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//============================================================================= // PPainter.uc // Created By: Mike Fox // Created On: 2/10/00 // $Author: Mbaldwin $ // $Date: 9/01/02 11:55p $ // $Revision: 12 $ //============================================================================= class PPainter extends weaponInvFlamethrower; /*----------------------------------------------------------------------------- Used to place decals on surfaces for testing purposes. Spawns decals at the location under crosshair (as long as there is a valid texture at the hit location). PriFire = rapid painting AltFire = 1 shot immediately, then pulsed shots after a brief delay. PriFire/AltFire while AltFiring/PriFiring cycles through basic texture types. Can also set up "special" textures in SpecialTextures[] and these can be cycled using the ChangeSpecialTexture exec (see below). === exec commands === ChangeTexture: Sets current texture to specified one, or cycles to next one if given index is -1. ChangeSpecialTexture: Sets current texture to specified special one, or cycles to next special texture if given index is -1. SetTexture: Dynamically loads the given texture string and sets that as the current texture. === other === Can use just about any texture, including procedural textures (e.g. WetTextures). Blatently steals from the flamethrower assets. Much of this code could go away now... -----------------------------------------------------------------------------*/ #exec TEXTURE IMPORT NAME=PaintBlobBlack FILE=TEXTURES\DECALS\PaintBlob_Black.PCX LODSET=2 MIPS=off #exec TEXTURE IMPORT NAME=PaintBlobBlue FILE=TEXTURES\DECALS\PaintBlob_Blue.PCX LODSET=2 MIPS=off #exec TEXTURE IMPORT NAME=PaintBlobCyan FILE=TEXTURES\DECALS\PaintBlob_Cyan.PCX LODSET=2 MIPS=off #exec TEXTURE IMPORT NAME=PaintBlobGreen FILE=TEXTURES\DECALS\PaintBlob_Green.PCX LODSET=2 MIPS=off #exec TEXTURE IMPORT NAME=PaintBlobRed FILE=TEXTURES\DECALS\PaintBlob_Red.PCX LODSET=2 MIPS=off #exec TEXTURE IMPORT NAME=PaintBlobMagenta FILE=TEXTURES\DECALS\PaintBlob_Magenta.PCX LODSET=2 MIPS=off #exec TEXTURE IMPORT NAME=PaintBlobOrange FILE=TEXTURES\DECALS\PaintBlob_Orange.PCX LODSET=2 MIPS=off #exec TEXTURE IMPORT NAME=PaintBlobWhite FILE=TEXTURES\DECALS\PaintBlob_White.PCX LODSET=2 MIPS=off #exec TEXTURE IMPORT NAME=PaintBlobYellow FILE=TEXTURES\DECALS\PaintBlob_Yellow.PCX LODSET=2 MIPS=off const MaxBasicTextures = 16; const MaxSpecialTextures = 32; var(config) Texture BasicTextures[MaxBasicTextures]; // list of basic textures var(config) string SpecialTextures[MaxSpecialTextures]; // list of special texture strings var() int CurrentBasicTextureIndex; var() int CurrentSpecialTextureIndex; var() float TimeBetweenAltFireBlobs; var() float TimeBetweenAltFireBlobsInitial; // delay between initial primary fire blob and subsequent rapid-fire blobs var() float TimeBetweenPriFireBlobs; var() class<U2Decal> DecalClass; // decal class to use var() float DecalSize; var Texture CurrentTexture; var int NumBasicTextures; var int NumSpecialTextures; var float NextAltFireTime; var float NextPriFireTime; //----------------------------------------------------------------------------- event PreBeginPlay() { Super.PreBeginPlay(); CurrentTexture = BasicTextures[CurrentBasicTextureIndex]; // determine # basic textures NumBasicTextures=0; while( (NumBasicTextures < MaxBasicTextures) && (BasicTextures[NumBasicTextures] != None) ) NumBasicTextures++; // determine # special textures NumSpecialTextures=0; while( (NumSpecialTextures < MaxSpecialTextures) && (SpecialTextures[NumSpecialTextures] != "") ) NumSpecialTextures++; } //----------------------------------------------------------------------------- exec function ChangeTexture( int Index ) { if( Index == -1 ) CurrentBasicTextureIndex++; else CurrentBasicTextureIndex = Index; if( (CurrentBasicTextureIndex < 0) || (CurrentBasicTextureIndex >= NumBasicTextures) ) CurrentBasicTextureIndex = 0; CurrentTexture = BasicTextures[CurrentBasicTextureIndex]; } //----------------------------------------------------------------------------- exec function SetTexture( string TexStr ) { local Texture NewTexture; NewTexture = Texture(DynamicLoadObject(TexStr, Class'Texture')); if( NewTexture == None ) { DM( "SetTexture: couldn't load texture " $ TexStr ); } else { CurrentTexture = NewTexture; DM( "SetTexture: texture set to " $ CurrentTexture ); } } //----------------------------------------------------------------------------- exec function ChangeSpecialTexture( int Index ) { if( Index == -1 ) CurrentSpecialTextureIndex++; else CurrentSpecialTextureIndex = Index; if( (CurrentSpecialTextureIndex < 0) || (CurrentSpecialTextureIndex >= NumSpecialTextures) ) CurrentSpecialTextureIndex = 0; SetTexture( SpecialTextures[CurrentSpecialTextureIndex] ); } //----------------------------------------------------------------------------- simulated function PlayFiring() { AmbientSound = FireSound; } //----------------------------------------------------------------------------- simulated function ClientTraceImpact( CheckResult Hit ) { local U2Decal PD; if( Level.NetMode != NM_DedicatedServer ) { PD = Spawn( DecalClass,,, Hit.Location + Hit.Normal, rotator(-Hit.Normal) + (rot(0,0,65536)*FRand()) ); PD.Init( DecalSize, CurrentTexture ); } } //----------------------------------------------------------------------------- function AltFire() { SetFireStartLocations(); if( Pawn(Owner).AdjustAim( None, 1000000, TraceFireStartLocation, 0.0, false, false, false, false ) ) { TraceFire( 0.0 ); NextAltFireTime = Level.TimeSeconds + TimeBetweenAltFireBlobsInitial; GotoState( 'AltFiring' ); bPointing=true; Owner.PlaySound( AltFireSound, SLOT_Misc, Pawn(Owner).SoundDampening ); } } //----------------------------------------------------------------------------- function Fire() { SetFireStartLocations(); if( Pawn(Owner).AdjustAim( None, 1000000, TraceFireStartLocation, 0.0, false, false, false, false ) ) { NextPriFireTime = 0.0; GotoState( 'PriFiring' ); bPointing=true; PlayFiring(); } } //----------------------------------------------------------------------------- state AltFiring { ignores AnimEnd; function Fire() { ChangeTexture( -1 ); } event Tick( float DeltaTime ) { local Controller C; Global.Tick( DeltaTime ); C = Instigator.Controller; if ( C == None ) { GotoState( 'Pickup' ); } else if( C.bAltFire == 0 ) { GotoState( 'Idle' ); } else if( Level.TimeSeconds >= NextAltFireTime ) { SetFireStartLocations(); if( Pawn(Owner).AdjustAim( None, 1000000, TraceFireStartLocation, 0.0, false, false, false, false ) ) TraceFire( 0.0 ); NextAltFireTime = Level.TimeSeconds + TimeBetweenAltFireBlobs; Owner.PlaySound( AltFireSound, SLOT_Misc, Pawn(Owner).SoundDampening ); } } event BeginState() { bAltFiring = true; Super.BeginState(); } event EndState() { bAltFiring = false; AmbientSound = None; Owner.StopSoundSlot( SLOT_Misc ); Super.EndState(); } Begin: FinishAnim(); LoopAnim( 'fire' ); } //----------------------------------------------------------------------------- state PriFiring { ignores AnimEnd; function AltFire() { ChangeTexture( -1 ); } event Tick( float DeltaTime ) { local Controller C; Global.Tick( DeltaTime ); C = Instigator.Controller; if ( C == None ) { GotoState( 'Pickup' ); } else if( C.bFire == 0 ) { GotoState( 'Idle' ); } else if( Level.TimeSeconds >= NextPriFireTime ) { SetFireStartLocations(); if( Pawn(Owner).AdjustAim( None, 1000000, TraceFireStartLocation, 0.0, false, false, false, false ) ) TraceFire( 0.0 ); NextPriFireTime = Level.TimeSeconds + TimeBetweenPriFireBlobs; } } event BeginState() { bFiring = true; Super.BeginState(); } event EndState() { bFiring = false; AmbientSound = None; Super.EndState(); } Begin: FinishAnim(); LoopAnim( 'fire' ); } //----------------------------------------------------------------------------- defaultproperties { BasicTextures(0)=Texture'U2Test.PaintBlobBlack' BasicTextures(1)=Texture'U2Test.PaintBlobBlue' BasicTextures(2)=Texture'U2Test.PaintBlobCyan' BasicTextures(3)=Texture'U2Test.PaintBlobGreen' BasicTextures(4)=Texture'U2Test.PaintBlobRed' BasicTextures(5)=Texture'U2Test.PaintBlobMagenta' BasicTextures(6)=Texture'U2Test.PaintBlobOrange' BasicTextures(7)=Texture'U2Test.PaintBlobWhite' BasicTextures(8)=Texture'U2Test.PaintBlobYellow' CurrentBasicTextureIndex=1 CurrentSpecialTextureIndex=1 TimeBetweenAltFireBlobs=0.200000 TimeBetweenAltFireBlobsInitial=1.000000 TimeBetweenPriFireBlobs=0.050000 DecalClass=Class'U2Test.PPainterDecal' DecalSize=0.400000 GunButtSounds(0)=Sound'U2WeaponsA.GunButt.GunButt01' GunButtSounds(1)=Sound'U2WeaponsA.GunButt.GunButt02' GunButtSounds(2)=Sound'U2WeaponsA.GunButt.GunButt03' GunButtSounds(3)=Sound'U2WeaponsA.GunButt.GunButt04' DecoEffects(0)=(AnimSequence=Fire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'Flamethrower_Effects.ParticleSalamander1',MountNode="#Muzzleflash",bRequiresWorldZBuffer=true,PushBack=64.000000) DecoEffects(1)=(AnimSequence=Fire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'Flamethrower_Effects.ParticleSalamander4',MountNode="#Muzzleflash",bRequiresWorldZBuffer=true) DecoEffects(2)=(AnimSequence=AltFire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'FlameAltFX.ParticleSalamander0',MountNode="#Muzzleflash",bRequiresWorldZBuffer=true,PushBack=64.000000) DecoEffects(3)=(AnimSequence=AltFire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'Flamethrower_Effects.ParticleSalamander4',MountNode="#Muzzleflash",bRequiresWorldZBuffer=true) TargetableTypes(0)='Pawn' AIRatingFire=0.001000 AIRatingAltFire=0.001000 PickupAmmoCount=999 bCanThrow=false AIRating=0.001000 InventoryGroup=5 ItemName="PPainter" ItemID="PP" UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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