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//============================================================================= // Pawn, the base class of all actors that can be controlled by players or AI. // // Pawns are the physical representations of players and creatures in a level. // Pawns have a mesh, collision, and physics. Pawns can take damage, make sounds, // and hold weapons and other inventory. In short, they are responsible for all // physical interaction between the player or AI and the world. // // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class Pawn extends Actor abstract native placeable nativereplication; #exec Texture Import File=Textures\Pawn.pcx Name=S_Pawn Mips=Off MASKED=1 //NEW const DyingState = 'Dying'; const ObservedDeathEvent = 'ObservedDeath'; // convention: lower values for humanoid creatures const Team_Invalid = -1; // not set const Team_MinValid = 0; // should match next value // player and player teammates const Team_Player = 0; // main characters: will all attack each other (and players) by default any NPCs on TEAM_Ambient with bAmbientCreature = false const Team_Marine = 1; const Team_MercJap = 2; const Team_MercMek = 3; const Team_MercFem = 4; const Team_Skaarj = 20; const Team_Izarian = 21; const Team_Shian = 41; const Team_Drakk = 42; const Team_Araknid = 43; const Team_Strider = 44; const Team_Kai = 48; const Team_Tosc = 58; const Team_Spore = 67; // spores will attack all other non-ambient NPCs // potentially aggressive NPCs: will attack anything <= Team_AggresiveMax if aggresive const Team_Ambient = 85; const Team_None = 100; // will attack/be attacked by all non-ambient NPCs (teams ignored) const Team_TeamOutcast = 101; // will be attack/be attacked by NPCs from original team const Team_ClassOutcast = 102; // will be attack/be attacked by NPCs of same class (e.g. injured fish). const Team_MaxValid = 102; // should match previous value //OLD //NEW (mdf) - fix (Acceleration dot X can exceed 0.000023 or more when strafing) const SwimForwardThreshold = 0.001; //OLD //NEW (mdf) support prefering certain types of navigation points /* NOTE: be aware that pathing costs are calculated using ints (max of 0xFFFFFFFF) so you can get overflows if enough large numbers go into its calculation. The cost of a path is given by its length + the cost associated with its endpoint. The cost of the endpoint is either its ExtraCost (e.g. if the LD put it in lava) OR the cost returned by calling the endpoint's SpecialCost event if it has bSpecialCost set PLUS the sum of the NPCosts in the SpecialNavigationList for each entry that the endpoint doesn't match (class doesn't match/isn't a child of the given NPClass). Values along the lines of 50000 or so should be plenty to encourage an NPC to use matching navigation points as this should outweigh the distance cost. */ struct native TSpecialNavigationEntry { var class<NavigationPoint> NPClass; // class of navigation point to favor var int NPCost; // cost to boost non-matching navigation points by }; //OLD //----------------------------------------------------------------------------- // Pawn variables. var Controller Controller; // Physics related flags. var bool bJustLanded; // used by eyeheight adjustment var bool bUpAndOut; // used by swimming var bool bIsWalking; // currently walking (can't jump, affects animations) var bool bSilentCrouch; //NEW (mdf) true for NPCs which need to crouch to navigate but don't have crouch animations and don't slow down (!!mdf -- ideally fix the problem at the source) var bool bWarping; // Set when travelling through warpzone (so shouldn't telefrag) /*OLD (mdf) var bool bWantsToCrouch; // if true crouched (physics will automatically reduce collision height to CrouchHeight) var const bool bIsCrouched; // set by physics to specify that pawn is currently crouched var const bool bTryToUncrouch; // when auto-crouch during movement, continually try to uncrouch (NPCs only) */ var bool bCanCrouch; //NEW (mdf) if true, this pawn is capable of crouch walking/crouching var bool bCanCrawl; //NEW (mdf) if true, this pawn is capable of crawling/going prone //OLD (mdf) var() bool bCanCrouch; // if true, this pawn is capable of crouching var bool bCrawler; // crawling - pitch and roll based on surface pawn is on var const bool bReducedSpeed; // used by movement natives var bool bCanJump; // movement capabilities - used by AI var bool bCanWalk; var bool bCanSwim; var bool bCanFly; var bool bCanOpenDoors; //NEW (mdf) moved here from Controller var bool bCanDoSpecial; //NEW (mdf) moved Controller //Com: must be true for NPCs to be able to teleport... var bool bCanClimbLadders; var bool bCanStrafe; var bool bAvoidLedges; // don't get too close to ledges var bool bStopAtLedges; // if bAvoidLedges and bStopAtLedges, Pawn doesn't try to walk along the edge at all //NEW (mdf) var bool bBlockAdjustJump; // set to tell controller not to modify velocity of next jump/fall var bool bCanAdjustJump; // set to tell controller never to modify velocity of a jump/fall (we don't want most singleplayer NPCs jumping to their next destination when they start to fall) /*OLD var bool bNoJumpAdjust; // set to tell controller not to modify velocity of a jump/fall */ var bool bCountJumps; // if true, inventory wants message whenever this pawn jumps var const bool bSimulateGravity; // simulate gravity for this pawn on network clients when predicting position (true if pawn is walking or falling) var bool bUpdateEyeheight; // if true, UpdateEyeheight will get called every tick //NEW (mdf) moved to Actor and renamed to bIgnoreImpactForces /*OLD var() bool bIgnoreForces; // if true, not affected by external forces */ var const bool bNoVelocityUpdate; // used by C++ physics //NEW (mdf) var bool bCanWalkOffLedges; // if false, PC/NPC can't walk off ledges when walking (moving at walking speed / bIsWalking=true) /*OLD var bool bCanWalkOffLedges; // Can still fall off ledges, even when walking (for Player Controlled pawns) */ var bool bSteadyFiring; // used for third person weapon anims/effects //NEW (mdf) Epic removed these in the 777 -> 829 timeframe but we're still using them var bool bIsTurning; // updated when turning in place (for animation) var bool bTurningLeft; // updated when turning in place (for animation) var float MinIsTurningRate; // threshold used with rate of change of yaw to determine whether to set bIsTurning //OLD var bool bIgnoreExtraCosts; // if true, NPCs ignore extra costs given to paths due to force fields etc. (won't prefer to avoid these) // used by dead pawns (for bodies landing and changing collision box) var bool bThumped; var bool bInvulnerableBody; // AI related flags var bool bIsFemale; var bool bAutoActivate; // if true, automatically activate Powerups which have their bAutoActivate==true var bool bCanPickupInventory; // if true, will pickup inventory when touching pickup actors var bool bCanDiscardInventory; //NEW (mib) if true, will drop inventory when killed var bool bUpdatingDisplay; // to avoid infinite recursion through inventory setdisplay var bool bAmbientCreature; // AIs will ignore me var(AI) bool bLOSHearing; // can hear sounds from line-of-sight sources (which are close enough to hear) // bLOSHearing=true is like UT/Unreal hearing var(AI) bool bSameZoneHearing; // can hear any sound in same zone (if close enough to hear) var(AI) bool bAdjacentZoneHearing; // can hear any sound in adjacent zone (if close enough to hear) var(AI) bool bMuffledHearing; // can hear sounds through walls (but muffled - sound distance increased to double plus 4x the distance through walls var(AI) bool bAroundCornerHearing; // Hear sounds around one corner (slightly more expensive, and bLOSHearing must also be true) //NEW (mdf) /*OLD var(AI) bool bDontPossess; // if true, Pawn won't be possessed at game start */ var byte FlashCount; // used for third person weapon anims/effects // AI basics. var byte Visibility; //How visible is the pawn? 0=invisible, 128=normal, 255=highly visible //NEW (mdf) NOTE: scales seeing Pawn's SightRadius by 1/128 * Visibility var float DesiredSpeed; var float MaxDesiredSpeed; //NEW (mdf) not used with U2 /*OLD var(AI) name AIScriptTag; // tag of AIScript which should be associated with this pawn */ var(AI) float HearingThreshold; // max distance at which a makenoise(1.0) loudness sound can be heard var(AI) float Alertness; // -1 to 1 ->Used within specific states for varying reaction to stimuli var(AI) bool bSightRadiusLoseEnemy; // if true, NPC will lose enemy which is outside of SightRadius (usually only for fog zones) var(AI) float SightRadius; // Maximum seeing distance. var(AI) float SightRadiusFriend; //NEW (mdf) Maximum seeing distance for seeing friendly NPCs. var(AI) float SightRadiusFriendAlert; //NEW (mdf) Maximum seeing distance for seeing alert friendly NPCs (and possibly inheriting their Enemy/alertness). var(AI) float SeenRadius; //NEW (mdf) Maximum distance at which Pawn will be seen by others. var(AI) float SeenRadiusNoFOV; //NEW (mdf) Maximum distance at which Pawn will be seen by others without checking others' FOV var float MaxStepHeight; //NEW (mdf) step height changes. Never change for NPCs! //NEW (mdf) /* If SeeOtherOdds > 0.0, the line of sight checks don't use the NPC's PeripheralVision. The odds determine whether a LOS check is done and the check is only done from the NPC's eye height to the center of the target (e.g. enemy) and to the top of the target (eye height or 85% of collision height used). */ //OLD var(AI) float PeripheralVision; // Cosine of limits of peripheral vision. //NEW (mdf) //NOTE: see above comments! var(AI) float SeeOtherOdds; //NEW (mdf) see above comments var const float AvgPhysicsTime; // Physics updating time monitoring (for AI monitoring reaching destinations) var float LeapOdds; // odds NPC will leap if enemy within MinLeapRange..MaxLeapRange var float LeapMinRange; // min range for EnemyInLeapRange events (distance between actors) var float LeapMaxRange; // max range for EnemyInLeapRange events (distance between actors) var float MeleeOdds; // odds NPC will melee if enemy within MeleeRange var float MeleeRange; // max range for melee attack (distance between collision cylinders) var NavigationPoint Anchor; // current nearest path; //NEW (mdf) serpentine support var const float DestinationOffset; // used to vary destination over NavigationPoints var const float NextPathRadius; // radius of next path in route var const vector SerpentineDir; // serpentine direction var const float SerpentineDist; var const float SerpentineTime; // how long to stay straight before strafing again var const float YawRateMultiplier; var const int PreviousDesiredRotationYaw; // tracks DesiredRotation.Yaw in physicsRotation in order to scale rotation rate to delta Yaw. var(Movement) bool bSmoothTurns; // if true, turns are smoothed (anticipates destination and moves within reachspec) -- *must* be used with serpentine tactical moves but unless we have problems, probably no reason to turn this off var(Movement) bool bResortToBasicTacticalMoves; // if true, NPC will resort to basic tactical moves when serpentine requested but not moving along a reachspec (from or to a non-navigation point actor) var(Movement) int RotationRateYawEnemy; // yaw rotation rate to use with an enemy (during combat) defaults to RotationRate*X if not set var(Movement) int RotationRateYawEnemySeen; // yaw rotation rate to use with an enemy (during combat) defaults to RotationRate*X if not set var(Movement) bool bScaleRotationRates; // if true non-enemy rotation rates scaled around a 45 degree yaw difference var(Movement) bool bScaleRotationRatesEnemy; // if true enemy rotation rates scaled around a 45 degree yaw difference var(Movement) ETacticalMoveType TacticalMoveType; // types of tactical moves this NPC does //OLD var bool bSpecialNavigation; //NEW (mdf) if not set, SpecialNavigationList is ignored during pathing var array<TSpecialNavigationEntry> SpecialNavigationList; //NEW (mdf) if bSpecialNavigation set, used during path building to boost cost of NavigationPoint classes which aren't in the list var array<Actor> DeathObservers; //NEW (mdf) list of actors who want to be notified when this Pawn dies //NEW (mdf) var private byte Stance; // current stance var private byte DesiredStance; // desired stance -- engine will continually try to switch to desired stance if different from stance var private byte NavigationStance; // if not ST_None, stance requested by physics in order to navigate under in tight areas (takes precendence over DesiredStance) //OLD var const float UncrouchTime; // when auto-crouch during movement, continually try to uncrouch once this decrements to zero // Movement. var float GroundSpeed; // The maximum ground speed. var float WaterSpeed; // The maximum swimming speed. var float AirSpeed; // The maximum flying speed. var float LadderSpeed; // Ladder climbing speed var float AccelRate; // max acceleration rate var float JumpZ; // vertical acceleration w/ jump var float AirControl; // amount of AirControl available to the pawn var float WalkingPct; // pct. of running speed that walking speed is var float MaxFallSpeed; // max speed pawn can land without taking damage (also limits what paths AI can use) var float MaxJumpDownDistance; //NEW (mdf) NPC will try to avoid jumping down more than this distance (collapse with MaxFallSpeed?) var float MaxJumpUpDistance; //NEW (mdf) NPC will try to avoid jumping up more than this distance var float MaxJumpDistance; //NEW (mdf) NPC will try to avoid jumping more than this distance var float CrouchCostMultiplier; //NEW (mdf) cost (length) of paths which require crouching scaled by this ( x 1/WalkingPct ) var float DoorCostMultiplier; //NEW (mdf) cost (length) of paths through doors scaled by this var float FlyCostMultiplier; //NEW (mdf) cost (length) of paths which require flying scaled by this var float JumpCostMultiplier; //NEW (mdf) cost (length) of paths which require jumping scaled by this var float LadderCostMultiplier; //NEW (mdf) cost (length) of ladder paths scaled by this var float SwimCostMultiplier; //NEW (mdf) cost (length) of paths which require swimming scaled by this // Player info. var string OwnerName; // Name of owning player (for save games, coop) var travel Weapon Weapon; // The pawn's current weapon. var Weapon PendingWeapon; // Will become weapon once current weapon is put down var travel Powerups SelectedItem; // currently selected inventory item var float BaseEyeHeight; // Base eye height above collision center. var float CrouchEyeHeight;//NEW (mdf) set on startup var float ProneEyeHeight; //NEW (mdf) set on startup var float EyeHeight; // Current eye height, adjusted for bobbing and stairs. var const vector Floor; // Normal of floor pawn is standing on (only used by PHYS_Spider and PHYS_Walking) var float SplashTime; // time of last splash //NEW (mdf) prone support and allow editing crouch sizes var(Pawn) float CrouchHeight; // CollisionHeight when crouching var(Pawn) float CrouchRadius; // CollisionRadius when crouching var(Pawn) float ProneHeight; // CollisionHeight when prone var(Pawn) float ProneRadius; // CollisionRadius when prone /*OLD var float CrouchHeight; // CollisionHeight when crouching var float CrouchRadius; // CollisionRadius when crouching */ //var array<TReachInfo> CollisionSizes; //NEW (mdf) !!mdf-tbd: list of sizes NPC can "assume", e.g. via crouching, going prone, turning into a particle system etc. var float OldZ; // Old Z Location - used for eyeheight smoothing var PhysicsVolume HeadVolume; // physics volume of head //NEW (mjl) var() travel int<0,255> Health; // Health: 100 = normal maximum /*OLD var travel int Health; // Health: 100 = normal maximum */ //NEW (mib) var() bool bAlwaysGib; // turn on gibbing for this pawn (if allowed by the game's current gore level setting) var() bool bNeverGib; // turn off gibbing for this pawn var() bool bGibOnInvalidDeathLanding; // gib if landed on a bBlockNavigation actor var float GibForSureHealth; // will always gib when health is lower var float GibMaybeHealth; // if health < this when taking damage, NPC gibs depending on GibMaybeOdds var float GibMaybeOdds; // odds to gib at GibMaybeHealth //OLD var float BreathTime; // used for getting BreathTimer() messages (for no air, etc.) var float UnderWaterTime; // how much time pawn can go without air (in seconds) //NEW var float LastPainAnimTime;// last time pawn played a pain animation (updated in PlayTakeHit()) /*OLD var float LastPainTime; // last time pawn played a takehit animation (updated in PlayHit()) */ var class<DamageType> ReducedDamageType; // which damagetype this creature is protected from (used by AI) // Sound and noise management // remember location and position of last noises propagated var const vector noise1spot; var const float noise1time; var const pawn noise1other; var const float noise1loudness; var const vector noise2spot; var const float noise2time; var const pawn noise2other; var const float noise2loudness; var float LastPainSound; // Common sounds var sound HitSound[4]; var sound Land; var sound Die; var sound BodyLandedSound; var float SoundDampening; var float DamageScaling; var localized string MenuName; // Name used for this pawn type in menus (e.g. player selection) // shadow decal var Projector ShadowA, // Shadow for static lights. ShadowB; // Shadow for dynamic lights (weapon effects). // shadow overrides var(Shadows) bool bForceStaticShadow; var(Shadows) bool bForceDynamicShadow; var(Shadows) bool bForceLightSourcedShadows; var(Shadows) bool bForceDirectionalShadows; var(Shadows) bool bForceFullPolyShadows; var(Shadows) bool bForceBlobShadows; var(Shadows) bool bForceShadowBlur; var(Shadows) bool bForceShadowUnBlur; var(Shadows) vector ShadowLightDirection; var(Shadows) float ShadowLightDistance; var(Shadows) float ShadowBoundScale; // Adjust this for large creatures if shadow extends beyond render area. var(Shadows) int ShadowResolution; var(Shadows) float ShadowTraceDistance; var(Shadows) float ShadowCullDistance; var(Shadows) float ShadowInterpolateRate; // blood effect var class<Effects> BloodEffect; var class<Effects> LowDetailBlood; var class<Effects> LowGoreBlood; var(AI) class<AIController> ControllerClass; //NEW (mdf) default class to use when pawn is controlled by AI (can be modified by an AIScript) //OLD (mdf) var class<AIController> ControllerClass; // default class to use when pawn is controlled by AI (can be modified by an AIScript) var() float CarcassCollisionRadius; //NEW (mdf) collision radius of dead body lying on the ground (defaults to 0.xx*standing collision height if not set) var() float CarcassCollisionHeight; //NEW (mdf) collision height of dead body lying on the ground (defaults to 0.xx*standing collision radius if not set) var(Collision) bool bReducedCylinder; //NEW (mdf) set once ReduceCylinder called -- LDs can set to not have this change, e.g. for placed carcasses //OLD var bool bReducedCylinder; //mdf-tbd: set once ReduceCylinder called var PlayerReplicationInfo PlayerReplicationInfo; var LadderVolume OnLadder; // ladder currently being climbed var name LandMovementState; // PlayerControllerState to use when moving on land or air var name WaterMovementState; // PlayerControllerState to use when moving in water // Animation status var name AnimStatus; var name AnimAction; // use for replicating anims // Animation updating by physics FIXME - this should be handled as an animation object // Note that animation channels 2 through 11 are used for animation updating var vector TakeHitLocation; // location of last hit (for playing hit/death anims) var class<DamageType> HitDamageType; // damage type of last hit (for playing hit/death anims) var vector TearOffMomentum; // momentum to apply when torn off (bTearOff == true) var bool bPhysicsAnimUpdate; var bool bWasCrouched; var bool bWasWalking; var bool bWasFalling; var bool bWasOnGround; var bool bInitializeAnimation; var bool bPlayedDeath; var EPhysics OldPhysics; var float OldRotYaw; // used for determining if pawn is turning var vector OldAcceleration; var name MovementAnims[4]; // Forward, Left, Back, Right var name TurnLeftAnim; var name TurnRightAnim; // turning anims when standing in place (scaled by turn speed) var float MovementAnimRate[4]; // anim rate scaling for each direction (rate will be blended) var(Display) float BlendChangeTime; //NEW (mdf) time to blend between animations //OLD (mdf) var(AnimTweaks) float BlendChangeTime; // time to blend between animations var float MovementBlendStartTime; // used for delaying the start of run blending var Actor ControlledActor; // Actor being controlled by Pawn e.g. KVehicle, WeaponTurret //NEW (mdf) var(AI) int TeamNumber; // Team # -- not used if PlayerReplicationInfo is set var(AI) bool bFriendlyToPlayerTeam; // set to make NPCs not attack player and player teammates var bool bIsRealPlayer; // is a real player var protected bool bAlert; // set when Pawn is tense/alert //tbd:var(AI) EReaction ReactionToPlayer; // determines how creature will react on seeing player (if in human form) var const Pawn nextPawn; // chained PawnList //OLD var bool bFallingHitWallNotifications; //NEW (mib) turns on hit wall events for leaping / flying creatures replication { // replicated functions sent to server by owning client reliable if( Role<ROLE_Authority ) ServerChangedWeapon; } event Replication() { Super.Replication(); DOREP('PlayerReplicationInfo'); DOREP('Controller'); if( bNetOwner ) { DOREP('Health'); DOREP('SelectedItem'); DOREP('GroundSpeed'); DOREP('WaterSpeed'); DOREP('AirSpeed'); DOREP('AccelRate'); DOREP('JumpZ'); DOREP('AirControl'); } else { //NEW DOREP('Weapon'); //mjl-tbd: only replicate EyeHeight if we are viewing or recording via them. ?? //DOREP('EyeHeight'); //viewrotation handled in U2Pawn as CurrentStatus /*OLD DOREP('bSteadyFiring'); */ } DOREP('HitDamageType'); DOREP('TakeHitLocation'); DOREP('AnimStatus'); DOREP('AnimAction'); DOREP('bSimulateGravity'); //OLD (mdf) DOREP('bIsCrouched'); DOREP('bIsWalking'); if ( bTearOff ) { DOREP('TearOffMomentum'); } DOREP('Stance'); //NEW (mdf) DOREP('DesiredStance'); //NEW (mdf) } //NEW (mdf) native final function AddPawn(); native final function RemovePawn(); // Returns team id from PlayerReplicationInfo if set, TeamNumber otherwise. native final function int GetTeam(); // Returns true if Other on same team. Uses PRI.TeamInfo if set, TeamNumber // otherwise. If bIgnoreAmbientClasses is false (default), ambients // (Team_Ambient) will only be considered to be on the same team if they have // the same class. Usually bIgnoreAmbientClasses=false in script code where // SameTeam is used to determine whether NPCs should react to each other // whereas bIgnoreAmbientClasses=true for the engine code which determines // whether NPCs should attack each other. Also returns true if either Pawn // is on the player team and the other pawn has bFriendlyToPlayerTeam=true. native final function bool SameTeam( Pawn Other, optional bool bIgnoreAmbientClasses, optional bool bIgnoreFriendlyToPlayerTeam ); //OLD //NEW MJL simulated function PostRecvOwner() { if( PlayerController(Owner) != None ) { PlayerController(Owner).Possess( Self ); } else { if( Controller != None && Controller.Pawn == Self ) { PlayerController(Controller).UnPossess(); } } } //OLD /* Reset() reset actor to initial state - used when restarting level without reloading. */ function Reset() { if ( (Controller == None) || Controller.bIsPlayer ) Destroy(); else Super.Reset(); } function String GetHumanReadableName() { if ( PlayerReplicationInfo != None ) return PlayerReplicationInfo.PlayerName; return MenuName; } /* PossessedBy() Pawn is possessed by Controller */ simulated //NEW MJL function PossessedBy(Controller C) { //NEW MJL local ENetRole NewRole; //OLD Controller = C; NetPriority = 3; if ( C.PlayerReplicationInfo != None ) { PlayerReplicationInfo = C.PlayerReplicationInfo; OwnerName = PlayerReplicationInfo.PlayerName; } //NEW MJL if ( C.IsA('PlayerController') ) BecomeViewTarget(); if( C.IsA('PlayerController') ) { if( Role == ROLE_Authority ) NewRole = C.RemoteRole; else NewRole = C.Role; } else NewRole = Default.RemoteRole; if( Role == ROLE_Authority ) RemoteRole = NewRole; else Role = NewRole; /*OLD if ( C.IsA('PlayerController') ) { if ( Level.NetMode != NM_Standalone ) RemoteRole = ROLE_AutonomousProxy; BecomeViewTarget(); } else RemoteRole = Default.RemoteRole; */ SetOwner(Controller); // for network replication Eyeheight = BaseEyeHeight; //NEW /*OLD (mdf) not used for U2 ChangeAnimation(); */ } function UnPossessed() { PlayerReplicationInfo = None; SetOwner(None); Controller = None; } /* PointOfView() called by controller when possessing this pawn false = 1st person, true = 3rd person */ simulated function bool PointOfView() { return false; } function BecomeViewTarget() { bUpdateEyeHeight = true; } function DropToGround() { bCollideWorld = True; bInterpolating = false; if ( Health > 0 ) { SetCollision(true,true,true); SetPhysics(PHYS_Falling); AmbientSound = None; if ( IsHumanControlled() ) Controller.GotoState(LandMovementState); } } //NEW (mdf) function SetWalking( bool bNewIsWalking ) { bIsWalking = bNewIsWalking; if( bIsRealPlayer ) { if( bIsWalking ) DesiredSpeed = WalkingPct; else DesiredSpeed = default.DesiredSpeed; } } /*OLD function SetWalking(bool bNewIsWalking) { if ( bNewIsWalking != bIsWalking ) { bIsWalking = bNewIsWalking; ChangeAnimation(); } } */ function bool CanSplash() { if ( (Level.TimeSeconds - SplashTime > 0.25) && ((Physics == PHYS_Falling) || (Physics == PHYS_Flying)) && (Abs(Velocity.Z) > 100) ) { SplashTime = Level.TimeSeconds; return true; } return false; } //NEW (mdf) ladder grabbing changes sent to me by Steve 02/07/02 function bool CanGrabLadder() { return ( bCanClimbLadders && (Controller != None) && (Physics != PHYS_Ladder) && (Physics != PHYS_Flying) //NEW (mdf) don't bork flying/ghosted player // && ((Physics != Phys_Falling) || (abs(Velocity.Z) <= JumpZ)) ); && ((Physics != Phys_Falling) || (abs(Velocity.Z) <= 1.5*JumpZ)) ); // make it a bit easier to grab ladders? } //OLD //NEW (mdf) Ladder fixes from SteveP to me 02/18/02 event EndClimbLadder() { if( Controller != None ) Controller.EndClimbLadder(); if( Physics == PHYS_Ladder ) { if( PhysicsVolume.bWaterVolume ) SetPhysics( PHYS_Swimming ); else SetPhysics( PHYS_Falling ); } } function ClimbLadder( LadderVolume L ) { OnLadder = L; SetRotation(OnLadder.WallDir); SetPhysics(PHYS_Ladder); if ( IsHumanControlled() ) Controller.GotoState( PlayerController.PlayerClimbingState ); //NEW (mdf) //OLDController.GotoState( 'PlayerClimbing' ); } /*OLD function ClimbLadder(LadderVolume L) { OnLadder = L; SetPhysics(PHYS_Ladder); if ( IsHumanControlled() ) Controller.GotoState( PlayerController.PlayerClimbingState );//NEW (mdf) //OLDController.GotoState('PlayerClimbing'); } */ /* DisplayDebug() list important actor variable on canvas. Also show the pawn's controller and weapon info */ simulated function DisplayDebug(Canvas Canvas, out float YL, out float YPos) { local string T; Super.DisplayDebug(Canvas, YL, YPos); Canvas.SetDrawColor(255,255,255); Canvas.DrawText("Animation Action "$AnimAction$" Status "$AnimStatus); YPos += YL; Canvas.SetPos(4,YPos); //NEW (mdf) T = "Floor " $ Floor $ " DesiredSpeed " $ DesiredSpeed $ " Stance " $ Stance $ " Try to uncrouch " $ UncrouchTime; /*OLD T = "Floor "$Floor$" DesiredSpeed "$DesiredSpeed$" Crouched "$bIsCrouched$" Try to uncrouch "$UncrouchTime; */ if ( (OnLadder != None) || (Physics == PHYS_Ladder) ) T=T$" on ladder "$OnLadder; Canvas.DrawText(T); YPos += YL; Canvas.SetPos(4,YPos); Canvas.DrawText("EyeHeight "$Eyeheight$" BaseEyeHeight "$BaseEyeHeight$" Physics Anim "$bPhysicsAnimUpdate); YPos += YL; Canvas.SetPos(4,YPos); Canvas.SetDrawColor(255,0,0); if ( Controller == None ) { Canvas.DrawText("NO CONTROLLER"); YPos += YL; Canvas.SetPos(4,YPos); } else Controller.DisplayDebug(Canvas,YL,YPos); Canvas.SetDrawColor(0,255,0); if ( Weapon == None ) { Canvas.DrawText("NO WEAPON"); YPos += YL; Canvas.SetPos(4,YPos); } else Weapon.DisplayDebug(Canvas,YL,YPos); } // // Compute offset for drawing an inventory item. // simulated event vector CalcDrawOffset(inventory Inv) { local vector DrawOffset; //NEW DrawOffset = ( Inv.PlayerViewOffset >> GetViewRotation() ); /*OLD DrawOffset = ((0.9/Controller.FOVAngle * 100 * Inv.PlayerViewOffset) >> GetViewRotation() ); */ //NEW MJL: pushes the weapon back an equivalent amount to what is done in U2PlayerController's CalcFirstPersonView // DrawOffset -= vector(GetViewRotation())*CollisionRadius; //OLD if ( Controller == None ) return (Inv.PlayerViewOffset >> Rotation) + BaseEyeHeight * vect(0,0,1); DrawOffset = ((0.9/Controller.FOVAngle * 100 * Inv.PlayerViewOffset) >> GetViewRotation() ); //NEW MJL: give everyone the correct baseeyeheight, for use by U2Weapon if ( Controller == None || PlayerController(Controller) == None || Viewport(PlayerController(Controller).Player) == None ) /*OLD if ( (Level.NetMode == NM_DedicatedServer) || ((Level.NetMode == NM_ListenServer) && (RemoteRole == ROLE_AutonomousProxy)) ) */ DrawOffset.Z += BaseEyeHeight; else { DrawOffset.Z += EyeHeight; DrawOffset += Controller.WeaponBob(Inv.BobDamping); } return DrawOffset; } //*************************************** // Interface to Pawn's Controller // return true if controlled by a Player (AI or human) simulated function bool IsPlayerPawn() { return ( (Controller != None) && Controller.bIsPlayer ); } // return true if controlled by a real live human simulated function bool IsHumanControlled() { return ( PlayerController(Controller) != None ); } // return true if controlled by local (not network) player simulated function bool IsLocallyControlled() { if ( Level.NetMode == NM_Standalone ) return true; if ( Controller == None ) return false; if ( PlayerController(Controller) == None ) return true; return ( Viewport(PlayerController(Controller).Player) != None ); } simulated function rotator GetViewRotation() { if ( Controller == None ) return Rotation; else return Controller.Rotation; } simulated function SetViewRotation(rotator NewRotation ) { if ( Controller != None ) Controller.SetRotation(NewRotation); } final function bool InGodMode() { return ( (Controller != None) && Controller.bGodMode ); } //NEW (mdf) navigation changes /*OLD function bool NearMoveTarget() { if ( (Controller == None) || (Controller.MoveTarget == None) ) return false; return NearSpot(Controller.MoveTarget.Location); } */ //NEW MJL function bool PressingFire() { return Controller != None && Controller.PressingFire(); } /*OLD simulated final function bool PressingFire() { return ( (Controller != None) && (Controller.bFire != 0) ); } */ //NEW MJL function bool PressingAltFire() { return Controller != None && Controller.PressingAltFire(); } /*OLD simulated final function bool PressingAltFire() { return ( (Controller != None) && (Controller.bAltFire != 0) ); } */ function Actor GetMoveTarget() { if ( Controller == None ) return None; return Controller.MoveTarget; } function SetMoveTarget(Actor NewTarget ) { if ( Controller != None ) Controller.MoveTarget = NewTarget; } function bool LineOfSightTo(actor Other) { return ( (Controller != None) && Controller.LineOfSightTo(Other) ); } /* CHANGENOTE: Changes in this function related to the Weapon code updates */ //NEW (mdf) simulated final function bool AdjustAim( class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ) { if( Controller == None ) return true; return Controller.AdjustAim( ProjectileClass, ProjSpeed, ProjStart, WeaponFireSpread, bLeadTarget, bWarnTarget, bTossed, bTrySplash ); } /* If no controller, returns pawn's Rotation, otherwise returns controller's Rotation (NPC) AimRotation (player). Native so that native code (e.g. deco effects) can access this also. */ native final function rotator GetAimRotation(); /*OLD simulated final function rotator AdjustAim(Ammunition FiredAmmunition, vector projStart, int aimerror) { if ( Controller == None ) return Rotation; return Controller.AdjustAim(FiredAmmunition, projStart, aimerror); } */ //OLD /* CHANGENOTE: Changes in this function related to the Weapon code updates */ function Actor ShootSpecial(Actor A) { //NEW (mdf) if ( !bCanDoSpecial || (Weapon == None) ) /*OLD if ( !Controller.bCanDoSpecial || (Weapon == None) ) */ return None; //NEW (mdf) renamed to emphasize that weapon not necessarily involved Controller.FireAt(A); //OLD Controller.FireWeaponAt(A); Controller.bFire = 0; return A; } function HandlePickup(Pickup pick) { MakeNoise(0.2); if ( Controller != None ) Controller.HandlePickup(pick); } event ReceiveLocalizedMessage( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { if ( PlayerController(Controller) != None ) PlayerController(Controller).ReceiveLocalizedMessage( Message, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject ); } event ClientMessage( coerce string S, optional Name Type ) { if ( PlayerController(Controller) != None ) PlayerController(Controller).ClientMessage( S, Type ); } //NEW (mdf) function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) /*OLD function Trigger( Actor Other, Pawn EventInstigator ) */ { if ( Controller != None ) //NEW (mdf) Controller.Trigger( Other, EventInstigator, EventName ); /*OLD Controller.Trigger(Other, EventInstigator); */ } //*************************************** function bool CanTrigger(Trigger T) { return true; } function GiveWeapon(string aClassName ) { local class<Weapon> WeaponClass; local Weapon NewWeapon; WeaponClass = class<Weapon>(DynamicLoadObject(aClassName, class'Class')); if( FindInventoryType(WeaponClass) != None ) return; newWeapon = Spawn(WeaponClass); if( newWeapon != None ) newWeapon.GiveTo(self); } function SetDisplayProperties(ERenderStyle NewStyle, Material NewTexture, bool bLighting ) { Style = NewStyle; Texture = NewTexture; bUnlit = bLighting; if ( Weapon != None ) Weapon.SetDisplayProperties(Style, Texture, bUnlit); if ( !bUpdatingDisplay && (Inventory != None) ) { bUpdatingDisplay = true; Inventory.SetOwnerDisplay(); } bUpdatingDisplay = false; } function SetDefaultDisplayProperties() { Style = Default.Style; texture = Default.Texture; bUnlit = Default.bUnlit; if ( Weapon != None ) Weapon.SetDefaultDisplayProperties(); if ( !bUpdatingDisplay && (Inventory != None) ) { bUpdatingDisplay = true; Inventory.SetOwnerDisplay(); } bUpdatingDisplay = false; } //NEW (mdf) not implemented /*OLD event FinishedInterpolation(InterpolationPoint Other) { DropToGround(); } */ function JumpOutOfWater(vector jumpDir) { //NEW (mdf) falling cleanup BeginFalling(); /*OLD //Falling */ Velocity = jumpDir * WaterSpeed; Acceleration = jumpDir * AccelRate; velocity.Z = FMax(380,JumpZ); //set here so physics uses this for remainder of tick bUpAndOut = true; } //NEW (mdf) function HandleFellOutOfWorld() { Health = -1; SetPhysics( PHYS_None ); Weapon = None; Died( None, class'Gibbed', Location, vect(0,0,0) ); } //OLD event FellOutOfWorld() { if ( Role < ROLE_Authority ) return; //NEW (mdf) HandleFellOutOfWorld(); /*OLD Health = -1; SetPhysics(PHYS_None); Weapon = None; Died( None, class'Gibbed', Location, vect(0,0,0) ); */ } //NEW (mdf) final function bool IsStanding() { return ( Stance == ST_Standing ); } final function bool IsCrouching() { return ( Stance == ST_Crouching ); } final function bool IsProne() { return ( Stance == ST_Prone ); } function SetStance( byte NewStance ) { //DMTNS( "SetStance DesiredStance " $ DesiredStance $ " --> " $ NewStance ); DesiredStance = NewStance; } // for use in situations where collision size is adjusted manually function ForceStance( byte NewStance ) { Stance = NewStance; DesiredStance = NewStance; } final function final byte GetStance() { return Stance; } final function final byte GetDesiredStance() { return DesiredStance; } // Stub events called when physics actually allows stance to change. // Use these for changing the animation (if script controlled). event NotifyStanceChange( byte NewStance, float HeightAdjust ) { //DMTNS( "NotifyStanceChange NewStance: " $ NewStance $ " HeightAdjust: " $ HeightAdjust ); if( NewStance == ST_Standing ) RestoreEyeHeight(); else if( NewStance == ST_Crouching ) AdjustEyeHeight( CrouchEyeHeight ); else AdjustEyeHeight( ProneEyeHeight ); if( Controller != None ) Controller.NotifyStanceChange( NewStance, HeightAdjust ); } /* ShouldCrouch() Controller is requesting that pawn crouch */ /*OLD (mdf) function ShouldCrouch(bool Crouch) { bWantsToCrouch = Crouch; } // Stub events called when physics actually allows crouch to begin or end // use these for changing the animation (if script controlled) event EndCrouch(float HeightAdjust) { EyeHeight += HeightAdjust; OldZ += HeightAdjust; BaseEyeHeight = Default.BaseEyeHeight; } event StartCrouch(float HeightAdjust) { EyeHeight += HeightAdjust; OldZ -= HeightAdjust; BaseEyeHeight = 0.8 * CrouchHeight; } */ function RestartPlayer(); function AddVelocity( vector NewVelocity) { //NEW (mdf) moved to Actor and renamed to bIgnoreImpactForces if( bIgnoreImpactForces ) /*OLD if ( bIgnoreForces ) */ return; //NEW (mdf) optimization? if( NewVelocity == vect(0,0,0) ) return; //OLD if( (Physics == PHYS_Walking) || (((Physics == PHYS_Ladder) || (Physics == PHYS_Spider)) && (NewVelocity.Z > Default.JumpZ)) ) SetPhysics( PHYS_Falling ); //!!mdf-tbd: do we need / want this any more? //if ( (Velocity.Z > 380) && (NewVelocity.Z > 0) ) // NewVelocity.Z *= 0.5; //AddArrow( Location, Location + NewVelocity, ColorOrange() ); Velocity += NewVelocity; } function KilledBy( pawn EventInstigator ) { local Controller Killer; Health = 0; if ( EventInstigator != None ) Killer = EventInstigator.Controller; Died( Killer, class'Suicided', Location, vect(0,0,0) ); } //NEW-COM (mdf) NOTE: not used for U2 function TakeFallingDamage() { local float Shake; if (Velocity.Z < -0.5 * MaxFallSpeed) { MakeNoise(FMin(2.0,-0.5 * Velocity.Z/(FMax(JumpZ, 150.0)))); if (Velocity.Z < -1 * MaxFallSpeed) { if ( Role == ROLE_Authority ) //NEW (mdf) fix (causes warnings in GameInfo Killed function TakeDamage(-100 * (Velocity.Z + MaxFallSpeed)/MaxFallSpeed, Self, Location, vect(0,0,0), class'Fell'); /*OLD TakeDamage(-100 * (Velocity.Z + MaxFallSpeed)/MaxFallSpeed, None, Location, vect(0,0,0), class'Fell'); */ } if ( Controller != None ) { Shake = FMin(1, -1 * Velocity.Z/MaxFallSpeed); Controller.ShakeView(Shake); //NEW //OLD Controller.ShakeView(0.175 + 0.1 * Shake, 850 * Shake, Shake * vect(0,0,1.5), 120000, vect(0,0,10), 1); } } } function ClientReStart() { //NEW (mdf) StopMovement( true, true ); RestoreEyeHeight(); /*OLD Velocity = vect(0,0,0); Acceleration = vect(0,0,0); BaseEyeHeight = Default.BaseEyeHeight; EyeHeight = BaseEyeHeight; PlayWaiting(); */ } function ClientSetLocation( vector NewLocation, rotator NewRotation ) { if ( Controller != None ) Controller.ClientSetLocation(NewLocation, NewRotation); } function ClientSetRotation( rotator NewRotation ) { if ( Controller != None ) Controller.ClientSetRotation(NewRotation); } simulated function FaceRotation( rotator NewRotation, float DeltaTime ) { if ( Physics == PHYS_Ladder ) //NEW (mdf) //UDN Bugfix02 (I think WallDir is what we want -- Rotation of LadderVolume isn't relevant currently) SetRotation(OnLadder.Walldir); /*OLD SetRotation(OnLadder.Rotation); */ else { if ( (Physics == PHYS_Walking) || (Physics == PHYS_Falling) ) NewRotation.Pitch = 0; SetRotation(NewRotation); } } function ClientDying(class<DamageType> DamageType, vector HitLocation, Pawn InstigatedBy, vector Momentum) { if ( Controller != None ) Controller.ClientDying(DamageType, HitLocation, InstigatedBy, Momentum); } //============================================================================= // Inventory related functions. // toss out the weapon currently held function TossWeapon(vector TossVel) { local vector X,Y,Z; Weapon.velocity = TossVel; GetAxes(Rotation,X,Y,Z); //NEW Weapon.DropFrom(Location + EyePosition() + 2.0 * CollisionRadius * X ); /*OLD Weapon.DropFrom(Location + 0.8 * CollisionRadius * X + - 0.5 * CollisionRadius * Y); */ } // The player/bot wants to select next item exec function NextItem() { local Inventory Inv; if (SelectedItem==None) { SelectedItem = Inventory.SelectNext(); Return; } if (SelectedItem.Inventory!=None) SelectedItem = SelectedItem.Inventory.SelectNext(); else SelectedItem = Inventory.SelectNext(); if ( SelectedItem == None ) SelectedItem = Inventory.SelectNext(); } // FindInventoryType() // returns the inventory item of the requested class // if it exists in this pawn's inventory function Inventory FindInventoryType( class DesiredClass ) { local Inventory Inv; for( Inv=Inventory; Inv!=None; Inv=Inv.Inventory ) if ( Inv.class == DesiredClass ) return Inv; return None; } // Add Item to this pawn's inventory. // Returns true if successfully added, false if not. function bool AddInventory( inventory NewItem ) { // Skip if already in the inventory. local inventory Inv; local actor Last; Last = self; // The item should not have been destroyed if we get here. if (NewItem ==None ) log("tried to add none inventory to "$self); for( Inv=Inventory; Inv!=None; Inv=Inv.Inventory ) { if( Inv == NewItem ) return false; Last = Inv; } // Add to back of inventory chain (so minimizes net replication effect). NewItem.SetOwner(Self); NewItem.Inventory = None; Last.Inventory = NewItem; if ( Controller != None ) Controller.NotifyAddInventory(NewItem); //NEW //note: also called in the PostRecvOwner of Inventory on the client, so that inventory received by the pawn go through this interface NewItem.NotifyAddInventory( Self ); //OLD return true; } // Remove Item from this pawn's inventory, if it exists. function DeleteInventory( inventory Item ) { // If this item is in our inventory chain, unlink it. local actor Link; //NEW Item.NotifyDeleteInventory( Self ); //OLD if ( Item == Weapon ) Weapon = None; if ( Item == SelectedItem ) SelectedItem = None; for( Link = Self; Link!=None; Link=Link.Inventory ) { if( Link.Inventory == Item ) { Link.Inventory = Item.Inventory; break; } } Item.SetOwner(None); //NEW if( Controller != None ) Controller.NotifyRemoveInventory(Item); //OLD } // Just changed to pendingWeapon function ChangedWeapon() { local Weapon OldWeapon; OldWeapon = Weapon; if (Weapon == PendingWeapon) { if ( Weapon == None ) { Controller.SwitchToBestWeapon(); return; } //NEW Weapon.BringUp(); /*OLD else if ( Weapon.IsInState('DownWeapon') ) Weapon.GotoState('Idle'); */ PendingWeapon = None; ServerChangedWeapon(OldWeapon, Weapon); return; } if ( PendingWeapon == None ) PendingWeapon = Weapon; Weapon = PendingWeapon; if ( (Weapon != None) && (Level.NetMode == NM_Client) ) Weapon.BringUp(); PendingWeapon = None; Weapon.Instigator = self; ServerChangedWeapon(OldWeapon, Weapon); if ( Controller != None ) Controller.ChangedWeapon(); } function name GetWeaponBoneFor(Inventory I) { return 'righthand'; } function ServerChangedWeapon(Weapon OldWeapon, Weapon W) { if ( OldWeapon != None ) { OldWeapon.SetDefaultDisplayProperties(); /*OLD //NEW MJL: we don't use Erik's attachment stuff OldWeapon.DetachFromPawn(self); */ } Weapon = W; if ( Weapon == None ) return; /*OLD //NEW MJL: we don't use Erik's attachment stuff if ( Weapon != None ) { //log("ServerChangedWeapon: Attaching Weapon to actor bone."); Weapon.AttachToPawn(self); } Weapon.SetRelativeLocation(Weapon.Default.RelativeLocation); Weapon.SetRelativeRotation(Weapon.Default.RelativeRotation); */ //NEW (mdf) !!MJL/!!ARL this is happening in dm-deck16iii test vs 3 bots if( Inventory == None ) return; //OLD if ( OldWeapon == Weapon ) { if ( Weapon.IsInState('DownWeapon') ) Weapon.BringUp(); Inventory.OwnerEvent('ChangedWeapon'); // tell inventory that weapon changed (in case any effect was being applied) return; } else if ( Level.Game != None ) //NEW (mdf) MakeNoise( Level.Game.GetNormalizedDifficulty() ); /*OLD MakeNoise(0.1 * Level.Game.Difficulty); */ Inventory.OwnerEvent('ChangedWeapon'); // tell inventory that weapon changed (in case any effect was being applied) //NEW (mdf) not used for U2 /*OLD PlayWeaponSwitch(W); */ Weapon.BringUp(); } //============== // Encroachment event bool EncroachingOn( actor Other ) { //DMTNS( "EncroachingOn " $ Other ); if ( (Other.Brush != None) || (Brush(Other) != None) ) return true; if ( ((Controller == None) || !Controller.bIsPlayer || bWarping) && (Pawn(Other) != None) ) return true; return false; } //NEW (mdf) tbd: don't let Pawns gib each other (do we ever need this?) /*OLD event EncroachedBy( actor Other ) { if ( Pawn(Other) != None ) gibbedBy(Other); } */ function gibbedBy(actor Other) { //NEW (mdf) go through TakeDamage TakeDamage( 10000, Pawn(Other), Other.Location, vect(0,0,0), class'Gibbed' ); /*OLD local Controller Killer; if ( Role < ROLE_Authority ) return; if ( Pawn(Other) != None ) Killer = Pawn(Other).Controller; Died(Killer, class'Gibbed', Location, vect(0,0,0)); */ } //NEW (mdf) factor out damage handling (so we can override this) function LaunchOffPawnDamage( Pawn Stompee ) { Stompee.TakeDamage( (1-Velocity.Z/400) * Mass/Stompee.Mass, Self, Location,0.5 * Velocity , class'Crushed' ); } //OLD //Base change - if new base is pawn or decoration, damage based on relative mass and old velocity // Also, non-players will jump off pawns immediately //NEW (mdf) don't jump as far if base pawn is small but don't exceed old limits? function LaunchPawn( Actor Stompee ) { //NEW (mib) jump pawn in opposite direction than the stompee is headed local vector LaunchVector; //DMT( "LaunchPawn " $ Self $ " jumping off of Stompee: " $ Stompee $ " Base: " $ Base $ " Velocity: " $ Velocity ); //AddArrow( Location, Location + Velocity, ColorGreen() ); // if base isn't moving use VRand like before? if( VSize2D( Stompee.Velocity ) ~= 0.0 ) LaunchVector = VRand(); else LaunchVector = (-Normal(Stompee.Velocity) + RandomSpreadVector(180.0) ); Velocity += (FMin( 100 + CollisionRadius, 10*FMin( CollisionRadius, Base.CollisionRadius ) )) * LaunchVector; /*OLD Velocity += (FMin( 100 + CollisionRadius, 10*FMin( CollisionRadius, Base.CollisionRadius ) )) * VRand(); */ Velocity.Z = FClamp( 10*FMin( CollisionHeight, Base.CollisionHeight ), 50.0, 200 + CollisionHeight ); // make sure velocity stays reasonable (in case NPC "stuck" on pawn base) if( VSize(Velocity) > 500 ) Velocity = 500*Normal( Velocity ); //DMT( Self $ " almost final velocity: " $ Velocity ); /* Velocity += (800 + CollisionRadius) * VRand(); Velocity.Z = 200 + CollisionHeight; */ SetPhysics( PHYS_Falling ); bBlockAdjustJump = true; Controller.SetFall(); //DMT( Self $ " final velocity: " $ Velocity ); //AddArrow( Location, Location + Velocity, ColorRed() ); } /*OLD function JumpOffPawn() { Velocity += (100 + CollisionRadius) * VRand(); Velocity.Z = 200 + CollisionHeight; SetPhysics(PHYS_Falling); bBlockAdjustJump = true; Controller.SetFall(); } */ singular event BaseChange() { local float decorMass; if ( bInterpolating ) return; if ( (base == None) && (Physics == PHYS_None) ) SetPhysics(PHYS_Falling); //NEW (mdf) factor out damage handling (so we can override this) if( Base != None && Base.bLaunchPawns ) { if( Pawn(Base) != None ) LaunchOffPawnDamage( Pawn(Base) ); if( Base != None ) //NOTE: Base could be destroyed in LaunchOffPawnDamage LaunchPawn( Base ); /*OLD Base.TakeDamage( (1-Velocity.Z/400)* Mass/Base.Mass, Self,Location,0.5 * Velocity , class'Crushed'); JumpOffPawn(); */ } else if ( (Decoration(Base) != None) && (Velocity.Z < -400) ) { decorMass = FMax(Decoration(Base).Mass, 1); Base.TakeDamage((-2* Mass/decorMass * Velocity.Z/400), Self, Location, 0.5 * Velocity, class'Crushed'); } } //NEW (mdf) 2002.12.02 changes from SteveP to reduce "shake" on stairs event /*probe*/ UpdateEyeHeight( float DeltaTime ) { local float smooth, MaxEyeHeight; local float OldEyeHeight; local Actor HitActor; local vector HitLocation,HitNormal; if( Controller == None ) { EyeHeight = 0; return; } if( bTearOff ) { EyeHeight = 0; bUpdateEyeHeight = false; return; } HitActor = Trace( HitLocation, HitNormal, Location + (CollisionHeight + MAXSTEPHEIGHT + 14) * vect(0,0,1), Location + CollisionHeight * vect(0,0,1), true ); if( HitActor == None ) MaxEyeHeight = CollisionHeight + MAXSTEPHEIGHT; else MaxEyeHeight = HitLocation.Z - Location.Z - 14; // smooth up/down stairs smooth = FMin( 1.0, 10.0 * DeltaTime/Level.TimeDilation ); if( Controller.WantsSmoothedView() ) { OldEyeHeight = EyeHeight; EyeHeight = FClamp( (EyeHeight - Location.Z + OldZ) * (1 - smooth) + BaseEyeHeight * smooth, -0.5 * CollisionHeight, MaxEyeheight ); } else { bJustLanded = false; EyeHeight = FMin( EyeHeight * ( 1 - smooth) + BaseEyeHeight * smooth, MaxEyeHeight ); } Controller.AdjustView(DeltaTime); } /*OLD event UpdateEyeHeight( float DeltaTime ) { local float smooth; local float OldEyeHeight; if (Controller == None ) { EyeHeight = 0; return; } // smooth up/down stairs smooth = FMin(1.0, 10.0 * DeltaTime/Level.TimeDilation); if( Controller.WantsSmoothedView() ) { OldEyeHeight = EyeHeight; EyeHeight = FClamp((EyeHeight - Location.Z + OldZ) * (1 - smooth) + BaseEyeHeight * smooth, -0.5 * CollisionHeight, CollisionHeight + FClamp((OldZ - Location.Z), 0.0, MAXSTEPHEIGHT)); } else { bJustLanded = false; EyeHeight = EyeHeight * ( 1 - smooth) + BaseEyeHeight * smooth; } Controller.AdjustView(DeltaTime); } */ /* EyePosition() Called by PlayerController to determine camera position in first person view. Returns the offset from the Pawn's location at which to place the camera */ function vector EyePosition() { return EyeHeight * vect(0,0,1); } //============================================================================= simulated event Destroyed() { local Inventory Inv,Next; RemovePawn(); // NEW (mdf) ClearReferencesTo(); //NEW (mdf) in case Pawn doesn't go through NotifyKilled etc. if( ShadowA != None ) { ShadowA.Destroy(); ShadowA = None; } if( ShadowB != None ) { ShadowB.Destroy(); ShadowB = None; } if ( Controller != None ) Controller.PawnDied(); if ( Role < ROLE_Authority ) return; Inv = Inventory; while ( Inv != None ) { Next = Inv.Inventory; Inv.Destroy(); Inv = Next; } Weapon = None; Inventory = None; Super.Destroyed(); } //============================================================================= // // Called immediately before gameplay begins. // simulated //NEW event PreBeginPlay() { Super.PreBeginPlay(); //NEW (mdf) CrouchEyeHeight = default.BaseEyeHeight - (default.CollisionHeight - default.CrouchHeight); ProneEyeHeight = 0.5*default.ProneHeight; AddPawn(); //OLD Instigator = self; DesiredRotation = Rotation; if ( bDeleteMe ) return; //NEW (MJL) /* This following bit is not done clientside... the actor is ROLE_SimulatedProxy at the moment, so PreSetMovement will not run. So we override PostRecvRole, and also call PreSetMovement when the new ROLE_AutonomousProxy role arrives */ PreSetMovement(); //NEW (mdf) MaybeScaleSettings(); /*OLD if ( DrawScale != Default.Drawscale ) { SetCollisionSize(CollisionRadius*DrawScale/Default.DrawScale, CollisionHeight*DrawScale/Default.DrawScale); Health = Health * DrawScale/Default.DrawScale; } */ //NEW (mdf) maybe add a bEyesAboveCC flag to override this? if( BaseEyeHeight <= 0 || BaseEyeHeight > CollisionHeight ) BaseEyeHeight = 0.8 * default.CollisionHeight; /*OLD if ( BaseEyeHeight == 0 ) BaseEyeHeight = 0.8 * CollisionHeight; */ EyeHeight = BaseEyeHeight; //NEW (mdf) if( MenuName == "" ) MenuName = string(Name); /*OLD if ( menuname == "" ) menuname = GetItemName(string(class)); */ //NEW (mdf) if( CarcassCollisionRadius <= 0.0 ) CarcassCollisionRadius = 0.90 * default.CollisionHeight; if( CarcassCollisionHeight <= 0.0 ) CarcassCollisionHeight = 0.50 * default.CollisionRadius; //OLD //NEW (mdf) serpentine support SetEnemyRotationRates(); //OLD } event PostBeginPlay() { local AIScript A; Super.PostBeginPlay(); SplashTime = 0; EyeHeight = BaseEyeHeight; OldRotYaw = Rotation.Yaw; // automatically add controller to pawns which were placed in level // NOTE: pawns spawned during gameplay are not automatically possessed by a controller //NEW (mdf) if( (Level.bStartup || (ControllerClass != None && ControllerClass.default.bShouldPossess)) && Health > 0 ) /*OLD if ( Level.bStartup && (Health > 0) && !bDontPossess ) */ { //NEW (mdf) /*OLD // check if I have an AI Script if ( (AIScriptTag != 'None') && (AIScriptTag != '') ) { ForEach AllActors(class'AIScript',A,AIScriptTag) break; // let the AIScript spawn and init my controller if ( A != None ) { A.SpawnControllerFor(self); if ( Controller != None ) return; } } */ if ( (ControllerClass != None) && (Controller == None) ) Controller = spawn(ControllerClass); if ( Controller != None ) Controller.Possess(self); } ResetShadows(); } // // ResetShadows // simulated function ResetShadows() { local bool bStaticShadows; local bool bDynamicShadows; if(ShadowA?){ ShadowA.Destroy(); ShadowA=None; } if(ShadowB?){ ShadowB.Destroy(); ShadowB=None; } if(bActorShadows && !bDeleteMe) { bStaticShadows = (GetClient().MaxShadowsStatic > 0) || bForceStaticShadow; bDynamicShadows = (GetClient().MaxShadowsDynamic > 0) || bForceDynamicShadow; if(bStaticShadows) { ShadowA = Spawn(class'ShadowProjector',Self,,Location,Rotation); ShadowProjector(ShadowA).bAlwaysAllocate = bForceStaticShadow; ShadowProjector(ShadowA).bStaticLights = GetClient().LightSourceShadows; if(bForceLightSourcedShadows) ShadowProjector(ShadowA).bStaticLights = true; if(bForceDirectionalShadows) ShadowProjector(ShadowA).bStaticLights = false; InitShadow(ShadowProjector(ShadowA)); } /* if(bDynamicShadows) { ShadowB = Spawn(class'ShadowProjector',Self,,Location,Rotation); ShadowProjector(ShadowB).bDynamicLights = true; ShadowProjector(ShadowB).InterpolateRate = 99999; ShadowProjector(ShadowB).bAlwaysAllocate = bForceDynamicShadow; InitShadow(ShadowProjector(ShadowB)); } */ } } // // InitShadow // simulated function InitShadow(ShadowProjector Shadow) { Shadow.ShadowActor = Self; Shadow.LightDirection = ShadowLightDirection; Shadow.LightDistance = ShadowLightDistance; Shadow.BoundScale = ShadowBoundScale; Shadow.ShadowResolution = GetClient().ShadowResolution; Shadow.MaxTraceDistance = GetClient().ShadowTraceDistance; Shadow.VisibilityRadius = GetClient().ShadowCullDistance; Shadow.bForceBlobShadow = bForceBlobShadows; Shadow.bForceFullPolyShadow = bForceFullPolyShadows; Shadow.bBlobShadow = GetClient().BlobShadows; Shadow.bBlurShadow = GetClient().BlurShadows; if(bForceShadowBlur) Shadow.bBlurShadow = true; if(bForceShadowUnBlur) Shadow.bBlurShadow = false; if(ShadowResolution?) Shadow.ShadowResolution = ShadowResolution; if(ShadowTraceDistance?) Shadow.MaxTraceDistance = ShadowTraceDistance; if(ShadowCullDistance?) Shadow.VisibilityRadius = ShadowCullDistance; if(ShadowInterpolateRate?) Shadow.InterpolateRate = ShadowInterpolateRate; Shadow.InitShadow(); } // called after PostBeginPlay on net client //NEW MJL //once we receive our new role, call PreSetMovement, and it should run if needed simulated function PostRecvRole() { PreSetMovement(); } simulated function PostRecvPlayerReplicationInfo() { if ( (PlayerReplicationInfo != None) && (PlayerReplicationInfo.Owner == None) ) PlayerReplicationInfo.SetOwner(Controller); } /*OLD simulated event PostNetBeginPlay() { if ( Role == ROLE_Authority ) return; if ( Controller != None ) { Controller.Pawn = self; bUpdateEyeHeight = true; } if ( (PlayerReplicationInfo != None) && (PlayerReplicationInfo.Owner == None) ) PlayerReplicationInfo.SetOwner(Controller); PlayWaiting(); } */ /* PreSetMovement() default for walking creature. Re-implement in subclass for swimming/flying capability */ function PreSetMovement() { if (JumpZ > 0) bCanJump = true; bCanWalk = true; bCanSwim = false; bCanFly = false; } simulated function SetMesh() { mesh = default.mesh; } //NEW (mdf) function CheckStanceStatus(); function SetMovementPhysics( optional bool bInitializing ); /*OLD function SetMovementPhysics(); */ function Gasp(); // NEW (mdf) TakeDamage overhaul function PlayDying( class<DamageType> DamageType, vector HitLocation, Pawn InstigatedBy, vector Momentum ); function PlayTakeHit( vector HitLocation, int Damage, class<DamageType> DamageType ); function PlayTakeHitSound( int Damage, class<DamageType> DamageType, int Mult ); // was PlayHit -- renamed to HandleTakeHit since this really just plays sounds then calls // NotifyTakeHit on Controller which may or may not call PlayTakeHit on the Pawn function HandleTakeHit( Pawn Instigator, vector HitLocation, float Damage, class<DamageType> DamageType, vector Momentum ) { //NOTE: UW829 code wasn't adding velocity if Pawn is dead -- why not? AddVelocity( Momentum ); if( Health > 0 ) { if( Damage > 0 || Momentum != vect(0,0,0) ) //!!mdf-tbd PlayTakeHitSound( Damage, DamageType, 1 ); if( Controller != None ) Controller.NotifyTakeHit( Instigator, HitLocation, Damage, DamageType, Momentum ); } } function TakeDamageHandlePhysics( Pawn Instigator, out vector Momentum ) { if( Physics == PHYS_None ) SetMovementPhysics(); // tend to launch NPC if walking !!mdf-tbd: do even if falling? if( Physics == PHYS_Walking || Physics == PHYS_Falling ) Momentum.Z = FMax( Momentum.Z, 0.4 * VSize( Momentum ) ); if( Instigator == Self ) Momentum *= 0.6; //DMTNS( "TakeDamageHandlePhysics Momentum: " $ VSize( Momentum ) $ " --> " $ VSize( Momentum/Mass ) $ " (Mass=" $ Mass $ ")" ); Momentum = Momentum/Mass; } function bool PreventDeath( int Damage, Pawn Instigator, class<DamageType> DamageType, vector HitLocation ) { return false; } function TakeDamage( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) { local int ActualDamage; local bool bAlreadyDead; local Controller Killer; if ( Role < ROLE_Authority ) { log( Self $ " client damage type " $ DamageType $ " by " $ Instigator ); return; } bAlreadyDead = (Health <= 0); //DMTNS( "Pawn.TakeDamage - Damage: " $ Damage $ " Momentum: " $ VSize(Momentum) $ " Type: " $ DamageType $ " Instigator: " $ Instigator $ " new Health: " $ Health $ " Controller: " $ Controller ); TakeDamageHandlePhysics( Instigator, Momentum ); ActualDamage = Level.Game.ReduceDamage( Damage, Self, Instigator, HitLocation, Momentum, DamageType ); Health -= ActualDamage; if( HitLocation == vect(0,0,0) ) HitLocation = Location; //DMTNS( "Pawn.TakeDamage - ActualDamage: " $ ActualDamage $ " final Momentum: " $ VSize(Momentum) ); if( bAlreadyDead ) { //!!mdf-tbd: this seems to happen from time to time, e.g. with light araknids. Unless we want to // track down the cause of this (in theory a Pawn with Health <= 0 should go to a dying state // where it overrides TakeDamage so we shouldn't end up here) we should just disable this warning. Warn( Self $ " took regular damage " $ damagetype $ " from " $ Instigator $ " while already dead" ); if( TryToGib( class'Gibbed', Damage ) ) { return; } } HandleTakeHit( Instigator, HitLocation, ActualDamage, DamageType, Momentum ); if( Health <= 0 && !PreventDeath( Damage, Instigator, DamageType, HitLocation ) ) { // pawn died if( Instigator != None ) Killer = Instigator.Controller; //FIXME what if killer died before killing you Died( Killer, DamageType, HitLocation, Momentum ); if( bPhysicsAnimUpdate ) TearOffMomentum = Momentum; } MakeNoise( 1.0 ); } /*OLD function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, vector momentum, class<DamageType> damageType) { local int actualDamage; local bool bAlreadyDead; local Controller Killer; if ( Role < ROLE_Authority ) { log(self$" client damage type "$damageType$" by "$instigatedBy); return; } bAlreadyDead = (Health <= 0); if (Physics == PHYS_None) SetMovementPhysics(); if (Physics == PHYS_Walking) momentum.Z = FMax(momentum.Z, 0.4 * VSize(momentum)); if ( instigatedBy == self ) momentum *= 0.6; momentum = momentum/Mass; actualDamage = Level.Game.ReduceDamage(Damage, self, instigatedBy, HitLocation, Momentum, DamageType); Health -= actualDamage; if ( HitLocation == vect(0,0,0) ) HitLocation = Location; if ( bAlreadyDead ) { Warn(self$" took regular damage "$damagetype$" from "$instigatedby$" while already dead at "$Level.TimeSeconds); ChunkUp(); return; } PlayHit(actualDamage, hitLocation, damageType, Momentum); if ( Health <= 0 ) { // pawn died if ( instigatedBy != None ) Killer = instigatedBy.Controller; //FIXME what if killer died before killing you if ( bPhysicsAnimUpdate ) TearOffMomentum = momentum; Died(Killer, damageType, HitLocation); } MakeNoise(1.0); } */ //NEW (mdf) factored out and added DeathObservers support function bool HasDeathObserver( Actor Observer ) { local int ii; for( ii=0; ii<DeathObservers.Length; ii++ ) { if( DeathObservers[ ii ] == Observer ) return true; } return false; } function AddDeathObserver( Actor Observer ) { if( !HasDeathObserver( Observer ) ) DeathObservers[ DeathObservers.Length ] = Observer; } function RemoveDeathObserver( Actor Observer ) { local int ii; for( ii=0; ii<DeathObservers.Length; ii++ ) { if( DeathObservers[ ii ] == Observer ) DeathObservers.Remove( ii, 1 ); } } function TriggerDeathEvent( Actor Other, Pawn EventInstigator ) { local int ii; local Actor Observer; if( Event != '' ) { TriggerEvent( Event, Other, EventInstigator ); Event = ''; } for( ii=0; ii<DeathObservers.Length; ii++ ) { Observer = DeathObservers[ ii ]; if( Observer != None && !Observer.bDeleteMe ) Observer.Trigger( Other, EventInstigator, ObservedDeathEvent ); } DeathObservers.Length = 0; } function KillSelf() { TriggerDeathEvent( Self, None ); Destroy(); } //OLD //NEW (mdf) various function Died( Controller Killer, class<DamageType> DamageType, vector HitLocation, vector Momentum ) { local Pawn KillerPawn; if ( bDeleteMe ) return; //already destroyed // mutator hook to prevent deaths // WARNING - don't prevent bot suicides - they suicide when really needed if ( Level.Game.PreventDeath(self, Killer, damageType, HitLocation) ) { Health = Max( Health, 1 ); //mutator should set this higher return; } Health = Min(0, Health); Level.Game.Killed(Killer, Controller, self, damageType); if ( Killer != None ) KillerPawn = Killer.Pawn; TriggerDeathEvent( Self, KillerPawn ); Velocity.Z *= 1.3; if ( IsHumanControlled() ) PlayerController(Controller).ForceDeathUpdate(); if( !TryToGib( DamageType ) ) { PlayDying(DamageType, HitLocation, KillerPawn, Momentum); if ( !Level.Game.bGameEnded ) { if ( RemoteRole == ROLE_AutonomousProxy ) { ClientDying(DamageType, HitLocation, KillerPawn, Momentum); } else { GotoState( DyingState ); } } } } /*OLD function Died(Controller Killer, class<DamageType> damageType, vector HitLocation) { if ( bDeleteMe ) return; //already destroyed // mutator hook to prevent deaths // WARNING - don't prevent bot suicides - they suicide when really needed if ( Level.Game.PreventDeath(self, Killer, damageType, HitLocation) ) { Health = max(Health, 1); //mutator should set this higher return; } Health = Min(0, Health); Level.Game.Killed(Killer, Controller, self, damageType); if ( Killer != None ) TriggerEvent(Event, self, Killer.Pawn); else TriggerEvent(Event, self, None); Velocity.Z *= 1.3; if ( IsHumanControlled() ) PlayerController(Controller).ForceDeathUpdate(); if ( (DamageType != None) && (DamageType.default.GibModifier >= 100) ) { ChunkUp(); } else { PlayDying(DamageType, HitLocation); if ( Level.Game.bGameEnded ) return; if ( !bPhysicsAnimUpdate && (RemoteRole == ROLE_AutonomousProxy) ) ClientDying(DamageType, HitLocation); } } */ //NEW (mdf) function bool HasGibs() { return false; } function bool TryToGib( class<DamageType> DamageType, optional float Damage ) { if( ShouldGib( DamageType, Damage ) ) { ChunkUp(); return true; } else return false; } function bool ShouldGib( class<DamageType> DamageType, optional float Damage ) { local float Odds, PctGibHealth; //DMTNS( "ShouldGib Health: " $ Health $ " GibMaybeHealth: " $ GibMaybeHealth $ " GibForSureHealth: " $ GibForSureHealth $ " DamageType: " $ DamageType $ " GoreDetailLevel: " $ GetGoreDetailLevel() ); if( bDeleteMe ) { //DMTNS("ShouldGib -- bDeleteMe is already true"); return false; // already destroyed / gibbed? } if( bAlwaysGib ) { //DMTNS("ShouldGib -- bAlwaysGib set to true"); return true; // always gibs (even if no gibset) } if( bNeverGib ) { //DMTNS("ShouldGib -- bNeverGib set to true"); return false; // edited to not gib } if( !HasGibs() ) { //DMTNS("ShouldGib -- no gib set"); return false; // no gibs } if( DamageType != None && DamageType.default.GibModifier == 0 ) { //DMTNS("ShouldGib -- GibModifier says never gib"); return false; // modifier says never gib } if( DamageType != None && DamageType.default.GibModifier >= 100 ) { //DMTNS("ShouldGib -- GibModifier says always gib"); return true; // modifier says always gib } if( Health <= GibForSureHealth ) { //DMTNS("ShouldGib -- Health is below gib for sure health"); return true; // pawn always gibs below this health } if( Health > GibMaybeHealth ) { //DMTNS("ShouldGib -- Health is above gib maybe health"); return false; // health not long enough } // denominator should never be zero (will have returned earlier) PctGibHealth = (Health - GibMaybeHealth) / (GibForSureHealth - GibMaybeHealth); Odds = GibMaybeOdds + PctGibHealth * (1.0 - GibMaybeOdds); if( FRand() < Odds ) { //DMTNS("ShouldGib -- random chance at maybe gibbing: Health/GibHealthMaybe/ForSure" @ Health @ "/" @ GibMaybeHealth @ "/" @ GibForSureHealth @ "GibMaybeOdds/FinalOdds:" @ GibMaybeOdds @ "/" @ Odds); return true; } } /*OLD function bool Gibbed(class<DamageType> damageType) { if ( damageType.default.GibModifier == 0 ) return false; if ( damageType.default.GibModifier >= 100 ) return true; if ( (Health <= -80) || ((Health < -40) && (FRand() < 0.6)) ) return true; return false; } */ //NEW (mdf) moved here from Actor and renamed from Falling() event /*probe*/ BeginFalling() /*OLD //function Falling() */ { //SetPhysics(PHYS_Falling); //Note - physics changes type to PHYS_Falling by default if ( Controller != None ) Controller.SetFall(); } event /*probe*/ HitWall(vector HitNormal, actor Wall); //NEW (mdf) U2 approach event LandedEx( CheckResult Hit ) { Super.LandedEx( Hit ); if( Health > 0 && Controller != None ) { //if( !bIsRealPlayer ) // DMTNS( "LandedEx: " $ Hit.Actor $ " Hit.Actor.bBlockNavigation: " $ Hit.Actor.bBlockNavigation $ " Base: " $ Base $ " Velocity: " $ Velocity ); if( Hit.Actor != None && Hit.Actor.bBlockNavigation ) Controller.NotifyInvalidLanding( Hit ); else Controller.NotifyValidLanding( Hit ); } else if( Health <= 0 && Hit.Actor != None && Hit.Actor.bBlockNavigation && bGibOnInvalidDeathLanding ) { // gib NPC if it died on an invalid surface TakeDamage( 9999, None, Location, vect(0,0,0), class'DamageTypeImpact' ); } } /*OLD event Landed(vector HitNormal) { TakeFallingDamage(); if ( Health > 0 ) PlayLanded(Velocity.Z); if (Velocity.Z < -1.4 * JumpZ) MakeNoise(-0.5 * Velocity.Z/(FMax(JumpZ, 150.0))); bJustLanded = true; } */ event /*probe*/ HeadVolumeChange(PhysicsVolume newHeadVolume) { if ( (Level.NetMode == NM_Client) || (Controller == None) ) return; if ( HeadVolume.bWaterVolume ) { if (!newHeadVolume.bWaterVolume) { if ( Controller.bIsPlayer && (BreathTime > 0) && (BreathTime < 8) ) Gasp(); BreathTime = -1.0; //NEW SBB if( IsPlayerPawn() ) AmbientSound = None; //OLD } } else if ( newHeadVolume.bWaterVolume ) { BreathTime = UnderWaterTime; //NEW SBB if( IsPlayerPawn() ) AmbientSound = Sound(DynamicLoadObject( newHeadVolume.UnderwaterSoundStr, class'Sound' ) ); //OLD } } function bool TouchingWaterVolume() { local PhysicsVolume V; ForEach TouchingActors(class'PhysicsVolume',V) if ( V.bWaterVolume ) return true; return false; } //Pain timer just expired. //Check what zone I'm in (and which parts are) //based on that cause damage, and reset BreathTime function bool IsInPain() { local PhysicsVolume V; ForEach TouchingActors(class'PhysicsVolume',V) if ( V.bPainCausing && (V.DamageType != ReducedDamageType) && (V.DamagePerSec > 0) ) return true; return false; } event BreathTimer() { if ( (Health < 0) || (Level.NetMode == NM_Client) ) return; TakeDrowningDamage(); if ( Health > 0 ) BreathTime = 2.0; } function TakeDrowningDamage(); function bool CheckWaterJump(out vector WallNormal) { local actor HitActor; local vector HitLocation, HitNormal, checkpoint, start, checkNorm, Extent; checkpoint = vector(Rotation); checkpoint.Z = 0.0; checkNorm = Normal(checkpoint); checkPoint = Location + CollisionRadius * checkNorm; Extent = CollisionRadius * vect(1,1,0); Extent.Z = CollisionHeight; HitActor = Trace(HitLocation, HitNormal, checkpoint, Location, true, Extent); if ( (HitActor != None) && (Pawn(HitActor) == None) ) { WallNormal = -1 * HitNormal; start = Location; //NEW (mdf) step height changes start.Z += 1.1 * MaxStepHeight; /*OLD start.Z += 1.1 * MAXSTEPHEIGHT; */ checkPoint = start + 2 * CollisionRadius * checkNorm; HitActor = Trace(HitLocation, HitNormal, checkpoint, start, true); if (HitActor == None) return true; } return false; } //NEW (mdf) factored out "can jump" code and call HandleJumpSound function bool CanJump() { return ( IsStanding() && (Physics == PHYS_Walking || Physics == PHYS_Ladder || Physics == PHYS_Spider) ); } function bool CanCrouch() { return( Physics == PHYS_Walking || Physics == PHYS_Falling ); } function HandleJumpSound(); function float PlayDodge( eDoubleClickDir DoubleClickMove ); //OLD //Player Jumped //NEW (mdf) factored out "can jump" code function bool DoJump( bool bUpdating ) { if( !CanJump() ) return false; /*OLD function DoJump( bool bUpdating ) { if ( !bIsCrouched && !bWantsToCrouch && ((Physics == PHYS_Walking) || (Physics == PHYS_Ladder) || (Physics == PHYS_Spider)) ) { */ if ( Role == ROLE_Authority ) { if( Level.Game != None ) //NEW (mdf) MakeNoise( Level.Game.GetNormalizedDifficulty() ); /*OLD MakeNoise(0.1 * Level.Game.Difficulty); */ if ( bCountJumps && (Inventory != None) ) Inventory.OwnerEvent('Jumped'); } if ( Physics == PHYS_Spider ) Velocity = JumpZ * Floor; //NEW (mdf) else if ( Physics == PHYS_Ladder ) { Velocity.Z = 0.5*default.JumpZ; // restrict jumpz somewhat on ladders } //OLD else if ( bIsWalking ) Velocity.Z = Default.JumpZ; else Velocity.Z = JumpZ; if ( (Base != None) && !Base.bWorldGeometry ) Velocity.Z += Base.Velocity.Z; SetPhysics(PHYS_Falling); //NEW (mdf) factored out "can jump" code and call HandleJumpSound HandleJumpSound(); return true; /*OLD } */ } /*OLD (mdf) not used for U2 function PlayHit(float Damage, vector HitLocation, class<DamageType> damageType, vector Momentum) { local vector BloodOffset, Mo; local class<Effects> DesiredEffect; if ( (Damage <= 0) && !Controller.bGodMode ) return; if (Damage > 1) //spawn some blood { DesiredEffect = DamageType.static.GetPawnDamageEffect(HitLocation, Damage, Momentum, self, (Level.bDropDetail || !Level.bHighDetailMode)); if ( DesiredEffect != None ) { BloodOffset = 0.2 * CollisionRadius * Normal(HitLocation - Location); BloodOffset.Z = BloodOffset.Z * 0.5; Mo = Momentum; if ( Mo.Z > 0 ) Mo.Z *= 0.5; spawn(DesiredEffect,self,,HitLocation + BloodOffset, rotator(Mo)); } } if ( Health <= 0 ) { if ( PhysicsVolume.bDestructive && (PhysicsVolume.ExitActor != None) ) Spawn(PhysicsVolume.ExitActor); return; } if ( Level.TimeSeconds - LastPainTime > 0.1 ) { PlayTakeHit(HitLocation,Damage,damageType); LastPainTime = Level.TimeSeconds; } } */ /* Pawn was killed - detach any controller, and die */ // blow up into little pieces (implemented in subclass) simulated function ChunkUp() { if ( Controller != None ) { if ( Controller.bIsPlayer ) Controller.PawnDied(); else Controller.Destroy(); } destroy(); } //NEW (mdf) state @ DyingState { ignores Bump, HitWall, HeadVolumeChange, PhysicsVolumeChange, BeginFalling, BreathTimer; function PlayWeaponSwitch(Weapon NewWeapon) {} function PlayTakeHit(vector HitLoc, int Damage, class<DamageType> damageType) {} /*OLD State Dying { //ignores Trigger, Bump, HitWall, HeadVolumeChange, PhysicsVolumeChange, Falling, BreathTimer; event ChangeAnimation() {} event StopPlayFiring() {} function PlayFiring(float Rate, name FiringMode) {} function PlayWeaponSwitch(Weapon NewWeapon) {} function PlayTakeHit(vector HitLoc, int Damage, class<DamageType> damageType) {} simulated function PlayNextAnimation() {} */ function Died(Controller Killer, class<DamageType> damageType, vector HitLocation, vector Momentum) { } //NEW (mib) MinZ (modified version of UT2107 KillZ) event FellOutOfWorld() { Destroy(); } //OLD event Timer() { if ( !PlayerCanSeeMe() ) Destroy(); else SetTimer(2.0, false); } event Landed(vector HitNormal) { local rotator finalRot; local float OldHeight; if( Velocity.Z < -500 ) { //NEW (mdf) TakeDamage( (1-Velocity.Z/30),Instigator,Location,vect(0,0,0) , class'DamageTypeImpact' ); /*OLD TakeDamage( (1-Velocity.Z/30),Instigator,Location,vect(0,0,0) , class'Crushed' ); */ } finalRot = Rotation; finalRot.Roll = 0; finalRot.Pitch = 0; setRotation(finalRot); SetPhysics(PHYS_None); SetCollision(true, false, false); if ( !IsAnimating(0) ) LieStill(); } // prone body should have low height, wider radius function ReduceCylinder() { local float OldHeight, OldRadius; local vector OldLocation; SetCollision(True,False,False); OldHeight = CollisionHeight; OldRadius = CollisionRadius; SetCollisionSize( CarcassCollisionRadius, CarcassCollisionHeight ); PrePivot = vect(0,0,1) * (OldHeight - CollisionHeight); // FIXME - changing prepivot isn't safe w/ static meshes OldLocation = Location; if ( !SetLocation(OldLocation - PrePivot) ) { SetCollisionSize(OldRadius, CollisionHeight); if ( !SetLocation(OldLocation - PrePivot) ) { SetCollisionSize(CollisionRadius, OldHeight); SetCollision(false, false, false); //NEW (mdf) PrePivot = default.PrePivot; /*OLD PrePivot = vect(0,0,0); */ if ( !SetLocation(OldLocation) ) TryToGib( class'Crushed' ); } } // why? this causes mesh to pop up by 3 units??? //NEW (mdf) //OLD PrePivot = PrePivot + vect(0,0,3); bReducedCylinder = true; //NEW (mdf) } function LandThump() { // animation notify - play sound if actually landed, and animation also shows it if ( Physics == PHYS_None) { bThumped = true; PlaySound(BodyLandedSound,, 1.0); } } event AnimEnd(int Channel) { if ( Channel != 0 ) return; if ( Physics == PHYS_None ) LieStill(); else if ( PhysicsVolume.bWaterVolume ) { bThumped = true; LieStill(); } } function LieStill() { if ( !bThumped ) LandThump(); //NEW (mdf) if( !bReducedCylinder ) ReduceCylinder(); /*OLD if ( CollisionHeight != CarcassCollisionHeight ) ReduceCylinder(); */ } singular event BaseChange() { if( base == None ) { SetPhysics(PHYS_Falling); } else if ( Pawn(base) != None ) { // don't let corpse ride around on someone's head TryToGib( class'Gibbed' ); } } function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) { //NEW (mdf) if( !bIgnoreImpactForces ) //OLD SetPhysics(PHYS_Falling); if ( (Physics == PHYS_None) && (Momentum.Z < 0) ) Momentum.Z *= -1; //NEW (mdf) if( !bIgnoreImpactForces ) //OLD Velocity += 3 * momentum/(Mass + 200); if ( bInvulnerableBody ) return; //NEW (mdf) if( DamageType != None ) //OLD Damage *= DamageType.Default.GibModifier; Health -=Damage; TryToGib( damageType, Damage ); } event BeginState() { if ( bTearOff && (Level.NetMode == NM_DedicatedServer) ) LifeSpan = 1.0; else SetTimer(18.0, false); SetPhysics(PHYS_Falling); bInvulnerableBody = true; if ( Controller != None ) { //NEW (mdf) -- PawnDied should be called for non players too -- and let PawnDied decided whether to destroy the Controller // Not calling this also means that the Pawn isn't correctly unpossessed? Controller.PawnDied(); /*OLD if ( Controller.bIsPlayer ) Controller.PawnDied(); else Controller.Destroy(); */ } } Begin: Sleep(0.2); bInvulnerableBody = false; } //============================================================================= // Animation interface for controllers /* SetAnimStatus() Called by controller to set animation status (e.g. relaxed, alert, combat, etc. */ //NEW /*OLD simulated function SetAnimStatus(name NewStatus) { if ( NewStatus != AnimStatus ) { // anim status change AnimStatus = NewStatus; ChangeAnimation(); } } */ /* PlayXXX() function called by controller to play transient animation actions */ //NEW /*OLD simulated event PlayDying(class<DamageType> DamageType, vector HitLoc) { GotoState('Dying'); if ( bPhysicsAnimUpdate ) { bReplicateMovement = false; bTearOff = true; Velocity += TearOffMomentum; SetPhysics(PHYS_Falling); } bPlayedDeath = true; } simulated function PlayFiring(float Rate, name FiringMode); function PlayWeaponSwitch(Weapon NewWeapon); simulated event StopPlayFiring() { bSteadyFiring = false; } function PlayTakeHit(vector HitLoc, int Damage, class<DamageType> damageType) { if ( Level.TimeSeconds - LastPainSound < 0.25 ) return; if (HitSound[0] == None)return; LastPainSound = Level.TimeSeconds; if (FRand() < 0.5) PlaySound(HitSound[0], SLOT_Pain); else PlaySound(HitSound[1], SLOT_Pain); } //============================================================================= // Pawn internal animation functions simulated event ChangeAnimation() { if ( (Controller != None) && Controller.bControlAnimations ) return; // player animation - set up new idle and moving animations PlayWaiting(); PlayMoving(); } */ //NEW /*OLD (mdf) not used for U2 simulated event AnimEnd(int Channel) { if ( Channel == 0 ) PlayWaiting(); } */ // Animation group checks (usually implemented in subclass) //NEW (mdf) function bool JumpInProgress() { return false; } /*OLD function bool CannotJumpNow() { return false; } */ //NEW /*OLD simulated event PlayJump(); simulated event PlayFalling(); simulated function PlayMoving(); simulated function PlayWaiting(); function PlayLanded(float impactVel) { local float landVol; //default - do nothing (keep playing existing animation) landVol = impactVel/JumpZ; landVol = 0.005 * Mass * landVol * landVol; PlaySound(Land, SLOT_Interact, FMin(20, landVol)); if ( !bPhysicsAnimUpdate ) PlayLandingAnimation(impactvel); } simulated event PlayLandingAnimation(float ImpactVel); */ //NEW (mdf) //----------------------------------------------------------------------------- // ADDITIONAL INTERFACE FUNCTIONS //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Pawn became invisible or Controllers should otherwise forget about the Pawn. function ClearReferencesTo() { local Controller C; for( C=Level.ControllerList; C!=None; C=C.NextController ) C.ClearReferencesTo( Self ); } //----------------------------------------------------------------------------- static function bool ValidPawn( Pawn P ) { return ( P != None && !P.bDeleteMe && P.Health > 0 && !P.bHidden ); } //----------------------------------------------------------------------------- function bool IsPlayer() { return Controller != None && Controller.bIsPlayer; } function bool IsRealPlayer() { return Controller != None && PlayerController(Controller) != None; } function bool IsNPC() { return Controller != None && AIController(Controller) != None; } //----------------------------------------------------------------------------- function SetTeam( int _TeamNumber ) { TeamNumber = _TeamNumber; } //----------------------------------------------------------------------------- function MaybeScaleSettings() { if ( DrawScale != Default.Drawscale ) { SetCollisionSize(CollisionRadius*DrawScale/Default.DrawScale, CollisionHeight*DrawScale/Default.DrawScale); Health = Health * DrawScale/Default.DrawScale; } } /*----------------------------------------------------------------------------- Master function for mucking with a Pawn's EyeHeight/BaseEyeHeight. Ideally all eyeheight modifications should pass through this function. Doesn't generally set EyeHeight if Pawn has bUpdateEyeHeight=true since this means that the Pawn is being used as the view target for a (real) player and UpdateEyeHeight will take care of smoothly matching the Pawn's EyeHeight to the new BaseEyeHeight. HeightChange used to adjust EyeHeight when Pawn's collision height changes (e.g. when crouching) so that the eye height doesn't "jump" for players. For NPCs which aren't being used as a view target, we don't need to worry about this and the EyeHeight will simply get set to the new base eye height. */ function AdjustEyeHeight( float NewEyeHeight, optional float HeightChange ) { //DMTNS( "AdjustEyeHeight called: " $ NewEyeHeight $ " HeightChange: " $ HeightChange ); BaseEyeHeight = NewEyeHeight; OldZ -= HeightChange; if( !bUpdateEyeHeight ) EyeHeight = BaseEyeHeight; //? why change base eye height? BaseEyeHeight = NewBaseEyeHeight; } //----------------------------------------------------------------------------- function SetEyeHeight( float NewEyeHeight ) { //DMTNS( "SetEyeHeight called: " $ NewEyeHeight ); EyeHeight = NewEyeHeight; OldZ = Location.Z; } //----------------------------------------------------------------------------- function SetBaseEyeHeight( float NewEyeHeight ) { //DMTNS( "SetBaseEyeHeight called: " $ NewEyeHeight ); BaseEyeHeight = NewEyeHeight; if( !bUpdateEyeheight ) EyeHeight = BaseEyeHeight; // otherwise UpdateEyeHeight smoothing "overshoots" and actually gives us a very large eyeheight OldZ = Location.Z; } //----------------------------------------------------------------------------- function RestoreEyeHeight( optional bool bSnap ) { //DMTNS( "RestoreEyeHeight BEGIN BaseEyeHeight: " $ default.BaseEyeHeight $ " EyeHeight: " $ EyeHeight ); BaseEyeHeight = default.BaseEyeHeight; if( bSnap || !bUpdateEyeHeight ) EyeHeight = BaseEyeHeight; //DMTNS( "RestoreEyeHeight END BaseEyeHeight: " $ default.BaseEyeHeight $ " EyeHeight: " $ EyeHeight ); } //----------------------------------------------------------------------------- function bool IsSentient() { return true; } //----------------------------------------------------------------------------- // true if NPC doesn't use ammo when firing weapon (never runs out). function bool GetInfiniteAmmo() { return false; } //----------------------------------------------------------------------------- function SetEnemyRotationRates() { if( default.RotationRateYawEnemy == 0 ) RotationRateYawEnemy = 1.2*default.RotationRate.Yaw; else RotationRateYawEnemy = default.RotationRateYawEnemy; if( default.RotationRateYawEnemySeen == 0 ) RotationRateYawEnemySeen = 2.0*default.RotationRate.Yaw; else RotationRateYawEnemySeen = default.RotationRateYawEnemySeen; } //----------------------------------------------------------------------------- function EnableRotation( bool bVal ) { if( bVal ) { RotationRate = default.RotationRate; SetEnemyRotationRates(); } else { RotationRate = rot(0,0,0); RotationRateYawEnemy = 0; RotationRateYawEnemySeen = 0; } } //----------------------------------------------------------------------------- // true if frozen (can't move and can't shoot etc.) function bool IsFrozen() { return ( Controller != None && Controller.IsFrozen() ); } //----------------------------------------------------------------------------- // true if movement disabled function bool IsStationary() { return ( Controller != None && Controller.IsStationary() ); } //----------------------------------------------------------------------------- // true if can't move (turrets, frozen/stationary NPCs, controller-less NPCs) function bool IsMobile() { return ( Controller != None && Controller.IsMobile() ); } //----------------------------------------------------------------------------- function SetSightRadius( float NewSightRadius ) { SightRadius = NewSightRadius; } //----------------------------------------------------------------------------- function RestoreSightRadius() { SightRadius = default.SightRadius; } //OLD defaultproperties { bCanOpenDoors=true bCanDoSpecial=true bCanWalkOffLedges=true MinIsTurningRate=1000.000000 bCanDiscardInventory=true bLOSHearing=true Visibility=128 DesiredSpeed=1.000000 MaxDesiredSpeed=1.500000 HearingThreshold=2800.000000 SightRadius=5000.000000 SeenRadius=9999999.000000 MaxStepHeight=35.000000 AvgPhysicsTime=0.100000 YawRateMultiplier=1.000000 PreviousDesiredRotationYaw=9999999 bSmoothTurns=true bResortToBasicTacticalMoves=true bSpecialNavigation=true Stance=1 DesiredStance=1 AccelRate=2048.000000 AirControl=0.050000 MaxFallSpeed=1200.000000 MaxJumpDownDistance=340282346638528860000000000000000000000.000000 MaxJumpDistance=340282346638528860000000000000000000000.000000 CrouchCostMultiplier=1.500000 DoorCostMultiplier=1.200000 FlyCostMultiplier=1.000000 JumpCostMultiplier=3.000000 LadderCostMultiplier=1.200000 SwimCostMultiplier=2.000000 BaseEyeHeight=64.000000 EyeHeight=54.000000 CrouchHeight=40.000000 CrouchRadius=34.000000 ProneHeight=12.000000 ProneRadius=48.000000 Health=100 GibForSureHealth=-9999.000000 GibMaybeHealth=-9999.000000 noise1time=-10.000000 noise2time=-10.000000 SoundDampening=1.000000 DamageScaling=1.000000 ShadowLightDirection=(X=1.000000,Z=2.000000) ShadowLightDistance=512.000000 ShadowBoundScale=35.000000 ControllerClass=Class'Engine.AIController' CarcassCollisionRadius=-1.000000 CarcassCollisionHeight=-1.000000 LandMovementState='PlayerWalking' WaterMovementState='PlayerSwimming' MovementAnimRate(0)=1.000000 MovementAnimRate(1)=1.000000 MovementAnimRate(2)=1.000000 MovementAnimRate(3)=1.000000 BlendChangeTime=0.250000 TeamNumber=-1 DrawType=DT_Mesh bCanTeleport=true bOwnerNoSee=true bStasis=true bAcceptsProjectors=true bLaunchPawns=true bUpdateSimulatedPosition=true RemoteRole=ROLE_SimulatedProxy Texture=Texture'Engine.S_Pawn' TerrainZOffset=5.000000 bTravel=true SoundRadius=9.000000 SoundVolume=240 TransientSoundVolume=2.000000 CollisionRadius=34.000000 CollisionHeight=78.000000 bCollideActors=true bCollideWorld=true bBlockActors=true bBlockPlayers=true bProjTarget=true bBlockStepping=true bRotateToDesired=true RotationRate=(Pitch=4096,Yaw=50000,Roll=3072) NetPriority=2.000000 bDirectional=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleSideBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleSideBars" } |
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