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//NEW: licensee extensions support //============================================================================= // LicenseePawn.uc //============================================================================= class LicenseePawn extends Pawn config(User) abstract native; /*============================================================================= Licensee extensions support. !!mdf-tbd: cleanup these comments: This lets us add game-specific methods, properties, consts and enums etc. here instead of either a) in Pawn.uc = messy for merging + game-specific stuff shouldn't really go there or b) in a stand-alone class which has to do IsA tests to interact with XXPlayerPawn/XXPawn specifically or c) having these exist in both the XXPlayerPawn and XXPawn hierarchies which is difficult to maintain and a violation of the Don't Repeat Yourself, i.e. duplicate code principle :). See also LicenseeController.uc Split into LicenseeController and LicenseePawn for UW. What goes where? LicenseePawn? animation stuff stance stuff health stuff LicenseeController? pawn control stuff? debug stuff Do we need/want both of these? =============================================================================*/ const AF_None = 0x00; const AF_Alert = 0x01; const AF_Hurt = 0x02; enum EWeaponAnimationType { AT_None, // not set AT_NoWeapon, // no weapon AT_Small, // small weapon/object AT_SmallSwing, // 1-handed swinging weapon/object AT_Large, // large weapon/object AT_LargeSwing, // 2-handed swinging weapon/object (!!cdh-tbr?) AT_Shoulder, // shoulder-held weapon/object AT_Flamethrower,// flamethrower type weapon/object AT_Gauntlet, // gauntlet (glove) type weapon/object (!!cdh-tbr?) AT_Last, // last }; //----------------------------------------------------------------------------- enum EMoveDir { MD_None, MD_Back, MD_Forward, MD_Left, MD_Right, }; /* These specify various Z velocities (-ve) upon landing: LandMakeNoiseVelocityXXX: velocity above which Pawn plays landed grunt and calls MakeNoise LandCompressVelocityXXX: velocity above which Pawn will "stick" on landing (compress + play special landing sound) LandDamageVelocityxXXX: velocity above which damage occurs (play damage sound) LandFatalVelocityXXX: velocity above which landing is fatal (gib) LandFatalVelocityXXX < LandDamageVelocityXXX < LandMakeNoiseVelocityXXX LandFatalVelocityXXX < LandCompressVelocityXXX < LandMakeNoiseVelocityXXX LandDamageVelocityXXX can be <= LandCompressVelocityXXX but usually it will be > since Pawn would generally compress at velocities which would cause damage) */ var private float LandMakeNoiseVelocityStanding; var private float LandDamageVelocityStanding; var private float LandCompressVelocityStanding; var private float LandFatalVelocityStanding; var private float LandMakeNoiseVelocityCrouching; var private float LandDamageVelocityCrouching; var private float LandCompressVelocityCrouching; var private float LandFatalVelocityCrouching; var private float LandMakeNoiseVelocityProne; var private float LandDamageVelocityProne; var private float LandCompressVelocityProne; var private float LandFatalVelocityProne; var bool bSpecialHardLandings; // NPC does special animations on hard landings var float WalkingSlowPct; var float CrouchingPct; var float PronePct; var float RunningSlowPct; //----------------------------------------------------------------------------- // crouch/prone stuff var(Pawn) float ProneMeshAlignTraceLenFudgeFactor; var(Pawn) vector ProneAlignMeshTraceOffset1; var(Pawn) vector ProneAlignMeshTraceOffset2; var(Pawn) vector ProneAlignMeshTraceOffset3; var LicenseeController LController; //----------------------------------------------------------------------------- var(Pawn) float AnimateHurtRatio; // ratio of Health/default.Health where pawn should limp etc. // !!cdh-tbd (mdf): generalize into a lookup AT_Small -> AT_Large, AT_Shoulder -> AT_Large, AT_SmallSwing -> AT_SmallSwing etc.? var bool bLargeAnims; // if true all weapons map to "large position" animations //----------------------------------------------------------------------------- // Mantling // !!mjl (mdf) tbr: turn most of these into constants once good values found? var(Pawn) globalconfig float MantleHandsUpwardReach; // vertical reach of hands above CC var(Pawn) globalconfig float MantleHandsForwardReachMin; // min horizontal reach of hands in front of CC var(Pawn) globalconfig float MantleHandsForwardReachMax; // max horizontal reach of hands in front of CC var(Pawn) globalconfig float MantleMinHitNormalDeltaZ; // abort mantle if ledge normal Z component is less than this (.707 ~= 45 degrees) var(Pawn) globalconfig float MantleSpeed; // speed at which pawn mantles up (replaces AirSpeed during mantling) var(Pawn) globalconfig float MantleMaxStandingMantleHeight; // max height which can be mantled while standing var(Pawn) globalconfig int MantleDebugLevel; // debugging control (set to 0: none, 1: show traces, 2: add begin/end 3: add other log info) var(Pawn) float CosMinMoveForwardAngle; // cos angle between X-axis of rotation and velocity below which forward animations used var(Pawn) float CosMinMoveBackAngle; // cos angle between X-axis of rotation and velocity below which back animations used var vector MantleDestination; // set when mantling begins to approx mantle destination for Pawn var protected float NextCheckMantleTime; // can be set to LevelTime + X to prevent re-mantling for a while var float MantleHeight; // set to height of ledge relative to player when mantling begins (for syncing animation) var bool bMantling; // true whenever pawn is mantling //----------------------------------------------------------------------------- // Replication //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // MISC //----------------------------------------------------------------------------- // functions that subclasses will probably override function bool LookupLoopAnim( name LookupName, optional float Rate, optional float TweenTime, optional int LockVal ); function bool LookupPlayAnim( name LookupName, optional float Rate, optional float TweenTime, optional int LockVal ); function bool LookupTweenAnim( name LookupName, optional float TweenTime, optional int LockVal ); //----------------------------------------------------------------------------- // !!mdf-tbd: refactor various DMAI etc. to a single function which takes flags // to compare against? function final bool DebugAI() { return LController != None && LController.DebugAI(); } function final bool DebugAIAttacks() { return LController != None && LController.DebugAIAttacks(); } function final bool DebugAIEvents() { return LController != None && LController.DebugAIEvents(); } function final bool DebugAIMovement() { return LController != None && LController.DebugAIMovement(); } //----------------------------------------------------------------------------- function MantlingBegin(); //----------------------------------------------------------------------------- function WentDormant( bool bVal ); //----------------------------------------------------------------------------- event PreBeginPlay() { Super.PreBeginPlay(); // sanity checks assert( LandFatalVelocityStanding < LandDamageVelocityStanding ); assert( LandDamageVelocityStanding < LandMakeNoiseVelocityStanding ); assert( LandFatalVelocityStanding < LandCompressVelocityStanding ); assert( LandCompressVelocityStanding < LandMakeNoiseVelocityStanding ); assert( LandFatalVelocityCrouching < LandDamageVelocityCrouching ); assert( LandDamageVelocityCrouching < LandMakeNoiseVelocityCrouching ); assert( LandFatalVelocityCrouching < LandCompressVelocityCrouching ); assert( LandCompressVelocityCrouching < LandMakeNoiseVelocityCrouching ); assert( LandFatalVelocityProne < LandDamageVelocityProne ); assert( LandDamageVelocityProne < LandMakeNoiseVelocityProne ); assert( LandFatalVelocityStanding < LandCompressVelocityStanding ); assert( LandCompressVelocityStanding < LandMakeNoiseVelocityStanding ); } //----------------------------------------------------------------------------- function PossessedBy( Controller C ) { //DMTNS( "PossessedBy start -- C: " $ C ); InitLicenseeController( C ); Super.PossessedBy( C ); //DMTNS( "PossessedBy end -- C: " $ C ); } //----------------------------------------------------------------------------- function InitLicenseeController( Controller C ) { if( LicenseeController(C) != None ) { LController = LicenseeController(C); LController.LPawn = Self; } } //----------------------------------------------------------------------------- function PlayDyingSound(); //----------------------------------------------------------------------------- function float GetLandMakeNoiseVelocity() { switch( GetStance() ) { case ST_Standing: return LandMakeNoiseVelocityStanding; case ST_Crouching: return LandMakeNoiseVelocityCrouching; case ST_Prone: return LandMakeNoiseVelocityProne; } } //----------------------------------------------------------------------------- function float GetLandDamageVelocity() { switch( GetStance() ) { case ST_Standing: return LandDamageVelocityStanding; case ST_Crouching: return LandDamageVelocityCrouching; case ST_Prone: return LandDamageVelocityProne; } } //----------------------------------------------------------------------------- function float GetLandCompressVelocity() { switch( GetStance() ) { case ST_Standing: return LandCompressVelocityStanding; case ST_Crouching: return LandCompressVelocityCrouching; case ST_Prone: return LandCompressVelocityProne; } } //----------------------------------------------------------------------------- function float GetLandFatalVelocity() { switch( GetStance() ) { case ST_Standing: return LandFatalVelocityStanding; case ST_Crouching: return LandFatalVelocityCrouching; case ST_Prone: return LandFatalVelocityProne; } } //----------------------------------------------------------------------------- // U2 version: function TakeFallingDamage() { local float Damage; local float Shake; //DMTNS( "TakeFallingDamage: " $ Velocity.Z ); if( Velocity.Z <= GetLandMakeNoiseVelocity() ) { if( Role == ROLE_Authority ) { //DMTNS( "Role was ROLE_Authority" ); if( Velocity.Z <= GetLandDamageVelocity() ) { if( Velocity.Z <= GetLandFatalVelocity() ) Damage = Health + 999; //make sure gibs (and spawns lotsa blood) else Damage = -0.12 * (Velocity.Z - GetLandDamageVelocity() ); Damage = FMax( 1, Damage ); TakeDamage( Damage, Self, Location, vect(0,0,0), class'Fell' ); } } if( Controller != None ) { Shake = FMin( 1, -1 * Velocity.Z/MaxFallSpeed ); //Controller.ShakeView( 0.175 + 0.1 * Shake, 850 * Shake, Shake * vect(0,0,1.5), 120000, vect(0,0,10), 1 ); Controller.ShakeView( Shake ); } } } //----------------------------------------------------------------------------- function HandleLandedHard() { LController.HandleLandedHard(); } //----------------------------------------------------------------------------- function bool IsHardLanding( CheckResult Hit, float ImpactSpeed ) { //DMTNS( "IsHardLanding Hit.Actor: " $ Hit.Actor $ " ImpactSpeed: " $ ImpactSpeed ); return ( ImpactSpeed <= GetLandCompressVelocity() && Hit.Actor != None && !Hit.Actor.bLaunchPawns && !InGodMode() ); } //----------------------------------------------------------------------------- event LandedEx( CheckResult Hit ) { local float ImpactSpeed; // !!mdf-tbd: why do I care if physics still PHYS_Falling? // !!mdf-tbr? shouldn't engine physics take care of this (sets PHYS_None if dead, // PHYS_Walking otherwise and this should only happen for creatures which can fall)? //if( Physics != PHYS_Walking && (Health > 0 || Physics != PHYS_None) ) //{ // DM( "WARNING: Physics in Landed is: " $ class'Util'.static.GetPhysicsString(Self) ); // //assert( false ); //} //??? SetMovementPhysics(); //DMTNS( "Landed #1: " $ Velocity.Z ); //DMTNS( " Noise: " $ GetLandMakeNoiseVelocity() ); //DMTNS( " Compress: " $ GetLandCompressVelocity() ); //DMTNS( " Damage: " $ GetLandDamageVelocity() ); //DMTNS( " Fatal: " $ GetLandFatalVelocity() ); TakeFallingDamage(); //DMTNS( "Landed #2: " $ Velocity.Z ); if( Health > 0 ) { if( bSpecialHardLandings && IsHardLanding( Hit, Velocity.Z ) ) { //DMTNS( "Calling HandleLandedHard Velocity.Z: " $ Velocity.Z ); HandleLandedHard(); } else { ImpactSpeed = Velocity.Z/JumpZ; ImpactSpeed = 0.1 * ImpactSpeed * ImpactSpeed; } } bJustLanded = true; Super.LandedEx( Hit ); } //----------------------------------------------------------------------------- simulated final function bool GetHurt() { return ( float(Health)/float(default.Health) <= AnimateHurtRatio ); } //----------------------------------------------------------------------------- simulated final function bool GetAlert() { return ( Controller != None && (Controller.ControllerEnemy != None || bAlert) ); } //----------------------------------------------------------------------------- simulated final function int GetAnimationFlags() { local int AnimationFlags; if( GetAlert() ) AnimationFlags = AnimationFlags | AF_Alert; if( GetHurt() ) AnimationFlags = AnimationFlags | AF_Hurt; return AnimationFlags; } //----------------------------------------------------------------------------- // Really just for forcing alert animations during testing. simulated final function SetAlert( bool bNewVal ) { bAlert = bNewVal; } //----------------------------------------------------------------------------- // used by UI simulated final function float GetHealth() { return Health; } //----------------------------------------------------------------------------- simulated function SetHealth( float NewVal ) { Health = NewVal; } //----------------------------------------------------------------------------- // used by UI simulated final function float GetHealthPct() { return float(Health) / float(default.Health); } //----------------------------------------------------------------------------- simulated final function string GetPlayerName() { if( PlayerReplicationInfo!=None ) return PlayerReplicationInfo.PlayerName; else return string(Name); } //----------------------------------------------------------------------------- function final EMoveDir GetMoveDir() { local vector X, Y, Z, MovementVector; local float CosForwardAngle; local EMoveDir MoveDir; if( Velocity.X ~= 0.0 && Velocity.Y ~= 0.0 ) { MoveDir = MD_None; } else if( GetStance() == ST_Prone ) { //!!mdf: hack because when prone left/right get returned for forward/back // (should figure out why at some point) and we don't want/need left/right // for now (NPCs don't move and the roll animation isn't what we'd want // anyway since they could stop half way through it?) MoveDir = MD_Forward; } else { GetAxes( Rotation, X, Y, Z ); MovementVector = Velocity; MovementVector.Z = 0.0; MovementVector = Normal( MovementVector ); CosForwardAngle = MovementVector dot X; //DMTNS( "CosForwardAngle: " $ CosForwardAngle ); if( CosForwardAngle < CosMinMoveForwardAngle ) { if( CosForwardAngle < -CosMinMoveBackAngle ) { //DMTNS( " back" ); MoveDir = MD_Back; } else if( MovementVector dot Y > 0.0 ) { //DMTNS( " right" ); MoveDir = MD_Right; } else { //DMTNS( " left" ); MoveDir = MD_Left; } } else { //DMTNS( " forward" ); MoveDir = MD_Forward; } } return MoveDir; } //----------------------------------------------------------------------------- function final UpdateWalkingPct() { switch( GetStance() ) { case ST_Standing: WalkingPct = default.WalkingPct; break; case ST_Crouching: WalkingPct = default.CrouchingPct; break; case ST_Prone: WalkingPct = default.PronePct; break; } //DMTNS( "UpdateWalkingPct: " $ GetStance() ); //DMTNS( " #1: " $ WalkingPct ); if( LController != None ) WalkingPct *= LController.GetWalkingPctScale(); //DMTNS( " #2: " $ WalkingPct ); } //----------------------------------------------------------------------------- private function StandBegin() { //DMTNS( "StandBegin #1 CollisionRadius: " $ CollisionRadius $ " CollisionHeight: " $ CollisionHeight $ " PrePivot.Z: " $ PrePivot.Z ); AlignMeshTraceVector = vect(0,0,0); AlignMeshNormal = vect(0,0,0); bCrawler = default.bCrawler; //!!CDH - until golem supports AlignMeshNormal bIsWalking = false; //DMTNS( "StandBegin #2 CollisionRadius: " $ CollisionRadius $ " CollisionHeight: " $ CollisionHeight $ " PrePivot.Z: " $ PrePivot.Z ); } //----------------------------------------------------------------------------- // !!mdf-tbd: after move to 8xx clean up prone/crouch/stand code // (generalize telling engine Pawn wants to be prone/crouched/standing // let it do the collision changes and checks for new CC fitting then // have engine call event StanceModified( NewStance -- // get rid of StartCrouch/EndCrouch? -- use stance to determine new // stance and call Prone/Crouch/StandBegin accordingly). // !!mdf-tbd: for players we could let updateeyeheight set the eyeheight (with smoothing)? private function CrouchBegin() { //DMTNS( "CrouchBegin #1 CollisionRadius: " $ CollisionRadius $ " CollisionHeight: " $ CollisionHeight $ " PrePivot.Z: " $ PrePivot.Z ); AlignMeshTraceVector = vect(0,0,0); AlignMeshNormal = vect(0,0,0); //bWantsToCrouch = true; bCrawler = default.bCrawler; //!!CDH - until golem supports AlignMeshNormal bIsWalking = true; //DMTNS( "CrouchBegin #2 CollisionRadius: " $ CollisionRadius $ " CollisionHeight: " $ CollisionHeight $ " PrePivot.Z: " $ PrePivot.Z ); } //----------------------------------------------------------------------------- private function ProneBegin() { //DMTNS( "ProneBegin #1 CollisionRadius: " $ CollisionRadius $ " CollisionHeight: " $ CollisionHeight $ " PrePivot.Z: " $ PrePivot.Z ); // trace down from "patch" under upper body area (prefer to keep chest on ground) -- allow up to 2xCR to allow for 45 degree slope? AlignMeshTraceVector = vect(0,0,-1)*(2*ProneRadius+ProneMeshAlignTraceLenFudgeFactor); // if not used for anything else -- could actually just set once in PBP AlignMeshTraceOffset1 = ProneAlignMeshTraceOffset1; AlignMeshTraceOffset2 = ProneAlignMeshTraceOffset2; AlignMeshTraceOffset3 = ProneAlignMeshTraceOffset3; bCrawler = true; //!!CDH - until golem supports AlignMeshNormal bIsWalking = true; //DMTNS( "ProneBegin #2 CollisionRadius: " $ CollisionRadius $ " CollisionHeight: " $ CollisionHeight $ " PrePivot.Z: " $ PrePivot.Z ); } //----------------------------------------------------------------------------- event NotifyStanceChange( byte NewStance, float HeightAdjust ) { Super.NotifyStanceChange( NewStance, HeightAdjust ); switch( NewStance ) { case ST_Standing: StandBegin(); break; case ST_Crouching: CrouchBegin(); break; case ST_Prone: ProneBegin(); break; UpdateWalkingPct(); } } //----------------------------------------------------------------------------- function final bool IsPointing() { // !!mdf-tbd: CarriedDecoration gone from UW //return ( (Weapon != None) && (Weapon.bPointing || CarriedDecoration != None) ); return( Weapon != None && Weapon.bPointing ); } //----------------------------------------------------------------------------- // !!mdf-tbd: PlayerPawn code checked for SourcePawn.bFire || SourcePawn.bAltFire // but is this necessary? function final bool IsRapidFiring() { return ( (Weapon != None) && Weapon.bRapidFire && (Controller.bFire != 0 || Controller.bAltFire != 0) ); } //----------------------------------------------------------------------------- // Sub-Engine weapons handled in subclasses. function EWeaponAnimationType GetWeaponAnimationTypeW( Weapon Weap ) { return AT_Large; } //----------------------------------------------------------------------------- // Make sure we use the PendingWeapon if set or animation checks during a // weapon switch will be using the old weapon. function final EWeaponAnimationType GetWeaponAnimationType() { if( Health > 0 && PendingWeapon != None ) return GetWeaponAnimationTypeW( PendingWeapon ); else return GetWeaponAnimationTypeW( Weapon ); } //----------------------------------------------------------------------------- function bool IsUsable( optional Actor Other ) { if( LController != None ) return LController.IsUsable( Other ); else return Super.IsUsable( Other ); } //----------------------------------------------------------------------------- function OnUse( Actor Other ) { if ( LController != None ) LController.OnUse( Other ); else Super.OnUse( Other ); } //----------------------------------------------------------------------------- function OnUnuse( Actor Other ) { if ( LController != None ) LController.OnUnuse( Other ); else Super.OnUnuse( Other ); } //----------------------------------------------------------------------------- // We default to standard rendering/physics properties for players / bots and // human-like NPCs and subclasses can override these as necessary. //OLD defaultproperties { LandMakeNoiseVelocityStanding=-700.000000 LandDamageVelocityStanding=-1300.000000 LandCompressVelocityStanding=-1200.000000 LandFatalVelocityStanding=-3000.000000 LandMakeNoiseVelocityCrouching=-700.000000 LandDamageVelocityCrouching=-900.000000 LandCompressVelocityCrouching=-800.000000 LandFatalVelocityCrouching=-2000.000000 LandMakeNoiseVelocityProne=-500.000000 LandDamageVelocityProne=-700.000000 LandCompressVelocityProne=-600.000000 LandFatalVelocityProne=-1500.000000 WalkingSlowPct=0.300000 CrouchingPct=0.300000 PronePct=0.200000 RunningSlowPct=0.700000 ProneMeshAlignTraceLenFudgeFactor=64.000000 ProneAlignMeshTraceOffset1=(X=20.000000,Y=-20.000000,Z=-12.000000) ProneAlignMeshTraceOffset2=(X=20.000000,Y=20.000000,Z=-12.000000) ProneAlignMeshTraceOffset3=(X=-5.000000,Z=-12.000000) AnimateHurtRatio=0.350000 MantleHandsUpwardReach=16.000000 MantleHandsForwardReachMin=8.000000 MantleHandsForwardReachMax=24.000000 MantleMinHitNormalDeltaZ=0.707000 MantleSpeed=300.000000 MantleMaxStandingMantleHeight=125.000000 CosMinMoveForwardAngle=0.800000 CosMinMoveBackAngle=0.800000 bCanStrafe=true GroundSpeed=263.000000 WaterSpeed=140.000000 AirSpeed=280.000000 LadderSpeed=140.000000 AccelRate=8192.000000 JumpZ=470.000000 WalkingPct=0.300000 BaseEyeHeight=46.000000 CrouchHeight=32.000000 CrouchRadius=28.000000 UnderWaterTime=20.000000 bActorShadows=true CollisionRadius=28.000000 CollisionHeight=54.000000 Buoyancy=99.000000 RotationRate=(Pitch=3072,Yaw=65000,Roll=2048) UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleSideBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleSideBars" } |
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