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//============================================================================= // PlayerController // // PlayerControllers are used by human players to control pawns. // // This is a built-in Unreal class and it shouldn't be modified. // for the change in Possess(). //============================================================================= class PlayerController extends Controller config(user) native nativereplication; // Player info. var const player Player; // player input control var globalconfig bool bLookUpStairs; // look up/down stairs (player) var globalconfig bool bSnapToLevel; // Snap to level eyeheight when not mouselooking var globalconfig bool bAlwaysMouseLook; var globalconfig bool bKeyboardLook; // no snapping when true var bool bCenterView; // Player control flags var bool bBehindView; // Outside-the-player view. var bool bFrozen; // set when game ends or player dies to temporarily prevent player from restarting (until cleared by timer) var bool bPressedJump; var bool bDoubleJump; var bool bUpdatePosition; var bool bIsTyping; var bool bFixedCamera; // used to fix camera in position (to view animations) var bool bJumpStatus; // used in net games var bool bUpdating; var globalconfig bool bNeverSwitchOnPickup; // if true, don't automatically switch to picked up weapon var bool bZooming; var globalconfig bool bAlwaysLevel; var bool bSetTurnRot; var bool bCheatFlying; // instantly stop in flying mode var bool bFreeCamera; // free camera when in behindview mode (for checking out player models and animations) var bool bZeroRoll; var bool bCameraPositionLocked; var bool bViewBot; var bool UseFixedVisibility; var bool bBlockCloseCamera; var bool bValidBehindCamera; var bool bForcePrecache; var bool bClientDemo; var const bool bAllActorsRelevant; // used by UTTV. DO NOT SET THIS TRUE - it has a huge impact on network performance var bool bShortConnectTimeOut; // when true, reduces connect timeout to 15 seconds var bool bPendingDestroy; // when true, playercontroller is being destroyed var globalconfig bool bNoVoiceMessages; var globalconfig bool bNoVoiceTaunts; var globalconfig bool bNoAutoTaunts; var globalconfig bool bAutoTaunt; var globalconfig bool bNoMatureLanguage; var globalconfig bool bDynamicNetSpeed; var globalconfig byte AnnouncerLevel; // 0=none, 1=no possession announcements, 2=all var globalconfig byte AnnouncerVolume; // 1 to 4 var globalconfig float AimingHelp; var globalconfig float MaxResponseTime; // how long server will wait for client move update before setting position var float WaitDelay; // Delay time until can restart var input float aBaseX, aBaseY, aBaseZ, aMouseX, aMouseY, aForward, aTurn, aStrafe, aUp, aLookUp; var input byte bStrafe, bSnapLevel, bLook, bFreeLook, bTurn180, bTurnToNearest, bXAxis, bYAxis; var EDoubleClickDir DoubleClickDir; // direction of movement key double click (for special moves) // Camera info. var int ShowFlags; // IGA >>> Extended show flags for new rendering stuff var int ExShowFlags; // IGA var int Misc1,Misc2; var int RendMap; var float OrthoZoom; // Orthogonal/map view zoom factor. var const actor ViewTarget; var const Controller RealViewTarget; var PlayerController DemoViewer; var float CameraDist; // multiplier for behindview camera dist var vector OldCameraLoc; // used in behindview calculations var rotator OldCameraRot; var transient array<CameraEffect> CameraEffects; // A stack of camera effects. var globalconfig float DesiredFOV; var globalconfig float DefaultFOV; var float ZoomLevel; // Fixed visibility. var vector FixedLocation; var rotator FixedRotation; var Matrix RenderWorldToCamera; // Screen flashes var vector FlashScale, FlashFog; var float ConstantGlowScale; var vector ConstantGlowFog; #if IG_SHARED // dbeswick: support for cinematic fade action var bool bManualFogUpdate; #endif // Distance fog fading. var color LastDistanceFogColor; var float LastDistanceFogStart; var float LastDistanceFogEnd; var float CurrentDistanceFogEnd; var float TimeSinceLastFogChange; var int LastZone; // Remote Pawn ViewTargets var rotator TargetViewRotation; var rotator BlendedTargetViewRotation; var float TargetEyeHeight; var vector TargetWeaponViewOffset; var HUD myHUD; // heads up display info var float LastPlaySound; var float LastPlaySpeech; // Music info. var string Song; var EMusicTransition Transition; // Move buffering for network games. Clients save their un-acknowledged moves in order to replay them // when they get position updates from the server. var SavedMove SavedMoves; // buffered moves pending position updates var SavedMove FreeMoves; // freed moves, available for buffering var SavedMove PendingMove; var float CurrentTimeStamp,LastUpdateTime,ServerTimeStamp,TimeMargin, ClientUpdateTime; var globalconfig float MaxTimeMargin; //var Weapon OldClientWeapon; var int WeaponUpdate; // Progess Indicator - used by the engine to provide status messages (HUD is responsible for displaying these). var string ProgressMessage[4]; var color ProgressColor[4]; var float ProgressTimeOut; // Localized strings #if IG_TRIBES3 // dbeswick: var localized string QuickSaveName; #endif var localized string QuickSaveString; var localized string NoPauseMessage; var localized string ViewingFrom; var localized string OwnCamera; // ReplicationInfo var GameReplicationInfo GameReplicationInfo; #if IG_TRIBES3_VOTING // glenn: voting support var VotingReplicationInfoBase VoteReplicationInfo; #endif // Stats Logging var globalconfig string StatsUsername; var globalconfig string StatsPassword; var class<LocalMessage> LocalMessageClass; // view shaking (affects roll, and offsets camera position) var float MaxShakeRoll; // max magnitude to roll camera var vector MaxShakeOffset; // max magnitude to offset camera position var float ShakeRollRate; // rate to change roll var vector ShakeOffsetRate; var vector ShakeOffset; //current magnitude to offset camera from shake var float ShakeRollTime; // how long to roll. if value is < 1.0, then MaxShakeOffset gets damped by this, else if > 1 then its the number of times to repeat undamped var vector ShakeOffsetTime; // IGA >>> Cinematic camera shake for mojo var vector CinematicShakeOffset; var rotator CinematicShakeRotate; // IGA var Pawn TurnTarget; var config int EnemyTurnSpeed; var int GroundPitch; var rotator TurnRot180; var vector OldFloor; // used by PlayerSpider mode - floor for which old rotation was based; // Components ( inner classes ) #if IG_TRIBES3 // david: enable cheats for debugging var transient CheatManager CheatManager; // Object within playercontroller that manages "cheat" commands #else var private transient CheatManager CheatManager; // Object within playercontroller that manages "cheat" commands #endif var class<CheatManager> CheatClass; // class of my CheatManager var private transient PlayerInput PlayerInput; // Object within playercontroller that manages player input. var config class<PlayerInput> InputClass; // class of my PlayerInput #if IG_TRIBES3 // dbeswick: needed access to other player's adminmanagers from the Admin class var transient AdminBase AdminManager; #else var private transient AdminBase AdminManager; #endif var const vector FailedPathStart; var Security PlayerSecurity; // Used for Cheat Protection var float ForcePrecacheTime; #if IG_TRIBES3 // michaelj: Integrated UT2004 admin login var float LoginDelay; var float NextLoginTime; #endif var float LastPingUpdate; var float ExactPing; var float OldPing; var float SpectateSpeed; var globalconfig float DynamicPingThreshold; var float NextSpeedChange; var int ClientCap; var(ForceFeedback) globalconfig bool bEnablePickupForceFeedback; var(ForceFeedback) globalconfig bool bEnableWeaponForceFeedback; var(ForceFeedback) globalconfig bool bEnableDamageForceFeedback; var(ForceFeedback) globalconfig bool bEnableGUIForceFeedback; var(ForceFeedback) bool bForceFeedbackSupported; // true if a device is detected var float FOVBias; replication { // Things the server should send to the client. reliable if( bNetDirty && bNetOwner && Role==ROLE_Authority ) #if IG_TRIBES3 // michaelj: Integrated UT2004 admin login LoginDelay, #endif GameReplicationInfo; unreliable if ( bNetOwner && Role==ROLE_Authority && (ViewTarget != Pawn) && (Pawn(ViewTarget) != None) ) TargetViewRotation, TargetEyeHeight, TargetWeaponViewOffset; // Functions server can call. reliable if( Role==ROLE_Authority ) ClientSetHUD,ClientReliablePlaySound, FOV, StartZoom, ToggleZoom, StopZoom, EndZoom, ClientSetMusic, ClientRestart, ClientAdjustGlow, ClientSetBehindView, ClientSetFixedCamera, ClearProgressMessages, ProgressCommand, SetProgressMessage, SetProgressTime, #if IG_TRIBES3 // david: replication of GivePawn not required ClientGotoState, #else GivePawn, ClientGotoState, #endif ClientChangeVoiceChatter, ClientLeaveVoiceChat, ClientValidate, ClientSetViewTarget, ClientCapBandwidth, ClientOpenMenu, ClientCloseMenu, AdminReply; reliable if ( (Role == ROLE_Authority) && (!bDemoRecording || (bClientDemoRecording && bClientDemoNetFunc)) ) ClientMessage, TeamMessage, ReceiveLocalizedMessage; unreliable if( Role==ROLE_Authority && !bDemoRecording ) ClientPlaySound,PlayAnnouncement; reliable if( Role==ROLE_Authority && !bDemoRecording ) ClientStopForceFeedback, ClientTravel; unreliable if( Role==ROLE_Authority ) SetFOVAngle, ClientShake, ClientFlash, ClientAdjustPosition, ShortClientAdjustPosition, VeryShortClientAdjustPosition, LongClientAdjustPosition; unreliable if( (!bDemoRecording || bClientDemoRecording && bClientDemoNetFunc) && Role==ROLE_Authority ) ClientHearSound; reliable if( bClientDemoRecording && ROLE==ROLE_Authority ) DemoClientSetHUD; // Functions client can call. unreliable if( Role<ROLE_Authority ) ServerUpdatePing, ShortServerMove, ServerMove, RocketServerMove, Say, TeamSay, ServerSetHandedness, ServerViewNextPlayer, ServerViewSelf,ServerUse, ServerDrive, ServerToggleBehindView; reliable if( Role<ROLE_Authority ) Speech, Pause, SetPause,Mutate, PrevItem, ActivateItem, ServerReStartGame, AskForPawn, ChangeName, ChangeTeam, Suicide, ServerThrowWeapon, BehindView, Typing, ServerChangeVoiceChatter, ServerGetVoiceChatters, ServerValidationResponse, ServerVerifyViewTarget, ServerSpectateSpeed, ServerSetClientDemo; #if IG_UDN_UTRACE_DEBUGGING // ckline: UDN UTrace code reliable if( Role<ROLE_Authority ) ServerUTrace; #endif #if IG_TRIBES3_ADMIN // Server Admin replicated functions reliable if( Role<ROLE_Authority ) Admin, AdminCommand, ServerAdminLogin, AdminPromote, AdminLogout; #endif } native final function SetNetSpeed(int NewSpeed); native final function string GetPlayerNetworkAddress(); native final function string GetServerNetworkAddress(); native function string ConsoleCommand( string Command ); native final function LevelInfo GetEntryLevel(); native(544) final function ResetKeyboard(); native final function SetViewTarget(Actor NewViewTarget); native event ClientTravel( string URL, ETravelType TravelType, bool bItems ); #if !IG_TRIBES3_ADMIN // glenn: old update url method replaced by xadmin version in actor native(546) final function UpdateURL(string NewOption, string NewValue, bool bSaveDefault); #endif native final function string GetDefaultURL(string Option); #if IG_TRIBES3 // michaelj: UT2004 integrate for IRC client native final function string GetURLProtocol(); #endif // Execute a console command in the context of this player, then forward to Actor.ConsoleCommand. native function CopyToClipboard( string Text ); native function string PasteFromClipboard(); // Validation. private native event ClientValidate(string C); private native event ServerValidationResponse(string R); /* FindStairRotation() returns an integer to use as a pitch to orient player view along current ground (flat, up, or down) */ // IGA <<< Remove AI code from controller native(524) final function int FindStairRotation(float DeltaTime); native event INT ClientHearSound ( actor Actor, #if !IG_EFFECTS int Id, #endif sound S, vector SoundLocation, vector Parameters, #if IG_EFFECTS float InnerRadius, int Flags, FLOAT FadeInTime, #endif bool Attenuate ); #if IG_SHARED event PreBeginPlay() { Super.PreBeginPlay(); //MCJ @ IGB // The following line forces LevelInfo to set its LocalPlayer variable // now. Native code uses it without calling the accessor, so we have to force // it to be set here before the native code uses it. Level.GetLocalPlayerController(); assert( Level.NetMode == NM_DedicatedServer || Level.GetLocalPlayerController() != None ); } #endif event PostBeginPlay() { Super.PostBeginPlay(); SpawnDefaultHUD(); if (Level.LevelEnterText != "" ) ClientMessage(Level.LevelEnterText); DesiredFOV = DefaultFOV; SetViewTarget(self); // MUST have a view target! #if !IG_TRIBES3 // david: enable cheats for debugging if ( Level.NetMode == NM_Standalone ) #endif AddCheats(); #if !IG_SHARED // rowan: this was essentially an epic hack.. we handle this better now by explicitly precaching actors on the client //bForcePrecache = (Role < ROLE_Authority); // ForcePrecacheTime = Level.TimeSeconds + 2; #endif #if IG_TRIBES3 // michaelj: Added ability to inform GUI of gameplay messages registerMessage(class'MessageLoadProgress', "All"); #endif #if IG_SHARED // dbeswick: support for cinematic fade action bManualFogUpdate = false; #endif } #if IG_TRIBES3 // Ryan: Save game notification event GameSaved(); #endif #if IG_TRIBES3 // michaelj: Added ability to inform GUI of gameplay messages function onMessage(Message msg) { // forward the message to the GUIController Player.GUIController.onGameplayMessage(msg); } #endif #if IG_TRIBES3 // // Paul: Added ability for PlayerController to check whether another actor is friendly // this is implemented properly in PlayerCharacter controller, but needs a base // implementation here so it can be called from engine // function bool IsFriendly(Actor Other) { return true; } // // Paul: Added ability for PlayerController to check whether another PRI is friendly // this is implemented properly in PlayerCharacter controller, but needs a base // implementation here so it can be called from engine. The reason we cannot use the // above IsFriendly implementation is because we absolute team equality. The above function // considers None teams to be friendly, which is not correct when braodcasting chat (which // is shy this function is required). // function bool IsFriendlyPRI(PlayerReplicationInfo OtherPRI) { return true; } // // Paul: Hook to set cinematic mode, needed in Base PlayerController // in order to access it from scripting package. // function SetCinematicMode(bool bCinematic); // // Paul: Hook to add a subtitle, along with the length of time it should // display for. // event ShowSubtitle(String Subtitle, float lifetime); native final function bool CheckCullDistance(vector Location, float CullDistance); #endif exec function SetSpectateSpeed(Float F) { SpectateSpeed = F; ServerSpectateSpeed(F); } function ServerSpectateSpeed(Float F) { SpectateSpeed = F; } function ServerGivePawn() { GivePawn(Pawn); } function ClientCapBandwidth(int Cap) { ClientCap = Cap; if ( (Player != None) && (Player.CurrentNetSpeed > Cap) ) SetNetSpeed(Cap); } function PendingStasis() { bStasis = true; Pawn = None; GotoState('Scripting'); } function AddCheats() { // Assuming that this never gets called for NM_Client if ( CheatManager == None && (Level.NetMode == NM_Standalone) ) CheatManager = new(self) CheatClass(); } #if !IG_TRIBES3 // rowan: don't need this function HandlePickup(Pickup pick) { ReceiveLocalizedMessage(pick.MessageClass,,,,pick.class); } #endif event ClientSetViewTarget( Actor a ) { if ( A == None ) ServerVerifyViewTarget(); SetViewTarget( a ); } function ServerVerifyViewTarget() { if ( ViewTarget == self ) return; ClientSetViewTarget(ViewTarget); } /* SpawnDefaultHUD() Spawn a HUD (make sure that PlayerController always has valid HUD, even if \ ClientSetHUD() hasn't been called\ */ function SpawnDefaultHUD() { myHUD = spawn(class'HUD',self); } /* Reset() reset actor to initial state - used when restarting level without reloading. */ function Reset() { PawnDied(Pawn); Super.Reset(); SetViewTarget(self); #if !IG_TRIBES3 // david: no need, do it in state bBehindView = false; #endif WaitDelay = Level.TimeSeconds + 2; FixFOV(); if ( !PlayerReplicationInfo.bOnlySpectator ) GotoState('PlayerWaiting'); } function CleanOutSavedMoves() { local SavedMove Next; // clean out saved moves while ( SavedMoves != None ) { Next = SavedMoves.NextMove; SavedMoves.Destroy(); SavedMoves = Next; } if ( PendingMove != None ) { PendingMove.Destroy(); PendingMove = None; } } /* InitInputSystem() Spawn the appropriate class of PlayerInput Only called for playercontrollers that belong to local players */ event InitInputSystem() { PlayerInput = new(self) InputClass(); } /* ClientGotoState() server uses this to force client into NewState */ #if IG_TRIBES3 // david: NewLabel is optional function ClientGotoState(name NewState, optional name NewLabel) { if (NewLabel != '') GotoState(NewState,NewLabel); else GotoState(NewState); } #else function ClientGotoState(name NewState, name NewLabel) { GotoState(NewState,NewLabel); } #endif function AskForPawn() { if ( IsInState('GameEnded') ) ClientGotoState('GameEnded', 'Begin'); else if ( Pawn != None ) GivePawn(Pawn); else { bFrozen = false; ServerRestartPlayer(); } } function GivePawn(Pawn NewPawn) { if ( NewPawn == None ) return; Pawn = NewPawn; NewPawn.Controller = self; #if IG_TRIBES3 // Alex: ClientRestart(NewPawn, GetStateName()); #else ClientRestart(); #endif } /* GetFacingDirection() returns direction faced relative to movement dir 0 = forward 16384 = right 32768 = back 49152 = left */ function int GetFacingDirection() { local vector X,Y,Z, Dir; GetAxes(Pawn.Rotation, X,Y,Z); Dir = Normal(Pawn.Acceleration); if ( Y Dot Dir > 0 ) return ( 49152 + 16384 * (X Dot Dir) ); else return ( 16384 - 16384 * (X Dot Dir) ); } // Possess a pawn function Possess(Pawn aPawn) { if ( PlayerReplicationInfo.bOnlySpectator ) return; SetRotation(aPawn.Rotation); aPawn.PossessedBy(self); Pawn = aPawn; Pawn.bStasis = false; CleanOutSavedMoves(); // don't replay moves previous to possession #if ! IG_TRIBES3 // Paul: Don't set PRI.bIsFemale in tribes PlayerReplicationInfo.bIsFemale = Pawn.bIsFemale; #endif ServerSetHandedness(Handedness); Restart(); } // unpossessed a pawn (not because pawn was killed) function UnPossess() { if ( Pawn != None ) { SetLocation(Pawn.Location); Pawn.RemoteRole = ROLE_SimulatedProxy; Pawn.UnPossessed(); CleanOutSavedMoves(); // don't replay moves previous to unpossession if ( Viewtarget == Pawn ) SetViewTarget(self); } Pawn = None; GotoState('Spectating'); } #if !IG_TRIBES3 // dbeswick: function ViewNextBot() { if ( CheatManager != None ) CheatManager.ViewBot(); } #endif // unpossessed a pawn (because pawn was killed) function PawnDied(Pawn P) { if ( P != Pawn ) return; EndZoom(); if ( Pawn != None ) Pawn.RemoteRole = ROLE_SimulatedProxy; if ( ViewTarget == Pawn ) bBehindView = true; Super.PawnDied(P); } #if IG_TRIBES3 // david: dont use scoreboard function ClientSetHUD(class<HUD> newHUDType, optional class<Scoreboard> newScoringType) #else function ClientSetHUD(class<HUD> newHUDType, class<Scoreboard> newScoringType) #endif { local HUD NewHUD; if ( (myHUD == None) || ((newHUDType != None) && (newHUDType != myHUD.Class)) ) { NewHUD = spawn(newHUDType, self); if ( NewHUD != None ) { if ( myHUD != None ) myHUD.Destroy(); myHUD = NewHUD; } } #if !IG_TRIBES3 // david: dont use scoreboard if ( (myHUD != None) && (newScoringType != None) ) MyHUD.SpawnScoreBoard(newScoringType); #endif } // jdf --- // Server ignores this call, client plays effect simulated function ClientPlayForceFeedback( String EffectName ) { if (bForceFeedbackSupported && Viewport(Player) != None) PlayFeedbackEffect( EffectName ); } simulated function StopForceFeedback( optional String EffectName ) { if (bForceFeedbackSupported && Viewport(Player) != None) { if (EffectName != "") StopFeedbackEffect( EffectName ); else StopFeedbackEffect(); } } function ClientStopForceFeedback( optional String EffectName ) { if (bForceFeedbackSupported && Viewport(Player) != None) { if (EffectName != "") StopFeedbackEffect( EffectName ); else StopFeedbackEffect(); } } // --- jdf final function float UpdateFlashComponent(float Current, float Step, float goal) { if ( goal > Current ) return FMin(Current + Step, goal); else return FMax(Current - Step, goal); } function ViewFlash(float DeltaTime) { local vector goalFog; local float goalscale, delta, Step; #if IG_MOJO if (Level.bIsMojoPlaying) { return; } #endif #if IG_SHARED // dbeswick: support for cinematic fade action if (bManualFogUpdate) return; #endif delta = FMin(0.1, DeltaTime); goalScale = 1; // + ConstantGlowScale; goalFog = vect(0,0,0); // ConstantGlowFog; if ( Pawn != None ) { goalScale += Pawn.HeadVolume.ViewFlash.X; goalFog += Pawn.HeadVolume.ViewFog; } Step = 0.6 * delta; FlashScale.X = UpdateFlashComponent(FlashScale.X,step,goalScale); FlashScale = FlashScale.X * vect(1,1,1); FlashFog.X = UpdateFlashComponent(FlashFog.X,step,goalFog.X); FlashFog.Y = UpdateFlashComponent(FlashFog.Y,step,goalFog.Y); FlashFog.Z = UpdateFlashComponent(FlashFog.Z,step,goalFog.Z); } #if IG_TRIBES3 // david: more flexibility in LocalMessage system, uses Objects instead of PlayerReplicationInfos simulated event ReceiveLocalizedMessage( class<LocalMessage> Message, optional int Switch, optional Core.Object Related1, optional Core.Object Related2, optional Object OptionalObject, optional String OptionalString ) { Message.Static.ClientReceive( Self, Switch, Related1, Related2, OptionalObject, OptionalString ); if ( Message.default.bIsConsoleMessage && (Player != None) && (Player.Console != None) ) Player.Console.Message(Message.Static.GetString(Switch, Related1, Related2, OptionalObject, OptionalString),0 ); } #else simulated event ReceiveLocalizedMessage( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { Message.Static.ClientReceive( Self, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject ); if ( Message.default.bIsConsoleMessage && (Player != None) && (Player.Console != None) ) Player.Console.Message(Message.Static.GetString(Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject),0 ); } #endif event ClientMessage( coerce string S, optional Name Type ) { if (Type == '') Type = 'Event'; TeamMessage(PlayerReplicationInfo, S, Type); } event TeamMessage( PlayerReplicationInfo PRI, coerce string S, name Type ) { if ( myHUD != None ) myHUD.Message( PRI, S, Type ); if ( ((Type == 'Say') || (Type == 'TeamSay')) && (PRI != None) ) S = PRI.PlayerName$": "$S; Player.Console.Message( S, 6.0 ); } simulated function PlayBeepSound(); simulated function PlayAnnouncement(sound ASound, byte AnnouncementLevel, optional bool bForce) { local float Atten; if ( AnnouncementLevel > AnnouncerLevel ) return; if ( !bForce && (Level.TimeSeconds - LastPlaySound < 1) ) return; LastPlaySound = Level.TimeSeconds; // so voice messages won't overlap LastPlaySpeech = Level.TimeSeconds; // don't want chatter to overlap announcements Atten = FClamp(0.1 + float(AnnouncerVolume)*0.225,0.2,1.0); #if IG_EFFECTS ClientPlaySound(ASound,true,Atten); #else ClientPlaySound(ASound,true,Atten,SLOT_Talk); #endif } /*function bool AllowVoiceMessage(name MessageType) { if ( Level.NetMode == NM_Standalone ) return true; if ( Level.TimeSeconds - OldMessageTime < 3 ) { if ( (MessageType == 'TAUNT') || (MessageType == 'AUTOTAUNT') ) return false; if ( Level.TimeSeconds - OldMessageTime < 1 ) return false; } if ( Level.TimeSeconds - OldMessageTime < 6 ) OldMessageTime = Level.TimeSeconds + 3; else OldMessageTime = Level.TimeSeconds; return true; }*/ //Play a sound client side (so only client will hear it simulated function ClientPlaySound(sound ASound, optional bool bVolumeControl, optional float inAtten #if !IG_EFFECTS , optional ESoundSlot slot #endif ) { local float atten; atten = 0.9; if( bVolumeControl ) atten = FClamp(inAtten,0,1); if ( ViewTarget != None ) #if IG_EFFECTS ViewTarget.PlaySound(ASound, atten,,,,,,,false); #else ViewTarget.PlaySound(ASound, slot, atten,,,,false); #endif } simulated function ClientReliablePlaySound(sound ASound, optional bool bVolumeControl ) { ClientPlaySound(ASound, bVolumeControl); } #if IG_SHARED // carlos: move first actor tick until after precaching simulated event OnFinishedPrecaching() { } #endif simulated event Destroyed() { local SavedMove Next; // local KVehicle DrivenVehicle; // local SVehicle DrivenSVehicle; // local HavokVehicle DrivenHVehicle; //local Pawn Driver; // cheatmanager, adminmanager, and playerinput cleaned up in C++ PostScriptDestroyed() if (AdminManager != None) AdminManager.DoLogout(); StopFeedbackEffect(); //if ( Pawn != None ) //{ // // If its a vehicle, just destroy the driver, otherwise do the normal. // DrivenVehicle = KVehicle(Pawn); // if(DrivenVehicle != None) // { // Driver = DrivenVehicle.Driver; // DrivenVehicle.KDriverLeave(true); // Force the driver out of the car // Driver.Destroy(); // } // else // { // DrivenHVehicle = HavokVehicle(Pawn); // if(DrivenHVehicle != None) // { // Driver = DrivenHVehicle.Driver; // DrivenHVehicle.DriverLeave(true); // Force the driver out of the car // Driver.Destroy(); // } // else // { // DrivenSVehicle = SVehicle(Pawn); // if(DrivenSVehicle != None) // { // Driver = DrivenSVehicle.Driver; // DrivenSVehicle.KDriverLeave(true); // Force the driver out of the car // Driver.Destroy(); // } // else // { // Pawn.Health = 0; // Pawn.Died( self, class'Suicided', Pawn.Location ); // } // } // } //} myHud.Destroy(); while ( FreeMoves != None ) { Next = FreeMoves.NextMove; FreeMoves.Destroy(); FreeMoves = Next; } while ( SavedMoves != None ) { Next = SavedMoves.NextMove; SavedMoves.Destroy(); SavedMoves = Next; } if( PlayerSecurity != None ) { PlayerSecurity.Destroy(); PlayerSecurity = None; } Super.Destroyed(); } function ClientSetMusic( string NewSong, EMusicTransition NewTransition ) { StopAllMusic( 0.0 ); PlayMusic( NewSong, 3.0 ); Song = NewSong; Transition = NewTransition; } // ------------------------------------------------------------------------ // Zooming/FOV change functions function ToggleZoom() { if ( DefaultFOV != DesiredFOV ) EndZoom(); else StartZoom(); } function StartZoom() { ZoomLevel = 0.0; bZooming = true; } function StopZoom() { bZooming = false; } function EndZoom() { bZooming = false; DesiredFOV = DefaultFOV; } function FixFOV() { FovAngle = Default.DefaultFOV; DesiredFOV = Default.DefaultFOV; DefaultFOV = Default.DefaultFOV; } function SetFOV(float NewFOV) { DesiredFOV = NewFOV; FovAngle = NewFOV; } function ResetFOV() { DesiredFOV = DefaultFOV; FovAngle = DefaultFOV; } exec function FOV(float F) { if( (F >= 80.0) || (Level.NetMode==NM_Standalone) ) { DefaultFOV = FClamp(F, 1, 170); DesiredFOV = DefaultFOV; SaveConfig(); } } exec function Mutate(string MutateString) { if( Level.NetMode == NM_Client ) return; Level.Game.BaseMutator.Mutate(MutateString, Self); } exec function SetSensitivity(float F) { PlayerInput.UpdateSensitivity(F); } exec function SetMouseSmoothing( int Mode ) { PlayerInput.UpdateSmoothing( Mode ); } exec function SetMouseAccel(float F) { PlayerInput.UpdateAccel(F); } exec function ForceReload() { /* if ( (Pawn != None) && (Pawn.Weapon != None) ) { Pawn.Weapon.ForceReload(); } */ } // ------------------------------------------------------------------------ // Messaging functions // Send a message to all players. exec function Say( string Msg ) { local controller C; // center print admin messages which start with # if (PlayerReplicationInfo.bAdmin && left(Msg,1) == "#" ) { Msg = right(Msg,len(Msg)-1); for( C=Level.ControllerList; C!=None; C=C.nextController ) if( C.IsA('PlayerController') ) { PlayerController(C).ClearProgressMessages(); PlayerController(C).SetProgressTime(6); PlayerController(C).SetProgressMessage(0, Msg, class'Canvas'.Static.MakeColor(255,255,255)); } return; } Level.Game.Broadcast(self, Msg, 'Say'); } exec function TeamSay( string Msg ) { #if !IG_TRIBES3 // Paul: Removed this check, as we don't use the bTeamGame flag if( !GameReplicationInfo.bTeamGame ) { Say( Msg ); return; } #endif // IG_TRIBES3 Level.Game.BroadcastTeam( self, Level.Game.ParseMessageString( Level.Game.BaseMutator , self, Msg ) , 'TeamSay'); } // ------------------------------------------------------------------------ function ServerSetHandedness( float hand) { Handedness = hand; // if ( (Pawn != None) && (Pawn.Weapon != None) ) // Pawn.Weapon.SetHand(Handedness); } function SetHand(int IntValue) { class'PlayerController'.default.Handedness = IntValue; class'PlayerController'.static.StaticSaveConfig(); Handedness = IntValue; // if( (Pawn != None) && (Pawn.Weapon != None) ) // Pawn.Weapon.SetHand(Handedness); // ServerSetHandedness(Handedness); } exec function SetWeaponHand ( string S ) { if ( S ~= "Left" ) Handedness = -1; else if ( S~= "Right" ) Handedness = 1; else if ( S ~= "Center" ) Handedness = 0; else if ( S ~= "Hidden" ) Handedness = 2; SetHand(Handedness); } function bool IsDead() { return false; } exec function ShowGun () { if( Handedness == 2 ) Handedness = 1; else Handedness = 2; SetHand(Handedness); } event PreClientTravel() { log("PreClientTravel"); ClientStopForceFeedback(); // jdf } function ClientSetFixedCamera(bool B) { bFixedCamera = B; } function ClientSetBehindView(bool B, optional bool bInteractive) { bBehindView = B; } function ClientVoiceMessage(PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID) { local VoicePack V; if ( (Sender == None) || (Sender.voicetype == None) || (Player.Console == None) ) return; V = Spawn(Sender.voicetype, self); if ( V != None ) V.ClientInitialize(Sender, Recipient, messagetype, messageID); } /* ForceDeathUpdate() Make sure ClientAdjustPosition immediately informs client of pawn's death */ function ForceDeathUpdate() { LastUpdateTime = Level.TimeSeconds - 10; } /* RocketServerMove() compressed version of server move for PlayerRocketing state */ function RocketServerMove ( float TimeStamp, vector InAccel, vector ClientLoc, byte ClientRoll, int View ) { ServerMove(TimeStamp,InAccel,ClientLoc,false,false,false,false, DCLICK_NONE,ClientRoll,View,false); } /* ShortServerMove() compressed version of server move for bandwidth saving */ function ShortServerMove ( float TimeStamp, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, byte ClientRoll, int View, bool NewbJetpack ) { ServerMove(TimeStamp,vect(0,0,0),ClientLoc,NewbRun,NewbDuck,NewbJumpStatus,false,DCLICK_None,ClientRoll,View,NewbJetpack); } /* ServerMove() - replicated function sent by client to server - contains client movement and firing info Passes acceleration in components so it doesn't get rounded. */ function ServerMove ( float TimeStamp, vector InAccel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, bool NewbDoubleJump, EDoubleClickDir DoubleClickMove, byte ClientRoll, int View, bool NewbJetpack, optional byte OldTimeDelta, optional int OldAccel ) { local float DeltaTime, clientErr, OldTimeStamp; local rotator DeltaRot, Rot, ViewRot; local vector Accel, LocDiff, ClientVel, ClientFloor; local int maxPitch, ViewPitch, ViewYaw; local bool NewbPressedJump, OldbRun, OldbDoubleJump; local EDoubleClickDir OldDoubleClickMove; local actor ClientBase; local EPhysics ClientPhysics; // If this move is outdated, discard it. if ( CurrentTimeStamp >= TimeStamp ) return; bShortConnectTimeOut = true; // if OldTimeDelta corresponds to a lost packet, process it first if ( OldTimeDelta != 0 ) { OldTimeStamp = TimeStamp - float(OldTimeDelta)/500 - 0.001; if ( CurrentTimeStamp < OldTimeStamp - 0.001 ) { // split out components of lost move (approx) Accel.X = OldAccel >>> 23; if ( Accel.X > 127 ) Accel.X = -1 * (Accel.X - 128); Accel.Y = (OldAccel >>> 15) & 255; if ( Accel.Y > 127 ) Accel.Y = -1 * (Accel.Y - 128); Accel.Z = (OldAccel >>> 7) & 255; if ( Accel.Z > 127 ) Accel.Z = -1 * (Accel.Z - 128); Accel *= 20; OldbRun = ( (OldAccel & 64) != 0 ); OldbDoubleJump = ( (OldAccel & 32) != 0 ); NewbPressedJump = ( (OldAccel & 16) != 0 ); if ( NewbPressedJump ) bJumpStatus = NewbJumpStatus; switch (OldAccel & 7) { case 0: OldDoubleClickMove = DCLICK_None; break; case 1: OldDoubleClickMove = DCLICK_Left; break; case 2: OldDoubleClickMove = DCLICK_Right; break; case 3: OldDoubleClickMove = DCLICK_Forward; break; case 4: OldDoubleClickMove = DCLICK_Back; break; } //log("Recovered move from "$OldTimeStamp$" acceleration "$Accel$" from "$OldAccel); OldTimeStamp = FMin(OldTimeStamp, CurrentTimeStamp + MaxResponseTime); MoveAutonomous(OldTimeStamp - CurrentTimeStamp, OldbRun, (bDuck == 1), NewbPressedJump, OldbDoubleJump, (bJetpack == 1), OldDoubleClickMove, Accel, rot(0,0,0)); CurrentTimeStamp = OldTimeStamp; } } // View components ViewPitch = View/32768; ViewYaw = 2 * (View - 32768 * ViewPitch); ViewPitch *= 2; // Make acceleration. Accel = InAccel/10; NewbPressedJump = (bJumpStatus != NewbJumpStatus); bJumpStatus = NewbJumpStatus; // Save move parameters. DeltaTime = FMin(MaxResponseTime,TimeStamp - CurrentTimeStamp); if ( ServerTimeStamp > 0 ) { // allow 1% error TimeMargin = FMax(0,TimeMargin + DeltaTime - 1.01 * (Level.TimeSeconds - ServerTimeStamp)); if ( TimeMargin > MaxTimeMargin ) { // player is too far ahead TimeMargin -= DeltaTime; if ( TimeMargin < 0.5 ) MaxTimeMargin = Default.MaxTimeMargin; else MaxTimeMargin = 0.5; DeltaTime = 0; } } CurrentTimeStamp = TimeStamp; ServerTimeStamp = Level.TimeSeconds; ViewRot.Pitch = ViewPitch; ViewRot.Yaw = ViewYaw; ViewRot.Roll = 0; SetRotation(ViewRot); if ( Pawn != None ) { Rot.Roll = 256 * ClientRoll; Rot.Yaw = ViewYaw; if ( (Pawn.Physics == PHYS_Swimming) || (Pawn.Physics == PHYS_Flying) ) maxPitch = 2; else maxPitch = 0; If ( (ViewPitch > maxPitch * RotationRate.Pitch) && (ViewPitch < 65536 - maxPitch * RotationRate.Pitch) ) { If (ViewPitch < 32768) Rot.Pitch = maxPitch * RotationRate.Pitch; else Rot.Pitch = 65536 - maxPitch * RotationRate.Pitch; } else Rot.Pitch = ViewPitch; DeltaRot = (Rotation - Rot); Pawn.SetRotation(Rot); } // Perform actual movement if ( (Level.Pauser == None) && (DeltaTime > 0) ) MoveAutonomous(DeltaTime, NewbRun, NewbDuck, NewbPressedJump, NewbDoubleJump, NewbJetpack, DoubleClickMove, Accel, DeltaRot); // Accumulate movement error. if ( Level.TimeSeconds - LastUpdateTime > 0.3 ) ClientErr = 10000; else if ( Level.TimeSeconds - LastUpdateTime > 180.0/Player.CurrentNetSpeed ) { if ( Pawn == None ) LocDiff = Location - ClientLoc; else LocDiff = Pawn.Location - ClientLoc; ClientErr = LocDiff Dot LocDiff; } // If client has accumulated a noticeable positional error, correct him. if ( ClientErr > 3 ) { if ( Pawn == None ) { ClientPhysics = Physics; ClientLoc = Location; ClientVel = Velocity; } else { ClientPhysics = Pawn.Physics; ClientVel = Pawn.Velocity; ClientBase = Pawn.Base; if ( Mover(Pawn.Base) != None ) ClientLoc = Pawn.Location - Pawn.Base.Location; else ClientLoc = Pawn.Location; ClientFloor = Pawn.Floor; } // log(Level.TimeSeconds$" Client Error at "$TimeStamp$" is "$ClientErr$" with acceleration "$Accel$" LocDiff "$LocDiff$" Physics "$Pawn.Physics); LastUpdateTime = Level.TimeSeconds; if ( (Pawn == None) || (Pawn.Physics != PHYS_Spider) ) { if ( ClientVel == vect(0,0,0) ) { ShortClientAdjustPosition ( TimeStamp, GetStateName(), ClientPhysics, ClientLoc.X, ClientLoc.Y, ClientLoc.Z, ClientBase ); } else ClientAdjustPosition ( TimeStamp, GetStateName(), ClientPhysics, ClientLoc.X, ClientLoc.Y, ClientLoc.Z, ClientVel.X, ClientVel.Y, ClientVel.Z, ClientBase ); } else LongClientAdjustPosition ( TimeStamp, GetStateName(), ClientPhysics, ClientLoc.X, ClientLoc.Y, ClientLoc.Z, ClientVel.X, ClientVel.Y, ClientVel.Z, ClientBase, ClientFloor.X, ClientFloor.Y, ClientFloor.Z ); } //log("Server moved stamp "$TimeStamp$" location "$Pawn.Location$" Acceleration "$Pawn.Acceleration$" Velocity "$Pawn.Velocity); } // Only executed on server function ServerDrive(float InForward, float InStrafe, float InUp, bool InJump) { ProcessDrive(InForward, InStrafe, InUp, InJump); } function ProcessDrive(float InForward, float InStrafe, float InUp, bool InJump) { Log("ProcessDrive Not Valid Outside State PlayerDriving"); } function ProcessMove ( float DeltaTime, vector newAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot) { if ( Pawn != None ) Pawn.Acceleration = newAccel; } final function MoveAutonomous ( float DeltaTime, bool NewbRun, bool NewbDuck, bool NewbPressedJump, bool NewbDoubleJump, bool NewbJetpack, EDoubleClickDir DoubleClickMove, vector newAccel, rotator DeltaRot ) { if ( NewbJetpack ) bJetpack = 1; else bJetpack = 0; if ( NewbRun ) bRun = 1; else bRun = 0; if ( NewbDuck ) bDuck = 1; else bDuck = 0; bPressedJump = NewbPressedJump; bDoubleJump = NewbDoubleJump; HandleWalking(); ProcessMove(DeltaTime, newAccel, DoubleClickMove, DeltaRot); if ( Pawn != None ) Pawn.AutonomousPhysics(DeltaTime); else AutonomousPhysics(DeltaTime); bDoubleJump = false; //log("Role "$Role$" moveauto time "$100 * DeltaTime$" ("$Level.TimeDilation$")"); } /* VeryShortClientAdjustPosition bandwidth saving version, when velocity is zeroed, and pawn is walking */ function VeryShortClientAdjustPosition ( float TimeStamp, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase ) { local vector Floor; if ( Pawn != None ) Floor = Pawn.Floor; LongClientAdjustPosition(TimeStamp,'PlayerWalking',PHYS_Walking,NewLocX,NewLocY,NewLocZ,0,0,0,NewBase,Floor.X,Floor.Y,Floor.Z); } /* ShortClientAdjustPosition bandwidth saving version, when velocity is zeroed */ function ShortClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, Actor NewBase ) { local vector Floor; if ( Pawn != None ) Floor = Pawn.Floor; LongClientAdjustPosition(TimeStamp,newState,newPhysics,NewLocX,NewLocY,NewLocZ,0,0,0,NewBase,Floor.X,Floor.Y,Floor.Z); } /* ClientAdjustPosition - pass newloc and newvel in components so they don't get rounded */ function ClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase ) { local vector Floor; if ( Pawn != None ) Floor = Pawn.Floor; LongClientAdjustPosition(TimeStamp,newState,newPhysics,NewLocX,NewLocY,NewLocZ,NewVelX,NewVelY,NewVelZ,NewBase,Floor.X,Floor.Y,Floor.Z); } /* LongClientAdjustPosition long version, when care about pawn's floor normal */ function LongClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ ) { local vector NewLocation, NewVelocity, NewFloor; local Actor MoveActor; local SavedMove CurrentMove; // update ping if ( (PlayerReplicationInfo != None) && !bDemoOwner ) { if ( ExactPing < 0.006 ) ExactPing = Level.TimeSeconds - TimeStamp; else ExactPing = 0.99 * ExactPing + 0.008 * (Level.TimeSeconds - TimeStamp); // placebo effect PlayerReplicationInfo.Ping = 1000 * ExactPing; if ( Level.TimeSeconds - LastPingUpdate > 4 ) { if ( bDynamicNetSpeed && (OldPing > DynamicPingThreshold * 0.001) && (ExactPing > DynamicPingThreshold * 0.001) ) { if ( Player.CurrentNetSpeed > 5000 ) SetNetSpeed(5000); else if ( Level.MoveRepSize < 80 ) Level.MoveRepSize += 8; else if ( Player.CurrentNetSpeed > 4000 ) SetNetSpeed(4000); OldPing = 0; } else OldPing = ExactPing; LastPingUpdate = Level.TimeSeconds; ServerUpdatePing(1000 * ExactPing); } } if ( Pawn != None ) { if ( Pawn.bTearOff ) { Pawn = None; if ( !IsInState('GameEnded') && !IsInState('Dead') ) { GotoState('Dead'); } return; } MoveActor = Pawn; if ( (ViewTarget != Pawn) && ((ViewTarget == self) || ((Pawn(ViewTarget) != None) && (Pawn(ViewTarget).Health <= 0))) ) { bBehindView = false; SetViewTarget(Pawn); } } else { MoveActor = self; if( GetStateName() != newstate ) { if ( NewState == 'GameEnded' ) GotoState(NewState); else if ( IsInState('Dead') ) { if ( (NewState != 'PlayerWalking') && (NewState != 'PlayerSwimming') ) { GotoState(NewState); } return; } else if ( NewState == 'Dead' ) GotoState(NewState); } } if ( CurrentTimeStamp >= TimeStamp ) return; CurrentTimeStamp = TimeStamp; NewLocation.X = NewLocX; NewLocation.Y = NewLocY; NewLocation.Z = NewLocZ; NewVelocity.X = NewVelX; NewVelocity.Y = NewVelY; NewVelocity.Z = NewVelZ; // skip update if no error CurrentMove = SavedMoves; while ( CurrentMove != None ) { if ( CurrentMove.TimeStamp <= CurrentTimeStamp ) { SavedMoves = CurrentMove.NextMove; CurrentMove.NextMove = FreeMoves; FreeMoves = CurrentMove; if ( CurrentMove.TimeStamp == CurrentTimeStamp ) { FreeMoves.Clear(); if ( (VSize(CurrentMove.SavedLocation - NewLocation) < 3) && (VSize(CurrentMove.SavedVelocity - NewVelocity) < 3) && (GetStateName() == NewState) && ((MoveActor.Physics != PHYS_Flying) || !IsInState('PlayerWalking')) ) { return; } CurrentMove = None; } else { FreeMoves.Clear(); CurrentMove = SavedMoves; } } else CurrentMove = None; } NewFloor.X = NewFloorX; NewFloor.Y = NewFloorY; NewFloor.Z = NewFloorZ; MoveActor.SetBase(NewBase, NewFloor); if ( Mover(NewBase) != None ) NewLocation += NewBase.Location; if ( !bDemoOwner ) { //log("Client "$Role$" adjust "$self$" stamp "$TimeStamp$" location "$MoveActor.Location); MoveActor.bCanTeleport = false; if ( !MoveActor.SetLocation(NewLocation) && (Pawn(MoveActor) != None) && (MoveActor.CollisionHeight > Pawn(MoveActor).CrouchHeight) && !Pawn(MoveActor).bIsCrouched && (newPhysics == PHYS_Walking) && (MoveActor.Physics != PHYS_Havok) && (MoveActor.Physics != PHYS_HavokSkeletal) ) { MoveActor.SetPhysics(newPhysics); Pawn(MoveActor).ForceCrouch(); MoveActor.SetLocation(NewLocation); } MoveActor.bCanTeleport = true; } // Hack. Don't let network change physics mode of karma stuff on the client. if( MoveActor.Physics != PHYS_Havok && MoveActor.Physics != PHYS_HavokSkeletal && newPhysics != PHYS_Havok && newPhysics != PHYS_HavokSkeletal) { MoveActor.SetPhysics(newPhysics); } MoveActor.Velocity = NewVelocity; if( GetStateName() != newstate ) GotoState(newstate); bUpdatePosition = true; } function ServerUpdatePing(int NewPing) { PlayerReplicationInfo.Ping = NewPing; PlayerReplicationInfo.bReceivedPing = true; } function ClientUpdatePosition() { local SavedMove CurrentMove; local int realbRun, realbDuck, realbJetpack; local bool bRealJump; // Dont do any network position updates on things running PHYS_Havok if( Pawn != None && (Pawn.Physics == PHYS_Havok || Pawn.Physics == PHYS_HavokSkeletal )) return; bUpdatePosition = false; realbRun= bRun; realbDuck = bDuck; realbJetpack = bJetpack; bRealJump = bPressedJump; CurrentMove = SavedMoves; bUpdating = true; while ( CurrentMove != None ) { if ( CurrentMove.TimeStamp <= CurrentTimeStamp ) { SavedMoves = CurrentMove.NextMove; CurrentMove.NextMove = FreeMoves; FreeMoves = CurrentMove; FreeMoves.Clear(); CurrentMove = SavedMoves; } else { #if IG_TRIBES3 //mrfish if ( (Pawn != None) && (Pawn.Physics != CurrentMove.SavedPhysics) && (CurrentMove.SavedPhysics != PHYS_None)) { Pawn.SetPhysics(CurrentMove.SavedPhysics); } MoveAutonomous(CurrentMove.Delta, CurrentMove.bRun, CurrentMove.bDuck, CurrentMove.bPressedJump, CurrentMove.bDoubleJump, CurrentMove.bJetpack, CurrentMove.DoubleClickMove, CurrentMove.Acceleration, rot(0,0,0)); #else MoveAutonomous(CurrentMove.Delta, CurrentMove.bRun, CurrentMove.bDuck, CurrentMove.bPressedJump, CurrentMove.bDoubleJump, CurrentMove.DoubleClickMove, CurrentMove.Acceleration, rot(0,0,0)); #endif CurrentMove = CurrentMove.NextMove; } } if ( PendingMove != None ) { #if IG_TRIBES3 //mrfish if ( (Pawn != None) && (Pawn.Physics != PendingMove.SavedPhysics) && (PendingMove.SavedPhysics != PHYS_None)) { Pawn.SetPhysics(PendingMove.SavedPhysics); } MoveAutonomous(PendingMove.Delta, PendingMove.bRun, PendingMove.bDuck, PendingMove.bPressedJump, PendingMove.bDoubleJump, PendingMove.bJetpack, PendingMove.DoubleClickMove, PendingMove.Acceleration, rot(0,0,0)); #else MoveAutonomous(PendingMove.Delta, PendingMove.bRun, PendingMove.bDuck, PendingMove.bPressedJump, PendingMove.bDoubleJump, PendingMove.DoubleClickMove, PendingMove.Acceleration, rot(0,0,0)); #endif } //log("Client updated position to "$Pawn.Location); bUpdating = false; bDuck = realbDuck; bRun = realbRun; bJetpack = realbJetpack; bPressedJump = bRealJump; } final function SavedMove GetFreeMove() { local SavedMove s, first; local int i; if ( FreeMoves == None ) { // don't allow more than 100 saved moves For ( s=SavedMoves; s!=None; s=s.NextMove ) { i++; if ( i > 100 ) { first = SavedMoves; SavedMoves = SavedMoves.NextMove; first.Clear(); first.NextMove = None; // clear out all the moves While ( SavedMoves != None ) { s = SavedMoves; SavedMoves = SavedMoves.NextMove; s.Clear(); s.NextMove = FreeMoves; FreeMoves = s; } return first; } } return Spawn(class'SavedMove'); } else { s = FreeMoves; FreeMoves = FreeMoves.NextMove; s.NextMove = None; return s; } } function int CompressAccel(int C) { if ( C >= 0 ) C = Min(C, 127); else C = Min(Abs(C), 127) + 128; return C; } /* ======================================================================== Here's how player movement prediction, replication and correction works in network games: Every tick, the PlayerTick() function is called. It calls the PlayerMove() function (which is implemented in various states). PlayerMove() figures out the acceleration and rotation, and then calls ProcessMove() (for single player or listen servers), or ReplicateMove() (if its a network client). ReplicateMove() saves the move (in the PendingMove list), calls ProcessMove(), and then replicates the move to the server by calling the replicated function ServerMove() - passing the movement parameters, the client's resultant position, and a timestamp. ServerMove() is executed on the server. It decodes the movement parameters and causes the appropriate movement to occur. It then looks at the resulting position and if enough time has passed since the last response, or the position error is significant enough, the server calls ClientAdjustPosition(), a replicated function. ClientAdjustPosition() is executed on the client. The client sets its position to the servers version of position, and sets the bUpdatePosition flag to true. When PlayerTick() is called on the client again, if bUpdatePosition is true, the client will call ClientUpdatePosition() before calling PlayerMove(). ClientUpdatePosition() replays all the moves in the pending move list which occured after the timestamp of the move the server was adjusting. */ // // Replicate this client's desired movement to the server. // function ReplicateMove ( float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot ) { local SavedMove NewMove, OldMove, LastMove; local byte ClientRoll; local float OldTimeDelta, NetMoveDelta; local int OldAccel; local vector BuildAccel, AccelNorm, MoveLoc; // find the most recent move, and the most recent interesting move if ( SavedMoves != None ) { LastMove = SavedMoves; AccelNorm = Normal(NewAccel); while ( LastMove.NextMove != None ) { // find most recent interesting move to send redundantly if ( LastMove.bPressedJump || LastMove.bDoubleJump || ((LastMove.DoubleClickMove != DCLICK_NONE) && (LastMove.DoubleClickMove < 5)) || ((LastMove.Acceleration != NewAccel) && ((normal(LastMove.Acceleration) Dot AccelNorm) < 0.95)) ) OldMove = LastMove; LastMove = LastMove.NextMove; } if ( LastMove.bPressedJump || LastMove.bDoubleJump || ((LastMove.DoubleClickMove != DCLICK_NONE) && (LastMove.DoubleClickMove < 5)) || ((LastMove.Acceleration != NewAccel) && ((normal(LastMove.Acceleration) Dot AccelNorm) < 0.95)) ) OldMove = LastMove; } // Get a SavedMove actor to store the movement in. if ( PendingMove != None ) PendingMove.SetMoveFor(self, DeltaTime, NewAccel, DoubleClickMove); NewMove = GetFreeMove(); if ( NewMove == None ) return; NewMove.SetMoveFor(self, DeltaTime, NewAccel, DoubleClickMove); // Simulate the movement locally. bDoubleJump = false; ProcessMove(NewMove.Delta, NewMove.Acceleration, NewMove.DoubleClickMove, DeltaRot); if ( Pawn != None ) Pawn.AutonomousPhysics(NewMove.Delta); else AutonomousPhysics(DeltaTime); if ( PendingMove == None ) PendingMove = NewMove; else { NewMove.NextMove = FreeMoves; FreeMoves = NewMove; FreeMoves.Clear(); NewMove = PendingMove; } NewMove.PostUpdate(self); NetMoveDelta = FMax(80.0/Player.CurrentNetSpeed, 0.015); // Decide whether to hold off on move // send if double click move, jump, or fire unless really too soon, or if newmove.delta big enough if ( !Level.bCapFramerate && !PendingMove.bPressedJump && !PendingMove.bDoubleJump && ((PendingMove.DoubleClickMove == DCLICK_None) || (PendingMove.DoubleClickMove == DCLICK_Active)) && ((PendingMove.Acceleration == NewAccel) || ((Normal(NewAccel) Dot Normal(PendingMove.Acceleration)) > 0.95)) && (PendingMove.Delta < NetMoveDelta - ClientUpdateTime) ) { return; } else { ClientUpdateTime = PendingMove.Delta - NetMoveDelta; if ( SavedMoves == None ) SavedMoves = PendingMove; else LastMove.NextMove = PendingMove; PendingMove = None; } // check if need to redundantly send previous move if ( OldMove != None ) { // old move important to replicate redundantly OldTimeDelta = FMin(255, (Level.TimeSeconds - OldMove.TimeStamp) * 500); BuildAccel = 0.05 * OldMove.Acceleration + vect(0.5, 0.5, 0.5); OldAccel = (CompressAccel(BuildAccel.X) << 23) + (CompressAccel(BuildAccel.Y) << 15) + (CompressAccel(BuildAccel.Z) << 7); if ( OldMove.bRun ) OldAccel += 64; if ( OldMove.bDoubleJump ) OldAccel += 32; if ( OldMove.bPressedJump ) OldAccel += 16; OldAccel += OldMove.DoubleClickMove; } // Send to the server ClientRoll = (Rotation.Roll >> 8) & 255; if ( NewMove.bPressedJump ) bJumpStatus = !bJumpStatus; if ( Pawn == None ) MoveLoc = Location; else MoveLoc = Pawn.Location; if ( IsInState('PlayerRocketing') ) RocketServerMove ( NewMove.TimeStamp, NewMove.Acceleration * 10, MoveLoc, ClientRoll, (32767 & (Rotation.Pitch/2)) * 32768 + (32767 & (Rotation.Yaw/2)) ); else if ( (NewMove.Acceleration == vect(0,0,0)) && (NewMove.DoubleClickMove == DCLICK_None) && !NewMove.bDoubleJump ) ShortServerMove ( NewMove.TimeStamp, MoveLoc, NewMove.bRun, NewMove.bDuck, bJumpStatus, ClientRoll, (32767 & (Rotation.Pitch/2)) * 32768 + (32767 & (Rotation.Yaw/2)), NewMove.bJetpack ); else ServerMove ( NewMove.TimeStamp, NewMove.Acceleration * 10, MoveLoc, NewMove.bRun, NewMove.bDuck, bJumpStatus, NewMove.bDoubleJump, NewMove.DoubleClickMove, ClientRoll, (32767 & (Rotation.Pitch/2)) * 32768 + (32767 & (Rotation.Yaw/2)), NewMove.bJetpack, OldTimeDelta, OldAccel ); } function HandleWalking() { if ( Pawn != None ) Pawn.SetWalking( (bRun != 0) && !Region.Zone.IsA('WarpZoneInfo') ); } function ServerRestartGame() { } function SetFOVAngle(float newFOV) { FovAngle = newFOV; } function ClientFlash( float scale, vector fog ) { FlashScale = scale * vect(1,1,1); flashfog = 0.001 * fog; } function ClientAdjustGlow( float scale, vector fog ) { ConstantGlowScale += scale; ConstantGlowFog += 0.001 * fog; } /* ClientShake() Function called on client to shake view. Only ShakeView() should call ClientShake() */ private function ClientShake(vector ShakeRoll, vector OffsetMag, vector ShakeRate, float OffsetTime) { if ( (MaxShakeRoll < ShakeRoll.X) || (ShakeRollTime < 0.01 * ShakeRoll.Y) ) { MaxShakeRoll = ShakeRoll.X; ShakeRollTime = 0.01 * ShakeRoll.Y; ShakeRollRate = 0.01 * ShakeRoll.Z; } if ( VSize(OffsetMag) > VSize(MaxShakeOffset) ) { ShakeOffsetTime = OffsetTime * vect(1,1,1); MaxShakeOffset = OffsetMag; ShakeOffsetRate = ShakeRate; } } /* ShakeView() Call this function to shake the player's view shaketime = how long to roll view RollMag = how far to roll view as it shakes OffsetMag = max view offset RollRate = how fast to roll view OffsetRate = how fast to offset view OffsetTime = how long to offset view (number of shakes) */ function ShakeView( float shaketime, float RollMag, vector OffsetMag, float RollRate, vector OffsetRate, float OffsetTime) { local vector ShakeRoll; ShakeRoll.X = RollMag; ShakeRoll.Y = 100 * shaketime; ShakeRoll.Z = 100 * rollrate; ClientShake(ShakeRoll, OffsetMag, OffsetRate, OffsetTime); } // DLB Controller clean pass: removed AI logic /*function damageAttitudeTo(pawn Other, float Damage) { if ( (Other != None) && (Other != Pawn) && (Damage > 0) ) Enemy = Other; }*/ function Typing( bool bTyping ) { bIsTyping = bTyping; Pawn.bIsTyping = bIsTyping; if ( bTyping && (Pawn != None) && !Pawn.bTearOff ) Pawn.ChangeAnimation(); } //************************************************************************************* // Normal gameplay execs // Type the name of the exec function at the console to execute it exec function Jump( optional float F ) { if ( Level.Pauser == PlayerReplicationInfo ) SetPause(False); else bPressedJump = true; } // Send a voice message of a certain type to a certain player. exec function Speech( name Type, int Index, string Callsign ) { if(PlayerReplicationInfo.VoiceType != None) PlayerReplicationInfo.VoiceType.static.PlayerSpeech( Type, Index, Callsign, Self ); } exec function RestartLevel() { if( Level.NetMode==NM_Standalone ) ClientTravel( "?restart", TRAVEL_Relative, false ); } exec function LocalTravel( string URL ) { if( Level.NetMode==NM_Standalone ) ClientTravel( URL, TRAVEL_Relative, true ); } // ------------------------------------------------------------------------ // Loading and saving /* QuickSave() Save game to slot 9 */ exec function QuickSave() { #if IG_TRIBES3 // dbeswick: allow savegames to have any name if ( Level.Game != None && Level.Game.SaveAllowed() && !Level.bIsMojoPlaying ) { ConsoleCommand("SaveGame " $ QuickSaveName); } #else if ( (Pawn.Health > 0) && (Level.NetMode == NM_Standalone) ) { ClientMessage(QuickSaveString); ConsoleCommand("SaveGame 9"); } #endif } /* QuickLoad() Load game from slot 9 */ #if IG_TRIBES3 // rowan: native function bool SaveGameExists(string SaveGameName); #endif exec function QuickLoad() { #if IG_TRIBES3 // dbeswick: allow savegames to have any name if ( Level.NetMode == NM_Standalone && !Level.bIsMojoPlaying && SaveGameExists(QuickSaveName)) ClientTravel( "SaveGame_" $ QuickSaveName, TRAVEL_Absolute, false); #else if ( Level.NetMode == NM_Standalone ) ClientTravel( "?load=9", TRAVEL_Absolute, false); #endif } /* SetPause() Try to pause game; returns success indicator. Replicated to server in network games. */ function bool SetPause( BOOL bPause ) { bFire = 0; bAltFire = 0; return Level.Game.SetPause(bPause, self); } /* Pause() Command to try to pause the game. */ exec function Pause() { // Pause if not already if(Level.Pauser == None) SetPause(true); else SetPause(false); } exec function ShowMenu() { // Pause if not already if(Level.Pauser == None) SetPause(true); StopForceFeedback(); // jdf - no way to pause feedback } // Activate specific inventory item exec function ActivateInventoryItem( class InvItem ) { /* local Powerups Inv; Inv = Powerups(Pawn.FindInventoryType(InvItem)); if ( Inv != None ) Inv.Activate(); */ } // ------------------------------------------------------------------------ // Weapon changing functions /* ThrowWeapon() Throw out current weapon, and switch to a new weapon */ exec function ThrowWeapon() { /* if ( (Pawn == None) || (Pawn.Weapon == None) ) return; ServerThrowWeapon(); */ } function ServerThrowWeapon() { /* local Vector TossVel; if (Pawn.CanThrowWeapon()) { TossVel = Vector(GetViewRotation()); TossVel = TossVel * ((Pawn.Velocity Dot TossVel) + 500) + Vect(0,0,200); Pawn.TossWeapon(TossVel); ClientSwitchToBestWeapon(); } */ } /* PrevWeapon() - switch to previous inventory group weapon */ exec function PrevWeapon() { /* if( Level.Pauser!=None ) return; if ( Pawn.Weapon == None ) { SwitchToBestWeapon(); return; } if ( Pawn.PendingWeapon != None ) Pawn.PendingWeapon = Pawn.Inventory.PrevWeapon(None, Pawn.PendingWeapon); else Pawn.PendingWeapon = Pawn.Inventory.PrevWeapon(None, Pawn.Weapon); if ( Pawn.PendingWeapon != None ) Pawn.Weapon.PutDown(); */ } /* NextWeapon() - switch to next inventory group weapon */ exec function NextWeapon() { /* if( Level.Pauser!=None ) return; if ( Pawn.Weapon == None ) { // SwitchToBestWeapon(); return; } if ( Pawn.PendingWeapon != None ) Pawn.PendingWeapon = Pawn.Inventory.NextWeapon(None, Pawn.PendingWeapon); else Pawn.PendingWeapon = Pawn.Inventory.NextWeapon(None, Pawn.Weapon); if ( Pawn.PendingWeapon != None ) Pawn.Weapon.PutDown(); */ } #if !IG_TRIBES3 // rowan: dont use this exec function PipedSwitchWeapon(byte F) { if ( (Pawn == None) || (Pawn.PendingWeapon != None) ) return; SwitchWeapon(F); } #endif // The player wants to switch to weapon group number F. exec function SwitchWeapon (byte F ) { /* local weapon newWeapon; if ( (Level.Pauser!=None) || (Pawn == None) || (Pawn.Inventory == None) ) return; if ( (Pawn.Weapon != None) && (Pawn.Weapon.Inventory != None) ) newWeapon = Pawn.Weapon.Inventory.WeaponChange(F, false); else newWeapon = None; if ( newWeapon == None ) newWeapon = Pawn.Inventory.WeaponChange(F, true); if ( newWeapon == None ) return; if ( Pawn.Weapon == None ) { Pawn.PendingWeapon = newWeapon; Pawn.ChangedWeapon(); } else if ( Pawn.Weapon != newWeapon || Pawn.PendingWeapon != None ) { Pawn.PendingWeapon = newWeapon; if ( !Pawn.Weapon.PutDown() ) Pawn.PendingWeapon = None; } */ } /* exec function GetWeapon(class<Weapon> NewWeaponClass ) { local Inventory Inv; local int Count; if ( (Pawn.Inventory == None) || (NewWeaponClass == None) || ((Pawn.Weapon != None) && (Pawn.Weapon.Class == NewWeaponClass)) ) return; for ( Inv=Pawn.Inventory; Inv!=None; Inv=Inv.Inventory ) { if ( Inv.Class == NewWeaponClass ) { Pawn.PendingWeapon = Weapon(Inv); if ( !Pawn.PendingWeapon.HasAmmo() ) { ClientMessage( Pawn.PendingWeapon.ItemName$Pawn.PendingWeapon.MessageNoAmmo ); Pawn.PendingWeapon = None; return; } Pawn.Weapon.PutDown(); return; } Count++; if ( Count > 1000 ) return; } } */ // The player wants to select previous item exec function PrevItem() { /* local Inventory Inv; local Powerups LastItem; if ( (Level.Pauser!=None) || (Pawn == None) ) return; if (Pawn.SelectedItem==None) { Pawn.SelectedItem = Pawn.Inventory.SelectNext(); return; } if (Pawn.SelectedItem.Inventory!=None) for( Inv=Pawn.SelectedItem.Inventory; Inv!=None; Inv=Inv.Inventory ) { if (Inv==None) Break; if ( Inv.IsA('Powerups') && Powerups(Inv).bActivatable) LastItem=Powerups(Inv); } for( Inv=Pawn.Inventory; Inv!=Pawn.SelectedItem; Inv=Inv.Inventory ) { if (Inv==None) Break; if ( Inv.IsA('Powerups') && Powerups(Inv).bActivatable) LastItem=Powerups(Inv); } if (LastItem!=None) Pawn.SelectedItem = LastItem; */ } // The player wants to active selected item exec function ActivateItem() { if( Level.Pauser!=None ) return; // if ( (Pawn != None) && (Pawn.SelectedItem!=None) ) // Pawn.SelectedItem.Activate(); } // The player wants to fire. #if !IG_TRIBES3 // Alex: exec function Fire( optional float F ) { if ( Level.Pauser == PlayerReplicationInfo ) { SetPause(false); return; } if( bDemoOwner || (Pawn == None) ) return; Pawn.Fire(F); } #endif // The player wants to alternate-fire. exec function AltFire( optional float F ) { if ( Level.Pauser == PlayerReplicationInfo ) { SetPause(false); return; } if( bDemoOwner || (Pawn == None) ) return; #if !IG_TRIBES3 // rowan: we don't use this if( Pawn.Weapon!=None ) Pawn.Weapon.AltFire(F); #endif } // The player wants to use something in the level. exec function Use() { ServerUse(); } function ServerUse() { local Actor A; if ( Level.Pauser == PlayerReplicationInfo ) { SetPause(false); return; } if (Pawn==None) return; // Send the 'DoUse' event to each actor player is touching. ForEach Pawn.TouchingActors(class'Actor', A) { A.UsedBy(Pawn); } } exec function Suicide() { #if IG_TRIBES3 // Alex: causes potential weirdness on clients if (Level.NetMode == NM_Client) return; #endif if ( (Pawn != None) && (Level.TimeSeconds - Pawn.LastStartTime > 1) ) Pawn.KilledBy( Pawn ); } exec function Name( coerce string S ) { SetName(S); } exec function SetName( coerce string S) { ChangeName(S); UpdateURL("Name", S, true); SaveConfig(); } function ChangeName( coerce string S ) { if ( Len(S) > 20 ) S = left(S,20); ReplaceText(S, " ", "_"); Level.Game.ChangeName( self, S, true ); } #if !IG_TRIBES3 // david: not using Unreal team object exec function SwitchTeam() { if ( (PlayerReplicationInfo.Team == None) || (PlayerReplicationInfo.Team.TeamIndex == 1) ) ChangeTeam(0); else ChangeTeam(1); } #endif #if IG_TRIBES3 // michaelj: Allow admin override exec function ChangeTeam( int N, optional bool bAdminOverride ) #else exec function ChangeTeam( int N ) #endif { #if !IG_TRIBES3 // david: not using Unreal team object local TeamInfo OldTeam; OldTeam = PlayerReplicationInfo.Team; Level.Game.ChangeTeam(self, N, true); // DLB Gameinfo pass: Move this logic to the gameinfo object /*if ( Level.Game.bTeamGame && (PlayerReplicationInfo.Team != OldTeam) ) { if ( Pawn != None ) Pawn.Died( None, class'DamageType', Pawn.Location ); }*/ #endif } exec function SwitchLevel( string URL ) { if( Level.NetMode==NM_Standalone || Level.NetMode==NM_ListenServer ) Level.ServerTravel( URL, false ); } #if IG_TRIBES3 // dbeswick: event function ProgressCommand(string Cmd, string Msg1, string Msg2, int seconds) #else event function ProgressCommand(string Cmd, string Msg1, string Msg2) #endif { local string c,v,menu,menuName; local int p; log("PlayerController::ProgressCommand"@Cmd@Msg1@Msg2); p = InStr(Cmd,":"); c = Left(Cmd,p); v = Right(Cmd,len(Cmd)-p-1); if ( (C~="menu") ) { Player.GUIController.CloseAll(); p = InStr(v,","); if (p == -1) { menu = v; } else { menu = Left(v,p); menuName = Mid(v,p+1); } #if IG_TRIBES3 // dbeswick: ClientOpenMenu(menu, menuName, false, Msg1, Msg2, seconds); #else ClientOpenMenu(menu, menuName, false, Msg1, Msg2); #endif log("PlayerController::ProgressCommand opened "@menu@menuName); } } exec function ClearProgressMessages() { local int i; for (i=0; i<ArrayCount(ProgressMessage); i++) { ProgressMessage[i] = ""; ProgressColor[i] = class'Canvas'.Static.MakeColor(255,255,255); } } exec event SetProgressMessage( int Index, string S, color C ) { if ( Index < ArrayCount(ProgressMessage) ) { ProgressMessage[Index] = S; ProgressColor[Index] = C; } #if IG_TRIBES3 // michaelj: Dispatch a progress message for UI purposes dispatchMessage(new class'MessageLoadProgress'(S)); #endif } exec event SetProgressTime( float T ) { ProgressTimeOut = T + Level.TimeSeconds; } function Restart() { Super.Restart(); ServerTimeStamp = 0; #if !IG_TRIBES3 // dbeswick: unneeded functionality EnterStartState(); #endif TimeMargin = 0; SetViewTarget(Pawn); #if !IG_TRIBES3 // dbeswick: unneeded functionality bBehindView = Pawn.PointOfView(); #endif ClientRestart(Pawn, GetStateName()); } #if !IG_TRIBES3 // dbeswick: unneeded functionality function EnterStartState() { local name NewState; if ( Pawn.PhysicsVolume.bWaterVolume ) { if ( Pawn.HeadVolume.bWaterVolume ) Pawn.BreathTime = Pawn.UnderWaterTime; NewState = Pawn.WaterMovementState; } else NewState = Pawn.LandMovementState; if ( IsInState(NewState) ) BeginState(); else GotoState(NewState); } #endif #if IG_TRIBES3 // Alex: function ClientRestart(Pawn aPawn, Name currentState) { // guarantee pawn variable is up to date Pawn = aPawn; #else function ClientRestart() { #endif if ( (Pawn != None) && Pawn.bTearOff ) { Pawn.Controller = None; Pawn = None; } if ( Pawn == None ) { #if IG_TRIBES3 // Alex: if (aPawn != None || currentState == 'PlayerRespawn') GotoState(currentState); else GotoState('WaitingForPawn'); #else GotoState('WaitingForPawn'); #endif return; } Pawn.ClientRestart(); SetViewTarget(Pawn); #if !IG_TRIBES3 // dbeswick: unneeded functionality bBehindView = Pawn.PointOfView(); #endif CleanOutSavedMoves(); #if IG_TRIBES3 // dbeswick: ClientRestart carries state info GotoState(currentState); #endif } exec function BehindView( Bool B ) { if ( (Level.NetMode == NM_Standalone) || Level.Game.bAllowBehindView || PlayerReplicationInfo.bOnlySpectator || PlayerReplicationInfo.bAdmin || IsA('Admin') ) { bBehindView = B; ClientSetBehindView(bBehindView); } } exec function ToggleBehindView() { ServerToggleBehindview(); } function ServerToggleBehindView() { bBehindView = !bBehindView; ClientSetBehindView(bBehindView); } //============================================================================= // functions. // Just changed to pendingWeapon function ChangedWeapon() { #if !IG_TRIBES3 // rowan: we don't use this if ( Pawn.Weapon != None ) { Pawn.Weapon.SetHand(Handedness); LastPawnWeapon = Pawn.Weapon.Class; } #endif } event TravelPostAccept() { if ( Pawn.Health <= 0 ) Pawn.Health = Pawn.Default.Health; } event PlayerTick( float DeltaTime ) { #if !IG_SHARED // rowan: this is essentially a hack.. we handle this better now by explicitly precaching actors on the client //if ( bForcePrecache && (Level.TimeSeconds > ForcePrecacheTime) ) //{ // bForcePrecache = false; // Level.FillRenderPrecacheArrays(); //} #endif PlayerInput.PlayerInput(DeltaTime); if ( bUpdatePosition ) ClientUpdatePosition(); PlayerMove(DeltaTime); } function PlayerMove(float DeltaTime); // /* AdjustAim() Calls this version for player aiming help. Aimerror not used in this version. Only adjusts aiming at pawns */ /* function rotator AdjustAim(Ammunition FiredAmmunition, vector projStart, int aimerror) { local vector FireDir, AimSpot, HitNormal, HitLocation, OldAim, AimOffset; local actor BestTarget; local float bestAim, bestDist, projspeed; local actor HitActor; local bool bNoZAdjust, bLeading; local rotator AimRot; FireDir = vector(Rotation); if ( FiredAmmunition.bInstantHit ) HitActor = Trace(HitLocation, HitNormal, projStart + 10000 * FireDir, projStart, true); else HitActor = Trace(HitLocation, HitNormal, projStart + 4000 * FireDir, projStart, true); if ( (HitActor != None) && HitActor.bProjTarget ) { FiredAmmunition.WarnTarget(Target,Pawn,FireDir); BestTarget = HitActor; bNoZAdjust = true; OldAim = HitLocation; BestDist = VSize(BestTarget.Location - Pawn.Location); } else { // adjust aim based on FOV bestAim = 0.95; if ( AimingHelp == 1 ) { bestAim = 0.93; if ( FiredAmmunition.bInstantHit ) bestAim = 0.97; if ( FovAngle < DefaultFOV - 8 ) bestAim = 0.99; } else { if ( FiredAmmunition.bInstantHit ) bestAim = 0.98; if ( FovAngle != DefaultFOV ) bestAim = 0.995; } BestTarget = PickTarget(bestAim, bestDist, FireDir, projStart,FiredAmmunition.MaxAutoAimRange); if ( BestTarget == None ) { if (bBehindView) return Pawn.Rotation; else return Rotation; } FiredAmmunition.WarnTarget(Target,Pawn,FireDir); OldAim = projStart + FireDir * bestDist; } if ( (AimingHelp == 0) || (Level.NetMode != NM_Standalone) ) { if (bBehindView) return Pawn.Rotation; else return Rotation; } // aim at target - help with leading also if ( !FiredAmmunition.bInstantHit ) { projspeed = FiredAmmunition.ProjectileClass.default.speed; BestDist = vsize(BestTarget.Location + BestTarget.Velocity * FMin(2, 0.02 + BestDist/projSpeed) - projStart); bLeading = true; FireDir = BestTarget.Location + BestTarget.Velocity * FMin(2, 0.02 + BestDist/projSpeed) - projStart; AimSpot = projStart + bestDist * Normal(FireDir); // if splash damage weapon, try aiming at feet - trace down to find floor if ( FiredAmmunition.bTrySplash && ((BestTarget.Velocity != vect(0,0,0)) || (BestDist > 1500)) ) { HitActor = Trace(HitLocation, HitNormal, AimSpot - BestTarget.CollisionHeight * vect(0,0,2), AimSpot, false); if ( (HitActor != None) && FastTrace(HitLocation + vect(0,0,4),projstart) ) return rotator(HitLocation + vect(0,0,6) - projStart); } } else { FireDir = BestTarget.Location - projStart; AimSpot = projStart + bestDist * Normal(FireDir); } AimOffset = AimSpot - OldAim; // adjust Z of shooter if necessary if ( bNoZAdjust || (bLeading && (Abs(AimOffset.Z) < BestTarget.CollisionHeight)) ) AimSpot.Z = OldAim.Z; else if ( AimOffset.Z < 0 ) AimSpot.Z = BestTarget.Location.Z + 0.4 * BestTarget.CollisionHeight; else AimSpot.Z = BestTarget.Location.Z - 0.7 * BestTarget.CollisionHeight; if ( !bLeading ) { // if not leading, add slight random error ( significant at long distances ) if ( !bNoZAdjust ) { AimRot = rotator(AimSpot - projStart); if ( FovAngle < DefaultFOV - 8 ) AimRot.Yaw = AimRot.Yaw + 200 - Rand(400); else AimRot.Yaw = AimRot.Yaw + 375 - Rand(750); return AimRot; } } else if ( !FastTrace(projStart + 0.9 * bestDist * Normal(FireDir), projStart) ) { FireDir = BestTarget.Location - projStart; AimSpot = projStart + bestDist * Normal(FireDir); } return rotator(AimSpot - projStart); return Rotation; } */ function bool NotifyLanded(vector HitNormal) { return bUpdating; } //============================================================================= // Player Control // Player view. // Compute the rendering viewpoint for the player. // function AdjustView(float DeltaTime ) { #if !IG_TRIBES3 // david: we do our own zooming // teleporters affect your FOV, so adjust it back down if ( FovAngle != DesiredFOV ) { if ( FovAngle > DesiredFOV ) FovAngle = FovAngle - FMax(7, 0.9 * DeltaTime * (FovAngle - DesiredFOV)); else FovAngle = FovAngle - FMin(-7, 0.9 * DeltaTime * (FovAngle - DesiredFOV)); if ( Abs(FovAngle - DesiredFOV) <= 10 ) FovAngle = DesiredFOV; } // adjust FOV for weapon zooming if ( bZooming ) { ZoomLevel += DeltaTime * 1.0; if (ZoomLevel > 0.9) ZoomLevel = 0.9; DesiredFOV = FClamp(90.0 - (ZoomLevel * 88.0), 1, 170); } #endif } simulated function CalcBehindView(out vector CameraLocation, out rotator CameraRotation, float Dist) { local vector View,HitLocation,HitNormal; local float ViewDist,RealDist; CameraRotation = Rotation; if ( bBlockCloseCamera ) CameraLocation.Z += 12; View = vect(1,0,0) >> CameraRotation; // add view radius offset to camera location and move viewpoint up from origin (amb) RealDist = Dist; if( Trace( HitLocation, HitNormal, CameraLocation - Dist * vector(CameraRotation), CameraLocation,false,vect(10,10,10) ) != None ) { ViewDist = FMin( (CameraLocation - HitLocation) Dot View, Dist ); } else { ViewDist = Dist; } if ( !bBlockCloseCamera || !bValidBehindCamera || (ViewDist > 10 + FMax(ViewTarget.CollisionRadius, ViewTarget.CollisionHeight)) ) { //Log("Update Cam "); bValidBehindCamera = true; OldCameraLoc = CameraLocation - ViewDist * View; OldCameraRot = CameraRotation; } else { //Log("Dont Update Cam "$bBlockCloseCamera@bValidBehindCamera@ViewDist); SetRotation(OldCameraRot); } CameraLocation = OldCameraLoc; CameraRotation = OldCameraRot; } simulated function CalcFirstPersonView( out vector CameraLocation, out rotator CameraRotation ) { // First-person view. CameraRotation = Rotation; CameraLocation = CameraLocation + Pawn.EyePosition() + ShakeOffset; } event AddCameraEffect(CameraEffect NewEffect,optional bool RemoveExisting) { if(RemoveExisting) RemoveCameraEffect(NewEffect); CameraEffects.Length = CameraEffects.Length + 1; CameraEffects[CameraEffects.Length - 1] = NewEffect; } event RemoveCameraEffect(CameraEffect ExEffect) { local int EffectIndex; for(EffectIndex = 0;EffectIndex < CameraEffects.Length;EffectIndex++) if(CameraEffects[EffectIndex] == ExEffect) { CameraEffects.Remove(EffectIndex,1); return; } } exec function CreateCameraEffect(class<CameraEffect> EffectClass) { AddCameraEffect(new(self) EffectClass()); } simulated function rotator GetViewRotation() { if ( bBehindView && (Pawn != None) ) return Pawn.Rotation; return Rotation; } simulated event PlayerCalcView(out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) { local Pawn PTarget; // If desired, call the pawn's own special callview if( Pawn != None && Pawn.bSpecialCalcView ) { // try the 'special' calcview. This may return false if its not applicable, and we do the usual. if( Pawn.SpecialCalcView(ViewActor, CameraLocation, CameraRotation) ) return; } if ( (ViewTarget == None) || ViewTarget.bDeleteMe ) { #if !IG_TRIBES3 // dbeswick: if ( bViewBot && (CheatManager != None) ) CheatManager.ViewBot(); else #endif if ( (Pawn != None) && !Pawn.bDeleteMe ) SetViewTarget(Pawn); else if ( RealViewTarget != None ) SetViewTarget(RealViewTarget); else SetViewTarget(self); } ViewActor = ViewTarget; CameraLocation = ViewTarget.Location; if ( ViewTarget == Pawn ) { if( bBehindView ) //up and behind CalcBehindView(CameraLocation, CameraRotation, CameraDist * Pawn.Default.CollisionRadius); else CalcFirstPersonView( CameraLocation, CameraRotation ); // IGA >>> Cinematic camera shake CameraLocation = CameraLocation + CinematicShakeOffset; CameraRotation = CameraRotation + CinematicShakeRotate; // IGA return; } if ( ViewTarget == self ) { if ( bCameraPositionLocked ) CameraRotation = CheatManager.LockedRotation; else CameraRotation = Rotation; // IGA >>> Cinematic camera shake CameraLocation = CameraLocation + CinematicShakeOffset; CameraRotation = CameraRotation + CinematicShakeRotate; // IGA return; } if ( ViewTarget.IsA('Projectile') && !bBehindView ) { CameraLocation += (ViewTarget.CollisionHeight) * vect(0,0,1); CameraRotation = Rotation; return; } CameraRotation = ViewTarget.Rotation; PTarget = Pawn(ViewTarget); if ( PTarget != None ) { if ( Level.NetMode == NM_Client ) { PTarget.SetViewRotation(TargetViewRotation); CameraRotation = BlendedTargetViewRotation; PTarget.EyeHeight = TargetEyeHeight; // if ( PTarget.Weapon != None ) // PTarget.Weapon.PlayerViewOffset = TargetWeaponViewOffset; } else if ( PTarget.IsPlayerPawn() ) CameraRotation = PTarget.GetViewRotation(); if ( !bBehindView ) CameraLocation += PTarget.EyePosition(); } if ( bBehindView ) { CameraLocation = CameraLocation + (ViewTarget.Default.CollisionHeight - ViewTarget.CollisionHeight) * vect(0,0,1); CalcBehindView(CameraLocation, CameraRotation, CameraDist * ViewTarget.Default.CollisionRadius); } } function int BlendRot(float DeltaTime, int BlendC, int NewC) { if ( Abs(BlendC - NewC) > 32767 ) { if ( BlendC > NewC ) NewC += 65536; else BlendC += 65536; } if ( Abs(BlendC - NewC) > 4096 ) BlendC = NewC; else BlendC = BlendC + (NewC - BlendC) * FMin(1,24 * DeltaTime); return (BlendC & 65535); } function CheckShake(out float MaxOffset, out float Offset, out float Rate, out float Time) { if ( Abs(Offset) < Abs(MaxOffset) ) return; Offset = MaxOffset; if ( Time > 1 ) { if ( Time * Abs(MaxOffset/Rate) <= 1 ) MaxOffset = MaxOffset * (1/Time - 1); else MaxOffset *= -1; Time -= 1; Rate *= -1; } else { MaxOffset = 0; Offset = 0; Rate = 0; } } function ViewShake(float DeltaTime) { local Rotator ViewRotation; local float FRoll; #if IG_MOJO if (Level.bIsMojoPlaying) { return; } #endif if ( ShakeOffsetRate != vect(0,0,0) ) { // modify shake offset ShakeOffset.X += DeltaTime * ShakeOffsetRate.X; CheckShake(MaxShakeOffset.X, ShakeOffset.X, ShakeOffsetRate.X, ShakeOffsetTime.X); ShakeOffset.Y += DeltaTime * ShakeOffsetRate.Y; CheckShake(MaxShakeOffset.Y, ShakeOffset.Y, ShakeOffsetRate.Y, ShakeOffsetTime.Y); ShakeOffset.Z += DeltaTime * ShakeOffsetRate.Z; CheckShake(MaxShakeOffset.Z, ShakeOffset.Z, ShakeOffsetRate.Z, ShakeOffsetTime.Z); } ViewRotation = Rotation; if ( ShakeRollRate != 0 ) { ViewRotation.Roll = ((ViewRotation.Roll & 65535) + ShakeRollRate * DeltaTime) & 65535; if ( ViewRotation.Roll > 32768 ) ViewRotation.Roll -= 65536; FRoll = ViewRotation.Roll; CheckShake(MaxShakeRoll, FRoll, ShakeRollRate, ShakeRollTime); ViewRotation.Roll = FRoll; } else if ( bZeroRoll ) ViewRotation.Roll = 0; SetRotation(ViewRotation); } function bool TurnTowardNearestEnemy(); function TurnAround() { if ( !bSetTurnRot ) { TurnRot180 = Rotation; TurnRot180.Yaw += 32768; bSetTurnRot = true; } DesiredRotation = TurnRot180; bRotateToDesired = ( DesiredRotation.Yaw != Rotation.Yaw ); } function UpdateRotation(float DeltaTime, float maxPitch) { local rotator newRotation, ViewRotation; if ( bInterpolating || ((Pawn != None) && Pawn.bInterpolating) ) { ViewShake(deltaTime); return; } ViewRotation = Rotation; DesiredRotation = ViewRotation; //save old rotation if ( bTurnToNearest != 0 ) TurnTowardNearestEnemy(); else if ( bTurn180 != 0 ) TurnAround(); else { TurnTarget = None; bRotateToDesired = false; bSetTurnRot = false; ViewRotation.Yaw += 32.0 * DeltaTime * aTurn; ViewRotation.Pitch += 32.0 * DeltaTime * aLookUp; } ViewRotation.Pitch = ViewRotation.Pitch & 65535; If ((ViewRotation.Pitch > 18000) && (ViewRotation.Pitch < 49152)) { If (aLookUp > 0) ViewRotation.Pitch = 18000; else ViewRotation.Pitch = 49152; } SetRotation(ViewRotation); ViewShake(deltaTime); ViewFlash(deltaTime); NewRotation = ViewRotation; NewRotation.Roll = Rotation.Roll; if ( !bRotateToDesired && (Pawn != None) && (!bFreeCamera || !bBehindView) ) Pawn.FaceRotation(NewRotation, deltatime); } function ClearDoubleClick() { if (PlayerInput != None) PlayerInput.DoubleClickTimer = 0.0; } // Player movement. // Player Standing, walking, running, falling. state PlayerWalking { ignores SeePlayer, HearNoise, Bump; function bool NotifyPhysicsVolumeChange( PhysicsVolume NewVolume ) { if ( NewVolume.bWaterVolume ) GotoState(Pawn.WaterMovementState); return false; } function ProcessMove(float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot) { local vector OldAccel; local bool OldCrouch; if ( Pawn == None ) return; OldAccel = Pawn.Acceleration; Pawn.Acceleration = NewAccel; if ( bDoubleJump && (bUpdating || Pawn.CanDoubleJump()) ) Pawn.DoDoubleJump(bUpdating); else if ( bPressedJump ) Pawn.DoJump(bUpdating); if ( Pawn.Physics != PHYS_Falling ) { OldCrouch = Pawn.bWantsToCrouch; if (bDuck == 0) Pawn.ShouldCrouch(false); else if ( Pawn.bCanCrouch ) Pawn.ShouldCrouch(true); } } function PlayerMove( float DeltaTime ) { local vector X,Y,Z, NewAccel; local EDoubleClickDir DoubleClickMove; local rotator OldRotation, ViewRotation; local bool bSaveJump; GetAxes(Pawn.Rotation,X,Y,Z); // Update acceleration. NewAccel = aForward*X + aStrafe*Y; NewAccel.Z = 0; if ( VSize(NewAccel) < 1.0 ) NewAccel = vect(0,0,0); DoubleClickMove = PlayerInput.CheckForDoubleClickMove(DeltaTime); GroundPitch = 0; ViewRotation = Rotation; if ( Pawn.Physics == PHYS_Walking ) { // tell pawn about any direction changes to give it a chance to play appropriate animation //if walking, look up/down stairs - unless player is rotating view if ( (bLook == 0) && (((Pawn.Acceleration != Vect(0,0,0)) && bSnapToLevel) || !bKeyboardLook) ) { if ( bLookUpStairs || bSnapToLevel ) { // GroundPitch = FindStairRotation(deltaTime); ViewRotation.Pitch = GroundPitch; } else if ( bCenterView ) { ViewRotation.Pitch = ViewRotation.Pitch & 65535; if (ViewRotation.Pitch > 32768) ViewRotation.Pitch -= 65536; ViewRotation.Pitch = ViewRotation.Pitch * (1 - 12 * FMin(0.0833, deltaTime)); if ( Abs(ViewRotation.Pitch) < 200 ) ViewRotation.Pitch = 0; } } } else { if ( !bKeyboardLook && (bLook == 0) && bCenterView ) { ViewRotation.Pitch = ViewRotation.Pitch & 65535; if (ViewRotation.Pitch > 32768) ViewRotation.Pitch -= 65536; ViewRotation.Pitch = ViewRotation.Pitch * (1 - 12 * FMin(0.0833, deltaTime)); if ( Abs(ViewRotation.Pitch) < 200 ) ViewRotation.Pitch = 0; } } Pawn.CheckBob(DeltaTime, Y); // Update rotation. SetRotation(ViewRotation); OldRotation = Rotation; UpdateRotation(DeltaTime, 1); bDoubleJump = false; if ( bPressedJump && Pawn.CannotJumpNow() ) { bSaveJump = true; bPressedJump = false; } else bSaveJump = false; if ( Role < ROLE_Authority ) // then save this move and replicate it ReplicateMove(DeltaTime, NewAccel, DoubleClickMove, OldRotation - Rotation); else ProcessMove(DeltaTime, NewAccel, DoubleClickMove, OldRotation - Rotation); bPressedJump = bSaveJump; } function BeginState() { DoubleClickDir = DCLICK_None; bPressedJump = false; GroundPitch = 0; if ( Pawn != None ) { if ( Pawn.Mesh == None ) Pawn.SetMesh(); Pawn.ShouldCrouch(false); if (Pawn.Physics != PHYS_Falling && Pawn.Physics != PHYS_Havok && Pawn.Physics!=PHYS_Movement) // FIXME HACK!!! Pawn.SetPhysics(PHYS_Walking); } } function EndState() { GroundPitch = 0; if ( Pawn != None && bDuck==0 ) { Pawn.ShouldCrouch(false); } } } // player is climbing ladder state PlayerClimbing { ignores SeePlayer, HearNoise, Bump; function bool NotifyPhysicsVolumeChange( PhysicsVolume NewVolume ) { if ( NewVolume.bWaterVolume ) GotoState(Pawn.WaterMovementState); else GotoState(Pawn.LandMovementState); return false; } function ProcessMove(float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot) { local vector OldAccel; OldAccel = Pawn.Acceleration; Pawn.Acceleration = NewAccel; if ( bPressedJump ) { Pawn.DoJump(bUpdating); if ( Pawn.Physics == PHYS_Falling ) GotoState('PlayerWalking'); } } function PlayerMove( float DeltaTime ) { local vector X,Y,Z, NewAccel; local EDoubleClickDir DoubleClickMove; local rotator OldRotation, ViewRotation; local bool bSaveJump; GetAxes(Rotation,X,Y,Z); // Update acceleration. if ( Pawn.OnLadder != None ) NewAccel = aForward*Pawn.OnLadder.ClimbDir; else NewAccel = aForward*X + aStrafe*Y; if ( VSize(NewAccel) < 1.0 ) NewAccel = vect(0,0,0); ViewRotation = Rotation; // Update rotation. SetRotation(ViewRotation); OldRotation = Rotation; UpdateRotation(DeltaTime, 1); if ( Role < ROLE_Authority ) // then save this move and replicate it ReplicateMove(DeltaTime, NewAccel, DoubleClickMove, OldRotation - Rotation); else ProcessMove(DeltaTime, NewAccel, DoubleClickMove, OldRotation - Rotation); bPressedJump = bSaveJump; } function BeginState() { Pawn.ShouldCrouch(false); bPressedJump = false; } function EndState() { if ( Pawn != None ) Pawn.ShouldCrouch(false); } } // Player movement. // Player Driving a Karma or Havok vehicle. //state PlayerDriving //{ //ignores SeePlayer, HearNoise, Bump; // // function ProcessMove(float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot) // { // // } // // exec function Fire(optional float F) // { // local KVehicle DrivenVehicle; // // DrivenVehicle = KVehicle(Pawn); // if(DrivenVehicle != None) // { // DrivenVehicle.VehicleFire(false); // DrivenVehicle.bVehicleIsFiring = true; // } // } // // exec function AltFire(optional float F) // { // local KVehicle DrivenVehicle; // // DrivenVehicle = KVehicle(Pawn); // if(DrivenVehicle != None) // { // DrivenVehicle.VehicleFire(true); // DrivenVehicle.bVehicleIsAltFiring = true; // } // } // // // When you hit use inside the SVehicle or HavokVehicle, you get out. // function ServerUse() // { // local SVehicle DrivenSVehicle; // local HavokVehicle DrivenHVehicle; // // if(Role != ROLE_Authority) // return; // // DrivenHVehicle = HavokVehicle(Pawn); // if(DrivenHVehicle != None) // { // DrivenHVehicle.bGetOut = true; // } // else // { // DrivenSVehicle = SVehicle(Pawn); // if(DrivenSVehicle != None) // { // DrivenSVehicle.bGetOut = true; // } // } // } // // // Set the throttle, steering etc. for the vehicle based on the input provided // function ProcessDrive(float InForward, float InStrafe, float InUp, bool InJump) // { // local KVehicle DrivenVehicle; // local SVehicle DrivenSVehicle; // local HavokVehicle DrivenHVehicle; // // DrivenVehicle = KVehicle(Pawn); // // if(DrivenVehicle == None) // { // // URGH! Need to make superclass of KVehicle and SVehicle // DrivenSVehicle = SVehicle(Pawn); // // if(DrivenSVehicle == None) // { // DrivenHVehicle = HavokVehicle(Pawn); // // // Double URGH! Can't remove the Karma specific stuff in SVehicle, so can't // // really use it as a base class.. // // if(DrivenHVehicle == None) // { // log("PlayerDriving.PlayerMove: No Vehicle"); // return; // } // // if(InForward > 1) // DrivenHVehicle.Throttle = 1; // else if(InForward < -1) // DrivenHVehicle.Throttle = -1; // else // DrivenHVehicle.Throttle = 0; // // if(InStrafe < -1) // DrivenHVehicle.Steering = 1; // else if(InStrafe > 1) // DrivenHVehicle.Steering = -1; // else // DrivenHVehicle.Steering = 0; // // if(InUp < -1) // DrivenHVehicle.Rise = -1; // else if(InUp > 1) // DrivenHVehicle.Rise = 1; // else // DrivenHVehicle.Rise = 0; // // return; // } // // //log("Drive:"$InForward$" Steer:"$InStrafe); // // if(InForward > 1) // DrivenSVehicle.Throttle = 1; // else if(InForward < -1) // DrivenSVehicle.Throttle = -1; // else // DrivenSVehicle.Throttle = 0; // // if(InStrafe < -1) // DrivenSVehicle.Steering = 1; // else if(InStrafe > 1) // DrivenSVehicle.Steering = -1; // else // DrivenSVehicle.Steering = 0; // // if(InUp < -1) // DrivenSVehicle.Rise = -1; // else if(InUp > 1) // DrivenSVehicle.Rise = 1; // else // DrivenSVehicle.Rise = 0; // // return; // } // // // // // // // // // check for 'jump' to throw the driver out. // if(InJump && Role == ROLE_Authority) // { // DrivenVehicle.bGetOut = true; // return; // } // // //log("Drive:"$InForward$" Steer:"$InStrafe); // // if(InForward > 1) // DrivenVehicle.Throttle = 1; // else if(InForward < -1) // DrivenVehicle.Throttle = -1; // else // DrivenVehicle.Throttle = 0; // // if(InStrafe < -1) // DrivenVehicle.Steering = 1; // else if(InStrafe > 1) // DrivenVehicle.Steering = -1; // else // DrivenVehicle.Steering = 0; // } // // function PlayerMove( float DeltaTime ) // { // local KVehicle DrivenVehicle; // // // Only servers can actually do the driving logic. // if(Role < ROLE_Authority) // ServerDrive(aForward, aStrafe, aUp, bPressedJump); // else // ProcessDrive(aForward, aStrafe, aUp, bPressedJump); // // // If the vehicle is being controlled here - set replicated variables. // DrivenVehicle = KVehicle(Pawn); // if(DrivenVehicle != None) // { // if(bFire == 0 && DrivenVehicle.bVehicleIsFiring) // { // DrivenVehicle.VehicleCeaseFire(false); // DrivenVehicle.bVehicleIsFiring = false; // } // // if(bAltFire == 0 && DrivenVehicle.bVehicleIsAltFiring) // { // DrivenVehicle.VehicleCeaseFire(true); // DrivenVehicle.bVehicleIsAltFiring = false; // } // } // // // update 'looking' rotation - no affect on driving // UpdateRotation(DeltaTime, 2); // } // // function BeginState() // { // CleanOutSavedMoves(); // } // // function EndState() // { // CleanOutSavedMoves(); // } //} // Player movement. // Player walking on walls state PlayerSpidering { ignores SeePlayer, HearNoise, Bump; event bool NotifyHitWall(vector HitNormal, actor HitActor) { if (Physics!=PHYS_Movement) Pawn.SetPhysics(PHYS_Spider); Pawn.SetBase(HitActor, HitNormal); return true; } // if spider mode, update rotation based on floor function UpdateRotation(float DeltaTime, float maxPitch) { local rotator ViewRotation; local vector MyFloor, CrossDir, FwdDir, OldFwdDir, OldX, RealFloor; if ( bInterpolating || Pawn.bInterpolating ) { ViewShake(deltaTime); return; } TurnTarget = None; bRotateToDesired = false; bSetTurnRot = false; if ( (Pawn.Base == None) || (Pawn.Floor == vect(0,0,0)) ) MyFloor = vect(0,0,1); else MyFloor = Pawn.Floor; if ( MyFloor != OldFloor ) { // smoothly change floor RealFloor = MyFloor; MyFloor = Normal(6*DeltaTime * MyFloor + (1 - 6*DeltaTime) * OldFloor); if ( (RealFloor Dot MyFloor) > 0.999 ) MyFloor = RealFloor; // translate view direction CrossDir = Normal(RealFloor Cross OldFloor); FwdDir = CrossDir Cross MyFloor; OldFwdDir = CrossDir Cross OldFloor; ViewX = MyFloor * (OldFloor Dot ViewX) + CrossDir * (CrossDir Dot ViewX) + FwdDir * (OldFwdDir Dot ViewX); ViewX = Normal(ViewX); ViewZ = MyFloor * (OldFloor Dot ViewZ) + CrossDir * (CrossDir Dot ViewZ) + FwdDir * (OldFwdDir Dot ViewZ); ViewZ = Normal(ViewZ); OldFloor = MyFloor; ViewY = Normal(MyFloor Cross ViewX); } if ( (aTurn != 0) || (aLookUp != 0) ) { // adjust Yaw based on aTurn if ( aTurn != 0 ) ViewX = Normal(ViewX + 2 * ViewY * Sin(0.0005*DeltaTime*aTurn)); // adjust Pitch based on aLookUp if ( aLookUp != 0 ) { OldX = ViewX; ViewX = Normal(ViewX + 2 * ViewZ * Sin(0.0005*DeltaTime*aLookUp)); ViewZ = Normal(ViewX Cross ViewY); // bound max pitch if ( (ViewZ Dot MyFloor) < 0.707 ) { OldX = Normal(OldX - MyFloor * (MyFloor Dot OldX)); if ( (ViewX Dot MyFloor) > 0) ViewX = Normal(OldX + MyFloor); else ViewX = Normal(OldX - MyFloor); ViewZ = Normal(ViewX Cross ViewY); } } // calculate new Y axis ViewY = Normal(MyFloor Cross ViewX); } ViewRotation = OrthoRotation(ViewX,ViewY,ViewZ); SetRotation(ViewRotation); ViewShake(deltaTime); ViewFlash(deltaTime); Pawn.FaceRotation(ViewRotation, deltaTime ); } function bool NotifyLanded(vector HitNormal) { if (Physics!=PHYS_Movement) Pawn.SetPhysics(PHYS_Spider); return bUpdating; } function bool NotifyPhysicsVolumeChange( PhysicsVolume NewVolume ) { if ( NewVolume.bWaterVolume ) GotoState(Pawn.WaterMovementState); return false; } function ProcessMove(float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot) { local vector OldAccel; OldAccel = Pawn.Acceleration; Pawn.Acceleration = NewAccel; if ( bPressedJump ) Pawn.DoJump(bUpdating); } function PlayerMove( float DeltaTime ) { local vector NewAccel; local EDoubleClickDir DoubleClickMove; local rotator OldRotation, ViewRotation; local bool bSaveJump; GroundPitch = 0; ViewRotation = Rotation; if ( !bKeyboardLook && (bLook == 0) && bCenterView ) { // FIXME - center view rotation based on current floor } Pawn.CheckBob(DeltaTime,vect(0,0,0)); // Update rotation. SetRotation(ViewRotation); OldRotation = Rotation; UpdateRotation(DeltaTime, 1); // Update acceleration. NewAccel = aForward*Normal(ViewX - OldFloor * (OldFloor Dot ViewX)) + aStrafe*ViewY; if ( VSize(NewAccel) < 1.0 ) NewAccel = vect(0,0,0); if ( bPressedJump && Pawn.CannotJumpNow() ) { bSaveJump = true; bPressedJump = false; } else bSaveJump = false; if ( Role < ROLE_Authority ) // then save this move and replicate it ReplicateMove(DeltaTime, NewAccel, DoubleClickMove, OldRotation - Rotation); else ProcessMove(DeltaTime, NewAccel, DoubleClickMove, OldRotation - Rotation); bPressedJump = bSaveJump; } function BeginState() { if ( Pawn.Mesh == None ) Pawn.SetMesh(); OldFloor = vect(0,0,1); GetAxes(Rotation,ViewX,ViewY,ViewZ); DoubleClickDir = DCLICK_None; Pawn.ShouldCrouch(false); bPressedJump = false; if (Pawn.Physics != PHYS_Falling && Physics!=PHYS_Movement) Pawn.SetPhysics(PHYS_Spider); GroundPitch = 0; Pawn.bCrawler = true; Pawn.SetCollisionSize(Pawn.Default.CollisionHeight,Pawn.Default.CollisionHeight); } function EndState() { GroundPitch = 0; if ( Pawn != None ) { Pawn.SetCollisionSize(Pawn.Default.CollisionRadius,Pawn.Default.CollisionHeight); Pawn.ShouldCrouch(false); Pawn.bCrawler = Pawn.Default.bCrawler; } } } // Player movement. // Player Swimming state PlayerSwimming { ignores SeePlayer, HearNoise, Bump; function bool WantsSmoothedView() { return ( !Pawn.bJustLanded ); } function bool NotifyLanded(vector HitNormal) { if ( Pawn.PhysicsVolume.bWaterVolume ) { if (Physics!=PHYS_Movement) Pawn.SetPhysics(PHYS_Swimming); } else GotoState(Pawn.LandMovementState); return bUpdating; } function bool NotifyPhysicsVolumeChange( PhysicsVolume NewVolume ) { local actor HitActor; local vector HitLocation, HitNormal, checkpoint; if ( !NewVolume.bWaterVolume ) { if (Physics!=PHYS_Movement) Pawn.SetPhysics(PHYS_Falling); if ( Pawn.Velocity.Z > 0 ) { if (Pawn.bUpAndOut && Pawn.CheckWaterJump(HitNormal)) //check for waterjump { Pawn.velocity.Z = FMax(Pawn.JumpZ,420) + 2 * Pawn.CollisionRadius; //set here so physics uses this for remainder of tick GotoState(Pawn.LandMovementState); } else if ( (Pawn.Velocity.Z > 160) || !Pawn.TouchingWaterVolume() ) GotoState(Pawn.LandMovementState); else //check if in deep water { checkpoint = Pawn.Location; checkpoint.Z -= (Pawn.CollisionHeight + 6.0); HitActor = Trace(HitLocation, HitNormal, checkpoint, Pawn.Location, false); if (HitActor != None) GotoState(Pawn.LandMovementState); else { Enable('Timer'); SetTimer(0.7,false); } } } } else { Disable('Timer'); if (Physics!=PHYS_Movement) Pawn.SetPhysics(PHYS_Swimming); } return false; } function ProcessMove(float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot) { local vector X,Y,Z, OldAccel; GetAxes(Rotation,X,Y,Z); OldAccel = Pawn.Acceleration; Pawn.Acceleration = NewAccel; Pawn.bUpAndOut = ((X Dot Pawn.Acceleration) > 0) && ((Pawn.Acceleration.Z > 0) || (Rotation.Pitch > 2048)); if ( !Pawn.PhysicsVolume.bWaterVolume ) //check for waterjump NotifyPhysicsVolumeChange(Pawn.PhysicsVolume); } function PlayerMove(float DeltaTime) { local rotator oldRotation; local vector X,Y,Z, NewAccel; GetAxes(Rotation,X,Y,Z); NewAccel = aForward*X + aStrafe*Y + aUp*vect(0,0,1); if ( VSize(NewAccel) < 1.0 ) NewAccel = vect(0,0,0); //add bobbing when swimming Pawn.CheckBob(DeltaTime, Y); // Update rotation. oldRotation = Rotation; UpdateRotation(DeltaTime, 2); if ( Role < ROLE_Authority ) // then save this move and replicate it ReplicateMove(DeltaTime, NewAccel, DCLICK_None, OldRotation - Rotation); else ProcessMove(DeltaTime, NewAccel, DCLICK_None, OldRotation - Rotation); bPressedJump = false; } function Timer() { if ( !Pawn.PhysicsVolume.bWaterVolume && (Role == ROLE_Authority) ) GotoState(Pawn.LandMovementState); Disable('Timer'); } function BeginState() { Disable('Timer'); if (Physics!=PHYS_Movement) Pawn.SetPhysics(PHYS_Swimming); } } state PlayerFlying { ignores SeePlayer, HearNoise, Bump; function PlayerMove(float DeltaTime) { local vector X,Y,Z; GetAxes(Rotation,X,Y,Z); Pawn.Acceleration = aForward*X + aStrafe*Y; if ( VSize(Pawn.Acceleration) < 1.0 ) Pawn.Acceleration = vect(0,0,0); if ( bCheatFlying && (Pawn.Acceleration == vect(0,0,0)) ) Pawn.Velocity = vect(0,0,0); // Update rotation. UpdateRotation(DeltaTime, 2); if ( Role < ROLE_Authority ) // then save this move and replicate it ReplicateMove(DeltaTime, Pawn.Acceleration, DCLICK_None, rot(0,0,0)); else ProcessMove(DeltaTime, Pawn.Acceleration, DCLICK_None, rot(0,0,0)); } function BeginState() { if (Physics!=PHYS_Movement) Pawn.SetPhysics(PHYS_Flying); } } state PlayerRocketing { ignores SeePlayer, HearNoise, Bump; /* ServerMove() - replicated function sent by client to server - contains client movement and firing info Passes acceleration in components so it doesn't get rounded. IGNORE VANILLA SERVER MOVES */ function ServerMove ( float TimeStamp, vector InAccel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, bool NewbDoubleJump, EDoubleClickDir DoubleClickMove, byte ClientRoll, int View, bool NewbJetpack, optional byte OldTimeDelta, optional int OldAccel ) { if ( CurrentTimeStamp < TimeStamp ) Pawn.AutonomousPhysics(TimeStamp - CurrentTimeStamp); CurrentTimeStamp = TimeStamp; ServerTimeStamp = Level.TimeSeconds; } function RocketServerMove ( float TimeStamp, vector InAccel, vector ClientLoc, byte ClientRoll, int View ) { //if ( InAccel Dot Pawn.Velocity < 0 ) // InAccel = 0.1 * Pawn.AccelRate * Normal(Pawn.Velocity); Global.ServerMove(TimeStamp,InAccel,ClientLoc,false,false,false,false, DCLICK_NONE,ClientRoll,View, false); } function PlayerMove(float DeltaTime) { Pawn.UpdateRocketAcceleration(DeltaTime,aTurn,aLookUp); SetRotation(Pawn.Rotation); if ( Role < ROLE_Authority ) // then save this move and replicate it ReplicateMove(DeltaTime, Pawn.Acceleration, DCLICK_None, rot(0,0,0)); else ProcessMove(DeltaTime, Pawn.Acceleration, DCLICK_None, rot(0,0,0)); } function BeginState() { if (Physics!=PHYS_Movement) Pawn.SetPhysics(PHYS_Flying); } } function bool IsSpectating() { return false; } state BaseSpectating { function bool IsSpectating() { return true; } function ProcessMove(float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot) { Acceleration = NewAccel; MoveSmooth(SpectateSpeed * Normal(Acceleration) * DeltaTime); } function PlayerMove(float DeltaTime) { local vector X,Y,Z; if ( (Pawn(ViewTarget) != None) && (Level.NetMode == NM_Client) ) { if ( Pawn(ViewTarget).bSimulateGravity ) TargetViewRotation.Roll = 0; BlendedTargetViewRotation.Pitch = BlendRot(DeltaTime, BlendedTargetViewRotation.Pitch, TargetViewRotation.Pitch & 65535); BlendedTargetViewRotation.Yaw = BlendRot(DeltaTime, BlendedTargetViewRotation.Yaw, TargetViewRotation.Yaw & 65535); BlendedTargetViewRotation.Roll = BlendRot(DeltaTime, BlendedTargetViewRotation.Roll, TargetViewRotation.Roll & 65535); } GetAxes(Rotation,X,Y,Z); Acceleration = 0.02 * (aForward*X + aStrafe*Y + aUp*vect(0,0,1)); UpdateRotation(DeltaTime, 1); if ( Role < ROLE_Authority ) // then save this move and replicate it ReplicateMove(DeltaTime, Acceleration, DCLICK_None, rot(0,0,0)); else ProcessMove(DeltaTime, Acceleration, DCLICK_None, rot(0,0,0)); } } state Scripting { // FIXME - IF HIT FIRE, AND NOT bInterpolating, Leave script exec function Fire( optional float F ) { } exec function AltFire( optional float F ) { Fire(F); } } function ServerViewNextPlayer() { local Controller C, Pick; local bool bFound, bRealSpec, bWasSpec; #if !IG_TRIBES3 // david: not using Unreal team object local TeamInfo RealTeam; #endif bRealSpec = PlayerReplicationInfo.bOnlySpectator; bWasSpec = !bBehindView && (ViewTarget != Pawn) && (ViewTarget != self); PlayerReplicationInfo.bOnlySpectator = true; #if !IG_TRIBES3 // david: not using Unreal team object RealTeam = PlayerReplicationInfo.Team; #endif // view next player for ( C=Level.ControllerList; C!=None; C=C.NextController ) { if ( Level.Game.CanSpectate(self,true,C) ) { if ( Pick == None ) Pick = C; if ( bFound ) { Pick = C; break; } else bFound = ( (RealViewTarget == C) || (ViewTarget == C) ); } } #if !IG_TRIBES3 // david: not using Unreal team object PlayerReplicationInfo.Team = RealTeam; #endif SetViewTarget(Pick); ClientSetViewTarget(Pick); if ( (ViewTarget == self) || bWasSpec ) bBehindView = false; else bBehindView = true; //bChaseCam; ClientSetBehindView(bBehindView); PlayerReplicationInfo.bOnlySpectator = bRealSpec; } function ServerViewSelf() { bBehindView = false; SetViewTarget(self); ClientSetViewTarget(self); ClientMessage(OwnCamera, 'Event'); } function LoadPlayers() { local int i; if ( GameReplicationInfo == None ) return; for ( i=0; i<GameReplicationInfo.PRIArray.Length; i++ ) GameReplicationInfo.PRIArray[i].UpdatePrecacheRenderData(); } state Spectating extends BaseSpectating { ignores SwitchWeapon, RestartLevel, ClientRestart, Suicide, ThrowWeapon, NotifyPhysicsVolumeChange, NotifyHeadVolumeChange; exec function Fire( optional float F ) { ServerViewNextPlayer(); } // Return to spectator's own camera. exec function AltFire( optional float F ) { bBehindView = false; ServerViewSelf(); } function BeginState() { if ( Pawn != None ) { SetLocation(Pawn.Location); UnPossess(); } bCollideWorld = true; } function EndState() { PlayerReplicationInfo.bIsSpectator = false; bCollideWorld = false; } } auto state PlayerWaiting extends BaseSpectating { #if IG_SHARED //tcohen: hooked TakeDamage(), used by effects system and reactive world objects ignores SeePlayer, HearNoise, NotifyBump, PostTakeDamage, PhysicsVolumeChange, NextWeapon, PrevWeapon; #else ignores SeePlayer, HearNoise, NotifyBump, TakeDamage, PhysicsVolumeChange, NextWeapon, PrevWeapon; #endif exec function Jump( optional float F ) { } exec function Suicide() { } #if IG_TRIBES3 // michaelj: Allow admin override exec function ChangeTeam( int N, optional bool bAdminOverride ) #else function ChangeTeam( int N ) #endif { Level.Game.ChangeTeam(self, N, true); } function ServerRestartPlayer() { #if !IG_TRIBES3 // david: don't wait to spawn player if ( Level.TimeSeconds < WaitDelay ) return; #endif if ( Level.NetMode == NM_Client ) return; if ( Level.Game.bWaitingToStartMatch ) PlayerReplicationInfo.bReadyToPlay = true; else Level.Game.RestartPlayer(self); } exec function Fire(optional float F) { LoadPlayers(); ServerReStartPlayer(); } exec function AltFire(optional float F) { Fire(F); } function EndState() { if ( Pawn != None ) Pawn.SetMesh(); if ( PlayerReplicationInfo != None ) PlayerReplicationInfo.SetWaitingPlayer(false); bCollideWorld = false; } function BeginState() { if ( PlayerReplicationInfo != None ) PlayerReplicationInfo.SetWaitingPlayer(true); bCollideWorld = true; } } state WaitingForPawn extends BaseSpectating { ignores SeePlayer, HearNoise, KilledBy, SwitchWeapon; exec function Fire( optional float F ) { AskForPawn(); } exec function AltFire( optional float F ) { } function LongClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ ) { if ( newState == 'GameEnded' ) GotoState(newState); } function PlayerTick(float DeltaTime) { Global.PlayerTick(DeltaTime); #if !IG_TRIBES3 // dbeswick: shouldn't be needed, should be established by clientrestart if ( Pawn != None ) { Pawn.Controller = self; Pawn.bUpdateEyeHeight = true; ClientRestart(); } else #endif if ( (TimerRate <= 0.0) || (TimerRate > 1.0) ) { SetTimer(0.2,true); AskForPawn(); } } function Timer() { AskForPawn(); } function BeginState() { SetTimer(0.2, true); AskForPawn(); } function EndState() { #if !IG_TRIBES3 // david: no need bBehindView = false; #endif SetTimer(0.0, false); } } state GameEnded { #if IG_SHARED //tcohen: hooked TakeDamage(), used by effects system and reactive world objects ignores SeePlayer, HearNoise, KilledBy, NotifyBump, HitWall, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, Falling, PostTakeDamage, Suicide; #else ignores SeePlayer, HearNoise, KilledBy, NotifyBump, HitWall, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, Falling, TakeDamage, Suicide; #endif function ServerReStartPlayer() { } function bool IsSpectating() { return true; } exec function ThrowWeapon() { } function ServerReStartGame() { Level.Game.RestartGame(); } exec function Fire( optional float F ) { if ( Role < ROLE_Authority) return; if ( !bFrozen ) ServerReStartGame(); else if ( TimerRate <= 0 ) SetTimer(1.5, false); } exec function AltFire( optional float F ) { Fire(F); } function PlayerMove(float DeltaTime) { local vector X,Y,Z; local Rotator ViewRotation; GetAxes(Rotation,X,Y,Z); // Update view rotation. if ( !bFixedCamera ) { ViewRotation = Rotation; ViewRotation.Yaw += 32.0 * DeltaTime * aTurn; ViewRotation.Pitch += 32.0 * DeltaTime * aLookUp; ViewRotation.Pitch = ViewRotation.Pitch & 65535; If ((ViewRotation.Pitch > 18000) && (ViewRotation.Pitch < 49152)) { If (aLookUp > 0) ViewRotation.Pitch = 18000; else ViewRotation.Pitch = 49152; } SetRotation(ViewRotation); } else if ( ViewTarget != None ) SetRotation(ViewTarget.Rotation); ViewShake(DeltaTime); ViewFlash(DeltaTime); if ( Role < ROLE_Authority ) // then save this move and replicate it ReplicateMove(DeltaTime, vect(0,0,0), DCLICK_None, rot(0,0,0)); else ProcessMove(DeltaTime, vect(0,0,0), DCLICK_None, rot(0,0,0)); bPressedJump = false; } function ServerMove ( float TimeStamp, vector InAccel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, bool NewbDoubleJump, EDoubleClickDir DoubleClickMove, byte ClientRoll, int View, bool NewbJetpack, optional byte OldTimeDelta, optional int OldAccel ) { Global.ServerMove(TimeStamp, InAccel, ClientLoc, NewbRun, NewbDuck, NewbJumpStatus,NewbDoubleJump, DoubleClickMove, ClientRoll, (32767 & (Rotation.Pitch/2)) * 32768 + (32767 & (Rotation.Yaw/2)), NewbJetpack ); } function FindGoodView() { local vector cameraLoc; local rotator cameraRot, ViewRotation; local int tries, besttry; local float bestdist, newdist; local int startYaw; local actor ViewActor; ViewRotation = Rotation; ViewRotation.Pitch = 56000; tries = 0; besttry = 0; bestdist = 0.0; startYaw = ViewRotation.Yaw; for (tries=0; tries<16; tries++) { cameraLoc = ViewTarget.Location; SetRotation(ViewRotation); PlayerCalcView(ViewActor, cameraLoc, cameraRot); newdist = VSize(cameraLoc - ViewTarget.Location); if (newdist > bestdist) { bestdist = newdist; besttry = tries; } ViewRotation.Yaw += 4096; } ViewRotation.Yaw = startYaw + besttry * 4096; SetRotation(ViewRotation); } function Timer() { bFrozen = false; } function LongClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ ) { } function BeginState() { local Pawn P; EndZoom(); FovAngle = DesiredFOV; bFire = 0; bAltFire = 0; if ( Pawn != None ) { Pawn.Velocity = vect(0,0,0); Pawn.SetPhysics(PHYS_None); #if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications Pawn.AmbientSound = None; #endif Pawn.bSpecialHUD = false; Pawn.bNoWeaponFiring = true; Pawn.SimAnim.AnimRate = 0; Pawn.bPhysicsAnimUpdate = false; Pawn.StopAnimating(); Pawn.SetCollision(true,false,false); // DLB Controller clean pass: removed AI logic StopFiring(); Pawn.bIgnoreForces = true; } myHUD.bShowScores = true; bFrozen = true; if ( !bFixedCamera ) { FindGoodView(); bBehindView = true; } SetTimer(5, false); ForEach DynamicActors(class'Pawn', P) { if ( P.Role == ROLE_Authority ) P.RemoteRole = ROLE_DumbProxy; P.SetCollision(true,false,false); #if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications P.AmbientSound = None; #endif P.bNoWeaponFiring = true; P.Velocity = vect(0,0,0); P.SetPhysics(PHYS_None); P.bPhysicsAnimUpdate = false; P.StopAnimating(); P.bIgnoreForces = true; } } Begin: } state Dead { ignores SeePlayer, HearNoise, KilledBy, SwitchWeapon, NextWeapon, PrevWeapon; function bool IsDead() { return true; } function ServerReStartPlayer() { Super.ServerRestartPlayer(); } exec function Fire( optional float F ) { if ( bFrozen ) { if ( (TimerRate <= 0.0) || (TimerRate > 1.0) ) bFrozen = false; return; } LoadPlayers(); ServerReStartPlayer(); } exec function AltFire( optional float F ) { Fire(F); } function ServerMove ( float TimeStamp, vector Accel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, bool NewbDoubleJump, EDoubleClickDir DoubleClickMove, byte ClientRoll, int View, bool NewbJetpack, optional byte OldTimeDelta, optional int OldAccel ) { Global.ServerMove( TimeStamp, Accel, ClientLoc, false, false, false, false, DoubleClickMove, ClientRoll, View, false); } function PlayerMove(float DeltaTime) { local vector X,Y,Z; local rotator ViewRotation; if ( !bFrozen ) { if ( bPressedJump ) { Fire(0); bPressedJump = false; } GetAxes(Rotation,X,Y,Z); // Update view rotation. ViewRotation = Rotation; ViewRotation.Yaw += 32.0 * DeltaTime * aTurn; ViewRotation.Pitch += 32.0 * DeltaTime * aLookUp; ViewRotation.Pitch = ViewRotation.Pitch & 65535; If ((ViewRotation.Pitch > 18000) && (ViewRotation.Pitch < 49152)) { If (aLookUp > 0) ViewRotation.Pitch = 18000; else ViewRotation.Pitch = 49152; } SetRotation(ViewRotation); if ( Role < ROLE_Authority ) // then save this move and replicate it ReplicateMove(DeltaTime, vect(0,0,0), DCLICK_None, rot(0,0,0)); } else if ( (TimerRate <= 0.0) || (TimerRate > 1.0) ) bFrozen = false; ViewShake(DeltaTime); ViewFlash(DeltaTime); } function FindGoodView() { local vector cameraLoc; local rotator cameraRot, ViewRotation; local int tries, besttry; local float bestdist, newdist; local int startYaw; local actor ViewActor; ////log("Find good death scene view"); ViewRotation = Rotation; ViewRotation.Pitch = 56000; tries = 0; besttry = 0; bestdist = 0.0; startYaw = ViewRotation.Yaw; for (tries=0; tries<16; tries++) { cameraLoc = ViewTarget.Location; SetRotation(ViewRotation); PlayerCalcView(ViewActor, cameraLoc, cameraRot); newdist = VSize(cameraLoc - ViewTarget.Location); if (newdist > bestdist) { bestdist = newdist; besttry = tries; } ViewRotation.Yaw += 4096; } ViewRotation.Yaw = startYaw + besttry * 4096; SetRotation(ViewRotation); } function Timer() { if (!bFrozen) return; bFrozen = false; bPressedJump = false; } function BeginState() { if ( (Pawn != None) && (Pawn.Controller == self) ) Pawn.Controller = None; EndZoom(); FovAngle = DesiredFOV; Pawn = None; // DLB Controller clean pass: removed AI logic Enemy = None; bBehindView = true; bFrozen = true; bJumpStatus = false; bPressedJump = false; bBlockCloseCamera = true; bValidBehindCamera = false; FindGoodView(); SetTimer(1.0, false); StopForceFeedback(); ClientPlayForceFeedback("Damage"); // jdf CleanOutSavedMoves(); } function EndState() { bBlockCloseCamera = false; CleanOutSavedMoves(); Velocity = vect(0,0,0); Acceleration = vect(0,0,0); if ( !PlayerReplicationInfo.bOutOfLives ) bBehindView = false; bPressedJump = false; myHUD.bShowScores = false; } Begin: Sleep(3.0); myHUD.bShowScores = true; } //------------------------------------------------------------------------------ // Control options function ChangeStairLook( bool B ) { bLookUpStairs = B; if ( bLookUpStairs ) bAlwaysMouseLook = false; } function ChangeAlwaysMouseLook(Bool B) { bAlwaysMouseLook = B; if ( bAlwaysMouseLook ) bLookUpStairs = false; } // Replace with good code #if IG_GUI_LAYOUT //dkaplan - command line call to open a menu of given class type exec function OpenMenu( string theMenu ) { Player.GUIController.OpenMenu( theMenu, Right(theMenu,Len(theMenu)-InStr(theMenu,".")-1) ); } #endif #if IG_GUI_LAYOUT //dkaplan - removed additional unused param event ClientOpenMenu (string MenuClass, optional string MenuName, optional bool bDisconnect,optional string Msg1, optional string Msg2, optional int Msg3) { Player.GUIController.OpenMenu(MenuClass, MenuName, Msg1, Msg2, Msg3); if (bDisconnect) ConsoleCommand("Disconnect"); } event ClientCloseMenu(optional bool bCloseAll) { if (bCloseAll) Player.GUIController.CloseAll(); else Player.GUIController.CloseMenu(); } #else event ClientOpenMenu (string Menu, optional bool bDisconnect,optional string Msg1, optional string Msg2) { Player.GUIController.OpenMenu(Menu, Msg1, Msg2); if (bDisconnect) ConsoleCommand("Disconnect"); } event ClientCloseMenu(optional bool bCloseAll, optional bool bCancel) { if (bCloseAll) Player.GUIController.CloseAll(bCancel); else Player.GUIController.CloseMenu(bCancel); } #endif function bool CanRestartPlayer() { return !PlayerReplicationInfo.bOnlySpectator; } event ServerChangeVoiceChatter( PlayerController Player, int IpAddr, int Handle, bool Add ) { if( (Level.NetMode == NM_DedicatedServer) || (Level.NetMode == NM_ListenServer) ) { Level.Game.ChangeVoiceChatter( Player, IpAddr, Handle, Add ); } } event ServerGetVoiceChatters( PlayerController Player ) { local int i; if( (Level.NetMode == NM_DedicatedServer) || (Level.NetMode == NM_ListenServer) ) { for( i=0; i<Level.Game.VoiceChatters.Length; i++ ) { if( Player != Level.Game.VoiceChatters[i].Controller ) { Player.ClientChangeVoiceChatter( Level.Game.VoiceChatters[i].IpAddr, Level.Game.VoiceChatters[i].Handle, true ); } } } } simulated function ClientChangeVoiceChatter( int IpAddr, int Handle, bool Add ) { ChangeVoiceChatter( IpAddr, Handle, Add ); } simulated function ClientLeaveVoiceChat() { LeaveVoiceChat(); } native final function LeaveVoiceChat(); native final function ChangeVoiceChatter( int IpAddr, int Handle, bool Add ); //--------------------- Demo recording stuff // Called on the client during client-side demo recording simulated event StartClientDemoRec() { // Here we replicate functions which the demo never saw. //DemoClientSetHUD( MyHud.Class, MyHud.ScoreBoard.Class ); // tell server to replicate more stuff to me bClientDemo = true; ServerSetClientDemo(); } function ServerSetClientDemo() { bClientDemo = true; } // Called on the playback client during client-side demo playback simulated function DemoClientSetHUD(class<HUD> newHUDClass, class<Scoreboard> newScoringClass ) { //if( MyHUD == None ) // ClientSetHUD( newHUDClass, newScoringClass ); } #if IG_UDN_UTRACE_DEBUGGING // ckline: UDN UTrace code function ServerUTrace() { if( Level.NetMode != NM_Standalone /*&& AdminManager == None*/ ) return; UTrace(); } exec function UTrace() { // If they're running with "-log", be sure to turn it off ConsoleCommand("HideLog"); if( Role!=ROLE_Authority ) { ServerUTrace(); } SetUTracing( !IsUTracing() ); log("UTracing changed to "$IsUTracing()$" at "$Level.TimeSeconds); } #endif // IG_UDN_UTRACE_DEBUGGING #if IG_MOJO exec function showEscapeMenu() { // try to escape any playing cutscenes Level.EscapeCutscene(); } #endif #if IG_TRIBES3_ADMIN ///////////////////////////////////////////////////////////////////////////// // Admin Handling : Was previously in Admin.uc // // // function MakeAdmin() { if ( AdminManager == None && Level != None && Level.Game != None && Level.Game.AccessControl != None) if (Level.Game.AccessControl.AdminClass == None) Log("AdminClass is None"); else { log("access control: "$Level.Game.AccessControl.name); log("admin class: "$Level.Game.AccessControl.AdminClass.name); AdminManager = new(self) Level.Game.AccessControl.AdminClass; AdminManager.Created(); log("successfully created admin manager: "$AdminManager.name); } } ///////////////////////////////////////////////////////////////////////////// // Admin Handling : Was previously in Admin.uc // // // // Execute an administrative console command on the server. exec function Admin( string CommandLine ) { local string Result; if (AdminManager != None) { Log("Doing Admin Command!:"@CommandLine); Result = ConsoleCommand( CommandLine ); if (Level.Game.AccessControl != None && Level.Game.AccessControl.bReplyToGUI) AdminReply(Result); else if( Result!="" ) ClientMessage( Result ); } } #if IG_TRIBES3 // michaelj: Integrated UT2004 admin login exec function AdminLogin(string CmdLine) { if ( Level.TimeSeconds < NextLoginTime ) return; NextLoginTime = Level.TimeSeconds + LoginDelay; ServerAdminLogin(CmdLine); } function ServerAdminLogin( string CmdLine ) { local string uname, upass; if (AdminManager == None) { MakeAdmin(); if ( AdminManager != None ) { if ( !Div(CmdLine, " ", uname, upass) ) upass = CmdLine; AdminManager.DoLogin(uname, upass); //ConsoleCommand("DoLogin"@CmdLine); if ( !AdminManager.bAdmin ) AdminManager = None; else AddCheats(); } } } #else exec function AdminLogin(string CmdLine) { Log("AdminLogin '"$CmdLine$"'"); if (AdminManager == None) { MakeAdmin(); ConsoleCommand("DoLogin"@CmdLine); if (!AdminManager.bAdmin) { log("admin login failed"); AdminManager = None; } else { log("admin login ok"); AddCheats(); } } } #endif // dbeswick: added functions to allow admins to give rights to other players exec function AdminPromote(string TargetPlayerName) { local Controller C; local PlayerController Target; Log("AdminPromote '"$TargetPlayerName$"'"); if (AdminManager != None) { C = Level.ControllerList; while (C != None) { if (PlayerController(C) != None && PlayerController(C).PlayerReplicationInfo != None && PlayerController(C).PlayerReplicationInfo.PlayerName ~= TargetPlayerName) { Target = PlayerController(C); break; } C = C.nextController; } if (Target == None) { Level.Game.BroadcastHandler.BroadcastText( PlayerReplicationInfo, self, "Admin Promote: Couldn't find a player named"@TargetPlayerName ); return; } if (Target.AdminManager == None) { ConsoleCommand("DoPromote"@Target); if (Target.AdminManager == None || !Target.AdminManager.bAdmin) { log("admin promote failed"); } else { log("admin promote ok"); } } } } // forces the current character into admin mode function ForceAdmin() { if (AdminManager == None) MakeAdmin(); AdminManager.bAdmin = true; PlayerReplicationInfo.bAdmin = true; AddCheats(); } function AdminCommand( string CommandLine ) { if (CommandLine ~= "Logged") { ReportAdmin(); } else if (Left(CommandLine, 11) ~= "AdminLogin ") { AdminLogin(Mid(CommandLine, 11)); ReportAdmin(); } else if (Left(CommandLine, 11) ~= "AdminLogout") { AdminLogout(); ReportAdmin(); } else if (Level.Game.AccessControl != None) { Level.Game.AccessControl.bReplyToGUI = true; Admin(CommandLine); Level.Game.AccessControl.bReplyToGUI = false; } } function ReportAdmin() { if (AdminManager != None && AdminManager.bAdmin) { if (Level.Game.AccessControl != None) AdminReply(Level.Game.AccessControl.GetAdminName(Self)); else AdminReply("Admin"); } else AdminReply(""); } function AdminReply( string Reply ) { Log("Received AdminReply: '"$Reply$"'"); if (Player.GUIController != None) Player.GUIController.OnAdminReply(Reply); } exec function AdminLogout() { if (AdminManager != None) { AdminManager.DoLogout(); if (!AdminManager.bAdmin) AdminManager = None; } } #endif #if IG_TRIBES3_VOTING // glenn: voting support simulated event GainedChild( Actor Other ) { Super.GainedChild(Other); if ( VotingReplicationInfoBase(Other) != None ) { VoteReplicationInfo = VotingReplicationInfoBase(Other); //log("*** gained vote info child: "$VoteReplicationInfo$" ***"); } } simulated event LostChild(Actor Other) { Super.LostChild(Other); if (VotingReplicationInfoBase(Other) != None) { VoteReplicationInfo = None; //log("*** lost vote info child ***"); } } #endif #if IG_TRIBES3 // dbeswick: to properly handle travel with in a vehicle event Pawn GetTravelPawn() { return Pawn; } #endif defaultproperties { AimingHelp=0.0 OrthoZoom=+40000.000000 FlashScale=(X=1.000000,Y=1.000000,Z=1.000000) AnnouncerVolume=4 FovAngle=85.000 DesiredFOV=85.000000 DefaultFOV=85.000000 Handedness=1.000000 bAlwaysMouseLook=True ViewingFrom="Now viewing from" OwnCamera="Now viewing from own camera" QuickSaveString="Quick Saving" QuickSaveName="QuickSave"; NoPauseMessage="Game is not pauseable" bTravel=True bStasis=False NetPriority=3 MaxTimeMargin=+0.35 LocalMessageClass=class'LocalMessage' bIsPlayer=true Physics=PHYS_None EnemyTurnSpeed=45000 CheatClass=class'Engine.CheatManager' InputClass=class'Engine.PlayerInput' CameraDist=+9.0 bZeroRoll=true bDynamicNetSpeed=true // jdf --- bEnableWeaponForceFeedback=True bEnablePickupForceFeedback=True bEnableDamageForceFeedback=True bEnableGUIForceFeedback=True bForceFeedbackSupported=True // --- jdf ProgressTimeOut=8.0 MaxResponseTime=0.7 SpectateSpeed=+600.0 DynamicPingThreshold=+400.0 ClientCap=0 Texture=None // dbeswick: tribes3 } |
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