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class ClientSideCharacter extends Core.RefCount dependsOn(ObjectiveInfo) dependsOn(Deployable) dependsOn(RadarInfo) native; import enum EObjectiveStatus from ObjectiveInfo; import enum EObjectiveType from ObjectiveInfo; import enum EAllyType from ObjectiveInfo; import enum EStateType from ObjectiveInfo; import enum EInputKey from Interactions; import enum EColorType from RadarInfo; enum ETeamAlignment { TA_Neutral, TA_Friendly, TA_Enemy }; // Mouse pointer position var int MouseX; var int MouseY; // user pref values var EColorType UserPrefColorType; // Level time var float levelTimeSeconds; var bool bNeedCountDownTimer; var bool bRoundCountingDown; var float countDown; var float respawnTime; // character location var Vector charLocation; var Rotator charRotation; // movement stats var float Velocity; // prompt window text & useable object marker var string promptText; var Vector useableObjectLocation; var bool bUseableObjectSwitch; var bool bCanBeUsed; // true when the player can actually use the object (ie: in the zone) var bool bEnabledForUse; // true if the object is enabled for use var bool bUseableObjectPowered; // health and energy var float health; var float healthMaximum; var float energy; var float energyMaximum; var bool bShowEnergyBar; var float energyWeaponDepleted; var float healthInjectionAmount; var bool bHotkeysUpdated; var float throwForceMax; var float throwForce; var bool bZoomed; var float zoomMagnificationLevel; // equipment struct native HUDWeaponInfo { var class<Weapon> type; var int ammo; var string hotkey; var bool bCanFire; var float refireTime; var float timeSinceLastFire; var float Spread; }; // index of the currently equipped weapon var int activeWeaponIdx; // WeaponInfo of the current USED weapon: this is set for vehicles & turrets var HUDWeaponInfo activeWeapon; var HUDWeaponInfo fallbackWeapon; var HUDWeaponInfo weapons[3]; var HUDWeaponInfo grenades; var class<MPCarryable> carryable; var int numCarryables; var class<Deployable> deployable; var class<Equipment> questItem; var class<Pack> pack; var class<HealthKit> healthKit; var int healthKitQuantity; var string deployableHotkey; var string healthKitHotkey; var string packHotkey; var string carryableHotkey; // deployable state data var Deployable.eDeployableInfo deployableState; var bool bDeployableActive; var float deployableUseTime; // pack state data var enum ePackState { PS_Recharging, PS_Active, PS_Ready } packState; var float packProgressRatio; // team/base data struct native SpawnPointData { var bool bValid; var String SpawnPointName; var Vector SpawnPointLocation; }; const MAX_SPAWN_AREAS = 20; var SpawnPointData spawnAreas[MAX_SPAWN_AREAS]; // length is max respawn bases + max respawn vehicles var bool bShowRespawnMap; // set when the respawn screen should show a map (after timeout) var bool bInstantRespawnMode; // whether the respawn screen should show in instant respawn mode // game data var class<GameInfo> gameClass; var bool bAwaitingTournamentStart; var int ownTeamScore; var int otherTeamScore; var string ownTeam; var string otherTeam; var Material ownTeamIcon; var Material otherTeamIcon; var Color ownTeamColor; var Color ownTeamHighlightColor; var Color otherTeamColor; var Color otherTeamHighlightColor; var bool bNoMoreCarryables; var Color relativeFriendlyTeamColor; var Color relativeFriendlyHighlightColor; var Color relativeEnemyTeamColor; var Color relativeEnemyHighlightColor; var Color neutralColor; var Color neutralHighlightColor; // whether the player hit an object last tick var bool bHitObject; var float lastHitObjectTime; // whether the player was hit by an enemy, and from what direction enum EDirectionType { DAMAGE_Front, DAMAGE_Rear, DAMAGE_Left, DAMAGE_Right, DAMAGE_Top, DAMAGE_Bottom, MAX_DAMAGE_DIRECTIONS }; var int DamageAmounts[7]; // Target data var class targetType; var String targetLabel; var float targetHealth; var float targetHealthMax; var float targetShield; var float targetShieldMax; var float targetDistance; var float targetFunctionalHealthThreshold; var ETeamAlignment targetTeamAlignment; var class<TeamInfo> targetTeam; var bool targetCanBeDamaged; // Vehicle specific information struct native HUDPositionData { var int posX; var int posY; var bool bOccupiedByPlayer; var bool bOccupied; var bool bNotLabelled; var String SwitchHotKey; }; var Array<HUDPositionData> vehiclePositionData; var Material vehicleManifestSchematic; var float vehicleHealth; var float vehicleHealthMaximum; // Turret health var float turretHealth; var float turretHealthMaximum; // player UI flags var bool bCanExitRespawnHUD; // whether the player should be able to exit the respawn HUD var String ExitRespawnKeyText; var int ExitRespawnKeyBinding; var String ShowCommandMapKeyText; // Game and round data var int livesLeft; var bool bWaitingForRoundEnd; var int matchScoreLimit; var String watchedPlayerName; var int ping; // Player Score data var int OffenseScore; var int DefenseScore; var int StyleScore; // Level description var String levelDescription; //////////////////////////////////////////////////////////// // Radar/Sensor data var Vector mapOrigin; var float mapExtent; var Material radarUnderlayMaterial; var float zoomFactor; var bool bSensorGridFunctional; // Points of interest struct native POIInfo { var class<RadarInfo> RadarInfoClass; var Vector Location; var String LabelText; }; var Array<POIInfo> POIData; // Detected allies data var Array<class> detectedAlliesClass; var Array<float> detectedAlliesXPosition; var Array<float> detectedAlliesYPosition; var Array<int> detectedAlliesHeight; var Array<byte> detectedAlliesState; // Detected enemies data var Array<class<TeamInfo> > detectedEnemiesTeam; var Array<class> detectedEnemiesClass; var Array<float> detectedEnemiesXPosition; var Array<float> detectedEnemiesYPosition; var Array<int> detectedEnemiesHeight; var Array<int> detectedEnemiesScreenX; var Array<int> detectedEnemiesScreenY; var Array<byte> detectedEnemiesState; struct native ClientObjectiveInfo { var class radarInfoClass; var string description; var EObjectiveStatus status; var EObjectiveType type; var bool bFlashing; var byte state; var bool isFriendly; var class<TeamInfo> TeamInfoClass; }; struct native ClientObjectiveActorInfo { var byte objectiveDataIndex; var bool IsFriendly; var class<TeamInfo> TeamInfoClass; var float XPosition; var float YPosition; var float Distance; var int Height; var int ScreenX; var int ScreenY; var bool bFlashing; }; // Objectives var Array<ClientObjectiveInfo> ObjectiveData; var Array<ClientObjectiveActorInfo> ObjectiveActorData; // Local sensed data struct native MarkerData { var class<RadarInfo> Type; var int ScreenX; var int ScreenY; var byte State; var bool Friendly; var class<TeamInfo> Team; }; var Array<MarkerData> markers; //////////////////////////////////////////////////////////// // Chat & general messaging data var bool bDisplayChatWindow; // Chat window sizes var int CurrentChatWindowSize; var int ChatScrollDelta; enum EMessageType { MessageType_Global, MessageType_Ally, MessageType_Enemy, MessageType_Subtitle, MessageType_System, MessageType_StatHigh, MessageType_StatMedium, MessageType_StatLow, MessageType_StatPenalty, MAX_MESSAGE_TYPES }; struct native HUDMessage { var String Text; var EMessageType Type; }; // messages var Array<HUDMessage> Messages; // announcer messages var Array<String> Announcements; // personal messages var Array<HUDMessage> PersonalMessages; // event messages struct native EventMessage { var String StringOne; var EMessageType StringOneType; var String StringTwo; var EMessageType StringTwoType; var Material IconMaterial; }; var Array<EventMessage> EventMessages; var bool bTalk; // set by the controller when the player wants to talk (global) var bool bTeamTalk; // set by the controller when the player wants to talk (team only) var bool bQuickChat; // set by the controller when the player wants to use quick chat var bool aHeadIsTalking; var Array<String> loadoutNames; var Array<byte> loadoutEnabled; var bool bLoadoutSelection; // set to true when the user is in the loadout selection menu event ETeamAlignment GetTeamAlignment(PlayerCharacterController localController, PlayerReplicationInfo PRI) { if(TribesReplicationInfo(PRI).team == None) return TA_Neutral; else if(localController.IsFriendly(PRI)) return TA_Friendly; else return TA_Enemy; } event Color GetTeamColor(ETeamAlignment alignment, optional bool bHighlight, optional class<TeamInfo> ObjectTeam) { // neutral colours are the same regardless of preference if(alignment == TA_Neutral) { if(bHighlight) return neutralHighlightColor; else return neutralColor; } else if(UserPrefColorType == COLOR_Relative) { if(alignment == TA_Friendly) { if(bHighlight) return relativeFriendlyHighlightColor; else return relativeFriendlyTeamColor; } else if(alignment == TA_Enemy) { if(bHighlight) return relativeEnemyHighlightColor; else return relativeEnemyTeamColor; } } else if(UserPrefColorType == COLOR_Team) { if(ObjectTeam != None) { if(bHighlight) return ObjectTeam.default.TeamHighlightColor; else return ObjectTeam.default.TeamColor; } else if(alignment == TA_Friendly) { if(bHighlight) return ownTeamHighlightColor; else return ownTeamColor; } else if(alignment == TA_Enemy) { if(bHighlight) return otherTeamHighlightColor; else return otherTeamColor; } } } // have to have this accessor function because UCC chokes // if you try to externally access an array bigger than 19 function SpawnPointData GetSpawnArea(int index) { return spawnAreas[index]; } // have to have this accessor function because UCC chokes // if you try to externally access an array bigger than 19 function SetSpawnArea(int index, SpawnPointData data) { spawnAreas[index] = data; } defaultproperties { relativeFriendlyTeamColor=(R=20,G=220,B=20,A=255) relativeFriendlyHighlightColor=(R=0,B=0,G=255,A=255) relativeEnemyTeamColor=(R=220,G=20,B=20,A=255) relativeEnemyHighlightColor=(R=255,G=0,B=0,A=255) neutralColor=(R=128,G=128,B=128,A=255) neutralHighlightColor=(R=196,G=196,B=196,A=255) } |
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