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// Car // Base Tribes 4-wheeled vehicle class. Effectively a copy past of KCar. class Car extends Vehicle native abstract notplaceable; var (Car) float StopThreshold; // forward velocity under which brakes become drive var (Car) float upsideDownDamagePerSecond; // moved this up from HavokCar because it is used in processInput var (HavokVehicleGeneral) float SteeringMaxAngle; // unreal units var (Car) float strafeSteerAngleOffset; var int Gear; // 1 is forward, -1 is backward, currently symmetric power/torque curve // effect states var bool effectDeccelerating; var bool effectAccelerating; var int outputCarDirection; var float carSteer; ////////// NAVIGATION ////////// var float stopSteeringSize; var float stopVelocitySize; var float driveThrottleCoefficient; var float maximumYawChange; var float minimumNavigationThrottle; simulated event PostNetBeginPlay() { Super.PostNetBeginPlay(); // initially make sure parameters are sync'ed with Karma VehicleUpdateParams(); } simulated function tick(float deltaSeconds) { super.tick(deltaSeconds); // do upside down damage processing // The PHYS_None check prevents this code from running after the game ends. if (Level.NetMode != NM_Client && bSettledUpsideDown && Physics != PHYS_None) { TakeDamage(deltaSeconds * upsideDownDamagePerSecond, self, Location, vect(0,0,0), class'DamageType'); } } function ProcessInput() { super.processInput(); // steering outputCarDirection = Normalize(rotationInput).yaw; if (outputCarDirection < 0) outputCarDirection += 65536; } simulated function updateGear() { local float ForwardVel; local bool bIsInverted; local vector worldForward, worldUp; worldForward = vect(1, 0, 0) >> Rotation; worldUp = vect(0, 0, 1) >> Rotation; ForwardVel = Velocity Dot worldForward; bIsInverted = worldUp.Z < 0.2; // 'ForwardVel' isn't very helpful if we are inverted, so we just pretend its positive. if (bIsInverted) ForwardVel = 2 * StopThreshold; if (clientPositions[driverIndex].occupant == None) { Gear = 0; } else { if (ThrottleInput > 0.01) // pressing forwards { if (ForwardVel < -StopThreshold && Gear != 1) // going backwards - so brake first { if (effectAccelerating) { UnTriggerEffectEvent('CarAccelerating'); effectAccelerating = false; } if (!effectDeccelerating) { TriggerEffectEvent('CarDeccelerating'); effectDeccelerating = true; } Gear = 0; } else // stopped or going forwards, so drive { if (effectDeccelerating) { UnTriggerEffectEvent('CarDeccelerating'); effectDeccelerating = false; } if (!effectAccelerating) { TriggerEffectEvent('CarAccelerating'); effectAccelerating = true; } Gear = 1; } } else if (ThrottleInput < -0.01) // pressing backwards { if (ForwardVel < StopThreshold) // start going backwards { if (effectDeccelerating) { UnTriggerEffectEvent('CarDeccelerating'); effectDeccelerating = false; } if (!effectAccelerating) { TriggerEffectEvent('CarAccelerating'); effectAccelerating = true; } Gear = -1; } else // otherwise, we are going forwards, or still holding brake, so just brake { if (effectAccelerating) { UnTriggerEffectEvent('CarAccelerating'); effectAccelerating = false; } if (!effectDeccelerating) { TriggerEffectEvent('CarDeccelerating'); effectDeccelerating = true; } Gear = 0; } } else // not pressing either { // do nothing } } } simulated function applyOutput() { local rotator steeringDirection; local vector inputDirection; local vector carDirection; local vector workVector; local rotator workRotator; local float steerAngle; updateGear(); // steering steeringDirection.yaw = outputCarDirection; // ... user input direction inputDirection = vect(1,0,0) >> steeringDirection; inputDirection.Z = 0; inputDirection = Normal(inputDirection); // ... apply strafe offset if (StrafeInput != 0) { workRotator.Pitch = 0; workRotator.Roll = 0; if (StrafeInput > 0) workRotator.Yaw = -strafeSteerAngleOffset; else if (StrafeInput < 0) workRotator.Yaw = strafeSteerAngleOffset; inputDirection = inputDirection >> workRotator; } // ... current car direction carDirection = vect(1,0,0) >> rotation; carDirection.Z = 0; carDirection = Normal(carDirection); // ... desired steer angle steerAngle = acos(inputDirection dot carDirection); steerAngle *= 65536 / (2 * PI); steerAngle = clamp(steerAngle, 0, SteeringMaxAngle); workVector = inputDirection cross carDirection; if (workVector.Z < 0) steerAngle *= -1; if (gear == -1) steerAngle *= -1; steerAngle = clamp(steerAngle, -SteeringMaxAngle, SteeringMaxAngle); if (positions[driverIndex].occupant == None) { steerAngle = 0; } // ... actual car steer value carSteer = steerAngle / SteeringMaxAngle; } // Clean up wheels etc. simulated event Destroyed() { UnTriggerEffectEvent('CarAccelerating'); UnTriggerEffectEvent('CarDeccelerating'); Super.Destroyed(); } defaultproperties { Gear=1 // WheelVert=-0.5 StopThreshold=100 effectDeccelerating=false effectAccelerating=false stopSteeringSize=50 stopVelocitySize=50 driveThrottleCoefficient=0.09 driveYawCoefficient=0.05 maximumYawChange=450 SteeringMaxAngle = 20000 upsideDownDamagePerSecond = 100 strafeSteerAngleOffset = 8192 minimumNavigationThrottle = -1 } |
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