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// Pod class Pod extends JointControlledAircraft native; cppText { void CleanupDestroyed(); } var array<name> muzzleSockets; var int currentMuzzleIndex; var int engineDustEffectIndex; var vector engineDustEffectLocation; var (Pod) float engineDustTraceLength; var (Pod) float engineDustGroundOffset; var VehicleEffectObserver muzzleFlashObserver; replication { reliable if (Role == ROLE_Authority && bNetInitial) currentMuzzleIndex; } simulated function Material getTeamSkin() { if (m_team != None) return m_team.podSkin; return None; } simulated event postNetBeginPlay() { super.postNetBeginPlay(); // set team skin if (m_team != None) { skins[0] = m_team.podSkin; if (Level.NetMode != NM_Client) RepSkin = m_team.podSkin; } muzzleFlashObserver = new class'VehicleEffectObserver'(); TriggerEffectEvent('Spawn'); } function vector getProjectileSpawnLocation() { return getBoneCoords(muzzleSockets[currentMuzzleIndex], true).origin; } function onShotFiredNotification() { // cycle location ++currentMuzzleIndex; if (currentMuzzleIndex == muzzleSockets.length) currentMuzzleIndex = 0; } simulated function vector getFirstPersonEquippableLocation(Equippable subject) { warn("not implemented"); return location; } simulated function rotator getFirstPersonEquippableRotation(Equippable subject) { warn("not implemented"); return rotation; } simulated function vector getControlJointAttachLocation() { return getBoneCoords('Pod').origin; } simulated function Actor getEffectsBaseActor() { return self; } simulated function initialiseEffects() { super.initialiseEffects(); addEffect('engineDust', true, engineDustEffectIndex); } simulated function bool isEffectCauserActive(int effectCauserIndex) { local vector traceStart; local vector traceEnd; local vector dummy; switch (effectCauserIndex) { case engineDustEffectIndex: // trace from engine to ground if (positions[driverIndex].occupant == None) return false; traceStart = location; traceEnd = traceStart + (vect(0, 0, -1) >> Rotation) * engineDustTraceLength; // The Trace simply ignores all Actors. Ideally it would only ignore Actors to do with the Pod like the occupant and the Pod // itself. return Trace(engineDustEffectLocation, dummy, traceEnd, traceStart, false) != None; } return super.isEffectCauserActive(effectCauserIndex); } simulated function updateDynamicEffectStates() { local vector groundOffset; super.updateDynamicEffectStates(); groundOffset.Z = engineDustGroundOffset; // move engine dust effect // I am assuming that the location is valid if the effect is playing. if (effects[engineDustEffectIndex].observer.emitter != None && effects[engineDustEffectIndex].flag) effects[engineDustEffectIndex].observer.emitter.setLocation(engineDustEffectLocation + groundOffset); } function bool aimAdjustViewRotation() { return true; } simulated function getAlternateAimAdjustStart(rotator cameraRotation, out vector newAimAdjustStart) { newAimAdjustStart = getCameraLookAt(cameraRotation, driverIndex); } simulated function bool customFiredEffectProcessing() { return true; } simulated function doCustomFiredEffectProcessing() { local int previousMuzzleIndex; if (Level.NetMode != NM_DedicatedServer && muzzleFlashObserver != None) { TriggerEffectEvent('Fired', , , , , , , muzzleFlashObserver); // update current muzzle index if we are client if (Level.NetMode == NM_Client) { ++currentMuzzleIndex; if (currentMuzzleIndex == 4) currentMuzzleIndex = 0; } previousMuzzleIndex = currentMuzzleIndex - 1; if (previousMuzzleIndex == -1) previousMuzzleIndex = 3; if (muzzleFlashObserver.emitter != None) { muzzleFlashObserver.emitter.setLocation(getBoneCoords(muzzleSockets[previousMuzzleIndex], true).origin); muzzleFlashObserver.emitter.bHardAttach = true; muzzleFlashObserver.emitter.setBase(self); } } } simulated function destroyed() { muzzleFlashObserver.cleanup(); muzzleFlashObserver.delete(); muzzleFlashObserver = None; super.destroyed(); } defaultproperties { DrawType=DT_Mesh Mesh=SkeletalMesh'Vehicles.Pod' Health=800 TPCameraDistance=800 strafeThrustForce = 500 strafeForce = 250 forwardThrustForce = 500 forwardForce = 250 upThrustForce = 500 reverseForce = 150 reverseThrustForce = 250 diveThrustForce = 500 bDrawDriverInTP = true HavokDataClass=class'PodHavokData' rootBone="Pod" positions(0)=(type=VP_DRIVER,hideOccupant=false,occupantControllerState=TribesPlayerDriving,thirdPersonCamera=true,lookAtInheritPitch=true,occupantAnimation=Pod_Stand,occupantConnection=character) driverWeaponClass=class'PodWeapon' muzzleSockets(0)=muzzle1 muzzleSockets(1)=muzzle2 muzzleSockets(2)=muzzle3 muzzleSockets(3)=muzzle4 motorClass = class'PodMotor' idleAnimation = idle leftAnimation = strafeLeft rightAnimation = strafeRight forwardAnimation = throttleForward backAnimation = throttleBack upAnimation = thrust downAnimation = dive blendTime = 0.2 engineDustTraceLength = 750 engineDustGroundOffset = 100 angularBankScale = 0.3 linearBankScale = 0.05 waterDamagePerSecond = 0 navigationTurnRate = 10000 throttleScale = 0.002 thrustThresholdPitch = 12000 driveYawCoefficient = 25 drivePitchCoefficient = 25 navigationMaximumPitch = 12000 cornerSlowDownSpeedCoefficient = 10 localizedName = "fighter" } |
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