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// Deployable // Base class for deployables. The deployable object represents a piece of equipment that can be carried // by the player and then deployed somewhere. Once deployed, the object cannot be picked up again. // // Generally this class has no need to be used, instead used the derived BaseDeviceDeployable class. Objects // that can be deployed themselves should be a type of BaseDevice, but this class remains in case the deployable // system needs to be extended in another direction. class Deployable extends Equippable native abstract; var() float deployRange "The maximum range from the player at which the object can be deployed"; var() bool bCanDeployOnWall "If true, the object can be spawned on a wall, else the object must be spawned on the floor"; var() float exclusiveRange "The minimum distance that deployables of the same type can be deployed from each other. 0 to disable."; var() bool bCanBeStolen "If false, the enemy cannot take the deployable until it has been previously held by a member of the friendly team."; var bool bDeployed; var bool bIsInStation; var TeamInfo team; var bool bDeploying; var() Material hudReticuleOk "Reticule shown when deployable can be placed successfully"; var() float hudReticuleOkWidth "Width of the reticule texture"; var() float hudReticuleOkHeight "Height of the reticule texture"; var() float hudReticuleOkCenterX "X co-ord on the texture of the hud center"; var() float hudReticuleOkCenterY "Y co-ord on the texture of the hud center"; var() Material hudReticuleBad "Reticule shown when deployable cannot be placed successfully"; var() float hudReticuleBadWidth "Width of the reticule texture"; var() float hudReticuleBadHeight "Height of the reticule texture"; var() float hudReticuleBadCenterX "X co-ord on the texture of the hud center"; var() float hudReticuleBadCenterY "Y co-ord on the texture of the hud center"; var() Rotator deployRotOffset "Rotation applied to the deployable after it is deployed"; var() Name thirdPersonInventoryAttachmentBone "Attachment bone used when the deployable is not selected, but held in the inventory"; var() Vector thirdPersonInventoryAttachmentOffset "Offset from attachment point for 3rd person mesh, while the deployable is not selected"; var Name originalAttachmentBone; var() Name deployedQuickChatTag "Quick chat tag to announce when deployed"; enum eDeployableInfo { DeployableInfo_Ok, DeployableInfo_TooFar, DeployableInfo_NoSurface, DeployableInfo_Blocked, DeployableInfo_SameTypeTooNear, DeployableInfo_InvalidTargetObject, DeployableInfo_BadState }; var eDeployableInfo lastTestResult; replication { reliable if (Role == ROLE_Authority) bDeployed, bIsInStation; reliable if (Role == ROLE_Authority && bNetOwner) lastTestResult; } simulated function PostNetReceive() { if (bIsInStation) GotoState('DeployableStation'); else super.PostNetReceive(); } // PostNetBeginPlay simulated function PostNetBeginPlay() { Super.PostNetBeginPlay(); if (Mesh != None) PlayAnim('Closed'); } simulated function bool armsFirstPersonStatus(bool bNewIsFirstPerson) { return false; } // canPickup function bool canPickup(Character potentialOwner) { local Deployable existing; if (!bCanBeStolen && team != None && potentialOwner.team() != None && potentialOwner.team() != team) return false; if (!potentialOwner.armorClass.static.isDeployableAllowed(class)) { // potentialOwner.ClientMessage("Your armor does not allow you to pick up this deployable."); return false; } existing = Deployable(potentialOwner.nextEquipment(None, class'Deployable')); if (existing != None) { // potentialOwner.ClientMessage("You can only carry one deployable at a time."); return false; } return true; } function eDeployableInfo testDeploy() { lastTestResult = doDeploy(true); return lastTestResult; } simulated function bool EncroachingOn(Actor Other) { return bDeploying; } simulated private function eDeployableInfo doDeploy(optional bool bTest) { local bool bOldColActors; local bool bOldColWorld; local bool bOldBlockActors; local bool bOldBlockPlayers; local bool bOldUseCylinderCollision; local vector startTrace, hitNormal, endTrace; local vector loc; local rotator newRotation; local Actor a; local eDeployableInfo result; local Character charOwner; local Actor allD; bDeploying = true; bOldColWorld = bCollideWorld; bOldColActors = bCollideActors; bOldBlockActors = bBlockActors; bOldBlockPlayers = bOldBlockPlayers; bOldUseCylinderCollision = bUseCylinderCollision; charOwner = Character(Owner); startTrace = charOwner.Location + charOwner.EyePosition(); endTrace = startTrace + Vector(charOwner.motor.getViewRotation()) * deployRange; bCollideWorld = false; SetCollision(false, false, false); result = DeployableInfo_Ok; // test for deployment range a = charOwner.Trace(loc, hitNormal, endTrace, startTrace, true, Vect(0.1,0.1,0.1)); loc += hitNormal * (CollisionHeight * 0.5); if (a == None || VSize(loc - startTrace) > deployRange) { result = DeployableInfo_TooFar; } // make sure we don't deploy onto vehicles or havok objects if (DynamicObject(a) != None || Vehicle(a) != None || VehicleSpawnPoint(a) != None || BaseDevice(a) != None || MPActor(a) != None) result = DeployableInfo_InvalidTargetObject; bUseCylinderCollision = true; bCollideWorld = true; SetCollision(true, true, true); // check if we can deploy onto a wall if (result == DeployableInfo_Ok && !bCanDeployOnWall) { if (Vect(0, 0, 1) Dot hitNormal < 0.5) { result = DeployableInfo_NoSurface; } } // check if we can deploy near other deployables if (result == DeployableInfo_Ok && exclusiveRange > 0) { ForEach DynamicActors(class, allD) { if (allD != self && VSize(allD.Location - loc) < exclusiveRange && Deployable(allD).bDeployed) { result = DeployableInfo_SameTypeTooNear; break; } } } if (result == DeployableInfo_Ok) { newRotation.Yaw = charOwner.Rotation.Yaw; newRotation += deployRotOffset; if (bTest) { if (!TestMove(loc, newRotation)) { result = DeployableInfo_Blocked; } } else { if (!SetLocation(loc)) { result = DeployableInfo_Blocked; } else { if (!SetRotation(newRotation)) { result = DeployableInfo_Blocked; } else { team = charOwner.team(); } } } } bCollideWorld = bOldColWorld; bUseCylinderCollision = bOldUseCylinderCollision; SetCollision(bOldColActors, bOldBlockActors, bOldBlockPlayers); bDeploying = false; return result; } // FireReleased state state FireReleased { function eDeployableInfo deploy() { local Character charOwner; local eDeployableInfo testResult; if (bDeployed) return DeployableInfo_BadState; charOwner = Character(Owner); if (charOwner == None) { log("Deployable used without owner"); return DeployableInfo_BadState; } if (charOwner.motor == None) { log("Deployable character owner has no motor"); return DeployableInfo_BadState; } testResult = doDeploy(); return testResult; } simulated function BeginState() { Super.BeginState(); if (Level.NetMode != NM_Client) { if (deploy() == DeployableInfo_Ok) { bDeployed = true; // trigger a quickchat to tell the team its deployed if( deployedQuickChatTag != '' && Character(Owner) != None && PlayerCharacterController(Character(Owner).Controller) != None && ! PlayerCharacterController(Character(Owner).Controller).IsSinglePlayer()) PlayerCharacterController(Character(Owner).Controller).TeamQuickChat("", String(deployedQuickChatTag)); } else GotoState('Idle'); } } } // needPrompt function bool needPrompt(Character potentialOwner) { return false; } // Tick simulated function Tick(float Delta) { if (bDeployed && !IsInState('Deployed')) { GotoState('Deployed'); } else Super.Tick(Delta); } simulated function updateAttachmentStatus(optional bool bForce) { if (!firstPersonStatus()) { bHidden = false; selectMesh(bForce); SetRelativeLocation(thirdPersonInventoryAttachmentOffset); } else { bHidden = true; } } function simulated bool fire(optional bool _fireOnce) { local Character charOwner; // client-side scripting specific code charOwner = Character(Owner); if (charOwner != None) { if (PlayerCharacterController(charOwner.controller) != None) { PlayerCharacterController(charOwner.controller).clientSideChar.deployableUseTime = Level.TimeSeconds; } } return super.fire(_fireOnce); } // State Idle simulated state Idle { simulated function BeginState() { Super.BeginState(); Instigator = None; SetRelativeRotation(Rot(0,0,0)); } simulated function Tick(float Delta) { Super.Tick(Delta); testDeploy(); } } // State Held // Overridden to show the deployable on the character's back simulated state Held { simulated function BeginState() { super.BeginState(); bMeshChangeOk = false; Instigator = None; originalAttachmentBone = thirdPersonAttachmentBone; thirdPersonAttachmentBone = thirdPersonInventoryAttachmentBone; updateAttachmentStatus(true); SetRelativeRotation(Rot(0,0,0)); } simulated function Tick(float DeltaTime) { super.Tick(DeltaTime); updateAttachmentStatus(); } simulated function EndState() { super.EndState(); thirdPersonAttachmentBone = originalAttachmentBone; } } // State Dropped simulated state Dropped { simulated function BeginState() { Super.BeginState(); bCanBeStolen = true; } } // State Deployed simulated state Deployed extends Dropped { function setupDropped() { Character(rookOwner).removeEquipment(self); Character(rookOwner).deployable = None; Super.setupDropped(); bDropped = false; } simulated function BeginState() { setupDropped(); } // called to see if the object can expire due to timeout, max dropped equipment etc. simulated function bool canExpire() { return false; } Begin: if (Mesh != None) { PlayAnim('Deploy'); FinishAnim(); LoopAnim('Deployed'); } } simulated state DeployableStation extends AwaitingPickup { simulated function setup() { bCanPickup = false; SetCollision(false, false, false); bCollideWorld = false; bHidden = false; } simulated function BeginState() { super.BeginState(); bIsInStation = true; } simulated function EndState() { super.EndState(); bIsInStation = false; } Begin: bPlayPickupSound = true; setup(); } defaultproperties { bCanDrop = true bCanBeStolen = false animClass = class'CharacterEquippableAnimator' deployRange = 1000 exclusiveRange = 1000 hudReticuleOk = texture'HUD.ReticuleScatter' hudReticuleOkWidth = 128 hudReticuleOkHeight = 128 hudReticuleOkCenterX = 64 hudReticuleOkCenterY = 64 hudReticuleBad = texture'HUD.ReticuleDirect' hudReticuleBadWidth = 128 hudReticuleBadHeight = 128 hudReticuleBadCenterX = 64 hudReticuleBadCenterY = 64 thirdPersonInventoryAttachmentBone = "deployable" } |
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