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class Character extends Ragdoll implements IVisionNotification native; // --------------- movement system ---------------- // READ ONLY var const float movementSpeed; // speed in kph var const float movementVerticalSpeed; // vertical speed in kph var const float movementHorizontalSpeed; // horizontal speed in kph var const float movementTangentialSpeed; // tangential speed in kph var const float movementDirectionalSpeed; // directional speed in kph var const float movementAltitude; // altitude in meters var const bool movementCollided; // true if collided last immediate update var const bool movementClose; // true if close to a surface last update var const bool movementTouching; // true if recently collided var const bool movementGrounded; // true if touching a walkable slope var const bool movementAirborne; // true if not touching and not in water var const bool movementWater; // true if in any part of character is touching water var const bool movementUnderWater; // true if character is entirely submerged in water var const bool movementZeroGravity; // true if character is in a zero gravity volume var const bool movementElevator; // true if character is in an elevator volume var const bool movementResting; // true if currently resting var const bool movementDynamic; // true if touching a dynamic object (cannot come to rest) var const bool movementPushing; // true if touching a pushable object (not allowed to apply smoothing) var const Vector movementNormal; // best floor normal last update relative to (0,0,1) var const float movementWaterPenetration; // water penetration [0,1] var const float movementSplashChaos; // splash chaos [0,1] var const float movementImpulseChaos; // impulse chaos [0,1] var const float movementSphereRadius; // radius of character's bounding sphere var const float movementSphyllRadius; // radius of the character's sphyll caps var const float movementSphyllHalfHeight; // half the height of the character's sphyll cylinder component var const int movementGroundState; // ground movement state (GroundMovement_Standing/Walking/Running/Sprinting/Any) var const int movementCollisionMaterial; // most recent movement collision material var const bool movementThrusting; // true if thrusting last update var const bool movementOldThrusting; // true if thrusting before last update var const Vector movementDisplacement; // change in position last movement update var const float movementDisplacementRate; // change in position rate last movement update var const Vector movementStrafe; // unit length strafe vector (zero if no strafe) var const Vector movementOldVelocity; // movement velocity for previous update (current is in "Velocity") var const bool movementSkiInput; // ski input state for previous update (true if enabled, false if not) // READ/WRITE DATA var (Movement) float movementKnockbackScale; // scales knockback applied to characters from weapons only. defaults to 1. overridden by armor if wearing any. var (Movement) float movementExtraMass; // extra mass passed into movement physics so you can simulate carrying heavy objects var (Movement) bool movementFrozen; // if this is set to true, movement is frozen and the guy wont respond to knockback or be able to move at all var float lastMovementDamageTime; // last time a movement damage event occured (used to filter damage effects occuring too closely together) var float lastMovementCollisionTime; // last time a movement collision event occured (used to filter collision effects occuring too closely together) var bool blockMovementDamage; // if this is set to true, movement damage is blocked for the next tick // SIM PROXY DATA var Material collisionMaterialObject; // most recent movement collision material object (for effect system) enum MovementDirectionalInput { MovementInput_Zero, MovementInput_Positive, MovementInput_Negative, }; var const byte movementSimProxyPitch; // filled in native code from compressed position rotator var const MovementDirectionalInput movementSimProxyInputX; var const MovementDirectionalInput movementSimProxyInputY; var const bool movementSimProxyInputThrust; var const bool movementSimProxyInputJump; var const bool movementSimProxyInputSki; // -------------- animation system ---------------- enum AnimationStateEnum { AnimationState_None, AnimationState_Stand, AnimationState_Walk, AnimationState_Run, AnimationState_Sprint, AnimationState_Ski, AnimationState_Slide, AnimationState_Stop, AnimationState_Airborne, AnimationState_AirControl, AnimationState_Thrust, AnimationState_Swim, AnimationState_Count, }; var (Animation) float walkAnimationSpeed; // walk animation speed in unreal units per second var (Animation) float runAnimationSpeed; // run animation speed in unreal units per second var (Animation) float sprintAnimationSpeed; // sprint animation speed in unreal units per second var (Animation) Name neutralAimAnimationRootBone; // root bone name for aiming animations in neutral pose var (Animation) Name alertAimAnimationRootBone; // root bone name for aiming animations in alert pose var (Animation) Name combatAimAnimationRootBone; // root bone name for aiming animations in combat pose var (Animation) Name upperBodyAnimationRootBone; // root bone name for upper body animations var (Animation) Name armAnimationRootBone; // root bone name for arm animations var transient AnimationManager animationManager; // animation manager performs the animation update method var transient array<AnimationState> animationStates; // each animation state corresponds to a movement state var transient array<AnimationChannel> animationChannels; // each animation channel corresponds to an AnimationChannel enum value var transient AnimationLayer primaryAnimationLayer; // primary animation layer var transient AnimationLayer secondaryAnimationLayer; // secondary animation layer var transient AnimationSpring animationHeightSpring; // height animation spring (for airborne up/down) var transient AnimationSpring animationVelocitySpring; // velocity animation spring (for ski up/down) var private bool m_bManualAnimation; var private bool m_bOldManualAnimation; import enum AnimationChannelIndex from AnimationChannel; // ------------------------------------------------ var (Damage) float vehicleTeamCrushingDamageModifier; // multiplies the amount of crushing damage taken by a vehicle belonging to the same team const DAMAGE_LARGE = 50.0f; // how much damage constitutes enum HitPosition { HP_IGNORE, HP_HEAD, HP_FRONT, HP_BACK }; // Speech Manager requires this characters VoiceSet var(Speech) String VoiceSetPackageName "Package name of the voice set for this character"; var(Speech) String CharacterNameLocalisationTag "Localise tag for the character name"; var(Speech) String CharacterName "Actual Character name used in speech subtitles"; // player name - caches TRI player name because the TRI may be set to None when player does certain things such as driving a vehicle var String playerNameMP; var() float packDrawScale; var() Material invicibilityMaterial; // effects system var EPhysics previousPhysics; // previous physics mode (used to stop movement effects when you leave PHYS_Movement) enum SkiCompetencyLevels { SC_Default, // use character's competency SC_None, SC_LevelNovice, SC_LevelMedium, SC_LevelExpert }; enum JetCompetencyLevels { JC_Default, // use character's competency JC_None, JC_LevelNovice, JC_LevelMedium, JC_LevelExpert }; enum GroundMovementLevels { GM_Any, GM_Sprint, GM_Run, GM_Walk, GM_None }; // hack to allow me to compare these enums to a int/float (which Unreal doesn't allow) const GM_Any_Int = 0; const GM_Sprint_Int = 1; const GM_Run_Int = 2; const GM_Walk_Int = 3; var bool bTempInvincible; var bool bLocalTempInvincible; // this character is an occupant of a vehicle that cannot be seen - this is a special case as they collide with actors for the sake of triggers // but should be invisible to everything else and thus not take damage var bool bHiddenVehicleOccupant; // Replication Info var TribesReplicationInfo tribesReplicationInfo; // Motor var CharacterMotor motor; var Weapon weapon; var Name weaponBone; var bool weaponPlayingArmAnimation; // true if playing an arm animation for weapon hold. eg. buckler var float weaponNotHeldTime; // amount of time in seconds since a weapon has been held (eg. seconds since weapon!=none) var Weapon altWeapon; // Grenades var Weapon fallbackWeapon; const NUM_WEAPON_SLOTS = 3; var Weapon weaponSlots[NUM_WEAPON_SLOTS]; var Name eyeBoneName; // Where we "See" from var const int eyeBoneIndex; var const vector eyeBoneOffset; // cached value for AI vision system var Controller lastPossessor; // the last controller to possess this pawn var float HeadHeight "The height above the pivot at which the character head starts"; // god mode var bool bGodMode; // Loadout var() editinlineuse class<Loadout> loadoutClass "What is this character's equipment loadout? (Singleplayer use, use class browser to select a class without inheriting)"; var() class<Armor> armorClass "What is this character's armor class?"; var Loadout loadout; var() bool bDisallowEquipmentDropOnDeath; // Equipment linked list var private Equipment m_equipmentHead; var Equipment potentialEquipment; // Used for prompting the player to pickup a piece of equipment, and picking it up if they want to // MP objects var() bool bDontAllowCarryablePickups "If true, this character won't be able to pickup any carryables"; var() bool bDontInteractWithTerritories "If true, this character won't interact with territories at all"; var MPCarryable carryableReference; // An instance of the carryables being carried var array<MPCarryable> carryables; // Stores all carryables being carried var int numCarryables; // Used to replicate the length of the carryables array var MPCarryableThrower pseudoWeapon; // Used for throwing carryables var int numPermanentCarryables; // The player keeps this number of carryables at all times, except on death (i.e. // this number of carryables can't be thrown) var int lastCarryableNumber; // Used to restrict broadcast messages // Zooming var() bool bCanZoom; var private bool bZoomed; // Misc UI var() bool bDontAllowCommandScreen "If true, this character won't be able to use the command screen"; // Jetpacking and skiing competency var(AI) JetCompetencyLevels jetCompetency "How well can this character jetpack"; var(AI) SkiCompetencyLevels skiCompetency "How well can this character ski"; var(AI) bool bApplyHealthFilter "If false, the health filter for the chosen difficulty level is not applied."; var class<CombatRole> combatRole; var class<CombatRole> localCombatRole; var name needToPlayArmAnim; // Used to resync arms with weapons if an animation plays while the character has no arms var() bool bDisableSkiing; var() bool bDisableJetting; var name jetpackBone; var private Jetpack jetpack; var Arms arms; // functionality used by packs var bool regenerationActive; var int regenerationRateHealthPerSecond; var bool shieldActive; var float shieldFractionDamageBlocked; var Pack pack; var class<Pack> heldPackClass; var class<Pack> localPackClass; var name packLeftBone; var name packRightBone; var StaticMeshAttachment leftPack; var StaticMeshAttachment rightPack; // Pack effect flags var bool bActivatingEffect; var bool bLocalActivatingEffect; var bool bActiveEffect; var bool bLocalActiveEffect; var bool bDeactivatingEffect; var bool bLocalDeactivatingEffect; var bool bActivatingEffectStarted; var bool bLocalActivatingEffectStarted; var bool bActiveEffectStarted; var bool bLocalActiveEffectStarted; var bool bUnactivatingEffect; var bool bLocalUnactivatingEffect; var bool bUnactiveEffect; var bool bLocalUnactiveEffect; var bool bUndeactivatingEffect; var bool bLocalUndeactivatingEffect; var bool bUnactivatingEffectStarted; var bool bLocalUnactivatingEffectStarted; var bool bUnactiveEffectStarted; var bool bLocalUnactiveEffectStarted; var bool bSpawningAtVehicle; // deployables var Deployable deployable; var private float healthInjectionRatePerSecond; var private float healthInjectionAmount; // Character visualisation debug object var CharacterVisualisation visualisation; // Grappler related variables const ROPE_MESH_LENGTH = 512; var class<Grappler> grapplerClass; var GrapplerProjectile proj; var GrapplerRope rope; var float ropeNaturalLength; var Array<Character> grapplerCharacters; // Characters that are grappling this character var bool bAttached; var bool bLocalAttached; var bool bReelIn; // End grappler related variables // The last object hit by the character's weapon var Pawn lastHitObject; var bool bObjectHit; var bool bLocalObjectHit; var bool bHitRegistered; var bool bIsLocalCharacter; // character movement support var String movementConfiguration; // overridden by armor if wearing any var float energy; // current energy - read/write var float energyMinimum; // minimum energy for jetpack - read only output from fusion var float energyMaximum; // maximum energy - read only output from fusion var float energyRechargeRate; // energy recharge rate - read only output from fusion, includes scale factor below var float energyRechargeScale; // energy recharge scale - read/write var float energyWeaponDepleted; // the amount of energy a weapon depleted in the last tick // camera var bool bZoomOutOnSpawn; // Skins var class<SkinInfo> userSkinClass; // for reference only, change in attached tribesReplicationInfo // clientside pain sounds enum EClientPainType { CLIENTPAIN_Hurt, CLIENTPAIN_BigHurt, CLIENTPAIN_Death, CLIENTPAIN_Cratered, CLIENTPAIN_Burnt }; var float localHealth; var EClientPainType clientPainType; struct native QuickChatInfo { var bool bSwitch; var String TagID; }; // for animation var QuickChatInfo QCAnimData; var QuickChatInfo LocalQCAnimData; // for speech var QuickChatInfo QCTalkData; var QuickChatInfo LocalQCTalkData; // *************************************************************************************** // dummy space for native csiro jetpack pointer - this must be the last data in character! var transient const noexport byte dummy[4]; // *************************************************************************************** // Estimate enough needed to jetpack between two points native function float energyRequiredToJet(Vector a, Vector b, float velocity, bool jump); // prefix movement configuration native function prefixMovement(String name); // Force movement configuration native function forceMovement(String name); // set debug movement flag native function debugMovement(bool flag); replication { reliable if (ROLE == ROLE_Authority || bDemoRecording) combatRole, weapon, altWeapon, deployable, armorClass, carryableReference, numCarryables, pseudoWeapon, heldPackClass, m_bManualAnimation, proj, bAttached, bReelIn, ropeNaturalLength, lastHitObject, bObjectHit, bTempInvincible, HeadHeight, numPermanentCarryables, pack, bSpawningAtVehicle, QCTalkData, QCAnimData; // variables that are relevant only to owner unreliable if ((ROLE == ROLE_Authority && bNetOwner) || bDemoRecording) m_equipmentHead, weaponSlots, potentialEquipment, fallbackWeapon, healthInjectionAmount; // variables that are relevant only to others, not owner unreliable if ((ROLE == ROLE_Authority && !bNetOwner) || bDemoRecording) bActivatingEffect, bActiveEffect, bDeactivatingEffect, bActivatingEffectStarted, bActiveEffectStarted, bUnactivatingEffect, bUnactiveEffect, bUndeactivatingEffect, bUnactivatingEffectStarted, bUnactiveEffectStarted, clientPainType; // movement sim proxy data unreliable if ((ROLE == ROLE_Authority && !bNetOwner) || bDemoRecording) movementSimProxyInputX, movementSimProxyInputY, movementSimProxyInputThrust, movementSimProxyInputJump, movementSimProxyInputSki; // replication from client to server reliable if (ROLE < ROLE_Authority) switchEquipment, serverDoInventoryRefill; } simulated function PrecacheSpeech(SpeechManager Manager) { if (!self.IsA('AITalkingHead')) Manager.PrecacheAIVoiceSet(VoiceSetPackageName); } function destroyFallbackWeapon() { if (fallbackWeapon != None) { fallbackWeapon.Destroy(); fallbackWeapon = None; } } function spawnFallbackWeapon() { if (armorClass != None && armorClass.default.fallbackWeaponClass != None) { fallbackWeapon = Spawn(armorClass.default.fallbackWeaponClass, self); fallbackWeapon.rookMotor = motor; fallbackWeapon.GotoState('Held'); } } function equipFallbackWeapon() { if (fallbackWeapon == None) spawnFallbackWeapon(); motor.setWeapon(fallbackWeapon); } function bool canBeSensed() { return bCanBeSensed && Controller != None; } simulated function String GetHumanReadableName() { // handle MP case if (Level.NetMode != NM_StandAlone) return playerNameMP; if(CharacterName == "" && CharacterNameLocalisationTag != "") CharacterName = Localize("Names", CharacterNameLocalisationTag, "Localisation\\Speech\\CharacterNames"); return CharacterName; } function Timer() { removeTempInvincibility(); } function removeTempInvincibility() { UnTriggerEffectEvent('Invincible'); bTempInvincible = false; } simulated function Material GetOverlayMaterial(int Index) { local Material m; if (bTempInvincible) return invicibilityMaterial; else { if (pack != None) { m = pack.GetOverlayMaterialForOwner(Index); if (m != None) return m; } } return super.GetOverlayMaterial(Index); } simulated function PlayMovementSpeech(Name eventName) { // ensure the voice set exists on the character if(Level.NetMode != NM_Standalone && TribesReplicationInfo != None) VoiceSetPackageName = TribesReplicationInfo.VoiceSetPackageName; if (VoiceSetPackageName != "") Level.speechManager.PlayMovementSpeech(self, eventName); } function serverDoInventoryRefill(float healthPerSecond) { local Weapon w; if(health < HealthMaximum) { stopHealthInjection(); healthInjection(healthPerSecond, HealthMaximum - Health); } w = Weapon( nextEquipment( None, class'Weapon' )); while(w != None) { w.increaseAmmo(w.getMaxAmmo() - w.AmmoCount); w = Weapon( nextEquipment( w, class'Weapon' )); } if(armorClass.static.getHandGrenadeClass() != None) newGrenades(armorClass.static.getHandGrenadeClass()); } // healthInjection // Adds a health injection to this character. The specified health amount shall be applied to this // character at the specified rate. function healthInjection(float healthPerSecond, float healthAmount) { healthInjectionRatePerSecond = healthPerSecond; healthInjectionAmount += healthAmount; } // clampHealthInjection // Clamps current health injection such that it will not apply excess health. function clampHealthInjection() { if (healthInjectionAmount > (healthMaximum - health)) healthInjectionAmount = healthMaximum - health; } function stopHealthInjection() { healthInjectionAmount = 0; } function float getHealthInjectionAmount() { return healthInjectionAmount; } simulated function IFiringMotor firingMotor() { return motor; } // Returns the character (if it exists) that is controlling this rook (i.e. turret or vehicle) simulated function Character getControllingCharacter() { return self; } // getDrivenVehicle // Returns None if no vehicle is begin driven. simulated native function Vehicle getDrivenVehicle(); // get the vehicle or turret the character is in (or None) simulated native function Rook getMount(); // try to exit a vehicle or turret (may not succeed) function exitMount( Pawn vehicleOrTurret ) { local int i; local Vehicle vehicle; local Turret turret; vehicle = Vehicle( vehicleOrTurret ); turret = Turret( vehicleOrTurret ); // Vehicle if ( vehicle != None ) { for ( i = 0; i < vehicle.positions.length; ++i ) { if ( self == vehicle.positions[i].occupant ) vehicle.positions[i].wantsToGetOut = true; } } // Turret else if ( turret != None ) { if ( self == turret.Driver ) turret.bGetOut = true; } } // is the character in a specified vehicle or turret? function bool bIsInMount( Pawn vehicleOrTurret ) { local int i; local Vehicle vehicle; local Turret turret; vehicle = Vehicle( vehicleOrTurret ); turret = Turret( vehicleOrTurret ); // Vehicle if ( vehicle != None ) { for ( i = 0; i < vehicle.positions.length; ++i ) { if ( self == vehicle.positions[i].occupant ) return true; } } // Turret else if ( turret != None ) { if ( self == turret.Driver ) return true; } return false; } // updateCasts // Do your derived-class casts here, or they will not update properly on network clients simulated function updateCasts() { tribesReplicationInfo = TribesReplicationInfo(PlayerReplicationInfo); } // Destroyed simulated function Destroyed() { //log( name @ "DESTROYED CALLED" ); detachGrapple(); UnregisterVisionNotification(self); destroyEquipment(); if (jetpack != None) jetpack.destroy(); if (arms != None) arms.destroy(); if (rope != None) rope.Destroy(); destroyThirdPersonMesh(); destroyAnimationSystem(); if (motor != None) motor.Destroy(); // todo: release animation states and channels // stop movement effects stopMovementEffects(); UnTriggerEffectEvent('Invincible'); // call super Super.Destroyed(); } simulated function setJetpack(Jetpack newJetpack) { if (jetpack != None) { jetpack.destroy(); jetpack = None; } if (newJetpack != None) { jetpack = newJetpack; attachToBone(jetpack, jetpackBone); } } simulated function hideJetpack() { if (jetpack != None) jetpack.bHidden = true; } simulated function showJetpack() { if (jetpack != None) jetpack.bHidden = false; } function setArmsMesh(Mesh armsMesh) { if (armsMesh == None) return; if (arms == None) arms = Spawn(class'Arms', self); arms.LinkMesh(armsMesh); } function OnViewerSawPawn(Pawn Viewer, Pawn Seen) { } function OnViewerLostPawn(Pawn Viewer, Pawn Seen) { } // OnHitObject // // Called when the character has hit an object with a weapon // used for updating the HUD with feedback in PlayerCharacterController. function OnHitObject(Pawn victim) { lastHitObject = victim; bObjectHit = ! bObjectHit; // need to register a hit for the listen server bHitRegistered = true; } // PostBeginPlay function PostBeginPlay() { Super.PostBeginPlay(); //if (vision != None) // vision.RegisterVisionNotification(self); updateCasts(); Health = healthMaximum; debugMovement(false); wake(); } // PostNetBeginPlay simulated function PostNetBeginPlay() { grapplerClass = class<Grappler>(DynamicLoadObject("EquipmentClasses.WeaponGrappler", class'Class')); if (grapplerClass == None) Log("Couldn't find EquipmentClasses.WeaponGrappler, grapplers will use default settings"); motor = new class'CharacterMotor'(self); initialiseEquipment(); super.PostNetBeginPlay(); // Set ownership of TribesReplicationInfo if ( TribesReplicationInfo != None && TribesReplicationInfo.Owner == None ) TribesReplicationInfo.SetOwner(Controller); initializeAnimationSystem(); collisionMaterialObject = new class'Material'(); PlayEffect("CharacterStart"); debugMovement(false); wake(); // fill sim proxy data with initial position movementSimProxyPosition = Location; movementSimProxyVelocity = vect(0,0,0); movementSimProxyRotation = Rotation; movementSimProxyPending = true; // always holding a weapon in multiplayer weaponNotHeldTime = 0; // clear last collision time to ensure no crunch sound occurs first land lastMovementCollisionTime = 0; } simulated function PostLoadGame() { super.PostLoadGame(); initializeAnimationSystem(); debugMovement(false); wake(); } function initialiseEquipment() { if ( loadoutClass != None ) { loadout = new loadoutClass; loadout.equip( self ); giveDefaultWeapon(); } if ( armorClass != None ) { armorClass.static.equip( self ); // Reset the personalShield resetPersonalShield(); } } function TravelPreAccept() { destroyEquipment(); } function TravelPostAccept() { giveDefaultWeapon(); } // PostNetReceive simulated function PostNetReceive() { updateCasts(); // Just in case it breaks something important: // // I added check to ensure we don't try and do this until the // TribesReplicationInfo is replicated. It seems that sometimes // the character doesn't have the replication info and thus may // end up with the wrong jetpack. // if (combatRole != localCombatRole && tribesReplicationInfo != None) // detect combat role change { if (arms == None) arms = Spawn(class'Arms', self); arms.LinkMesh(m_team.getArmsMeshForRole(combatRole)); if (needToPlayArmAnim != '') arms.PlayAnim(needToPlayArmAnim); setJetpack(m_team.getJetpackForRole(self, combatRole, tribesReplicationInfo.bIsFemale)); localCombatRole = combatRole; } updatePackEffects(); if (bAttached && !bLocalAttached) playAttachedAnim(); bLocalAttached = bAttached; if(bObjectHit != bLocalObjectHit) bHitRegistered = true; bLocalObjectHit = bObjectHit; if (bTempInvincible != bLocalTempInvincible) { if (bTempInvincible) TriggerEffectEvent('Invincible'); else UnTriggerEffectEvent('Invincible'); bLocalTempInvincible = bTempInvincible; } if (localHealth != health && !bNetOwner) { if (health < localHealth) { switch(clientPainType) { case CLIENTPAIN_Hurt: PlayHurtSound(localHealth - health); break; case CLIENTPAIN_Death: PlayDeathSound(false, false); break; case CLIENTPAIN_Cratered: PlayDeathSound(true, false); break; case CLIENTPAIN_Burnt: PlayDeathSound(false, true); break; } PlayFlinchAnimation(); } localHealth = health; } if(QCTalkData.bSwitch != LocalQCTalkData.bSwitch) { LocalQCTalkData.bSwitch = QCTalkData.bSwitch; if(TribesReplicationInfo != None) Level.speechManager.PlayQuickChatSpeech(TribesReplicationInfo, TribesReplicationInfo.VoiceSetPackageName, Name(QCTalkData.TagID), self); } if(QCAnimData.bSwitch != LocalQCAnimData.bSwitch) { LocalQCAnimData.bSwitch = QCAnimData.bSwitch; if (movementAirborne) { if(!IsPlayingUpperBodyAnimation()) playUpperBodyAnimation(QCAnimData.TagID); } else { if(!IsPlayingAnimation()) playAnimation(QCAnimData.TagID); } } checkManualAnimation(); } function PlayQCSpeech(String Tag) { QCTalkData.bSwitch = ! QCTalkData.bSwitch; QCTalkData.TagID = Tag; if(Level.NetMode == NM_ListenServer && TribesReplicationInfo != None) Level.speechManager.PlayQuickChatSpeech(TribesReplicationInfo, TribesReplicationInfo.VoiceSetPackageName, Name(QCTalkData.TagID), self); } function PlayQCAnimation(String AnimationName) { QCAnimData.bSwitch = ! QCAnimData.bSwitch; QCAnimData.TagID = AnimationName; if(Level.NetMode == NM_ListenServer) { if (movementAirborne) { if(!IsPlayingUpperBodyAnimation()) playUpperBodyAnimation(QCAnimData.TagID); } else { if(!IsPlayingAnimation()) playAnimation(QCAnimData.TagID); } } } simulated function updatePackEffects() { if (heldPackClass != localPackClass) // detect pack change { destroyThirdPersonMesh(); if (heldPackClass != None) createThirdPersonMesh(heldPackClass); localPackClass = heldPackClass; } if (heldPackClass != None) { // play pack effects if (bActivatingEffect != bLocalActivatingEffect) { playPackEffect(heldPackClass.default.activatingEffectName); bLocalActivatingEffect = bActivatingEffect; } if (bActiveEffect != bLocalActiveEffect) { playPackEffect(heldPackClass.default.activeEffectName); bLocalActiveEffect = bActiveEffect; } if (bDeactivatingEffect != bLocalDeactivatingEffect) { playPackEffect(heldPackClass.default.deactivatingEffectName); bLocalDeactivatingEffect = bDeactivatingEffect; } if (bActivatingEffectStarted != bLocalActivatingEffectStarted) { playPackEffect(heldPackClass.default.activatingEffectStartedName); bLocalActivatingEffectStarted = bActivatingEffectStarted; } if (bActiveEffectStarted != bLocalActiveEffectStarted) { playPackEffect(heldPackClass.default.activeEffectStartedName); bLocalActiveEffectStarted = bActiveEffectStarted; } // Stop pack effects if (bUnactivatingEffect != bLocalUnactivatingEffect) { stopPackEffect(heldPackClass.default.activatingEffectName); bLocalUnactivatingEffect = bUnactivatingEffect; } if (bUnactiveEffect != bLocalUnactiveEffect) { stopPackEffect(heldPackClass.default.activeEffectName); bLocalUnactiveEffect = bUnactiveEffect; } if (bUndeactivatingEffect != bLocalUndeactivatingEffect) { stopPackEffect(heldPackClass.default.deactivatingEffectName); bLocalUndeactivatingEffect = bUnactiveEffect; } if (bUnactivatingEffectStarted != bLocalUnactivatingEffectStarted) { stopPackEffect(heldPackClass.default.activatingEffectStartedName); bLocalUnactivatingEffectStarted = bUnactivatingEffectStarted; } if (bUnactiveEffectStarted != bLocalUnactiveEffectStarted) { stopPackEffect(heldPackClass.default.activeEffectStartedName); bLocalUnactiveEffectStarted = bUnactiveEffectStarted; } } } simulated function playPackEffect(Name effectEvent) { if (leftPack != None) leftPack.TriggerEffectEvent(effectEvent); if (rightPack != None) rightPack.TriggerEffectEvent(effectEvent); } simulated function stopPackEffect(Name effectEvent) { if (leftPack != None) leftPack.UnTriggerEffectEvent(effectEvent); if (rightPack != None) rightPack.UnTriggerEffectEvent(effectEvent); } simulated function destroyThirdPersonMesh() { if (leftPack != None) leftPack.destroy(); if (rightPack != None) rightPack.destroy(); } simulated function createThirdPersonMesh(class<Pack> packClass) { if (packClass != None && packClass.default.thirdPersonMesh != None) { leftPack = new class'StaticMeshAttachment'; leftPack.SetStaticMesh(packClass.default.thirdPersonMesh); leftPack.setDrawScale(packDrawScale); leftPack.CullDistance = packClass.default.CullDistance; attachToBone(leftPack, packLeftBone); rightPack = new class'StaticMeshAttachment'; rightPack.SetStaticMesh(packClass.default.thirdPersonMesh); rightPack.setDrawScale(packDrawScale); rightPack.CullDistance = packClass.default.CullDistance; attachToBone(rightPack, packRightBone); } } // Tick simulated function Tick(float Delta) { local string configuration; local float tickHealthInjectionAmount; Super.Tick(Delta); if (!bIsLocalCharacter && Owner == Level.GetLocalPlayerController()) bIsLocalCharacter = true; // kill ourselves if we are outside the boundary volume if ((Level.NetMode == NM_ListenServer || Level.NetMode == NM_DedicatedServer) && Level.game.boundaryVolume != None && !Level.game.boundaryVolume.encompasses(self)) TakeDamage(health + 1, None, vect(0.0, 0.0, 0.0), vect(0.0, 0.0, 0.0), class'DamageType'); // update MP player name if (Level.NetMode != NM_StandAlone && tribesReplicationInfo != None) playerNameMP = tribesReplicationInfo.playerName; tickGrappler(Delta); // update critical movement values from armor if wearing any if (armorClass!=None) { if (pack!=none && SpeedPack(pack)!=none) { // speed pack movement configurations specific to armor if (SpeedPack(pack).IsInState('Active')) configuration = armorClass.default.movementConfigurationFastActive; else configuration = armorClass.default.movementConfigurationFastPassive; } else { // standard armor movement configuration configuration = armorClass.default.movementConfiguration; } // armor specific knockback scale movementKnockBackScale = armorClass.default.knockBackScale; } else { // default movement configuration and knockback scale configuration = default.movementConfiguration; movementKnockBackScale = default.movementKnockBackScale; } if (configuration!=movementConfiguration) { //log("switching movement configuration: "$movementConfiguration$" -> "$configuration); movementConfiguration = configuration; } // apply current weapon arm animation loop if (weapon!=none && animationManager!=none) { if (weapon.equippedArmAnim!="") { if (!isLoopingArmAnimation() || getArmAnimation()!=weapon.equippedArmAnim) { loopArmAnimation(weapon.equippedArmAnim); weaponPlayingArmAnimation = true; } } else if (weaponPlayingArmAnimation) { stopArmAnimation(); weaponPlayingArmAnimation = false; } } else if (weaponPlayingArmAnimation) { stopArmAnimation(); weaponPlayingArmAnimation = false; } // update weapon not held time if (weapon==none) { weaponNotHeldTime += delta; } else { weaponNotHeldTime = 0; } // save for ragdoll velocity inheritance ragdollInheritedVelocity = velocity; // stop movement effects when we leave movement physics if (previousPhysics==PHYS_Movement && Physics!=PHYS_Movement) stopMovementEffects(); previousPhysics = Physics; // setup last movement collision time to avoid crunch landing sound right after spawning if (lastMovementCollisionTime==0) lastMovementCollisionTime = level.timeSeconds + 1.0; // make sure that arms are hidden if not holding a weapon if (weapon == None && arms != None) arms.bHidden = true; // **** anything below this line will not get called when you are dead! **** if (!isAlive()) return; // **** server code **** if (Level.NetMode != NM_Client) { checkManualAnimation(); if (tribesReplicationInfo != None) { tribesReplicationInfo.health = Health; } // clear blocked movement damage flag if set blockMovementDamage = false; // do regeneration functionality if necessary if (regenerationActive) { health += regenerationRateHealthPerSecond * Delta; if (health > healthMaximum) health = healthMaximum; } // do health injection functionality if (healthInjectionAmount > 0) { tickHealthInjectionAmount = Delta * healthInjectionRatePerSecond; // update total health injection amount if (tickHealthInjectionAmount > healthInjectionAmount) { tickHealthInjectionAmount = healthInjectionAmount; healthInjectionAmount = 0; } else { healthInjectionAmount -= tickHealthInjectionAmount; } health += tickHealthInjectionAmount; if (health > healthMaximum) health = healthMaximum; } } // **** client and server code **** // update skin updateUserSkin(); // update animation springs animationHeightSpring.target = Location.z; animationVelocitySpring.target = Velocity.z; animationHeightSpring.Update(delta); animationVelocitySpring.Update(delta); } native simulated function checkManualAnimation(); function PossessedBy(Controller C) { Super.PossessedBy(C); // Setup Vision Bone setupVisionBone(); lastPossessor = C; updateCasts(); } function Unpossessed() { Super.Unpossessed(); if (arms != None) arms.bHidden = true; } // Sets the eyeBoneIndex to the correct bone index for the bone set in eyeBoneName native function setupVisionBone(); native function bool isInAir(); native function float getAirSpace(); // use energy. // returns true if enough energy was available, // false if not enough energy is available. function bool useEnergy(float quantity) { if (quantity>energy) return false; energy -= quantity; return true; } function changeEnergy(float delta) { energy += delta; // Clamp if (energy < 0) energy = 0; if (energy > energyMaximum) energy = energyMaximum; } function changeHealth(float delta) { health += delta; // Clamp if (health < 0) health = 0; if (health > healthMaximum) health = healthMaximum; } // Special weapon useEnergy variant to pass data down // to the client side character class for display function bool weaponUseEnergy(float quantity) { if(useEnergy(quantity)) { PlayerCharacterController(Controller).clientWeaponUseEnergy(quantity); return true; } return false; } simulated function clientWeaponUseEnergy(float quantity) { if (Level.NetMode == NM_Client) { energy -= quantity; if (energy < 0.0) energy = 0.0; } energyWeaponDepleted += quantity; } simulated function useHealthKit() { local HealthKit hk; hk = HealthKit(nextEquipment(None, class'HealthKit')); if (hk != None) { PlayEffect("CharacterUseHealthKit"); hk.use(); } else ClientMessage("You don't have a health kit"); } // if a pseudoweapon is attached to a carryable that the player has picked up, then pass "Alt Weapon Fire" function to that. // Otherwise, pass it to the standard alt weapon. // MJ edit: We'll never allow carryables to be thrown via alt fire simulated event Weapon GetAltWeapon() { // if(carryableReference != None && !carryableReference.Class.default.bIsWeaponType) // return pseudoWeapon; // else return altWeapon; } simulated function dropWeapon() { local Rotator droppedRotation; droppedRotation.yaw = rotation.yaw; if(deployable != None) { // rotate deployables to be upright for visibility deployable.SetRotation(droppedRotation); deployable.drop(); } if (Weapon != None) { PlayEffect("CharacterDropWeapon"); weapon.SetRotation(droppedRotation); weapon.drop(); } } function switchEquipment() { if (potentialEquipment != None) { PlayEffect("CharacterSwitchEquipment"); potentialEquipment.doSwitch(self); } } function dropCarryables() { local int i; if (carryableReference == None) return; // Before dropping all the carryables, compose them into the largest possible denominations (if applicable) composeCarryables(true); // Drop the rest with random spread for (i=1; i<carryables.Length; i++) { carryables[i].drop(true); } // Drop the first carryable without random spread carryables[0].drop(false); clearCarryables(); } function pickupCarryable(MPCarryable c) { carryables[carryables.Length] = c; numCarryables = numCarryables + 1; movementExtraMass += c.extraMass; // If this is the first pickup, remember the instance for replication purposes if (carryableReference == None) { // pickup() returns an instance, which is self in the case of regular MPCarryables or // the first instance in the case of metacarryables carryableReference = c; // Also create a new pseudoWeapon for it, which is used for throwing the carryable pseudoWeapon = new carryableReference.carriedObjectClass(); pseudoWeapon.setCarryable(carryableReference); pseudoWeapon.SetOwner(self); pseudoWeapon.rookOwner = self; pseudoWeapon.rookMotor = motor; pseudoweapon.GotoState('Held'); // We want this carryable to work just like a weapon does. if (carryableReference.bIsWeaponType) { // add pseudoweapon to inventory addEquipment(pseudoWeapon); } else { //pseudoweapon.equip(); } } } function clearCarryables() { // Make sure it hasn't already been cleared (can be called twice if, for example, a ball // is thrown and a goal is scored in the same tick) if (carryableReference == None) return; movementExtraMass -= numCarryables * carryableReference.extraMass; carryableReference = None; carryables.Length = 0; numCarryables = 0; // Remove pseudoweapon from player's inventory pseudoWeapon.GotoState('Dropped'); // Destroy it since it is no longer needed pseudoWeapon.Destroy(); } // If current carryable class has denominations, compose all carryables into largest denominations function composeCarryables(optional bool bDropAll) { local int i, j; local array<MPCarryable> newArray; local MPMetaCarryable metaCarryable; local int numToDrop; if (carryableReference == None || carryableReference.denominations.Length == 0) return; if (bDropAll) numToDrop = numCarryables; else numToDrop = numDroppableCarryables(); // Start at the largest denomination. For each denomination, try to compose a metacarryable for (i=carryableReference.denominations.Length-1; i>=0; i--) { // If there are enough carryables to compose a denomination while (numToDrop / carryableReference.denominations[i].default.maxCarryables > 0) { //Log("Creating denomination of size "$carryableReference.denominations[i].default.maxCarryables); // Spawn a new metaCarryable and assign its data; make sure not to spawn it on the character otherwise // it gets picked up again immediately metaCarryable = spawn(carryableReference.denominations[i],,,Location + Normal(Vector(Rotation)) * pseudoWeapon.extraSpawnDistance); if (metaCarryable == None) { Log("MetaCarryable composition error: could not spawn metaCarryable of type "$carryableReference.denominations[i]); return; } // Add enough carryables to fill up the denomination for (j=0; j<carryableReference.denominations[i].default.maxCarryables; j++) { //Log("Added "$carryables[j]$" to "$metaCarryable); metaCarryable.add(carryables[j]); } metaCarryable.bInitialized = true; // Put the metaCarryable in a new array to be copied later newArray[newArray.Length] = metaCarryable; // Remove the carryables that were transferred to the metaCarryable carryables.Remove(0, j); numCarryables = numCarryables - j; numToDrop = numToDrop - j; // After removal, this while loop will repeat if there are still enough carryables to // fill the current denomination } } // Copy the newArray to the rest of the character's carryables array for (i=0; i<newArray.Length; i++) { carryables[carryables.Length] = newArray[i]; } //Log("Contents of carryables array after composition:"); //for (i=0; i<carryables.Length; i++) // Log(" carryables array: "$carryables[i]); } simulated function int numDroppableCarryables() { return numCarryables - numPermanentCarryables; } simulated function DisplayDebug(Canvas Canvas, out float YL, out float YPos) { Super.DisplayDebug(Canvas, YL, YPos); Canvas.SetDrawColor(255,255,255); Canvas.Style = ERenderStyle.STY_Normal; Canvas.SetPos(4,YPos); if (Weapon != None) Canvas.DrawText("Weapon State: "$Weapon.GetStateName()); else Canvas.DrawText("Weapon State: no weapon"); YPos += YL; Canvas.SetPos(4,YPos); Canvas.DrawText("Energy:" @ energy); YPos += YL; } function Died(Controller Killer, class<DamageType> damageType, vector HitLocation) { local MPAreaTrigger areaTrigger; local Name squadLabel; local Rook killerRook; if (!bDisallowEquipmentDropOnDeath) dropEquipment(); destroyEquipment(); Super.Died( Killer, damageType, HitLocation ); detachGrapple(); if (squad() != None) squadLabel = squad().Label; if ( Killer!= None && Killer.Pawn != None) { killerRook = Rook(Killer.Pawn); if (killerRook != None) dispatchMessage(new class'MessageDeath'(killerRook.getKillerLabel(), label, Killer.Pawn.PlayerReplicationInfo, PlayerReplicationInfo, squadLabel)); else dispatchMessage(new class'MessageDeath'(Killer.Pawn.label, label, Killer.Pawn.PlayerReplicationInfo, PlayerReplicationInfo, squadLabel)); } else dispatchMessage(new class'MessageDeath'(self.label, label, PlayerReplicationInfo, PlayerReplicationInfo, squadLabel)); PlayEffect("CharacterDied"); if (PlayerCharacterController(Controller) != None) { if (weapon != None) PlayerCharacterController(Controller).lastWeaponClass = weapon.Class; else PlayerCharacterController(Controller).lastWeaponClass = None; } if (carryableReference != None) carryableReference.onCarrierDeath(Killer); // Force immediate UnTouch on MPAreaTriggers ForEach TouchingActors(class'MPAreaTrigger', areaTrigger) { areaTrigger.UnTouch(self); } dropCarryables(); if (arms != None) arms.bHidden = true; } // return gravity in Unreal units native function float gravity(); // effect system code simulated function StopMovementEffects() { // stop movement looping effects StopLoopingEffect("MovementWater"); StopLoopingEffect("MovementSki"); StopLoopingEffect("MovementSkiGrounded"); StopLoopingEffect("MovementSkiAirborne"); StopLoopingEffect("MovementThrust"); StopLoopingEffect("MovementThrustUnderWater"); StopLoopingEffect("MovementThrustAboveWater"); StopLoopingEffect("MovementStand"); StopLoopingEffect("MovementStop"); StopLoopingEffect("MovementWalk"); StopLoopingEffect("MovementRun"); StopLoopingEffect("MovementSprint"); StopLoopingEffect("MovementSlide"); StopLoopingEffect("MovementSwim"); StopLoopingEffect("MovementFloat"); StopLoopingEffect("MovementAirborne"); StopLoopingEffect("MovementAirControl"); StopLoopingEffect("MovementZeroGravity"); StopLoopingEffect("MovementElevator"); } simulated function string VelocityTag(Vector velocity) { local float scale; scale = VSize(velocity) / 80; //log("scale: "$scale); if (scale<10) return "Tiny"; else if (scale<20) return "Small"; else if (scale<30) return "Medium"; else if (scale<40) return "Large"; else return "Extreme"; } simulated function string DamageTag(float damage) { if (damage<2.5) return "Tiny"; else if (damage<5) return "Small"; else if (damage<10) return "Medium"; else if (damage<25) return "Large"; else return "Extreme"; } simulated function StartGroundBasedLoopingEffect(String EffectName, optional String Tag) { StartLoopingEffect(EffectName, Tag, None, collisionMaterialObject); } // on movement collision. // this method is called by fusion whenever a collision occurs simulated event OnMovementCollision(Vector point, Vector normal, Vector impulse, int material) { local bool feet; local string tag; if (level.timeSeconds<lastMovementCollisionTime+0.25) return; lastMovementCollisionTime = level.timeSeconds; tag = VelocityTag(impulse / Mass); if (point.z<location.z-CollisionHeight/2) feet = true; collisionMaterialObject.MaterialSoundType = material; collisionMaterialObject.MaterialVisualType = EMaterialVisualType(material); if (feet && movement!=MovementState_Ski) { if (movementTouching) return; if (PlayEffect("MovementCollisionFeet", tag, None, collisionMaterialObject, point, Rotator(normal))) return; } if (movement==MovementState_Ski && tag=="Tiny") return; PlayEffect("MovementCollision", tag, None, collisionMaterialObject, point, Rotator(normal)); } // on movement collision damage. // this method is called by fusion whenever a collision in the movement // is suffiently large as to cause damage to the character. simulated event OnMovementCollisionDamage(float damage) { local class<MovementCollisionDamageType> collisionDamageType; if (blockMovementDamage) return; if (level.timeSeconds<lastMovementDamageTime+0.1) return; if (movement==MovementState_Elevator) // no damage in elevator volumes return; // determine collision damage type collisionDamageType = class'MovementCollisionDamageType'; if (armorClass!=None && armorClass.default.movementDamageTypeClass!=none) collisionDamageType = armorClass.default.movementDamageTypeClass; TakeDamage(damage, self, vect(0,0,0), vect(0,0,0), collisionDamageType); PlayEffect("MovementCollisionDamage", DamageTag(damage)); lastMovementDamageTime = level.timeSeconds; } // on movement crushing damage. // this method is called by fusion when a heavy object such as a vehicle // applies crushing the character by pushing into it. simulated event OnMovementCrushingDamage(float damage, Pawn source) { local Vehicle vehicle; local class<MovementCrushingDamageType> crushingDamageType; // determine crushing damage type crushingDamageType = class'MovementCrushingDamageType'; if (armorClass!=None && armorClass.default.movementCrushingDamageTypeClass!=none) crushingDamageType = armorClass.default.movementCrushingDamageTypeClass; if (source.IsA('Vehicle')) { // vehicle crushing damage vehicle = Vehicle(source); if (vehicle.CrushingDamageTypeClass!=None) crushingDamageType = vehicle.CrushingDamageTypeClass; if (vehicle.getControllingCharacter()!=None) source = vehicle.getControllingCharacter(); } else { // crushed by havok object source = self; } // apply damage TakeDamage(damage, source, vect(0,0,0), vect(0,0,0), crushingDamageType); // play crushing damage effect PlayEffect("MovementCrushingDamage", DamageTag(damage)); } // called when a movement jump occurs. simulated event OnMovementJump() { if (!movementSimProxyInputThrust) PlayEffect("MovementJump"); } // on change airborne. // called when a character's airborne state changes. simulated event OnChangeAirborne(bool previous, bool current) { if (previous==current) { log("*** on change airborne: no state change detected! ***"); return; } //log("change airborne: "$previous$"->"$current); } // on change water. // called when a character's water state changes. simulated event OnChangeWater(bool previous, bool current) { if (previous==current) { log("*** on change water: no state change detected! ***"); return; } //log("change water: "$previous$"->"$current); } // on change underwater. // called when a character's underwater state changes. simulated event OnChangeUnderwater(bool previous, bool current) { if (previous==current) { log("*** on change underwater: no state change detected! ***"); return; } //log("change underwater: "$previous$"->"$current); } // on change collision material. // called when the collision material changes. simulated event OnChangeCollisionMaterial(int previous, int current) { if (previous==current) { log("*** on change collision material: no state change detected! ***"); return; } //log("change collision material: "$previous$"->"$current); } // on change ski input. // called when the ski input changes. simulated event OnChangeSkiInput(bool previous, bool current) { if (previous==current) { log("*** on change collision material: no state change detected! ***"); return; } //log("change ski input: "$previous$"->"$current); } // on change movement. // This method is called when the character movement state changes simulated event OnChangeMovement(MovementState previous, MovementState current) { if (previous==current) { log("*** on change movement: no state change detected! ***"); return; } // movement state change occured //log("movement state change: "$previous$" -> "$current); } // on change effects. // // called when one or more of the following states change: // // 1. movement state (walk, run, thrust etc...) // 2. airborne (true/false) // 3. underwater (true/false) // 4. water (true/false) // 5. collision material (enum) // 6. ski input (true/false) simulated event OnChangeEffects( MovementState previousMovementState, MovementState currentMovementState, bool previousAirborne, bool currentAirborne, bool previousWater, bool currentWater, bool previousUnderWater, bool currentUnderWater, int previousMaterial, int currentMaterial, bool previousSkiInput, bool currentSkiInput ) { if (previousMovementState==currentMovementState && previousAirborne==currentAirborne && previousWater==currentWater && previousUnderWater==currentUnderWater && previousMaterial==currentMaterial && previousSkiInput==currentSkiInput) { log("*** on change effects: no state change detected! ***"); return; } // ski input changes if (previousSkiInput==false && currentSkiInput==true) StartLoopingEffect("MovementSki"); else if (previousSkiInput==true && currentSkiInput==false) StopLoopingEffect("MovementSki"); // airborne changes if (previousAirborne==false && currentAirborne==true) { // not airborne -> airborne if (currentMovementState==previousMovementState && currentMovementState==MovementState_Ski) StopLoopingEffect("MovementSkiGrounded"); } else { // airborne -> not airborne if (currentMovementState==previousMovementState && currentMovementState==MovementState_Ski) StartGroundBasedLoopingEffect("MovementSkiGrounded"); } // material changes if (previousMaterial!=currentMaterial) { if (currentMovementState==previousMovementState && currentMovementState==MovementState_Ski && previousAirborne==currentAirborne) { StopLoopingEffect("MovementSkiGrounded"); StartGroundBasedLoopingEffect("MovementSkiGrounded"); } } // movement state changes if (previousMovementState!=currentMovementState) { // stop previous movement state effects switch (previousMovementState) { case MovementState_Thrust: StopLoopingEffect("MovementThrust"); break; case MovementState_Ski: StopLoopingEffect("MovementSkiGrounded"); break; case MovementState_Stand: StopLoopingEffect("MovementStand"); break; case MovementState_Stop: StopLoopingEffect("MovementStop"); break; case MovementState_Walk: StopLoopingEffect("MovementWalk"); break; case MovementState_Run: StopLoopingEffect("MovementRun"); break; case MovementState_Sprint: StopLoopingEffect("MovementSprint"); break; case MovementState_Slide: StopLoopingEffect("MovementSlide"); break; case MovementState_Swim: StopLoopingEffect("MovementSwim"); break; case MovementState_Float: StopLoopingEffect("MovementFloat"); break; case MovementState_Skim: StopLoopingEffect("MovementSkim"); break; case MovementState_Airborne: StopLoopingEffect("MovementAirborne"); break; case MovementState_AirControl: StopLoopingEffect("MovementAirControl"); break; case MovementState_ZeroGravity: StopLoopingEffect("MovementZeroGravity"); break; case MovementState_Elevator: StopLoopingEffect("MovementElevator"); break; } // start effects for current movement state if (currentMovementState==MovementState_Ski && !currentAirborne) StartGroundBasedLoopingEffect("MovementSkiGrounded"); else if (currentMovementState==MovementState_Thrust) StartLoopingEffect("MovementThrust"); switch (currentMovementState) { case MovementState_Stand: StartGroundBasedLoopingEffect("MovementStand"); break; case MovementState_Stop: StartGroundBasedLoopingEffect("MovementStop"); break; case MovementState_Walk: StartGroundBasedLoopingEffect("MovementWalk"); break; case MovementState_Run: StartGroundBasedLoopingEffect("MovementRun"); break; case MovementState_Sprint: StartGroundBasedLoopingEffect("MovementSprint"); break; case MovementState_Slide: StartGroundBasedLoopingEffect("MovementSlide"); break; case MovementState_Airborne: StartLoopingEffect("MovementAirborne"); break; case MovementState_AirControl: StartLoopingEffect("MovementAirControl"); break; case MovementState_Swim: StartLoopingEffect("MovementSwim"); break; case MovementState_Float: StartLoopingEffect("MovementFloat"); break; case MovementState_Skim: StartLoopingEffect("MovementSkim"); break; case MovementState_ZeroGravity: StartLoopingEffect("MovementZeroGravity"); break; case MovementState_Elevator: StartLoopingEffect("MovementElevator"); break; } } // water changes if (currentWater && !previousWater) { // start water loop StartLoopingEffect("MovementWater"); PlayEffect("MovementEnterWater", VelocityTag(Velocity)); } else if (!currentWater && previousWater) { // leave water StopLoopingEffect("MovementWater"); PlayEffect("MovementLeaveWater", VelocityTag(Velocity)); } // underwater changes if (currentUnderWater && !previousUnderWater) { // start UnderWater loop StartLoopingEffect("MovementUnderWater"); PlayEffect("MovementEnterUnderWater", VelocityTag(Velocity)); } else if (!currentUnderWater && previousUnderWater) { // leave UnderWater StopLoopingEffect("MovementUnderWater"); PlayEffect("MovementLeaveUnderWater", VelocityTag(Velocity)); } } // enterManualAnimationState // Call this function to disable the automatic movement animations // This will allow you to play any animation you like on the character without interruption function enterManualAnimationState() { m_bManualAnimation = true; } // exitManualAnimationState // Call this function to re-enable the automatic movement animations function exitManualAnimationState() { m_bManualAnimation = false; } simulated function initializeAnimationSystem() { setupAnimationManager(); setupAnimationStates(); setupAnimationChannels(); setupAnimationLayers(); setupAnimationSprings(); checkManualAnimation(); } simulated function destroyAnimationSystem() { local int i; if (animationManager!=None) { animationManager.delete(); animationManager = None; } for (i=0; i<animationStates.Length; i++) animationStates[i].delete(); animationStates.length = 0; for (i=0; i<animationChannels.Length; i++) animationChannels[i].delete(); animationChannels.length = 0; if (primaryAnimationLayer!=none) { primaryAnimationLayer.delete(); primaryAnimationLayer = none; } if (secondaryAnimationLayer!=none) { secondaryAnimationLayer.delete(); secondaryAnimationLayer = none; } if (animationHeightSpring!=none) { animationHeightSpring.delete(); animationHeightSpring = none; } if (animationVelocitySpring!=none) { animationVelocitySpring.delete(); animationVelocitySpring = none; } } simulated function setupAnimationManager() { animationManager = new class'AnimationManager'(); StopAnimating(); } simulated function setupAnimationStates() { local AnimationState animation; allocateAnimationStates(AnimationState_Count); // none animation = new class'AnimationState'(); animation.name = "none"; animation.type = AnimationType_IdleWithTurn; animation.blendInTime = 0.1; animation.blendTightness = 0.1; animation.centre = ""; animation.forward = ""; animation.back = ""; animation.left = ""; animation.right = ""; animation.up = ""; animation.down = ""; setAnimationState(AnimationState_None, animation); // stand animation = new class'AnimationState'(); animation.name = "stand"; animation.type = AnimationType_IdleWithTurn; animation.blendInTime = 0.25; animation.blendTightness = 0.1; animation.centre = "stand"; animation.forward = ""; animation.back = ""; animation.left = "turn_left"; animation.right = "turn_right"; animation.up = ""; animation.down = "stand_down"; setAnimationState(AnimationState_Stand, animation); // walk animation = new class'AnimationState'(); animation.name = "walk"; animation.type = AnimationType_DisplacementDirectional; animation.blendInTime = 0.25; animation.blendTightness = 0.1; animation.centre = "stand"; animation.forward = "walk_forward"; animation.back = "walk_back"; animation.left = "walk_left"; animation.right = "walk_right"; animation.up = ""; animation.down = ""; animation.speed = walkAnimationSpeed; setAnimationState(AnimationState_Walk, animation); // run animation = new class'AnimationState'(); animation.name = "run"; animation.type = AnimationType_DisplacementDirectional; animation.blendInTime = 0.25; animation.blendTightness = 0.1; animation.centre = "stand"; animation.forward = "run_forward"; animation.back = "run_back"; animation.left = "run_left"; animation.right = "run_right"; animation.up = ""; animation.down = ""; animation.speed = runAnimationSpeed; setAnimationState(AnimationState_Run, animation); // sprint animation = new class'AnimationState'(); animation.name = "sprint"; animation.type = AnimationType_DisplacementDirectional; animation.blendInTime = 0.25; animation.blendTightness = 0.1; animation.centre = "stand"; animation.forward = "sprint_forward"; animation.back = "sprint_back"; animation.left = "sprint_left"; animation.right = "sprint_right"; animation.up = ""; animation.down = ""; animation.speed = sprintAnimationSpeed; setAnimationState(AnimationState_Sprint, animation); // ski animation = new class'AnimationState'(); animation.name = "ski"; animation.type = AnimationType_VelocitySpringAndAirborneUpDown; animation.blendInTime = 0.3; animation.blendTightness = 0.1; animation.centre = "ski"; animation.forward = ""; animation.back = ""; animation.left = "ski_airborne_up"; animation.right = "ski_airborne_down"; animation.up = "ski_up"; animation.down = "ski_down"; setAnimationState(AnimationState_Ski, animation); // slide animation = new class'AnimationState'(); animation.name = "slide"; animation.type = AnimationType_DisplacementDirectional; animation.blendInTime = 0.1; animation.blendTightness = 0.2; animation.centre = "slide"; animation.forward = "slide_forward"; animation.back = "slide_back"; animation.left = "slide_left"; animation.right = "slide_right"; animation.up = ""; animation.down = ""; setAnimationState(AnimationState_Slide, animation); // stop animation = new class'AnimationState'(); animation.name = "stop"; animation.type = AnimationType_DisplacementDirectional; animation.blendInTime = 0.1; animation.blendTightness = 0.1; animation.centre = "stop"; animation.forward = "stop_forward"; animation.back = "stop_back"; animation.left = "stop_left"; animation.right = "stop_right"; animation.up = ""; animation.down = "stop_down"; setAnimationState(AnimationState_Stop, animation); // airborne animation = new class'AnimationState'(); animation.name = "airborne"; animation.type = AnimationType_AirborneUpDown; animation.blendInTime = 0.3; animation.blendTightness = 0.1; animation.centre = "airborne"; animation.forward = "airborne_forward"; animation.back = "airborne_back"; animation.left = "airborne_left"; animation.right = "airborne_right"; animation.up = "airborne_up"; animation.down = "airborne_down"; setAnimationState(AnimationState_Airborne, animation); // air control animation = new class'AnimationState'(); animation.name = "aircontrol"; animation.type = AnimationType_StrafeDirectional; animation.blendInTime = 0.3; animation.blendTightness = 0.25; animation.centre = "airborne"; animation.forward = "thrust_forward"; animation.back = "thrust_back"; animation.left = "thrust_left"; animation.right = "thrust_right"; animation.up = ""; animation.down = ""; setAnimationState(AnimationState_AirControl, animation); // thrust animation = new class'AnimationState'(); animation.name = "thrust"; animation.type = AnimationType_StrafeDirectional; animation.blendInTime = 0.3; animation.blendTightness = 0.25; animation.centre = "thrust"; animation.forward = "thrust_forward"; animation.back = "thrust_back"; animation.left = "thrust_left"; animation.right = "thrust_right"; animation.up = ""; animation.down = ""; setAnimationState(AnimationState_Thrust, animation); // swim animation = new class'AnimationState'(); animation.name = "swim"; animation.type = AnimationType_DisplacementDirectional; animation.blendInTime = 0.3f; animation.blendTightness = 0.25; animation.centre = "thrust"; animation.forward = "thrust_forward"; animation.back = "thrust_back"; animation.left = "thrust_left"; animation.right = "thrust_right"; animation.up = ""; animation.down = ""; setAnimationState(AnimationState_Swim, animation); } simulated function setupAnimationChannels() { allocateAnimationChannels(AnimationChannel_Count); } simulated function setupAnimationLayers() { primaryAnimationLayer = new class'AnimationLayer'(); secondaryAnimationLayer = new class'AnimationLayer'(); } simulated function setupAnimationSprings() { animationHeightSpring = new class'AnimationSpring'(0.001,100); animationVelocitySpring = new class'AnimationSpring'(0.0001,500); } // allocate animation states. // workaround because you cannot assign an enum as the length of an array directly. simulated function allocateAnimationStates(AnimationStateEnum size) { local int count; count = int(size); animationStates.Length = count; } // set animation state. // workaround because enums cannot currently be used as array index simulated function setAnimationState(AnimationStateEnum slot, AnimationState state) { local int index; index = int(slot); animationStates[index] = state; } // allocate animation channels. // workaround because you cannot assign an enum as the length of an array directly. simulated function allocateAnimationChannels(AnimationChannelIndex size) { local int i; local int count; count = int(size); animationChannels.Length = count; for (i=0; i<count; i++) animationChannels[i] = new class'AnimationChannel'(); } // reset movement animations simulated function resetMovementAnimations() { if (animationManager!=None) { animationManager.stopAnimating(self); animationManager.startAnimating(self); } } // extra animation channel simulated function playAnimation(string animation) { if (animationManager!=None) animationManager.playAnimation(animation); } simulated function loopAnimation(string animation) { if (animationManager!=None) animationManager.loopAnimation(animation); } simulated function bool isPlayingAnimation() { if (animationManager!=None) return animationManager.isPlayingAnimation(); return false; } simulated function bool isLoopingAnimation() { if (animationManager!=None) return animationManager.isLoopingAnimation(); return false; } simulated function stopAnimation() { if (animationManager!=None) animationManager.stopAnimation(); } // fire animation simulated function playFireAnimation(string weapon) { if (PlayerCharacterController(controller)!=none) PlayerCharacterController(controller).enterCombat(); if (animationManager!=None) animationManager.playFireAnimation(weapon); } // upper body animation simulated function playUpperBodyAnimation(string animation) { if (animationManager!=None) animationManager.playUpperBodyAnimation(animation); } simulated function loopUpperBodyAnimation(string animation) { if (animationManager!=None) animationManager.loopUpperBodyAnimation(animation); } simulated function bool isPlayingUpperBodyAnimation() { if (animationManager!=None) return animationManager.isPlayingUpperBodyAnimation(); return false; } simulated function bool isLoopingUpperBodyAnimation() { if (animationManager!=None) return animationManager.isLoopingUpperBodyAnimation(); return false; } simulated function stopUpperBodyAnimation() { if (animationManager!=None) animationManager.stopUpperBodyAnimation(); } // arm animation simulated function loopArmAnimation(string animation) { if (animationManager!=None) animationManager.loopArmAnimation(animation); } simulated function bool isLoopingArmAnimation() { if (animationManager!=None) return animationManager.isLoopingArmAnimation(); return false; } simulated function string getArmAnimation() { if (animationManager!=None) return animationManager.getArmAnimation(); return ""; } simulated function stopArmAnimation() { if (animationManager!=None) animationManager.stopArmAnimation(); } // flinch animation simulated function playFlinchAnimation() { if (animationManager!=None) animationManager.playFlinchAnimation(); } // force movement state. // sets the character and fusion movement state to a specific value. // this method should be used only for network replication, as the movement // state is automatically updated as a result of the physics simulation. simulated function forceMovementState(MovementState state) { movementObject.forceMovementState(state); //log("force movement: "$state); movement = state; } // wake movement physics simulated function wake() { if (movementObject!=None) movementObject.wake(); } // tell movement object to recalculate its extents simulated function calculateExtents() { movementObject.calculateExtents(); } // bump notification simulated function Bump(Actor other) { local float combinedVelocity; local float impactDamage; local Buckler buckler; local Vector bucklerDir; //log(Name$" bumped by "$other.Name); if (Role == ROLE_Authority) { buckler = Buckler(weapon); if (buckler != None && buckler.hasAmmo() && Level.TimeSeconds - buckler.lastCheckTime > buckler.default.minCheckRate) { combinedVelocity = VSize(Velocity) + VSize(other.Velocity); if (combinedVelocity < buckler.default.minCheckVelocity) return; bucklerDir = Normal(Vector(motor.GetViewRotation())); if ((bucklerDir Dot Normal(other.Location - Location)) > buckler.cosDeflectionAngle) { buckler.lastChecktime = Level.TimeSeconds; impactDamage = buckler.checkingDamage + buckler.checkingDmgVelMultiplier * combinedVelocity; if (Character(Other) != None) Character(Other).blockMovementDamage = true; Other.TakeDamage(impactDamage, self, other.Location, bucklerDir * buckler.checkingMultiplier * combinedVelocity, class'DamageType'); buckler.TriggerEffectEvent('BucklerCheck'); } } } } // add impulse to character - only works when in fusion physics // note: impulse is an instantaneous change in momentum, ie. its units are mass*velocity simulated function addImpulse(Vector impulse) { if (Physics==PHYS_Movement) movementObject.addImpulse(impulse); } simulated function setVelocity(Vector newVelocity) { if (Physics==PHYS_Movement) movementObject.setVelocity(newVelocity); } // updated view bob for fusion movement function CheckBob(float DeltaTime, vector Y) { local float Speed; if (physics!=PHYS_Movement) super.CheckBob(DeltaTime, Y); if( !bWeaponBob ) { BobTime = 0; WalkBob = Vect(0,0,0); return; } Bob = FClamp(Bob, -0.01, 0.01); speed = vsize(velocity); if (movement==MovementState_SPRINT || Movement==MovementState_RUN || Movement==MovementState_WALK || Movement==MovementState_SLIDE || Movement==MovementState_STOP || Movement==MovementState_STAND) { if ( speed < 10 ) BobTime += 0.2 * DeltaTime; else BobTime += DeltaTime * (0.3 + 0.7 * speed/GroundSpeed); WalkBob = Y * Bob * speed * sin(8 * BobTime); AppliedBob = AppliedBob * (1 - FMin(1, 16 * deltatime)); WalkBob.Z = AppliedBob; if ( speed > 10 ) WalkBob.Z = WalkBob.Z + 0.75 * Bob * speed * sin(16 * BobTime); if ( LandBob > 0.01 ) { AppliedBob += FMin(1, 16 * deltatime) * LandBob; LandBob *= (1 - 8*Deltatime); } } else if (movement==MovementState_SWIM || movement==MovementState_FLOAT) { WalkBob = Y * Bob * 0.5 * speed * sin(4.0 * Level.TimeSeconds); WalkBob.Z = Bob * 1.5 * speed * sin(8.0 * Level.TimeSeconds); } else { BobTime = 0; WalkBob = WalkBob * (1 - FMin(1, 8 * deltatime)); } } // team // Get the Character's team object simulated function TeamInfo team() { if (tribesReplicationInfo == None) return Super.team(); else return tribesReplicationInfo.team; } function class<TeamInfo> teamClass() { local TeamInfo ti; ti = team(); if (ti == None) return None; else return ti.class; } // setTeam // Sets the Character's team object function setTeam(TeamInfo info) { local PlayerCharacterController pcc; pcc = PlayerCharacterController(Controller); if (tribesReplicationInfo != None) { tribesReplicationInfo.setTeam(info); if (tribesReplicationInfo.bTeamChanged) { tribesReplicationInfo.bTeamChanged = false; dispatchMessage(new class'MessageClientChangedTeam'(pcc, info, m_team)); BroadcastLocalizedMessage(Level.Game.GameMessageClass, 3, playerReplicationInfo,, info); } } Super.setTeam(info); } // DAMAGE FUNCTIONS function bool InGodMode() { return bGodMode || Super.InGodMode(); } function float getTeamDamagePercentage() { // The Character's teamDamagePercentage overrides value set in TeamInfo if it's anytying // other than 0% if (self.teamDamagePercentage != 0.0) return self.teamDamagePercentage; return GameInfo(Level.Game).playerTeamDamagePercentage; } function HitPosition CalculateHitPosition(Vector HitLocation) { if ((HitLocation.Z - Location.Z) >= HeadHeight) return HP_HEAD; if (motor != None) { if (((Location - HitLocation) Dot Vector(Rotation)) < 0) return HP_FRONT; else return HP_BACK; } return HP_IGNORE; } function PostTakeDamage( float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor) { local float actualDamage; local bool bAlreadyDead; local Controller Killer; local Rook attackerRook; local HitPosition hp; local int minimumTeamDamageHealth; local float positiveDamageAmount; local ModeInfo mode; local Vehicle vehicle; local Rook mount; local class<ProjectileDamageType> projectileDamageType; if ( Role < ROLE_Authority ) { //log(self$" client damage type "$damageType$" by "$instigatedBy); return; } // scale crushing damage from same team vehicles vehicle = Vehicle(instigatedBy); if (class<MovementCrushingDamageType>(damageType)!=none && vehicle!=None) { // check if vehicle on same team and scale crushing damage by modifier if (vehicle.lastOccupantTeam!=None && team()!=none && vehicle.lastOccupantTeam==team()) damage *= VehicleTeamCrushingDamageModifier; } // do nothing if a hidden vehicle occupant if (bHiddenVehicleOccupant) return; bAlreadyDead = (Health <= 0); mode = ModeInfo(Level.Game); actualDamage = Damage; if (damageType.static.doesPositionDamage()) { hp = CalculateHitPosition(hitlocation); switch (hp) { case HP_HEAD: actualDamage *= damageType.static.getHeadDamageModifier(); if (mode != None) mode.OnHeadShot(instigatedBy, self, damageType, actualDamage); break; case HP_BACK: actualDamage *= damageType.static.getBackDamageModifier(); if (mode != None) mode.OnBackstab(instigatedBy, self, damageType, actualDamage); break; } } if (shieldActive) actualDamage = actualDamage * (1.0 - shieldFractionDamageBlocked); if (personalShieldActive()) { actualDamage = personalShield.applyDamage(actualDamage, health); } attackerRook = Rook(instigatedBy); if (instigatedBy == self) removeTempInvincibility(); if (!InGodMode() && !bTempInvincible) { // Enforce team damage exclusivity (if specified, only someone on a certain team can affect this Character) if (attackerRook != None && team() != None && attackerRook.team() != None && (team().onlyDamagedByTeam == None || attackerRook.team() == team().onlyDamagedByTeam)) { minimumTeamDamageHealth = healthMaximum * getTeamDamagePercentage(); // Apply damage if it's enemy damage or self-inflicted if (!team().isFriendlyRook(attackerRook) || attackerRook == self) { ApplyDamage(instigatedBy, actualDamage); if (attackerRook != self && mode != None) { positiveDamageAmount = actualDamage; // Only report the amount of damage above what it took to kill if (Health < 0) positiveDamageAmount += Health; mode.OnPlayerDamage(instigatedBy, self, damageType, positiveDamageAmount); } } // Otherwise, only apply damage if health is above the minimum percentage else if (Health > minimumTeamDamageHealth) { ApplyDamage(instigatedBy, actualDamage); // If the friendly fire is not self-inflicted, clamp health if applicable if (self != attackerRook) { // Enforce team damage percentage by clamping if (Health / healthMaximum < getTeamDamagePercentage()) Health = minimumTeamDamageHealth; } } } else if (team()!=none && team().onlyDamagedByTeam != None && !bAlreadyDead) // glenn: safe to push around team ragdolls for fun { // Otherwise, if onlyDamagedByTeam has been set, get rid of momentum to prevent people from affecting this // Character at all momentum = vect(0,0,0); } else ApplyDamage(instigatedBy, actualDamage); } if ( HitLocation == vect(0,0,0) ) HitLocation = Location; if ( bAlreadyDead ) { Warn(self$" took regular damage "$damagetype$" from "$instigatedby$" while already dead at "$Level.TimeSeconds); ChunkUp(Rotation, DamageType); return; } if ( damageType == None ) Warn(self @ "damageType is None; applying" @ actualDamage @ "damage from" @ InstigatedBy @ "at" @ Level.TimeSeconds); else PlayHit(actualDamage,InstigatedBy, hitLocation, damageType, Momentum); if ( Health <= 0 ) { // give vehicle an opportunity to boot us before we ragdoll mount = getMount(); if (mount != None) { vehicle = Vehicle(mount); if (vehicle != None) { vehicle.driverLeave(true, vehicle.getOccupantPositionIndex(self)); // user tear off location as client may still think we are in the vehicle when we die TearOffLocation = Location; bTearOffLocationValid = true; } } // Set TRI health here since it won't get properly set in Tick() on death if (tribesReplicationInfo != None) { tribesReplicationInfo.health = Health; } // glenn: remove fusion collision response for movement damage to ensure correct ragdoll impact if ( ClassIsChildOf(damageType, class'MovementCollisionDamageType')) momentum = movementOldVelocity - Velocity; // pawn died if (instigatedBy!=None) Killer = instigatedBy.GetKillerController(); TearOffMomentum = momentum; Died(Killer, damageType, HitLocation); // play death sound PlayDeathSound( ClassIsChildOf( damageType, class'MovementCollisionDamageType' ), flameDamagePerSecond > 0 ); } else { // knockback without death // scale knockback in movement physics if (Physics==PHYS_Movement) momentum *= movementKnockbackScale; // scale based on projectile alive knockback scale projectileDamageType = class<ProjectileDamageType>(damageType); if (projectileDamageType!=none) momentum *= 1.0 - projectileFactor; unifiedAddImpulse(momentum); if ( Controller != None ) Controller.NotifyTakeHit(instigatedBy, HitLocation, actualDamage, DamageType, Momentum); // play hurt sounds PlayHurtSound(actualDamage); } MakeNoise(1.0); // Hit feedback for character objects if(Character(instigatedBy) != None && Character(instigatedBy) != self && ! bAlreadyDead) Character(instigatedBy).OnHitObject(self); generateAISpeechEvents( attackerRook ); } simulated function PlayHurtSound(int actualDamage) { if (Level.NetMode != NM_Client) clientPainType = CLIENTPAIN_Hurt; if ( actualDamage > 0 ) { if ( actualDamage >= DAMAGE_LARGE ) { if (Level.NetMode != NM_Standalone && Level.NetMode != NM_Client) { if (PlayerCharacterController(Controller) != None) PlayerCharacterController(Controller).PlayPainSound(CLIENTPAIN_BigHurt); } PlayMovementSpeech( 'HurtLarge' ); } else { if (Level.NetMode != NM_Standalone && Level.NetMode != NM_Client) { if (PlayerCharacterController(Controller) != None) PlayerCharacterController(Controller).PlayPainSound(CLIENTPAIN_Hurt); } PlayMovementSpeech( 'Hurt' ); } } } simulated function PlayDeathSound(bool bCratered, bool bFlame) { if ( bFlame ) { PlayMovementSpeech( 'DeathScream' ); if (Level.NetMode != NM_Standalone && Level.NetMode != NM_Client) { if (PlayerCharacterController(Controller) != None) PlayerCharacterController(Controller).PlayPainSound(CLIENTPAIN_Burnt); clientPainType = CLIENTPAIN_Burnt; } } else if ( bCratered ) { PlayMovementSpeech( 'DeathCrater' ); if (Level.NetMode != NM_Standalone && Level.NetMode != NM_Client) { if (PlayerCharacterController(Controller) != None) PlayerCharacterController(Controller).PlayPainSound(CLIENTPAIN_Cratered); clientPainType = CLIENTPAIN_Cratered; } } else { PlayMovementSpeech( 'Death' ); if (Level.NetMode != NM_Standalone && Level.NetMode != NM_Client) { if (PlayerCharacterController(Controller) != None) PlayerCharacterController(Controller).PlayPainSound(CLIENTPAIN_Death); clientPainType = CLIENTPAIN_Death; } } } //--------------------------------------------------------------------- // Equipment functions // equipmentHead function Equipment equipmentHead() { return m_equipmentHead; } // equipmentTail function Equipment equipmentTail() { local Equipment e; e = m_equipmentHead; while (e != None && e.next != None) e = e.next; return e; } function HandGrenade newGrenades(class<HandGrenade> grenadeClass) { if (altWeapon != None) altWeapon.Destroy(); addGrenades(new grenadeClass(self)); return HandGrenade(altWeapon); } function addGrenades(HandGrenade newGrenades) { altWeapon = newGrenades; if (altWeapon == None) return; if (altWeapon.Owner != self) altWeapon.SetOwner(self); altWeapon.Instigator = self; altWeapon.gotoHeldState(); dispatchMessage(new class'MessageEquipmentPickedUp'(newGrenades.Label, newGrenades.class)); } // newPack function Pack newPack(class<Pack> packClass) { local Pack result; result = Pack(newEquipment(packClass)); pack = result; if (pack != None) heldPackClass = pack.class; else heldPackClass = None; return result; } // addPack function addPack(Pack newPack) { addEquipment(newPack); pack = newPack; if (pack != None) heldPackClass = pack.class; else heldPackClass = None; PlayEffect("CharacterAddPack"); } simulated function putInWeaponSlot(Weapon w) { local int i; if (w == altWeapon || w == fallbackWeapon) return; // Check if the weapon is already in a slot for (i = 0; i < NUM_WEAPON_SLOTS; ++i) if (weaponSlots[i] == w) return; for (i = 0; i < NUM_WEAPON_SLOTS; ++i) { if (weaponSlots[i] == None) { weaponSlots[i] = w; return; } } } simulated function removeFromWeaponSlot(Weapon w) { local int i; if (w == altWeapon || w == fallbackWeapon) return; for (i = 0; i < NUM_WEAPON_SLOTS; ++i) { if (weaponSlots[i] == w) { weaponSlots[i] = None; return; } } } // newEquipment function Equipment newEquipment(class<Equipment> itemClass) { local Equipment item; item = spawn(itemClass, self); addEquipment(item); return item; } // addEquipment function addEquipment(Equipment item) { if (item.Owner != self) item.SetOwner(self); item.Instigator = self; item.next = m_equipmentHead; item.prev = None; if (m_equipmentHead != None) m_equipmentHead.prev = item; m_equipmentHead = item; item.startHeldByCharacter(self); item.gotoHeldState(); PlayEffect("CharacterAddEquipment"); dispatchMessage(new class'MessageEquipmentPickedUp'(item.Label, item.class)); } // removeEquipment function removeEquipment(Equipment item) { local Equipment e; e = m_equipmentHead; while (e != None) { if (e == item) { if (e.prev != None) e.prev.next = item.next; else m_equipmentHead = item.next; if (e.next != None) e.next.prev = item.prev; if (item == weapon) weapon = None; if (item == altWeapon) altWeapon = None; item.endHeldByCharacter(self); dispatchMessage(new class'MessageEquipmentDropped'(item.Label, item.class)); return; } e = e.next; } PlayEffect("CharacterRemoveEquipment"); } // nextEquipment // Returns the next piece of equipment of the given type, or returns None if no more equipment. // Searches from the actor referenced by 'from', or if 'from' is None, searches from the start of the list. function Equipment nextEquipment(Equipment from, optional class<Equipment> type) { local Equipment e; if (from == None) { // start at beginning of list e = m_equipmentHead; } else { e = from.next; } while (e != None) { if (type == None || e.IsA(type.name)) { // HACK: MPCarryableThower is not really a weapon if(! (type == class'Weapon' && e.IsA('MPCarryableThrower'))) return e; } e = e.next; } return None; } // prevEquipment // Returns the previous piece of equipment of the given type, or returns None if no more equipment. // Searches from the actor referenced by 'from', or if 'from' is None, searches from the end of the list. function Equipment prevEquipment(Equipment from, optional class<Equipment> type) { local Equipment e; if (from == None) { // start at end of list e = equipmentTail(); } else { e = from.prev; } while (e != None) { if (type == None || e.IsA(type.name)) { // HACK: MPCarryableThower is not really a weapon if(! (type == class'Weapon' && e.IsA('MPCarryableThrower'))) return e; } e = e.prev; } return None; } function dropEquipment() { local Array<Equipment> droppables; local Equipment e; local int i; local Vector zAxis; local Vector baseVector; local float angle; e = m_equipmentHead; while (e != None) { if (e.bCanDrop) droppables[droppables.length] = e; e = e.next; } if (altWeapon != None) { if (altWeapon.bCanDrop) droppables[droppables.length] = altWeapon; altWeapon = None; } zAxis.Z = 1.0; baseVector.X = 300.0; angle = (2 * Pi) / droppables.length; for (i = 0; i < droppables.length; ++i) { droppables[i].GotoState('Dropped'); droppables[i].Velocity += QuatRotateVector(QuatFromAxisAndAngle(zAxis, angle * i), baseVector); removeEquipment(droppables[i]); } } // destroyEquipment function destroyEquipment() { local Equipment e, d; e = m_equipmentHead; while (e != None) { d = e; e = e.next; d.endHeldByCharacter(self); d.Destroy(); } m_equipmentHead = None; weapon = None; pack = None; deployable = None; if (altWeapon != None) { altWeapon.Destroy(); altWeapon = None; } destroyFallbackWeapon(); } function int numWeaponsCarried() { local int count; local int i; count = 0; for (i = 0; i < NUM_WEAPON_SLOTS; ++i) if (weaponSlots[i] != None) ++count; return count; } function int numHealthKitsCarried() { local int count; local Equipment e; count = 0; e = m_equipmentHead; while (e != None) { if (e.IsA('HealthKit')) ++count; e = e.next; } return count; } // give default weapon to AI function giveDefaultWeapon() { local Weapon w; w = Weapon( nextEquipment( None, class'Spinfusor' )); // for now: just pick spinfusor if it's available if ( w == None ) w = Weapon( nextEquipment( None, None )); // and pick the first weapon in the list if not //w = Weapon( nextEquipment( None, class'Chaingun' )); // debug //w = Weapon( nextEquipment( None, class'GrenadeLauncher' )); //debug if ( w != None ) { motor.setWeapon(w); } } // GetKillerController function Controller GetKillerController() { return lastPossessor; } function activatePack() { local Pack workPack; // get pack workPack = Pack(nextEquipment(None, class'Gameplay.Pack')); // do nothing if no pack is carried if (workPack == None) return; PlayEffect("CharacterActivatePack"); workPack.activate(); } singular event BaseChange() { // stub it out to do nothing } // Set Acceleration simulated function unifiedSetAcceleration(Vector newAcceleration) { if (movementFrozen && health>0) return; if (Physics==PHYS_Movement) movementObject.setAcceleration(newAcceleration); else Super.unifiedSetAcceleration(newAcceleration); } // Set Position simulated function unifiedSetPosition(Vector newPosition) { if (movementFrozen && health>0) return; if (Physics==PHYS_Movement) { movementObject.setPosition(newPosition); setLocation(newPosition); } else Super.unifiedSetPosition(newPosition); } // Set Velocity simulated function unifiedSetVelocity(Vector newVelocity) { if (movementFrozen && health>0) return; if (Physics==PHYS_Movement) { setVelocity(newVelocity); Velocity = newVelocity; } else Super.unifiedSetVelocity(newVelocity); } // Add velocity simulated function unifiedAddVelocity(Vector deltaVelocity) { if (movementFrozen && health>0) return; if (Physics==PHYS_Movement) { movementObject.addVelocity(deltaVelocity); Velocity += deltaVelocity; } else Super.unifiedAddVelocity(deltaVelocity); } // Add Impulse simulated function unifiedAddImpulse(Vector impulse) { if (movementFrozen && health>0) return; if (Physics==PHYS_Movement) { addImpulse(impulse); velocity += impulse / unifiedGetMass(); } else Super.unifiedAddImpulse(impulse); } simulated function unifiedAddImpulseAtPosition(Vector impulse, Vector position) { if (movementFrozen && health>0) return; // calls the existing implementation in Character // position is ignored for fusion physics at the moment if (Physics==PHYS_Movement) { addImpulse(impulse); velocity += impulse / unifiedGetMass(); } else Super.unifiedAddImpulseAtPosition(impulse, position); } // Add Force simulated function unifiedAddForce(Vector force) { if (movementFrozen && health>0) return; if (Physics==PHYS_Movement) movementObject.addForce(force); // note: the effect of the force wont be seen until next update else Super.unifiedAddForce(force); } simulated function unifiedAddForceAtPosition(Vector force, Vector position) { if (movementFrozen && health>0) return; // position is ignored for fusion physics at the moment if (Physics==PHYS_Movement) movementObject.addForce(force); // note: the effect of the force wont be seen until next update else Super.unifiedAddForce(force); } simulated function float unifiedGetGravity() { if (Physics==PHYS_Movement) return gravity(); else return Super.unifiedGetGravity(); } // Speech system function playScriptedSpeech(Name lipsyncLocTag, Name dialogueLocTag, optional bool bPositional) { Level.speechManager.PlayScriptedSpeech(self, lipsyncLocTag, bPositional); /* local Name intLipsyncAnimName; local String intDialogue; intLipsyncAnimName = Name(LocalizeMapText("LipSync", String(lipsyncLocTag))); if (HasLIPSincAnim(intLipsyncAnimName)) PlayLIPSincAnim(intLipsyncAnimName); intDialogue = LocalizeMapText("Dialogue", String(dialogueLocTag)); // TODO: Send subtitle dialogue to message window in the HUD, for now just log it Log(intDialogue); */ } function playPlayerScriptedSpeech(Sound scriptedSpeech, Name dialogueLocTag) { local String intDialogue; PlaySound(scriptedSpeech, 1.0,,, 1000); intDialogue = LocalizeMapText("Dialogue", String(dialogueLocTag)); // TODO: Send subtitle dialogue to message window in the HUD, for now just log it Log(intDialogue); } function playDynamicSpeech(Sound dynamicSpeech, Name dialogueLocTag) { local String intDialogue; PlaySound(dynamicSpeech, 1.0,,, 1000); intDialogue = Localize("DynamicSpeech", String(dialogueLocTag), "Gameplay"); // TODO: Send subtitle dialogue to message window in the HUD, for now just log it Log(intDialogue); } function playQuickChatSpeech() { } // End speech system // Grappler related stuff function addGrapplerCharacter(Character c) { local int i; for (i = 0; i < grapplerCharacters.length; ++i) if (grapplerCharacters[i] == c) return; grapplerCharacters[grapplerCharacters.length] = c; } function removeGrapplerCharacter(Character c) { local int i; for (i = 0; i < grapplerCharacters.length; ++i) { if (grapplerCharacters[i] == c) { grapplerCharacters.remove(i, 1); return; } } } simulated function tickGrappler(float Delta) { if (proj != None) { if (rope == None) createRope(); updateGrapplerRopeThirdPerson(); if (!shouldBreakRope()) { if (bAttached && bReelIn) ropeNaturalLength = FMax(0.0, ropeNaturalLength - grapplerClass.default.reelinLengthRate * Delta); } else breakGrapple(); } else if (rope != None) { rope.Destroy(); rope = None; } } simulated function updateGrapplerRopeEquippedFirstPerson() { if (proj != None) { if (rope == None) createRope(); if (rope != None) { rope.Move(weapon.GetBoneCoords(weapon.projectileSpawnBone).origin - rope.Location); rope.SetRotation(Rotator(proj.Location - rope.Location)); updateRopeDrawScale(); } } } simulated function updateGrapplerRopeThirdPerson() { local Vector locationOffset; if (rope != None) { if (weapon == None || !weapon.bIsFirstPerson || Grappler(weapon) == None) { locationOffset = Location; locationOffset.Z += 20; rope.Move(locationOffset - rope.Location); } rope.SetRotation(Rotator(proj.Location - rope.Location)); updateRopeDrawScale(); } } simulated function createRope() { rope = new grapplerClass.default.ropeClass; if (bAttached) { rope.PlayAnim('Straight'); } else { rope.AnimBlendParams(1, 0.0); rope.AnimBlendToAlpha(1, 1.0, 2.0); rope.PlayAnim('Flap', 2.0); rope.PlayAnim('Straight',,,1); } } function bool shouldBreakRope() { local float ropeLength; if (Level.NetMode == NM_Client) return false; ropeLength = VSize(proj.Location - rope.Location); if (Controller == None) { //Log("!!!!!!!!Break grapple: Controller was None"); return true; } if (bAttached && (proj.Base == None || proj.Base.bDeleteMe)) { //Log("!!!!!!!!Break grapple: Projectiles base was None or destroyed"); return true; } if (ropeLength > grapplerClass.default.maxRopeLength) { //Log("!!!!!!!!Break grapple: Rope got too long"); return true; } if (ropeObstructionTrace(ropeLength - grapplerClass.default.ropeNonCollisionLength)) { //Log("!!!!!!!!Break grapple: Rope was obstructed"); return true; } return false; } // Returns true if the rope is obstructed, false otherwise native function bool ropeObstructionTrace(float traceLength); simulated function updateRopeDrawScale() { local Vector newDrawScale3D; newDrawScale3D = grapplerClass.default.ropeClass.default.DrawScale3D; newDrawScale3D.X = VSize(rope.Location - proj.Location) / ROPE_MESH_LENGTH; rope.SetDrawScale3D(newDrawScale3D); } function attachGrapple() { bAttached = true; playAttachedAnim(); if (rope != None) ropeNaturalLength = VSize(proj.Location - rope.Location); else ropeNaturalLength = 0.0; } simulated function PlayDying(class<DamageType> DamageType, vector HitLoc) { // remove third person packs if (Level.NetMode == NM_Client) destroyThirdPersonMesh(); super.PlayDying(DamageType, HitLoc); } simulated function playAttachedAnim() { if (rope != None) { rope.StopAnimating(true); rope.PlayAnim('Straight'); } if (Grappler(weapon) != None) grapplerClass.default.animClass.static.playEquippableAnim(weapon, 'Attach'); } simulated event BreakGrapple() { // call this when the grapple breaks because it will play the breaking sound detachGrapple(); } simulated function detachGrapple(optional bool bNoRemove) { if (bAttached && Grappler(weapon) != None) grapplerClass.default.animClass.static.playEquippableAnim(weapon, 'Deattach'); bAttached = false; if (proj != None) { if (Character(proj.Base) != None && !bNoRemove) Character(proj.Base).removeGrapplerCharacter(self); if (Level.NetMode != NM_Client) proj.Destroy(); proj = None; } if (rope != None) { rope.Destroy(); rope = None; } } simulated event bool GetGrappleData(out Actor attachedTo, out Vector attachedPoint, out float naturalLength) { if (bAttached && proj != None && proj.Base != None) { if (proj.Base.bWorldGeometry || MPCarryableContainer(proj.Base) != None) { attachedTo = None; attachedPoint = proj.Location; } else { attachedTo = proj.Base; attachedPoint = Vect(0.0, 0.0, 0.0); } naturalLength = ropeNaturalLength; return true; } return false; } simulated event GetOtherGrappleCount(out int count) { count = grapplerCharacters.length; } simulated event GetOtherGrappleData(int index, out Character other, out float naturalLength) { // note: other will always be a character (only characters can be the source of a grapple!) other = grapplerCharacters[index]; if (other != None) naturalLength = other.ropeNaturalLength; } simulated event SetNaturalRopeLength(float length) { ropeNaturalLength = length; } // End grappler related stuff // // This is the main version of GetRadarInfoClass, because most items to be // displayed on the radar will be of type rook // simulated function class GetRadarInfoClass() { if(armorClass != None) return armorClass.default.radarInfoClass; return super.GetRadarInfoClass(); } // updateUserSkin // sets the skin on the character specified in the tribesReplicationInfo simulated function updateUserSkin() { // apply skin if (tribesReplicationInfo != None) { if (tribesReplicationInfo.userSkinClass != userSkinClass) { userSkinClass = tribesReplicationInfo.userSkinClass; userSkinClass.static.applyToCharacter(self); } if (jetpack != None && tribesReplicationInfo.userSkinClass != jetpack.userSkinClass) { jetpack.userSkinClass = tribesReplicationInfo.userSkinClass; jetpack.userSkinClass.static.applyToJetpack(jetpack); } if (arms != None && tribesReplicationInfo.userSkinClass != arms.userSkinClass) { arms.userSkinClass = tribesReplicationInfo.userSkinClass; arms.userSkinClass.static.applyToArms(arms); } } } // projectiles should not hit us if shot by a turret we are driving simulated event bool ShouldProjectileHit(Actor projInstigator) { local Turret t; local Vehicle vehicle; local VehicleMountedTurret vehicleTurret; if (!Super.ShouldProjectileHit(projInstigator)) return false; t = Turret(projInstigator); if (t != None) { if (t.driver == self) return false; } // handle case character is an occupant of a vehicle vehicle = Vehicle(projInstigator); if (vehicle == None) { vehicleTurret = VehicleMountedTurret(projInstigator); if (vehicleTurret != None) vehicle = vehicleTurret.ownerVehicle; } if (vehicle != None && vehicle.isOccupant(self)) return false; return true; } simulated function Touch(Actor other) { if (other.bBlockPlayers) wake(); } simulated function UnTouch(Actor other) { if (other.bBlockPlayers) wake(); } simulated function bool isZoomed() { return bZoomed && bCanZoom; } simulated function setZoomed(bool b) { bZoomed = b; } simulated event bool isFemale() { local PlayerCharacterController player; player = PlayerCharacterController(controller); if (player==none) return false; if (player.isSinglePlayer()) return bIsFemale; else return TribesReplicationInfo.bIsFemale; } simulated function int getModifiedAmmo(int baseAmmo) { return baseAmmo; } simulated function int getMaxAmmo(class<Weapon> wc) { return getModifiedAmmo(armorClass.static.maxAmmo(wc)); } native function bool isTouchingEnergyBarrier(); simulated event bool ShouldActorsBlockSplash() { return Turret(getMount()) != None; } function KilledBy( pawn EventInstigator ) { local Controller Killer; Health = 0; if ( EventInstigator != None ) Killer = EventInstigator.Controller; if( armorClass != None && armorClass.default.suicideDamageTypeClass != None ) Died( Killer, armorClass.default.suicideDamageTypeClass, Location ); else Died( Killer, class'Suicided', Location ); } function teleportTo(Vector newLoc, Rotator newRot) { // un-grapple if we're grappled while (grapplerCharacters.length > 0) { grapplerCharacters[0].detachGrapple(true); grapplerCharacters.remove(0, 1); } detachGrapple(); unifiedSetPosition(newLoc); unifiedSetRotation(newRot); } defaultproperties { bNetNotify = true bPhysicsAnimUpdate = true bNoRepMesh = false energy = 100 energyMinimum = 10 energyMaximum = 100 energyRechargeScale = 1 weaponBone = "bip01 r hand" Mesh = SkeletalMesh'LightArmour.PhoenixLight' hudType = "TribesGUI.TribesCharacterHUD" CharacterName = "" bActorShadows = 1 bWeaponBob = 1 Physics = PHYS_Movement MovementObjectClass = "Gameplay.CharacterMovementObject" eyeBoneName = "BIP01 HEAD" alertness = Alertness_Combat jetpackBone = jetpack regenerationActive = false regenerationRateHealthPerSecond = 5 packLeftBone = packLeft packRightBone = packRight shieldActive = false peripheralVision = 0.5 // 60 degrees either side for a total of 120 degrees SightRadius = 6000.0 VisionUpdateRange = (Min=0.6,Max=0.8) effectLogging = false playerControllerState = "CharacterMovement" grapplerClass = class'Gameplay.Grappler' grapplerRetentionScale = 0.2 walkAnimationSpeed = 100 runAnimationSpeed = 300 sprintAnimationSpeed = 500 neutralAimAnimationRootBone = "BIP01 HEAD" alertAimAnimationRootBone = "BIP01 HEAD" combatAimAnimationRootBone = "BIP01 NECK" upperBodyAnimationRootBone = "BIP01 SPINE1" armAnimationRootBone = "BIP01 R CLAVICLE" bApplyHealthFilter = true bTriggerEffectEventsBeforeGameStarts = true bBlockHavok = true bCollideActors = true bDisableHavokCollisionWhenAttached = false bHavokCharacterCollisions=true bHavokCharacterCollisionExtraRadius=75 movement = MovementState_Stand invicibilityMaterial = Shader'FX.ScreenShader' packDrawScale = 1 bNeedPostRenderCallback = true // required for DoIdentify to work movementKnockbackScale = 1.0 vehicleTeamCrushingDamageModifier = 0 weaponNotHeldTime = 1.0 // required for initial not holding weapon in SP } |
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