Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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// Vehicle // Base Tribes vehicle class. Effectively a copy past of KVehicle. This was done due // to the fact that KVehicle derives from Pawn and is located in Engine. class Vehicle extends Rook implements IFiringMotor native abstract notplaceable; const MAXIMUM_NUMBER_POSITIONS = 10; const NUMBER_MINOR_ENTRY_SIGNALS = 4; cpptext { virtual void PostNetReceive(); virtual void PostEditChange(); virtual void setPhysics(BYTE NewPhysics, AActor *NewFloor, FVector NewFloorV); virtual void CleanupDestroyed(); virtual void tickAI( FLOAT DeltaSeconds ); virtual UBOOL shouldLookForPawns(); virtual void TickSimulated( FLOAT DeltaSeconds ); virtual void TickAuthoritative( FLOAT DeltaSeconds ); virtual FVector predictedLocation( float t ); virtual void HavokPreStepCallback(FLOAT deltaTime); virtual void RemakeRigidBodyVehicle(); virtual void initialiseHavokDataObject(); virtual bool HavokInitActor(); virtual void HavokQuitActor(); virtual void PostNetReceiveLocation(); virtual void physicsRotation(FLOAT deltaTime, FVector OldVelocity); virtual UBOOL IsNetRelevantFor(APlayerController* RealViewer, AActor* Viewer, FVector SrcLocation); bool isOccupant(ACharacter* character); virtual UBOOL Tick(float deltaSeconds, ELevelTick tickType); void updateInertiaTensor(); virtual bool groundContact(); virtual void updateHavokCollisionFilter(); virtual bool isHavokInitialised(); UBOOL CheckOwnerUpdated(); void clearVehicleAnimation(USkeletalMeshInstance *mesh, int index); void loopVehicleAnimation(AVehicle* vehicle, USkeletalMeshInstance *mesh, int index, const FName& sequence); class HkSoftCeiling* softCeiling; class HkCollisionDamageSignaller* collisionDamageSignaller; class HkStayUprightAction* xStayUpright; class HkStayUprightAction* yStayUpright; class HkDampingAction* dampingAction; class HkStayUprightAction* flipAction; class HkInfiniteMassCollisionController* infiniteMassCollisionController; class HkClientInterpolationControl* clientInterpolationControl; } // not all vehicle positions are valid for each vehicle enum VehiclePositionType { VP_DRIVER, VP_GUNNER, VP_LEFT_GUNNER, VP_RIGHT_GUNNER, VP_INVENTORY_STATION_ONE, VP_INVENTORY_STATION_TWO, VP_INVENTORY_STATION_THREE, VP_INVENTORY_STATION_FOUR, VP_NULL }; // Each vehicle position is represented by the following struct. The set of positions are stored in the 'positions' array. The // 'toBePossessed' member specifies what is to be possessed when the position is occupied. This member is initialised by the vehicle in the // begin play functions. If this member is None on the server it implies that the position is a Minor position rather than a Major // position. Clients can use the isMajorPositon function. A Major // position is one that actually involves control of the vehicle, a Minor one simply involves placement in a vehicle. Sub classes would // be expected to provide extra fuctionality for Minor positions. struct native VehiclePosition { var VehiclePositionType type; var Character occupant; var bool wantsToGetOut; var bool hideOccupant; var bool thirdPersonCamera; var bool lookAtInheritPitch; var Rook toBePossessed; var name occupantControllerState; // only valid for turret positions var vector firstPersonCameraLocation; var vector firstPersonWeaponLocation; var name enterAnimation; var name exitAnimation; var name occupiedAnimation; var name unoccupiedAnimation; var weapon oldOccupantWeapon; var vector occupantRelativeLocation; var rotator occupantRelativeRotation; // designer editable position coords for manifest var() int ManifestXPosition "X location of position on manifest diagram"; var() int ManifestYPosition "Y location of position on manifest diagram"; var() bool bNotLabelledInManifest "Whether this position should be labelled in the manifest"; // only valid if not hideOccupant var name occupantConnection; var() name occupantAnimation; }; var float lastStateReceiveTime; // occupant is replicated using the clientDriverEnter function var() array<VehiclePosition> positions; var int driverIndex; var (Vehicle) float inverseCosUprightAngle; struct native VehicleEntryData { var () float radius; var () float height; var () vector offset; var () VehiclePositionType primaryPosition; var () array<VehiclePositionType> secondaryPositions; var () class<VehicleEntry> entryClass; }; var (Vehicle) array<VehicleEntryData> entries; var array<VehicleEntry> vehicleEntries; struct native VehicleFlipTriggerData { var () float radius; var () float height; var () vector offset; }; var (Vehicle) array<VehicleFlipTriggerData> flipTriggers; var array<VehicleFlipTrigger> vehicleFlipTriggers; var class<VehicleMotor> motorClass; var (Vehicle) class<Explosion> destroyedExplosionClass; // generic controls (set by controller, used by concrete derived classes) var float StrafeInput; // between -1 and 1 var float ThrottleInput; // between -1 and 1 var rotator RotationInput; var float ThrustInput; // between 0 and 1 var bool DiveInput; var (Vehicle) bool customInertiaTensor; var (Vehicle) vector customInertiaTensorDiagonal; var (Vehicle) float minimumCollisionDamageMagnitude; var (Vehicle) float collisionDamageMagnitudeScale; var (Vehicle) bool bCollisionDamageEnabled; var (Vehicle) float settledUpsideDownCosAngle; var (Vehicle) float settledUpsideDownSpeed; var (Vehicle) bool bVehicleCameraTrace; var (Vehicle) vector vehicleCameraTraceExtents; var bool bSettledUpsideDown; var (Vehicle) float healthModifier; var (Vehicle) array<VehiclePositionType> doNotEjectOnFlip; var (Vehicle) bool clientInterpolationHard; // indicates if vehicle is in the process of being spawned from a spawn point var bool spawning; // 'true' if vehicle is in the process of flipping var bool bFlipping; // current class that has been switched in, will be None if no switch has taken place var class<Vehicle> currentSwitchClass; // exits struct native ExitData { var () vector offset; var () VehiclePositionType position; }; var (Vehicle) array<ExitData> exits; var (ClientSidePhysics) float clientInterpolationSnapDistance; var (ClientSidePhysics) float clientInterpolationPeriod; // The following is used to manage animations. The indices into animationFinishThenLoop correspond to animation channels. If a value is set // for a particular channel then that animation should loop after the one that is currently playing on the channel finishes. var array<Name> animationFinishThenLoop; var (Vehicle) float maximumNetUpdateInterval; // latest time we should force an update of vehicles state var float maximumNextNetUpdateTime; var (Vehicle) float flipRotationStrength; var (Vehicle) float flipRotationDamping; var (Vehicle) float flipPushUpImpulse; var (Vehicle) float flipPushUpDuration; var (Vehicle) float flipMaximumRotationDuration; var float flipRotateTime; var float flipRotationTimeOut; var bool bShowPhysicsDebug; var bool bGodMode; var (Vehicle) bool bDisablePositionSwitching; var bool abandonmentDestruction; var private float abandonmentDestructionPeriod; var private float currentAbandonmentDuration; var TeamInfo lastOccupantTeam; // speed at which engine shall cease to apply force to vehicle var (Vehicle) float TopSpeed; var (Vehicle) bool stayUprightEnabled; var (Vehicle) float stayUprightDamping; var (Vehicle) float stayUprightStrength; var (Vehicle) int driverMinimumPitch; var (Vehicle) int driverMaximumPitch; ////////// NAVIGATION ////////// var float minimumObstacleLookAhead; var float obstacleLookAheadVeloocityScale; var float distanceToMaximumDurationScale; var float driveYawCoefficient; var float drivePitchCoefficient; // only relevant to vehicles that slow down at corners var float cornerSlowDownDistance; var float cornerSlowDownMinimumCosAngle; var float cornerSlowDownSpeedCoefficient; var bool stopForEnemies; ////////// CAMERA ////////// var (Vehicle) float cameraDistance; var (Vehicle) vector TPCameraLookAt; var (Vehicle) float TPCameraDistance; var (Vehicle) bool bDrawDriverInTP; // whether to draw the driver when in 3rd person mode var Vector cachedCameraLocation; // corresponds to vehicle centre var (Vehicle) name rootBone; // driver weapon var (Vehicle) class<Weapon> driverWeaponClass; var Weapon driverWeapon; var (Vehicle) float waterDamagePerSecond; var vector localMoveDestination; // enahanced damping var bool dampingPlusEnabled; var float dampingPlusXY; var float dampingPlusPositiveZ; var float dampingPlusNegativeZ; var bool retriggerEffectEvents; struct native VehicleEffect { var name effectName; var bool flag; var VehicleEffectObserver observer; }; struct native ClientOccupantEnterData { var Controller controller; var Character occupant; var byte positionIndex; var bool newData; var bool flipFlop; }; var ClientOccupantEnterData minorPositionEntrySignals[NUMBER_MINOR_ENTRY_SIGNALS]; struct native ClientPositionData { var Character occupant; }; var ClientPositionData clientPositions[MAXIMUM_NUMBER_POSITIONS]; var ClientPositionData localClientPositions[MAXIMUM_NUMBER_POSITIONS]; var int throttleForwardEffectIndex; var int throttleBackEffectIndex; var int strafeLeftEffectIndex; var int strafeRightEffectIndex; var int engineIdlingEffectIndex; var int thrustingEffectIndex; var int throttleForwardOrThrustEffectIndex; var int strafeLeftOrThrustEffectIndex; var int strafeRightOrThrustEffectIndex; var array<VehicleEffect> effects; var VehicleMotor motor; var TeamInfo localTeam; var() class<DynamicObject> destructionObjectClass; // indicates whether or not a vehicle has been occupied at all var bool bHasBeenOccupied; // indicates whether or not this vehicle can be driven by an enemy before being driven by an ally var bool bCanBeStolen; // background material for hud data var() Material ManifestLayoutMaterial; // prompts const DRIVER_PROMPT_INDEX = 0; var (VehiclePrompts) localized string driverPrompt; const GUNNER_PROMPT_INDEX = 1; var (VehiclePrompts) localized string gunnerPrompt; const LEFT_GUNNER_PROMPT_INDEX = 2; var (VehiclePrompts) localized string leftGunnerPrompt; const RIGHT_GUNNER_PROMPT_INDEX = 3; var (VehiclePrompts) localized string rightGunnerPrompt; const INVENTORY_STATION_PROMPT_INDEX = 4; var (VehiclePrompts) localized string inventoryStationPrompt; const FULL_VEHICLE_PROMPT_INDEX = 5; var (VehiclePrompts) localized string fullVehiclePrompt; const VEHICLE_PROHIBITED_OBJECT_PROMPT_INDEX = 6; var (VehiclePrompts) localized string vehicleProhibitedObjectPrompt; const FLIP_PROMPT_INDEX = 7; var (VehiclePrompts) localized string flipPrompt; const CANNOT_STEAL_VEHICLE_PROMPT_INDEX = 8; var (VehiclePrompts) localized string cannotStealPrompt; const ENEMY_OCCUPIED_VEHICLE_PROMPT_INDEX = 9; var (VehiclePrompts) localized string enemyOccupiedPrompt; const ENEMY_INVENTORY_STATION_PROMPT_INDEX = 10; var (VehiclePrompts) localized string enemyInventoryStationPrompt; const HEAVY_ATTEMPT_TO_PILOT = 11; var (VehiclePrompts) localized string heavyAttemptedToPilot; var (VehiclePrompts) float heavyAttemptedToPilotSwitchPromptDuration; var (Vehicle) localized string localizedName; var bool bInvincible; var float loseInitialInvincibilityTime; var (Vehicle) float initialInvincibilityDuration; var (Vehicle) Material invicibilityMaterial; var (Vehicle) float velocityInheritOnExitScale "scales how much of the vehicle's velocity the player inherits when exiting"; var (Vehicle) class<MovementCrushingDamageType> CrushingDamageTypeClass; // used by clients to snap to server position struct native DesiredHavokState { var vector velocity; var vector angularVelocity; var vector position; var quat rotation; var bool ignoreRotation; var bool newState; }; var DesiredHavokState currentDesiredHavokState; // padding var transient noexport private const int padding[8]; // useful function for plotting data to real-time graph on screen native final function GraphData(string DataName, float DataValue); native function forceNetDirty(); native function performFlip(); native function Actor cameraTrace(out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent); native function bool vehicleTrace(out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional vector Extent); native function Actor vehicleTransitionTrace(out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart); native function bool isHavokCompletelyInitialised(); replication { reliable if (Role == ROLE_Authority) clientOccupantEnter, clientDriverLeave, minorPositionEntrySignals, driverWeapon, clientPositions, bInvincible, bHasBeenOccupied; reliable if (Role == ROLE_Authority && bNetInitial) spawning; } static simulated function PrecacheVehicleMeshes(LevelInfo Level, class<Vehicle> VehicleClass) { // precache damage components PrecacheDamageComponents(Level, VehicleClass); // precache destruciton mesh class'DynamicObject'.Static.PrecacheDynamicObjectRenderData(Level, VehicleClass.default.destructionObjectClass); // precache main mesh Level.AddPrecacheMesh(VehicleClass.default.Mesh); } simulated function UpdatePrecacheRenderData() { Super.UpdatePrecacheRenderData(); PrecacheVehicleMeshes(Level, Class); } simulated native function byte getLowByte(int angle); simulated native function byte getHighByte(int angle); simulated native function int getAngle(byte lowByte, byte highByte); // Spawns a character within this vehicle. Should be called immediately after usual respawn processing. function spawnCharacter(Character character) { character.bSpawningAtVehicle = true; } simulated function IFiringMotor firingMotor() { return self; } // a way to access getViewRotation from native code (it would be quite tricky to do this through the firingMotor) simulated event Rotator getViewRotationFromMotor() { return getViewRotation(); } // Returns the character (if it exists) that is controlling this rook (i.e. turret or vehicle) simulated function Character getControllingCharacter() { if ( positions.length > 0 ) return positions[driverIndex].occupant; else return None; } function processInput(); function float getTeamDamagePercentage() { // vehicles ignore the team damage concept return 0; } function enableAbandonmentDestruction(float periodSeconds) { abandonmentDestruction = true; abandonmentDestructionPeriod = periodSeconds; } simulated function setSkin(Material skin) { skins[0] = skin; } function bool needToPushStateToClient() { return true; } function pushStateToClient(); simulated function applyOutput(); function getOut(VehiclePositionType type) { local int index; // indicate in positions array that occupant wants to get out index = getPositionIndex(type); positions[index].wantsToGetOut = true; } simulated function FaceRotation( rotator NewRotation, float DeltaTime ) { // vehicles ignore 'face rotation' } function initVehicleAI() { local Tyrion_ResourceBase r; local int i; r = new class<Tyrion_ResourceBase>( DynamicLoadObject( "Tyrion.AI_VehicleResource", class'Class')); vehicleAI = r; r.setResourceOwner( self ); for ( i = 0; i < goals.length; i++ ) { r.assignGoal( goals[i] ); } for ( i = 0; i < abilities.length; i++ ) { r.assignAbility( abilities[i] ); } } function initDriverAI( int index ) { local Tyrion_ResourceBase r; local int i; r = new class<Tyrion_ResourceBase>( DynamicLoadObject( "Tyrion.AI_DriverResource", class'Class')); positions[index].toBePossessed.mountAI = r; r.setResourceOwner( self ); r.setIndex( index ); for ( i = 0; i < goals.length; i++ ) { r.assignGoal( goals[i] ); } for ( i = 0; i < abilities.length; i++ ) { r.assignAbility( abilities[i] ); } } function initGunnerAI( int index ) { local Tyrion_ResourceBase r; local int i; // vision systems for the gunner positions[index].toBePossessed.CreateVisionNotifier(); r = new class<Tyrion_ResourceBase>( DynamicLoadObject( "Tyrion.AI_GunnerResource", class'Class')); positions[index].toBePossessed.mountAI = r; r.setResourceOwner( self ); r.setIndex( index ); for ( i = 0; i < goals.length; i++ ) { r.assignGoal( goals[i] ); } for ( i = 0; i < abilities.length; i++ ) { r.assignAbility( abilities[i] ); } copyVehicleAIValuesToTurret( positions[index].toBePossessed ); } // cleanup AI when vehicle dead event bool cleanupAI() { local int i; if ( super.cleanupAI() ) return true; if ( vehicleAI != None ) // (can be None if vehicle is deleted before PostNetBeginPlay is called) vehicleAI.cleanup(); for ( i = 0; i < positions.length; ++i ) if ( positions[i].toBePossessed != None && positions[i].toBePossessed.mountAI != None ) positions[i].toBePossessed.mountAI.cleanup(); if ( vehicleAI != None ) vehicleAI.deleteSensors(); for ( i = 0; i < positions.length; ++i ) if ( positions[i].toBePossessed != None && positions[i].toBePossessed.mountAI != None ) positions[i].toBePossessed.mountAI.deleteSensors(); if ( vehicleAI != None ) vehicleAI.deleteRemovedActions(); for ( i = 0; i < positions.length; ++i ) if ( positions[i].toBePossessed != None && positions[i].toBePossessed.mountAI != None ) positions[i].toBePossessed.mountAI.deleteRemovedActions(); return false; } // Cause all resources attached to this pawn to re-check their goals function rematchGoals() { local int i; if ( vehicleAI != None ) // (can be None if vehicle is deleted before PostNetBeginPlay is called) vehicleAI.bMatchGoals = true; for ( i = 0; i < positions.length; ++i ) if ( positions[i].toBePossessed != None ) positions[i].toBePossessed.mountAI.bMatchGoals = true; } // set pertinent AI values on the vehicleMountedTurret function copyVehicleAIValuesToTurret( Rook turret ) { turret.AI_LOD_ActivationDistance = AI_LOD_ActivationDistance; turret.AI_LOD_DeactivationDistance = AI_LOD_DeactivationDistance; turret.SightRadius = SightRadius; turret.shotAngularDeviation = shotAngularDeviation; turret.shotLeadAbility = shotLeadAbility; turret.reactionDelay = reactionDelay; } // generate "AllyKilled" speech events for vehicle occupants function generateAIDeathSpeechEvents( int deadIndex ) { local int index; local String extraTag; local BaseAICharacter ai; if ( deadIndex == driverIndex ) extraTag = "Pilot"; else extraTag = "Gunner"; for (index = 0; index < positions.length; ++index) { ai = BaseAICharacter( positions[index].occupant ); if ( class'Pawn'.static.checkAlive( ai ) ) // (also checks for non-None) { level.speechmanager.PlayDynamicSpeech( ai, 'AllyKilled', None, self, extraTag ); break; } } } simulated function updateTeamSkin() { local Material teamSkin; // only change skin if we have none set... is this correct logic? if (skins.Length == 0 || skins[0] == None) { teamSkin = getTeamSkin(); // getTeamSkin overriden by derived classes if (teamSkin != None) setSkin(teamSkin); } } // vehicles ovveride this to return their particular team skin simulated function Material getTeamSkin() { return None; } simulated function setTeam(TeamInfo newTeam) { local int i; super.setTeam(newTeam); for ( i = 0; i < positions.length; ++i ) if ( positions[i].toBePossessed != None && positions[i].toBePossessed != self ) positions[i].toBePossessed.setTeam(newTeam); updateTeamSkin(); } event bool EncroachingOn(Actor other) { // do not encroach vehicle spawn points if (VehicleSpawnPoint(other) != None) return false; return Super.EncroachingOn(other); } simulated function PostBeginPlay() { local int index; local coords connection; super.PostBeginPlay(); assert(positions.length <= MAXIMUM_NUMBER_POSITIONS); // steering is straight ahead initially RotationInput = Rotation; // apply initial invincibility if (Role == ROLE_Authority) { bInvincible = true; loseInitialInvincibilityTime = Level.TimeSeconds + initialInvincibilityDuration; } // Update occupant relative location and position (perhaps would be more robust to do in native as it is easier to get relative // location and relative rotation of socket. for (index = 0; index < positions.length; ++index) { connection = GetBoneCoords(positions[index].occupantConnection, true); positions[index].occupantRelativeLocation = connection.origin - Location; positions[index].occupantRelativeLocation = positions[index].occupantRelativeLocation << Rotation; positions[index].occupantRelativeRotation = OrthoRotation(connection.xAxis, connection.yAxis, connection.zAxis) - Rotation; } } function PostLoadGame() { local int i; super.PostLoadGame(); for (i = 0; i < positions.Length; ++i) { if (positions[i].occupant != None) occupantEnterAnimationProcessing(i); } } simulated function initialiseEffects() { addEffect('throttleForward', false, throttleForwardEffectIndex); addEffect('throttleBack', false, throttleBackEffectIndex); addEffect('strafeLeft', false, strafeLeftEffectIndex); addEffect('strafeRight', false, strafeRightEffectIndex); addEffect('EngineIdling', false, engineIdlingEffectIndex); addEffect('Thrusting', false, thrustingEffectIndex); addEffect('ThrottleForwardOrThrust', false, throttleForwardOrThrustEffectIndex); addEffect('StrafeLeftOrThrust', false, strafeLeftOrThrustEffectIndex); addEffect('StrafeRightOrThrust', false, strafeRightOrThrustEffectIndex); } simulated function addEffect(name effectName, bool dynamicUpdate, out int effectIndex) { effectIndex = effects.length; effects.length = effects.length + 1; effects[effectIndex].effectName = effectName; effects[effectIndex].flag = false; if (dynamicUpdate) effects[effectIndex].observer = new class'VehicleEffectObserver'(); } simulated function vector getVehicleUseablePoint(int pointI) { return vehicleEntries[pointI].GetUseablePoint(); } simulated event PostNetBeginPlay() { local int entryI; local int flipTriggerI; local vector xAxis; local vector yAxis; local vector zAxis; local int index; if (spawning) { assert(physics == PHYS_None); SetPhysics(PHYS_Havok); SetPhysics(PHYS_None); } // vision for the driver CreateVisionNotifier(); // initialise driver position index driverIndex = getPositionIndex(VP_DRIVER); // initialise driver position positions[driverIndex].toBePossessed = self; Super.PostNetBeginPlay(); // apply health modifier healthMaximum *= healthModifier; health = healthMaximum; // initialise vehicle effects effects.length = 0; if (Level.NetMode != NM_DedicatedServer) initialiseEffects(); motor = new motorClass(self); GetAxes(rotation, xAxis, yAxis, zAxis); // spawn driver weapon if (Level.NetMode != NM_Client) { if (driverWeaponClass != None) { driverWeapon = Spawn(driverWeaponClass, self, , location); driverWeapon.setOwner(self); // initialise weapon driverWeapon.equip(); driverWeapon.gotostate('Idle'); } } // spawn vehicle entries client and server side, only reason they are on the client is for HUD prompts vehicleEntries.length = entries.length; for (entryI = 0; entryI < entries.length; ++entryI) { if(entries[entryI].entryClass == None) entries[entryI].entryClass = class'VehicleEntry'; vehicleEntries[entryI] = spawn(entries[entryI].entryClass, self, , location + entries[entryI].offset.X * xAxis + entries[entryI].offset.Y * yAxis + entries[entryI].offset.Z * zAxis); vehicleEntries[entryI].setBase(self); vehicleEntries[entryI].setCollision(true, false, false); vehicleEntries[entryI].setCollisionSize(entries[entryI].radius, entries[entryI].height); vehicleEntries[entryI].secondaryPositions = entries[entryI].secondaryPositions; vehicleEntries[entryI].initialiseVehicleEntry(entries[entryI].primaryPosition, self); // Update useable points array UseablePoints[entryI] = vehicleEntries[entryI].GetUseablePoint(); UseablePointsValid[entryI] = UP_Valid; } // create flip triggers if (Level.NetMode != NM_Client) { vehicleFlipTriggers.length = flipTriggers.length; for (flipTriggerI = 0; flipTriggerI < flipTriggers.length; ++flipTriggerI) { vehicleFlipTriggers[flipTriggerI] = spawn(class'VehicleFlipTrigger', self, , location + flipTriggers[flipTriggerI].offset.X * xAxis + flipTriggers[flipTriggerI].offset.Y * yAxis + flipTriggers[flipTriggerI].offset.Z * zAxis); vehicleFlipTriggers[flipTriggerI].promptIndex = FLIP_PROMPT_INDEX; vehicleFlipTriggers[flipTriggerI].ownerVehicle = self; vehicleFlipTriggers[flipTriggerI].setBase(self); vehicleFlipTriggers[flipTriggerI].setCollision(true, false, false); vehicleFlipTriggers[flipTriggerI].setCollisionSize(flipTriggers[flipTriggerI].radius, flipTriggers[flipTriggerI].height); // Update useable points array UseablePoints[entries.Length + flipTriggerI] = vehicleFlipTriggers[flipTriggerI].GetUseablePoint(); UseablePointsValid[entries.Length + flipTriggerI] = UP_Unused; } } // do other client processing for unoccupied positions for (index = 0; index < positions.length; ++index) { if (clientPositions[index].occupant == None) { // play unoccupied animation if (positions[index].exitAnimation != 'None') { PlayAnim(positions[index].exitAnimation); animationFinishThenLoop[index] = positions[index].unoccupiedAnimation; } } else { // play occupied animation if (positions[index].enterAnimation != 'None') { PlayAnim(positions[index].enterAnimation); animationFinishThenLoop[index] = positions[index].occupiedAnimation; } } } // init AI initVehicleAI(); initDriverAI( driverIndex ); // make sure client skin is updated updateTeamSkin(); } simulated function postNetReceive() { local int index; local Character oldOccupant; super.postNetReceive(); // check for minor position entry for (index = 0; index < NUMBER_MINOR_ENTRY_SIGNALS; ++index) { if (minorPositionEntrySignals[index].newData) { // ideally should not be recieved at all if not character net owner if (minorPositionEntrySignals[index].occupant.bNetOwner) clientOccupantEnter(minorPositionEntrySignals[index]); minorPositionEntrySignals[index].newData = false; } } // check for team change if (localTeam != m_team) { localTeam = m_team; updateTeamSkin(); } // check for occupant changes // ... leaving for (index = 0; index < positions.length; ++index) { if (clientPositions[index] != localClientPositions[index] && clientPositions[index].occupant == None) { oldOccupant = localClientPositions[index].occupant; localClientPositions[index] = clientPositions[index]; otherClientOccupantLeave(index, oldOccupant); } } // ... entering for (index = 0; index < positions.length; ++index) { if (clientPositions[index] != localClientPositions[index] && clientPositions[index].occupant != None) { localClientPositions[index] = clientPositions[index]; otherClientOccupantEnter(index); } } } function bool InGodMode() { return bGodMode || Super.InGodMode(); } function PostTakeDamage(float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor) { local class<ProjectileDamageType> pdt; local int positionI; local Controller killer; local Rook killerRook; local ModeInfo mode; local Rook instigatedRook; instigatedRook = Rook(instigatedBy); // catch case we have been torn off and this is called if (Level.NetMode == NM_Client) return; // disable invincibility if attacked by our own team if (instigatedRook != None && instigatedRook.team() == team()) bInvincible = false; // do nothing if in god mode or invincible if (InGodMode() || bInvincible) return; pdt = class<ProjectileDamageType>(damageType); if (pdt != None) Damage *= pdt.default.vehicleDamageModifier; // avoid damage healing the car if (Damage < 0) return; // vehicle is dead if ((Health - Damage) <= 0) { aboutToDie(); // have all occupants leave for (positionI = 0; positionI < positions.length; ++positionI) { if (positions[positionI].occupant != None) driverLeave(true, positionI); } // Notify mode for stat-tracking purposes mode = ModeInfo(Level.Game); if (mode != None) { mode.OnVehicleDestroyed(instigatedBy, self, damageType); } // Remove dead vehicle's from other AI's VisionNotifier's // (maybe to be consistent with Pawn's postTakeDamage function we should call Died() here) Level.Game.NotifyKilled(instigatedBy.Controller, Controller, self); // emit death message if (instigatedBy != None) killer = instigatedBy.GetKillerController(); if (killer!= None && Killer.Pawn != None) { killerRook = Rook(Killer.Pawn); if (killerRook != None) dispatchMessage(new class'MessageDeath'(killerRook.getKillerLabel(), label, killer.Pawn.PlayerReplicationInfo, None)); else dispatchMessage(new class'MessageDeath'(killer.Pawn.label, label, killer.Pawn.PlayerReplicationInfo, None)); } else dispatchMessage(new class'MessageDeath'(self.label, label, None, None)); TriggerEffectEvent('VehicleDestroyed'); } Super.PostTakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType, projectileFactor); } function aboutToDie() { } // Vehicles do not get telefragged. event EncroachedBy( actor Other ) { Log("Vehicle("$self$") Encroached By: "$Other$"."); } // You got some new info from the server (VehicleState has some new info). simulated event VehicleStateReceived() { // make sure we are in PHYS_Havok if (physics != PHYS_Havok) setPhysics(PHYS_Havok); HavokActivate(); lastStateReceiveTime = Level.TimeSeconds; } // Called when a parameter of the overall articulated actor has changed (like PostEditChange). simulated event VehicleUpdateParams() { } simulated function vehicleFire() { if (driverWeapon == None) return; fire(false); } simulated function fire(optional bool fireOnce) { driverWeapon.fire(fireOnce); } function altFire(optional bool fireOnce) { } function releaseFire() { } function releaseAltFire() { } function bool shouldFire(Equippable e) { return false; } function setFirePressed(Equippable e, bool pressed) { } simulated function vehicleCeaseFire() { if (driverWeapon == None) return; driverWeapon.releaseFire(); } function int getOccupantPositionIndex(Character occupant) { local int positionI; for (positionI = 0; positionI < positions.length; ++positionI) if (positions[positionI].occupant == occupant) return positionI; return -1; } // Convenience function that simply forwards an attempt to occupy the driver position. function bool tryToDrive(Character character) { local array<VehiclePositionType> secondaryPositions; return tryToOccupy(character, VP_DRIVER, secondaryPositions) >= 0; } simulated function bool canArmourBeDriver(class<Armor> armour) { local int index; if (armour == None) return false; for (index = 0; index < armour.default.allowedDriver.length; ++index) if (armour.default.allowedDriver[index] == class) return true; return false; } simulated function bool canArmourBePassenger(class<Armor> armour) { local int index; for (index = 0; index < armour.default.allowedPassenger.length; ++index) if (armour.default.allowedPassenger[index] == class) return true; return false; } // If this function cannot find an available position it shall simply return -1. simulated function int getAvailablePositionIndex(int positionIndex, array<VehiclePositionType> secondaryPositions, Character character) { local int index; local int temporary; if (clientPositions[positionIndex].occupant != None || !canArmorOccupy(positions[positionIndex].type, character)) { for (index = 0; index < secondaryPositions.length; ++index) { temporary = getPositionIndex(secondaryPositions[index]); if (clientPositions[temporary].occupant == None && (character == None || canArmorOccupy(secondaryPositions[index], character))) { return temporary; } } return -1; } return positionIndex; } simulated function bool isOccupant(Character character) { local int index; for (index = 0; index < positions.length; ++index) { if (clientPositions[index].occupant == character) return true; } return false; } // Returns true if the armour of the specified character can occupy the specified position. simulated function bool canArmorOccupy(VehiclePositionType position, Character character) { if (character.armorClass == None) { warn(character.name $ "'s armor class is none"); return true; } else if (position == VP_DRIVER) return canArmourBeDriver(character.armorClass); else return canArmourBePassenger(character.armorClass); } function int canOccupy(Character character, VehiclePositionType position, array<VehiclePositionType> secondaryPositions, out byte promptIndex) { local int positionIndex; local TeamInfo workTeam; local int targetPositionIndex; promptIndex = 255; if (spawning) return -1; if (character.Controller == None) return -1; // cannot enter flipped vehicle if (bSettledUpsideDown) return -1; positionIndex = getPositionIndex(position); // ignore if the occupant team of this vehicle is not the same as the character workTeam = getOccupantTeam(); if (workTeam != None && workTeam != character.team()) { promptIndex = ENEMY_OCCUPIED_VEHICLE_PROMPT_INDEX; return -1; } // handle case vehicle is attempted to be stolen if (!bCanBeStolen && !bHasBeenOccupied && character.team() != team()) { promptIndex = CANNOT_STEAL_VEHICLE_PROMPT_INDEX; return -1; } if (isOccupant(character)) return -1; // handle case character is carrying an object that prevents vehicle entry if (character.numDroppableCarryables() > 0 && !character.carryableReference.bCanBringIntoVehicle) { promptIndex = VEHICLE_PROHIBITED_OBJECT_PROMPT_INDEX; return -1; } // attempt to access a secondary position if primary is occupied targetPositionIndex = getAvailablePositionIndex(positionIndex, secondaryPositions, character); if (targetPositionIndex == -1) { promptIndex = FULL_VEHICLE_PROMPT_INDEX; // assume if attempting to access pilot position and armour cannot occupy we are a heavy if (positionIndex == driverIndex && positions[positionIndex].occupant == None && !canArmorOccupy(positions[positionIndex].type, character)) promptIndex = HEAVY_ATTEMPT_TO_PILOT; return -1; } // ignore if attempting to enter an inventory station position and not on vehicles team if (isInventoryPosition(positions[targetPositionIndex].type) && (character.team() != team())) { promptIndex = ENEMY_INVENTORY_STATION_PROMPT_INDEX; return -1; } // confirm possession target is initialised if (isMajorPosition(positions[targetPositionIndex].type) && (positions[targetPositionIndex].toBePossessed == None)) { warn("possession target is none"); return -1; } promptIndex = getPositionPromptIndex(positions[targetPositionIndex].type); // assume if attempting to access pilot position and armour cannot occupy we are a heavy if (positionIndex == driverIndex && !canArmorOccupy(positions[positionIndex].type, character)) promptIndex = HEAVY_ATTEMPT_TO_PILOT; return targetPositionIndex; } simulated function bool isInventoryPosition(VehiclePositionType positionType) { return positionType == VP_INVENTORY_STATION_ONE || positionType == VP_INVENTORY_STATION_TWO || positionType == VP_INVENTORY_STATION_THREE || positionType == VP_INVENTORY_STATION_FOUR; } // A Character has tried to occupy this vehicle. // Returns the positionIndex if the character successfully occupied this vehicle or -1 if not. function int tryToOccupy(Character character, VehiclePositionType position, array<VehiclePositionType> secondaryPositions) { local int targetPositionIndex; local byte dummy; targetPositionIndex = canOccupy(character, position, secondaryPositions, dummy); if (targetPositionIndex == -1) return -1; if ( // player case (character.Controller.bIsPlayer && !character.Controller.IsInState('PlayerDriving') && character.IsHumanControlled()) || // ai case (!character.IsHumanControlled()) ) { occupantEnter(character, targetPositionIndex); return targetPositionIndex; } else { return -1; } } // returns true if the vehicle can target the location given its view constraints; // this function should return true if it's possible to target this point, not if it can currently be targetted // (individual vehicles should override this function based on their weapon) function bool canTargetPoint(Vector targetLoc) { return true; } // wrapper funtion to call aimClass.static.aimlocation from native code event Vector getAimLocation( Pawn target ) { return driverWeapon.aimClass.static.getAimLocation( driverWeapon, target ); } // Returns the team of this vehicle's occupant(s). If there are no occupants it returns None. simulated function TeamInfo getOccupantTeam() { local int positionI; for (positionI = 0; positionI < positions.length; ++positionI) { if (clientPositions[positionI].occupant != None) return clientPositions[positionI].occupant.team(); } return None; } simulated function Character getDriver() { return positions[driverIndex].occupant; } // Returns index into positions array corresponding to a particular position type. simulated function int getPositionIndex(VehiclePositionType position) { local int index; for (index = 0; index < positions.length; ++index) { if (positions[index].type == position) return index; } log("WARNING: vehicle position not found"); return 0; } // Events called on driver entering/leaving vehicle. // Places an occupant within this vehicle. simulated function clientOccupantEnter(ClientOccupantEnterData data) { local PlayerController pc; // store the driver positions[data.positionIndex].occupant = data.occupant; // ... update client position data immediately clientPositions[data.positionIndex].occupant = data.occupant; if (localClientPositions[data.positionIndex].occupant != data.occupant) { localClientPositions[data.positionIndex].occupant = data.occupant; otherClientOccupantEnter(data.positionIndex); } if (Role < ROLE_Authority) attachToVehicle(data.positionIndex); // prevent weapons from firing after we leave if (clientPositions[data.positionIndex].occupant.motor != None) clientPositions[data.positionIndex].occupant.motor.bFirePressed = false; // do player major position specific processing pc = PlayerController(data.controller); if (pc != None && isMajorPosition(positions[data.positionIndex].type)) { pc.GotoState(positions[data.positionIndex].occupantControllerState); if (positions[data.positionIndex].thirdPersonCamera) pc.bBehindView = true; else pc.bBehindView = false; pc.bFixedCamera = false; pc.bFreeCamera = true; pc.SetRotation(Rotation); } } simulated function bool isMajorPosition(VehiclePositionType type) { return (type == VP_DRIVER) || (type == VP_GUNNER) || (type == VP_LEFT_GUNNER) || (type == VP_RIGHT_GUNNER); } simulated function bool canBeRepairedBy(Rook otherGuy) { local TeamInfo tiThisGuy; local TeamInfo tiOtherGuy; if (otherGuy == None) return true; // use last occupant team if available if (lastOccupantTeam != None) tiThisGuy = lastOccupantTeam; else tiThisGuy = team(); tiOtherGuy = otherGuy.getControllingCharacterTeam(); if (tiThisGuy == None || tiOtherGuy == None) return true; return tiThisGuy.isFriendly( tiOtherGuy ); } function occupantEnter(Character p, int positionIndex) { local PlayerController pc; local Controller c; local ClientOccupantEnterData data; local int minorPositionEntryIndex; if (isOccupant(p)) { warn(p @ "cannot enter" @ self @ "because they are already an occupant"); return; } bHasBeenOccupied = true; // store occupant positions[positionIndex].occupant = p; clientPositions[positionIndex].occupant = p; if (positions[positionIndex].hideOccupant) positions[positionIndex].occupant.setDrawType(DT_None); attachToVehicle(positionIndex); c = p.Controller; pc = PlayerController(c); // do major position specific processing if (positions[positionIndex].toBePossessed != None) { // disconnect PlayerController from occupant and connect to c.Unpossess(); positions[positionIndex].occupant.SetOwner(c); // keeps the driver relevant c.Possess(positions[positionIndex].toBePossessed); // save the occupant's current weapon, and holster it if (positions[positionIndex].occupant.weapon != None) { positions[positionIndex].oldOccupantWeapon = positions[positionIndex].occupant.weapon; positions[positionIndex].oldOccupantWeapon.bHidden = true; } positions[positionIndex].occupant.motor.setWeapon(None); // player specific processing if (pc != None) { // set playercontroller to view the vehicle pc.ClientSetViewTarget(positions[positionIndex].toBePossessed); // change controller state to driver pc.GotoState(positions[positionIndex].occupantControllerState); // get rid of AI inaccuracy if ( positions[positionIndex].toBePossessed.firingMotor() != None ) positions[positionIndex].toBePossessed.firingMotor().getWeapon().AISpread = Rot(0.0, 0.0, 0.0); } } // update character flag if (positions[positionIndex].hideOccupant) positions[positionIndex].occupant.bHiddenVehicleOccupant = true; // scripting message if (positionIndex == driverIndex) dispatchMessage(new class'MessageDriverEnter'(label, p.label)); else dispatchMessage(new class'MessageGunnerEnter'(label, p.label)); // signal to client that driver has entered data.controller = c; data.occupant = positions[positionIndex].occupant; data.positionIndex = positionIndex; if (positions[positionIndex].toBePossessed == self) { clientOccupantEnter(data); } else if (VehicleMountedTurret(positions[positionIndex].toBePossessed) != None) { // go through VehicleMountedTurret because otherwise the function is not replicated, call will // simply be forwarded to the vehicle on the client side VehicleMountedTurret(positions[positionIndex].toBePossessed).clientOccupantEnter(pc, positions[positionIndex].occupant, positionIndex); } else { // use variable replication to signal a client has entered a minor position minorPositionEntryIndex = getMinorPositionEntryIndex(data.positionIndex); if (minorPositionEntryIndex != -1) { minorPositionEntrySignals[minorPositionEntryIndex].controller = data.controller; minorPositionEntrySignals[minorPositionEntryIndex].occupant = data.occupant; minorPositionEntrySignals[minorPositionEntryIndex].positionIndex = data.positionIndex; minorPositionEntrySignals[minorPositionEntryIndex].newData = true; minorPositionEntrySignals[minorPositionEntryIndex].flipFlop = !minorPositionEntrySignals[minorPositionEntryIndex].flipFlop; } } occupantEnterAnimationProcessing(positionIndex); otherClientOccupantEnter(positionIndex); } // Does any necessary animation processing for a client in a particular position. function occupantEnterAnimationProcessing(int positionIndex) { if (!positions[positionIndex].hideOccupant) { positions[positionIndex].occupant.enterManualAnimationState(); positions[positionIndex].occupant.LoopAnim(positions[positionIndex].occupantAnimation); } } // Called on all machines when an occupant enters this vehicle. simulated function otherClientOccupantEnter(int positionI) { bHasBeenOccupied = true; // kill all movement effects clientPositions[positionI].occupant.stopMovementEffects(); // update last occupant team lastOccupantTeam = clientPositions[positionI].occupant.team(); // animation if (positions[positionI].enterAnimation != 'None') { PlayAnim(positions[positionI].enterAnimation); animationFinishThenLoop[positionI] = positions[positionI].occupiedAnimation; } // driver enter effect if (positionI == driverIndex) TriggerEffectEvent('DriverEntered'); clientPositions[positionI].occupant.hideJetpack(); // turn off shadow if (clientPositions[positionI].occupant.Shadow != None) clientPositions[positionI].occupant.Shadow.bShadowActive = false; } function occupantLeaveAnimationProcessing(int positionIndex) { positions[positionIndex].occupant.exitManualAnimationState(); } // Move the occupant into position, and attach to car. Occurs client and server side. simulated function attachToVehicle(int positionIndex) { // when moving out of fusion collision state is set back to what it was so must set physics to PHYS_None before updating collision positions[positionIndex].occupant.SetPhysics(PHYS_None); // collide actors needs to be so as the player will set off triggers and can be shot at positions[positionIndex].occupant.SetCollision(true, false, false); positions[positionIndex].occupant.bCollideWorld = false; positions[positionIndex].occupant.Velocity = vect(0,0,0); // When putting player in vehicle SetRelativeRotation at the end to get the hard attach matrix updated correctly. if (!positions[positionIndex].hideOccupant) { // put occupant in correct position positions[positionIndex].occupant.SetLocation(Location + (positions[positionIndex].occupantRelativeLocation >> Rotation)); positions[positionIndex].occupant.SetRotation(rot(0, 0, 0)); } else positions[positionIndex].occupant.SetLocation(Location); positions[positionIndex].occupant.SetPhysics(PHYS_None); positions[positionIndex].occupant.bHardAttach = true; positions[positionIndex].occupant.SetBase(None); // needs to be called here because Driver.SetBase(None) may call SetPhysics(PHYS_Falling) positions[positionIndex].occupant.SetPhysics(PHYS_None); positions[positionIndex].occupant.SetBase(self); positions[positionIndex].occupant.SetPhysics(PHYS_None); if (!positions[positionIndex].hideOccupant) { positions[positionIndex].occupant.SetRelativeRotation(positions[positionIndex].occupantRelativeRotation); positions[positionIndex].occupant.SetRelativeLocation(positions[positionIndex].occupantRelativeLocation); } } simulated function clientDriverLeave(Controller c, Character oldDriver) { local int workIndex; local PlayerController pc; pc = PlayerController(c); if (pc != None) { pc.bBehindView = false; pc.bFixedCamera = true; pc.bFreeCamera = false; } oldDriver.bOwnerNoSee = true; // turn off all effects for (workIndex = 0; workIndex < effects.length; ++workIndex) { if (effects[workIndex].flag) { //log("UnTriggerEffectEvent(" $ effects[workIndex].effectName $ ")"); UnTriggerEffectEvent(effects[workIndex].effectName); effects[workIndex].flag = false; } } } // Called from when an occupant wants to get out. function bool driverLeave(bool bForceLeave, int positionIndex) { local Controller c; local PlayerController pc; local int exitI; local bool havePlaced; local vector HitLocation, HitNormal; local vector rootLocation; local Character oldOccupant; local int minorPositionEntryIndex; local vector exitLocation; // do nothing if we're not being driven if (positions[positionIndex].occupant == None) return false; positions[positionIndex].occupant.bSpawningAtVehicle = false; oldOccupant = positions[positionIndex].occupant; // Before we can exit, we need to find a place to put the driver. // Iterate over array of possible exit locations. positions[positionIndex].occupant.bHardAttach = false; positions[positionIndex].occupant.bCollideWorld = true; positions[positionIndex].occupant.SetCollision(true, true, true); havePlaced = false; rootLocation = GetBoneCoords(rootBone).origin; if (vehicleEntries.length == 0) warn("no entries thus no way to exit"); // use exit points // ... firstly try to place at exit corresponding to position we are in for (exitI = 0; exitI < exits.length && !havePlaced; exitI++) { if (exits[exitI].position != positions[positionIndex].type) continue; exitLocation = Location + (exits[exitI].offset >> Rotation); // first, do a line check (stops us passing through things on exit) if (vehicleTransitionTrace(HitLocation, HitNormal, exitLocation, rootLocation) != None) continue; // then see if we can place the player there if (!positions[positionIndex].occupant.SetLocation(exitLocation)) continue; havePlaced = true; } // ... secondly try to place at exit not corresponding to position we are in for (exitI = 0; exitI < exits.length && !havePlaced; exitI++) { if (exits[exitI].position == positions[positionIndex].type) continue; exitLocation = Location + (exits[exitI].offset >> Rotation); // first, do a line check (stops us passing through things on exit) if (vehicleTransitionTrace(HitLocation, HitNormal, exitLocation, rootLocation) != None) continue; // then see if we can place the player there if (!positions[positionIndex].occupant.SetLocation(exitLocation)) continue; havePlaced = true; } // if we could not find a place to put the driver, leave driver inside as before if(!havePlaced && !bForceLeave) { Log("Could not place driver."); positions[positionIndex].occupant.bHardAttach = true; positions[positionIndex].occupant.bCollideWorld = false; positions[positionIndex].occupant.SetCollision(true, false, false); return false; } // scripting message if (positionIndex == driverIndex) dispatchMessage(new class'MessageDriverLeave'(label, positions[positionIndex].occupant.label)); else dispatchMessage(new class'MessageGunnerLeave'(label, positions[positionIndex].occupant.label)); // get controller if (positions[positionIndex].toBePossessed != None) c = positions[positionIndex].toBePossessed.Controller; else c = positions[positionIndex].occupant.controller; pc = PlayerController(c); // signal to client that occupant has left if (positions[positionIndex].toBePossessed == self) { clientDriverLeave(c, positions[positionIndex].occupant); } else if (VehicleMountedTurret(positions[positionIndex].toBePossessed) != None) { clientDriverLeave(c, positions[positionIndex].occupant); } else { clientDriverLeave(c, positions[positionIndex].occupant); // clear minor entry signal minorPositionEntryIndex = getMinorPositionEntryIndex(positionIndex); if (minorPositionEntryIndex != -1) { minorPositionEntrySignals[minorPositionEntryIndex].controller = None; minorPositionEntrySignals[minorPositionEntryIndex].occupant = None; minorPositionEntrySignals[minorPositionEntryIndex].newData = false; minorPositionEntrySignals[minorPositionEntryIndex].flipFlop = !minorPositionEntrySignals[minorPositionEntryIndex].flipFlop; } } // update character flag positions[positionIndex].occupant.bHiddenVehicleOccupant = false; // do major position specific processing if (positions[positionIndex].toBePossessed != None) { // reconnect PlayerController to Driver c.Unpossess(); c.Possess(positions[positionIndex].occupant); // set playercontroller to view the person that got out if (pc != None) pc.ClientSetViewTarget(positions[positionIndex].occupant); positions[positionIndex].toBePossessed.controller = None; } positions[positionIndex].occupant.PlayWaiting(); positions[positionIndex].occupant.Acceleration = vect(0, 0, 24000); // do not do this stuff if character is in ragdoll if (positions[positionIndex].occupant.isAlive()) { positions[positionIndex].occupant.SetPhysics(PHYS_Movement); positions[positionIndex].occupant.SetBase(None); occupantLeaveAnimationProcessing(positionIndex); // restore the driver's weapon if (positions[positionIndex].oldOccupantWeapon != None) { positions[positionIndex].oldOccupantWeapon.bHidden = false; positions[positionIndex].occupant.motor.setWeapon(positions[positionIndex].oldOccupantWeapon); positions[positionIndex].oldOccupantWeapon = None; } } // inherit vehicle velocity on exit positions[positionIndex].occupant.unifiedSetVelocity(unifiedGetVelocity()*velocityInheritOnExitScale); // return to default draw type if (positions[positionIndex].occupant.DrawType != DT_Mesh) positions[positionIndex].occupant.setDrawType(DT_Mesh); // mark as unoccupied positions[positionIndex].occupant = None; clientPositions[positionIndex].occupant = None; // put brakes on before you get out ThrottleInput = 0; StrafeInput = 0; RotationInput = rot(0,0,0); ThrustInput = 0; DiveInput = false; otherClientOccupantLeave(positionIndex, oldOccupant); return true; } // Called on all machines when an occupant leaves this vehicle. simulated function otherClientOccupantLeave(int positionI, Character oldOccupant) { // animation if (positions[positionI].exitAnimation != 'None') { PlayAnim(positions[positionI].exitAnimation); animationFinishThenLoop[positionI] = positions[positionI].unoccupiedAnimation; } if (oldOccupant != None) oldOccupant.showJetpack(); // driver exit effect if (positionI == driverIndex) TriggerEffectEvent('DriverExited'); // turn on shadow if (oldOccupant.Shadow != None) oldOccupant.Shadow.bShadowActive = true; } simulated function vector getCameraLookAt(rotator cameraRotation, int positionIndex) { local rotator cameraWorkRotation; cameraWorkRotation = cameraRotation; cameraWorkRotation.Roll = 0; if (!positions[positionIndex].lookAtInheritPitch) cameraWorkRotation.Pitch = 0; return positions[positionIndex].toBePossessed.Location + (TPCameraLookat >> cameraWorkRotation); } simulated function bool specialCalcViewProcessing(out actor viewActor, out vector cameraLocation, out rotator cameraRotation, int positionIndex) { local vector lookAt; local vector HitLocation, HitNormal, OffsetVector; local PlayerController pc; pc = PlayerController(positions[positionIndex].toBePossessed.Controller); // only do this mode we have a playercontroller viewing this vehicle if (pc == None || positions[positionIndex].toBePossessed == None || pc.ViewTarget != positions[positionIndex].toBePossessed) return false; // always third person ViewActor = positions[positionIndex].toBePossessed; lookAt = getCameraLookAt(cameraRotation, positionIndex); // calculate camera location OffsetVector = vect(0, 0, 0); OffsetVector.X = -1.0 * TPCameraDistance; CameraLocation = lookAt + (OffsetVector >> cameraRotation); // ... handle case of obstruction between vehicle and camera location if (cameraTrace(HitLocation, HitNormal, CameraLocation, Location, false, vect(10, 10, 10)) != None) CameraLocation = HitLocation; // ... handle case vehicle obstructs trace between camera look at and camera location if (bVehicleCameraTrace && !vehicleTrace(HitLocation, HitNormal, CameraLocation, lookAt, vehicleCameraTraceExtents)) CameraLocation = HitLocation; if (bDrawDriverInTP) positions[positionIndex].occupant.bOwnerNoSee = false; else positions[positionIndex].occupant.bOwnerNoSee = true; return true; } // Special calc-view for vehicles. simulated function bool specialCalcView(out actor viewActor, out vector cameraLocation, out rotator cameraRotation) { local bool retVal; retVal = specialCalcViewProcessing(viewActor, cameraLocation, cameraRotation, driverIndex); cachedCameraLocation = cameraLocation; return retVal; } simulated function vector EyePosition() { return cachedCameraLocation - Location; } simulated function Destroyed() { local int workIndex; // turn off all effects and destroy observers for (workIndex = 0; workIndex < effects.length; ++workIndex) { // switch off if (effects[workIndex].flag) { UnTriggerEffectEvent(effects[workIndex].effectName); effects[workIndex].flag = false; } // destroy if (effects[workIndex].observer != None) { effects[workIndex].observer.cleanup(); effects[workIndex].observer.delete(); effects[workIndex].observer = None; } } // destroy entries for (workIndex = 0; workIndex < vehicleEntries.length; ++workIndex) vehicleEntries[workIndex].destroy(); // destroy flip triggers for (workIndex = 0; workIndex < vehicleFlipTriggers.length; ++workIndex) vehicleFlipTriggers[workIndex].destroy(); // destroy driver weapon if (driverWeapon != None) driverWeapon.destroy(); if (motor != None) motor.destroy(); Super.Destroyed(); } simulated function bool isOccupied() { local int index; for (index = 0; index < positions.length; ++index) if (clientPositions[index].occupant != None) return true; return false; } simulated event tick(float deltaSeconds) { local bool gotOut; local int index; local int doNotEjectI; local bool doNotEject; local bool oldSettledUpsideDown; local bool vehicleIsOccupied; local name animationSequence; local float animationFrame; local float animationRate; vehicleIsOccupied = isOccupied(); // kill ourselves if we are outside the boundary volume if ((Level.NetMode == NM_ListenServer || Level.NetMode == NM_DedicatedServer) && Level.game.boundaryVolume != None && !Level.game.boundaryVolume.encompasses(self)) TakeDamage(health + 1, None, vect(0.0, 0.0, 0.0), vect(0.0, 0.0, 0.0), class'DamageType'); // stop firing driver weapon if no occupant if (driverWeapon != None && driverWeapon.IsInState('FirePressed') && Controller == None) driverWeapon.releaseFire(); // initial invincibility processing if (Role == ROLE_Authority && bInvincible && Level.TimeSeconds > loseInitialInvincibilityTime) bInvincible = false; // handle case an occupant wants to get out if (vehicleIsOccupied && Level.NetMode != NM_Client) { for (index = 0; index < positions.length; ++index) { if (positions[index].wantsToGetOut) { gotOut = driverLeave(false, index); if (!gotOut ) { Log("Couldn't Leave - staying in!"); } } positions[index].wantsToGetOut = false; } } // boot occupants if settled upside down if (vehicleIsOccupied && Level.NetMode != NM_Client && bSettledUpsideDown) { for (index = 0; index < positions.length; ++index) { if (positions[index].occupant != None) { // check if this functionality has been overridden doNotEject = false; for (doNotEjectI = 0; doNotEjectI < doNotEjectOnFlip.length; ++doNotEjectI) { if (doNotEjectOnFlip[doNotEjectI] == positions[index].type) { doNotEject = true; break; } } if (doNotEject) continue; aboutToSettleUpsideDown(); driverLeave(true, index); } } } // kick dead occupants (controller will possess dead character which appears to be OK) if (vehicleIsOccupied && Level.NetMode != NM_Client) { for (index = 0; index < positions.length; ++index) { if (positions[index].occupant != None && !positions[index].occupant.isAlive()) { driverLeave(true, index); generateAIDeathSpeechEvents( index ); } } } // vehicle effects processing if (Level.NetMode != NM_DedicatedServer) { updateEffectsStates(); updateDynamicEffectStates(); } // if server and not spawning process input and pack output for replication if (Level.NetMode != NM_Client && !spawning) { processInput(); if ((Level.NetMode != NM_Standalone) && ((Level.TimeSeconds > maximumNextNetUpdateTime) || (HavokIsActive() && needToPushStateToClient()))) { maximumNextNetUpdateTime = Level.TimeSeconds + maximumNetUpdateInterval; pushStateToClient(); } } applyOutput(); // abandonment destruction functionality if (Level.NetMode != NM_Client && abandonmentDestruction) { if (!vehicleIsOccupied) { currentAbandonmentDuration += deltaSeconds; if (currentAbandonmentDuration > abandonmentDestructionPeriod) destroy(); } else currentAbandonmentDuration = 0; } // always active if we have a driver if (clientPositions[driverIndex].occupant != None) HavokActivate(true); // do animation processing for (index = 0; index < animationFinishThenLoop.length; ++index) { if (animationFinishThenLoop[index] != 'None') { if (!IsAnimating(index)) { LoopAnim(animationFinishThenLoop[index], 1, 0, index); animationFinishThenLoop[index] = 'None'; } } } // settled upside down processing oldSettledUpsideDown = bSettledUpsideDown; bSettledUpsideDown = isSettledUpsideDown(); if (oldSettledUpsideDown != bSettledUpsideDown && Level.NetMode != NM_Client) settledUpsideDownChanged(); // check for client side tearoff if (bTearOff) { if ( !bPlayedDeath ) PlayDying(HitDamageType, TakeHitLocation); } // AI debug display if ( bShowTyrionCharacterDebug || bShowSensingDebug ) displayTyrionDebugHeader(); if ( bShowSensingDebug ) displayEnemiesList(); if ( bShowTyrionCharacterDebug && vehicleAI != None ) { vehicleAI.displayTyrionDebug(); for ( index = 0; index < positions.length; ++index ) if ( positions[index].toBePossessed != None) positions[index].toBePossessed.mountAI.displayTyrionDebug(); } // verify all occupants are in correct position and playing correct animation if (vehicleIsOccupied) { for (index = 0; index < positions.length; ++index) { if (clientPositions[index].occupant != None) { // position if (clientPositions[index].occupant.relativeLocation != positions[index].occupantRelativeLocation) clientPositions[index].occupant.setRelativeLocation(positions[index].occupantRelativeLocation); if (clientPositions[index].occupant.relativeRotation != positions[index].occupantRelativeRotation) clientPositions[index].occupant.setRelativeRotation(positions[index].occupantRelativeRotation); // animation if (!positions[index].hideOccupant) { clientPositions[index].occupant.GetAnimParams(0, animationSequence, animationFrame, animationRate); if (animationSequence != positions[index].occupantAnimation) clientPositions[index].occupant.LoopAnim(positions[index].occupantAnimation); } } } } // water damage if (Level.NetMode != NM_Client && PhysicsVolume.bWaterVolume) takeDamage(waterDamagePerSecond * deltaSeconds, self, Location, vect(0,0,0), class'DamageType'); } function aboutToSettleUpsideDown(); simulated function bool isSettledUpsideDown() { local vector vehicleUp; vehicleUp = vect(0,0,1) >> rotation; return ((vehicleUp dot vect(0,0,1)) < settledUpsideDownCosAngle) && (VSizeSquared(velocity) < (settledUpsideDownSpeed * settledUpsideDownSpeed)); } simulated event bool isUpright() { local vector vehicleUp; vehicleUp = vect(0,0,1) >> rotation; return ((vehicleUp dot vect(0,0,1)) > inverseCosUprightAngle); } function useEnergy(float amount) { } simulated function updateEffectsStates() { local int workIndex; local bool effectUntriggered; for (workIndex = 0; workIndex < effects.length; ++workIndex) { if (effects[workIndex].flag && !isEffectCauserActive(workIndex)) { //log("UnTrigger Effect: " $ effects[workIndex].effectName); UnTriggerEffectEvent(effects[workIndex].effectName); effects[workIndex].flag = false; effectUntriggered = true; } } for (workIndex = 0; workIndex < effects.length; ++workIndex) { if ((!effects[workIndex].flag || (effectUntriggered && retriggerEffectEvents)) && isEffectCauserActive(workIndex)) { //log("Trigger Effect: " $ effects[workIndex].effectName); TriggerEffectEvent(effects[workIndex].effectName, , , , , , , effects[workIndex].observer); effects[workIndex].flag = true; } } } simulated function updateDynamicEffectStates(); // Reurns true if a particular effect within the 'effects' array should be active. Classes that overload this function should call // super.isEffectCauserActive after doinf their own processing becuase Vehicle.isEffectCauserActive assumes nothing will be called after. simulated function bool isEffectCauserActive(int effectCauserIndex) { switch (effectCauserIndex) { case throttleForwardEffectIndex: return ThrottleInput > 0; case throttleBackEffectIndex: return ThrottleInput < 0; case strafeLeftEffectIndex: return StrafeInput > 0; case strafeRightEffectIndex: return StrafeInput < 0; case engineIdlingEffectIndex: return clientPositions[driverIndex].occupant != None; case throttleForwardOrThrustEffectIndex: return ThrottleInput > 0 || ThrustInput > 0; case strafeLeftOrThrustEffectIndex: return StrafeInput > 0 || ThrustInput > 0; case strafeRightOrThrustEffectIndex: return StrafeInput < 0 || ThrustInput > 0; case thrustingEffectIndex: return ThrustInput > 0; } // if we are here effect was not handled warn("unknown effect causer index"); } function toggleShowPhysicsDebug() { bShowPhysicsDebug = !bShowPhysicsDebug; showPhysicsDebug(bShowPhysicsDebug); } function displayWorldSpaceDebug(HUD displayHUD) { local int vehicleEntryI; local color workColor; local vector workVector; local int exitI; super.displayWorldSpaceDebug(displayHUD); // draw entry points workColor.R = 0; workColor.G = 255; workColor.B = 255; for (vehicleEntryI = 0; vehicleEntryI < vehicleEntries.length; ++vehicleEntryI) { displayHud.draw3DLine(vehicleEntries[vehicleEntryI].location, location, workColor); drawActorCollision(vehicleEntries[vehicleEntryI], displayHUD, workColor); } // draw exit points workColor.R = 255; workColor.G = 0; workColor.B = 0; for (exitI = 0; exitI < exits.length; ++exitI) { workVector = Location + (exits[exitI].offset >> Rotation); displayHud.draw3DLine(workVector, location, workColor); displayHud.draw3DLine(workVector - vect(0, 0, 30), workVector + vect(0, 0, 30), workColor); } motor.displayWorldSpaceDebug(displayHUD); workColor.R = 0; workColor.G = 0; workColor.B = 255; // destination if (!isHumanControlled()) { displayHud.draw3DLine(location, localMoveDestination, workColor); } workColor.R = 100; workColor.G = 100; workColor.B = 100; // rotation input workVector = vect(1,0,0) >> rotationInput; displayHud.draw3DLine(location, location + workVector * 500, workColor); } // Draws approximation of an actors collision cylinder. function drawActorCollision(Actor actor, HUD displayHUD, Color color) { local vector workVector; workVector.X = 0; workVector.Y = 0; workVector.Z = actor.collisionHeight; displayHud.draw3DLine(actor.location + workVector, actor.location - workVector, color); workVector.X = 0; workVector.Y = actor.collisionRadius; workVector.Z = 0; displayHud.draw3DLine(actor.location + workVector, actor.location - workVector, color); workVector.X = actor.collisionRadius; workVector.Y = 0; workVector.Z = 0; displayHud.draw3DLine(actor.location + workVector, actor.location - workVector, color); } function showPhysicsDebug(bool show); function vector getProjectileSpawnLocation() { // temporary return location; } function onShotFiredNotification() { // ignore } function float getEnergy() { return 1000; } function bool aimAdjustViewRotation() { return false; } simulated function vector getFirstPersonEquippableLocation(Equippable subject) { warn("not implemented"); return location; } simulated function getAlternateAimAdjustStart(rotator cameraRotation, out vector newAimAdjustStart); simulated function rotator getFirstPersonEquippableRotation(Equippable subject) { warn("not implemented"); return rotation; } simulated function getThirdPersonEquippableAttachment(Equippable subject, out Rook attachTo, out name boneName) { warn("not implemented"); } function Rook getPhysicalAttachment() { return self; } function Weapon getWeapon() { return driverWeapon; } simulated function Actor getEffectsBaseActor() { return None; } simulated event PlayDying(class<DamageType> DamageType, vector HitLoc) { local DynamicObject destructionObject; if (bPlayedDeath) return; bCanTeleport = false; bReplicateMovement = false; bTearOff = true; bPlayedDeath = true; // note: these are replicated if need be, but we dont use em (for the moment) //HitDamageType = DamageType; //TakeHitLocation = HitLoc; if (Level.NetMode != NM_DedicatedServer) { // destruciton clientside rigid body if (destructionObjectClass != None) { destructionObject = spawn(destructionObjectClass, , , Location, Rotation); if (destructionObject != None) destructionObject.NextVersion(); } // effect event TriggerEffectEvent('Destroyed'); } // destruction explosion client and server spawn(destroyedExplosionClass, , , Location, Rotation).Trigger(self, None); GotoState('Dying'); } State Dying { simulated function BeginState() { // added this function because the default calls setPhysics(PHYS_Falling) if (Controller != None) Controller.PawnDied(self); // NOTE: this 'technique' for deferred client fx copied straight from ut2k4 // If server, wait a second for replication of bTearOff so that client will do playdying (c if ( Level.NetMode == NM_DedicatedServer || Level.NetMode == NM_ListenServer ) SetTimer(1.f, false); // otherwise destroy straight away else Destroy(); } simulated function Timer() { if ( !bDeleteMe ) Destroy(); } } singular event BaseChange() { // nothing } simulated event collisionDamage(float magnitude) { if (bCollisionDamageEnabled && magnitude >= minimumCollisionDamageMagnitude) { // apply damage on the server if (ROLE == ROLE_Authority) TakeDamage(collisionDamageMagnitudeScale * magnitude, self, Location, vect(0,0,0), class'DamageType'); } } simulated function playerMoveProcessing(float deltaTime) { // nothing } function bool flip() { if (bSettledUpsideDown && !bFlipping) { performFlip(); return true; } else { return false; } } // If switch class is None the default class will be used. simulated function switchClass(class<Vehicle> switchClass) { currentSwitchClass = switchClass; } simulated function startedSpawnFromVehicleSpawnPoint() { // disable collision damage if (ROLE == ROLE_Authority) bCollisionDamageEnabled = false; } simulated function finishedSpawnFromVehicleSpawnPoint() { setPhysics(PHYS_Havok); if (ROLE == ROLE_Authority) bCollisionDamageEnabled = class.default.bCollisionDamageEnabled; TriggerEffectEvent('SpawnedFromSpawnPoint'); } simulated function int getTargetPositionIndex(byte selectedPosition) { return selectedPosition - 1; } function switchPosition(int currentPositionIndex, byte selectedPosition) { local int targetPositionIndex; local Controller c; local PlayerController pc; local Character character; local ClientOccupantEnterData data; if (!canSwitchPosition(currentPositionIndex, selectedPosition)) return; targetPositionIndex = getTargetPositionIndex(selectedPosition); // !!!!!!!!!! do not allow switching to minor positions if (positions[targetPositionIndex].toBePossessed == None) return; character = positions[currentPositionIndex].occupant; // get controller if (positions[currentPositionIndex].toBePossessed != None) c = positions[currentPositionIndex].toBePossessed.Controller; else c = positions[currentPositionIndex].occupant.controller; pc = PlayerController(c); // leave old position c.Unpossess(); // ... do major position specific processing if (positions[currentPositionIndex].toBePossessed != None) { positions[currentPositionIndex].toBePossessed.controller = None; } otherClientOccupantLeave(currentPositionIndex, positions[currentPositionIndex].occupant); // ... mark as unoccupied positions[currentPositionIndex].occupant = None; clientPositions[currentPositionIndex].occupant = None; // enter new position // ... store occupant positions[targetPositionIndex].occupant = character; clientPositions[targetPositionIndex].occupant = character; if (positions[targetPositionIndex].hideOccupant) { if (positions[targetPositionIndex].occupant.drawType != DT_None) positions[targetPositionIndex].occupant.setDrawType(DT_None); } else { if (positions[targetPositionIndex].occupant.drawType != DT_Mesh) positions[targetPositionIndex].occupant.setDrawType(DT_Mesh); } attachToVehicle(targetPositionIndex); // ... do major position specific processing if (positions[targetPositionIndex].toBePossessed != None) { positions[targetPositionIndex].occupant.SetOwner(c); // keeps the driver relevant c.Possess(positions[targetPositionIndex].toBePossessed); // ... player specific processing if (pc != None) { // ... set playercontroller to view the vehicle pc.ClientSetViewTarget(positions[targetPositionIndex].toBePossessed); // ... change controller state to driver pc.GotoState(positions[targetPositionIndex].occupantControllerState); } } // ... handle case we are going from a major position to a minor position if (positions[targetPositionIndex].toBePossessed == None && positions[targetPositionIndex].occupant.controller == None) c.Possess(positions[targetPositionIndex].occupant); // ... signal to client that driver has entered data.controller = c; data.occupant = positions[targetPositionIndex].occupant; data.positionIndex = targetPositionIndex; if (positions[targetPositionIndex].toBePossessed == self) { clientOccupantEnter(data); } else if (VehicleMountedTurret(positions[targetPositionIndex].toBePossessed) != None) { // ... go through VehicleMountedTurret because otherwise the function is not replicated, call will // ... simply be forwarded to the vehicle on the client side VehicleMountedTurret(positions[targetPositionIndex].toBePossessed).clientOccupantEnter(pc, positions[targetPositionIndex].occupant, targetPositionIndex); } // ... update character flag positions[targetPositionIndex].occupant.bHiddenVehicleOccupant = positions[targetPositionIndex].hideOccupant; occupantEnterAnimationProcessing(targetPositionIndex); otherClientOccupantEnter(targetPositionIndex); occupantSwitchPosition(positions[targetPositionIndex].occupant, targetPositionIndex); } function int getMinorPositionEntryIndex(int positionIndex) { return -1; } function occupantSwitchPosition(Character occupant, int targetPositionIndex) { } function UnPossessed() { NetPriority = Default.NetPriority; Super.UnPossessed(); } function bool canSwitchPosition(int currentPositionIndex, byte selectedPosition) { local int targetPositionIndex; if (bDisablePositionSwitching) return false; // check someone in current position if (positions[currentPositionIndex].occupant == None) return false; targetPositionIndex = getTargetPositionIndex(selectedPosition); // check target position exists if (targetPositionIndex >= positions.length) return false; // check no one in target position if (positions[targetPositionIndex].occupant != None) return false; // check armour if (!canArmorOccupy(positions[targetPositionIndex].type, positions[currentPositionIndex].occupant)) return false; return true; } function InventoryStationAccess getCorrespondingInventoryStation() { return None; } simulated function byte getPositionPromptIndex(VehiclePositionType positionType) { switch (positionType) { case VehiclePositionType.VP_DRIVER: return DRIVER_PROMPT_INDEX; case VehiclePositionType.VP_GUNNER: return GUNNER_PROMPT_INDEX; case VehiclePositionType.VP_LEFT_GUNNER: return LEFT_GUNNER_PROMPT_INDEX; case VehiclePositionType.VP_RIGHT_GUNNER: return RIGHT_GUNNER_PROMPT_INDEX; case VehiclePositionType.VP_INVENTORY_STATION_ONE: case VehiclePositionType.VP_INVENTORY_STATION_TWO: case VehiclePositionType.VP_INVENTORY_STATION_THREE: case VehiclePositionType.VP_INVENTORY_STATION_FOUR: return INVENTORY_STATION_PROMPT_INDEX; default: warn("unknown vehicle position prompt"); } return 255; } static function string getPrompt(byte promptIndex) { switch (promptIndex) { case DRIVER_PROMPT_INDEX: return default.driverPrompt; case GUNNER_PROMPT_INDEX: return default.gunnerPrompt; case LEFT_GUNNER_PROMPT_INDEX: return default.leftGunnerPrompt; case RIGHT_GUNNER_PROMPT_INDEX: return default.rightGunnerPrompt; case INVENTORY_STATION_PROMPT_INDEX: return default.inventoryStationPrompt; case FULL_VEHICLE_PROMPT_INDEX: return default.fullVehiclePrompt; case VEHICLE_PROHIBITED_OBJECT_PROMPT_INDEX: return default.vehicleProhibitedObjectPrompt; case FLIP_PROMPT_INDEX: return default.flipPrompt; case CANNOT_STEAL_VEHICLE_PROMPT_INDEX: return default.cannotStealPrompt; case ENEMY_OCCUPIED_VEHICLE_PROMPT_INDEX: return default.enemyOccupiedPrompt; case ENEMY_INVENTORY_STATION_PROMPT_INDEX: return default.enemyInventoryStationPrompt; case HEAVY_ATTEMPT_TO_PILOT: return default.heavyAttemptedToPilot; default: warn("unknown vehicle position prompt"); } return "unknown"; } simulated function Material GetOverlayMaterial(int Index) { if (bInvincible) return invicibilityMaterial; return super.GetOverlayMaterial(Index); } simulated event bool ShouldProjectileHit(Actor projInstigator) { // do not collide if it originated from us if (self == projInstigator) return false; return super.ShouldProjectileHit(projInstigator); } simulated function bool customFiredEffectProcessing() { return false; } simulated function doCustomFiredEffectProcessing() { assert(false); } static function rotator interpolateRotation(rotator current, rotator target, float rate, float deltaSeconds) { local rotator result; local float pitchDelta; local float yawDelta; pitchDelta = target.Pitch - current.Pitch; yawDelta = target.Yaw - current.Yaw; if (pitchDelta > 32768) pitchDelta = pitchDelta - 65536; if (pitchDelta < -32768) pitchDelta = 65536 + pitchDelta; if (yawDelta > 32768) yawDelta = yawDelta - 65536; if (yawDelta < -32768) yawDelta = 65536 + yawDelta; if (abs(pitchDelta) > deltaSeconds * rate) if (pitchDelta < 0) pitchDelta = -deltaSeconds * rate; else pitchDelta = deltaSeconds * rate; if (abs(yawDelta) > deltaSeconds * rate) if (yawDelta < 0) yawDelta = -deltaSeconds * rate; else yawDelta = deltaSeconds * rate; result = current; result.Pitch += pitchDelta; result.Yaw += yawDelta; result = Normalize(result); return result; } function InventoryStationAccess getUnusedInventoryStation() { return None; } simulated function bool canCharacterRespawnAt() { return false; } simulated function String GetHumanReadableName() { return localizedName; } function settledUpsideDownChanged(); simulated function DisplayDebug(Canvas Canvas, out float YL, out float YPos) { Super.DisplayDebug(Canvas, YL, YPos); Canvas.SetDrawColor(0,255,0); Canvas.SetPos(4,YPos); // spawning flag Canvas.DrawText("Spawning:" @ spawning); YPos += YL; Canvas.SetPos(4,YPos); // last state received time if (Level.NetMode == NM_Client) { Canvas.DrawText("Last Server State Receive Time:" @ lastStateReceiveTime); YPos += YL; Canvas.SetPos(4,YPos); } // havok state if (Physics == PHYS_Havok) { Canvas.DrawText("Havok Is Active:" @ HavokIsActive() $ ", Havok Is Completely Initialised:" @ isHavokCompletelyInitialised()); YPos += YL; Canvas.SetPos(4,YPos); } // make sure we are being ticked Canvas.DrawText("Tick:" @ LastTick); YPos += YL; Canvas.SetPos(4,YPos); } static function int packPitchAndYaw(rotator pitchAndYaw) { local int workAngle; local int result; pitchAndYaw = Normalize(pitchAndYaw); workAngle = pitchAndYaw.Yaw; if (workAngle < 0) workAngle += 65536; result = workAngle << 16; workAngle = pitchAndYaw.Pitch; if (workAngle < 0) workAngle += 65536; result = result | workAngle; return result; } static function rotator unpackPitchAndYaw(int pitchAndYaw) { local rotator result; result.pitch = pitchAndYaw & (65535); if (result.pitch > 32768) result.pitch -= 65536; result.yaw = pitchAndYaw >> 16; if (result.yaw > 32768) result.yaw -= 65536; return result; } defaultproperties { bEdShouldSnap=True bStatic=False bShadowCast=False bCollideActors=True bCollideWorld=False bProjTarget=True bBlockActors=True bBlockNonZeroExtentTraces=True bBlockZeroExtentTraces=True bBlockPlayers=True bWorldGeometry=False bBlockKarma=True CollisionHeight=+000001.000000 CollisionRadius=+000001.000000 bAcceptsProjectors=False bCanBeBaseForPawns=True bAlwaysRelevant=false RemoteRole=ROLE_SimulatedProxy bNetInitialRotation=true bUseCompressedPosition=false bSpecialCalcView=true //bSpecialHUD=true playerControllerState = "TribesPlayerDriving" cameraDistance=1000 TPCameraLookat=(X=100,Y=0,Z=100) TPCameraDistance=600 exits(0)=(offset=(X=0,Y=300,Z=100)) exits(1)=(offset=(X=0,Y=-300,Z=100)) bShowPhysicsDebug=false entries(0)=(radius=200,height=200,offset=(X=0,Y=250,Z=150)) entries(1)=(radius=200,height=200,offset=(X=0,Y=-250,Z=150)) bActorShadows=true ShadowLightDistance = 2000 MaxShadowTraceDistance = 800 bNetNotify=true maximumNetUpdateInterval=0.5 bRotateToDesired = false bUpdateSimulatedPosition = false // required to replicate physics bReplicateMovement = true AI_LOD_Level = AILOD_MINIMAL motorClass = class'VehicleMotor' minimumObstacleLookAhead = 600 obstacleLookAheadVeloocityScale = 1 distanceToMaximumDurationScale = 0.005 cornerSlowDownDistance = 2000 cornerSlowDownMinimumCosAngle = -0.5 cornerSlowDownSpeedCoefficient = 10 abandonmentDestruction = false currentAbandonmentDuration = 0 Physics = PHYS_Havok TopSpeed = 2000 minimumCollisionDamageMagnitude = 100 collisionDamageMagnitudeScale = 0.0025 flipRotationStrength = 4 flipRotationDamping = 0.9 flipPushUpImpulse = 170000 flipPushUpDuration = 0.5 bCollisionDamageEnabled = true healthModifier = 1 bCanBeStolen = true driverPrompt = "**enter driver position" gunnerPrompt = "**enter gunner position" leftGunnerPrompt = "**enter left gunner position" rightGunnerPrompt = "**enter right gunner position" inventoryStationPrompt = "**enter inventory station position" fullVehiclePrompt = "**vehicle is full" vehicleProhibitedObjectPrompt = "you cannot enter a vehicle carrying fuel, flags or balls" flipPrompt = "press <USE> to flip the vehicle" cannotStealPrompt = "you cannot steal an enemy vehicle before it has been driven off the vehicle spawn" enemyOccupiedPrompt = "you cannot enter a vehicle that is occupied by the enemy" enemyInventoryStationPrompt = "you cannot use enemy base objects" heavyAttemptedToPilot = "you can't pilot a vehicle when in heavy armour" teamSpecificHavokCollisionFiltering = true initialInvincibilityDuration = 6 invicibilityMaterial = Shader'FX.ScreenShader' settledUpsideDownCosAngle = -0.1 settledUpsideDownSpeed = 50 velocityInheritOnExitScale = 1 waterDamagePerSecond = 10 stopForEnemies = true bOwnerNoSee = false bNeedPostRenderCallback = true // required for DoIdentify to work driveYawCoefficient = 0.05 drivePitchCoefficient = 0.05 clientInterpolationSnapDistance = 150 clientInterpolationPeriod = 0.2 flipMaximumRotationDuration = 3 heavyAttemptedToPilotSwitchPromptDuration = 3 driverMinimumPitch = -16202 driverMaximumPitch = 16202 bIsVehicle = true vehicleCameraTraceExtents = (X=60,Y=60,Z=60) inverseCosUprightAngle = 0.6 } |
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