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//============================================================================= // $Workfile: DeployableInventory.uc $ // Created By: Mark Poesch // Created On: 6/30/2001 // $Author: Mfox $ // $Date: 12/13/02 2:32a $ // $Revision: 29 $ //============================================================================= class DeployableInventory extends U2XMPItem abstract; #exec OBJ LOAD File=..\Sounds\U2XMPA.uax const DeployHeight = 32; const DeployBuffer = 1; var class<DeployedUnit> DeployClass; var sound DeployFailedSound; var float MaxDeployDistance; var travel array<int> ItemHealthArray; // Array containing the health of all XMP components in inventory var string XMPIcon; //----------------------------------------------------------------------------- simulated function SetCrosshair() { Super.SetCrosshair(); class'UIConsole'.static.SendEvent("XMPTrayShow"); class'UIConsole'.static.SendEvent("XMPShow"$XMPIcon); } //----------------------------------------------------------------------------- simulated function UnSetCrosshair() { if(~Crosshair) class'UIConsole'.static.SendEvent("XMPTrayHide"); Super.UnSetCrosshair(); } //----------------------------------------------------------------------------- function bool ActivateUnit( bool bAltActivate ) { local bool bDeploySuccess; if( CanDeploy() ) { bDeploySuccess = Deploy( bAltActivate); if( bDeploySuccess ) return true; else { Owner.PlaySound( DeployFailedSound, SLOT_None ); return false; } } else { Owner.PlaySound( DeployFailedSound, SLOT_None ); //DM( "&&& Deployment of " $ Self $ " FAILED" ); return false; } } //----------------------------------------------------------------------------- function TransferSpecialProperties() { ItemHealthArray.Insert(0,1); ItemHealthArray[0] = DeployClass.default.Health; //DM( "*** Receiving " $ Self $ " ***" ); //OutputItemArray(); } //----------------------------------------------------------------------------- function UpdateInventoryHealth( int Health ) { local int i; ItemHealthArray.Remove(0,1); i = 0; while( i < ItemHealthArray.Length && ItemHealthArray[ i ] > Health ) i++; ItemHealthArray.Insert(i,1); ItemHealthArray[i] = Health; //DM( "*** Receiving " $ Self $ " ***" ); //OutputItemArray(); } //----------------------------------------------------------------------------- function OutputItemArray() { local int i; DM( "*** " $ Self $ " - ItemHealthArray.Length = " $ ItemHealthArray.Length ); for( i=0;i<ItemHealthArray.Length;i++ ) DM( " *** ItemHealthArray[ " $ i $ " ] = " $ ItemHealthArray[ i ] ); } //----------------------------------------------------------------------------- function bool CanDeploy() { return true; } //----------------------------------------------------------------------------- function bool Deploy( bool bAltActivate ) { local rotator Rot; local vector X, Y, Z; local vector Loc, EndTrace, Extents, HitLocation, HitNormal; local DeployedUnit A; local Actor HitActor; Rot = Owner.Rotation; Rot.Pitch = 0; GetAxes( Rot, X, Y, Z ); Loc = Owner.Location + ( DeployBuffer + Owner.CollisionRadius + DeployClass.default.CollisionRadius ) * X + DeployHeight * Z; EndTrace = Loc; EndTrace.Z -= Owner.CollisionHeight+DeployHeight+MaxDeployDistance; Extents.X = DeployClass.default.CollisionRadius; Extents.Y = DeployClass.default.CollisionRadius; Extents.Z = DeployClass.default.CollisionHeight; //AddArrow( Loc, EndTrace, ColorGreen() ); //!!SBB (mdf) this is causing placing XMP items to fail if there is a carcass // or Pawn in the way? Ideally, carcasses shouldn't block XMP items (they are // non-blocking -- I'd just allow it to be dropped in the middle of the // carcass). Also, it would probably be good to allow these to be dropped if // there is a (live) Pawn in the way, allowing the Pawn to walk out of the // item since this could otherwise break scripted sequences. HitActor = Trace( HitLocation, HitNormal, EndTrace, Loc, true, Extents, , TRACE_ProjTargets | TRACE_Hash ); //DM( "$$$ " $ Self $ " HitActor = " $ HitActor $ " HitActor.bWorldGeometry = " $ HitActor.bWorldGeometry $ " bBlockActors = " $ HitActor.bBlockActors ); if( HitActor != None && HitLocation.Z >= EndTrace.Z ) { //DM( " &&& " $ Self $ " UnderScriptControl = " $ U2NPCController(Pawn(Owner).Controller).UnderScriptControl() ); if( HitActor.bWorldGeometry ) A = Spawn( DeployClass, , , Loc, Rot ); // else if( U2NPCController(Pawn(Owner).Controller).UnderScriptControl()&& Pawn(Owner).SameTeam( Pawn(HitActor) ) ) // A = Spawn( DeployClass, , , Loc, Rot ); } else return false; if( A == None ) { //DM( "&&& " $ Self $ " could not be spawned." ); return false; } // if the spawn succeeds, complete the deployment A.SetActive( false ); A.SetPhysics( PHYS_Falling ); UpdateDeployedActor( A ); A.Initialize( bAltActivate ); return true; } //----------------------------------------------------------------------------- function UpdateDeployedActor( DeployedUnit A ) { local int i; assert( Pawn(Owner) != None ); A.SetTeam( Pawn(Owner).GetTeam() ); A.bFriendlyToPlayerTeam = Pawn(Owner).bFriendlyToPlayerTeam; // Apply health from list if( ItemHealthArray[0] != 0 ) { //DM( "*** AmmoAmount = " $ AmmoType.AmmoAmount $ " HealthArray Length = " $ ItemHealthArray.Length ); if( AmmoType.AmmoAmount != ItemHealthArray.Length || ( Level.Game.GetInfiniteAmmo() || Pawn(Owner).GetInfiniteAmmo() ) ) { if( !Pawn(Owner).IsNPC() ) log( "Cheats Active on " $ Owner $ ", XMP units will not track health." ); A.Health = A.default.Health; } else { A.Health = ItemHealthArray[0]; ItemHealthArray.Remove(0,1); } } else A.Health = A.default.Health; //DM( "*** Placing " $ Self $ " ***" ); //OutputItemArray(); } //----------------------------------------------------------------------------- defaultproperties { DeployFailedSound=Sound'U2XMPA.XMPUnit.DeployFailed' MaxDeployDistance=60.000000 XMPIcon="Default" bActivatable=true GunButtSounds(0)=Sound'U2WeaponsA.GunButt.GunButt01' GunButtSounds(1)=Sound'U2WeaponsA.GunButt.GunButt02' GunButtSounds(2)=Sound'U2WeaponsA.GunButt.GunButt03' GunButtSounds(3)=Sound'U2WeaponsA.GunButt.GunButt04' TargetableTypes(0)='Pawn' CrosshairName="XMP_Cross" bMergesCopies=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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