Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Gameplay.CharacterMotor


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
00299
00300
00301
00302
00303
00304
00305
00306
00307
00308
class CharacterMotor extends Motor implements IFiringMotor
	native;

import enum GroundMovementLevels from Character;

var Character			character;
var Name				switchingToState;
var Weapon				switchToWeapon;
var Weapon				lastUsedWeapon;
var Deployable			switchToDeployable;
var float				unequipDuration;
var bool				bFirePressed;

// construct
overloaded simulated function construct( actor Owner, optional optional name Tag, 
										  optional vector Location, optional rotator Rotation)
{
	Super.construct(Owner, Tag, Location, Rotation);

	character = Character(Owner);
	if (character == None)
	{
		LOG("ERROR: CharacterMotor's owner is not a pawn");
	}
}

// moveCharacter
native function moveCharacter(optional float forward, optional float strafe, optional float jump,
							  optional float ski, optional float thrust, optional GroundMovementLevels groundMovementLevel);

// setMoveRotation
native function setMoveRotation(Rotator r);

// setAIMoveRotation
// Temporary function for AI's which sets desiredRotation, not rotation directly
// As soon as Fusion handles ticked rotations this function becomes redundant
native function setAIMoveRotation(Rotator r);

// setViewRotation
native function setViewRotation(Rotator r);

// getMoveRotation
native function Rotator getMoveRotation();

// getMoveYawDelta
native function int getMoveYawDelta();

// getViewRotation
native function Rotator getViewRotation();

function bool aimAdjustViewRotation()
{
	return true;
}

// fire
native function fire(optional bool fireOnce);

// altFire
native function altFire(optional bool fireOnce);

// releaseAltFire
native function releaseAltFire();

// releaseFire
native function releaseFire();

function bool shouldFire(Equippable e)
{
	return bFirePressed && Character.weapon == e;
}

function setFirePressed(Equippable e, bool pressed)
{
	if (Character.weapon == e)
		bFirePressed = pressed;
}

function bool canUnequip()
{
	if (character.weapon != None)
		return character.weapon.canUnequip();
	
	if (character.deployable != None)
		return character.deployable.canUnequip();

	return true;
}

// setWeapon
event bool setWeapon(Weapon w)
{
	if (canUnequip() && (w == None || (w != character.weapon && w != switchToWeapon)))
	{
		lastUsedWeapon = w;
		switchToWeapon = w;
		switchingToState = 'SwitchingToWeapon';
		GotoState('SwitchingEquippables');
		return true;
	}

	return false;
}

// setDeployable
event bool setDeployable(Deployable d)
{
	if (canUnequip())
	{
		lastUsedWeapon = character.weapon;
		switchToDeployable = d;
		switchingToState = 'SwitchingToDeployable';
		GotoState('SwitchingEquippables');
		return true;
	}

	return false;
}

state SwitchingEquippables
{
begin:
	if (character.deployable != None)
	{
		unequipDuration = character.deployable.unequipDuration;
		character.deployable.unEquip();
		character.deployable = None;
	}

	if (character.weapon != None)
	{
		unequipDuration = character.weapon.unequipDuration;
		character.weapon.unEquip();
		character.weapon = None;
	}

	Sleep(unequipDuration);

	GotoState(switchingToState);
}

state SwitchingToWeapon
{
	function BeginState()
	{
		if (switchToWeapon != None)
		{
			switchToWeapon.equip();
			character.weapon = switchToWeapon;
		}
	}

begin:
	if (character.weapon != None)
		Sleep(character.weapon.equipDuration);

	switchToWeapon = None;
}

state SwitchingToDeployable
{
	function BeginState()
	{
		if (switchToDeployable != None)
		{
			switchToDeployable.equip();
			character.deployable = switchToDeployable;
		}
	}

begin:
	if (character.weapon != None)
		Sleep(character.deployable.equipDuration);

	switchToDeployable = None;
}

// setZoomed
event setZoomed(bool bZoomed)
{
	character.setZoomed(bZoomed);
}

simulated function vector getProjectileSpawnLocation()
{
	if (character.weapon == None)
	{
		warn("attempted to get projectile spawn location from character with no weapon");
		return character.location;
	}

	return character.weapon.calcProjectileSpawnLocation(getViewRotation());
}

function useEnergy(float amount)
{
	character.useEnergy(amount);
}

function float getEnergy()
{
	return character.energy;
}

function onShotFiredNotification()
{
	// ignore
}

simulated function vector getFirstPersonEquippableLocation(Equippable subject)
{
	local Vector v;
	local Rotator r;
	local Actor a;
	
	local PlayerController characterPlayerController;
	local PlayerController localPlayerController;
	local DemoController demoController;

	local bool bStoredBehindView;

	if (character.controller == None)
		return character.Location;

	characterPlayerController = PlayerController(character.controller);
	localPlayerController = Level.GetLocalPlayerController();
    demoController = DemoController(localPlayerController);	
	
	if ((characterPlayerController!=None && characterPlayerController==localPlayerController && demoController==None) ||
        (demoController!=None && demoController.ViewTarget==character))
    {
	    // players

		// Always calculate weapon location from first person
		bStoredBehindView = localPlayerController.bBehindView;
		localPlayerController.bBehindView = false;

		localPlayerController.PlayerCalcView(a, v, r);

		localPlayerController.bBehindView = bStoredBehindView;

		v += subject.getFirstPersonOffset() >> r;
		v -= (character.WalkBob * subject.firstPersonBobMultiplier);
	}
	else
	{
	    // ais
	
		v = character.Location + (subject.getFirstPersonOffset() >> character.controller.GetViewRotation()) + (character.WalkBob * (1.0 - subject.firstPersonBobMultiplier));
		v.Z += character.EyeHeight;
	}

	return v;
}

simulated function rotator getFirstPersonEquippableRotation(Equippable subject)
{
    local PlayerController characterPlayerController;
	local PlayerController localPlayerController;
	local DemoController demoController;

	characterPlayerController = PlayerController(character.controller);
	localPlayerController = Level.GetLocalPlayerController();
    demoController = DemoController(localPlayerController);	

	if (characterPlayerController == None && demoController == None)
	{
		return Rot(0, 0, 0);
	}

	if (demoController!=None && demoController.ViewTarget==character)
    	return character.Controller.Rotation;
    else
    	return character.Controller.GetViewRotation();
}

simulated function getThirdPersonEquippableAttachment(Equippable subject, out Rook attachTo, out name boneName)
{
	attachTo = character;
	boneName = subject.thirdPersonAttachmentBone;
}

function Rook getPhysicalAttachment()
{
	return character;
}

function Weapon getWeapon()
{
	return character.weapon;
}

simulated function Actor getEffectsBaseActor()
{
	return None;
}

simulated function bool customFiredEffectProcessing()
{
	return false;
}

simulated function doCustomFiredEffectProcessing()
{
	assert(false);
}

simulated function getAlternateAimAdjustStart(rotator cameraRotation, out vector newAimAdjustStart);

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: ne 5.9.2004 15:53:16.000 - Creation time: st 23.5.2018 00:10:42.746 - Created with UnCodeX