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//----------------------------------------------------------- // //----------------------------------------------------------- class TribesTVStudioTestController extends xPlayer; var TribesTVStudioMenuInteraction tvi; var TribesTVStudioHudAugmentation tvh; var TribesTVStudioViewSelector curViewSelector; var TribesTVStudioMutator TVMutator; var string vsNames[10]; //replicated from the server, list of viewselectors var texture vsIcons[10]; //ditto var int vsActive[10]; //client-side list of active selectors var string mcNames[64]; //replicated from the server, list of metacameras var int mcActive; //client-side nr of current metacamera active var texture watermark; //Replicated from the server struct RailNode { var Vector location; var float maxDistance; var float viewAngle; var float minZoomDist; var float maxZoomDist; var float Priority; }; struct FixedCam { var Vector location; var float maxDistance; var float viewAngle; var float minZoomDist; var float maxZoomDist; var rotator rotation; var float maxRotation; var float Priority; }; var string sysNames[6]; var float sysDists[6]; var int attractCamSys; var int pathNodeCamSys; var RailNode railNodes[2000]; var FixedCam fixedCams[2000]; var int numRail,numFixed; var int curcam2; var int curCamType; // 0=none,1=fixed,2=rail,3=spline var Vector curCamSpeed; var bool inViewLastTimer; var float wantedDist; var float lastHurry; var float zoomSpeed; var int camSysMode; var bool redoCamera; var float lastServerPosSet; var Actor camTarget,camTargetOld; var Vector camTargetPos; var string camTargetName; //don't access this directly, rather use getcamtargetname () var int myCamNum; //our number in the camera list kept by the mutator var bool isWatched; //if a meta camera is currently watching us var string oldTarget; //used to see when target has changed var float zoomModifier; struct ViewPriority { var int id; //ID of the viewselector var float priority; //and the priority that it wants }; struct TargetPriority { var string name; var array<ViewPriority> prios; }; var array<TargetPriority> camTargets; //Use the one with the hightest prio var string forcedTarget; //Can be set from the menu var TribesTVStudioSplineHandler splines; //var float camTargetPriority; //var float camTargetPriorityDecay; replication { //mirror camera stuff reliable if ( Role==ROLE_Authority) WatcherJoined,myCamNum,isWatched; reliable if ( Role<ROLE_Authority ) ServerBeginWatch, ServerEndWatch; reliable if ( Role==ROLE_Authority) SetTargetAndMode,SetPosAndRot,SetDistAndZoom; reliable if ( Role<ROLE_Authority ) SendTargetAndMode,SendPosAndRot,SendDistAndZoom; // //Things the server sends to the client reliable if ( Role==ROLE_Authority) vsNames, vsIcons, mcNames, watermark; //Things the server calls reliable if (Role==ROLE_Authority) SetCamTarget, SetCamMode; unreliable if( Role==ROLE_Authority) SetClientObjectPos; //Things we can call on the server unreliable if( Role<ROLE_Authority ) GetObjectPosFromServer,SetLocationServer; reliable if ( Role<ROLE_Authority ) ServerSetViewSelector, ServerSetMetaCamera; } simulated function PostBeginPlay() { local TribesTVStudioMutator tvm; local int i; LoadSettings(); Super.PostBeginPlay(); mcActive = -1; //Update the list of available viewselectors so they can be replicated //This runs on the server if (Role == ROLE_Authority) { foreach Allactors (class'TribesTVStudioMutator', tvm) { TVMutator = tvm; break; //should be only one anyway.. } if (tvm == none) Log ("TribesTVStudio: no mutator found(??)"); for (i = 0; i < tvm.vsCount; ++i) { vsNames[i] = tvm.vsList[i].description; vsIcons[i] = tvm.vsList[i].icon; Log ("TribesTVStudio: Adding viewcontroller " $ vsnames[i]); } watermark = tvm.watermark; } //Only run this on the client in netgames, or in standalone games if ((Level.NetMode == NM_StandAlone) || (Role < ROLE_Authority)) { ConsoleCommand("SET INPUT F8 TVMENU"); } clientmessage("post begin play run"); } //Only exists as placeholder exec function tvmenu () { clientmessage ("Sorry, this command is for spectators only"); } simulated function destroyed () { if (tvi != none) { player.interactionmaster.removeinteraction (tvi); tvi = none; } if (tvh != none) { player.interactionmaster.removeinteraction (tvh); tvh = none; } super.destroyed (); } //Allows us to inject a proxy hud class simulated function ClientSetHUD(class<HUD> newHUDClass, class<Scoreboard> newScoringClass ) { local HUD realhud; if ( myHUD != none ) myHUD.Destroy(); if (newHUDClass == None) myHUD = None; else { log ("TribesTVStudio: trying to spawn our hud.. " $ getstatename ()); //Only use this proxy hud when we are an TribesTribesTVStudiotudio spectator if (GetStateName() == 'AttractMode2') { // if (PlayerReplicationInfo.bOnlySpectator) { myHUD = spawn (class'TribesTVStudioProxyHud', self); realhud = spawn (newHUDClass, self); TribesTVStudioProxyHud(myhud).real = realhud; // TribesTVStudioProxyHud(myhud).SetControllerOwner (self); } else { myHUD = spawn (newHUDClass, self); } if (myHUD == None) log ("PlayerController::ClientSetHUD(): Could not spawn a proxy HUD of class "$newHUDClass, 'Error'); else myHUD.SetScoreBoardClass( newScoringClass ); } } //Only call this when switching is actually wanted function SwitchHud () { local HUD realhud; if ((myHud != none) && (!myHud.IsA ('TribesTVStudioProxyHud'))) { Log ("TribesTVStudio: Hud needed switching"); realhud = myhud; myhud = spawn (class'TribesTVStudioProxyHud', self); TribesTVStudioProxyHud(myhud).real = realhud; // TribesTVStudioProxyHud(myhud).SetControllerOwner (self); myhud.playerowner = realhud.playerowner; myhud.pawnowner = realhud.pawnowner; } } state Spectating { function BeginState () { Log ("TribesTVStudio: moving to our attractmode from spectating"); clientmessage("switching to attract2 from spectating"); GotoState ('AttractMode2'); } } state AttractMode { function BeginState () { Log ("TribesTVStudio: moving to our attractmode from attractmode"); GotoState ('AttractMode2'); } /* exec function Fire( optional float F ) { GotoState ('AttractMode2'); clientmessage("Switching to attract2 mode"); Log ("TribesTVStudio: tried attractmode2"); } exec function AltFire( optional float F ) { attracttarget = PickNextBot(attracttarget); targettime = 0; } */ } state AttractMode2 extends Spectating { ignores SwitchWeapon, RestartLevel, ClientRestart, Suicide, ThrowWeapon, NotifyPhysicsVolumeChange, NotifyHeadVolumeChange, Say, TeamSay; //Only performs init if needed function initTribesTVStudio () { if (tvi != none) return; //Check if init can be performed at this time if ((player != none) && (player.interactionmaster != none)) { tvi = TribesTVStudioMenuInteraction (player.InteractionMaster.AddInteraction("TribesTribesTVStudiotudio.TribesTVStudioMenuInteraction", player)); tvi.SetControllerOwner (self); tvh = TribesTVStudioHudAugmentation (player.InteractionMaster.AddInteraction ("TribesTribesTVStudiotudio.TribesTVStudioHudAugmentation", player)); tvh.SetControllerOwner (self); } } //By placing it here it is only available when we actually are in allowed state exec function tvmenu () { if( tvi.GetStateName() == 'MenuVisible' ) { tvi.GotoState(''); return; } tvi.GotoState('MenuVisible'); } function bool IsSpectating() { return true; } function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) { } function PlayerMove(float DeltaTime) { local float deltayaw, destyaw; local float deltapitch, destpitch; local Rotator newrot; local Vector newPos; local Vector target; local Vector wantedSpeed,speedDif; local float inHurry; initTribesTVStudio (); FindCameraTarget(); if(camTarget!=none) camTargetPos=camTarget.location; if(aForward!=0 && curCamType!=9){ if(aForward>0){ zoomModifier*=1+deltaTime/2; if(isWatched) SendDistAndZoom(wantedDist,zoomModifier); } else { zoomModifier/=1+deltaTime/2; if(isWatched) SendDistAndZoom(wantedDist,zoomModifier); } } switch( curCamType ){ case 0: if(camTarget==none && camSysMode!=9) return; FovAngle = default.FovAngle/zoomModifier; if(bBehindView){ CameraDist = wantedDist/40; if(camSysMode<7){ //chase from behind newRot = camTarget.Rotation; destyaw = NewRot.Yaw; deltayaw = (destyaw & 65535) - (rotation.yaw & 65535); if (deltayaw < -32768) deltayaw += 65536; else if (deltayaw > 32768) deltayaw -= 65536; destpitch = NewRot.pitch; deltapitch = destpitch - rotation.pitch; newrot = rotation; newrot.roll=0; // updates camera yaw to smoothly rotate to the pawn facing newrot.yaw += deltayaw * DeltaTime*2; newrot.pitch += deltapitch * DeltaTime*2; if(getcamtargetname()=="The Bomb"){ //the bomb rotates madly so set pitch to zero and lower yaw speed newRot.pitch=0; newRot.yaw*=0.2; } SetRotation(newrot); } else { //user rotate chase newRot=rotation; newrot.roll=0; UpdateRotation(DeltaTime, 1); if(rotation!=newRot && isWatched) SendPosAndRot(location,rotation); } } else { if(camSysMode==8){ //pov SetRotation(camTarget.rotation); } else { //free flight newRot=rotation; UpdateRotation(DeltaTime, 1); FovAngle = default.FovAngle; newPos=location; newPos+=aForward*deltaTime*0.15*Vector(rotation); newPos-=aStrafe*deltaTime*0.15*Vector(rotation) Cross Vect(0,0,1); if(isWatched && (newPos!=location || newRot!=rotation)) SendPosAndRot(newPos,rotation); SetPosition(newPos); } } break; case 1: if(fixedCams[curcam2].maxRotation<32000){ newrot = LimitedCameraTrack(DeltaTime); SetRotation(newrot); } else { newrot = CameraTrack2(DeltaTime); SetRotation(newrot); } break; case 2: target=camTargetPos; if(camTarget!=none) target+=camTarget.Velocity*0.5; if(curCam2==-1 || !WantedCamPos(target, railNodes[curcam2].location, wantedDist, newPos)) newPos=location; inHurry=1; lastHurry-=DeltaTime; if(!inViewLastTimer){ inHurry=2; lastHurry=2; } else if (lastHurry<1) lastHurry=1; wantedSpeed=(newPos-location)*1.3*inHurry; curCamSpeed*=1-(DeltaTime*(1.3-Normal(curCamSpeed) Dot Normal(wantedSpeed))*lastHurry); speedDif=wantedSpeed-curCamSpeed; curCamSpeed+=Normal(speedDif)*500*inHurry*DeltaTime; newPos=location+curCamSpeed*DeltaTime; SetPosition(newPos); newrot = CameraTrack2(DeltaTime); SetRotation(newrot); break; case 3: splines.Move(deltaTime); break; } } exec function NextWeapon() { wantedDist*=1.1; clientmessage("dist=" $wantedDist); if(isWatched) SendDistAndZoom(wantedDist,zoomModifier); } exec function PrevWeapon() { wantedDist/=1.1; clientmessage("dist=" $wantedDist); if(isWatched) SendDistAndZoom(wantedDist,zoomModifier); } exec function Fire( optional float F ) { forcedTarget = tvi.GetNextTarget(GetCamTargetName()); FindCameraTarget(); if(camTarget!=none) camTargetPos=camTarget.location; Timer(); } exec function AltFire( optional float F ) { //clientmessage("Showing the menu"); tvmenu (); /* camTarget = FindCameraTarget(camTarget); redoCamera=true; Timer();*/ } function BeginState() { local Pawn tempPawn; if ( Pawn != None ) { SetPosition(Pawn.Location); } foreach AllActors(class'Pawn',tempPawn){ if(tempPawn.PlayerReplicationInfo!=none){ camTargetName=tempPawn.PlayerReplicationInfo.PlayerName; break; } } zoomModifier=1; bCollideWorld = true; autozoom = true; inViewLastTimer=false; wantedDist=400; camSysMode = 9; //default to free flight SetCamMode(camSysMode); SetTimer(0.3, true); splines=new class'TribesTVStudioSplineHandler'; splines.controller=self; ServerBeginWatch(); SwitchHud (); clientmessage("attract2 mode begin state"); } function EndState() { PlayerReplicationInfo.bIsSpectator = false; bCollideWorld = false; curcam2 = -1; FovAngle = default.FovAngle; splines=none; ServerEndWatch(); } function Timer() { //local Vector newloc; local int newcam,newType; local bool inView; local float temp; camtime += 0.3; lastServerPosSet-=0.3; //The menu interaction needs to be reminded to update.. if (tvi != none) tvi.Timer (); //UpdateCamTarget(0.3); bFrozen = false; /* // keep watching a target for a few seconds after it dies if (gibwatchtime > 0) { gibwatchtime -= 0.3; if (gibwatchtime <= 0) camTarget = None; if(gibwatchtime<4){ //reset camera quicker if player respawns if(camTarget!=none){ camTarget=tempPawn; gibwatchtime=0; redoCamera=true; } } } else if ( camTarget != None && camTarget.Health <= 0) { gibwatchtime = 6; //Log("attract: watching gib"); } */ // switch targets // if (camTarget != camTargetOld) { camTargetOld=camTarget; inViewLastTimer=false; if(curCamType==2){ if(FindMoveCam(newcam,true)) curCam2=newcam; else curCam2=-1; } else if(curCamType==3){ splines.FindBestSplineNode(temp,camTargetPos); splines.SplineSelected(); } else if(curCamType==0){ redoCamera=true; } } if(camTarget==none && role < role_authority) GetObjectPosFromServer(GetCamTargetName ()); if(curCamType==1 && curcam2!=-1 && fixedCams[curcam2].maxRotation<32000 && !TestLimitedRotCam(camTargetPos,curcam2)) redoCamera=true; inView=TargetLOS(location,true); // switch views // if (redoCamera || camtime > 1000 || (curCamType==1 && curcam2!=-1 && VSize(location-camTargetPos)>fixedCams[curcam2].maxDistance) || (curCamType==2 && curcam2==-1) || (curCamType!=0 && (curcam2==-1 || curCamType==1) && !inView && (curCamType!=1 || !inViewLastTimer))) { bCollideWorld = true; camtime = 0; redoCamera=false; curCamSpeed=Vect(0,0,0); lastHurry=1; zoomSpeed=0; CameraDist = 0; CameraDeltaRotation.Pitch = 0; // look for a placed camera if (camSysMode<6 && FindBestCam(newcam,newType)) { bBehindView = false; SetViewTarget(self); curcam2 = newcam; curCamType=newType; switch(curCamType){ case 1: bCollideWorld = false; SetPosition(fixedCams[newcam].Location,true); FovAngle = fixedCams[newcam].ViewAngle; focuspoint = camTargetPos; if(fixedCams[newcam].maxRotation<32000){ SetRotation(fixedCams[newcam].rotation); } else { SetRotation(CameraTrack2(0)); } break; case 2: // if(VSize(camTargetPos-location)>3000 || !FindMoveCam(tempCam)){ SetPosition(railNodes[newcam].Location,true); FovAngle = railNodes[newcam].ViewAngle; focuspoint = camTargetPos; SetRotation(CameraTrack2(0)); // } break; case 3: bCollideWorld = false; splines.SplineSelected(); break; } inView=TargetLOS(location); } // none placed camera mode else { if(camTarget!=none || camSysMode==9){ FovAngle = default.FovAngle; curcam2 = -1; curCamType=0; switch(camSysMode){ case 6: //chase from behind SetRotation(camTarget.rotation); CameraDeltaRotation.Pitch = -3000; if(!bBehindView) SetRotation(camTarget.rotation); //no break case 7: //user rotate chase SetViewTarget(camTarget); bBehindView = true; CameraDist = 6; break; case 8: //pov SetViewTarget(camTarget); bBehindView = false; CameraDist = 0; CameraDeltaRotation.Pitch = 0; SetRotation(camTarget.rotation); break; case 9: //free flight SetViewTarget(self); bBehindView = false; break; default: //placed camera but cant find camera -> time limited chase SetViewTarget(camTarget); if(!bBehindView){ SetRotation(camTarget.rotation); bBehindView = true; } CameraDist = 6; CameraDeltaRotation.Pitch = -3000; camtime = 998; } } else { redoCamera=true; } } } inViewLastTimer=inView; //switch rail node if(curCamType==2){ if(FindMoveCam(newcam)) curCam2=newcam; else curCam2=-1; } else if(curCamType==3){ splines.UpdateGoalNode(); } } } function SetTargetAndMode(string target,int mode) { forcedTarget=target; if(mode!=camSysMode) SetCamMode(mode); } function SetPosAndRot(Vector pos,rotator rot) { SetPosition(pos); SetRotation(rot); } function SetDistAndZoom(float dist,float zoom) { wantedDist=dist; zoomModifier=zoom; } function WatcherJoined() { SendPosAndRot(location,rotation); SendTargetAndMode(GetCamTargetName(),camSysMode); SendDistAndZoom(wantedDist,zoomModifier); } function SendTargetAndMode(string target,int mode) { TVMutator.UpdateCameraVars(myCamNum,target,mode); } function SendPosAndRot(Vector pos,Rotator rot) { TVMutator.UpdateCameraPosRot(myCamNum,pos,rot); } function SendDistAndZoom(float dist,float zoom) { TVMutator.UpdateCameraDistZoom(myCamNum,dist,zoom); } function SetCamMode(int mode) { zoomModifier=1; curcam2=-1; camSysMode=mode; if(mode<6) FillCameraList2(); else wantedDist=300; redoCamera=true; Timer(); if(isWatched) SendTargetAndMode(GetCamTargetName(),camSysMode); } function string GetCamTargetName () { local string ret; if (forcedTarget != "") ret=forcedTarget; else ret=camTargetName; if(ret!=oldTarget){ oldTarget=ret; if(isWatched) SendTargetAndMode(ret,camSysMode); } return ret; } //Called from the server on the client when a viewcontroller wants a //new target function SetCamTarget(string name) { camTargetName = name; FindCameraTarget (); if(camTarget!=none) camTargetPos=camTarget.location; Timer (); /* if(camTargetPriority>prio) return; camTargetPriority=prio; camTargetPriorityDecay=decay; camTargetName=name; FindCameraTarget(); Timer(); */ } //Calculates the total priority for the targets and uses the highest //runs on the server function UpdateCamTarget () { local int i, j; local float highest; local float highestindex; local float curtot; highestindex = -1; for (i = 0; i < camtargets.length; ++i) { curtot = 0; for (j = 0; j < camtargets[i].prios.length; ++j) { curtot += camtargets[i].prios[j].priority; } if (curtot >= highest) { highest = curtot; highestindex = i; } } if (highestindex == -1) return; if (camtargetname != camTargets[highestindex].name) { camTargetName = camTargets[highestindex].name; SetCamTarget (camTargetName); } /*log ("TribesTVStudio: updatecamtarget"); for (i = 0; i < camtargets.length; ++i) { curtot = 0; for (j = 0; j < camtargets[i].prios.length; ++j) { curtot += camtargets[i].prios[j].priority; } log ("TribesTVStudio: name: " $ camtargets[i].name $ " prio: " $ curtot); }*/ } //Sets priority on a target, called by a viewselector function SetTargetPriority (string target, float prio, int id) { local int curtarget, curprio, i; //log ("TribesTVStudio: calling settargetpriority " $ target $ " - " $ prio $ " - " $ id); //Find it in the list for (curtarget = 0; curtarget < camtargets.length; ++curtarget) { if (camtargets[curtarget].name == target) break; } //Not found? if (curtarget == camTargets.length) { camTargets.length = camTargets.length + 1; camTargets[curtarget].name = target; } //Check if/where this id has set a priority for (curprio = 0; curprio < camtargets[curtarget].prios.length; ++curprio) { if (id == camtargets[curtarget].prios[curprio].id) break; } //Remove from the list if (prio == 0.0) { //Not found if (curprio == camtargets[curtarget].prios.length) return; //Remove it for (i = curprio + 1; i < camtargets[curtarget].prios.length; ++i) { camtargets[curtarget].prios[i - 1] = camtargets[curtarget].prios[i]; } camtargets[curtarget].prios.length = camtargets[curtarget].prios.length - 1; //Last priority? Remove this target from list if (camtargets[curtarget].prios.length == 0) { for (i = curtarget + 1; i < camtargets.length; i++) { camtargets[i-1] = camtargets[i]; } camtargets.length = camtargets.length - 1; } } //Add or update the currently set priority else { //Not found if (curprio == camtargets[curtarget].prios.length) { camtargets[curtarget].prios.length = camtargets[curtarget].prios.length + 1; } camtargets[curtarget].prios[curprio].id = id; camtargets[curtarget].prios[curprio].priority = prio; } //Inefficient to call here, make users call it themselves // UpdateCamTarget (); } //Use or don't use this automatic view selector function ServerSetViewSelector(int vs, bool use) { if (!use) { TVMutator.vsList[vs].RemoveController(self); //Recalculate what to view from UpdateCamTarget (); } else { TVMutator.vsList[vs].AddController(self); } } //Called clientside, updates current active list (which is clientside) function SetViewSelector (int vs, bool use) { if (!use) vsActive[vs] = 0; else vsActive[vs] = 1; ServerSetViewSelector (vs, use); } function ServerSetMetaCamera (int cam) { if (cam != -1) tvmutator.watchother (mycamnum, cam); else tvmutator.stopwatchother (mycamnum); } function SetMetaCamera (string mcname) { local int i; if (mcname == "") i = -1; else { for (i = 0; i < 64; i++) { if (mcNames[i] == mcname) break; } } if (i < 64) { mcActive = i; ServerSetMetaCamera (i); } } function LoadSettings() { local TribesTVStudioSettings settings; local int a; foreach AllActors(class'TribesTVStudioSettings', settings){ for(a=0;a<6;++a){ sysNames[a]=settings.camSystemName[a]; sysDists[a]=settings.DesiredRailCamDistance[a]; } attractCamSys=settings.attract2CamSystem; pathNodeCamSys=settings.pathNode2CamSystem; } } function FillCameraList2() { local PathNode mapPath; local AttractCamera mapAttract; local TribesTVStudioRailNode mapRail; local TribesTVStudioFixedCam mapFixed; local RailNode rail; local FixedCam tempFixed; local Vector loc,loc2; local Vector hitloc, hitnormal; numRail = 0; numFixed = 0; wantedDist=sysDists[camSysMode]; if(camSysMode==pathNodeCamSys){ foreach AllActors(class'PathNode', mapPath) { loc=mapPath.location; loc2=loc; loc2.z+=250; if(Trace(hitloc, hitnormal, loc, loc2, false)==None){ loc.z+=150; } else { loc=hitloc; loc.z-=100; } rail.location=loc; rail.maxDistance=5000; rail.viewAngle=100; rail.minZoomDist=600; rail.maxZoomDist=600; rail.Priority=1; railNodes[numRail++] = rail; if (numRail == 2000) break; } } if(camSysMode==attractCamSys){ foreach AllActors(class'AttractCamera', mapAttract) { tempFixed.location=mapAttract.location; tempFixed.maxDistance=5000; tempFixed.viewAngle=mapAttract.viewAngle; tempFixed.minZoomDist=mapAttract.minZoomDist; tempFixed.maxZoomDist=mapAttract.maxZoomDist; tempFixed.maxRotation=32000; tempFixed.Priority=1; fixedCams[numFixed++] = tempFixed; if (numFixed == 2000) break; } } foreach AllActors(class'TribesTVStudioRailNode', mapRail) { if(mapRail.SystemNum==camSysMode){ rail.location=mapRail.location; rail.maxDistance=mapRail.MaxDistance; rail.viewAngle=mapRail.viewAngle; rail.minZoomDist=mapRail.minZoomDist; rail.maxZoomDist=mapRail.maxZoomDist; rail.Priority=mapRail.Priority; railNodes[numRail++] = rail; if (numRail == 2000) break; } } foreach AllActors(class'TribesTVStudioFixedCam', mapFixed) { if(mapFixed.SystemNum==camSysMode){ tempFixed.location=mapFixed.location; tempFixed.maxDistance=mapFixed.MaxDistance; tempFixed.viewAngle=mapFixed.viewAngle; tempFixed.minZoomDist=mapFixed.minZoomDist; tempFixed.maxZoomDist=mapFixed.maxZoomDist; tempFixed.rotation=mapFixed.rotation; tempFixed.maxRotation=mapFixed.maxRotation; tempFixed.Priority=mapFixed.Priority; fixedCams[numFixed++] = tempFixed; if (numFixed == 2000) break; } } splines.FillSplineList(camSysMode); } function bool FindBestCam(out int newcam,out int newType) { local int c, bestc,bestType; local float dist, bestdist; local Vector targetPos; bestc = -1; bestType=0; if(camTarget!=none){ targetPos=camTarget.location; targetPos.z+=30;//camTarget.eyeheight; } else { targetPos=camTargetPos; targetPos.z+=30; } if(splines.FindBestSplineNode(bestdist,targetPos)){ bestc=1; bestType=3; } for (c = 0; c < numRail; c++){ dist = VSize(targetPos - railNodes[c].location); if ((bestc == -1 || dist/railNodes[c].Priority < bestdist) && dist < railNodes[c].maxDistance && TargetLOS(railNodes[c].location)){ bestc = c; bestdist = dist/railNodes[c].Priority; bestType=2; } } for (c = 0; c < numFixed; c++){ dist = VSize(targetPos - fixedCams[c].location); if ((bestc == -1 || dist/fixedCams[c].priority < bestdist) && dist < fixedCams[c].maxDistance && TargetLOS(fixedCams[c].location)){ if(fixedCams[c].maxRotation<32000 && !TestLimitedRotCam(targetPos,c)) continue; bestc = c; bestdist = dist/fixedCams[c].priority; bestType=1; } } if (bestc == -1) return false; newcam = bestc; newType=bestType; return true; } function bool TestLimitedRotCam(vector targetPos,int c) { local Rotator targRot; local int dif; targRot=rotator(targetPos - fixedCams[c].location); dif=abs(targRot.yaw-fixedCams[c].rotation.yaw); dif=dif%0xffff; if(dif>0x7fff) dif-=0xffff; if(abs(dif)>fixedCams[c].maxRotation+fixedCams[c].viewAngle*0x7fff/180/2.2) return false; dif=abs(targRot.pitch-fixedCams[c].rotation.pitch); dif=dif%0xffff; if(dif>0x7fff) dif-=0xffff; if(abs(dif)>fixedCams[c].maxRotation+fixedCams[c].viewAngle*0x7fff/180/3.5) return false; return true; } function bool FindMoveCam(out int newcam,optional bool restrictiveSearch) { local int c, bestc; local float dist, modDist,bestdist, dist2; local Vector hitloc, hitnormal; local Vector targetDir; local Vector targetPos; bestc = -1; if(camTarget!=none){ targetPos=camTarget.location; targetPos.z+=30;//camTarget.eyeheight; } else { targetPos=camTargetPos; targetPos.z+=30; } targetDir=targetPos-location; if(restrictiveSearch && (!TargetLos(location) || VSize(location - targetPos)>3000)) return false; for (c = 0; c < numRail; c++){ dist2= VSize(location - railNodes[c].location); //keep the camera more stable dist = VSize(targetPos - railNodes[c].location)+dist2*0.2; modDist=dist/railNodes[c].Priority; if((targetDir Dot (railNodes[c].location-location))<=0) modDist*=1000; if ((bestc == -1 || modDist < bestdist) && dist < railNodes[c].maxDistance && TargetLOS(railNodes[c].location) && (Trace(hitloc, hitnormal, location, railNodes[c].location, false) == None)){ bestc = c; bestdist = modDist; } } if (bestc == -1) return false; newcam = bestc; return true; } function bool TargetLOS(Vector pos, optional bool testFuture) { local vector v1, v2; local Vector hitloc, hitnormal; v1=pos; if(camTarget!=none){ v2 = camTarget.location; v2.z += 30;//camTarget.eyeheight; }else{ v2 = camTargetPos; v2.z += 30; } v2 += Normal(v1 - v2) * 80; if (Trace(hitloc, hitnormal, v1, v2, false) == None) return true; if(testFuture && camTarget!=none){ v2 = camTarget.location+camTarget.velocity*0.5; v2.z += 30;//camTarget.eyeheight; v2 += Normal(v1 - v2) * 80; if (Trace(hitloc, hitnormal, v1, v2, false) == None) return true; } return false; } function Rotator CameraTrack2(float DeltaTime) { local float dist; local Vector lead; local float minzoomdist, maxzoomdist, viewangle, viewwidth,wantedFov; local Vector targetPos; // update focuspoint if(camTarget!=none){ targetPos=camTarget.location + Vect(0,0,2) * camTarget.CollisionHeight; lead = targetPos + camTarget.Velocity*0.5; } else { targetPos=camTargetPos; lead = targetPos; // + target.Velocity*0.5; } dist = VSize(lead - focuspoint); if (dist > 20) { focuspoint += Normal(lead - focuspoint) * dist * DeltaTime * 2.0; } // adjust zoom within bounds set by active camera (max 150) if (autozoom) { dist = VSize(Location - targetPos); if (curcam2 >= 0) { switch(curCamType){ case 1: minzoomdist = fixedCams[curcam2].minzoomdist; maxzoomdist = fixedCams[curcam2].maxzoomdist; viewangle = fixedCams[curcam2].ViewAngle; break; case 2: minzoomdist = railNodes[curcam2].minzoomdist; maxzoomdist = railNodes[curcam2].maxzoomdist; viewangle = railNodes[curcam2].ViewAngle; break; case 3: splines.SetFovValues(minzoomdist,maxzoomdist,viewAngle); break; } } else { minzoomdist = 600; maxzoomdist = 1200; viewangle = default.FovAngle; } viewAngle/=zoomModifier; if(viewAngle>150) viewAngle=150; if (dist < minzoomdist || !inViewLastTimer) { wantedFov = viewangle; } else { if (dist > maxzoomdist) dist=maxzoomdist; viewwidth = minzoomdist*Tan(viewangle*PI/180 / 2); wantedFov = Atan(viewwidth, dist) * 180/PI * 2; } if(wantedFov<fovAngle){ if(zoomSpeed<0) zoomSpeed=0; zoomSpeed+=DeltaTime; if(zoomSpeed > (fovAngle/wantedFov-1)/(DeltaTime*0.5)) zoomSpeed=(fovAngle/wantedFov-1)/(DeltaTime*0.5); fovAngle/=1+DeltaTime*zoomSpeed*0.5; } else { if(zoomSpeed>0) zoomSpeed=0; zoomSpeed-=DeltaTime; if(zoomSpeed < -(wantedFov/fovAngle-1)/(DeltaTime*0.5)) zoomSpeed=-(wantedFov/fovAngle-1)/(DeltaTime*0.5); fovAngle*=1-DeltaTime*zoomSpeed*0.5; } DesiredFOV=fovAngle; } return Rotator(focuspoint - location); } //Tracking function with a limited max rotation //Doesnt do any zooming function Rotator LimitedCameraTrack(float DeltaTime) { local float dist; local Vector lead; local Rotator tempRot; local int dif; local Vector targetPos; if(camTarget!=none){ targetPos=camTarget.location + Vect(0,0,2) * camTarget.CollisionHeight; } else { targetPos=camTargetPos; } if(fixedCams[curcam2].maxRotation==0) return fixedCams[curcam2].Rotation; // update focuspoint lead = targetPos ; // + target.Velocity*0.5; dist = VSize(lead - focuspoint); if (dist > 20) { focuspoint += Normal(lead - focuspoint) * dist * DeltaTime * 2.0; } tempRot=Rotator(focuspoint - location); dif=fixedCams[curcam2].rotation.yaw-tempRot.yaw; if(dif>0x7fff) dif-=0xffff; if(dif<-0x7fff) dif+=0xffff; if(dif>fixedCams[curcam2].maxRotation) tempRot.yaw+=dif-fixedCams[curcam2].maxRotation; else if(dif<-fixedCams[curcam2].maxRotation) tempRot.yaw+=dif+fixedCams[curcam2].maxRotation; dif=fixedCams[curcam2].rotation.pitch-tempRot.pitch; if(dif>0x7fff) dif-=0xffff; if(dif<-0x7fff) dif+=0xffff; if(dif>fixedCams[curcam2].maxRotation) tempRot.pitch+=dif-fixedCams[curcam2].maxRotation; else if(dif<-fixedCams[curcam2].maxRotation) tempRot.pitch+=dif+fixedCams[curcam2].maxRotation; return tempRot; } function bool WantedCamPos(Vector target, Vector railNode, float size, out Vector pos) { local Vector targVec,railVec; local float cDist,closeDistSqr,t; if(!inViewLastTimer){ pos=railNode; return true; } targVec=target-location; railVec=Normal(railNode-location); cDist=railVec Dot targVec; if(cDist<0) return false; closeDistSqr=targVec Dot targVec-cDist*cDist; if(closeDistSqr>size*size){ t=cDist; } else { t=cDist-Sqrt(size*size-closeDistSqr); } pos=location+railVec*t; return true; } function GetObjectPosFromServer(string name) { local Controller C; local xRedFlag rflag; local xBlueFlag bflag; local xBombFlag bomb; if(name=="Red Flag"){ foreach AllActors(class'xRedFlag',rflag) { SetClientObjectPos(rflag.Location); SetLocation(rflag.Location); return; } } if(name=="Blue Flag"){ foreach AllActors(class'xBlueFlag',bflag) { SetClientObjectPos(bflag.Location); SetLocation(bflag.Location); return; } } if(camTargetName=="The Bomb"){ foreach AllActors(class'xBombFlag',bomb) { SetClientObjectPos(bomb.Location); SetLocation(bomb.Location); return; } } for ( C=Level.ControllerList; C!=None; C=C.NextController ) { if ( (C.Pawn != None) && C.Pawn.PlayerReplicationInfo.PlayerName==name) { SetClientObjectPos(C.Pawn.Location); SetLocation(C.Pawn.Location); break; } } } function SetPosition(vector pos,optional bool importantChange) { SetLocation(pos); if(role<role_authority && (lastServerPosSet<0 || importantChange)){ SetLocationServer(pos); lastServerPosSet=1; } } function SetClientObjectPos(Vector pos) { camTargetPos=pos; } //If local game it can use a faster version function FindCameraTarget() { if (role < role_authority) FindCameraTargetClient(); else FindCameraTargetServer(); } //This one is used in a network game function FindCameraTargetClient() { local Pawn tempPawn; local xRedFlag rflag; local xBlueFlag bflag; local xBombFlag bomb; local string targetName; targetname = getcamtargetname (); camTarget=none; if(TargetName=="Red Flag"){ foreach AllActors(class'xRedFlag',rflag) { camTarget=rflag; return; } } if(TargetName=="Blue Flag"){ foreach AllActors(class'xBlueFlag',bflag) { camTarget=bflag; return; } } if(TargetName=="The Bomb"){ foreach AllActors(class'xBombFlag',bomb) { camTarget=bomb; return; } } foreach AllActors(class'Pawn',tempPawn){ if(tempPawn.PlayerReplicationInfo!=none && tempPawn.PlayerReplicationInfo.PlayerName==TargetName){ camTarget=tempPawn; break; } } } //This is only used in a local game function FindCameraTargetServer() { local Controller C; local xRedFlag rflag; local xBlueFlag bflag; local xBombFlag bomb; local string targetName; targetname = getcamtargetname (); camTarget=none; if(TargetName=="Red Flag"){ foreach AllActors(class'xRedFlag',rflag) { camTarget=rflag; return; } } if(TargetName=="Blue Flag"){ foreach AllActors(class'xBlueFlag',bflag) { camTarget=bflag; return; } } if(TargetName=="The Bomb"){ foreach AllActors(class'xBombFlag',bomb) { camTarget=bomb; return; } } for ( C=Level.ControllerList; C!=None; C=C.NextController ) { if ( (C.Pawn != None) && C.Pawn.PlayerReplicationInfo.PlayerName==TargetName) { camTarget=c.pawn; break; } } } function SetLocationServer(Vector pos) { SetLocation(pos); if (pawn != none) //fix: borde inte detta gå alltid? pawn.SetLocation (pos); } function ServerBeginWatch() { if( Role==ROLE_Authority){ TVMutator.AddActiveCam(self); } } function ServerEndWatch() { if( Role==ROLE_Authority){ TVMutator.DeleteActiveCam(self); } } DefaultProperties { curcam2=-1 camSysMode=0 sysNames[4]="Attract cameras" sysNames[5]="PathNodes" sysDists[0]=400 sysDists[1]=400 sysDists[2]=400 sysDists[3]=400 sysDists[4]=400 sysDists[5]=400 attractCamSys=4 pathNodeCamSys=5 } |
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