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class TsMojoController extends Engine.Controller native; const LOCAL_VIEW_FOCUS_EXTENSION = 10000; // the controller is ref counted, incase multiple scenes cause it to be created. the last scene to finish // will dec the ref count to 0, and cause the old controller to kick in var int scene_ref_count; var Controller original_controller; var vector point; var bool localShouldWalk; var TsViewFocus targetViewFocus; var Actor moveViewFocus; event TakeControlOf(Pawn P) { original_controller = P.Controller; if (original_controller != None) original_controller.Pawn = None; P.PossessedBy(Self); Pawn = P; scene_ref_count = 1; // initialise target view focus targetViewFocus = spawn(class'TsViewFocus'); } event Destroyed() { // revert old controller if ((original_controller != None) && (!Pawn.IsInState('Dying'))) { Pawn.PossessedBy(original_controller); original_controller.Pawn = Pawn; } // dont need this anymore if (targetViewFocus != None) targetViewFocus.Destroy(); Super.Destroyed(); } event AddRef() { ++scene_ref_count; } event DecRef() { --scene_ref_count; if (scene_ref_count <= 0) { scene_ref_count = 0; Destroy(); } } function bool WeaponFireAgain(float RefireRate, bool bFinishedFire) { if (Pawn.PressingFire()) { // Pawn.Weapon.BotFire(bFinishedFire); return true; } // DLB Controller clean pass: removed AI logic StopFiring(); return false; } function BeginMoveToPoint(vector p, rotator r, Actor actorVF, vector pointVF, bool nullPointVF, bool shouldWalk) { local vector viewLocWork; Log("BeginMoveToPoint"); point = p; localShouldWalk = shouldWalk; // set up the target view focus if ((actorVF == None) && (nullPointVF)) { // ... no view focus case viewLocWork = vect(0, 0, 0); viewLocWork.X = LOCAL_VIEW_FOCUS_EXTENSION; viewLocWork = viewLocWork >> r; viewLocWork = viewLocWork + point; targetViewFocus.SetLocation(viewLocWork); moveViewFocus = targetViewFocus; } else if (!nullPointVF) { // ... point view focus case targetViewFocus.SetLocation(pointVF); moveViewFocus = targetViewFocus; } else { // ... actor view focus case moveViewFocus = actorVF; } GotoState('MoveToPoint'); } function bool FinishedState() { return false; } event ResetState() { GotoState(''); } state MoveToPoint { Begin: Pawn.SetPhysics(PHYS_Walking); // DLB Controller clean pass: removed AI logic WaitForLanding(); // MoveTo(point, moveViewFocus, , localShouldWalk); // Pawn.SetWalking(false); necessary when using WarCogPlasmaTrooper (?) // FinishRotation(); GotoState('Finished'); } state Finished { function bool FinishedState() { return true; } } |
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