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Engine.SVehicle


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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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Class file time: ne 5.9.2004 16:01:30.000 - Creation time: st 23.5.2018 00:10:47.456 - Created with UnCodeX