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//NEW: licensee extensions support //============================================================================= // LicenseeController.uc //============================================================================= class LicenseeController extends Controller config(User) abstract native; /*============================================================================= Licensee extensions support. =============================================================================*/ // see U2AI.txt const CantMoveState = 'CantMove'; const LandedHardState = 'LandedHard'; const BeginLabel = 'Begin'; // probe events const Event_ActorRangeTransition = 'ActorRangeTransition'; const Event_AnimEnd = 'AnimEnd'; const Event_EnemyInLeapRange = 'EnemyInLeapRange'; const Event_EnemyInMeleeRange = 'EnemyInMeleeRange'; const Event_EnemyInvalid = 'EnemyInvalid'; const Event_EnemyNotInMeleeRange = 'EnemyNotInMeleeRange'; const Event_EnemyNotVisible = 'EnemyNotVisible'; const Event_EnemyRangeTransition = 'EnemyRangeTransition'; const Event_HearNoise = 'HearNoise'; const Event_NotifyBump = 'NotifyBump'; const Event_SeeAlertFriend = 'SeeAlertFriend'; const Event_SeeEnemy = 'SeeEnemy'; const Event_SeeFriend = 'SeeFriend'; const Event_SeeOther = 'SeeOther'; const Event_Tick = 'Tick'; const Event_Timer = 'Timer'; const Event_NotifyHitWall = 'NotifyHitWall'; const Event_Trigger = 'Trigger'; // mdf: this is a probe function but never called from engine //----------------------------------------------------------------------------- // debug stuff const Debug_AI = 0x0010; const Debug_AIAttacks = 0x0020; const Debug_AIEvents = 0x0040; const Debug_AIMovement = 0x0080; //----------------------------------------------------------------------------- // these are placed under Controller properties so easier to locate/set in-game var(Controller) globalconfig protected int DebugFlags; // controls logging of debug information var(Controller) globalconfig protected bool bDebugForced; // controls logging of forced debug information var(Controller) globalconfig protected bool bTrackStateChanges; // controls whether state/label changes are tracked var name LastStateChangeLabel; // for debugging -- holds last label for gotostate/goto var string LastStateChangeContextNameStr; // for debugging -- holds last context name for gotostate/goto var int LastStateChangeContextLineNum; // for debugging -- holds last context line number for gotostate/goto var LicenseePawn LPawn; event MantleBegin(); event MantleEnd(); //----------------------------------------------------------------------------- // debug stuff final function AddDebugFlag( int Flag ) { DebugFlags = DebugFlags | Flag; } final function RemoveDebugFlag( int Flag ) { DebugFlags = DebugFlags & ~Flag; } final function ToggleDebugFlag( int Flag ) { DebugFlags = DebugFlags ^ Flag; } final function SetDebugFlags( int NewFlags ) { DebugFlags = NewFlags; } final function int GetDebugFlags() { return DebugFlags; } final function bool DebugAI() { return (DebugFlags & Debug_AI) != 0; } final function bool DebugAIAttacks() { return (DebugFlags & Debug_AIAttacks) != 0; } final function bool DebugAIEvents() { return (DebugFlags & Debug_AIEvents) != 0; } final function bool DebugAIMovement() { return (DebugFlags & Debug_AIMovement) != 0; } final function bool DebugAIForced() { return bDebugForced; } //----------------------------------------------------------------------------- final function SetTrackStateChanges( bool bVal ) { bTrackStateChanges = bVal; if( bTrackStateChanges ) AddFlagSafe( RF_NotifyStateChange ); else RemoveFlagSafe( RF_NotifyStateChange ); } //----------------------------------------------------------------------------- final function bool GetTrackStateChanges() { return bTrackStateChanges; } //----------------------------------------------------------------------------- event NotifyStateChange( name OldState, name NewState, name Label, bool bGoto, string ContextNameStr, int ContextLineNum ) { LastStateChangeLabel = Label; LastStateChangeContextNameStr = ContextNameStr; LastStateChangeContextLineNum = ContextLineNum; } //----------------------------------------------------------------------------- event PostBeginPlay() { Super.PostBeginPlay(); // optimization: always keep NotifyStateChange disabled unless bTrackStateChanges=true SetTrackStateChanges( bTrackStateChanges ); } //----------------------------------------------------------------------------- // Only called on server, so the LPawn behavior must be done on the client, // somehow. function Possess( Pawn P ) { InitLicenseePawn( P ); Super.Possess( P ); // DMTN( "Possess -- Pawn: " $ Pawn ); } //----------------------------------------------------------------------------- function InitLicenseePawn( Pawn P ) { if( LicenseePawn(P) != None ) { LPawn = LicenseePawn(P); LPawn.LController = Self; } } //----------------------------------------------------------------------------- function PawnDied() { Super.PawnDied(); if( LPawn != None ) { LPawn.LController = None; LPawn = None; } } //----------------------------------------------------------------------------- simulated function string GetPlayerName() { if( PlayerReplicationInfo!=None ) return PlayerReplicationInfo.PlayerName; else return string(Name); } //----------------------------------------------------------------------------- function float GetWalkingPctScale() { return 1.0; } //----------------------------------------------------------------------------- function HandleLandedHard() { GotoState( LandedHardState ); } //----------------------------------------------------------------------------- function Freeze() { DM( "Warning: UnFreeze needs to be implemented in subclass for " $ Self ); } //----------------------------------------------------------------------------- function UnFreeze() { DM( "Warning: UnFreeze needs to be implemented in subclass for " $ Self ); } //----------------------------------------------------------------------------- //@ STATE CODE //----------------------------------------------------------------------------- state @ CantMoveState { // implemented in Player/AI subclasses to prevent movement event BeginState() { StopMovement( true, true ); } } //----------------------------------------------------------------------------- // Used when Pawn lands "hard". When this occurs a landed animation is played // (rather than tweening to a landed frame) and the Pawn can't move for a brief // period. state @ LandedHardState extends @ CantMoveState { //------------------------------------------------------------------------- function LandedHardDone(); // should be implemented in subclasses //------------------------------------------------------------------------- event AnimEnd( int Channel ) { //!!mdf-tbd: somehow this is getting called even though NPC appears to be in the Dead // state and this can "resurrect" the NPC without a valid Pawn. Just add idiot check for now... if( Pawn != None && Pawn.Health > 0 ) LandedHardDone(); } //------------------------------------------------------------------------- event BeginState() { if( Pawn != None && Pawn.IsStanding() ) { //DMTNS( "LandedHard adjusting eye height: " $ Pawn.CrouchEyeHeight $ " " $ Pawn.CrouchHeight - Pawn.CollisionHeight ); Pawn.SetBaseEyeHeight( LPawn.CrouchEyeHeight ); } } //------------------------------------------------------------------------- event EndState() { if( LicenseePawn(Pawn) != None && Pawn.IsStanding() ) { //DMTNS( "restoring BEH" ); Pawn.RestoreEyeHeight(); } Disable( 'AnimEnd' ); } @ BeginLabel: Disable( 'AnimEnd' ); Sleep( 0.10 ); // give animation a chance to start Enable( 'AnimEnd' ); Stop; } // LandedHardState //----------------------------------------------------------------------------- // We default to standard rendering/physics properties for players / bots and // human-like NPCs and subclasses can override these as necessary. //OLD defaultproperties { Handedness=1.000000 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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