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class Pack extends Equipment implements IEffectObserver; var float progressedRechargingTime; var (Pack) float rechargeTimeSeconds "The number of seconds it takes for this pack to recharge after it has been activated"; var float progressedActivatingTime; var (Pack) float rampUpTimeSeconds "The number of seconds it takes for this pack's active effect to kick in"; var float progressedActiveTime; var (Pack) float durationSeconds "The duration of this pack's active effect"; var float alpha; var (Pack) StaticMesh thirdPersonMesh; var Character heldBy; var Character localHeldBy; var (EffectEvents) name activatingEffectName "The name of an effect event that loops on the pack when activating"; var (EffectEvents) name activeEffectName "The name of an effect event that loops on the pack while active"; var (EffectEvents) name chargedEffectName "The name of an effect event that loops on the pack when activating"; var (EffectEvents) name deactivatingEffectName "The name of an effect event that plays once on the pack when deactivated"; var (EffectEvents) name activeEffectStartedName "The name of an effect event that plays once on the pack when active"; var (EffectEvents) name activatingEffectStartedName "The name of an effect event that plays once on the pack when activation has started"; var (EffectEvents) name passiveEffectName "The name of an effect event that loops on the pack while its worn"; var (Pack) float deactivatingDuration "The number of seconds it takes for this pack to deactivate"; var float deactivatingProgressedTime; var bool deactivating; var bool packActivatedTrigger; var bool localPackActivatedTrigger; var bool packSetChargedTrigger; var bool localPackSetChargedTrigger; var bool bLocalActive; var (Pack) bool cannnotBeUsedWhileTouchingInventoryStation; var float rechargingAlpha; replication { reliable if (Role == ROLE_Authority) heldBy, packActivatedTrigger, packSetChargedTrigger, bLocalActive; } function pickup(Character newOwner) { SetTimer(0.0, false); setMovementReplication(false); newOwner.addPack(self); equipmentGone(); } protected function requestEquipmentDrop() { if (isInNoDropRangeOfInventoryStation()) return; if (Character(Owner) != None) Character(Owner).pack = None; playEffect('CharacterRemovePack'); Super.requestEquipmentDrop(); } function bool canPickup(Character potentialOwner) { return potentialOwner.pack.class != class && potentialOwner.armorClass.static.isPackAllowed(class); } function bool needPrompt(Character potentialOwner) { return potentialOwner.pack != None; } function doSwitch(Character newOwner) { if (newOwner.pack != None) newOwner.pack.drop(); Super.doSwitch(newOwner); } function TravelPreAccept() { Character(Owner).addPack(self); } simulated function PostNetReceive() { Super.PostNetReceive(); // check if held state has changed if (localHeldBy != heldBy) { if (localHeldBy != None) { removePassiveEffect(localHeldBy); } localHeldBy = heldBy; if (localHeldBy != None) { applyPassiveEffect(localHeldBy); } } // check for activation if (localPackActivatedTrigger != packActivatedTrigger) { // server side pack is activated so despite the fact we may not be charged force activation GotoState('Activating'); localPackActivatedTrigger = packActivatedTrigger; } // check for forced charging if (localPackSetChargedTrigger != packSetChargedTrigger) { GotoState('Charged'); localPackSetChargedTrigger = packSetChargedTrigger; } } function startHeldByCharacter(Character holder) { heldBy = holder; playEffect(passiveEffectName); applyPassiveEffect(holder); holder.createThirdPersonMesh(class); bHeld = true; bDropped = false; SetPhysics(PHYS_None); SetDrawType(DT_None); bCollideWorld = false; SetCollision(false, false, false); } function endHeldByCharacter(Character holder) { holder.destroyThirdPersonMesh(); finishActiveEffect(); removePassiveEffect(holder); heldBy = None; SetDrawType(DT_StaticMesh); } function setCharged() { if (IsInState('Charged')) return; GotoState('Charged'); // inform clients if (Level.NetMode != NM_Client) packSetChargedTrigger = !packSetChargedTrigger; } simulated function applyPassiveEffect(Character characterOwner); simulated function removePassiveEffect(Character characterOwner); simulated function startActiveEffect(Character characterOwner); simulated function finishActiveEffect(); // Occurs at start of Activating state. simulated function startApplyPartialActiveEffect(); // Occurs during Activating state. Alpha is guaranteed to start at 0 and end at 1. simulated function applyPartialActiveEffect(float alpha, Character characterOwner); simulated function activate(); simulated function tick(float deltaSeconds) { Super.tick(deltaSeconds); // stop deactivating visual effect if necesssary if (deactivating) { deactivatingProgressedTime += deltaSeconds; if (deactivatingProgressedTime >= deactivatingDuration) { stopEffect(deactivatingEffectName); deactivating = false; } } // move pack to location of character to ensure relevancy if (heldBy != None) { Move(heldBy.Location - Location); } if (Level.NetMode == NM_Client) { if (bLocalActive) GotoState('Active'); } } simulated function playEffect(Name effectEvent) { if (heldBy != None) { heldBy.TriggerEffectEvent(Name(Class.Name$effectEvent)); if (heldBy.leftPack != None) { heldBy.leftPack.TriggerEffectEvent(effectEvent,,,,,,,self,'Pack'); heldBy.leftPack.TriggerEffectEvent(name(string(effectEvent)$"left"),,,,,,,self,'Pack'); } if (heldBy.rightPack != None) { heldBy.rightPack.TriggerEffectEvent(effectEvent,,,,,,,self,'Pack'); heldBy.rightPack.TriggerEffectEvent(name(string(effectEvent)$"right"),,,,,,,self,'Pack'); } effectTriggered(effectEvent); } } simulated function OnEffectStarted(Actor inStartedEffect) { } simulated function OnEffectStopped(Actor e, bool b) { } simulated function OnEffectInitialized(Actor inInitializedEffect) { } simulated function stopEffect(Name effectEvent) { if (heldBy != None) { heldBy.UnTriggerEffectEvent(Name(Class.Name$effectEvent)); if (heldBy.leftPack != None) heldBy.leftPack.UnTriggerEffectEvent(effectEvent); if (heldBy.rightPack != None) heldBy.rightPack.UnTriggerEffectEvent(effectEvent); effectUntriggered(effectEvent); } } function effectTriggered(Name effectEvent) { if (heldBy != None) { if (effectEvent == activatingEffectName) heldBy.bActivatingEffect = !heldBy.bActivatingEffect; else if (effectEvent == activeEffectName) heldBy.bActiveEffect = !heldBy.bActiveEffect; else if (effectEvent == deactivatingEffectName) heldBy.bDeactivatingEffect = !heldBy.bDeactivatingEffect; else if (effectEvent == activatingEffectStartedName) heldBy.bActivatingEffectStarted = !heldBy.bActivatingEffectStarted; else if (effectEvent == activeEffectStartedName) heldBy.bActiveEffectStarted = !heldBy.bActiveEffectStarted; } } function effectUntriggered(Name effectEvent) { if (heldBy != None) { if (effectEvent == activatingEffectName) heldBy.bUnactivatingEffect = !heldBy.bUnactivatingEffect; else if (effectEvent == activeEffectName) heldBy.bUnactiveEffect = !heldBy.bUnactiveEffect; else if (effectEvent == deactivatingEffectName) heldBy.bUndeactivatingEffect = !heldBy.bUndeactivatingEffect; else if (effectEvent == activatingEffectStartedName) heldBy.bUnactivatingEffectStarted = !heldBy.bUnactivatingEffectStarted; else if (effectEvent == activeEffectStartedName) heldBy.bUnactiveEffectStarted = !heldBy.bUnactiveEffectStarted; } } // this function can be used to overlay a material onto the owning character simulated event Material GetOverlayMaterialForOwner(int Index) { return None; } // called when a pack is taken from an equipment spawn point function onTakenFromSpawnPoint() { Super.onTakenFromSpawnPoint(); setCharged(); } // The pack is regenerating its charge. Indicated through animation and sound. simulated state Recharging { simulated function beginState() { progressedRechargingTime = 0; } simulated function tick(float deltaSeconds) { Global.Tick(deltaSeconds); progressedRechargingTime += deltaSeconds; rechargingAlpha = progressedRechargingTime / rechargeTimeSeconds; if (progressedRechargingTime >= rechargeTimeSeconds) { rechargingAlpha = 1.0; GotoState('Charged'); } } Begin: } function bool isInRangeOfInventoryStation() { local UseableObject testObject; local Character characterOwner; characterOwner = Character(Owner); if (characterOwner == None) return false; foreach characterOwner.touchingActors(class'UseableObject', testObject) { if (testObject == None) continue; if (testObject.getCorrespondingInventoryStation() != None) return true; } return false; } // The pack is fully charged and ready to be activated. simulated state Charged { simulated function BeginState() { if (heldBy != None && heldBy.Controller == Level.GetLocalPlayerController()) { heldBy.TriggerEffectEvent(Name(Class.Name$chargedEffectName)); } rechargingAlpha = 1.0; } simulated function activate() { // if we have no controller, we're probably driving or manning a turret and shouldn't be allowed to use our pack. if (Character(Owner) == None || Character(Owner).Controller == None) return; // some packs cannot be used while touching an inventory station - handle that here if (Level.NetMode != NM_Client && cannnotBeUsedWhileTouchingInventoryStation && isInRangeOfInventoryStation()) return; GotoState('Activating'); // inform clients if (Level.NetMode != NM_Client && !IsInState('Active')) packActivatedTrigger = !packActivatedTrigger; } Begin: } // The pack is active and using up its charge. Indicated through animation and sound. simulated state Activating { simulated function beginState() { rechargingAlpha = 0; progressedActivatingTime = 0; startApplyPartialActiveEffect(); playEffect(activatingEffectStartedName); playEffect(activatingEffectName); } simulated function tick(float deltaSeconds) { Global.Tick(deltaSeconds); // calculate alpha alpha = progressedActivatingTime / rampUpTimeSeconds; alpha = fclamp(alpha, 0, 1); applyPartialActiveEffect(alpha, heldBy); progressedActivatingTime += deltaSeconds; if (progressedActivatingTime >= rampUpTimeSeconds) GotoState('Active'); } simulated function endState() { stopEffect(activatingEffectName); } Begin: } // The pack is active and using up its charge. Indicated through animation and sound. simulated state Active { simulated function beginState() { progressedActiveTime = 0; startActiveEffect(character(owner)); playEffect(activeEffectStartedName); playEffect(activeEffectName); if (Level.NetMode != NM_Client) bLocalActive = true; } simulated function tick(float deltaSeconds) { Global.Tick(deltaSeconds); progressedActiveTime += deltaSeconds; // if we have no controller, we're probably driving or manning a turret and shouldn't be allowed to use our pack. if (Level.NetMode != NM_Client) { if (Character(Owner) == None || Character(Owner).Controller == None) { GotoState('Recharging'); return; } if (progressedActiveTime >= durationSeconds) GotoState('Recharging'); } else { if (!bLocalActive) { GotoState('Recharging'); return; } } } simulated function endState() { finishActiveEffect(); stopEffect(activeEffectName); // ... deactivation deactivating = true; deactivatingProgressedTime = 0; playEffect(deactivatingEffectName); if (Level.NetMode != NM_Client) bLocalActive = false; } Begin: } defaultProperties { heldStartState = Recharging rechargeTimeSeconds = 2 rampUpTimeSeconds = 2 durationSeconds = 2 deactivating = false deactivatingDuration = 1 activatingEffectName = Activating activeEffectName = Active deactivatingEffectName = Deactivating activatingEffectStartedName = ActivatingStarted activeEffectStartedName = ActiveStarted passiveEffectName = Passive chargedEffectName = Charged packActivatedTrigger = false localPackActivatedTrigger = false bNetNotify = true rechargingAlpha = 0 bCanDrop = true DrawType = DT_StaticMesh prompt = "Press '%1' to swap your '%4' for a '%3'" } |
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