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class VehicleSpawnPoint extends BaseDevice native; cppText { virtual void PlayReplicatedAnim(); } var () class<Vehicle> vehicleClass; var () float spawnDuration; var () float abandonmentDesturctionStartRadius; var () float abandonmentDesturctionPeriod; var () float spawnOffsetHeight; var () bool bAllowSpawnedVehicleStealing; var Vehicle spawnedVehicle; var float spawnStartTime; var int index; var vector direction; var float spawnAnimationLength; var name animationName; var float dummy; var vector spawnOffset; var name localAnimationName; var bool bTearOffAnimation; replication { reliable if (Role == ROLE_Authority) spawnedVehicle; } native function Vehicle spawnVehicle(vector spawnLocation, rotator spawnRotation); simulated function tick(float deltaSeconds) { super.tick(deltaSeconds); GetAnimParams(0, localAnimationName, dummy, dummy); } simulated function postBeginPlay() { super.postBeginPlay(); spawnOffset.z = spawnOffsetHeight; } simulated function postNetBeginPlay() { super.postNetBeginPlay(); } simulated function postNetReceive() { local name currentAnimationName; super.postNetReceive(); // assuming between last tick and now replicated animation has been applied GetAnimParams(0, currentAnimationName, dummy, dummy); // check for spawn animation event if (localAnimationName != currentAnimationName && currentAnimationName == 'SpawnEnd') GotoState('Active', 'Spawn'); // check for bake animation event if (localAnimationName != currentAnimationName && currentAnimationName == 'SpawnStart') GotoState('Active', 'NewSpawn'); } simulated event onTeamChange() { super.onTeamChange(); // destroy spawned vehicle if it is not the same team and is yet to be driven if (Role == ROLE_Authority && spawnedVehicle != None && !spawnedVehicle.bHasBeenOccupied && team() != spawnedVehicle.team()) { spawnedVehicle.TakeDamage(spawnedVehicle.health + 10, self, spawnedVehicle.Location, vect(0,0,0), class'DamageType'); } } simulated state Active { simulated function endState() { super.endState(); // handle case we are powering down while vehicle is spawning GetAnimParams(0, animationName, dummy, dummy); if (animationName == 'SpawnEnd' && IsAnimating()) { bTearOffAnimation = false; // snap to final spot if (spawnedVehicle != None) spawnedVehicle.move(getBoneCoords('VehicleSpawn', true).origin + spawnOffset - spawnedVehicle.Location); postSpawnVehicle(); } } Begin: // case a client is recieving spawn point mid spawn GetAnimParams(0, animationName, dummy, dummy); if (animationName == 'SpawnEnd' && IsAnimating()) goto('Spawning'); // client waiting for new spawn if (Role != ROLE_Authority) goto('End'); // case of server waiting for new spawn if (m_team == None || spawnedVehicle != None) goto('WaitForNewSpawnEvent'); Spawn: // make sure channel 1 blending is off AnimBlendParams(1, 0); if (Role == ROLE_Authority) { PlayAnim('SpawnEnd'); preSpawnVehicle(); } Spawning: // clients might get here even though the vehicle is not spawning if (Role != ROLE_Authority && spawnedVehicle != None && !spawnedVehicle.spawning) goto('End'); // wait for animation to finish GetAnimParams(0, animationName, dummy, dummy); if (animationName == 'SpawnEnd' && IsAnimating()) { // on clients tear off this animation to avoid snapping at end if (Role < ROLE_Authority) bTearOffAnimation = true; // manual move vehicle with vehicle bone - using a bone attachment was problematic if (spawnedVehicle != None) spawnedVehicle.move(getBoneCoords('Vehicle', true).origin + spawnOffset - spawnedVehicle.Location); sleep(0); Goto('Spawning'); } // snap to final spot for sake of robustness if (spawnedVehicle != None) spawnedVehicle.move(getBoneCoords('VehicleSpawn', true).origin + spawnOffset - spawnedVehicle.Location); if (Role < ROLE_Authority) bTearOffAnimation = false; postSpawnVehicle(); // clients stop now and wait for event from server in PostNetReceive if (Role != ROLE_Authority) goto('End'); WaitForNewSpawnEvent: // keep on waiting if we do not have a team if (m_team == None) { sleep(0); goto('WaitForNewSpawnEvent'); } // wait for vehicle to die if (spawnedVehicle == None || spawnedVehicle.health <= 0 || spawnedVehicle.bDeleteMe) goto('NewSpawn'); // start abandonment destruction if necessary if (!spawnedVehicle.abandonmentDestruction && VSize(Location - spawnedVehicle.Location) > abandonmentDesturctionStartRadius) spawnedVehicle.enableAbandonmentDestruction(abandonmentDesturctionPeriod); sleep(0); goto('WaitForNewSpawnEvent'); NewSpawn: spawnedVehicle = None; spawnStartTime = Level.TimeSeconds; bTearOffAnimation = false; if (Role == ROLE_Authority) PlayAnim('SpawnStart'); SpawnStarting: // wait for animation to finish GetAnimParams(0, animationName, dummy, dummy); if (animationName == 'SpawnStart' && IsAnimating()) { sleep(0); goto('SpawnStarting'); } // blend the posts going down AnimBlendParams(1, 1); PlayAnim('Spawning', GetAnimLength('Spawning') / spawnDuration, , 1); while ((Level.TimeSeconds - spawnStartTime) < spawnDuration) sleep(0); if (Role == ROLE_Authority) goto('Spawn'); End: } // Spawns actual vehicle instance and puts vehicle in the spawn state. function preSpawnVehicle() { if (vehicleClass == None) { warn("vehicle class is none"); return; } spawnedVehicle = spawnVehicle(getBoneCoords('Vehicle', true).origin + spawnOffset, getBoneRotation('Vehicle')); spawnedVehicle.bCanBeStolen = bAllowSpawnedVehicleStealing; spawnedVehicle.startedSpawnFromVehicleSpawnPoint(); if (spawnedVehicle == None) { warn("failed to spawn vehicle"); return; } if (team() == None) warn("vehicle spawn point does not have a team"); spawnedVehicle.Label = Name(Label $ "Vehicle"); spawnedVehicle.setTeam(team()); } // Puts spanwed vehicle in normal vehicle state. simulated function postSpawnVehicle() { // getting crash in detachFromBone if (spawnedVehicle != None) { spawnedVehicle.spawning = false; spawnedVehicle.finishedSpawnFromVehicleSpawnPoint(); } } defaultProperties { drawType = DT_Mesh Mesh = SkeletalMesh'BaseObjects.VehicleSpawnPod' spawnDuration = 10 abandonmentDesturctionStartRadius = 3000 abandonmentDesturctionPeriod = 5 spawnOffsetHeight = 40 bNetNotify = true bWorldGeometry = true bAllowSpawnedVehicleStealing = true bReplicateAnimations = true bAlwaysRelevant = true } |
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