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class MPCarryable extends MPActor native dependsOn(ObjectiveInfo) dependsOn(Vehicle); cpptext { virtual void TickSimulated( FLOAT DeltaSeconds ); virtual void TickAuthoritative( FLOAT DeltaSeconds ); virtual bool HavokInitActor(); virtual void HavokQuitActor(); class HkClientInterpolationControl* clientInterpolationControl; } const MPC_LINEAR_VELOCITY_ACCURACY_FACTOR = 100; const MPC_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR = 0.01; const MPC_ANGULAR_VELOCITY_ACCURACY_FACTOR = 1000; const MPC_ANGULAR_VELOCITY_INVERSE_ACCURACY_FACTOR = 0.001; // Notes // Characters can only carry MPCarryables of a particular class (and its subclasses). // Characters can pickup individual MPCarryables but they cannot drop individual MPCarryables. // In other words, characters always drop or throw all MPCarryables that are being carried. // When multiple carryables are carried, only a single instance is stored and the rest get deleted. // Carryables get dropped at their largest possible denominations. // For example, if dropping 16 carryables with 1, 5, 10 denominations, one of each denomination is spawned and dropped. // Denominations var(MPCarryable) int maxCarried "The maximum number of carryables of this type that you can carry at a time"; var(MPCarryable) array< class<MPMetaCarryable> > denominations "If maxCarried > 0, you can add denominations in order to group numerous carryables together. A denomination is an MPMetaCarryable class."; var(MPCarryable) float returnTime "How long this carryable takes to return when it is dropped. -1 to disable."; var(MPCarryable) float minRespawnTime "The minimum time it takes for the carryable to respawn after it has been returned."; var(MPCarryable) float maxRespawnTime "The maximum time it takes for the carryable to respawn after it has been returned."; var(MPCarryable) float existenceTime "How long this carryable will remain in existence after being picked up from its home location. 0 or less to disable."; var(MPCarryable) config Material hudIcon "The icon displayed in the player's hud while this object is held"; var(MPCarryable) config MatCoords hudIconCoords "UV coordinates of the hud icon space in the hudIcon material"; var(MPCarryable) float selfPickupTimeout "Number of seconds before you can pickup this object after dropping it"; var(MPCarryable) int stopSpeed "Speed at which this object will stop moving"; var(MPCarryable) float elasticity "How much the object bounces"; var(MPCarryable) float spread "The degree to which multiple carryables will randomly spread"; var(MPCarryable) EPhysics droppedPhysics "The physics state when dropped"; var(MPCarryable) bool bRandomizeStartingRotation "Should the yaw of this object be randomized?"; var(MPCarryable) float maxTimeCarried "The maximum number of seconds this carryable can be held. 0 or less disables the limit."; var(MPCarryable) float damagePerSecondAfterMaxTimeCarried "After maxTimeCarried expires, this amount of damage is applied to the carrier per second. If 0, it's disabled and the player will simply drop the carryable instead."; var(MPCarryable) array<Vector> randomStartingLocations "Put extra locations in this array if you want the carryable to respawn at them randomly. (NOT FULLY IMPLEMENTED)"; var(MPCarryable) Name attachmentSocket "The name of the socket where this carryable should be attached when carried."; var(MPCarryable) Vector offsetCOM "Offset the center of mass when using Havok"; var(MPCarryable) bool bIsWeaponType "If true, the carryable is carried and selected like a weapon and thrown when the weapon is fired as normal. If false, the carryable is not part of the player's inventory and is thrown with the alt-fire key."; var(MPCarryable) bool bAllowThroughEnergyBarriers "If true, you can carry or throw this carryable through friendly energy barriers."; var(MPCarryable) StaticMesh staticMeshWhileCarried "If set, use this static mesh when carried."; var(MPCarryable) Mesh meshWhileCarried "If set, use this mesh when carried."; var(MPCarryable) name carriedAnimation "Anim to play while carried. Not applicable for static meshes."; var(MPCarryable) bool bCanBeGrappledInField "If true, you can pickup this carryable in the field by grappling it."; var(MPCarryable) bool bCanBeGrappledAtHome "If true, you can pickup this carryable at its home by grappling it."; var(MPCarryable) bool bDontReplicateEffects "If true, no effects will be replicated to clients. Useful if there are many instances"; var(MPCarryable) bool bCanBringIntoVehicle "If true, players carrying this carryable can enter vehicles."; var(MPCarryable) float extraMass "If used, adds this many kilograms to the player when picked up."; var(MPCarryable) bool bBlockActorsWhenDropped "If true will be set bBlockActors to true when dropped."; var(MPCarryable) float inheritedVelocityFactor "Percentage of velocity the carryable will inherit when dropped after carrier death."; var(LocalMessage) class<Engine.LocalMessage> CarryableMessageClass "The class used for displaying messages and playing effects related to carryables."; // Stats var(Stats) class<Stat> pickupStat "The stat awarded for picking up this carryable"; var(Stats) class<Stat> carrierKillStat "The stat awarded for killing the carrier of this carryable"; var (EffectEvents) Name pickupEffectEvent "The name of an effect event that plays once on the carryable when picked up"; var (EffectEvents) Name dropEffectEvent "The name of an effect event that plays once on the carryable when dropped"; var (EffectEvents) Name thrownEffectEvent "The name of an effect event that plays once on the carryable when thrown"; var (EffectEvents) Name returnedHomeEffectEvent "The name of an effect event that plays once on the carryable after it returns home"; var (EffectEvents) Name preReturnEffectEvent "The name of an effect event that plays once on the carryable just before it returns home"; var (EffectEvents) Name carryingEffectEvent "The name of an effect event that loops on the carryable while carried"; var (EffectEvents) Name idlingEffectEvent "The name of an effect event that loops on the carryable when it is in the world"; var (EffectEvents) Name throwingEffectEvent "The name of an effect event that loops on the carryable when the throw button is held"; var (EffectEvents) Name idlingHomeEffectEvent "The name of an effect event that loops on the carryable when it is idling at its home location"; var int numCarried; var Vector homeLocation; var Rotator homeRotation; var Character carrier; var Character lastCarrier; var Controller carrierController; var float timeDropped; var float timePickedUp; var bool bHome; var Timer existenceTimer; var bool bHotPotato; var MPCarryableContainer homeContainer; var float lastEnergyBarrierCollisionTime; var float timeBetweenEnergyBarrierCollisions; var Rotator pickupRotation; // Effect bools var bool bInitialization; var bool bCarriedEffect; var bool bLocalCarriedEffect; var bool bHomeEffect; var bool bPreReturnEffect; var bool bLocalPreReturnEffect; var bool bLocalHomeEffect; var bool bThrowingEffect; var bool bLocalThrowingEffect; var bool bWasDropped; // for client physics var bool bOldWasDropped; var() class<MPCarryableThrower> carriedObjectClass "This class gets carried while the player is holding the object"; // Havok struct native HavokCarryableReplicationState { var vector Position; var quat Rotation; var vector LinVel; var vector AngVel; var bool bNewState; }; var (Havok) float maximumNetUpdateInterval; var (Havok) float minimumNetUpdateInterval; // latest time we should force an update of vehicles state var float maximumNextNetUpdateTime; // earliest time we shoudl force an update of vehicles state var float minimumNextNetUpdateTime; var HavokCarryableReplicationState ReplicationState; var float lastStateReceiveTime; var bool bInitialized; var Vehicle.DesiredHavokState currentDesiredHavokState; // controls how quickly the client side object interpolates to the server side state var (Havok) float clientInterpolationPeriod; // when the client side object deviates this distance from the server it shall be snapped var (Havok) float clientInterpolationSnapDistance; var transient noexport private const int padding[1]; replication { reliable if (!bDontReplicateEffects && Role == ROLE_Authority) bCarriedEffect, bHomeEffect, bThrowingEffect; reliable if (Role == ROLE_Authority) ReplicationState, bWasDropped, timeDropped; } native function forceNetDirty(); // PostBeginPlay simulated function PostBeginPlay() { local Rotator newRotation; Super.PostBeginPlay(); if (Level.NetMode != NM_Client) { // Add the starting location to the list of possible random locations and choose a random starting location randomStartingLocations[randomStartingLocations.Length] = Location; homeLocation = chooseHomeLocation(); homeRotation = Rotation; SetOwner(None); if (bRandomizeStartingRotation) { newRotation = Rotation; newRotation.Yaw = Rand(65535); homeRotation = newRotation; } bHome = true; if (existenceTime > 0) { existenceTimer = Spawn(class'Timer'); existenceTimer.TimerDelegate = existenceTimerExpired; } } if (Physics == PHYS_Havok || droppedPhysics == PHYS_Havok) { bUpdateSimulatedPosition = false; bUseCompressedPosition=false; HavokSetCOM(offsetCOM); } } simulated function PostNetReceive() { local Name oldAttachmentBone; local Actor oldBase; super.PostNetReceive(); updateCarryableEffects(); if (bWasDropped != bOldWasDropped) { oldAttachmentBone = AttachmentBone; oldBase = Base; if (bWasDropped) SetPhysics(droppedPhysics); else SetPhysics(default.Physics); oldBase.AttachToBone(self, oldAttachmentBone); bOldWasDropped = bWasDropped; } if (Physics == PHYS_Havok) { updateHavok(); } } // Re-trigger necessary effects on coming into relevancy simulated function PostNetBeginPlay() { super.PostNetBeginPlay(); if (Level.NetMode == NM_Client && !bInitialization) { if (bHomeEffect) { TriggerEffectEvent(idlingHomeEffectEvent); } else if (bCarriedEffect) { TriggerEffectEvent(carryingEffectEvent); } else { TriggerEffectEvent(idlingEffectEvent); } } } simulated function Destroyed() { if (Level.NetMode == NM_Client) { if (bCarriedEffect) { UnTriggerEffectEvent(carryingEffectEvent); } else { UnTriggerEffectEvent(idlingEffectEvent); UnTriggerEffectEvent(idlingHomeEffectEvent); } } super.Destroyed(); } simulated function updateCarryableEffects() { if (bCarriedEffect != bLocalCarriedEffect) { bLocalCarriedEffect = bCarriedEffect; if (bCarriedEffect) { // The Carryable has started to be carried UnTriggerEffectEvent(idlingEffectEvent); UnTriggerEffectEvent(idlingHomeEffectEvent); if (!bInitialization) TriggerEffectEvent(pickupEffectEvent); TriggerEffectEvent(carryingEffectEvent); } else { // The Carryable has been dropped UnTriggerEffectEvent(carryingEffectEvent); if (!bInitialization) TriggerEffectEvent(dropEffectEvent); TriggerEffectEvent(idlingEffectEvent); } } if (bHomeEffect != bLocalHomeEffect) { bLocalHomeEffect = bHomeEffect; if (bHomeEffect) { // The Carryable has been returned home UnTriggerEffectEvent(idlingEffectEvent); if (!bInitialization) TriggerEffectEvent(returnedHomeEffectEvent); TriggerEffectEvent(idlingHomeEffectEvent); } } if (bThrowingEffect != bLocalThrowingEffect) { bLocalThrowingEffect = bThrowingEffect; if (bThrowingEffect) { // The carryable has started to be thrown if (!bInitialization) TriggerEffectEvent(throwingEffectEvent); } else { // The carryable has stopped being thrown UnTriggerEffectEvent(throwingEffectEvent); if (!bInitialization) TriggerEffectEvent(thrownEffectEvent); } } if (bPreReturnEffect != bLocalPreReturnEffect) { bLocalPreReturnEffect = bPreReturnEffect; if (!bInitialization) TriggerEffectEvent(preReturnEffectEvent); } bInitialization = false; } function cleanup() { Super.cleanup(); if (existenceTimer != None) existenceTimer.destroy(); } function setMovementReplication(bool replicate) { // MJ TEMP: Disable this to see if it fixes the phantom fuel bug return; bUpdateSimulatedPosition = replicate; } function registerStats(StatTracker tracker) { Super.registerStats(tracker); tracker.registerStat(pickupStat); tracker.registerStat(carrierKillStat); } function Vector chooseHomeLocation() { local int i; if (randomStartingLocations.Length == 0) return homeLocation; i = Rand(randomStartingLocations.Length-1); return randomStartingLocations[i]; } function onPickedUp(Character c) { } function onDropped(Controller c) { } function onCharacterPassedThrough(Character c) { } function onCarrierDeath(Controller Killer) { if (PlayerController(carrierController) == None || PlayerController(Killer) == None) return; if (carrierKillStat != None && ModeInfo(Level.Game) != None && carrierController != Killer && Killer != None && !PlayerController(carrierController).isFriendly(Killer)) { ModeInfo(Level.Game).Tracker.awardStat(Killer, carrierKillStat, carrierController); } } function onDropTimerExpired() { } function onExistenceTimerExpired() { } // return function returnToHome(optional bool bSignificant) { if (carrier != None) carrier.clearCarryables(); clearCarrier(); if (minRespawnTime > 0) GotoState('Respawning'); else if (bSignificant) GotoState('Home', 'SignificantReturn'); else GotoState('Home'); } // This is called when the carrier dies function drop(optional bool bSpread) { local vector newLocation, newVelocity; if (carrier != None) newLocation = carrier.Location; else newLocation = Location; newLocation.z += CollisionHeight; if (bSpread) { newVelocity.X = 500*Frand() - 250; newVelocity.Y = 500*Frand() - 250; newVelocity.Z = 200; } if (carrier != None) newVelocity += inheritedVelocityFactor * carrier.ragdollInheritedVelocity; SetPhysics(droppedPhysics); bWasDropped = true; unifiedSetPosition(newLocation); unifiedSetVelocity(newVelocity); //Log(self$" dropped at "$newLocation); GotoState('Dropped'); } simulated event toss() { carrier.pseudoWeapon.Fire(); } function existenceTimerExpired() { onExistenceTimerExpired(); returnToHome(); } // MJ: No longer use this //function Landed( vector HitNormal ) //{ // if (Physics == PHYS_Havok) // return; // // Velocity = vect(0, 0, 0); // SetPhysics(default.Physics); //} simulated function HitWall (vector HitNormal, actor Wall) { if (Physics == PHYS_Havok) return; if (Level.TimeSeconds - timeDropped < default.selfPickupTimeout) return; Velocity = elasticity*(( Velocity dot HitNormal ) * HitNormal * (-2.0) + Velocity); TriggerEffectEvent('Bounced'); //if (VSize(Velocity) < stopSpeed) // Landed(HitNormal); } function bool isReplicatedInstance() { // Returns true if this carryable is the carrier's replicated instance return carrier != None && carrier.carryableReference == self; } function bool validCarrier(Character c, optional bool ignoreLastCarrierCheck) { if (c == None || !c.isAlive() || c.team() == None || c.Controller.IsInState('PlayerTeleport')) { //Log(c$" wasn't a valid carrier for "$self$" due to level 1 check"); return false; } if (c.isTouchingEnergyBarrier()) return false; // Check for self collision (quickly drop and touch it again) if (!ignoreLastCarrierCheck && c == lastCarrier && Level.TimeSeconds - timeDropped < selfPickupTimeout) { //Log(c$" wasn't a valid carrier for "$self$" due to level 2 check"); return false; } // If not carrying any, then allow the pickup if (c.carryableReference == None) { return true; } // Otherwise, enforce carryable exclusivity (can only carry carryables of a single type) else if (!canCombineWith(c.carryableReference.Class)) { //Log(c$" wasn't a valid carrier for "$self$" due to level 3 check, ref = "$c.carryableReference); return false; } // Check to see how many of this carryable you're allowed to pickup else if (c.numCarryables - c.numPermanentCarryables >= getMaxCarried()) { //Log(c$" wasn't a valid carrier for "$self$" due to level 4 check"); return false; } return true; } function bool canCombineWith(class<MPCarryable> targetClass) { return Class == targetClass || ClassIsChildOf(targetClass, class'MPMetaCarryable'); } function clearCarrier() { SetOwner(None); if (carrier == None) return; lastCarrier = carrier; dispatchMessage(new class'MessageDroppedGameObject'(label, carrier.label)); carrier = None; carrierController = None; } function pickup(Character c) { c.pickupCarryable(self); if (pickupStat != None) awardStat(pickupStat, c); GotoState('Held'); } function setCarrier(Character c) { carrier = c; carrierController = c.Controller; setOwner(carrier); dispatchMessage(new class'MessagePickedUpGameObject'(label, carrier.label)); } function onGrappled(Character c) { if (bHome) { if (!bCanBeGrappledAtHome) { c.receiveLocalizedMessage( CarryableMessageClass, 11 ); return; } } else { if (!bCanBeGrappledInField) { c.receiveLocalizedMessage( CarryableMessageClass, 12 ); return; } } if (c == None || c.controller == None || bHidden || !c.controller.IsInState('CharacterMovement') || carrier != None) return; attemptPickup(c, true); } singular function Touch(Actor Other) { local Character c; local GrapplerProjectile p; local vector hitLoc, hitNormal, startLoc, testLoc; p = GrapplerProjectile(Other); if (p != None) { Character(p.Instigator).detachGrapple(); onGrappled(Character(p.instigator)); return; } c = Character(Other); if (c == None || c.controller == None || bHidden || !c.isAlive() || carrier != None || c.bDontAllowCarryablePickups || c.Physics == PHYS_None || !bInitialized) { //Log("Unable to pickup "$self$" probably due to "$bInitialized); return; } // Don't allow picking up through geometry // TODO: Unfortunately this doesn't fully solve the case of energy barriers where // the player can be standing inside one startLoc = c.Location - Normal(c.Location - Location) * 10; testLoc = Location; testLoc.z += CollisionHeight; if (Trace(hitLoc, hitNormal, startLoc, testLoc, false) != None) { //Log("Not allowing pickup of "$self$" due to Trace"); return; } //Log(self$" attempting pickup by "$c); attemptPickup(c); } function bool attemptPickup(Character c, optional bool ignoreLastCarrierCheck) { if (ValidCarrier(c, ignoreLastCarrierCheck)) { setCarrier(c); pickup(c); return true; } onCharacterPassedThrough(c); return false; } // Initialization state auto simulated state Initialization { simulated function BeginState() { bInitialization = true; } Begin: if (Level.NetMode == NM_Client) GotoState(''); else GotoState('Home'); } // Home state state Home { function returnToHome(optional bool bSignificant) { // Already home } function CheckTouching() { local Character c; ForEach TouchingActors(class'Character',c) { if ( ValidCarrier(c) ) { setCarrier(c); pickup(c); return; } } } function BeginState() { bWasDropped = false; SetRelativeLocation(Vect(0,0,0)); SetRelativeRotation(Rot(0,0,0)); unifiedSetVelocity(Vect(0,0,0)); unifiedSetAngularVelocity(Rot(0,0,0)); SetBase(None); SetPhysics(default.Physics); bHome = true; // If a homeContainer is specified, use its location instead and send to Locked if (homeContainer != None) { //Log("homeContainer for "$self$" detected as "$homeContainer$"; adding and sending to Locked"); homeContainer.addCarryable(self); unifiedSetPosition(homeContainer.Location); GotoState('Locked'); return; } unifiedSetPosition(homeLocation); unifiedSetRotation(homeRotation); //Enable('Touch'); bHomeEffect = true; updateCarryableEffects(); bInitialized = true; } function EndState() { bHome = false; bHomeEffect = false; updateCarryableEffects(); if (existenceTimer != None) existenceTimer.StartTimer(existenceTime); } SignificantReturn: if (CarryableMessageClass != None) Level.Game.BroadcastLocalized(self, CarryableMessageClass, 2, team()); Begin: // After setting to its home location, see if anyone is touching it CheckTouching(); } // Pawn version of this will set PHY_Falling if Physics is None and Base is None. singular event BaseChange(); // Locked state // When a carryable is locked, it is hidden and can't be picked up. // Needed, for example, when it is stored in a container or metacarryable. state Locked { function BeginState() { bHidden = true; bInitialized = true; setMovementReplication(false); } function EndState() { bHidden = false; } Begin: clearCarrier(); } // Dropped state state Dropped { // return timer function Timer() { dispatchMessage(new class'MessageCarryableReturned'(label)); onDropTimerExpired(); returnToHome(true); } function BeginState() { // set collision consistent with a physical object in the world SetCollision(true, bBlockActorsWhenDropped, false); bCollideWorld = true; onDropped(carrierController); bWasDropped = true; //Log(self$" entered Dropped state"); // SetRelativeLocation(Vect(0,0,0)); //SetRelativeRotation(Rot(0,0,0)); timeDropped = Level.TimeSeconds; bHidden = false; setMovementReplication(true); // Set the carryable to return based on the returnTime, if applicable if (returnTime >= 0) SetTimer(returnTime, false); //carrier.ReceiveLocalizedMessage(CarryableMessageClass, 1); if (CarryableMessageClass != None) Level.Game.BroadcastLocalized(self, CarryableMessageClass, 1, team()); if (SecondaryMessageClass != None) { //Log("Sending dropped message with carrier = "$carrier$" and lastCarrier = "$lastCarrier$" and PRI = "$carrier.playerReplicationInfo); Level.Game.BroadcastLocalized(self, SecondaryMessageClass, 1, carrierController.playerReplicationInfo); } clearCarrier(); } function EndState() { bWasDropped = false; SetTimer(0, false); // turn off block actors SetCollision(true, false, false); } } function unsetup() { if (isReplicatedInstance()) { // Detach it carrier.DetachFromBone(self); } else { bHidden = false; } // Reset StaticMesh if applicable if (default.staticMeshWhileCarried != None || default.meshWhileCarried != None) { if (default.StaticMesh != None) { SetStaticMesh(default.StaticMesh); SetDrawType(DT_StaticMesh); } else { LinkMesh(default.Mesh); SetDrawType(DT_Mesh); } } } // moved this out of 'Held' state code due to // states not being replicated simulated function Vector GetObjectiveLocation() { if(bCarriedEffect) { if(carrier != None) return carrier.Location; else if(base != None) return base.Location; } else return Super.GetObjectiveLocation(); } // Held state state Held { function BeginState() { bCarriedEffect = true; updateCarryableEffects(); timePickedUp = Level.TimeSeconds; //bOnlyDrawIfAttached = true; SetCollision(false, false, false); bCollideWorld = false; // bBlockPlayers = false; SetPhysics(default.Physics); bHome = false; unifiedSetVelocity(Vect(0, 0, 0)); SetRelativeLocation(Vect(0,0,0)); pickupRotation = Rotation; //SetRelativeRotation(Rot(0,0,0)); // Set all spectators to view the carrier instead setSpectatorViewTarget(carrier); setup(); onPickedUp(carrier); //carrier.ReceiveLocalizedMessage(CarryableMessageClass, 0); if (CarryableMessageClass != None) Level.Game.BroadcastLocalized(self, CarryableMessageClass, 0, team()); if (SecondaryMessageClass != None) Level.Game.BroadcastLocalized(self, SecondaryMessageClass, 0, carrier.playerReplicationInfo); // Set maxTimeCarried timer if applicable if (maxTimeCarried > 0) SetTimer(maxTimeCarried, false); } event Tick(float Delta) { Global.Tick(Delta); // MJ TODO: Carrier shouldn't be None here...need to look into this if (carrier != None) Move(carrier.Location - Location); } function setup() { SetLocation(carrier.Location); if (denominations.Length > 0 && !isReplicatedInstance()) attachDenomination(); else { if (isReplicatedInstance()) attachToCarrier(); else { bHidden = true; } } } function Timer() { // Timer called due to hotPotato. A second has passed...inflict damage if (bHotPotato) { carrier.TakeDamage(damagePerSecondAfterMaxTimeCarried, self, vect(0, 0, 0), vect(0, 0, 0), class'DamageType'); } // Timer called due to maxTimeCarried. // If damage is to be applied, start hotPotato else if (damagePerSecondAfterMaxTimeCarried != 0) { bHotPotato = true; SetTimer(1, true); } // Otherwise, just force it to drop else drop(); } function Pawn getViewTarget() { if (carrier != None) return carrier; return self; } function EndState() { bCarriedEffect = false; updateCarryableEffects(); SetCollision(true, false, false); bCollideWorld = true; bHidden = false; resetSpectatorViewTarget(); unsetup(); SetRelativeLocation(vect(0,0,0)); //SetRelativeRotation(rot(0,0,0)); unifiedSetRotation(pickupRotation); SetTimer(0, false); bHotPotato = false; } } // In the Respawning state, the carryable is in a state of limbo waiting to spawn // at its home location state Respawning { function BeginState() { local int respawnTime; bHidden = true; respawnTime = Rand(maxRespawnTime - minRespawnTime); SetTimer(respawnTime + minRespawnTime, false); } function Timer() { SetTimer(0, false); GotoState('Home', 'SignificantReturn'); } function EndState() { bHidden = false; } } // attachToCarrier function attachToCarrier() { if (getCarriedMesh() != None) { //Log(self$" attaching "$default.staticMeshWhileCarried$" to socket "$attachmentSocket); unifiedSetMesh(getCarriedMesh()); } if (!carrier.AttachToBone(self, attachmentSocket)) carrier.AttachToBone(self, 'Bip01 Spine'); } function attachDenomination() { local int i; i = 0; // Find the denomination to use, if any; search backwards for (i=denominations.Length - 1; i>=0; i--) { if (carrier.numDroppableCarryables() >= denominations[i].default.maxCarryables) { // Found it break; } } // Found a denomination if i is valid if (i >= 0) { if (denominations[i].static.getCarriedMesh() != None) carrier.carryableReference.unifiedSetMesh(denominations[i].static.getCarriedMesh()); else carrier.carryableReference.unifiedSetMesh(denominations[i].default.StaticMesh); //Log("AttachDenomination() called, set "$carrier.carryableReference$" static mesh to "$carrier.carryableReference.StaticMesh); } else { if (getCarriedMesh() != None) unifiedSetMesh(getCarriedMesh()); else unifiedSetMesh(default.StaticMesh); } if (self != carrier.carryableReference) { bHidden = true; setMovementReplication(false); } } // Havok simulated event Tick(float Delta) { super.tick(Delta); // return if outside boundary volume if (Role == ROLE_Authority && !IsInState('Held') && !IsInState('Locked') && (Level.Game.BoundaryVolume != None && !Level.Game.BoundaryVolume.encompasses(self))) { dispatchMessage(new class'MessageCarryableReturned'(label)); returnToHome(true); } if (Physics != PHYS_Havok) return; // if server process input and pack output for replication if (Role == ROLE_Authority) { //processInput(); if ( (Level.TimeSeconds > minimumNetUpdateInterval) && ((Level.TimeSeconds > maximumNextNetUpdateTime) || needToPushStateToClient())) { minimumNextNetUpdateTime = Level.TimeSeconds + minimumNetUpdateInterval; maximumNextNetUpdateTime = Level.TimeSeconds + maximumNetUpdateInterval; pushStateToClient(); } } } function bool needToPushStateToClient() { local vector oldPos; local vector oldLinVel; local vector chassisPos, chassisLinVel, chassisAngVel; local HavokRigidBodyState chassisState; // see if state has changed enough, or enough time has passed, that we // should send out another update by updating the state struct // never send updates if physics is at rest if (!HavokIsActive()) return false; // get chassis state HavokGetState(ChassisState); chassisPos = ChassisState.Position; chassisLinVel = ChassisState.LinVel; chassisAngVel = ChassisState.AngVel; // last position we sent oldPos = ReplicationState.Position; oldLinVel = ReplicationState.LinVel; if(VSize(oldPos - chassisPos) > 2 || VSize(oldLinVel - chassisLinVel) > 0.5) { return true; } return false; } function pushStateToClient() { local HavokRigidBodyState ChassisState; HavokGetState(ChassisState); //Log("Pushing state to client with position "$ChassisState.position); ReplicationState.position = ChassisState.position; ReplicationState.linVel = ChassisState.linVel * MPC_LINEAR_VELOCITY_ACCURACY_FACTOR; ReplicationState.rotation = ChassisState.quaternion; ReplicationState.angVel = ChassisState.angVel * MPC_ANGULAR_VELOCITY_ACCURACY_FACTOR; // this flag lets the client know this data is new ReplicationState.bNewState = true; forceNetDirty(); } simulated function updateHavok() { if (!ReplicationState.bNewState) { Log("updateHavok() called without newState"); return; } lastStateReceiveTime = level.timeSeconds; // update desired state currentDesiredHavokState.position = ReplicationState.position; currentDesiredHavokState.velocity = ReplicationState.linVel * MPC_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR; currentDesiredHavokState.angularVelocity = ReplicationState.angVel * MPC_ANGULAR_VELOCITY_INVERSE_ACCURACY_FACTOR; currentDesiredHavokState.rotation = ReplicationState.rotation; currentDesiredHavokState.newState = true; // update flags ReplicationState.bNewState = false; //Log("Client called updateHavok()"); } function int getNumCarryables() { // This instance is 1 carryable. MetaCarryables override this function and use it recursively. return 1; } function int getMaxCarried() { // Overriden by MetaCarryables return maxCarried; } event EnergyBarrierCollision() { if (Level.TimeSeconds - lastEnergyBarrierCollisionTime < timeBetweenEnergyBarrierCollisions) return; lastEnergyBarrierCollisionTime = Level.TimeSeconds; if (carrier != None) { if (CarryableMessageClass != None) carrier.receiveLocalizedMessage( CarryableMessageClass, 10 ); } else if (lastCarrier != None) { if (CarryableMessageClass != None) lastCarrier.receiveLocalizedMessage( CarryableMessageClass, 10 ); } } simulated static function Object getCarriedMesh() { if (default.meshWhileCarried != None) return default.meshWhileCarried; else return default.staticMeshWhileCarried; } simulated function unifiedSetMesh(Object m) { if (StaticMesh(m) != None) { SetStaticMesh(StaticMesh(m)); SetDrawType(DT_StaticMesh); } else { LinkMesh(Mesh(m)); SetDrawType(DT_Mesh); if (carriedAnimation != '' && HasAnim(carriedAnimation)) LoopAnim(carriedAnimation); } } defaultproperties { NetUpdateFrequency = 100 RemoteRole = ROLE_SimulatedProxy DrawType = DT_StaticMesh StaticMesh = StaticMesh'MPGameObjects.MPFlag' Physics = PHYS_None droppedPhysics = PHYS_Falling CollisionRadius = 30 CollisionHeight = 30 stopSpeed = 40 bUseCylinderCollision = true bCollideActors = true bCollideWorld = true bBounce = true bStatic = false bStasis = false bBlockActors = false bBlockPlayers = false bNetNotify = true bNeedLifetimeEffectEvents = true bUseCompressedPosition = false bProjTarget = false selfPickupTimeout = 0.4 elasticity = 0.2 GravityScale = 1.0 Mass = 100 bRotateToDesired = false maxCarried = 1 returnTime = 20 spread = 500 bHardAttach = true bOwnerNoSee = true bBlockKarma = false bRandomizeStartingRotation = false bCanBeGrappledInField = true bCanBeGrappledAtHome = false maxTimeCarried = -1 damagePerSecondAfterMaxTimeCarried = 0 timeBetweenEnergyBarrierCollisions = 3 pickupEffectEvent = PickedUp dropEffectEvent = Dropped thrownEffectEvent = Thrown carryingEffectEvent = Carrying idlingEffectEvent = Idling throwingEffectEvent = Throwing idlingHomeEffectEvent = IdlingHome returnedHomeEffectEvent = Returned preReturnEffectEvent = PreReturned carriedObjectClass = class'MPCarryableThrower' CarryableMessageClass = class'MPCarryableMessages' primaryFriendlyObjectiveDesc = "Defend your team's carryable" primaryEnemyObjectiveDesc = "Get the enemy carryable" primaryNeutralObjectiveDesc = "Get the carryable" attachmentSocket = "flag" maximumNetUpdateInterval=0.5 minimumNetUpdateInterval=0.2 bNetInitialRotation=true NetPriority=3.0 bBlockHavok = false // default icon for help screen hudIcon = texture'HUD.HelpTab' hudIconCoords = (U=0,V=14,UL=80,VL=40) bBlockActorsWhenDropped = true inheritedVelocityFactor = 0.85 clientInterpolationPeriod = 0.1 clientInterpolationSnapDistance = 50 } |
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