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//============================================================================= // U2Pawn.uc // Created By: Mike Fox // Created On: 8/01/00 // $Author: Mfox $ // $Date: 3/12/03 12:52p $ // $Revision: 219 $ //============================================================================= // Interface class for U2 Pawns. //============================================================================= class U2Pawn extends LicenseePawn config(User) abstract; #exec OBJ LOAD File=..\System\ParticleRes\onfire_fx.u #exec OBJ LOAD File=..\System\ParticleRes\EMP_Hit_FX.u #exec OBJ LOAD File=..\System\ParticleRes\Toxic_Hit_FX.u #exec OBJ LOAD File=..\System\ParticleRes\blood.u #exec OBJ LOAD File=..\System\ParticleRes\corpse_disappear_FX.u const MaxTossedItems = 12; const DyingPlacedState = 'DyingPlaced'; const MissionFailedState = 'MissionFailed'; const CleanupCarcassTimerName = 'CleanupCarcassTimer'; // error/special textures const TexExternalPathError = Texture'JLSSBlue'; const TexInternalPathError = Texture'JLSSGreen'; const TexMinZError = Texture'JLSSCyan'; const TexMoveError = Texture'JLSSMagenta'; const TexScriptLoadError = Texture'JLSSWhite'; const TexScriptRunError = Texture'JLSSRed'; const TexOtherError = Texture'JLSSYellow'; const TexDormant = Texture'JLSSGrey'; const MaxWalkingAnims = 8; const MaxCollectMomentumTime = 0.25; enum EErrorType { ET_ExternalPath, ET_InternalPath, ET_MinZ, ET_Move, ET_ScriptLoad, ET_ScriptRun, ET_Other, }; struct WalkingAnimInfoT { var float MinSpeed; var AnimationControllerInterf.EWalkingAnimType WalkingAnimType; }; struct MomentumTransferT { var float MomentumTransfer; var float Time; var int NumHits; //mdf-tbr: debug }; //----------------------------------------------------------------------------- // Asset components // main animation classes var(Pawn) class<AnimationControllerInterf> AnimationControllerClass; // type of animation controller class to instantiate var(Pawn) class<AssetsHelperGeneric> AssetsHelperClass; // assets (sounds, effects) class var(Pawn) class<DamageFilter> DamageFilterClass; var(Pawn) array<string> DefaultInventory; var(Pawn) string DefaultWeapon; var(Pawn) float TimeBeforeCarcassDestroyed; // only used if bQuickCarcassCleanup=false, set to 0.0 for carcass to be permanent var(Pawn) float CarcassPrePivotZ; // extra PrePivot Z amount for shared animation situations var(AI) bool bSentient; var bool bTestAnimHandler; var bool bServoEnabled; var float HeadTrackTimer; var Actor HeadTrackActor; var float MaxHeadTrackPlayerDistance; // NPCs won't head track if further away than this from player var float MaxHeadTrackDistance; // max distance within which NPCs look for pawns to look at var bool bHeadTrackingEnabled; var bool bWeaponAimingEnabled; // Animations var AnimationControllerInterf AnimationController; // animation controller // Sounds var SoundTable SoundTable; var(Pawn) string VoicePackage; // pawn-specific voice package var(Pawn) name VoiceListTag; // tag of placed voice package list var(Pawn) class<VoiceList> VoiceListClass; // default class of voice package list var(Pawn) float MinTimeBetweenHitSounds; // don't play hit sounds any closer together than this var(Sound) name SoundSlotTimerListTag; // tag of the sound slot timer list placed in the level var SoundSlotTimerListImpl SoundSlotTimers; // actual sound slot timer list var(Pawn) bool bUsesFlavorText; // set to true for NPCs with recognizable dialog (vocals) var float FriendDeadSoundDelay; // time to wait before mourning the death of a teammate var bool bNoFlavorTextTeamCheck; // uses flavor text regardless if there is not teammate nearby var bool bUseSoundSlotTimers; // set to true for NPCs to use SoundSlotTimer list to clamp sounds var SoundSlotInterf.ESoundTableSlot RandomAttackSoundSlot; // usually STS_Attack, but can be, say, STS_Acquire if sounds are the same var SoundSlotInterf.ESoundTableSlot RandomIdleSoundSlot; // usually STS_Idle, but can be, say, STS_Misc if sounds are the same var float MinTimeBetweenRandomSounds; // usually 0.0, if > 0.0 prevents multiple NPCs from talking over each other var float MinRandomSoundTime, MaxRandomSoundTime; var EPhysics MovementPhysics; var float CrouchingMoveSpeed; var float ProneMoveSpeed; var float StandingMoveSpeed; var float SetMoveSpeedFudge; // for fixing existing move speeds if groundspeed changes var globalconfig float DodgeXYVelocityScale; var globalconfig float DodgeJumpZScale; var float MinJumpAnimSpeed; var float MinLandAnimSpeed; var float FallTimer; var WalkingAnimInfoT WalkingAnims[ MaxWalkingAnims ]; // list of walking move speeds and associated animation types var int NumWalkingAnims; var(Pawn) string TossedItems[ MaxTossedItems ]; // things that are spawned and tossed by the Pawn upon death var float RemainingPowerSuitEnergy; // Tracks how much energy was remaining in the powersuit when this pawn was killed var DroppedEnergyPickup DroppedEnergy; var bool bRagdollDeath; // knockdowns var bool bCanKnockDown; // Pawn can be knocked down by damage/momentun var float MinKnockDownMomentumThreshold; // momentum >= this will knock NPC down var float MinTimeBetweenKnockDowns; var float LastKnockDownTime; var float LastMomentumTransferTime; var array<MomentumTransferT> CollectedMomentumTransfer; var int CurrentMomentumTransferSlot; var float TotalRecentMomentumTransfer; #debugbegin var int TotalRecentHits; #debugend // panic var float StopPanicTime; var float MinPanicTime; var(AI) bool bCanPanic; var class<DamageType> PanicDamageType; var Sound CurPanicSound; var float PanicSoundPauseSeconds; var Pawn PanicDamageInstigator; var float MaxAliveAddedVelocity; // cap AddVelocity velocity when alive var float MaxDeadAddedVelocity; // cap AddVelocity velocity when dead var FlameDamager FDamager; var U2UseManager UseManager; var array<U2UseManagerPlayer> AlternateUseManagers; var array<actor> UsableActors; // list of all usable actors in the level (minus XMP components) // texture-specific sounds caching var int NumTextureSounds; var int TextureSoundIndices[ 4 ]; var class<TextureHelperGeneric> LastSoundClass; var Material.ETextureType LastTextureType; var(Pawn) localized string Description; // for displaying text different from the speaker string var(Pawn) byte LowGoreMeshGoreLevel; var(Pawn) Mesh LowGoreMesh; var float TimeSinceBeginState; // used with some states to track how long NPC in that state // sinking carcasses var(Pawn) bool bQuickCarcassCleanup; // if true, carcass will be cleaned up quickly, otherwise see TimeBeforeCarcassDestroyed var float TotalCarcassSinkDistance; // cumulative distance the carcass has sunk var bool bSinkCarcass; // if set, carcass will sink var bool bShrinkCarcass; // if set, carcass will shrink var float CarcassSinkRatePerSec; // computed speed of sinking var float CarcassSinkRatePerSecMin; // computed speed of sinking (min) var float CarcassSinkRatePerSecMax; // computed speed of sinking (max) var float CarcassSinkRatePerSecInc; // computed speed of sinking (rate of increase) var float CarcassShrinkRateX, CarcassShrinkRateY, CarcassShrinkRateZ; var ParticleRadiator CarcassFadeTemplate; // special effect to hide carcasses disappearing var ParticleRadiator CarcassFadeEffect; //----------------------------------------------------------------------------- // AI var(AI) string CommandFileName; // file to use with event controller if given/applicable var(AI) string CommandStartLabel; // optional label to start at instead of top of script var(AI) bool bInfiniteAmmo; // if true NPC never runs out of ammo (all non-bots?) var(AI) bool bReloadsEnabled; // if false NPC never reloads weapon var(AI) bool bFrozen; // set to true to have NPC frozen on startup (can't move/shoot/turn) var(AI) bool bStationary; // set to true to have NPC stationary on startup (can't move but can shoot/turn) var(AI) float DeadBuoyancy; // how much buoyancy NPC should have when dead (default = 0 ==> sinks like pig iron) var globalconfig bool bDisableErrorColors; // if true, colors not changed on NPC pathing error etc. var globalconfig bool bDisableErrorMessages; // if true, no error messages on NPC pathing error etc. var float DrowningDamageAmount; /* mjl-tbd: can we do this through golem now? no other U2 code currently uses these vars Set/GetMultiSkin handle this stuff now ... cdh handles this? we should have the current 'skin' settings specified in the playerreplicationinfo as simple strings, to be loaded dynamically on the fly via golem offer a fallback, either to default male, or a random normal skin? also must handle sounds/grunts ... works independantly of the model choice? what is the plan for voicepacks? are we using them at all? var int FaceSkin; var int FixedSkin; var int TeamSkin1; var int TeamSkin2; var int MultiLevel; var string DefaultSkinName; */ var string DefaultPackage; // Body parts and other death related stuff //!!MB-uw: var class<UTHeads> HeadClass; //!!MB-uw: var class<UTMasterCreatureChunk> MasterReplacement; // HUD status var texture StatusDoll, StatusBelt; // allowed voices var string VoicePackMetaClass; var string VoiceType; // used to save off LD-set (initial) value so can be restored without using default and spamming the LD-set value var int InitialHealth; var float InitialSightRadius; var float InitialHearingThreshold; var float InitialAlertness; //!!cdh (mdf) tbr: used for NPCs which do not have _NW death anims (also maybe //_NW can go away and maybe we could have NPCs sometimes hold onto their //weapons after dying & turn these into pickups once the lie still? var LicenseePawn.EWeaponAnimationType DeathWAT; //----------------------------------------------------------------------------- //Networking var bool bReceivedInitialStatus, bReceivedInitialWeapon; //whether or not the client has received it's first variable yet ... see below var struct SCurrentStatus { var int<0,3> NumFires; //set in U2PlayerController.Fire var int<0,3> NumAltFires; //set in U2PlayerController.AltFire var bool bFiring; //set in U2PlayerNetTestController.ServerMoveEx var bool bAltFiring; //set in U2PlayerNetTestController.ServerMoveEx // var bool bReloading; // var bool bDuck; //taken from coll. cyl? // var bool bCrawl; //taken from coll. cyl? // var bool bWalk; //taken from speed? // var bool bMantling; //uhoh :) // var bool bJumping; var int<0,65535,32> Yaw; //set in U2PlayerNetTestController.ServerMoveEx var int<0,65535,64> Pitch; //set in U2PlayerNetTestController.ServerMoveEx } CurrentStatus, OldStatus; var Weapon OldWeapon; var array<U2Inventory> AdditionalDamageFilters; var array<U2Inventory> WeaponDamageItems; var bool bOverridesDamageEffect; var float DamageEffectOffsetMultiplier; // increase / decrease from default if mesh close to / far from collision cylinder // if you add new damage effects, please update StopDamageEffects() down below var ParticleRadiator FlameEffect; var ParticleRadiator EMPEffect; var ParticleRadiator ToxicEffect; var ParticleGenerator ParticleHitEffect; // pawn-specific hit effect (Drakk metal, green blood, etc.) var float DamageIndicatorAngle; // gibs var(Pawn) class<GibSet> GibSetClass; // class for gliblety bits var ParticleRadiator GibbedEffect; // blood effect when gibbed var(Pawn) float LoopDeathAnimRate; // if > 0.0, placed carcassees will loop specified animation (AnimSequence) at this rate // navigation error debug properties var bool bCauseMoveTargetNavError; var bool bCauseScriptedNavError; struct SInitialAgentInput { var name InputName; var name InputValue; }; var array<SInitialAgentInput> InitialAgentInputs; //----------------------------------------------------------------------------- //mjl-tbd: do clientside interpolation of the viewrotation.... event Replication() { Super.Replication(); if( !bNetOwner && Controller != None ) DOREP('CurrentStatus'); } //----------------------------------------------------------------------------- simulated function PreRecvCurrentStatus() { OldStatus = CurrentStatus; } //----------------------------------------------------------------------------- simulated function PostRecvCurrentStatus() { //if this pawn is not 'our' pawn, it does not have a controller replicated to us //set local pawn's rotation if not the owner? SetRotation(rot(1,0,0) * CurrentStatus.Pitch + rot(0,1,0) * CurrentStatus.Yaw); // if this is the first replication for this pawn, and we aren't currently firing, // ignore the NumFires distinction, since it will usually be different from the default '0' if( !bReceivedInitialStatus ) { bReceivedInitialStatus = true; if( Weapon != None ) { if( CurrentStatus.bFiring ) Weapon.Fire(); else if( CurrentStatus.bAltFiring ) Weapon.AltFire(); } return; } if( Weapon != None ) { if( OldStatus.NumFires != CurrentStatus.NumFires ) Weapon.Fire(); else if( OldStatus.NumAltFires != CurrentStatus.NumAltFires ) Weapon.AltFire(); } } //----------------------------------------------------------------------------- simulated function PreRecvWeapon() { OldWeapon = Weapon; } //----------------------------------------------------------------------------- //weapon is only replicated for pawns we don't own simulated function PostRecvWeapon() { if( Weapon != OldWeapon && Weapon != None && !bReceivedInitialWeapon ) Weapon.PlaySelect(); bReceivedInitialWeapon = true; } //----------------------------------------------------------------------------- event TravelPreAccept() { Super.TravelPreAccept(); // when traveling, the current weapon sometimes gets taken out of the idle state // preventing weapon switching until the current weapon is fired. if( Weapon != None ) Weapon.GotoState( 'Idle' ); } //----------------------------------------------------------------------------- event Tick( float DeltaTime ) { Super.Tick( DeltaTime ); //DMTNS( "Tick -- bStasis: " $ bStasis $ " bServoEnabled: " $ bServoEnabled $ " AnimationController: " $ AnimationController ); //DMTNS( "Tick - LRT: " $ LastRenderTime $ " DT: " $ DeltaTime $ " LTS: " $ Level.TimeSeconds $ " Diff: " $ (Level.TimeSeconds - LastRenderTime) ); if( bServoEnabled && AnimationController != None && !bStasis && DrawType == DT_Mesh ) { //DMTNS( " calling ExternalTick -- bStasis: " $ bStasis ); AnimationController.ExternalTick( DeltaTime ); } if( Level.NetMode != NM_Standalone && Level.NetMode != NM_Client && Controller != None ) { //for dead pawns and clients, this is useless code //mjl-tbd: reloading CurrentStatus.Pitch = Controller.Rotation.Pitch; CurrentStatus.Yaw = Controller.Rotation.Yaw; CurrentStatus.bFiring = (Controller.bFire != 0); CurrentStatus.bAltFiring = (Controller.bAltFire != 0); } } //----------------------------------------------------------------------------- function bool GetInfiniteAmmo() { return bInfiniteAmmo; } //----------------------------------------------------------------------------- function bool GetReloadsEnabled() { return bReloadsEnabled; } //----------------------------------------------------------------------------- simulated function PressedFire() { Weapon.Fire(); } //----------------------------------------------------------------------------- simulated function PressedAltFire() { Weapon.AltFire(); } //----------------------------------------------------------------------------- simulated function bool PressingFire() { if( Controller != None ) return Controller.bFire != 0; else return CurrentStatus.bFiring; } //----------------------------------------------------------------------------- simulated function bool PressingAltFire() { if( Controller != None ) return Controller.bAltFire != 0; else return CurrentStatus.bAltFiring; } //----------------------------------------------------------------------------- // ERROR HANDLING //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Note: if current skin isn't the default one, won't override this with a // subsequent non-default skin. function SpamTextures( Texture Tex ) { local int ii; if( Skins.Length == 0 ) Skins.Length = 6; // should be close enough if( Tex == None ) { // restore regular skins for( ii=0; ii<Skins.Length; ii++ ) Skins[ii] = default.Skins[ii]; Texture = default.Texture; } else if( Texture == default.Texture ) { // set to given skin for( ii=0; ii<Skins.Length; ii++ ) Skins[ii] = Tex; Texture = Tex; } } //----------------------------------------------------------------------------- function MakeErrorObvious( EErrorType ErrorType ) { local Texture Tex; if( !bDisableErrorColors ) { switch( ErrorType ) { case ET_ExternalPath: Tex = TexExternalPathError; break; case ET_InternalPath: Tex = TexInternalPathError; break; case ET_MinZ: Tex = TexMinZError; break; case ET_Move: Tex = TexMoveError; break; case ET_ScriptLoad: Tex = TexScriptLoadError; break; case ET_ScriptRun: Tex = TexScriptRunError; break; default: Tex = TexOtherError; break; } SpamTextures( Tex ); } } //----------------------------------------------------------------------------- function FixSkins() { SpamTextures( None ); } //----------------------------------------------------------------------------- // !!mdf-localize: function ErrorGeneral( EErrorType ErrorType, coerce string Msg ) { if( !bDisableErrorMessages ) { switch( ErrorType ) { case ET_ExternalPath: Msg = "External AI Pathing Error: " $ Msg; break; case ET_InternalPath: Msg = "Internal AI Pathing Error: " $ Msg; break; case ET_MinZ: Msg = "AI MinZ Error: " $ Msg; break; case ET_Move: Msg = "AI Movement Error: " $ Msg; break; case ET_ScriptLoad: Msg = "Script Load Error: " $ Msg; break; case ET_ScriptRun: Msg = "Script Run Error: " $ Msg; break; default: Msg = "Other AI Error: " $ Msg; break; } // just spit to log (as a warning) and console for now //AddActor( Self, ColorRed() ); DMTN( "(" $ Controller $ ") Warning: " $ Msg ); } MakeErrorObvious( ErrorType ); } //----------------------------------------------------------------------------- // debug //tbd #debugbegin function DMAI ( coerce string Msg ) { if( U2NPCController(Controller) != None ) U2NPCController(Controller).DMAI( Msg ); } function DMAIA( coerce string Msg ) { if( U2NPCController(Controller) != None ) U2NPCController(Controller).DMAIA( Msg ); } function DMAIE( coerce string Msg ) { if( U2NPCController(Controller) != None ) U2NPCController(Controller).DMAIE( Msg ); } function DMAIL( coerce string Msg ) { if( U2NPCController(Controller) != None ) U2NPCController(Controller).DMAIL( Msg ); } function DMAIM( coerce string Msg ) { if( U2NPCController(Controller) != None ) U2NPCController(Controller).DMAIM( Msg ); } //tbd #debugend //----------------------------------------------------------------------------- simulated function SetPlayerModel( string S ) { Mesh = LegendMesh(DynamicLoadObject( S, class'Class' )); } //----------------------------------------------------------------------------- simulated function string GetPlayerModel() { return string(Mesh); } //----------------------------------------------------------------------------- function ParticleGenerator GetDamageEffect( float Damage, vector HitLocation ) // override to create more sophisticated hit effects { return ParticleHitEffect; } //----------------------------------------------------------------------------- // PowerSuit Accessors (!!SBB (mdf): potential performance issues -- these are // called a lot and go through the entire inventory each time -- might want to // store a reference to the powersuit). simulated function float GetPowerSuit() { local PowerSuit CurrentPS; CurrentPS = PowerSuit(class'UtilGame'.static.GetInventoryItem( Self, class'PowerSuit' )); if( CurrentPS != None ) return CurrentPS.Power; else return -1.0; // Happens if Pawn has no PowerSuit } //----------------------------------------------------------------------------- simulated function float GetPowerSuitMax() { local PowerSuit CurrentPS; CurrentPS = PowerSuit(class'UtilGame'.static.GetInventoryItem( Self, class'PowerSuit' )); if( CurrentPS != None ) return CurrentPS.MaxPower; else return -1.0; // shouldn't happen (mdf): why not -- what if NPC doesn't have a powersuit? } //----------------------------------------------------------------------------- simulated function float GetPowerSuitPct() { local float Power; local float MaxPower; MaxPower = GetPowerSuitMax(); Power = GetPowerSuit(); if ( Power >= 0 && MaxPower > 0 ) return Power / MaxPower; else return -1.0; } //----------------------------------------------------------------------------- simulated function int GetPowerSuitResurrections() { local PowerSuitPhoenix CurrentPS; CurrentPS = PowerSuitPhoenix(class'UtilGame'.static.GetInventoryItem( Self, class'PowerSuitPhoenix' )); if( CurrentPS != None ) return CurrentPS.GetNumResurrections(); else return -1; } //----------------------------------------------------------------------------- simulated function string GetPowerSuitResurrectionsString() { local PowerSuitPhoenix CurrentPS; CurrentPS = PowerSuitPhoenix(class'UtilGame'.static.GetInventoryItem( Self, class'PowerSuitPhoenix' )); if( CurrentPS != None ) return CurrentPS.GetResurrectionsString(); else return ""; } //----------------------------------------------------------------------------- function bool PreventDeath( int Damage, Pawn Instigator, class<DamageType> DamageType, vector HitLocation ) { local PowerSuit CurrentPS; CurrentPS = PowerSuit(class'UtilGame'.static.GetInventoryItem( Self, class'PowerSuit' )); return ( CurrentPS != None && CurrentPS.PreventDeath( Damage, Instigator, DamageType, HitLocation ) ); } //----------------------------------------------------------------------------- simulated function float GetJumpPack() { local U2JumpPack CurrentJP; CurrentJP = U2JumpPack(class'UtilGame'.static.GetInventoryItem( Self, class'U2JumpPack' )); if( CurrentJP != None ) return CurrentJP.JumpEnergy; else return -1.0; // shouldn't happen (mdf): why not -- what if NPC doesn't have a jumppack? } //----------------------------------------------------------------------------- // NEW //----------------------------------------------------------------------------- // Generic sound notification passed in by Golem simulated function NotifySound( string SoundTableSlot ) { local SoundSlotInterf.ESoundTableSlot SlotIndex; if( SoundTable.StringToSlot( SoundTableSlot, SlotIndex ) ) SoundTable.PlaySlotSound( Self, SlotIndex ); else Warn( "NotifySound unable to find sound table slot:" @ SoundTableSlot @ "for pawn:" @ Self @ "using voice package:" @ VoicePackage ); } //----------------------------------------------------------------------------- function PlayTakeHitSound( int Damage, class<DamageType> DamageType, int Mult ) { if( (IsRealPlayer() || Controller.AllowHitSounds()) && (Level.TimeSeconds - LastPainSound) > MinTimeBetweenHitSounds ) { LastPainSound = Level.TimeSeconds; AssetsHelperClass.static.HandleTakeHitSound( Self, Damage, DamageType ); } } //----------------------------------------------------------------------------- function PlayMovementSound() { if( !PhysicsVolume.bWaterVolume && (Physics == PHYS_Walking || Physics == PHYS_Ladder) ) { if( IsProne() ) AssetsHelperClass.static.HandleProneMovingOnTexture( Self ); else if( !PhysicsVolume.bWaterVolume && (Physics == PHYS_Walking || Physics == PHYS_Ladder) ) AssetsHelperClass.static.HandleMovingOnTexture( Self ); } } //----------------------------------------------------------------------------- // Can be used with some movement animations to tell us to turn a movement // sound on/off. function NotifySetMovementSound( bool bEnable ) { if( bEnable ) AmbientSound = default.AmbientSound; else AmbientSound = None; } //----------------------------------------------------------------------------- function NotifyFallingFar( bool bEnable ) { if( bEnable ) AssetsHelperClass.static.HandleFallingSound( Self ); else AssetsHelperClass.static.StopFallingSound( Self ); } //----------------------------------------------------------------------------- // Dialog //----------------------------------------------------------------------------- function string GetDescription() { return Description; } //----------------------------------------------------------------------------- event DialogBegin( Actor Other ) { if( Controller != None ) Controller.DialogBegin( Other ); } //----------------------------------------------------------------------------- event DialogEnd() { if( Controller != None ) Controller.DialogEnd(); } //----------------------------------------------------------------------------- function DialogPause() { if( Controller != None ) Controller.DialogPause(); } //----------------------------------------------------------------------------- function DialogUnPause() { if( Controller != None ) Controller.DialogUnPause(); } //----------------------------------------------------------------------------- function DialogSetFocus( Actor FocusActor ) { if( Controller != None ) Controller.DialogSetFocus( FocusActor ); } //----------------------------------------------------------------------------- function DialogSetEndingFocus( Actor FocusActor ) { if( Controller != None ) Controller.DialogSetEndingFocus( FocusActor ); } //----------------------------------------------------------------------------- // Misc //----------------------------------------------------------------------------- simulated function PossessedBy( Controller C ) { super.PossessedBy( C ); // we do this in here, instead of PostBeginPlay, because we need a Controller, // so that it correctly replicates ClientWeaponSet to the client, and we see the weapon // AssignDefaultInventory() is also called from AddDefaultInventory() for Bots and Players. if( !C.bIsPlayer && Level.Netmode != NM_Client ) { AssignDefaultInventory(); SetDefaultWeapon(); class'U2GameInfo'.static.ScaleMovementSpeeds( Self ); } // if( bFrozen ) // C.SetFrozen( true ); } //----------------------------------------------------------------------------- function Died( Controller Killer, class<DamageType> DamageType, vector HitLocation, vector Momentum ) { local int ii; local class<Actor> TossedClass; local Actor TossedActor; local vector X,Y,Z; // spawn tossed items for( ii=0; ii<MaxTossedItems; ii++ ) { if( TossedItems[ ii ] != "" ) { TossedClass = class<Actor>(DynamicLoadObject( TossedItems[ ii ], class'Class' )); if( TossedClass != None ) { GetAxes( Rotation, X, Y, Z ); TossedActor = Spawn( TossedClass,,, Location + EyeHeight*vect(0,0,1) + 2.0*CollisionRadius*X, Rotation ); if( TossedActor == None ) DMN( "Warning (1): couldn't toss " $ TossedItems[ ii ] ); /* !!mdf-tbd: Speed = VSize(Other.Velocity); if( Speed != 0 ) TossedItem.Velocity = Normal(Other.Velocity/speed + 0.5 * VRand()) * (speed + 280); else TossedItem.Velocity = vect(0,0,0); */ } else { DMN( "Warning (2): couldn't toss " $ TossedItems[ ii ] ); } } } Super.Died( Killer, DamageType, HitLocation, Momentum ); } //----------------------------------------------------------------------------- function SetNumWalkingAnims() { // set default.NumWalkingAnims -- some Pawns may have none NumWalkingAnims = 0; while( NumWalkingAnims < MaxWalkingAnims && WalkingAnims[ NumWalkingAnims ].WalkingAnimType != WAT_None ) NumWalkingAnims++; } //----------------------------------------------------------------------------- function SetupAnimationComponents() { if( Health > 0 ) { // animation controller if( AnimationControllerClass != None ) { SetNumWalkingAnims(); AnimationController = new(Self) AnimationControllerClass; if( AnimationController == None ) assert( false ); AnimationController.Initialize(); } } } //----------------------------------------------------------------------------- function SetupSoundComponents() { if( Health > 0 ) { if( VoicePackage == "" ) VoicePackage = class'VoiceList'.static.GetVoicePackage( Self ); if( SoundTable == None ) SoundTable = class'SoundTable'.static.GetInstance( Self, VoicePackage ); if( SoundSlotTimers == None ) SoundSlotTimers = U2GameInfo(Level.Game).GetSoundSlotTimerList( SoundSlotTimerListTag ); if( VoicePackage != "" && SoundTable == None ) assert( false ); // enable idle sound timer but only if NPC has idle sounds if( SoundTable != None && (SoundTable.GetNumSounds( RandomIdleSoundSlot ) > 0 || SoundTable.GetNumSounds( RandomAttackSoundSlot ) > 0) ) U2NPCController(Controller).SetRandomSoundTimer(); } } //----------------------------------------------------------------------------- function SetupComponents() { SetupAnimationComponents(); SetupSoundComponents(); } //----------------------------------------------------------------------------- function MaybeScaleSettings(); //----------------------------------------------------------------------------- function NotifyGoreDetailChanged( byte GameGoreDetailLevel ) { local byte SwapGoreLevel; local Mesh SwapGoreMesh; if( LowGoreMeshGoreLevel <= GameGoreDetailLevel && (GoreLevel > GameGoreDetailLevel || LowGoreMeshGoreLevel > GoreLevel) ) { if( DrawType == DT_Mesh && LowGoreMesh != None ) { SwapGoreMesh = Mesh; Mesh = LowGoreMesh; LowGoreMesh = SwapGoreMesh; SwapGoreLevel = GoreLevel; GoreLevel = LowGoreMeshGoreLevel; LowGoreMeshGoreLevel = SwapGoreLevel; } } } //----------------------------------------------------------------------------- simulated event PreBeginPlay() { local Actor A; if( GoreLevel > GetGoreDetailLevel() ) NotifyGoreDetailChanged( GetGoreDetailLevel() ); Super.PreBeginPlay(); if( bDeleteMe ) // for actors that were destroyed in Actor.PreBeginPlay return; // NPCs which default to PHYS_Swimming won't drown (can't use bCanSwim -- this // only means that PC/NPC can go into water). For NPCs which don't default to // PHYS_Swimming but shouldn't drown (diver, sprout) directly set their // UnderWaterTime to -1.0 if( MovementPhysics == PHYS_Swimming ) UnderWaterTime = -1.0; InitialHealth = Health; InitialSightRadius = SightRadius; InitialHearingThreshold = HearingThreshold; InitialAlertness = Alertness; // cache usable actors in level foreach DynamicActors( class'Actor', A ) { if( A.IsA( 'DialogProxy' ) ) { UsableActors[UsableActors.Length] = A; } else if( Trigger(A) != None && Trigger(A).TriggerType == TT_Use ) { UsableActors[UsableActors.Length] = A; } } } //----------------------------------------------------------------------------- simulated event PostBeginPlay() { local int i; if( Level.bStartup && Health <= 0 ) { GotoState( DyingPlacedState ); } else { Super.PostBeginPlay(); SetupComponents(); for (i=0; i<InitialAgentInputs.Length; i++) MeshAgentSetInputCurValue(InitialAgentInputs[i].InputName, InitialAgentInputs[i].InputValue); } } //----------------------------------------------------------------------------- simulated event Destroyed() { Level.AddMeshListEntry( Self ); if( bRagdollDeath ) { Level.Game.DecActiveRagDollDeaths(); bRagdollDeath = false; } // make sure components cleaned up first if( AnimationController != None ) { AnimationController.Cleanup(); AnimationController.Delete(); AnimationController=None; } if( UseManager != None ) { UseManager.Cleanup(); UseManager = None; } Super.Destroyed(); } //----------------------------------------------------------------------------- simulated function SetHealth( float NewVal ) { InitialHealth = NewVal; Super.SetHealth( NewVal ); } //----------------------------------------------------------------------------- function RestoreSightRadius() { SightRadius = InitialSightRadius; } //----------------------------------------------------------------------------- function PreSetMovement() { bCanJump = ( JumpZ > 0.0 ); } //----------------------------------------------------------------------------- // If the Pawn isn't falling (in which case we leave it falling), set its // physics to its MovementPhysics. If in a water volume use PHYS_Swimming if // MovementPhyscss are PHYS_Walking. // // !!mdf-tbd: no -- if falling and in a water volume and bCanSwim, set physics // to PHYS_Swimming and if fallling and bCanFly, set physics to PHYS_Flying? function SetMovementPhysics( optional bool bInitializing ) { //DMTNS( "SetMovementPhysics (" $ bInitializing $ ")" ); //DMTNS( "PhysicsVolume.bWaterVolume: " $ PhysicsVolume.bWaterVolume ); //DMTNS( "Controller.PhysicsVolume.bWaterVolume: " $ Controller.PhysicsVolume.bWaterVolume ); if( PhysicsVolume.bWaterVolume ) { //DM( "water volume" ); if( bCanSwim ) SetPhysics( PHYS_Swimming ); else if( MovementPhysics != PHYS_None ) SetPhysics( PHYS_Falling ); // float? } else if( Physics == PHYS_Falling ) { //DM( "falling" ); if( bCanFly ) SetPhysics( PHYS_Flying ); } else { //DM( "not water volume and not falling" ); if( bInitializing && MovementPhysics == PHYS_Walking ) SetPhysics( PHYS_Falling ); else SetPhysics( MovementPhysics ); } } //----------------------------------------------------------------------------- // Checks whether currently playing a special jump animation that shouldn't be // interrupted, e.g. landing or taking hits. function bool JumpInProgress() { return( AnimationControllerClass != None && AnimationController.SpecialJumpAnim() ); } //----------------------------------------------------------------------------- function LandedOnTexture( float ImpactSpeed ) { AssetsHelperClass.static.HandleLandedOnTexture( Self, ImpactSpeed ); } //----------------------------------------------------------------------------- event LandedEx( CheckResult Hit ) { if( Mass > 2 ) LandedOnTexture( Velocity.Z ); if( bUpdateEyeHeight ) SetEyeHeight( 0.7*default.BaseEyeHeight ); Super.LandedEx( Hit ); } //----------------------------------------------------------------------------- event FellOutOfWorld() { if( U2NPCController(Controller) != None ) U2NPCController(Controller).FellOutOfWorld(); else Super.FellOutOfWorld(); } //----------------------------------------------------------------------------- function DropEnergy() { if( DroppedEnergy == None ) { if( RemainingPowerSuitEnergy >= 0 ) { // NOTE: even if the killed pawn's powersuit has 0 energy left, we // want to leave something behind. DroppedEnergy = Spawn( class'DroppedEnergyPickup', , , Location ); DroppedEnergy.Initialize( Self, RemainingPowerSuitEnergy ); DroppedEnergy.SetBase( Self ); } } } //----------------------------------------------------------------------------- // Skin Stuff //----------------------------------------------------------------------------- //NEW MJL: see above comment at beginning of file /*OLD static function GetMultiSkin( Actor SkinActor, out string SkinName, out string FaceName ) { local string ShortSkinName, FullSkinName, ShortFaceName, FullFaceName; FullSkinName = String(SkinActor.skins[default.FixedSkin]); ShortSkinName = SkinActor.GetItemName(FullSkinName); FullFaceName = String(SkinActor.skins[default.FaceSkin]); ShortFaceName = SkinActor.GetItemName(FullFaceName); SkinName = Left(FullSkinName, Len(FullSkinName) - Len(ShortSkinName)) $ Left(ShortSkinName, 4); FaceName = Left(FullFaceName, Len(FullFaceName) - Len(ShortFaceName)) $Mid(ShortFaceName, 5); } //----------------------------------------------------------------------------- static function SetMultiSkin(Actor SkinActor, string SkinName, string FaceName, byte TeamNum) { local string MeshName, FacePackage, SkinItem, FaceItem, SkinPackage; //!!cdh -- overhaul: SkinName designates a specific Golem entity to use as the mesh/skin/etc. for this Actor MeshName = SkinActor.GetItemName(string(SkinActor.Mesh)); SkinItem = SkinActor.GetItemName(SkinName); FaceItem = SkinActor.GetItemName(FaceName); FacePackage = Left(FaceName, Len(FaceName) - Len(FaceItem)); SkinPackage = Left(SkinName, Len(SkinName) - Len(SkinItem)); if(SkinPackage == "") { SkinPackage=default.DefaultPackage; SkinName=SkinPackage$SkinName; } if(FacePackage == "") { FacePackage=default.DefaultPackage; FaceName=FacePackage$FaceName; } // Set the talktexture if( Pawn(SkinActor) != None && (Pawn(SkinActor).Controller != None) && (Pawn(SkinActor).PlayerReplicationInfo != None) ) { if(FaceName != "") Pawn(SkinActor).PlayerReplicationInfo.TalkTexture = Texture(DynamicLoadObject(FacePackage$SkinItem$"5"$FaceItem, class'Texture')); else Pawn(SkinActor).PlayerReplicationInfo.TalkTexture = None; } } */ //----------------------------------------------------------------------------- function LaunchOffPawnDamage( Pawn Stompee ) { local int Damage; //!!mdf-tbd: abort damage if stomper doesn't weigh much more than stompee? // (although, ideally I'd prefer to stop some NPCs from stepping onto others at all -- see StepHeight)? //if( Mass <= 5 ) //if( Mass - Stompee.Mass <= 5 ) // this means that same class NPCs won't ever damage each other via stomping // return; Damage = 0.1 * (1-Velocity.Z/400) * Mass/Stompee.Mass; if( Damage <= 0.1*Stompee.Mass ) return; //Damage = (1-Velocity.Z/400) * Mass/Stompee.Mass; //Damage = 0.1 * (1-Velocity.Z/400) * Mass/Stompee.Mass; /* DM( "LaunchOffPawnDamage - Damage: " $ Damage $ " Velocity.Z: " $ Velocity.Z $ " Mass: " $ Mass $ " Stompee.Mass: " $ Stompee.Mass ); */ //!!mdf-tbd: eliminated momentum xfer for getting stomped on -- IMO momentum xfer for this doesn't make sense Stompee.TakeDamage( Damage, Self, Location, vect(0,0,0), class'DamageTypeStomped' ); } //----------------------------------------------------------------------------- event BreathTimer() { if( Level.NetMode == NM_Standalone ) //!!mwp change condition to a check for the power suit? (pending design) { // single-player pawns never drown return; } super.BreathTimer(); } //----------------------------------------------------------------------------- function TakeDrowningDamage() { if( !InGodMode() ) { //DMTN( "TakeDrowningDamage: " $ DrowningDamageAmount ); TakeDamage( DrowningDamageAmount, None, Location + CollisionHeight * vect(0,0,0.5)+ 0.7 * CollisionRadius * vector(Controller.Rotation), vect(0,0,0), class'DamageTypeDrowned' ); } } //----------------------------------------------------------------------------- static function bool IsPanicDamageType( class<DamageType> DamageType ) { return( ClassIsChildOf( DamageType, class'DamageTypeThermal' ) || ClassIsChildOf( DamageType, class'DamageTypeLeechGun' ) || ClassIsChildOf( DamageType, class'DamageTypeBiologicalGas' ) ); } //----------------------------------------------------------------------------- function eventTakeDamage( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) { local vector HitDir; //PWC7/10/2002 Removed any damage filtering from Pawn and put it into powersuit and U2GameInfo so that filtering for pawn and armor are completely separate // Account for pawns catching on fire!! if( ClassIsChildOf( DamageType, class'DamageTypeThermal' ) && (DamageType != class'DamageTypeThermalFlaming') ) { DoDamageEffect (Damage, DamageType, FlameEffect, ParticleRadiator'onfire_fx.ParticleRadiator0'); //PWC 8/13/2002 Put in a helper to cause continuous damage when on fire if (!FDamager || FDamager.bDeleteme) FDamager = spawn (class'FlameDamager'); FDamager.BeginDamaging(Self, Damage, Instigator, HitLocation, Momentum, class'DamageTypeThermalFlaming', FlameEffect.TimerDuration + FlameEffect.RampDownTime); } else if( ClassIsChildOf( DamageType, class'DamageTypeEMP' ) ) { DoDamageEffect (Damage, DamageType, EMPEffect, ParticleRadiator'EMP_Hit_FX.ParticleRadiator0', 3); } else if( ClassIsChildOf( DamageType, class'DamageTypeBiologicalGas' ) ) { DoDamageEffect (Damage, DamageType, ToxicEffect, ParticleRadiator'Toxic_Hit_FX.ParticleRadiator0'); } // put NPCs into panic state for some damage types if( !IsPlayer() && bCanPanic && IsPanicDamageType( DamageType ) && U2NPCController(Controller).CanPanic( Instigator, HitLocation, Damage, DamageType, Momentum ) ) { StopPanicTime = Level.TimeSeconds + MinPanicTime; PanicDamageType = DamageType; PanicDamageInstigator = Instigator; Controller.HandlePanic(); } // !!mdf-tbd: have DamageFilter handle effect to indicate damage filtered? // pass it along Super.TakeDamage( Damage, Instigator, HitLocation, Momentum, DamageType ); if( Damage > 0 && Level.NetMode != NM_DedicatedServer ) { // Engine DamageTypes: Crushed, Gibbed, Suicided, Fell do not implement effects if( class<DamageTypeImpl>(DamageType) != None ) class<DamageTypeImpl>(DamageType).static.HandleDamageEffect( Self, Damage, HitLocation ); if( IsRealPlayer() ) { class'UIConsole'.static.SendEvent("HealthFlash"); // Calculate hit angle. if(Momentum?) HitDir = normal(-Momentum); else HitDir = normal(HitLocation - Location); if(!HitDir) HitDir = VRand(); HitDir = HitDir << Rotation; // transform to playerspace. DamageIndicatorAngle = atan2( HitDir.y, HitDir.x ); DamageIndicatorAngle *= 180.0 / PI; DamageIndicatorAngle -= 90.0; class'UIConsole'.static.SendEvent("PainFlash"); } } if( Health <= 0 ) { // mdf-tbd: was originally in PlayDeathHit if( PhysicsVolume.bDestructive ) PhysicsVolume.PlayExitSplash( Self ); } } //----------------------------------------------------------------------------- function float GetDamageIndicatorAngleA(){ return DamageIndicatorAngle + 21.9; } function float GetDamageIndicatorAngleB(){ return DamageIndicatorAngle - 21.9; } //----------------------------------------------------------------------------- function TakeDamageHandlePhysics( Pawn InstigatedBy, out vector Momentum ) { if( !IsFrozen() ) Super.TakeDamageHandlePhysics( InstigatedBy, Momentum ); } //----------------------------------------------------------------------------- function TakeDamage( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) { //DMTNS( "U2Pawn.TakeDamage - Damage:" $ Damage $ " DamageType: " $ DamageType); // level transition hack if( Controller != None && Controller.IsInState( U2PlayerController.LevelTransitionState ) ) return; if( IsRealPlayer() ) { //DMTNS( "Calling eventTakeDamage for (real) player" ); // pass it along eventTakeDamage( Damage, Instigator, HitLocation, Momentum, DamageType ); } else if( Controller != None ) { //DMTNS( "Calling eventTakeDamage for non-player" ); // NPCs under script control might filter out damage (!!mdf-tbd). If this is // the case, the Controller will eat the call to TakeDamage, otherwise the // script controller will bounce the damage back to this class' eventTakeDamage // which can call the Super. //DMTNS( "Calling Controller.TakeDamage: " $ Damage ); Controller.TakeDamage( Damage, Instigator, HitLocation, Momentum, DamageType ); } } //----------------------------------------------------------------------------- function JumpOutOfWater(vector jumpDir) { BeginFalling(); Velocity = jumpDir * WaterSpeed; Acceleration = jumpDir * AccelRate; Velocity.Z = 380; //set here so physics uses this for remainder of tick bUpAndOut = true; } //----------------------------------------------------------------------------- // ANIMATIONS //----------------------------------------------------------------------------- function DoDamageEffect(int Damage, class<DamageType> DamageType, out ParticleRadiator DamageEffect, ParticleRadiator EffectType, optional float MaxScale) { local float DamagePct; local float DamageFloat; local vector Momentum; local int DamageTemp; local PowerSuit CurrentPS; if (!MaxScale) MaxScale=10; if( DamageEffect!=None && DamageEffect.bDeleteMe ) DamageEffect=None; if( DamageEffect==None ) { DamageEffect = ParticleRadiator(class'ParticleGenerator'.static.CreateNew( Self, EffectType, Location )); DamageEffect.Volume *= FClamp( CollisionHeight * CollisionRadius * CollisionRadius / /*54x28x28*/42336.0, 0.0, MaxScale ); // scale to CC size based on normal pawn dimensions. DamageEffect.TimerDuration=0; } DamageFloat=Damage; //if powersuit active use the powersuit damagefilter CurrentPS = PowerSuit(class'UtilGame'.static.GetInventoryItem( Self, class'PowerSuit' )); if( CurrentPS == None ) { DamageFilterClass.static.ApplyFilter( DamageTemp, Momentum, DamageType, DamageFloat ); } else { CurrentPS.DamageFilterClass.static.ApplyFilter( DamageTemp, Momentum, DamageType, DamageFloat ); } if (Damage!=0) { DamagePct=(DamageFloat)/Damage; } else DamagePct=0; if (DamagePct==0) DamagePct=0.1; DamageEffect.SetBase( Self ); DamageEffect.MeshOwner = Self; if (DamageType.default.EffectDurationCumulative == true) { if (DamageEffect.bOn==False) DamageEffect.TimerDuration=0; DamageEffect.TimerDuration += (DamageType.default.EffectDuration * DamagePct); if ( ClassIsChildOf( DamageType, class'DamageTypeThermal' ) ) { if ( DamageEffect.TimerDuration > 4 ) DamageEffect.TimerDuration=4; } DamageEffect.ParticleLifeSpan= (DamageEffect.TimerDuration + DamageEffect.RampUpTime + DamageEffect.RampDownTime + DamageEffect.GetMaxLifeSpan()); //NEW } else { if (DamageEffect.TimerDuration < (DamageType.default.EffectDuration * DamagePct)) { DamageEffect.TimerDuration = DamageType.default.EffectDuration * DamagePct; } DamageEffect.ParticleLifeSpan = DamageEffect.RampUpTime + DamageEffect.TimerDuration + DamageEffect.RampDownTime + DamageEffect.GetMaxLifeSpan(); } DamageEffect.Trigger( Self, Self );//NEW } //----------------------------------------------------------------------------- function float PlayDodge( eDoubleClickDir DoubleClickMove ) { return AnimationController.SpecialAnimationDodge( DoubleClickMove ); } //----------------------------------------------------------------------------- function PlayDying( class<DamageType> DamageType, vector HitLocation, Pawn InstigatedBy, vector Momentum ) { if( AnimationController != None ) AnimationController.SpecialAnimationDeath( DamageType, HitLocation, InstigatedBy, Momentum ); AssetsHelperClass.static.HandleDyingSound( Self ); } //----------------------------------------------------------------------------- function AddVelocity( vector NewVelocity ) { local float VelocitySize; if ( bIgnoreImpactForces ) return; if( NewVelocity == vect(0,0,0) ) return; Super.AddVelocity( NewVelocity ); VelocitySize = VSize( Velocity ); if( Health > 0 && VelocitySize > MaxAliveAddedVelocity ) Velocity = MaxAliveAddedVelocity * Normal( Velocity ); else if( Health < 0 && VelocitySize > MaxDeadAddedVelocity ) Velocity = MaxDeadAddedVelocity * Normal( Velocity ); } //----------------------------------------------------------------------------- function bool HandleKnockdown( Pawn Instigator, vector HitLocation, float Damage, class<DamageType> DamageType, vector Momentum ) { local int i; local float MomentumTransferThisCall; #debugbegin local int ActiveEntries; #debugend if( !bCanKnockDown ) return false; if( !U2NPCController(Controller).CanKnockdown( Instigator, HitLocation, Damage, DamageType, Momentum ) ) return false; MomentumTransferThisCall = VSize( Momentum ); if( !bIgnoreImpactForces && Health > 0 && MomentumTransferThisCall > 0.0 ) { // Mainly because of the way the shotgun works, momentum is tracked over X // secs -- if the total momentum transfer across any X-second period ever // exceeds the threshold, the NPC will be knocked down. As the collected MT // becomes "older" than X secs, that MT is removed from the collection. // The CollectedMomentumTransfer array should never grow that large afaik // so I'm not bothering to try to keep it sorted for fast removals. if( Level.TimeSeconds > LastMomentumTransferTime ) { // new tick -- remove any entries which are older than MaxCollectMomentumTime for( i=0; i<CollectedMomentumTransfer.Length; i++ ) { if( CollectedMomentumTransfer[ i ].MomentumTransfer > 0.0 && (Level.TimeSeconds - CollectedMomentumTransfer[ i ].Time) > MaxCollectMomentumTime ) { TotalRecentMomentumTransfer -= CollectedMomentumTransfer[ i ].MomentumTransfer; CollectedMomentumTransfer[ i ].MomentumTransfer = 0.0; #debugbegin TotalRecentHits -= CollectedMomentumTransfer[ i ].NumHits; CollectedMomentumTransfer[ i ].NumHits = 0; #debugend } } // find a free slot for this tick CurrentMomentumTransferSlot = -1; for( i=0; i<CollectedMomentumTransfer.Length; i++ ) { if( CollectedMomentumTransfer[ i ].MomentumTransfer == 0.0 ) { CurrentMomentumTransferSlot = i; break; } } if( CurrentMomentumTransferSlot == -1 ) { CollectedMomentumTransfer.Length = CollectedMomentumTransfer.Length + 1; CurrentMomentumTransferSlot = CollectedMomentumTransfer.Length - 1; } LastMomentumTransferTime = Level.TimeSeconds; CollectedMomentumTransfer[ CurrentMomentumTransferSlot ].Time = LastMomentumTransferTime; } CollectedMomentumTransfer[ CurrentMomentumTransferSlot ].MomentumTransfer += MomentumTransferThisCall; TotalRecentMomentumTransfer += MomentumTransferThisCall; //DMTNS( "U2Pawn.HandleTakeHit Damage: " $ Damage $ " Momentum: " $ VSize(Momentum) $ " MT this tick: " $ MomentumTransferThisCall $ " MT threshold: " $ MinKnockDownMomentumThreshold ); //DMTNS( "" ); #debugbegin CollectedMomentumTransfer[ i ].NumHits++; TotalRecentHits++; ActiveEntries = 0; for( i=0; i<CollectedMomentumTransfer.Length; i++ ) { if( CollectedMomentumTransfer[ i ].MomentumTransfer > 0.0 ) ActiveEntries++; } //DMTNS( TotalRecentHits $ ": MomentumTransferThisCall: " $ MomentumTransferThisCall $ " TotalRecentMomentumTransfer: " $ TotalRecentMomentumTransfer $ " (" $ ActiveEntries $ ")" ); #debugend if( TotalRecentMomentumTransfer >= MinKnockDownMomentumThreshold ) { if( (Level.TimeSeconds - LastKnockDownTime) > MinTimeBetweenKnockDowns ) { // CDH TEMP... short-term hack for knockdown direction, shouldn't be necessary if/when ragdoll gets used if ((vector(Rotation) dot Normal(Momentum)) > 0.0) MeshAgentSetInputCurValue('KnockdownDir', 'Forward'); else MeshAgentSetInputCurValue('KnockdownDir', 'Backward'); // ...CDH //DMTNS( " =====> KnockDown!" ); Controller.HandleKnockDown(); LastKnockDownTime = Level.TimeSeconds; } else { //DMTNS( " already handling previous knockdown" ); } return true; // started or already handling a knockdown } } return false; // no knockdown } //----------------------------------------------------------------------------- function bool CanDoRagdollHit() { return ( U2NPCController(Controller) != None && U2NPCController(Controller).CanDoRagdollHit() ); } //----------------------------------------------------------------------------- function HandleTakeHit( Pawn Instigator, vector HitLocation, float Damage, class<DamageType> DamageType, vector Momentum ) { Super.HandleTakeHit( Instigator, HitLocation, Damage, DamageType, Momentum ); if( AnimationController != None ) { AnimationController.SpecialAnimationTakeHit( HitLocation, Damage, DamageType, Instigator, Momentum ); } if( Instigator != Self && SameTeam( Instigator ) && !IsPanicDamageType( DamageType ) && // let panic state manage friendly fire (and panic) sounds U2NPCController(Controller) != None && U2NPCController(Controller).CanPanic( Instigator, HitLocation, Damage, DamageType, Momentum ) ) { AssetsHelperClass.static.HandleFriendlyFire( U2Pawn(Instigator), Self ); } } //----------------------------------------------------------------------------- // Karma impact callback event KImpact(actor other, vector pos, vector impactVel, vector impactNorm) { local ParticleGenerator EffectClass; local ParticleSalamander Particles; local vector SpawnLocation; local vector EffectVector; local rotator EffectRotation; local vector DirectionVector; //DMTNS("IMPACT "$VSize(impactVel)); /* High-impact blood splatter */ if ((GetGoreDetailLevel() >= 1) && (VSize(impactVel) > 1000.0)) { if (bOverridesDamageEffect) EffectClass = ParticleHitEffect;//GetDamageEffect( Damage, HitLocation ); else EffectClass = class'DamageTypePhysical'.default.ParticleEffect; if (EffectClass?) { EffectVector = -impactNorm;//impactVel; DirectionVector = Normal(EffectVector); EffectRotation = rotator(DirectionVector); SpawnLocation = pos + impactNorm*8.0; Particles = ParticleSalamander(class'ParticleGenerator'.static.CreateNew( self, EffectClass, SpawnLocation )); Particles.SetRotation( EffectRotation ); Particles.Trigger( self, Instigator ); Particles.ParticleLifeSpan = Particles.GetMaxLifeSpan() + Particles.TimerDuration; } } } //----------------------------------------------------------------------------- //SERVOTBD: how to handle the rest of these with servo approach? //----------------------------------------------------------------------------- // Play specified animation with specified rate (optional). exec function Gesture( name Sequence, optional float Rate ) { if( Rate ~= 0.0 ) Rate = 1.0; // CDH FIXME - Use taunts for now (tbd - Add another agent action for this?) AnimationController.SpecialAnimationVictoryDance(); } //----------------------------------------------------------------------------- // Play some random taunt animation. exec function PlayTaunt() { AnimationController.SpecialAnimationTaunt(); } //----------------------------------------------------------------------------- // backwards compatibility function ServerTaunt( name Sequence ) { Gesture( Sequence, 1.0 ); } //----------------------------------------------------------------------------- // backwards compatibility exec function Taunt( name Sequence ) { Gesture( Sequence, 1.0 ); } //----------------------------------------------------------------------------- function PlayVictoryDance() { PlayTaunt(); } //----------------------------------------------------------------------------- function PlayWaving() { AnimationController.SpecialAnimationWave(); } //----------------------------------------------------------------------------- function HandleRandomAttackSound() { AssetsHelperClass.static.HandleRandomAttackSound( Self, RandomAttackSoundSlot ); } //----------------------------------------------------------------------------- function HandleRandomIdleSound() { AssetsHelperClass.static.HandleRandomIdleSound( Self, RandomIdleSoundSlot ); } //----------------------------------------------------------------------------- // !!mdf-tbd: hooking into a servo approach to know when to play jump sound // would clean code up substantially (would only need to worry about calling // this in a single place). function HandleJumpSound() { if( !bMantling ) // don't spam mantle sound AssetsHelperClass.static.HandleJumpSound( Self ); } //----------------------------------------------------------------------------- function Dodge( eDoubleClickDir DoubleClickMove, bool bJumpDodge ) { local vector X,Y,Z; //!!mdf-tbd: StopMovement( true, false ); PlayDodge( DoubleClickMove ); if( bJumpDodge ) { GetAxes( Rotation,X,Y,Z ); if( DoubleClickMove == DCLICK_Forward ) Velocity = DodgeXYVelocityScale*default.GroundSpeed*X + (Velocity dot Y)*Y; else if( DoubleClickMove == DCLICK_Back ) Velocity = -DodgeXYVelocityScale*default.GroundSpeed*X + (Velocity dot Y)*Y; else if( DoubleClickMove == DCLICK_Left ) Velocity = DodgeXYVelocityScale*default.GroundSpeed*Y + (Velocity dot X)*X; else if( DoubleClickMove == DCLICK_Right ) Velocity = -DodgeXYVelocityScale*default.GroundSpeed*Y + (Velocity dot X)*X; Velocity.Z = default.JumpZ * DodgeJumpZScale; Controller.StartFalling(); //!!mdf-tbd: tell controller we started falling SetPhysics( PHYS_Falling ); } HandleJumpSound(); } //----------------------------------------------------------------------------- function MantlingBegin() { //disable for now -- animation is wrong, lasts too long, and isn't really needed? //AnimationController.SpecialAnimationMantle(); } //----------------------------------------------------------------------------- // Functions for controlling animations for scripting / testing: //----------------------------------------------------------------------------- function bool LookupLoopAnim( name LookupName, optional float Rate, optional float TweenTime, optional int LockVal ) { return AnimationController.SpecialAnimationLoop( LookupName, Rate, TweenTime, LockVal ); } //----------------------------------------------------------------------------- function bool LookupPlayAnim( name LookupName, optional float Rate, optional float TweenTime, optional int LockVal ) { return AnimationController.SpecialAnimationPlay( LookupName, Rate, TweenTime, LockVal ); } //----------------------------------------------------------------------------- function bool LookupTweenAnim( name LookupName, optional float TweenTime, optional int LockVal ) { return AnimationController.SpecialAnimationTween( LookupName, TweenTime, LockVal ); } //----------------------------------------------------------------------------- // AI stuff -- this is a bit of a mess currently -- I still haven't figured out // the best way to organize things... //----------------------------------------------------------------------------- function AssignDefaultInventory() { local int i; for( i = 0; i < DefaultInventory.Length; i++ ) { if( DefaultInventory[i] != "" ) { if( class'UtilGame'.static.GiveInventoryString( Self, DefaultInventory[i] ) == None ) { ErrorGeneral( ET_Other, "Couldn't give inventory: " $ DefaultInventory[i] ); } } } } //----------------------------------------------------------------------------- function SetDefaultWeapon() { if( (DefaultWeapon != "") && (class'UtilGame'.static.SetCurrentWeaponString( Self, DefaultWeapon ) == None) ) { ErrorGeneral( ET_Other, "Couldn't assign default weapon: " $ DefaultWeapon ); if( Weapon != None ) Weapon.BringUp(); } } //----------------------------------------------------------------------------- function bool GiveTossedItem( string ItemStr ) { local int ii; // shove into next free slot ii=0; while( TossedItems[ii] == "" && ii < MaxTossedItems ) ii++; if( ii < MaxTossedItems ) TossedItems[ ii ] = ItemStr; return ( ii < MaxTossedItems ); } //----------------------------------------------------------------------------- function bool RemoveTossedItem( string ItemStr ) { local int ii; // find specified item ii=0; while( !(TossedItems[ii] ~= ItemStr) && ii < MaxTossedItems ) ii++; if( ii < MaxTossedItems ) TossedItems[ ii ] = ""; return ( ii < MaxTossedItems ); } //----------------------------------------------------------------------------- // Interfaces for artifact modification of incoming/outgoing damage //----------------------------------------------------------------------------- function AddWeaponDamageItem( U2Inventory Inv ) { WeaponDamageItems[WeaponDamageItems.Length] = Inv; } //----------------------------------------------------------------------------- function RemoveWeaponDamageItem( U2Inventory Inv ) { local int i; for( i = 0; i < WeaponDamageItems.Length; i++ ) { if( WeaponDamageItems[i] == Inv ) WeaponDamageItems.Remove(i,1); } } //----------------------------------------------------------------------------- function AddAdditionalDamageFilter( U2Inventory Inv ) { AdditionalDamageFilters[ AdditionalDamageFilters.Length ] = Inv; } //----------------------------------------------------------------------------- function RemoveAdditionalDamageFilter( U2Inventory Inv ) { local int i; for( i = 0; i < AdditionalDamageFilters.Length; i++ ) { if( AdditionalDamageFilters[ i ] == Inv ) AdditionalDamageFilters.Remove(i,1); } } //----------------------------------------------------------------------------- function float AdjustWeaponDamage( float Damage ) { local int i; //DMTNS( "*** AdjustWeaponDamage IN: " $ Damage ); // traverse Instigator.WeaponDamageItems and call AdjustDamage() for( i = 0; i < WeaponDamageItems.Length; i++ ) { WeaponDamageItems[i].AdjustDamage( Damage ); //DMTNS( "*** after " $ WeaponDamageItems[i] $ ".AdjustDamage: " $ Damage ); } //DMTNS( "*** AdjustWeaponDamage OUT: " $ Damage ); return Damage; } //----------------------------------------------------------------------------- function float ApplyAdditionalDamageFilters( float Damage ) { local int i; for( i = 0; i < AdditionalDamageFilters.Length; i++ ) AdditionalDamageFilters[i].AdjustDamage( Damage ); //DM( "*** ApplyAdditionalDamageFilters returning " $ Damage ); return Damage; } //----------------------------------------------------------------------------- function int AdjustFinalDamage( int Damage ) { return Damage; } //----------------------------------------------------------------------------- function bool IsSentient() { return Controller != None && bSentient; } /*----------------------------------------------------------------------------- Contains static functions for code that would otherwise be duplicated in U2 PC and NPC classes. -----------------------------------------------------------------------------*/ function LicenseePawn.EWeaponAnimationType GetWeaponAnimationTypeW( Weapon Weap ) { local LicenseePawn.EWeaponAnimationType ReturnedWAT; ReturnedWAT = AT_NoWeapon; if( U2Weapon(Weap) != None ) { ReturnedWAT = U2Weapon(Weap).GetWeaponAnimationType(); } else if( Weap != None ) { // support for non-U2 weapons if( Weap.Mass > 20 ) ReturnedWAT = AT_Large; else ReturnedWAT = AT_Small; } if( bLargeAnims ) { // remap weapon type for big NPCs (these don't have animations for all weapon types) if( Health > 0 ) { //2002.12.08 (mdf) heavies should use AT_Shoulder for RL so they don't use repeat fire? //if( ReturnedWAT != AT_Flamethrower ) if( ReturnedWAT != AT_Shoulder && ReturnedWAT != AT_Flamethrower ) ReturnedWAT = AT_Large; } else { ReturnedWAT = DeathWAT; } } return ReturnedWAT; } //----------------------------------------------------------------------------- function StopDamageEffects() { if( FlameEffect != None && !FlameEffect.bDeleteMe && FlameEffect.bOn ) { FlameEffect.ParticleDestroy(); FlameEffect = None; } if( EMPEffect != None && !EMPEffect.bDeleteMe && EMPEffect.bOn ) { EMPEffect.ParticleDestroy(); EMPEffect = None; } if( ToxicEffect != None && !ToxicEffect.bDeleteMe && ToxicEffect.bOn ) { ToxicEffect.ParticleDestroy(); ToxicEffect = None; } } //----------------------------------------------------------------------------- function bool HasGibs() { return (GibSetClass!=None); } //----------------------------------------------------------------------------- function bool ShouldGib( class<DamageType> DamageType, optional float Damage ) { if( GibSetClass.default.GoreLevel > GetGoreDetailLevel() ) { //DMTNS("ShouldGib -- Gore setting too low"); return false; // gore setting not appropriate } return Super.ShouldGib( DamageType, Damage ); } //----------------------------------------------------------------------------- function DoGibs() { if( GibSetClass != None ) GibSetClass.static.CreateChunks(Self); } //----------------------------------------------------------------------------- function DoGibbedEffect() { if( GibSetClass == None || GibSetClass.default.GibbedEffectType == None ) return; if( GibbedEffect!=None && GibbedEffect.bDeleteMe ) GibbedEffect=None; if( GibbedEffect==None ) { GibbedEffect = ParticleRadiator(class'ParticleGenerator'.static.CreateNew( Self, GibSetClass.default.GibbedEffectType )); GibbedEffect.Volume *= FClamp( CollisionHeight * CollisionRadius * CollisionRadius / /*54x28x28*/42336.0, 0.0, 10.0 ); // scale to CC size based on normal pawn dimensions. GibbedEffect.Volume *= GibSetClass.default.GibbedEffectVolumeMultiplier; } GibbedEffect.MeshOwner = GibbedEffect; GibbedEffect.Mesh = Mesh; GibbedEffect.Trigger( Self, Self ); GibbedEffect.ParticleDestroy(); } //----------------------------------------------------------------------------- function ChunkUp() { DoGibbedEffect(); // blood radiator effect DoGibs(); // chunks and sound // are any of these no longer needed since the pawn will be destroyed in the super? StopSoundSlot( SLOT_Talk ); if( FDamager != None ) FDamager.StopDamaging(); StopDamageEffects(); Super.ChunkUp(); } //----------------------------------------------------------------------------- function DumpAgentAnimInfo() { local int ii; local array<string> AgentInfoStrings; DMTNS( "DumpAgentAnimInfo:" ); GetAgentAnimInfo( AgentInfoStrings ); for( ii=0; ii<AgentInfoStrings.Length; ii++ ) DMTNS( " " $ AgentInfoStrings[ ii ] ); } //----------------------------------------------------------------------------- function DumpAgentInputInfo() { local int ii; local array<string> AgentInfoStrings; DMTNS( "DumpAgentInputInfo:" ); GetAgentInputInfo( AgentInfoStrings ); for( ii=0; ii<AgentInfoStrings.Length; ii++ ) DMTNS( " " $ AgentInfoStrings[ ii ] ); } //----------------------------------------------------------------------------- function DumpAgentInfo() { DumpAgentAnimInfo(); DumpAgentInputInfo(); } //----------------------------------------------------------------------------- function NotifyRagdollCollisionChange(); function NotifyRagdollDeathEnded(); //----------------------------------------------------------------------------- // STATE CODE //----------------------------------------------------------------------------- exec function TestMissionFailed( name ViewTargetTag ) { local U2PlayerController PC; local Pawn P, ViewTarget; PC = U2PlayerController(Level.PlayerControllerList); assert( PC != None ); // must be able to find the player ViewTarget = self; if( ViewTargetTag != '' ) { foreach AllActors( class'Pawn', P, ViewTargetTag ) { ViewTarget = P; } } DM( "Look at " $ ViewTarget ); PC.HandleMissionFailed( ViewTarget ); } function HandleMissionFailed() { GotoState( MissionFailedState ); } state @ MissionFailedState { ignores Bump, HitWall, HeadVolumeChange, PhysicsVolumeChange, BeginFalling, BreathTimer; function PlayWeaponSwitch(Weapon NewWeapon) {} function PlayTakeHit(vector HitLoc, int Damage, class<DamageType> damageType) {} function Died(Controller Killer, class<DamageType> damageType, vector HitLocation, vector Momentum) { } event LandedEx( CheckResult Hit ) { local rotator finalRot; finalRot = Rotation; finalRot.Roll = 0; finalRot.Pitch = 0; setRotation(finalRot); SetPhysics(PHYS_None); SetCollision(true, false, false); if ( !IsAnimating(0) ) LieStill(); } 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(); } singular event BaseChange() { // do nothing } function TakeDamage( int Damage, Pawn instigatedBy, vector hitlocation, vector momentum, class<DamageType> damageType) { // do nothing } event BeginState() { SetPhysics( PHYS_Falling ); // stop run/turn animations -- return to neutral stance MeshAgentSetInputCurValue('Direction', 'None'); MeshAgentSetInputCurValue('Turning', 'None'); MeshAgentSetInputLock('Direction', true); MeshAgentSetInputLock('Turning', true); //!!MWP (mdf) can't this happen if player died / gibbed sometime before mission failed? //assert( U2PlayerController(Controller) != None ); } } //----------------------------------------------------------------------------- state @ DyingState { ignores Bump, HitWall, HeadVolumeChange, PhysicsVolumeChange, BeginFalling, BreathTimer; //------------------------------------------------------------------------- event LandedEx( CheckResult Hit ) { Super.LandedEx( Hit ); CleanupShadows(); } //------------------------------------------------------------------------- function CleanupShadows() { if( Level.NetMode != NM_DedicatedServer ) { if( ShadowA != None ) { ShadowA.Destroy(); ShadowA = None; } if( ShadowB != None ) { ShadowB.Destroy(); ShadowB = None; } //CDH-uw: if ( UTBloodPool2(Shadow) == None ) //CDH-uw: Shadow = Spawn(class'UTBloodPool2',,,Location, rotator(HitNormal)); } } //------------------------------------------------------------------------- // U2 version function ReduceCylinder() { local float OldHeight, OldRadius; local vector OldLocation; local float HeightChange; local bool bResult; SetCollision( true, false, false ); // in case size wasn't at default upon death: class'Util'.static.AdjustCollisionSize( Self, default.CollisionRadius, default.CollisionHeight ); OldHeight = CollisionHeight; OldRadius = CollisionRadius; OldLocation = Location; //AddActor( Self ); //DMTNS( "ReduceCylinder BEGIN CollisionRadius: " $ CollisionRadius $ " CollisionHeight: " $ CollisionHeight $ " PrePivot.Z: " $ PrePivot.Z ); //DMTNS( " Physics: " $ EnumStr( enum'EPhysics', Physics ) ); //DMTNS( " Velocity: " $ Velocity ); SetCollisionSize( CarcassCollisionRadius, CarcassCollisionHeight ); //DMTNS( " Trying CollisionRadius: " $ CollisionRadius $ " CollisionHeight: " $ CollisionHeight ); //AddCylinder( OldLocation - vect(0,0,1)*HeightChange, CollisionRadius, CollisionHeight, ColorGreen() ); HeightChange = OldHeight - CarcassCollisionHeight; //!!mdf-tbd: crouching NPCs still pop up by 4 units compared to standing ones //DMTNS( " New CollisionRadius: " $ CollisionRadius $ " CollisionHeight: " $ CollisionHeight ); PrePivot.Z = default.PrePivot.Z + HeightChange; //DMTNS( " New PrePivot.Z: " $ PrePivot.Z ); bResult = SetLocation( OldLocation - vect(0,0,1)*HeightChange ); if( !bResult ) { SetCollisionSize( CarcassCollisionRadius*0.75, CarcassCollisionHeight ); //DMTNS( GetContext(0) $ " Trying CollisionRadius: " $ CollisionRadius $ " CollisionHeight: " $ CollisionHeight ); //AddCylinder( OldLocation - vect(0,0,1)*HeightChange, CollisionRadius, CollisionHeight, ColorYellow() ); bResult = SetLocation( OldLocation - vect(0,0,1)*HeightChange); } if( !bResult ) { SetCollisionSize( OldRadius, CollisionHeight ); //DMTNS( GetContext(0) $ " Trying CollisionRadius: " $ CollisionRadius $ " CollisionHeight: " $ CollisionHeight ); //AddCylinder( OldLocation - vect(0,0,1)*HeightChange, CollisionRadius, CollisionHeight, ColorYellow() ); bResult = SetLocation( OldLocation - vect(0,0,1)*HeightChange); } if( !bResult ) { SetCollisionSize( CollisionRadius, OldHeight ); //DMTNS( GetContext(0) $ " Trying CollisionRadius: " $ CollisionRadius $ " CollisionHeight: " $ CollisionHeight ); //AddCylinder( OldLocation - PrePivot, CollisionRadius, CollisionHeight, ColorRed() ); SetCollision( false, false, false ); PrePivot = default.PrePivot; bResult = SetLocation( OldLocation ); } if( !bResult ) { //DMTNS( GetContext(0) $ " Trying to gib" ); TryToGib( class'Crushed' ); } PrePivot.Z += CarcassPrePivotZ; //DMTNS( "ReduceCylinder END CollisionRadius: " $ CollisionRadius $ " CollisionHeight: " $ CollisionHeight $ " PrePivot.Z: " $ PrePivot.Z ); bReducedCylinder = true; DropEnergy(); } //------------------------------------------------------------------------- function NotifyRagdollCollisionChange() { //DMTNS( "NotifyRagdollCollisionChange" ); SetCollision( true, false, false ); SetCollisionSize( CarcassCollisionRadius, CarcassCollisionHeight ); bReducedCylinder = true; DropEnergy(); } //------------------------------------------------------------------------- event Tick( float DeltaSeconds ) { local float AmountToSink; local vector NewDrawScale3D; Global.Tick( DeltaSeconds ); if( bSinkCarcass ) { AmountToSink = DeltaSeconds*CarcassSinkRatePerSec; // NOTE: increasing the prepivot.Z causes Meshes to rise // increasing the prepivot.Z causes StaticMeshes to sink if( DrawType == DT_StaticMesh ) PrePivot.Z += AmountToSink; else PrePivot.Z -= AmountToSink; ClearRenderData(); TotalCarcassSinkDistance += AmountToSink; if( TotalCarcassSinkDistance > 4*CollisionHeight ) bShrinkCarcass = true; if( TotalCarcassSinkDistance > 6*CollisionHeight ) { bSinkCarcass = false; if( CarcassFadeEffect != None ) { CarcassFadeEffect.ParticleDestroy(); CarcassFadeEffect = None; } } if( CarcassSinkRatePerSec <= CarcassSinkRatePerSecMax ) { CarcassSinkRatePerSec += DeltaSeconds*CarcassSinkRatePerSecInc; CarcassSinkRatePerSec = FMin( CarcassSinkRatePerSec, CarcassSinkRatePerSecMax ); } } if( bShrinkCarcass ) { if( DrawScale3D.X <= 0.01 ) { Destroy(); } else { NewDrawScale3D = DrawScale3D; NewDrawScale3D.X -= DeltaSeconds * CarcassShrinkRateX; NewDrawScale3D.Y -= DeltaSeconds * CarcassShrinkRateY; NewDrawScale3D.Z -= DeltaSeconds * CarcassShrinkRateZ; SetDrawScale3D( NewDrawScale3D ); } } // can go away if we fix based actors not getting updated if( DroppedEnergy != None ) DroppedEnergy.SetLocation( Location ); } //------------------------------------------------------------------------- function CleanupCarcass() { RemoveTimer( CleanupCarcassTimerName ); // start shrinking carcass (in tick) //bShrinkCarcass = true; // start sinking carcass (in tick) bSinkCarcass = true; SetPhysics( Phys_None ); SetCollision( false, false, false ); bCollideWorld = false; // play carcass disappearing effect CarcassFadeEffect = ParticleRadiator(class'ParticleGenerator'.static.CreateNew( Self, CarcassFadeTemplate )); CarcassFadeEffect.MeshOwner = Self; CarcassFadeEffect.Trigger( Self, Self ); } //------------------------------------------------------------------------- function CleanupCarcassTimer() { CleanupCarcass(); } //------------------------------------------------------------------------- function HandleCarcassCleanup() { local float CleanupDelay; if( bQuickCarcassCleanup && !bSinkCarcass ) { //2003.01.31 (mdf) quickly start cleaning up carcass for performance reasons if( DroppedEnergy == None ) CleanupDelay = 2.0; else CleanupDelay = 5.0; AddTimer( CleanupCarcassTimerName, CleanupDelay ); } } //------------------------------------------------------------------------- function NotifyRagdollDeathEnded() { //DMTNS( "NotifyRagdollDeathEnded" ); SetPhysics( PHYS_None ); CleanupShadows(); HandleCarcassCleanup(); } //------------------------------------------------------------------------- function LieStill() { Super.LieStill(); if( bDeleteMe ) return; HandleCarcassCleanup(); } //------------------------------------------------------------------------- function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { Super.Trigger( Other, EventInstigator, EventName ); if( TimeRemaining( CleanupCarcassTimerName ) > 0.0 && EventName == DroppedEnergyPickup.DroppedEnergyDestroyedEvent ) { if( TimeRemaining( CleanupCarcassTimerName ) < 2.0 ) CleanupCarcass(); else AddTimer( CleanupCarcassTimerName, 2.0 ); } } //------------------------------------------------------------------------- function LandThump() { // animation notify - play sound if actually landed, and animation also shows it if( Physics == PHYS_None ) { bThumped = true; AssetsHelperClass.static.HandleLandedOnTexture( Self, Velocity.Z ); } } //------------------------------------------------------------------------- function ChunkUp() { Global.ChunkUp(); if( DroppedEnergy != None ) DroppedEnergy.Destroy(); } //------------------------------------------------------------------------- //2003.02.03 (mdf) carcass performance fixes event Timer() { // just use standard cleanup method CleanupCarcass(); } //------------------------------------------------------------------------- event BeginState() { //2003.02.03 (mdf) carcass performance fixes //local U2Pawn U2P, BestPawn; //local float BestDeathTime; // make sure stance doesn't change after dying? SetStance( GetStance() ); Super.BeginState(); //2003.02.03 (mdf) carcass performance fixes if( !bQuickCarcassCleanup ) { if( TimeBeforeCarcassDestroyed > 0.0 ) SetTimer( TimeBeforeCarcassDestroyed, false ); else SetTimer( 0.0, false ); } CarcassSinkRatePerSec = CarcassSinkRatePerSecMin; //2003.02.03 (mdf) carcass performance fixes /* Region.Zone.NumCarcasses++; BestDeathTime = Level.TimeSeconds; if( Region.Zone.MaxCarcasses > 0 && Region.Zone.NumCarcasses > Region.Zone.MaxCarcasses ) { foreach DynamicActors( class'U2Pawn', U2P ) { if( U2P.GetStateName() == DyingState && U2P.TimeSinceBeginState < BestDeathTime && U2P.CarcassSinkRatePerSec <= 0.0 ) { BestDeathTime = U2P.TimeSinceBeginState; BestPawn = U2P; } } } if( BestPawn != None ) BestPawn.MaybeSinkCarcass( RandRange( Region.Zone.BaseCarcassSinkRatePerSecMin, Region.Zone.BaseCarcassSinkRatePerSecMax ) ); */ Buoyancy = DeadBuoyancy; bIgnoreImpactForces = true; if( UseManager != None ) UseManager.SetEnabled( Self, false ); } //------------------------------------------------------------------------- event EndState() { Region.Zone.NumCarcasses--; } } // DyingState /*----------------------------------------------------------------------------- Used for dead pawns placed in levels. */ state @ DyingPlacedState extends @ DyingState { ignores Bump, HitWall, HeadVolumeChange, PhysicsVolumeChange, BeginFalling, BreathTimer; //------------------------------------------------------------------------- event LandedEx( CheckResult Hit ); event Timer(); event AnimEnd( int Channel ); function LandThump(); function LieStill(); function DropEnergy(); singular event BaseChange(); simulated event SetInitialState(); //------------------------------------------------------------------------- event BeginState() { // don't call super SetCollision( true, false, false ); SetPhysics( PHYS_None ); bServoEnabled = false; AnimRate = 0.0; Buoyancy = DeadBuoyancy; bAutoEnableAgent = false; bIgnoreImpactForces = true; if( CollisionHeight == default.CollisionHeight && CollisionRadius == default.CollisionRadius && !bReducedCylinder ) ReduceCylinder(); if( LoopDeathAnimRate > 0.0 ) LoopAnim( AnimSequence, LoopDeathAnimRate ); else AnimRate = 0.0; } } // DyingPlacedState //----------------------------------------------------------------------------- defaultproperties { AnimationControllerClass=Class'U2.AnimationControllerBase' AssetsHelperClass=Class'U2.AssetsHelperGeneric' DamageFilterClass=Class'U2.DamageFilterDefault' TimeBeforeCarcassDestroyed=30.000000 bServoEnabled=true MaxHeadTrackPlayerDistance=2048.000000 MaxHeadTrackDistance=1024.000000 MinTimeBetweenHitSounds=0.500000 FriendDeadSoundDelay=1.250000 RandomAttackSoundSlot=STS_Attack RandomIdleSoundSlot=STS_Idle MinRandomSoundTime=1.000000 MaxRandomSoundTime=8.000000 MovementPhysics=PHYS_Walking CrouchingMoveSpeed=0.300000 ProneMoveSpeed=0.300000 StandingMoveSpeed=1.000000 SetMoveSpeedFudge=1.000000 DodgeXYVelocityScale=2.000000 DodgeJumpZScale=0.600000 MinJumpAnimSpeed=100.000000 MinLandAnimSpeed=-100.000000 WalkingAnims(0)=(WalkingAnimType=WAT_WalkFast) WalkingAnims(1)=(MinSpeed=0.450000,WalkingAnimType=WAT_RunFast) MinTimeBetweenKnockDowns=0.500000 MinPanicTime=0.500000 bCanPanic=true PanicSoundPauseSeconds=1.500000 MaxAliveAddedVelocity=1024.000000 MaxDeadAddedVelocity=2048.000000 bQuickCarcassCleanup=true CarcassSinkRatePerSecMin=1.000000 CarcassSinkRatePerSecMax=160.000000 CarcassSinkRatePerSecInc=100.000000 CarcassShrinkRateX=5.000000 CarcassShrinkRateY=5.000000 CarcassShrinkRateZ=5.000000 CarcassFadeTemplate=ParticleRadiator'corpse_disappear_FX.ParticleRadiator1' bInfiniteAmmo=true bReloadsEnabled=true bDisableErrorColors=true bDisableErrorMessages=true DrowningDamageAmount=20.000000 DeathWAT=AT_NoWeapon DamageEffectOffsetMultiplier=0.500000 GibSetClass=Class'U2.GibSetGeneric' bCanWalk=true bCanSwim=true GibForSureHealth=-250.000000 GibMaybeHealth=-100.000000 GibMaybeOdds=0.500000 ControllerClass=None LightBrightness=70 LightHue=40 LightSaturation=128 LightRadius=6 Physics=PHYS_Falling bStasis=false bIgnoreSingularityDamage=false bIgnoreSingularityForces=false AmbientGlow=17 bAutoEnableAgent=true bDisturbFluidSurface=true SoundRadius=100.000000 TransientSoundRadius=1500.000000 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleSideBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleSideBars" } |
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