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class SVehicle extends Pawn native abstract; //cpptext //{ //#ifdef WITH_KARMA // // Actor interface. // virtual void PostBeginPlay(); // virtual void Destroy(); // virtual void PostNetReceive(); // virtual void PostEditChange(); // virtual void setPhysics(BYTE NewPhysics, AActor *NewFloor, FVector NewFloorV); // virtual void TickSimulated( FLOAT DeltaSeconds ); // virtual void TickAuthoritative( FLOAT DeltaSeconds ); // virtual void physKarma(FLOAT DeltaTime); // virtual void preContactUpdate(); // virtual void preKarmaStep(FLOAT DeltaTime); // // // SVehicle interface. // virtual void UpdateVehicle(FLOAT DeltaTime); //#endif // //} // //var (SVehicle) editinline export array<SVehicleWheel> Wheels; // Wheel data // //// generic controls (set by controller, used by concrete derived classes) //var (SVehicle) float Steering; // between -1 and 1 //var (SVehicle) float Throttle; // between -1 and 1 //var (SVehicle) float Rise; // between -1 and 1 // //var Pawn Driver; // //var (SVehicle) array<vector> ExitPositions; // Positions (rel to vehicle) to try putting the player when exiting. //var (SVehicle) array<vector> EntryPositions; // Positions (rel to vehicle) to create triggers for entry. // //var (SVehicle) vector DrivePos; // Position (rel to vehicle) to put player while driving. //var (SVehicle) rotator DriveRot; // Rotation (rel to vehicle) to put driver while driving. //var (SVehicle) name DriveAnim; // Animation to play while driving. // ////// CAMERAS //// //var (SVehicle) bool bDrawMeshInFP; // Whether to draw the vehicle mesh when in 1st person mode. //var (SVehicle) bool bDrawDriverInTP; // Whether to draw the driver when in 3rd person mode. //var (SVehicle) bool bZeroPCRotOnEntry; // If true, set camera rotation to zero on entering vehicle. If false, set it to the vehicle rotation. // //var (SVehicle) vector FPCamPos; // Position of camera when driving first person. // //var (SVehicle) vector TPCamLookat; //var (SVehicle) float TPCamDistance; // //var (SVehicle) int MaxViewYaw; // Maximum amount you can look left and right //var (SVehicle) int MaxViewPitch; // Maximum amount you can look up and down // ////// PHYSICS //// //var (SVehicle) float VehicleMass; // ////// EFFECTS //// // //// Effect spawned when vehicle is destroyed //var (SVehicle) class<Actor> DestroyEffectClass; // //// Created in PostNetBeginPlay and destroyed when vehicle is. //#if !IG_TRIBES3 // rowan: we don't use this //var array<SVehicleTrigger> EntryTriggers; //#endif // //var bool bGetOut; // //// The factory that created this vehicle. //var SVehicleFactory ParentFactory; // //// Shadow projector //var ShadowProjector VehicleShadow; // //// Useful function for plotting data to real-time graph on screen. //native final function GraphData(string DataName, float DataValue); // //replication //{ // reliable if(Role==ROLE_Authority) // ClientKDriverEnter, ClientKDriverLeave; //} // //// Really simple at the moment! //#if IG_TRIBES3 // Ryan: damage is a float //function PostTakeDamage(float Damage, Pawn instigatedBy, Vector hitlocation, // Vector momentum, class<DamageType> damageType) //#else //function PostTakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation, // Vector momentum, class<DamageType> damageType) //#endif // IG //{ // local PlayerController pc; // // Health -= Damage; // // //Log("Ouch! "$Health); // // // The vehicle is dead! // if(Health <= 0) // { // if ( Controller != None ) // { // pc = PlayerController(Controller); // // if( Controller.bIsPlayer && pc != None ) // { // ClientKDriverLeave(pc); // Just to reset HUD etc. // // // THIS WAS HOW IT WAS IN UT2003, DONT KNOW ABOUT WARFARE... // // pc.PawnDied(self); // This should unpossess the controller and let the player respawn // } // else //#if IG_TRIBES3 // Controller.PawnDied(self); //#else // Controller.Destroy(); //#endif // } // // Destroy(); // Destroy the vehicle itself (see Destroyed below) // } // // //KAddImpulse(momentum, hitlocation); //} // //// Vehicles dont get telefragged. //event EncroachedBy( actor Other ) //{ // Log("SVehicle("$self$") Encroached By: "$Other$"."); //} // //simulated function FaceRotation( rotator NewRotation, float DeltaTime ) //{ // // Vehicles ignore 'face rotation'. //} // //// You got some new info from the server (ie. VehicleState has some new info). //event VehicleStateReceived(); // //// Do script car model stuff here - but DONT create/destroy anything. //native event UpdateVehicle( float DeltaTime ); // //// Do any general vehicle set-up when it gets spawned. //simulated function PostNetBeginPlay() //{ //#if !IG_TRIBES3 // rowan: we don't use this // local vector RotX, RotY, RotZ; // local int i; // local SVehicleTrigger NewTrigger; //#endif // // Super.PostNetBeginPlay(); // //#if !IG_TRIBES3 // rowan: we don't use this // if(Level.NetMode != NM_Client) // { // GetAxes(Rotation,RotX,RotY,RotZ); // // EntryTriggers.Length = EntryPositions.Length; // // for(i=0; i<EntryPositions.Length; i++) // { // // Create triggers for gettting into the hoverbike - only on the server // NewTrigger = spawn(class'SVehicleTrigger', self,, Location + EntryPositions[i].X * RotX + EntryPositions[i].Y * RotY + EntryPositions[i].Z * RotZ); // NewTrigger.SetBase(self); // NewTrigger.SetCollision(true, false, false); // // EntryTriggers[i] = NewTrigger; // } // } //#endif // // // Make sure params are up to date. // //SVehicleUpdateParams(); //} // //// Called when a parameter of the overall articulated actor has changed (like PostEditChange) //// The script must then call KUpdateConstraintParams or Actor Karma mutators as appropriate. ////simulated event SVehicleUpdateParams() ////{ //// KSetMass(VehicleMass); ////} // //// The pawn Driver has tried to take control of this vehicle ////function TryToDrive(Pawn p) ////{ //// local Controller C; //// C = p.Controller; //// //// if ( (Driver == None) && (C != None) && C.bIsPlayer && !C.IsInState('PlayerDriving') && p.IsHumanControlled() ) //// { //// KDriverEnter(p); //// } ////} // //// Events called on driver entering/leaving vehicle // ////simulated function ClientKDriverEnter(PlayerController pc) ////{ //// //log("Enter: "$pc.Pawn); //// //// //pc.myHUD.bCrosshairShow = false; //// //pc.myHUD.bShowWeaponInfo = false; //// //pc.myHUD.bShowPersonalInfo = false; //// //pc.myHUD.bShowPoints = false; //// //// pc.bBehindView = true; //// pc.bFixedCamera = false; //// pc.bFreeCamera = true; //// //// // Set rotation of camera when getting into vehicle based on bZeroPCRotOnEntry //// if( bZeroPCRotOnEntry ) //// pc.SetRotation( rot(0, 0, 0) ); //// else //// pc.SetRotation( rotator( vect(1, 0, 0) >> Rotation ) ); ////} //// ////function KDriverEnter(Pawn p) ////{ //// local PlayerController pc; //// local vector AttachPos; //// //// //log("SVehicle KDriverEnter"); //// //// // Set pawns current controller to control the vehicle pawn instead //// Driver = p; //// //// // Move the driver into position, and attach to car. //// Driver.SetCollision(false, false, false); //// Driver.bCollideWorld = false; //// Driver.bPhysicsAnimUpdate = false; //// Driver.Velocity = vect(0,0,0); ////// Driver.SetPhysics(PHYS_None); //// //// AttachPos = Location + (DrivePos >> Rotation); //// Driver.SetLocation(AttachPos); //// //// Driver.SetPhysics(PHYS_None); //// //// Driver.bHardAttach = true; //// Driver.SetBase(None); //// Driver.SetBase(self); //// Driver.SetRelativeRotation(DriveRot); //// Driver.SetPhysics(PHYS_None); //// //// pc = PlayerController(p.Controller); //// //pc.ClientSetBehindView(true); //// //pc.ClientSetFixedCamera(false); //// //// // Disconnect PlyaerController from Driver and connect to SVehicle. //// pc.Unpossess(); //// Driver.SetOwner(self); // This keeps the driver relevant. //// pc.Possess(self); //// //// pc.ClientSetViewTarget(self); // Set playercontroller to view the vehicle //// //// // Change controller state to driver //// pc.GotoState('PlayerDriving'); //// //// ClientKDriverEnter(pc); ////} //// ////simulated function ClientKDriverLeave(PlayerController pc) ////{ //// //local vector exitLookDir; //// //// //log("Leave: "$pc.Pawn); //// //// //pc.bBehindView = false; //// pc.bFixedCamera = true; //// pc.bFreeCamera = false; //// //// // Stop messing with bOwnerNoSee //// Driver.bOwnerNoSee = Driver.default.bOwnerNoSee; //// //// // This removes any 'roll' from the look direction. //// //exitLookDir = Vector(pc.Rotation); //// //pc.SetRotation(Rotator(exitLookDir)); //// //// //pc.myHUD.bCrosshairShow = pc.myHUD.default.bCrosshairShow; //// //pc.myHUD.bShowWeaponInfo = pc.myHUD.default.bShowWeaponInfo; //// //pc.myHUD.bShowPersonalInfo = pc.myHUD.default.bShowPersonalInfo; //// //pc.myHUD.bShowPoints = pc.myHUD.default.bShowPoints; ////} //// ////// Called from the PlayerController when player wants to get out. ////function bool KDriverLeave(bool bForceLeave) ////{ //// local PlayerController pc; //// local int i; //// local bool havePlaced; //// local vector HitLocation, HitNormal, tryPlace; //// //// //log("SVehicle KDriverLeave"); //// //// // Do nothing if we're not being driven //// if(Driver == None) //// return false; //// //// // Before we can exit, we need to find a place to put the driver. //// // Iterate over array of possible exit locations. //// //// Driver.bHardAttach = false; //// Driver.bCollideWorld = true; //// Driver.SetCollision(true, true, true); //// //// havePlaced = false; //// for(i=0; i < ExitPositions.Length && havePlaced == false; i++) //// { //// //Log("Trying Exit:"$i); //// //// tryPlace = Location + (ExitPositions[i] >> Rotation); //// //// // First, do a line check (stops us passing through things on exit). //// if( Trace(HitLocation, HitNormal, tryPlace, Location, false) != None ) //// continue; //// //// // Then see if we can place the player there. //// if( !Driver.SetLocation(tryPlace) ) //// continue; //// //// havePlaced = true; //// //// //Log("SUCCESS!"); //// } //// //// // If we could not find a place to put the driver, leave driver inside as before. //// if(!havePlaced && !bForceLeave) //// { //// Log("Could not place driver."); //// //// Driver.bHardAttach = true; //// Driver.bCollideWorld = false; //// Driver.SetCollision(false, false, false); //// //// return false; //// } //// //// pc = PlayerController(Controller); //// //// //Log("Pre ClientKDriverLeave"); //// ClientKDriverLeave(pc); //// //Log("Post ClientKDriverLeave"); //// //// // Reconnect PlayerController to Driver. //// pc.Unpossess(); //// Driver.SetOwner(pc); //// pc.Possess(Driver); //// //// pc.ClientSetViewTarget(Driver); // Set playercontroller to view the persone that got out //// //// Controller = None; //// //// Driver.PlayWaiting(); //// Driver.bPhysicsAnimUpdate = Driver.Default.bPhysicsAnimUpdate; //// //// // Do stuff on client //// //pc.ClientSetBehindView(false); //// //pc.ClientSetFixedCamera(true); //// //// Driver.Acceleration = vect(0, 0, 24000); //// Driver.SetPhysics(PHYS_Falling); //// Driver.SetBase(None); //// //// // Car now has no driver //// Driver = None; //// //// // Put brakes on before you get out :) //// Throttle=0; //// Steering=0; //// Rise=0; //// //// return true; ////} // //simulated function Destroyed() //{ //#if !IG_TRIBES3 // rowan: not using this // local int i; //#endif // // //Log("SVehicle Destroyed"); // // // Destroy the triggers used for getting in. //#if !IG_TRIBES3 // rowan: not using this // for(i=0; i<EntryTriggers.Length; i++) // { // if(EntryTriggers[i] != None) // EntryTriggers[i].Destroy(); // } //#endif // // // If there was a driver in the vehicle, destroy him too // if(Driver != None) // Driver.Destroy(); // // // Decrease number of cars active out of parent factory // if(ParentFactory != None) // ParentFactory.VehicleCount--; // // // Trigger any effects for destruction // if(DestroyEffectClass != None) // spawn(DestroyEffectClass, , , Location, Rotation); // // // Destroy shadow projector // if (VehicleShadow != None) // VehicleShadow.Destroy(); // // Super.Destroyed(); //} // //// Just to intercept 'getting out' request. //simulated event Tick(float deltaSeconds) //{ // local bool gotOut; // // if(bGetOut && ROLE==Role_Authority) // { // gotOut = KDriverLeave(false); // if(!gotOut ) // { // Log("Couldn't Leave - staying in!"); // } // } // bGetOut = false; //} // //// This will get called if we couldn't move a pawn out of the way. //function bool EncroachingOn( actor Other ) //{ // if ( Other == None ) // return false; // // // If its a non-vehicle pawn, do lots of damage. // if( Pawn(Other) != None && SVehicle(Other) == None ) // { // Other.TakeDamage(10000, None, Other.Location, vect(0,0,0), class'Crushed'); // return false; // } //} // //// Glue a shadow projector on //simulated function PostBeginPlay() //{ // Super.PostBeginPlay(); // // if (Level.NetMode != NM_DedicatedServer) // { // VehicleShadow = Spawn(class'ShadowProjector', self, '', Location); // VehicleShadow.ShadowActor = self; // VehicleShadow.bBlobShadow = false; // VehicleShadow.LightDirection = Normal(vect(1,1,6)); // VehicleShadow.LightDistance = 1200; // VehicleShadow.MaxTraceDistance = 350; // VehicleShadow.InitShadow(); // } //} // //// Special calc-view for vehicles //simulated function bool SpecialCalcView(out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) //{ // local vector CamLookAt, HitLocation, HitNormal, OffsetVector; // local PlayerController pc; // local quat CarQuat, LookQuat, ResultQuat; // // pc = PlayerController(Controller); // // // Only do this mode we have a playercontroller viewing this vehicle // if(pc == None || pc.ViewTarget != self) // return false; // // if(pc.bBehindView) ///// THIRD PERSON /////// // { // ViewActor = self; // CamLookAt = Location + (TPCamLookat >> Rotation); // // OffsetVector = vect(0, 0, 0); // OffsetVector.X = -1.0 * TPCamDistance; // // CameraLocation = CamLookAt + (OffsetVector >> CameraRotation); // // if( Trace( HitLocation, HitNormal, CameraLocation, CamLookAt, false, vect(10, 10, 10) ) != None ) // { // CameraLocation = HitLocation; // } // // bOwnerNoSee = false; // // if(bDrawDriverInTP) // Driver.bOwnerNoSee = false; // else // Driver.bOwnerNoSee = true; // } // else ////// FIRST PERSON ////// // { // ViewActor = self; // // // Camera position is locked to car // CameraLocation = Location + (FPCamPos >> Rotation); // // //Log(CameraRotation); // CarQuat = QuatFromRotator(Rotation); // // // Limit where you can look while driving. // // Normalize(CameraRotation); // Puts each element between +/- 32767 // // if(CameraRotation.Yaw > MaxViewYaw) // CameraRotation.Yaw = MaxViewYaw; // else if(CameraRotation.Yaw < -MaxViewYaw) // CameraRotation.Yaw = -MaxViewYaw; // // //if(CameraRotation.Pitch > MaxViewPitch) // // CameraRotation.Pitch = MaxViewPitch; // //else if(CameraRotation.Pitch < -MaxViewPitch) // // CameraRotation.Pitch = -MaxViewPitch; // // //pc.DesiredRotation = CameraRotation; // //pc.SetRotation(CameraRotation); // // LookQuat = QuatFromRotator(CameraRotation); // ResultQuat = QuatProduct(LookQuat, CarQuat); // CameraRotation = QuatToRotator(ResultQuat); // // if(bDrawMeshInFP) // bOwnerNoSee = false; // else // bOwnerNoSee = true; // // Driver.bOwnerNoSee = true; // In first person, dont draw the driver // } // // return true; //} // //// Includes properties from KActor //defaultproperties //{ // Steering=0 // Throttle=0 // VehicleMass=1.0 // // ExitPositions(0)=(X=0,Y=0,Z=0) // // DrivePos=(X=0,Y=0,Z=0) // bZeroPCRotOnEntry=true // // TPCamLookat=(X=-100,Y=0,Z=100) // TPCamDistance=600 // // MaxViewYaw=16000 // MaxViewPitch=16000 // // Physics=PHYS_Karma // bEdShouldSnap=True // bStatic=False // bShadowCast=False // bCollideActors=True // bCollideWorld=False // bProjTarget=True // bBlockActors=True // bBlockNonZeroExtentTraces=True // bBlockZeroExtentTraces=True // bBlockPlayers=True // bWorldGeometry=False // bBlockKarma=True // CollisionHeight=+000001.000000 // CollisionRadius=+000001.000000 // bAcceptsProjectors=True // bCanBeBaseForPawns=True // bAlwaysRelevant=True // RemoteRole=ROLE_SimulatedProxy // bNetInitialRotation=True // bSpecialCalcView=True // //bSpecialHUD=true //} |
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