Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 00192 00193 00194 00195 00196 00197 00198 00199 00200 00201 00202 00203 00204 00205 00206 00207 00208 00209 00210 00211 00212 00213 00214 00215 00216 00217 00218 00219 00220 00221 00222 00223 00224 00225 00226 00227 00228 00229 00230 00231 00232 00233 00234 00235 00236 00237 00238 00239 00240 00241 00242 00243 00244 00245 00246 00247 00248 00249 00250 00251 00252 00253 00254 00255 00256 00257 00258 00259 00260 00261 00262 00263 00264 00265 00266 00267 00268 00269 00270 00271 00272 00273 00274 00275 00276 00277 00278 00279 00280 00281 00282 00283 00284 00285 00286 00287 00288 00289 00290 00291 00292 00293 00294 00295 00296 00297 00298 00299 00300 00301 00302 00303 00304 00305 00306 00307 00308 00309 00310 00311 00312 00313 00314 00315 00316 00317 00318 00319 00320 00321 00322 00323 00324 00325 00326 00327 00328 00329 00330 00331 00332 00333 00334 00335 00336 00337 00338 00339 00340 00341 00342 00343 00344 00345 00346 00347 00348 00349 00350 00351 00352 00353 00354 00355 00356 00357 00358 00359 00360 00361 00362 00363 00364 00365 00366 00367 00368 00369 00370 00371 00372 00373 00374 00375 00376 00377 00378 00379 00380 00381 00382 00383 00384 00385 00386 00387 00388 00389 00390 00391 00392 00393 00394 00395 00396 00397 00398 00399 00400 00401 00402 00403 00404 00405 00406 00407 00408 00409 00410 00411 00412 00413 00414 00415 00416 00417 00418 00419 00420 00421 00422 00423 00424 00425 00426 00427 00428 00429 00430 00431 00432 00433 00434 00435 00436 00437 00438 00439 00440 00441 00442 00443 00444 00445 00446 00447 00448 00449 00450 00451 00452 00453 00454 00455 00456 00457 00458 00459 00460 00461 00462 00463 00464 00465 00466 00467 00468 00469 00470 00471 00472 00473 00474 00475 00476 00477 00478 00479 00480 00481 00482 00483 00484 00485 00486 00487 00488 00489 00490 00491 00492 00493 00494 00495 00496 00497 00498 00499 00500 00501 00502 00503 00504 00505 00506 00507 00508 00509 00510 00511 00512 00513 00514 00515 00516 00517 00518 00519 00520 00521 00522 00523 00524 00525 00526 00527 00528 00529 00530 00531 00532 00533 00534 00535 00536 00537 00538 00539 00540 00541 00542 00543 00544 00545 00546 00547 00548 00549 00550 00551 00552 00553 00554 00555 00556 00557 00558 00559 00560 00561 00562 00563 00564 00565 00566 00567 00568 00569 00570 00571 00572 00573 00574 00575 00576 00577 00578 00579 00580 00581 00582 00583 00584 00585 00586 00587 00588 00589 00590 00591 00592 00593 00594 00595 00596 00597 00598 00599 00600 00601 00602 00603 00604 00605 00606 00607 00608 00609 00610 00611 00612 00613 00614 00615 00616 00617 00618 00619 00620 00621 00622 00623 00624 00625 00626 00627 00628 00629 00630 00631 00632 00633 00634 00635 00636 00637 00638 00639 00640 00641 00642 00643 00644 00645 00646 00647 00648 00649 00650 00651 00652 00653 00654 00655 00656 00657 00658 00659 00660 00661 00662 00663 00664 00665 00666 00667 00668 00669 00670 00671 00672 00673 00674 00675 00676 00677 00678 00679 00680 00681 00682 00683 00684 00685 00686 00687 00688 00689 00690 00691 00692 00693 00694 00695 00696 00697 00698 00699 00700 00701 00702 00703 00704 00705 00706 00707 00708 00709 00710 00711 00712 00713 00714 00715 00716 00717 00718 00719 00720 00721 00722 00723 00724 00725 00726 00727 00728 00729 00730 00731 00732 00733 00734 00735 00736 00737 00738 00739 00740 00741 00742 00743 00744 00745 00746 00747 00748 00749 00750 00751 00752 00753 00754 00755 00756 00757 00758 00759 00760 00761 00762 00763 00764 00765 00766 00767 00768 00769 00770 00771 00772 00773 00774 00775 00776 00777 00778 00779 00780 00781 00782 00783 00784 00785 00786 00787 00788 00789 00790 00791 00792 00793 00794 00795 00796 00797 00798 00799 00800 00801 00802 00803 00804 00805 00806 00807 00808 00809 00810 00811 00812 00813 00814 00815 00816 00817 00818 00819 00820 00821 00822 00823 00824 00825 00826 00827 00828 00829 00830 00831 00832 00833 00834 00835 00836 00837 00838 00839 00840 00841 00842 00843 00844 00845 00846 00847 00848 00849 00850 00851 00852 00853 00854 00855 00856 00857 00858 00859 00860 00861 00862 00863 00864 00865 00866 00867 00868 00869 00870 00871 00872 00873 00874 00875 00876 00877 00878 00879 00880 00881 00882 00883 00884 00885 00886 00887 00888 00889 00890 00891 00892 00893 00894 00895 00896 00897 00898 00899 00900 00901 00902 00903 00904 00905 00906 00907 00908 00909 00910 00911 00912 00913 00914 00915 00916 00917 |
//============================================================================= // U2PlayerController.uc //============================================================================= class U2PlayerNetTestController extends U2PlayerTestController config(User); /* mjl-note: Would have used struct inheritence to do this (much nicer for the following code), but passing inherited structs between functions causes stack corruption. :( */ struct MiniMove { var float<0.000,0.512,0.001> ElapsedTime; var vector Accel; var bool bRun; var bool bDuck; var bool bJump; var EDoubleClickDir DodgeDir; }; struct FullMove { var MiniMove MiniMove; var bool bFire; var bool bAltFire; var bool bReload; var int<0,65535,2> Pitch; var int<0,65535> Yaw; }; struct StoredMove { var FullMove FullMove; var int<0,65536> MoveSequence; var vector CurLocation; // var vector Accel; }; //client var var int CurrentMoveSequence; //server + client var var int LastMoveSequence; //server var var int LastUpdateMoveSequence, LastCorrectionMoveSequence; var float ServerMoveTimeStamp; var StoredMove StoredMoves[100]; // toggle support var globalconfig bool bUseDuckToggles, bUseLeanToggles, bUseRunToggles; var byte bRunToggle, bDuckToggle; var byte bRunLast, bDuckLast, bLeanLast; //----------------------------------------------------------------------------- replication { unreliable if (Role == ROLE_Authority) ClientAdjustPositionEx; unreliable if (Role < ROLE_Authority) ServerMoveEx; } //----------------------------------------------------------------------------- function byte GetRunFlag() { if( bUseRunToggles ) return bRunToggle; else return GetbRun(); } //----------------------------------------------------------------------------- function byte GetDuckFlag() { if( bUseDuckToggles ) return bDuckToggle; else return GetbDuck(); } //----------------------------------------------------------------------------- function SetRunFlag( byte Val ) { if( bUseRunToggles ) bRunToggle = Val; else Super.SetRunFlag( Val ); } //----------------------------------------------------------------------------- function SetDuckFlag( byte Val ) { if( bUseDuckToggles ) bDuckToggle = Val; else Super.SetDuckFlag( Val ); if( LPawn != None ) { if( Val == 0 ) LPawn.SetStance( ST_Standing ); else if( Val == 1 ) LPawn.SetStance( ST_Crouching ); else LPawn.SetStance( ST_Prone ); } } //----------------------------------------------------------------------------- function int BestSignedDifference( int Value, int Reference, int Max ) { return ((Value-Reference+Max/2) & (Max-1)) - Max/2; } //----------------------------------------------------------------------------- function int MakeRelative( int Value, int Reference, int Max ) { return Reference + BestSignedDifference(Value,Reference,Max); } //----------------------------------------------------------------------------- function ProcessMiniMoveEx( MiniMove Move, optional rotator DeltaRot ) { local Actor MoveActor; if( Viewport(Player) == None ) { bPressedJump = false; if ( Move.bJump && Pawn.IsStanding() ) { if ( bJump == 0 ) bPressedJump = true; bJump = 1; } else { bJump = 0; } } HandleWalking(); Acceleration = Move.Accel;//vector( rot(1,0,0) * Move.AccelPitch + rot(0,1,0) * Move.AccelYaw ); if ( Pawn != None ) Pawn.Acceleration = Move.Accel; if( Pawn != None ) MoveActor = Pawn; else MoveActor = Self; //log("State: "$GetStateName()); //log("Physics:"$MoveActor.Physics); //log("Gravity:"$MoveActor.PhysicsVolume.Gravity); //log("Accel: "$MoveActor.Acceleration); //log("Time: "$Move.ElapsedTime); //log("BefLoc: "$MoveActor.Location); //log("BefVel: "$MoveActor.Velocity); //Direction = (accel >> (rot(0,1,0)*viewrotation.yaw)); //bForward = (Direction.X > 0); //bBackward = (Direction.X < 0); //bLeft = (Direction.Y < 0); //bRight = (Direction.Y > 0); //bUp = (Direction.Z > 0); //bDown = (Direction.Z < 0); //time-cheat checks // do this if we don't have a viewport ... // ie, if we are on the server where player is a netconnection, not a viewport if( Viewport(Player) == None && ServerMoveTimeStamp > 0 ) { TimeMargin += Move.ElapsedTime - 1.01 * (Level.TimeSeconds - ServerMoveTimeStamp) * ActorTimeDilation; if( TimeMargin > MaxTimeMargin ) { TimeMargin -= Move.ElapsedTime; if ( TimeMargin < 0.5 ) MaxTimeMargin = Default.MaxTimeMargin; else MaxTimeMargin = 0.5; Move.ElapsedTime = 0; //mjl-tbd: remove this for ship, use it to test movement drops log("Dropping Move for "$PlayerReplicationInfo.PlayerName$" with TimeMargin "$TimeMargin); } } ServerMoveTimeStamp = Level.TimeSeconds; MoveActor.AutonomousPhysics(Move.ElapsedTime); // this is done so the controller is in the same place as the pawn ... needed for stasis grenades, among other things if( MoveActor != Self ) SetLocation(MoveActor.Location); //log("AftLoc: "$MoveActor.Location); //log("AftVel: "$MoveActor.Velocity); } //----------------------------------------------------------------------------- protected function ServerMoveEx ( int<0,65536> MoveSequence, vector CurLocation, FullMove NewMove, optional MiniMove OldMove //don't send this if there isn't any packetloss ) { local int MissedMoves; local vector LocDiff; local actor MoveActor; if ( Pawn != None ) MoveActor = Pawn; else MoveActor = self; // log("Move0 Time: "$Move0.MiniMove.ElapsedTime$", Fire: "$Move0.bFire$", AltFire: "$Move0.bAltFire$", Jump: "$Move0.MiniMove.bJump$", Run: "$Move0.MiniMove.bRun);//$", Accel.Yaw: "$Move0.MiniMove.AccelYaw$", Accel.Pitch: "$Move0.MiniMove.AccelPitch); MoveSequence = MakeRelative( MoveSequence, LastMoveSequence, 65536); //discard already processed moves if( LastMoveSequence >= MoveSequence ) return; //log("ServerMoveEx with MoveSequence "$MoveSequence); //log("Receiving NewMove Accel: "$NewMove.MiniMove.Accel); //log("Receiving OldMove Accel: "$OldMove.Accel); MissedMoves = (MoveSequence - LastMoveSequence); //log("Missed Moves: "$MissedMoves); //log("Location1: "$MoveActor.Location); if( MissedMoves > 1 ) ProcessMiniMoveEx(OldMove); if( MissedMoves > 0 ) ProcessFullMoveEx(NewMove); //log("Location2: "$MoveActor.Location); if( Pawn != None ) LocDiff = CurLocation - Pawn.Location; else LocDiff = CurLocation - Location; //log("Sent location: "$CurLocation); //log("LocDiff: "$LocDiff); if( MoveSequence - LastUpdateMoveSequence > 20 || MissedMoves > 2 ) { LastUpdateMoveSequence = MoveSequence; SetupClientAdjustPositionEx(MoveSequence); } else { if (MoveSequence - LastCorrectionMoveSequence > 10 && LocDiff dot LocDiff > 3 ) { LastUpdateMoveSequence = MoveSequence; LastCorrectionMoveSequence = MoveSequence; SetupClientAdjustPositionEx(MoveSequence); } } LastMoveSequence = MoveSequence; } //----------------------------------------------------------------------------- function SetupClientAdjustPositionEx( int MoveSequence ) { local vector ClientLocation, ClientVelocity; local actor ClientBase; local EPhysics ClientPhysics; local bool ClientMantling; if( Pawn != None ) { if ( Mover(Pawn.Base) != None ) ClientLocation = Pawn.Location - Base.Location; else ClientLocation = Pawn.Location; ClientVelocity = Pawn.Velocity; ClientPhysics = Pawn.Physics; ClientBase = Pawn.Base; if( LPawn != None ) ClientMantling = LPawn.bMantling; } else { ClientPhysics = Physics; ClientLocation = Location; } //log("Updating client at "$Level.TimeSeconds$" with "$MoveSequence); ClientAdjustPositionEx( Pawn!=None, MoveSequence%65536, ClientMantling, ClientLocation, ClientVelocity, GetStateName(), ClientPhysics, ClientBase ); } //----------------------------------------------------------------------------- function ClientAdjustPositionEx ( bool OnPawn, int<0,65536> MoveSequence, bool ClientMantling, vector ClientLocation, vector ClientVelocity, name ClientStateName, EPhysics ClientPhysics, Actor ClientBase ) { local actor MoveActor; local StoredMove LastMove; local vector LocDiff; MoveSequence = MakeRelative( MoveSequence, LastMoveSequence, 65536); if( MoveSequence <= LastMoveSequence ) return; LastMoveSequence = MoveSequence; //set vel/loc if ( OnPawn ) MoveActor = Pawn; else MoveActor = self; //this check is to ensure that we don't try moving on a null Pawn, when the server has a Pawn, but the client does not if( MoveActor == None ) return; //log("CAP: MoveSequence "$MoveSequence); //only update if needed (could be due to inaccuracies in ClientLocation replication) LastMove = StoredMoves[MoveSequence % ArrayCount(StoredMoves)]; if( ClientStateName != MoveActor.GetStateName() ) GotoState(ClientStateName); if( LastMove.MoveSequence == MoveSequence ) { LocDiff = LastMove.CurLocation-ClientLocation; if( LocDiff dot LocDiff > 3 ) { if( LPawn != None ) LPawn.bMantling = ClientMantling; MoveActor.Velocity = ClientVelocity; MoveActor.SetBase(ClientBase); if (Mover(ClientBase) != None) ClientLocation += ClientBase.Location; MoveActor.SetPhysics(ClientPhysics); MoveActor.bCanTeleport = false; MoveActor.SetLocation(ClientLocation); MoveActor.bCanTeleport = true; //causes ClientUpdatePositionEx to be called later this Tick bUpdatePosition = true; } } } //----------------------------------------------------------------------------- function ClientUpdatePosition() { local int i; local byte bRunReal, bDuckReal; local bool bPressedJumpReal; local StoredMove Move; local Actor MoveActor; bUpdatePosition = false; if ( Pawn != None ) MoveActor = Pawn; else MoveActor = self; bRunReal = GetRunFlag(); bDuckReal = GetDuckFlag(); bPressedJumpReal = bPressedJump; bUpdating = true; //log("CAP: Replay Location: "$MoveActor.Location); //replay old moves while( i < ArrayCount(StoredMoves) ) { Move = StoredMoves[(LastMoveSequence+i) % ArrayCount(StoredMoves)]; if( Move.MoveSequence > LastMoveSequence ) { //log("CAP: Playing Move "$Move.MoveSequence$" with elapsed time "$Move.FullMove.MiniMove.ElapsedTime); if( Pawn != None ) AdjustRadius(Move.FullMove.MiniMove.ElapsedTime * Pawn.GroundSpeed); ProcessFullMoveEx(Move.FullMove); } i++; } //log("CAP: Final Location: "$MoveActor.Location); SetDuckFlag( bDuckReal ); SetRunFlag( bRunReal ); bPressedJump = bPressedJumpReal; bUpdating = false; } //----------------------------------------------------------------------------- // Combine the passed in move (or none) with the current player's move, and return it function StoredMove GenerateMoveEx( float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, optional StoredMove Move ) { local vector Acceleration; local rotator AccelRot; local int temp; Move.MoveSequence = CurrentMoveSequence+1; Move.FullMove.MiniMove.Accel = (DeltaTime * NewAccel + Move.FullMove.MiniMove.ElapsedTime * Move.FullMove.MiniMove.Accel)/(DeltaTime + Move.FullMove.MiniMove.ElapsedTime); // round off the Accel to make it identical to the value sent to the server ... 0 decimal places Move.FullMove.MiniMove.Accel.X = int( Move.FullMove.MiniMove.Accel.X + 0.5 ); Move.FullMove.MiniMove.Accel.Y = int( Move.FullMove.MiniMove.Accel.Y + 0.5 ); Move.FullMove.MiniMove.Accel.Z = int( Move.FullMove.MiniMove.Accel.Z + 0.5 ); Move.FullMove.MiniMove.ElapsedTime += DeltaTime; // round off the ElapsedTime to make it identical to the value sent to the server ... 3 decimal places Move.FullMove.MiniMove.ElapsedTime = int( Move.FullMove.MiniMove.ElapsedTime * 1000 + 0.5 ) / 1000.0; Move.FullMove.bFire = Move.FullMove.bFire || (bFire != 0); Move.FullMove.bAltFire = Move.FullMove.bAltFire || (bAltFire != 0); Move.FullMove.MiniMove.bJump = Move.FullMove.MiniMove.bJump || (bJump != 0); Move.FullMove.MiniMove.bRun = Move.FullMove.MiniMove.bRun || GetRunFlag() > 0; Move.FullMove.MiniMove.bDuck = Move.FullMove.MiniMove.bDuck || GetDuckFlag() > 0; if( Move.FullMove.MiniMove.DodgeDir == DCLICK_None ) Move.FullMove.MiniMove.DodgeDir = DoubleClickMove; Move.FullMove.Pitch = Rotation.Pitch & 65535; Move.FullMove.Yaw = Rotation.Yaw & 65535; if( Pawn != None ) Move.CurLocation = Pawn.Location; else Move.CurLocation = Location; return Move; } //----------------------------------------------------------------------------- // Store the current Move into the StoredMoves array for later replaying function StoreMoveEx( StoredMove Move ) { local StoredMove BlankMove; StoredMoves[(Move.MoveSequence) % ArrayCount(StoredMoves)] = Move; CurrentMoveSequence = Move.MoveSequence; } //----------------------------------------------------------------------------- protected function HandleMove ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot ) { local StoredMove Move; local byte bRunLocal, bDuckLocal; local ELeanDir NewLeanDir; bRunLocal = GetbRun(); bDuckLocal = GetbDuck(); if( bUseRunToggles ) { if( bRunLast == 0 && bRunLocal > 0 ) { if( bRunToggle == 0 ) bRunToggle = 1; else bRunToggle = 0; } bRunLast = bRunLocal; } if( bUseDuckToggles ) { if( Pawn != None && Pawn.CanCrouch() ) { if( bDuckLast == 0 && bDuckLocal > 0 ) { // duck key does standing -> crouching -> prone if( bDuckToggle == 0 ) SetDuckFlag( 1 ); else if( bDuckToggle == 1 && OKToCheat() ) SetDuckFlag( 2 ); } if( bJump > 0 && bDuckToggle > 0 ) { // jump key does prone -> crouching -> standing -> jump SetDuckFlag( bDuckToggle - 1 ); bJump = 0; } bDuckLast = bDuckLocal; } } else { //DMTNS( "bJump: " $ bJump $ " bDuckLocal: " $ bDuckLocal ); if( LPawn != None && LPawn.IsProne() ) { // currently prone if( bJump == 0 && bDuckLocal == 0 ) { // jumping and not ducking -- stand //DMTNS( "prone -> standing" ); SetDuckFlag( 0 ); } else if( bJump == 0 && bDuckLocal > 0 ) { // not jumping and ducking -- crouch //DMTNS( "prone -> ducking" ); SetDuckFlag( 1 ); } else { //DMTNS( "stay prone" ); } } else if( LPawn != None && LPawn.IsCrouching() ) { // currently crouching if( bJump > 0 && bDuckLocal > 0 ) { // jumping and ducking -- prone //DMTNS( "ducking -> prone" ); if( OKToCheat() ) SetDuckFlag( 2 ); } else if( bJump == 0 && bDuckLocal == 0 ) { //DMTNS( "ducking -> standing" ); // not jumping and not ducking -- stand SetDuckFlag( 0 ); } else { //DMTNS( "stay crouching" ); } } else { // currently standing //DMTNS( "SetDuckFlag " $ bDuckLocal ); SetDuckFlag( bDuckLocal ); } } NewLeanDir = Lean_None; if( bLeanForward > 0 ) NewLeanDir = Lean_Forward; else if( bLeanLeft > 0 ) NewLeanDir = Lean_Left; else if( bLeanRight > 0 ) NewLeanDir = Lean_Right; else if( bLeanUp > 0 ) NewLeanDir = Lean_Up; if( bUseLeanToggles ) { //DMTNS( "NewLeanDir: " $ NewLeanDir $ " bLeanLast: " $ bLeanLast $ " CanLean: " $ CanLean() ); if( bLeanLast == 0 && NewLeanDir != Lean_None ) { if( LeanDir != Lean_None ) LeanEnd(); else if( CanLean() ) LeanBegin( NewLeanDir ); bLeanLast = 1; } else if( NewLeanDir == Lean_None ) { bLeanLast = 0; } } else { if( (LeanDir == Lean_None || NewLeanDir == Lean_None) && NewLeanDir != LeanDir ) { //DMTNS( "NewLeanDir: " $ NewLeanDir $ " CanLean: " $ CanLean() ); if( NewLeanDir == Lean_None ) LeanEnd(); else if( CanLean() ) LeanBegin( NewLeanDir ); } } if ( Role < ROLE_Authority ) // then save this move and replicate it ReplicateMoveEx(DeltaTime, NewAccel, DoubleClickMove, DeltaRot); else { Move = GenerateMoveEx(DeltaTime, newAccel, DoubleClickMove); ProcessFullMoveEx(Move.FullMove,DeltaRot); } } //----------------------------------------------------------------------------- protected function ReplicateMoveEx ( float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot ) { local actor MoveActor; local StoredMove Move; local bool OldBMantling; //local bool bImportant; if( Pawn != None) MoveActor = Pawn; else MoveActor = Self; //log("Move Accel: "$Move.FullMove.MiniMove.Accel$", Time: "$Move.FullMove.MiniMove.ElapsedTime$", Fire: "$Move.FullMove.bFire$", AltFire: "$Move.FullMove.bAltFire$", Jump: "$Move.FullMove.MiniMove.bJump$", Run: "$Move.FullMove.MiniMove.bRun);//$", Accel.Yaw: "$Move.FullMove.MiniMove.AccelYaw$", Accel.Pitch: "$Move.FullMove.MiniMove.AccelPitch); //log("Local MoveSequence: "$CurrentMoveSequence+1); if( LPawn != None ) OldBMantling = LPawn.bMantling; // Simulate the movement locally. Move = GenerateMoveEx(DeltaTime, NewAccel, DoubleClickMove); // Adjust radius of nearby players with uncertain location if ( Pawn != None ) AdjustRadius(Move.FullMove.MiniMove.ElapsedTime * Pawn.GroundSpeed); ProcessFullMoveEx(Move.FullMove); Move.CurLocation = MoveActor.Location; // Move = GenerateMoveEx(DeltaTime, NewAccel, DoubleClickMove, Move); // Check if it's important move, and unset the variables // bImportant = bFire != 0 || bAltFire != 0 || bPressedJump || (LPawn != None && OldBMantling != LPawn.bMantling); // bPressedJump = false; // // If it's important, or we've waited long enough, call ServerMoveEx // if ( Move.FullMove.MiniMove.ElapsedTime < 64.0/Player.CurrentNetSpeed && !bImportant ) // return; //don't send move, but just let it ripen inside the Move //log("updating at "$Level.TimeSeconds); ServerMoveEx ( Move.MoveSequence%65536, Move.CurLocation, Move.FullMove, StoredMoves[(Move.MoveSequence-1)%ArrayCount(StoredMoves)].FullMove.MiniMove ); StoreMoveEx(Move); } //----------------------------------------------------------------------------- function ProcessFullMoveEx( FullMove Move, optional rotator DeltaRot ) { local rotator Rot; local int maxPitch; //only do this where there is no local client //moves which are grouped together into one move can // cause problems where it 'sets' bFire again when it shouldn't be if( Viewport(Player) == None ) { if ( Move.bFire ) { if ( bFire == 0 ) { bFire = 1; Fire(); } } else bFire = 0; if ( Move.bAltFire ) { if ( bAltFire == 0 ) { bAltFire = 1; AltFire(); } } else bAltFire = 0; } if( !bUpdating ) SetRotation(rot(1,0,0) * Move.Pitch + rot(0,1,0) * Move.Yaw); //the following code constrain's the Pawn's rotation. if( Pawn != None ) { Rot = Rotation; Rot.Yaw = Rotation.Yaw; if ( (Pawn.Physics == PHYS_Swimming) || (Pawn.Physics == PHYS_Flying) ) maxPitch = 2; else maxPitch = 0; //NEW (mdf) we have procedural aiming now (leave alone for swimming, flying? //OLD maxPitch = 1; if ( (Rotation.Pitch > maxPitch * RotationRate.Pitch) && (Rotation.Pitch < 65536 - maxPitch * RotationRate.Pitch) ) { if (Rotation.Pitch < 32768) Rot.Pitch = maxPitch * RotationRate.Pitch; else Rot.Pitch = 65536 - maxPitch * RotationRate.Pitch; } else Rot.Pitch = Rotation.Pitch; DeltaRot = (Pawn.Rotation - Rot); if( !bUpdating ) Pawn.SetRotation(Rot); } ProcessMiniMoveEx( Move.MiniMove, DeltaRot ); } //----------------------------------------------------------------------------- // STATES //----------------------------------------------------------------------------- state @ PlayerWalkingState { function ProcessMiniMoveEx( MiniMove Move, optional rotator DeltaRot ) { if( Pawn == None ) return; if( LeanTransition() ) return; if( LeanDir == Lean_None ) { if ( (Move.DodgeDir == DCLICK_Active) && (Pawn.Physics == PHYS_Falling) ) Move.DodgeDir = DCLICK_Active; else if ( (Move.DodgeDir != DCLICK_None) && (Move.DodgeDir < DCLICK_Active) ) { if( U2Pawn(Pawn) != None && CanDodge() ) { U2Pawn(Pawn).Dodge( Move.DodgeDir, true ); Move.DodgeDir = DCLICK_Active; } } } SetMovementVars( Move.Accel ); Global.ProcessMiniMoveEx( Move, DeltaRot ); if ( bPressedJump && Level != None && Level.Pauser == None ) { if( InLeanMode() ) LeanEnd(); Pawn.DoJump( bUpdating ); } Pawn.CheckStanceStatus(); } } // PlayerWalkingState //----------------------------------------------------------------------------- state @ PlayerClimbingState { function ProcessMiniMoveEx( MiniMove Move, optional rotator DeltaRot ) { if( LeanTransition() ) return; SetMovementVars(Move.Accel); Global.ProcessMiniMoveEx(Move, DeltaRot); } } // PlayerClimbingState //----------------------------------------------------------------------------- state @ MantlingState { ignores Fire, AltFire, PressingFire, PressingAltFire; function ProcessMiniMoveEx( MiniMove Move, optional rotator DeltaRot ) { local vector OldAccel; local vector MantleDir; //hack so no acceleration is used for physics (it used to use vect(0,0,1) which was useless, physics wise) //still want to keep the acceleration tho, so that the server GetMovement func //can correctly determine bForwardPressed, to determine if mantling is still needed if( LPawn != None ) { SetMovementVars(Move.Accel); OldAccel = Move.Accel; Move.Accel = vect(0,0,0); if( LPawn.Location.Z < LPawn.MantleDestination.Z ) LPawn.Velocity = vect(0,0,1) * LPawn.MantleSpeed; // move up to clear ledge else { MantleDir = LPawn.MantleDestination - LPawn.Location; LPawn.Velocity = Normal(MantleDir) * LPawn.MantleSpeed; // move toward mantle destination } Global.ProcessMiniMoveEx( Move, DeltaRot ); Move.Accel = OldAccel; } } } // MantlingState //----------------------------------------------------------------------------- state @ PlayerSpideringState { function ProcessMiniMoveEx( MiniMove Move, optional rotator DeltaRot ) { SetMovementVars(Move.Accel); Global.ProcessMiniMoveEx(Move); if ( bPressedJump && Level.Pauser == None ) { if( InLeanMode() ) LeanEnd(); Pawn.DoJump(bUpdating); } Pawn.CheckStanceStatus(); } } // PlayerSpideringState //----------------------------------------------------------------------------- state @ PlayerSwimmingState { function ProcessMiniMoveEx( MiniMove Move, optional rotator DeltaRot ) { if( LeanTransition() ) return; SetMovementVars(Move.Accel); //!!MJL (mdf) Pawn.bUpAndOut = (bForwardPressed && (bUpPressed || Rotation.Pitch > 2048)); Pawn.bUpAndOut = (bUpPressed || Rotation.Pitch > 2048); if ( !Pawn.PhysicsVolume.bWaterVolume ) //check for waterjump NotifyPhysicsVolumeChange(Pawn.PhysicsVolume); Global.ProcessMiniMoveEx( Move, DeltaRot ); } } // PlayerSwimmingState //----------------------------------------------------------------------------- state @ SpectatingState { function ProcessMiniMoveEx( MiniMove Move, optional rotator DeltaRot ) { Acceleration = Move.Accel; MoveSmooth(Move.Accel * Move.ElapsedTime); } } // SpectatingState //----------------------------------------------------------------------------- auto state @ PlayerWaitingState { function ProcessMiniMoveEx( MiniMove Move, optional rotator DeltaRot ) { Acceleration = Move.Accel; MoveSmooth(Move.Accel * Move.ElapsedTime); } } // PlayerWaitingState //----------------------------------------------------------------------------- state @ WaitingForPawnState { function ProcessMiniMoveEx( MiniMove Move, optional rotator DeltaRot ) { Acceleration = Move.Accel; MoveSmooth(Move.Accel * Move.ElapsedTime); } } // WaitingForPawnState //----------------------------------------------------------------------------- state @ TeleportFixedState { function ProcessMiniMoveEx( MiniMove Move, optional rotator DeltaRot ) { } } // TeleportFixedState //----------------------------------------------------------------------------- defaultproperties { DeathMusic(0)="DEATH_1.ogg" DeathMusic(1)="DEATH_2.ogg" DeathMusic(2)="DEATH_3.ogg" DeathMusic(3)="DEATH_4.ogg" ExecManagerClasses(0)=Class'U2.CheatManager' ExecManagerClasses(1)=Class'U2.AdminManager' UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |