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//============================================================================= // Pickup items. // // Pickup is the base class of actors that when touched by an appropriate pawn, // will create and place an Inventory actor in that pawn's inventory chain. Each // pickup class has an associated inventory class (its InventoryType). Pickups are // placed by level designers. Pickups can only interact with pawns when in their // default Pickup state. Pickups verify that they can give inventory to a pawn by // calling the GameInfo's PickupQuery() function. After a pickup spawns an inventory // item for a pawn, it then queries the GameInfo by calling the GameInfo's // ShouldRespawn() function about whether it should remain active, enter its Sleep // state and later become active again, or destroy itself. // // When navigation paths are built, each pickup has an InventorySpot (a subclass // of NavigationPoint) placed on it and associated with it // (the Pickup's MyMarker== the InventorySpot, // and the InventorySpot's markedItem == the pickup). // //============================================================================= class Pickup extends Actor abstract placeable native nativereplication; //----------------------------------------------------------------------------- const StopFallingTimer = 'StopFalling'; // NEW //----------------------------------------------------------------------------- // AI related info. var() float MaxDesireability; // Maximum desireability this item will ever have. var InventorySpot MyMarker; var() class<Inventory> InventoryType; //NEW (mdf) (OLD - not used) var() bool bInstantRespawn; // Can be tagged so this item respawns instantly. var bool bOnlyReplicateHidden; // only replicate changes in bHidden (optimization for level pickups) var(Display) bool bAmbientGlow; // Whether to glow or not. var() float RespawnTime; // Respawn after this time, 0 for instant. var() localized string PickupMessage; // Human readable description when picked up. var() sound PickupSound; //NEW: Pathing (player-only inventory) var() bool bPlayerOnly; // player-only pickups -- not picked up by NPCs, not in reachspecs //OLD var float FallingTimeoutDelay; // NEW(mib) check for pickups stuck in PHYS_Falling event Replication() { if ( bOnlyReplicateHidden ) { DOREP('bHidden'); //NEW MJL if( bNetInitial ) { DOREP('Rotation'); if( Physics == PHYS_Falling ) FORCEREP('Velocity'); } //OLD } else Super.Replication(); } //NEW MJL simulated function PostRecvVelocity() { SetPhysics( PHYS_Falling ); } //OLD //NEW: player-only pickups event PostBeginPlay() { Super.PostBeginPlay(); if( bPlayerOnly ) MaxDesireability = -999; if( bEditorPlaced ) FallingTimeoutDelay = 5.0; else FallingTimeoutDelay = 15.0; AddTimer( StopFallingTimer, FallingTimeoutDelay ); } //OLD event Destroyed() { if (MyMarker != None ) MyMarker.markedItem = None; if (Inventory != None ) Inventory.Destroy(); RemoveAllTimers(); //NEW(mib) falling timer cleanup Super.Destroyed(); } /* Reset() reset actor to initial state - used when restarting level without reloading. */ function Reset() { if ( Inventory != None ) destroy(); else { GotoState('Pickup'); Super.Reset(); } } /* Pickups have an AI interface to allow AIControllers, such as bots, to assess the desireability of acquiring that pickup. The BotDesireability() method returns a float typically between 0 and 1 describing how valuable the pickup is to the AIController. This method is called when an AIController uses the //NEW (mdf) FindBestInventory() navigation intrinsic (via the Controller's Desireability event). //OLD FindPathToBestInventory() navigation intrinsic. */ function float BotDesireability( pawn Bot ) { local Inventory AlreadyHas; local float desire; desire = MaxDesireability; if ( RespawnTime < 10 ) { AlreadyHas = Bot.FindInventoryType(InventoryType); if ( AlreadyHas != None ) { if ( Inventory != None ) { if( Inventory.Charge <= AlreadyHas.Charge ) return -1; } else if ( InventoryType.Default.Charge <= AlreadyHas.Charge ) return -1; } } return desire; } // Either give this inventory to player Other, or spawn a copy // and give it to the player Other, setting up original to be respawned. // function inventory SpawnCopy( pawn Other ) { local inventory Copy; if ( Inventory != None ) { Copy = Inventory; Inventory = None; } else Copy = spawn(InventoryType,Other,,,rot(0,0,0)); if (Weapon(Copy)?) MaybeAddMoreAmmo(Weapon(Copy),Other); //NEW Copy.GiveTo( Other ); //NEW Copy.TransferProperties( self ); //OLD //NEW MJL code that is done by SetRespawn ... useless here /*OLD if( Level.Game.ShouldRespawn(self) ) StartSleeping(); else Destroy(); */ return Copy; } function bool MaybeAddMoreAmmo( Weapon W, Pawn Other ){ return false; } //NEW function StartSleeping() { GotoState('Sleeping'); } function AnnouncePickup( Pawn Receiver ) { Receiver.HandlePickup(self); PlaySound( PickupSound,,2.0 ); TriggerEvent( Event, Receiver, Receiver ); //NEW (mw) if ( Level.Game.StatLog != None ) Level.Game.StatLog.LogPickup(self, Receiver); SetRespawn(); } // // Set up respawn waiting if desired. // function SetRespawn() { if( Level.Game.ShouldRespawn(self) ) GotoState('Sleeping'); else Destroy(); } // HUD Messages static function string GetLocalString( optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2 ) { return Default.PickupMessage; } function InitDroppedPickupFor(Inventory Inv) { SetPhysics(PHYS_Falling); GotoState(''); /*OLD: Don't store old Inventory -- this causes lots of problems Inventory = Inv; */ //NEW MJL: optimized code, not relying on these /*OLD bAlwaysRelevant = false; bOnlyReplicateHidden = false; */ } function bool ReadyToPickup(float MaxWait) { return false; } event Landed(Vector HitNormal) { RemoveTimer( StopFallingTimer ); //NEW GotoState('Pickup'); } //NEW (mib) falling timer prevents pickups from stay in PHYS_Falling (performance) function StopFalling() { SetPhysics( PHYS_None ); GotoState('Pickup'); } //OLD //============================================================================= // Pickup state: this inventory item is sitting on the ground. auto state Pickup { //NEW (mdf) Pathing -- player-only inventory function float BotDesireability( pawn Bot ) { if( bPlayerOnly ) { return -999; } else { return Global.BotDesireability( Bot ); } } //OLD function bool ReadyToPickup(float MaxWait) { return true; } /* ValidTouch() Validate touch (if valid return true to let other pick me up and trigger event). */ function bool ValidTouch( actor Other ) { // make sure its a live player //NEW (mdf) PlayerOnlyPickups if ( (Pawn(Other) == None) || !Pawn(Other).bCanPickupInventory || (Pawn(Other).Health <= 0) || (bPlayerOnly && PlayerController(Pawn(Other).Controller) == None) ) /*OLD if ( (Pawn(Other) == None) || !Pawn(Other).bCanPickupInventory || (Pawn(Other).Health <= 0) ) */ return false; //!!ARL (mdf) is this why you can now pick things up through walls (e.g. inside // lockers)? The test should probably just be made more robust -- e.g. if // !FastTrace then call CanSeeActor etc. with a flag to control this. /*OLD (arl): We don't really need this, and it actually makes pickups harder to pickup in places that you should be able to. // make sure not touching through wall if ( !FastTrace(Other.Location, Location) ) return false; */ // make sure game will let player pick me up if( Level.Game.PickupQuery(Pawn(Other), self) ) { TriggerEvent(Event, self, Pawn(Other)); return true; } return false; } // When touched by an actor. event Touch( actor Other ) { local Inventory Copy; // If touched by a player pawn, let him pick this up. if( ValidTouch(Other) ) { Copy = SpawnCopy(Pawn(Other)); AnnouncePickup(Pawn(Other)); Copy.PickupFunction(Pawn(Other)); } /*OLD MJL: DO allow it to pile up, or you can accidentally lose weapons/inventory, which sucks // don't allow inventory to pile up (frame rate hit) else if ( (Inventory != None) && Other.IsA('Pickup') && (Pickup(Other).Inventory != None) ) Destroy(); */ } // Make sure no pawn already touching (while touch was disabled in sleep). function CheckTouching() { local Pawn P; ForEach TouchingActors(class'Pawn', P) Touch(P); } event Timer() { if ( Inventory != None ) { if ( (FRand() < 0.1) || !PlayerCanSeeMe() ) Destroy(); else SetTimer(3.0, true); } } event BeginState() { /*OLD (arl) we don't want pickups to disappear in singleplayer. if ( Inventory != None ) SetTimer(20, false); */ } Begin: CheckTouching(); } //============================================================================= // Sleeping state: Sitting hidden waiting to respawn. State Sleeping { ignores Touch; function bool ReadyToPickup(float MaxWait) { return (LatentFloat < MaxWait); } function StartSleeping() {} event BeginState() { bHidden = true; } event EndState() { bHidden = false; } Begin: //NEW (mdf) /* Note that FindBestInventory pathing code assumes that LatentFloat represents time left to respawn! If any pickup state calls a latent function for any other reason than to sleep while pickup is hidden this could bork pathing code. It would pbly be best to have a separate property (RespawnTime) to track this. */ //OLD Sleep( ReSpawnTime ); Sleep( Level.Game.PlaySpawnEffect(self) ); GoToState( 'Pickup' ); } defaultproperties { MaxDesireability=0.005000 bOnlyReplicateHidden=true PickupMessage="Snagged an item." Physics=PHYS_Falling DrawType=DT_Mesh bOrientOnSlope=true bIgnoreSingularityDamage=false bIgnoreSingularityForces=false bAlwaysRelevant=true RemoteRole=ROLE_SimulatedProxy Texture=Texture'Engine.S_Inventory' bCollideActors=true bCollideWorld=true bFixedRotationDir=true DesiredRotation=(Yaw=30000) NetPriority=1.400000 NetUpdateFrequency=8.000000 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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