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//============================================================================= // Inventory // // Inventory is the parent class of all actors that can be carried by other actors. // Inventory items are placed in the holding actor's inventory chain, a linked list // of inventory actors. Each inventory class knows what pickup can spawn it (its // PickupClass). When tossed out (using the DropFrom() function), inventory items // replace themselves with an actor of their Pickup class. // //============================================================================= class Inventory extends Actor abstract native nativereplication; #exec Texture Import File=Textures\Inventry.pcx Name=S_Inventory Mips=Off MASKED=1 //----------------------------------------------------------------------------- var byte InventoryGroup; // The weapon/inventory set, 0-9. var byte GroupOffset; // position within inventory group. (used by prevweapon and nextweapon) var bool bDisplayableInv; // Item displayed in HUD. var bool bTossedOut; // true if weapon/inventory was tossed out (so players can't cheat w/ weaponstay) var class<Pickup> PickupClass; // what class of pickup is associated with this inventory item var() travel int Charge; // Charge (for example, armor remaining if an armor) var bool bMergesCopies; //NEW (mdf) if true, can GiveTo multiple copies (e.g. ammo will merge ammo count) //----------------------------------------------------------------------------- // Rendering information. // Player view rendering info. var vector PlayerViewOffset; // Offset from view center. var float BobDamping; // how much to damp view bob // 3rd person mesh. var actor ThirdPersonActor; var mesh ThirdPersonMesh; //NEW MJL: Used for first-person animation logic while being viewed third-person var meshinstance ThirdPersonMeshInstance; //OLD var staticMesh ThirdPersonStaticMesh; var float ThirdPersonScale; var vector ThirdPersonRelativeLocation; var rotator ThirdPersonRelativeRotation; var class<InventoryAttachment> AttachmentClass; //----------------------------------------------------------------------------- // HUD graphics. var texture Icon; var texture StatusIcon; // Icon used with ammo/charge/power count on HUD. var string ItemName; var string ItemID; //NEW: Two character abbreviation for this item. var int IconIndex; //NEW: Icon index for hud (see U2HUD.WeaponIconTextures). // Network replication. /*OLD replication { // Things the server should send to the client. reliable if( bNetOwner && bNetDirty && (Role==ROLE_Authority) ) Charge,ThirdPersonActor; } */ event Replication() { Super.Replication(); DOREP('Owner'); if( bNetOwner ) { //NEW /*OLD DOREP('ThirdPersonActor'); */ DOREP('StatusIcon'); DOREP('Charge'); } } simulated function AttachToPawn(Pawn P) { local name BoneName; if ( ThirdPersonActor == None ) { ThirdPersonActor = Spawn(AttachmentClass,Owner); InventoryAttachment(ThirdPersonActor).InitFor(self); } BoneName = P.GetWeaponBoneFor(self); if ( BoneName == '' ) { ThirdPersonActor.SetLocation(P.Location); ThirdPersonActor.SetBase(P); } else P.AttachToBone(ThirdPersonActor,BoneName); ThirdPersonActor.SetRelativeLocation(ThirdPersonRelativeLocation); ThirdPersonActor.SetRelativeRotation(ThirdPersonRelativeRotation); } /* UpdateRelative() For tweaking weapon positioning. Pass in a new relativerotation, and use the weapon editactor properties sheet to modify the relativelocation */ exec function updaterelative(int pitch, int yaw, int roll) { local rotator NewRot; NewRot.Pitch = pitch; NewRot.Yaw = yaw; NewRot.Roll = roll; ThirdPersonActor.SetRelativeLocation(ThirdPersonRelativeLocation); ThirdPersonActor.SetRelativeRotation(NewRot); } simulated function DetachFromPawn(Pawn P) { if ( ThirdPersonActor != None ) { ThirdPersonActor.Destroy(); ThirdPersonActor = None; } } /* RenderOverlays() - Draw first person view of inventory Most Inventory actors are never rendered. The common exception is Weapon actors. Inventory actors may be rendered in the first person view of the player holding them using the RenderOverlays() function. */ simulated event RenderOverlays( canvas Canvas ) { if ( (Instigator == None) || (Instigator.Controller == None)) return; SetLocation( Instigator.Location + Instigator.CalcDrawOffset(self) ); SetRotation( Instigator.GetViewRotation() ); Canvas.DrawActor(self, false); } //NEW MJL //RecvOwner ensures: // - instigator is valid on the client in all cases // - the pawn's inventory linked list is kept up to date simulated function PostRecvOwner() { if( Instigator == None && Pawn(Owner) != None) { Instigator = Pawn(Owner); //add to inventory list Pawn(Owner).AddInventory(Self); } else if( Instigator != None && Pawn(Owner) == None) { //remove from inventory list Instigator.DeleteInventory(Self); Inventory = None; //Destroyed() also calls this code in case it is abrubtly destroyed without owner getting unset Instigator = None; } } //OLD //NEW: (mwp) // Interface to transfer properties from Pickups during the Pickup function TransferProperties( Pickup Item ); // Interface to transfer properties to Pickups after Spawning in Landed() function TransferPropertiesTo( Pickup Item ); //OLD // NEW: (sbb) - changenotes: Used for transferring health from a pickup or deployedunit to an inventory item. // Mostly used for XMP units. function TransferSpecialProperties(); function String GetHumanReadableName() { if ( ItemName == "" ) ItemName = GetItemName(string(Class)); return ItemName; } function PickupFunction(Pawn Other); //============================================================================= // AI inventory functions. /* CHANGENOTE: Changes in this function related to the Weapon code updates */ //NEW (mdf) weapon interface cleanup simulated function Weapon RecommendWeapon( Actor Target, out float rating, out byte bUseAltMode ) /*OLD simulated function Weapon RecommendWeapon( out float rating ) */ { if ( inventory != None ) //NEW (mdf) weapon interface cleanup return inventory.RecommendWeapon( Target, rating, bUseAltMode ); /*OLD return inventory.RecommendWeapon(rating); */ else { rating = -1; return None; } } //============================================================================= // Inventory travelling across servers. // // Called after a travelling inventory item has been accepted into a level. // event TravelPreAccept() { Super.TravelPreAccept(); //NEW(mb) turn off weapon switching when traveling GiveTo( Pawn(Owner), true ); /*OLD GiveTo( Pawn(Owner) ); */ } event TravelPostAccept() { Super.TravelPostAccept(); PickupFunction(Pawn(Owner)); } //============================================================================= // General inventory functions. // // Called by engine when destroyed. // simulated event Destroyed() { // Remove from owner's inventory. if( Pawn(Owner)!=None ) Pawn(Owner).DeleteInventory( Self ); if ( ThirdPersonActor != None ) ThirdPersonActor.Destroy(); Super.Destroyed(); //NEW } // // Give this inventory item to a pawn. // //NEW(mb) function GiveTo( pawn Other, optional bool bDontTryToSwitch ) /*OLD function GiveTo( pawn Other ) */ { Instigator = Other; Other.AddInventory( Self ); TransferSpecialProperties(); GotoState(''); } //NEW: Called when this item is added to or removed from the given Pawn's Inventory list. simulated function NotifyAddInventory( Pawn Other ); simulated function NotifyDeleteInventory( Pawn Other ); //OLD // // Function which lets existing items in a pawn's inventory // prevent the pawn from picking something up. Return true to abort pickup // or if item handles pickup, otherwise keep going through inventory list. // function bool HandlePickupQuery( pickup Item ) { if ( Item.InventoryType == Class ) return true; if ( Inventory == None ) return false; return Inventory.HandlePickupQuery(Item); } //NEW (mdf) /* !!MWP/!!ARL (mdf) can the Pickup HandlePickupQuery (and properties, replication) be moved into Inventory so we can remove the identical code and properties in U2XMPItem and U2Inventory? */ // NOTE (sbb) NumCopies should be obsolete now that XMP units use ammo just like weapons //OLD // // Select first activatable powerup. // function Powerups SelectNext() { if ( Inventory != None ) return Inventory.SelectNext(); else return None; } // // Toss this item out. // function DropFrom(vector StartLocation) { local Pickup P; if ( Instigator != None ) { DetachFromPawn(Instigator); Instigator.DeleteInventory(self); } SetDefaultDisplayProperties(); Inventory = None; Instigator = None; StopAnimating(); GotoState(''); P = spawn(PickupClass,,,StartLocation); if ( P == None ) { destroy(); return; } //NEW MJL TransferPropertiesTo( P ); P.RespawnTime = 0; //OLD P.InitDroppedPickupFor(self); P.Velocity = Velocity; Velocity = vect(0,0,0); Destroy(); //NEW (arl): Inventory no longer cached in Pickups. } //============================================================================= // Using. function Use( float Value ); //============================================================================= // Weapon functions. // Find a weapon in inventory that has an Inventory Group matching F. //NEW MIB // simulated function Weapon WeaponChange( byte F, Weapon CurrentChoice ) { if( Inventory == None) return CurrentChoice; else return Inventory.WeaponChange( F, CurrentChoice ); } /*OLD simulated function Weapon WeaponChange( byte F ) { if( Inventory == None) return None; else return Inventory.WeaponChange( F ); } */ // Find the previous weapon (using the Inventory group) simulated function Weapon PrevWeapon(Weapon CurrentChoice, Weapon CurrentWeapon) { if ( Inventory == None ) return CurrentChoice; else return Inventory.PrevWeapon(CurrentChoice,CurrentWeapon); } // Find the next weapon (using the Inventory group) simulated function Weapon NextWeapon(Weapon CurrentChoice, Weapon CurrentWeapon) { if ( Inventory == None ) return CurrentChoice; else return Inventory.NextWeapon(CurrentChoice,CurrentWeapon); } //============================================================================= // Armor functions. // // Return the best armor to use. // function armor PrioritizeArmor( int Damage, class<DamageType> DamageType, vector HitLocation ) { local Armor FirstArmor, InsertAfter; if ( Inventory != None ) FirstArmor = Inventory.PrioritizeArmor(Damage, DamageType, HitLocation); else FirstArmor = None; return FirstArmor; } // // Used to inform inventory when owner event occurs (for example jumping or weapon change) // function OwnerEvent(name EventName) { if( Inventory != None ) Inventory.OwnerEvent(EventName); } // used to ask inventory if it needs to affect its owners display properties function SetOwnerDisplay() { if( Inventory != None ) Inventory.SetOwnerDisplay(); } //NEW (mdf) function string GetShortName() { if( ItemID != "" ) return ItemID; else return Left( ItemName, 2 ); } //OLD defaultproperties { BobDamping=0.960000 ThirdPersonScale=1.000000 AttachmentClass=Class'Engine.InventoryAttachment' DrawType=DT_None bHidden=true bOnlyOwnerSee=true bClientAnim=true bAcceptsProjectors=true bReplicateMovement=false RemoteRole=ROLE_SimulatedProxy bTravel=true NetPriority=1.400000 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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