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//===================================================================== // NS_Turn // // Turns to a specified facing //===================================================================== class NS_Turn extends NS_Action; //===================================================================== // Constants const TURN_INCREMENT = 4096; enum TurnDirections { TD_DONT_CARE, // turns in direction that takes less time TD_CLOCKWISE, TD_COUNTERCLOCKWISE }; //===================================================================== // Variables var Rotator facing; var TurnDirections turnDirection; var Character character; var Rotator r; //===================================================================== // Functions //--------------------------------------------------------------------- static function NS_Turn startAction(AI_Controller c, ActionBase parent, Rotator facing, optional TurnDirections turnDirection) { local NS_Turn action; // create new object // (in the future, we may want to allow for actions that don't create a // new action, and pay for that by having their child not be interruptable) action = new(c.level.Outer) class'NS_Turn'( c, parent ); // set action parameters action.facing = facing; action.turnDirection = turnDirection; action.runAction(); return action; } //--------------------------------------------------------------------- // Turn the character to "r" and wait for the turn to complete latent function turn( Rotator r ) { character.motor.setViewRotation( r ); character.motor.setAIMoveRotation( r ); // wait for turn to complete while ( Abs(character.motor.getMoveYawDelta()) > 100 && class'Pawn'.static.checkAlive( character ) ) yield(); } //--------------------------------------------------------------------- // determine the yaw increment for this character if it should turn in // a specific direction, limited by TURN_INCREMENT function int getIncrement() { local int delta; delta = facing.Yaw - r.Yaw; if ( delta < 0 ) delta += 65536; if ( turnDirection == TD_CLOCKWISE ) delta = min(delta,TURN_INCREMENT); else delta = max(delta-65536,-TURN_INCREMENT); return delta; } //===================================================================== // States state Running { Begin: character = Character(controller.Pawn); if ( character.logNavigationSystem ) log( name @ "(" @ controller.Pawn.name @ ") started turning" ); if ( turnDirection != TD_DONT_CARE ) { r = character.motor.getMoveRotation(); if ( character.logNavigationSystem ) log( name @ "turning from" @ r.Yaw @ "to" @ facing.Yaw ); while ( facing.Yaw != r.Yaw && class'Pawn'.static.checkAlive( character ) ) { //log( "Increment:" @ getIncrement() @ facing.Yaw @ r.Yaw ); r.Yaw = ( r.Yaw + getIncrement() ) & 65535; turn( r ); } } else { turn( facing ); } if ( class'Pawn'.static.checkDead( character ) ) fail( ACT_ALL_RESOURCES_DIED ); else succeed(); } |
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