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/// /// /// class TribesRespawnHUD extends TribesCommandHUD; var bool bRespawnBaseSelected; var bool bVehicleRespawn; var int VehicleRespawnIndex, PreSelectedVehicleRespawnIndex; var BaseInfo SelectedBase, PreSelectedBase; function int getKeyCode(string key) { local int i; // If it's a single character, assume we can just fetch the ascii representation if (Len(key) == 1) return Asc(Key); // Otherwise, do some hacky special processing to handle F-keys and TAB, which are the most likely // keys that useers will want to bind if (Left(key, 1) ~= "f") { i = int(Right(key, 1)); return EInputKey.IK_F1 + i - 1; } if (key ~= "TAB") return EInputKey.IK_Tab; } simulated function UpdateHUDData() { local TribesReplicationInfo PRI; local int baseIdx; local int vehicleIdx; local ClientSideCharacter.SpawnPointData spawnPoint; super.UpdateHUDData(); clientSideChar.bInstantRespawnMode = Controller.IsSinglePlayer(); PRI = TribesReplicationInfo(Controller.PlayerReplicationInfo); // Whether the client is allowed to exit the respawn HUD clientSideChar.bCanExitRespawnHUD = Controller.bForcedRespawn; clientSideChar.ExitRespawnKeyText = Controller.Player.InteractionMaster.GetKeyFromBinding("Respawn true", true); clientSideChar.ExitRespawnKeyBinding = getKeyCode(Controller.respawnKey); // team info if(PRI != None && PRI.team != None) { // Base spawn areas for(baseIdx = 0; baseIdx < PRI.team.MAX_BASES; ++baseIdx) { spawnPoint.bValid = false; if(PRI.team.respawnBases[baseIdx] != None) { spawnPoint.bValid = true; spawnPoint.spawnPointName = PRI.team.respawnBases[baseIdx].description; spawnPoint.spawnPointLocation = PRI.team.respawnBases[baseIdx].SpawnArrayLocation; } clientSideChar.SetSpawnArea(baseIdx, spawnPoint); } // Vehicle spawn areas for(vehicleIdx = 0; vehicleIdx < PRI.team.MAX_RESPAWN_VEHICLES; ++vehicleIdx) { spawnPoint.bValid = (PRI.team.respawnVehicles[vehicleIdx] != None); if (PRI.team.respawnVehicles[vehicleIdx] != None) { spawnPoint.spawnPointName = string(PRI.team.respawnVehicles[vehicleIdx].Label); spawnPoint.spawnPointLocation = PRI.team.respawnVehicles[vehicleIdx].Location; } else { spawnPoint.spawnPointName = ""; spawnPoint.spawnPointLocation = vect(0,0,0); } clientSideChar.SetSpawnArea(PRI.team.MAX_BASES + vehicleIdx, spawnPoint); } clientSideChar.bNoMoreCarryables = PRI.team.bNoMoreCarryables; } } function HUDHidden() { super.HUDHidden(); bRespawnBaseSelected = false; bVehicleRespawn = false; SelectedBase = None; } function HUDShown() { super.HUDShown(); // hide the map if we can exit ClientSideChar.bShowRespawnMap = Controller.bForcedRespawn; bRespawnBaseSelected = false; SelectedBase = None; bVehicleRespawn = false; } // Must be called on creation of the HUD to set up the // HUDAction class and assign delegates. function InitActionDelegates() { if(Response == None) { Response = new class'HUDRespawnAction'; HUDRespawnAction(Response).SelectRespawnBase = impl_SelectRespawnBase; HUDRespawnAction(Response).DisplayRespawnMap = impl_DisplayRespawnMap; HUDRespawnAction(Response).ExitRespawnHUD = impl_ExitRespawnHUD; } super.InitActionDelegates(); } // // cleans up any action delegates for the hud response function CleanupActionDelegates() { if(HUDRespawnAction(Response) != None) { HUDRespawnAction(Response).SelectRespawnBase = None; HUDRespawnAction(Response).DisplayRespawnMap = None; HUDRespawnAction(Response).ExitRespawnHUD = None; } super.CleanupActionDelegates(); } function Tick(float Delta) { Super.Tick(Delta); if(bHideHud) return; bShowCursor = ClientSideChar.bShowRespawnMap; // Handle spawn preselection (occurs after forced respawn, which kills you) if (Controller.respawnDelay != -1) { if (PreSelectedBase != None) { SelectedBase = PreSelectedBase; bRespawnBaseSelected = true; PreSelectedBase = None; } else if (PreSelectedVehicleRespawnIndex != -1) { bRespawnBaseSelected = true; bVehicleRespawn = true; VehicleRespawnIndex = PreSelectedVehicleRespawnIndex; PreSelectedVehicleRespawnIndex = -1; } } if(bVehicleRespawn) { // check that the respawn vehicle is still valid if(! TribesReplicationInfo(Controller.PlayerReplicationInfo).team.validVehicleRespawnIndex(VehicleRespawnIndex)) { bVehicleRespawn = false; bRespawnBaseSelected = false; } } else if(SelectedBase != None && SelectedBase.team != TribesReplicationInfo(Controller.PlayerReplicationInfo).team) { // check that the respawn base is still valid bRespawnBaseSelected = false; SelectedBase = None; } if(bRespawnBaseSelected && Controller.respawnDelay <= 0) { //Log("Calling DoRespawn() from Tick() due to bRespawnBaseSelected"); // MJ: This is now called only once when you click to spawn, which prevents unnecessary function calls, but // in Arena seems to prevent you from successfully spawning with a client-side Pawn 9 times out of 10. Alex is // going to help me with this problem. DoRespawn(); bRespawnBaseSelected = false; } } function DoRespawn() { local bool bKeepPawn; if (Controller.IsInState('PlayerTeleport')) bKeepPawn = true; //Log("Restarting player in DoRespawn()"); // restart the player if(! bVehicleRespawn) Controller.ServerRestartPlayerAtBase(SelectedBase, bKeepPawn); else // keep existing pawn if we have one Controller.ServerRestartPlayerInVehicle(vehicleRespawnIndex, controller.pawn != None); } function impl_SelectRespawnBase(int respawnBaseIndex) { local TribesReplicationInfo TRI; TRI = TribesReplicationInfo(PlayerOwner.PlayerReplicationInfo); // spawn at the nearest base if there are none avaialable if(respawnBaseIndex == -3 && TRI.Team.getNumVehicleRespawns() == 0 && TRI.Team.getNumRespawnBases() == 0) { Controller.ServerRestartPlayer(); // MJ: Don't get rid of the HUD because that will prevent the player from being able to click to respawn // It seems like there's an unnecessary click required by the player in this codepath but it's not critical. This // path only seems to execute in Rabbit where you might not have a proper baseinfo //Controller.HUDManager.SetHUD(""); return; } // instant restart if(respawnBaseIndex == -1 && clientSideChar.bInstantRespawnMode) { Controller.ServerRestartPlayer(); return; } if(respawnBaseIndex < 0 || clientSideChar.bNoMoreCarryables) return; // The respawnBaseIndex corresponds to availableSpawnAreas so this knowledge can be used to // determine if this is a vehicle respawn and what the corresponding vehicle respawn index is. bVehicleRespawn = respawnBaseIndex >= TRI.team.MAX_BASES; VehicleRespawnIndex = respawnBaseIndex - TRI.team.MAX_BASES; // if not a vehicle respawn and the selection is >= 0 then set the respawn base if(! bVehicleRespawn && respawnBaseIndex > -1) SelectedBase = TRI.team.respawnBases[respawnBaseIndex]; // If the player is still alive (because they brought up the respawn HUD manually) kill him first. Don't // do this if the player is teleporting. Preselect spawn point since the respawn screen will show up // after dying if (!Controller.IsInState('PlayerTeleport') && Controller.Pawn != None && Controller.Pawn.Health > 0) { if (bVehicleRespawn) { PreSelectedVehicleRespawnIndex = VehicleRespawnIndex; } else { PreSelectedBase = SelectedBase; } Controller.bForcedRespawn = true; Controller.ServerKillPlayer(); // Hide respawn map clientSideChar.bShowRespawnMap = false; return; } bRespawnBaseSelected = true; } function impl_DisplayRespawnMap() { ClientSideChar.bShowRespawnMap = true; } function impl_ExitRespawnHUD() { if(clientSideChar.bCanExitRespawnHUD) PlayerCharacterController(PlayerOwner).ServerCancelRespawn(); else Log("Respawn HUD unable to exit!"); } defaultproperties { HUDScriptType = "TribesGUI.TribesRespawnHUDScript" HUDScriptName = "default_RespawnHUD" bAllowInteractions = true bShowCursor = false PreSelectedVehicleRespawnIndex = -1 } |
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