayFiring() {}
	function PlayFiring(float Rate, name FiringMode) {}
//	function PlayWeaponSwitch(Weapon NewWeapon) {}
	function PlayTakeHit(vector HitLoc, int Damage, class<DamageType> damageType) {}
	simulated function PlayNextAnimation() {}

	function Died(Controller Killer, class<DamageType> damageType, vector HitLocation)
	{
	}

	function Timer()
	{
		if ( !PlayerCanSeeMe() )
			Destroy();
		else
			SetTimer(2.0, false);	
	}

	function Landed(vector HitNormal)
	{
/*		local rotator finalRot;

		LandBob = FMin(50, 0.055 * Velocity.Z); 
		if( Velocity.Z < -500 )
			TakeDamage( (1-Velocity.Z/30),Instigator,Location,vect(0,0,0) , class'Crushed');

		finalRot = Rotation;
		finalRot.Roll = 0;
		finalRot.Pitch = 0;
		setRotation(finalRot);
		SetPhysics(PHYS_None);
		SetCollision(true, false, false);

		if ( !IsAnimating(0) )
			LieStill();*/
	}

	/* ReduceCylinder() made obsolete by ragdoll deaths */
	function ReduceCylinder()
	{
		SetCollision(false, false, false);
	}

	function LandThump()
	{
		// animation notify - play sound if actually landed, and animation also shows it
		if ( Physics == PHYS_None)
			bThumped = true;
	}

	event AnimEnd(int Channel)
	{
		if ( Channel != 0 )
			return;
		if ( Physics == PHYS_None )
			LieStill();
		else if ( PhysicsVolume.bWaterVolume )
		{
			bThumped = true;
			LieStill();
		}
	}

	function LieStill()
	{
		if ( !bThumped )
			LandThump();
		SetCollision(false, false, false);
	}

	singular function BaseChange()
	{
//		if( base == None )
//			SetPhysics(PHYS_Falling);
//		else if ( Pawn(base) != None ) // don't let corpse ride around on someone's head
//      	ChunkUp( Rotation, class'Fell' ); 
	}

#if IG_SHARED  //tcohen: hooked TakeDamage(), used by effects system and reactive world objects
	function PostTakeDamage( float Damage, Pawn instigatedBy, Vector hitlocation, 
							Vector momentum, class<DamageType> damageType, optional float projectileFactor)
#else
	function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
							Vector momentum, class<DamageType> damageType)
#endif
	{
/*		SetPhysics(PHYS_Falling);
		if ( (Physics == PHYS_None) && (momentum.Z < 0) )
			momentum.Z *= -1;
		Velocity += 3 * momentum/(Mass + 200);
		if ( bInvulnerableBody )
			return;
		Damage *= damageType.Default.GibModifier;*/

#if IG_TRIBES3
		ApplyDamage(instigatedBy, Damage);
#else
		Health -= Damage;
#endif // IG

/*		if ( ((Damage > 30) || !IsAnimating()) && (Health < -80) )
        	ChunkUp( Rotation, DamageType ); */
	}

	function BeginState()
	{
//		if ( (LastStartSpot != None) && (LastStartTime - Level.TimeSeconds < 6) )
//			LastStartSpot.LastSpawnCampTime = Level.TimeSeconds;
		if ( bTearOff && (Level.NetMode == NM_DedicatedServer) )
			LifeSpan = 1.0;
		else
			SetTimer(12.0, false);
//		SetPhysics(PHYS_Falling);
		bInvulnerableBody = true;
		if ( Controller != None )
		{
			if ( Controller.bIsPlayer )
				Controller.PawnDied(self);
			else
#if IG_TRIBES3
				Controller.PawnDied(self);
#else
				Controller.Destroy();
#endif
		}
	}

Begin:
	Sleep(0.15);
	bInvulnerableBody = false;
	PlayDyingSound();
}

//=============================================================================
// Animation interface for controllers

simulated event SetAnimAction(name NewAction);

/* PlayXXX() function called by controller to play transient animation actions 
*/
simulated event PlayDying(class<DamageType> DamageType, vector HitLoc)
{
#if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications
	AmbientSound = None;
#endif
	GotoState('Dying');
	if ( bPhysicsAnimUpdate )
	{
		bReplicateMovement = false;
		bTearOff = true;
		Velocity += TearOffMomentum;
		SetPhysics(PHYS_Falling);
	}
	bPlayedDeath = true;
}

simulated function PlayFiring(float Rate, name FiringMode);
//function PlayWeaponSwitch(Weapon NewWeapon);
simulated event StopPlayFiring()
{
	bSteadyFiring = false;
}

function PlayTakeHit(vector HitLoc, int Damage, class<DamageType> damageType)
{
	local Sound DesiredSound;

	if (Damage==0)
		return;
	// 		
	// Play a hit sound according to the DamageType

 	DesiredSound = damageType.Static.GetPawnDamageSound();
	if (DesiredSound != None)
		PlayOwnedSound(DesiredSound
#if !IG_EFFECTS
                        ,SLOT_Misc
#endif
                        );
}

//=============================================================================
// Pawn internal animation functions

simulated event ChangeAnimation()
{
	// DLB Controller clean pass: removed AI logic
	/*if ( (Controller != None) && Controller.bControlAnimations )
		return;*/
	// player animation - set up new idle and moving animations
	bInitializeAnimation = false;
	PlayWaiting();
	PlayMoving();
}

simulated event AnimEnd(int Channel)
{
	if ( Channel == 0 )
		PlayWaiting();
}

// Animation group checks (usually implemented in subclass)

function bool CannotJumpNow()
{
	return false;
}

simulated event PlayJump();
simulated event PlayFalling();
simulated function PlayMoving();
simulated function PlayWaiting();

function PlayLanded(float impactVel)
{
	if ( !bPhysicsAnimUpdate )
		PlayLandingAnimation(impactVel);
}

simulated event PlayLandingAnimation(float ImpactVel);

function PlayVictoryAnimation();

//function HoldCarriedObject(CarriedObject O, name AttachmentBone);

defaultproperties
{
	bCanBeDamaged=true
	 bNoRepMesh=true
	 bJumpCapable=true
 	 bCanJump=true
	 bCanWalk=true
	 bCanSwim=false
	 bCanFly=false
	 bUpdateSimulatedPosition=true
	 BaseEyeHeight=+00064.000000
     EyeHeight=+00054.000000
     CollisionRadius=+00034.000000
     CollisionHeight=+00078.000000
     GroundSpeed=+00600.000000
     AirSpeed=+00600.000000
     WaterSpeed=+00300.000000
     AccelRate=+02048.000000
     JumpZ=+00420.000000
	 MaxFallSpeed=+1200.0
	 DrawType=DT_Mesh
	 bLOSHearing=true
	 HearingThreshold=+2800.0
     Health=100
     Visibility=128
	 LadderSpeed=+200.0
     noise1time=-00010.000000
     noise2time=-00010.000000
     AvgPhysicsTime=+00000.100000
     SoundDampening=+00001.000000
     DamageScaling=+00001.000000
     bDirectional=True
     bCanTeleport=True
	 bStasis=True
//#if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications 
//     SoundRadius=60
//	 SoundVolume=255
//#endif
     bCollideActors=True
     bCollideWorld=True
     bBlockActors=True
     bBlockPlayers=True
     bProjTarget=True
     bRotateToDesired=True
	 bCanCrouch=False
     RotationRate=(Pitch=4096,Yaw=20000,Roll=3072)
	 Texture=Texture'Engine_res.S_Pawn'
     RemoteRole=ROLE_SimulatedProxy
     NetPriority=+00002.000000
	 AirControl=+0.05
	 CrouchHeight=+40.0
	 CrouchRadius=+34.0
//     MaxDesiredSpeed=+00001.000000
     DesiredSpeed=+00001.000000
 	 LandMovementState=PlayerWalking
	 WaterMovementState=PlayerSwimming
	 SightRadius=+05000.000000
	 bOwnerNoSee=true
	 bAcceptsProjectors=True
	 BlendChangeTime=0.25
	 WalkingPct=+0.5
	 CrouchedPct=+0.5
	 bTravel=true
	 BaseMovementRate=+525.0
	 ForwardStrafeBias=+0.0
	 BackwardStrafeBias=+0.0
	 bShouldBaseAtStartup=true
     Bob=0.0080
	 bDisturbFluidSurface=true
	 bBlockKarma=False
	 bBlockHavok=False
	 bHavokCharacterCollisions=False
	 bHavokCharacterCollisionExtraRadius=1 
	 bWeaponBob=true
	 bUseCompressedPosition=true
	 HeadScale=+1.0
//#if IG_SHARED // ckline: notifications upon Pawn death and Actor destruction
	bNotifiedDeathListeners=false
    bSendDestructionNotification=true
//#endif

//#if IG_SHARED
	AI_LOD_Level = AILOD_ALWAYS_ON
//#endif
}

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Class file time: ne 5.9.2004 16:01:26.000 - Creation time: st 23.5.2018 00:10:46.341 - Created with UnCodeX