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//------------------------------------------------------------------------------ // FollowCam.uc // $Author: Mfox $ // $Date: 4/30/02 12:22p $ // $Revision: 2 $ // // Description: //------------------------------------------------------------------------------ // How to use this class: // //------------------------------------------------------------------------------ class FollowCam extends Inventory; var() float FollowCamSpeedFactor; var() vector FollowCamOffset; var() float SnapDist; // -- Deprecated. var() float RetractAccel; var float RetractSpeed; var bool bRetract; var vector LastCameraLocation; var Pawn SelectedPawn; var bool bFreezeCameraPosition; var bool bOn; var Pawn Viewer; replication { reliable if( Role<ROLE_Authority ) SetViewTarget; } //////////////// // Interfaces // //////////////// //------------------------------------------------------------------------------ simulated function Possess( Pawn InViewer ) { bOn = True; Viewer = InViewer; SetViewTarget( Viewer, Self ); LastCameraLocation = Viewer.Location + vect(0,0,1) * Viewer.BaseEyeHeight; } //------------------------------------------------------------------------------ simulated function UnPossess( Pawn InViewer ) { bOn = False; Viewer = None; SetViewTarget( InViewer, None ); } //------------------------------------------------------------------------------ simulated function Use( float Value ) { FollowCam(); } //////////////////// // exec functions // //////////////////// //------------------------------------------------------------------------------ simulated exec function FollowCam() { if( Pawn(Owner) != None ) { if( !bOn ) { bRetract = false; if( Viewer == None ) { Possess( Pawn(Owner) ); } } else { bRetract = !bRetract; if( bRetract ) { RetractSpeed = 0.0; bFreezeCameraPosition = false; } } } } //------------------------------------------------------------------------------ simulated exec function HoldCamera() { bFreezeCameraPosition = !bFreezeCameraPosition; } //------------------------------------------------------------------------------ simulated exec function SelectClosestPawn() { local Pawn p; // Unselect and return if one is already selected. if( SelectedPawn != None ) { SelectedPawn = None; return; } // Iterate through all the Visible Pawns, and select the closest one. foreach VisibleActors( class'Pawn', p ) { if( p != self ) // Don't use yourself stupid. { if( SelectedPawn == None || VSize( p.Location - Location ) < VSize( SelectedPawn.Location - Location ) ) { SelectedPawn = p; } } } } /////////// // Logic // /////////// //------------------------------------------------------------------------------ simulated event Tick( float DeltaTime ) { if( bOn && Viewer != None ) { if( PlayerController(Viewer.Controller).ViewTarget == Self ) { if( Viewer.Health > 0 ) { CalcFollowPosition( DeltaTime ); } else { UnPossess( Viewer ); } } else { bOn = false; Viewer = None; bRetract = false; } } Super.Tick( DeltaTime ); } ////////////////////// // Helper functions // ////////////////////// //------------------------------------------------------------------------------ simulated function CalcFollowPosition( float DeltaTime ) { local vector View, HitLocation, HitNormal; local float DesiredDist; local Actor HitActor; local vector DesiredCameraLocation, diff; local vector CameraLocation; local rotator CameraRotation; local vector PrevPos; CameraRotation = Viewer.GetViewRotation(); View = vect(1,0,0) >> CameraRotation; if( bRetract ) { DesiredCameraLocation = Viewer.Location; DesiredCameraLocation.z += Viewer.BaseEyeHeight; } else { // This is the wrong way to do this. DesiredCameraLocation = Viewer.Location + FollowCamOffset.x * View + FollowCamOffset.z * vect(0,0,1); } if( !bFreezeCameraPosition ) { diff = DesiredCameraLocation - LastCameraLocation; if( bRetract ) { PrevPos = LastCameraLocation; RetractSpeed += (RetractAccel * DeltaTime); LastCameraLocation = LastCameraLocation + (diff/FollowCamSpeedFactor) + (Normal(DesiredCameraLocation-LastCameraLocation)*(RetractSpeed*DeltaTime)); // Check if we passed our desired location. if( !class'Util'.static.VectorAproxEqual( Normal(DesiredCameraLocation-PrevPos), Normal(DesiredCameraLocation-LastCameraLocation) ) ) { UnPossess( Viewer ); } } else { LastCameraLocation += diff/FollowCamSpeedFactor; } } CameraLocation = LastCameraLocation; if( SelectedPawn != None ) { CameraRotation = rotator( SelectedPawn.Location - CameraLocation ); // Cheat by auto-aiming on the selected pawn. Viewer.SetViewRotation( rotator( SelectedPawn.Location - Location ) ); } else { CameraRotation = rotator( Viewer.Location + 48 * View + Viewer.BaseEyeHeight * vect(0,0,1) - CameraLocation ); } // Don't go thru walls. HitActor = Trace( HitLocation, HitNormal, CameraLocation, Viewer.Location, false ); if( HitActor != None ) { CameraLocation = HitLocation; bFreezeCameraPosition = false; } // -- Deprecated. // If we catch back up to ourself, go back to normal render mode. //if( bRetract && class'Util'.static.VectAproxEqual( CameraLocation, DesiredCameraLocation, SnapDist ) ) //{ // UnPossess( Viewer ); //} SetLocation( CameraLocation ); SetRotation( CameraRotation ); } //------------------------------------------------------------------------------ // This function is replicated to the server if called from the client. //------------------------------------------------------------------------------ simulated function SetViewTarget( Pawn InViewer, Actor InTarget ) { PlayerController(InViewer.Controller).SetViewTarget( InTarget ); RemoteRole = ROLE_SimulatedProxy; } /////////////// // Overrides // /////////////// /* Fix ARL: Create a pickup for this item. //------------------------------------------------------------------------------ function BecomePickup() { Super.BecomePickup(); bHidden = true; SetCollision( false, false, false ); } bAmbientGlow=False PickupMessage="FollowCam installed" bIsItemGoal=False */ defaultproperties { FollowCamSpeedFactor=2.500000 FollowCamOffset=(X=-140.000000,Z=80.000000) SnapDist=1.000000 RetractAccel=250.000000 ItemName="FollowCam" bGameRelevant=true CollisionRadius=0.000000 CollisionHeight=0.000000 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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