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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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