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class InventoryStationAccess extends BaseDeviceAccess notplaceable dependsOn(CustomPlayerLoadout); /// Inventory Station Protocol /// /// Server Client /// /// UsedBy: Player pressed used in vicinity /// of Inventory Station. Registers players /// desire to use inventory station. /// /// clientInventoryStationWait: Puts client into waiting state. /// /// Tick: Waits for inventory station to /// become accessible and then calls /// characterAccess. /// /// characterAccess: Puts user's Controller /// into PlayerUsingInventoryStation state /// and calls clientInventoryStationAccess on /// user's Controller. /// /// clientInventoryStationAccess: Hides HUD and /// displays Inventory Station UI. /// /// *** Player selects Loadout and eventually presses "Done". *** /// /// finishCharacterAccess: Called by UI. Calls /// serverFinishInventoryStationAccess on user's Controller and /// clientTerminateCharacterAccess. /// /// serverFinishInventoryStationAccess: clientTerminateCharacterAccess: Calls /// Confirms user was actually using this clientFinishInventoryStationAccess on user's Controller. /// Inventory Station. Puts user back into /// default state and calls clientFinishInventoryStationAccess: Shows HUD and removes /// serverFinishCharacterAccess. Inventory Station UI. /// /// serverFinishCharacterAccess: /// Confirms validity of selected loadout /// and applies it. /// /// ********************************************************************************************************* /// /// CASE INVENTORY STATION CEASES TO BE FUNCTIONAL WHILE BEING USED OR USER IS BLOWN OFF /// /// *** Termination Condition Activated *** /// /// Tick: Detects termination condition /// and calls /// serverTerminateInventoryStationAccess on /// user's controller as a result. /// /// serverTerminateInventoryStationAccess: /// call serverTerminateCharacterAccess and /// clientTerminateInventoryStationAccess. /// /// serverTerminateCharacterAccess: /// Puts user's controller into default /// state. /// /// clientTerminateInventoryStationAccess: Calls /// clientFinishInventoryStationAccess (see above). var private InventoryStationAccessControl accessControl; var(InventoryStationAccess) float healRateHealthFractionPerSecond "Heal rate for the health injection"; var(InventoryStationAccess) bool bCanUseCustomLoadouts "Whether this station allows users to utilise custom loadouts"; var(InventoryStationAccess) bool bAutoFillWeapons "Whether to fill out the weapons array automatically"; var(InventoryStationAccess) bool bAutoFillPacks "Whether to fill out the packs array automatically"; var(InventoryStationAccess) bool bAutoFillCombatRoles "Whether to fill out the combat roles array automatically"; var(InventoryStationAccess) bool bAutoConfigGrenades "Whether to set the grenades class automatically"; var(InventoryStationAccess) bool bInventoryTutorial "Is this inventory station in tutorial mode"; var(InventoryStationAccess) int NumFallbackWeapons "Number of fall back weapons for the station (At the start of the weapons array)"; var(InventorystationAccess) bool bDispenseGrenades "Whether this station dispenses grenades"; var Character currentUser; var float percentageHealth; var vector userPosition; var bool bWaitingForAccess; var const int maxWeapons; struct InventoryStationCombatRole { var () class<CombatRole> combatRoleClass; var () bool bEnabled; }; struct InventoryStationPack { var() class<Pack> packClass; var() bool bEnabled; }; struct InventoryStationWeapon { var() class<Weapon> weaponClass; var() bool bEnabled; }; struct InventoryStationGrenades { var() class<HandGrenade> grenadeClass; var() bool bEnabled; }; struct InventoryStationLoadout { var InventoryStationCombatRole role; var InventoryStationWeapon weapons[10]; var int activeWeaponSlot; var InventoryStationPack pack; var InventoryStationGrenades grenades; var bool NoLoadout; var string userSkin; }; var(InventoryStationAccess) Array<InventoryStationCombatRole> roles; var(InventoryStationAccess) Array<InventoryStationWeapon> weapons; var(InventoryStationAccess) Array<InventoryStationPack> packs; var(InventoryStationAccess) Array<InventoryStationLoadout> loadouts; var(InventoryStationAccess) InventoryStationGrenades grenades; var(InventoryStationAccess) int defaultLoadoutIndex; replication { reliable if (Role == ROLE_Authority) accessControl; } simulated function UpdatePrecacheRenderData() { local int i; Super.UpdatePrecacheRenderData(); // precache weapons for (i = 0; i < weapons.Length; ++i) { if (weapons[i].bEnabled) class'Weapon'.static.PrecacheWeaponRenderData(Level, weapons[i].weaponClass); } } // checks if a role is available by its FULL class name simulated function bool IsRoleAvailable(String roleClassName) { local int i; for(i = 0; i < roles.Length; ++i) { if(roleClassName ~= (roles[i].combatRoleClass.Outer.Name $"." $roles[i].combatRoleClass.Name) && roles[i].bEnabled) return true; } return false; } function InventoryStationAccess getCorrespondingInventoryStation() { return self; } simulated function int getNumberLoadouts() { return loadouts.Length; } simulated function InventoryStationLoadout getLoadout(int loadoutIndex) { return loadouts[loadoutIndex]; } simulated function InventoryStationLoadout getDefaultLoadout() { return loadouts[defaultLoadoutIndex]; } simulated function clientSetupInventoryStation(Character user) { local int i; local InventoryStationWeapon w; local InventoryStationPack p; local InventoryStationCombatRole newRole; currentUser = user; if(currentUser != None) percentageHealth = FClamp(currentUser.health / currentUser.healthMaximum, 0.0, 1.0); else percentageHealth = 1.0; //================================ // Auto Fill debug - fill out arrays if(bAutoFillWeapons) { w.weaponClass = class<Weapon>(DynamicLoadObject("EquipmentClasses.WeaponSpinfusor", class'class')); w.bEnabled = true; weapons[0] = w; w.weaponClass = class<Weapon>(DynamicLoadObject("EquipmentClasses.WeaponChaingun", class'class')); w.bEnabled = true; weapons[1] = w; w.weaponClass = class<Weapon>(DynamicLoadObject("EquipmentClasses.WeaponBlaster", class'class')); w.bEnabled = true; weapons[2] = w; w.weaponClass = class<Weapon>(DynamicLoadObject("EquipmentClasses.WeaponGrenadeLauncher", class'class')); w.bEnabled = true; weapons[3] = w; w.weaponClass = class<Weapon>(DynamicLoadObject("EquipmentClasses.WeaponSniperRifle", class'class')); w.bEnabled = true; weapons[4] = w; w.weaponClass = class<Weapon>(DynamicLoadObject("EquipmentClasses.WeaponMortar", class'class')); w.bEnabled = true; weapons[5] = w; w.weaponClass = class<Weapon>(DynamicLoadObject("EquipmentClasses.WeaponRocketPod", class'class')); w.bEnabled = true; weapons[6] = w; w.weaponClass = class<Weapon>(DynamicLoadObject("EquipmentClasses.WeaponBuckler", class'class')); w.bEnabled = true; weapons[7] = w; w.weaponClass = class<Weapon>(DynamicLoadObject("EquipmentClasses.WeaponBurner", class'class')); w.bEnabled = true; weapons[8] = w; w.weaponClass = class<Weapon>(DynamicLoadObject("EquipmentClasses.WeaponGrappler", class'class')); w.bEnabled = true; weapons[9] = w; } if(bAutoFillPacks) { p.packClass = class<Pack>(DynamicLoadObject("EquipmentClasses.PackSpeed", class'class')); p.bEnabled = true; packs[0] = p; p.packClass = class<Pack>(DynamicLoadObject("EquipmentClasses.PackRepair", class'class')); p.bEnabled = true; packs[1] = p; p.packClass = class<Pack>(DynamicLoadObject("EquipmentClasses.PackEnergy", class'class')); p.bEnabled = true; packs[2] = p; p.packClass = class<Pack>(DynamicLoadObject("EquipmentClasses.PackShield", class'class')); p.bEnabled = true; packs[3] = p; } if(bAutoConfigGrenades) { grenades.grenadeClass = class<HandGrenade>(DynamicLoadObject("EquipmentClasses.WeaponHandGrenade", class'class')); grenades.bEnabled = true; } //================================ // fill out the roles array with team data if(bAutoFillCombatRoles && currentUser != None) { for(i = 0; i < currentUser.team().combatRoleData.Length; ++i) { newRole.combatRoleClass = currentUser.team().combatRoleData[i].role; newRole.bEnabled = true; roles[i] = newRole; } } } function bool CanBeUsedBy(Pawn user) { local Character characterUser; local PlayerCharacterController playerController; playerController = PlayerCharacterController(user.controller); characterUser = Character(user); // do nothing if used by non-character if (characterUser == None) return false; // do nothing if no player controller if (playerController == None) return false; // if an enemy do nothing if (!accessControl.isOnCharactersTeam(characterUser)) return false; // if user is currently using inventory station have user exit if (user == currentUser) return false; // do nothing if inventory station is currently begin used if (currentUser != None) return false; // do nothing if inventory station is not functional if (!accessControl.isFunctional()) return false; return true; } function initialise(InventoryStationAccessControl newAccessControl) { accessControl = newAccessControl; } simulated function InventoryStationLoadout GetCurrentUserLoadout() { local InventoryStationLoadout currentLoadout; local Equipment nextEquipment; local int i; // combat role if(currentUser.combatRole == None) { // could be single player game, no combat role. // We should set one here in case for(i = 0; i < currentUser.team().combatRoleData.Length; ++i) { if(currentUser.team().combatRoleData[i].role.default.armorClass == currentUser.armorClass) { currentUser.combatRole = currentUser.team().combatRoleData[i].role; break; } } } if(currentUser.combatRole != None) { currentLoadout.role.combatRoleClass = currentUser.combatRole; } else { currentLoadout.NoLoadout = true; return currentLoadout; } // skin currentLoadout.userSkin = PlayerCharacterController(currentUser.controller).getSkinPreference(currentUser.Mesh); // weapons if (!accessControl.getCurrentLoadoutWeapons(currentLoadout, currentUser)) { for(i = 0; i < 10; ++i) currentLoadout.weapons[i].weaponClass = None; for (i = 0; i < class'Character'.const.NUM_WEAPON_SLOTS; ++i) if (currentUser.weaponSlots[i] != None) currentLoadout.weapons[i].weaponClass = currentUser.weaponSlots[i].class; } // pack nextEquipment = currentUser.nextEquipment(None, class'Gameplay.Pack'); if(nextEquipment != None) currentLoadout.pack.packClass = class<Pack>(nextEquipment.class); // grenades nextEquipment = HandGrenade(currentUser.altWeapon); if(nextEquipment != None) currentLoadout.grenades.grenadeClass = class<HandGrenade>(nextEquipment.class); return currentLoadout; } /// Called on server when user presses use key in vicinity of inventory station. function UsedBy(Pawn user) { local Character characterUser; local bool result; if (!accessControl.directUsage()) return; characterUser = Character(user); // do nothing if used by non-character if (characterUser == None) return; result = usedByProcessing(characterUser); // only super if actually using if (result) { super.UsedBy(user); characterUser.unifiedSetVelocity(Vect(0, 0, 0)); } } // Does processing associated with a character using the inventory station. May be called directly. function bool usedByProcessing(Character user) { local PlayerCharacterController playerController; playerController = PlayerCharacterController(user.controller); // do nothing if no player controller if (playerController == None) return false; // if an enemy do nothing if (!accessControl.isOnCharactersTeam(user)) { log("Attempted To Use Enemy Inventory Station"); return false; } // if user is currently using inventory station have user exit if (user == currentUser) { clientTerminateCharacterAccess(currentUser); return false; } // do nothing if inventory station is currently being used if (currentUser != None) { log("INVENTORY STATION ALREADY BEING USED"); return false; } // do nothing if inventory station is not functional if (!accessControl.isFunctional()) { log("INVENTORY STATION CANNOT BE ACCESSED"); return false; } currentUser = user; // register interest to access inventory station accessControl.accessRequired(user, self, currentUser.armorClass.default.heightIndex); bWaitingForAccess = true; // store use position userPosition = currentUser.location; // check if access can begin immediately if (accessControl.isAccessible(currentUser)) { characterAccess(); bWaitingForAccess = false; } else { playerController.GotoState('PlayerWaitingInventoryStation'); playerController.clientInventoryStationWait(); } return true; } function tick(float deltaSeconds) { local bool isTouching; local Actor touchingTest; Super.tick(deltaSeconds); // if there is no access control, then just return if(accessControl == None) return; // bWaitingForAccess should never be true when currentUser is None if (bWaitingForAccess && currentUser == None) bWaitingForAccess = false; // check if access can begin if (bWaitingForAccess && accessControl.isAccessible(currentUser)) { characterAccess(); bWaitingForAccess = false; return; } // check if access must be terminated if (currentUser != None && !accessControl.isFunctional()) { PlayerCharacterController(currentUser.Controller).serverTerminateInventoryStationAccess(); return; } // check if user has been blown off inventory station if (accessControl.directUsage() && currentUser != None) { isTouching = false; foreach touchingActors(class'Actor', touchingTest) if (touchingTest == currentUser) isTouching = true; if (!isTouching) { serverTerminateCharacterAccess(); // ... inform access control so as user will be removed from queue if (bWaitingForAccess) accessControl.accessNoLongerRequired(currentUser); currentUser = None; bWaitingForAccess = false; return; } } // Why not just apply an injection when the user enters? // while current user is actually using inventory station regenerate health /* if (currentUser != None && PlayerCharacterController(currentUser.Controller).isInState( 'PlayerUsingInventoryStation')) { currentUser.increaseHealth(deltaSeconds * healRateHealthPerSecond); } */ } /// Grants inventory station access to a user. Called on server. function characterAccess() { local PlayerCharacterController playerController; if (bDeleteMe) return; playerController = PlayerCharacterController(currentUser.controller); // do nothing if no player controller if (playerController == None) return; playerController.inventoryStation = self; playerController.clientInventoryStationAccess(self); playerController.GotoState('PlayerUsingInventoryStation'); // stop any previous health injections currentUser.stopHealthInjection(); // and start an all new one! This uses a really big amount to // account for hte fact that the user can change armor and we want // it to fill all the way up. currentUser.healthInjection(healRateHealthFractionPerSecond * currentUser.healthMaximum, 500); } /// Does processing assocaited with a character actually electing to finish usage of an inventory station. /// Called on client from Inventory Station user interface. simulated function finishCharacterAccess(InventoryStationLoadout selectedLoadout) { local PlayerCharacterController playerController; local Character cachedUser; playerController = PlayerCharacterController(currentUser.controller); // do nothing if no player controller if (playerController == None) return; cachedUser = currentUser; playerController.serverFinishInventoryStationAccess( self, selectedLoadout.role.combatRoleClass, selectedLoadout.userSkin, selectedLoadOut.activeWeaponSlot, selectedLoadOut.pack.packClass, selectedLoadOut.grenades.grenadeClass, selectedLoadout.weapons[0].weaponClass, selectedLoadout.weapons[1].weaponClass, selectedLoadout.weapons[2].weaponClass, selectedLoadout.weapons[3].weaponClass, selectedLoadout.weapons[4].weaponClass, selectedLoadout.weapons[5].weaponClass, selectedLoadout.weapons[6].weaponClass, selectedLoadout.weapons[7].weaponClass, selectedLoadout.weapons[8].weaponClass, selectedLoadout.weapons[9].weaponClass); // current user may or may not be None here clientTerminateCharacterAccess(cachedUser); currentUser = None; } /// Called on the server from the server. Applies selected loadout to user. If returnToUsualMovment is true the character shall go back /// to the usual movement state. function serverFinishCharacterAccess(InventoryStationLoadout selectedLoadout, bool returnToUsualMovment, optional Character user) { local class<CombatRole> newCombatRoleClass; local Mesh newMesh; local Jetpack jetpack; local Mesh armsMesh; local float temporaryHealth; local vector originalLocation; local float originalHeight; local vector originalOrigin; // local vector newLocation; local Equipment workEquipment; local Equipment newEquipment; local Weapon newWeapon; local HandGrenade newGrenades; local class<Gameplay.Weapon> workWeaponClass; local class<Gameplay.Pack> workPackClass; local int numHealthKits, maxHealthKits; local class<Consumable> healthKitClass; local bool bIsFemale; local int i; local bool armorEnabled; local PlayerCharacterController playerController; if(user != None) currentUser = user; if(currentUser == None) { Warn("currentUser was None in serverFinishCharacterAccess on '"$self $"' (user='" $user $"', returnToUsualMovment='" $returnToUsualMovment $"')"); // // try and exit anyway, but there is no point in carrying on with this function: // without a PlayerController & Character there is nothing we can do. // accessControl.accessFinished(None, returnToUsualMovment); return; } // if the user has selected armor of their existing type, then they can have it // otherwise, we need to validate that this armor is enabled in this access. if(selectedLoadout.role.combatRoleClass.default.armorClass == currentUser.armorClass) { armorEnabled = true; } else { armorEnabled = false; for(i = 0; i < roles.Length; ++i) { if(selectedLoadout.role.combatRoleClass.default.armorClass == roles[i].combatRoleClass.default.ArmorClass && roles[i].bEnabled) armorEnabled = true; } } if(! armorEnabled) { LOG("User attempted to select an armor class which was unavailable: Reverting to previous armor."); accessControl.accessFinished(None, returnToUsualMovment); return; } playerController = PlayerCharacterController(currentUser.controller); if(playerController.IsSinglePlayer()) bIsFemale = currentUser.bIsFemale; else bIsFemale = playerController.PlayerReplicationInfo.bIsFemale; accessControl.accessFinished(currentUser, returnToUsualMovment); accessControl.changeApplied(self); percentageHealth = FClamp(currentUser.health / currentUser.healthMaximum, 0.0, 1.0); // change to selected pack // ... delete pack (should only be one) workEquipment = currentUser.nextEquipment(None, class'Gameplay.Pack'); while (workEquipment != None) { currentUser.removeEquipment(workEquipment); workEquipment.destroy(); workEquipment = currentUser.nextEquipment(None, class'Gameplay.Pack'); } // ... add new pack workPackClass = selectedLoadout.pack.packClass; if (workPackClass != None) currentUser.newPack(workPackClass); // ... charge pack if (currentUser.pack != None) currentUser.pack.setCharged(); // change to selected armour if armour is different newCombatRoleClass = selectedLoadout.role.combatRoleClass; if (selectedLoadout.role.combatRoleClass.default.armorClass != currentUser.armorClass) { originalOrigin = currentUser.getMeshOrigin(); originalLocation = currentUser.location; originalHeight = currentUser.collisionHeight; // ... change armour (do not add additional health) temporaryHealth = currentUser.health; currentUser.combatRole = newCombatRoleClass; newCombatRoleClass.default.armorClass.static.equip(currentUser); // apply the health modifier if(SinglePlayerCharacter(currentUser) != None) { currentUser.healthMaximum *= SinglePlayerCharacter(currentUser).healthModifier; if(currentUser.bApplyHealthFilter) currentUser.healthMaximum *= SinglePlayerGameInfo(currentUser.Level.Game).difficultyMods[TribesGUIControllerBase(PlayerController(currentUser.Controller).Player.GUIController).GuiConfig.CurrentCampaign.selectedDifficulty].playerHealthMultiplier; } if (temporaryHealth > currentUser.healthMaximum) temporaryHealth = currentUser.healthMaximum; currentUser.health = temporaryHealth; // ... change mesh newMesh = currentUser.team().getMeshForRole(newCombatRoleClass, bIsFemale); if (newMesh != None) currentUser.LinkMesh(newMesh); else log("InventoryStationAccess: No mesh defined for combat role "$newCombatRoleClass$", team "$ currentUser.team()$ ", bIsFemale "$ bIsFemale); /* // ... move character to correct height newLocation = originalLocation - originalOrigin; newLocation.z = newLocation.z - originalHeight + currentUser.collisionHeight; newLocation += currentUser.getMeshOrigin(); currentUser.unifiedSetPosition(newLocation); */ // ... change jetpack mesh jetpack = currentUser.team().getJetpackForRole(currentUser, newCombatRoleClass, bIsFemale); currentUser.setJetpack(jetpack); // ... change arms mesh armsMesh = currentUser.team().getArmsMeshForRole(newCombatRoleClass); currentUser.setArmsMesh(armsMesh); } // change to selected weapons // ... delete all current weapons workEquipment = currentUser.nextEquipment(None, class'Gameplay.Weapon'); while (workEquipment != None) { if (currentUser.Weapon == workEquipment) currentUser.weapon = None; currentUser.removeEquipment(workEquipment); workEquipment.destroy(); workEquipment = currentUser.nextEquipment(None, class'Gameplay.Weapon'); } // ... add new weapons and set ammo counts to maximum allowed by loadout spec for(i = 0; i < selectedLoadout.role.combatRoleClass.default.armorClass.default.maxCarriedWeapons; ++i) { // add each weapon workWeaponClass = ValidateWeaponClass(selectedLoadout.weapons[i].weaponClass, newCombatRoleClass.default.armorClass); if (workWeaponClass != None) { newEquipment = currentUser.newEquipment(workWeaponClass); // apply pickup delay to prevent exploit of bypassing refire rate by constantly getting new loadouts Weapon(newEquipment).applyPickupDelay(); // remember the first weapon if (i == 0) { workEquipment = newEquipment; } } } // ... set all weapons to max ammo newWeapon = Weapon(currentUser.nextEquipment(None, class'Weapon')); while (newWeapon != None) { newWeapon.ammoCount = currentUser.getMaxAmmo(newWeapon.class); newWeapon = Weapon(currentUser.nextEquipment(newWeapon, class'Weapon')); } // ... select first weapon if (workEquipment != None) currentUser.motor.setWeapon(Weapon(workEquipment)); else currentUser.motor.setWeapon(currentUser.fallbackWeapon); // change to selected pack // ... delete pack (should only be one) workEquipment = currentUser.nextEquipment(None, class'Gameplay.Pack'); while (workEquipment != None) { currentUser.removeEquipment(workEquipment); workEquipment.destroy(); workEquipment = currentUser.nextEquipment(None, class'Gameplay.Pack'); } // ... add new pack workPackClass = selectedLoadout.pack.packClass; if (workPackClass != None) currentUser.newPack(workPackClass); // ... charge pack if (currentUser.pack != None) currentUser.pack.setCharged(); // Fill up on health kits numHealthKits = currentUser.numHealthKitsCarried(); maxHealthKits = currentUser.armorClass.static.maxHealthKits(); healthKitClass = currentUser.armorClass.static.getHealthKitClass(); if (maxHealthKits != -1 && healthKitClass != None) for(numHealthKits = numHealthKits; numHealthKits < maxHealthKits; ++numHealthKits) currentUser.newEquipment(healthKitClass); // add health kit if character does not have one //if (bAutoFillHealthKits && currentUser.nextEquipment(None, currentUser.armorClass.static.getHealthKitClass()) == None) //{ // currentUser.newEquipment(currentUser.armorClass.static.getHealthKitClass()); //} // take the grenades away from the user if(currentUser.altWeapon != None) currentUser.altWeapon.ammoCount = 0; // give the user grenades if(bDispenseGrenades) { if(selectedLoadout.grenades.grenadeClass != None) newGrenades = currentUser.newGrenades(selectedLoadout.grenades.grenadeClass); else if(grenades.bEnabled && grenades.grenadeClass != None) newGrenades = currentUser.newGrenades(grenades.grenadeClass); // apply pickup delay to prevent exploit of bypassing refire rate by constantly getting new loadouts newGrenades.applyPickupDelay(); } // give character full energy currentUser.energy = currentUser.energyMaximum; // we applied a health injection when the user enteres the station, and // now we need to ensure that the remaining health injection will fill // the user to full health: currentUser.health = percentageHealth * currentUser.healthMaximum; currentUser.StopHealthInjection(); currentUser.healthInjection(healRateHealthFractionPerSecond * currentUser.healthMaximum, currentUser.healthMaximum - currentUser.health); // change skin playerController.clientSetSkinPreference(currentUser.Mesh, selectedLoadout.userSkin); playerController.serverSetSkin(selectedLoadout.userSkin, currentUser.Mesh); //currentUser.tribesReplicationInfo.userSkinName = selectedLoadout.userSkin; if (returnToUsualMovment) currentUser.Controller.GotoState('CharacterMovement'); else currentUser.Controller.GotoState(''); currentUser.calculateExtents(); currentUser.Wake(); currentUser = None; } function serverTerminateCharacterAccess() { // inform access control if (bWaitingForAccess) accessControl.accessNoLongerRequired(currentUser); else accessControl.accessFinished(currentUser, true); // we applied a health injection when the user enteres the station, and // now we need to ensure that the remaining health injection will fill // the user to full health: currentUser.StopHealthInjection(); currentUser.healthInjection(healRateHealthFractionPerSecond * currentUser.healthMaximum, currentUser.healthMaximum - currentUser.health); // update movement currentUser.Controller.GotoState('CharacterMovement'); currentUser.calculateExtents(); currentUser.Wake(); // update properties currentUser = None; bWaitingForAccess = false; } // returns None if the weapon class is not allowed on the armor function class<Gameplay.Weapon> ValidateWeaponClass(class<Gameplay.Weapon> weaponClass, class<Gameplay.Armor> armorClass) { local Equipment nextEquipment; if (armorClass == None) { warn("armorClass is None"); return None; } if(weaponClass != None) { nextEquipment = currentUser.nextEquipment(None, weaponClass); if(nextEquipment != None || ! armorClass.static.isWeaponAllowed(weaponClass)) { log("LOOK AT YOU HACKER! PANTING AND SWEATING AS YOU TRY TO SELECT A WEAPON YOU ARE NOT ALLOWED TO HAVE!"); return None; } } return weaponClass; } /// Abruptly forces character to finish using this inventory station. Called on server. simulated function clientTerminateCharacterAccess(Character user) { local PlayerCharacterController playerController; playerController = PlayerCharacterController(user.controller); if(currentUser != None) currentUser.stopHealthInjection(); // do nothing if no player controller if (playerController == None) return; playerController.clientFinishInventoryStationAccess(); } /// Returns the vehicle corresponding to this inventory station. Might be None. function Vehicle getVehicleBase() { return Vehicle(accessControl); } defaultproperties { DrawType = DT_None bHidden = false bAlwaysRelevant = false bHardAttach=true bCollideActors=false CollisionRadius=+0080.000000 CollisionHeight=+0100.000000 bCollideWhenPlacing=false bOnlyAffectPawns=true RemoteRole=ROLE_SimulatedProxy bWaitingForAccess=false healRateHealthFractionPerSecond=0.04 bAutoFillCombatRoles = true bAutoFillWeapons = true bAutoFillPacks = true bAutoConfigGrenades = true bCanUseCustomLoadouts = true bDispenseGrenades = true maxWeapons = 10 numFallbackWeapons = 1; prompt = "Press '%1' to enter the Inventory Station" markerOffset = (X=0,Y=-80,Z=0) } |
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