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//============================================================================= // SavedMove is used during network play to buffer recent client moves, // for use when the server modifies the clients actual position, etc. // This is a built-in Unreal class and it shouldn't be modified. // CHANGENOTE: All Changes in this class are related to the Weapon code update. //============================================================================= class SavedMove extends Info; // also stores info in Acceleration attribute var SavedMove NextMove; // Next move in linked list. var float TimeStamp; // Time of this move. var float Delta; // Distance moved. var bool bRun; var bool bDuck; var bool bPressedJump; var EDoubleClickDir DoubleClickMove; // Double click info. final function Clear() { TimeStamp = 0; Delta = 0; DoubleClickMove = DCLICK_None; Acceleration = vect(0,0,0); bRun = false; bDuck = false; bPressedJump = false; } final function SetMoveFor(PlayerController P, float DeltaTime, vector NewAccel, EDoubleClickDir InDoubleClick) { if ( VSize(NewAccel) > 3072 ) NewAccel = 3072 * Normal(NewAccel); if ( Delta > 0 ) Acceleration = (DeltaTime * NewAccel + Delta * Acceleration)/(Delta + DeltaTime); else Acceleration = NewAccel; Delta += DeltaTime; if ( DoubleClickMove == eDoubleClickDir.DCLICK_None ) DoubleClickMove = InDoubleClick; //NEW (mdf) -- toggle support bRun = (P.GetRunFlag() > 0); bDuck = (P.GetDuckFlag() > 0); /*OLD bRun = (P.bRun > 0); bDuck = (P.bDuck > 0); */ bPressedJump = P.bPressedJump || bPressedJump; TimeStamp = Level.TimeSeconds; } defaultproperties { UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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