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//============================================================================= // Inventory // // Inventory is the parent class of all actors that can be carried by other actors. // Inventory items are placed in the holding actor's inventory chain, a linked list // of inventory actors. Each inventory class knows what pickup can spawn it (its // PickupClass). When tossed out (using the DropFrom() function), inventory items // replace themselves with an actor of their Pickup class. // //============================================================================= class Inventory extends Actor abstract native nativereplication; #exec Texture Import File=Textures\Inventry.pcx Name=S_Inventory Mips=Off MASKED=1 //----------------------------------------------------------------------------- var byte InventoryGroup; // The weapon/inventory set, 0-9. var byte GroupOffset; // position within inventory group. (used by prevweapon and nextweapon) var bool bDisplayableInv; // Item displayed in HUD. var bool bTossedOut; // true if weapon/inventory was tossed out (so players can't cheat w/ weaponstay) var cache class<Pickup> PickupClass; // what class of pickup is associated with this inventory item var() travel int Charge; // Charge (for example, armor remaining if an armor) //----------------------------------------------------------------------------- // Rendering information. // Player view rendering info. var vector PlayerViewOffset; // Offset from view center. var(FirstPerson) rotator PlayerViewPivot; // additive rotation offset for tweaks var() bool bDrawingFirstPerson; var() float BobDamping; // how much to damp view bob // 3rd person mesh. var actor ThirdPersonActor; var cache class<InventoryAttachment> AttachmentClass; // HUD graphics var() Material IconMaterial; var() IntBox IconCoords; var() localized cache String ItemName; // Network replication. replication { // Things the server should send to the client. reliable if( bNetOwner && bNetDirty && (Role==ROLE_Authority) ) Charge,ThirdPersonActor; } function AttachToPawn(Pawn P) { local name BoneName; Instigator = P; if ( ThirdPersonActor == None ) { ThirdPersonActor = Spawn(AttachmentClass,Owner); InventoryAttachment(ThirdPersonActor).InitFor(self); } else ThirdPersonActor.NetUpdateTime = Level.TimeSeconds - 1; BoneName = P.GetWeaponBoneFor(self); if ( BoneName == '' ) { ThirdPersonActor.SetLocation(P.Location); ThirdPersonActor.SetBase(P); } else P.AttachToBone(ThirdPersonActor,BoneName); } /* UpdateRelative() For tweaking weapon positioning. Pass in a new relativerotation, and use the weapon editactor properties sheet to modify the relativelocation */ exec function updaterelative(int pitch, int yaw, int roll) { local rotator NewRot; NewRot.Pitch = pitch; NewRot.Yaw = yaw; NewRot.Roll = roll; ThirdPersonActor.SetRelativeLocation(ThirdPersonActor.Default.RelativeLocation); ThirdPersonActor.SetRelativeRotation(NewRot); } function DetachFromPawn(Pawn P) { if ( ThirdPersonActor != None ) { ThirdPersonActor.Destroy(); ThirdPersonActor = None; } } /* RenderOverlays() - Draw first person view of inventory Most Inventory actors are never rendered. The common exception is Weapon actors. Inventory actors may be rendered in the first person view of the player holding them using the RenderOverlays() function. */ simulated event RenderOverlays( canvas Canvas ) { if ( (Instigator == None) || (Instigator.Controller == None)) return; SetLocation( Instigator.Location + Instigator.CalcDrawOffset(self) ); SetRotation( Instigator.GetViewRotation() ); Canvas.DrawActor(self, false); } simulated function String GetHumanReadableName() { if ( ItemName == "" ) ItemName = GetItemName(string(Class)); return ItemName; } function PickupFunction(Pawn Other); //============================================================================= // AI inventory functions. simulated function Weapon RecommendWeapon( out float rating ) { if ( inventory != None ) return inventory.RecommendWeapon(rating); else { rating = -1; return None; } } //============================================================================= // Inventory travelling across servers. // // Called after a travelling inventory item has been accepted into a level. // event TravelPreAccept() { Super.TravelPreAccept(); GiveTo( Pawn(Owner) ); } function TravelPostAccept() { Super.TravelPostAccept(); PickupFunction(Pawn(Owner)); } //============================================================================= // General inventory functions. // // Called by engine when destroyed. // function Destroyed() { // Remove from owner's inventory. if( Pawn(Owner)!=None ) Pawn(Owner).DeleteInventory( Self ); if ( ThirdPersonActor != None ) ThirdPersonActor.Destroy(); } // // Give this inventory item to a pawn. // function GiveTo( pawn Other, optional Pickup Pickup ) { Instigator = Other; if ( Other.AddInventory( Self ) ) GotoState(''); else Destroy(); } // // Function which lets existing items in a pawn's inventory // prevent the pawn from picking something up. Return true to abort pickup // or if item handles pickup, otherwise keep going through inventory list. // function bool HandlePickupQuery( pickup Item ) { if ( Item.InventoryType == Class ) return true; if ( Inventory == None ) return false; return Inventory.HandlePickupQuery(Item); } // // Select first activatable powerup. // function Powerups SelectNext() { if ( Inventory != None ) return Inventory.SelectNext(); else return None; } // // Toss this item out. // function DropFrom(vector StartLocation) { local Pickup P; if ( Instigator != None ) { DetachFromPawn(Instigator); Instigator.DeleteInventory(self); } SetDefaultDisplayProperties(); Instigator = None; StopAnimating(); GotoState(''); P = spawn(PickupClass,,,StartLocation); if ( P == None ) { destroy(); return; } P.InitDroppedPickupFor(self); P.Velocity = Velocity; Velocity = vect(0,0,0); } //============================================================================= // Using. function Use( float Value ); //============================================================================= // Weapon functions. // Find a weapon in inventory that has an Inventory Group matching F. simulated function Weapon WeaponChange( byte F, bool bSilent ) { if( Inventory == None) return None; else return Inventory.WeaponChange( F, bSilent ); } // Find the previous weapon (using the Inventory group) simulated function Weapon PrevWeapon(Weapon CurrentChoice, Weapon CurrentWeapon) { if ( Inventory == None ) return CurrentChoice; else return Inventory.PrevWeapon(CurrentChoice,CurrentWeapon); } // Find the next weapon (using the Inventory group) simulated function Weapon NextWeapon(Weapon CurrentChoice, Weapon CurrentWeapon) { if ( Inventory == None ) return CurrentChoice; else return Inventory.NextWeapon(CurrentChoice,CurrentWeapon); } //============================================================================= // Armor functions. // // Return the best armor to use. // function armor PrioritizeArmor( int Damage, class<DamageType> DamageType, vector HitLocation ) { local Armor FirstArmor; if ( Inventory != None ) FirstArmor = Inventory.PrioritizeArmor(Damage, DamageType, HitLocation); else FirstArmor = None; return FirstArmor; } // // Used to inform inventory when owner event occurs (for example jumping or weapon change) // function OwnerEvent(name EventName) { if( Inventory != None ) Inventory.OwnerEvent(EventName); } // used to ask inventory if it needs to affect its owners display properties function SetOwnerDisplay() { if( Inventory != None ) Inventory.SetOwnerDisplay(); } static function string StaticItemName() { return Default.ItemName; } defaultproperties { BobDamping=0.960000 AttachmentClass=Class'Engine.InventoryAttachment' DrawType=DT_None bHidden=True bOnlyOwnerSee=True bOnlyRelevantToOwner=True bReplicateMovement=False bOnlyDirtyReplication=True RemoteRole=ROLE_SimulatedProxy NetPriority=1.400000 bTravel=True bClientAnim=True } |
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