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class RedeemerWarhead extends Pawn; #EXEC OBJ LOAD FILE=2K4Hud.utx var float Damage, DamageRadius, MomentumTransfer; var class<DamageType> MyDamageType; var Pawn OldPawn; var RedeemerTrail SmokeTrail; var float YawAccel, PitchAccel; // banking related var Shader InnerScopeShader, OuterScopeShader, OuterEdgeShader; var FinalBlend AltitudeFinalBlend; var float YawToBankingRatio, BankingResetRate, BankingToScopeRotationRatio; var int Banking, BankingVelocity, MaxBanking, BankingDamping; var float VelocityToAltitudePanRate, MaxAltitudePanRate; // camera shakes // var() vector ShakeRotMag; // how far to rot view var() vector ShakeRotRate; // how fast to rot view var() float ShakeRotTime; // how much time to rot the instigator's view var() vector ShakeOffsetMag; // max view offset vertically var() vector ShakeOffsetRate; // how fast to offset view vertically var() float ShakeOffsetTime; // how much time to offset view var bool bStaticScreen; var bool bFireForce; var TeamInfo MyTeam; replication { reliable if (Role == ROLE_Authority && bNetOwner) bStaticScreen; reliable if ( Role < ROLE_Authority ) ServerBlowUp; } function PlayerChangedTeam() { Died( None, class'DamageType', Location ); OldPawn.Died(None, class'DamageType', OldPawn.Location); } function TeamInfo GetTeam() { if ( PlayerReplicationInfo != None ) return PlayerReplicationInfo.Team; return MyTeam; } simulated function Destroyed() { RelinquishController(); if ( SmokeTrail != None ) SmokeTrail.Destroy(); Super.Destroyed(); } simulated function bool IsPlayerPawn() { return false; } event bool EncroachingOn( actor Other ) { if ( Other.bWorldGeometry ) return true; return false; } event EncroachedBy( actor Other ) { BlowUp(Location); } function RelinquishController() { if ( Controller == None ) return; Controller.Pawn = None; if ( !Controller.IsInState('GameEnded') ) { if ( (OldPawn != None) && (OldPawn.Health > 0) ) Controller.Possess(OldPawn); else { if ( OldPawn != None ) Controller.Pawn = OldPawn; else Controller.Pawn = self; Controller.PawnDied(Controller.Pawn); } } RemoteRole = Default.RemoteRole; Instigator = OldPawn; Controller = None; } simulated function PostBeginPlay() { local vector Dir; Dir = Vector(Rotation); Velocity = AirSpeed * Dir; Acceleration = Velocity; if ( Level.NetMode != NM_DedicatedServer) { SmokeTrail = Spawn(class'RedeemerTrail',self,,Location - 40 * Dir); SmokeTrail.SetBase(self); } } simulated function PostNetBeginPlay() { Super.PostNetBeginPlay(); if ( PlayerController(Controller) != None ) { Controller.SetRotation(Rotation); PlayerController(Controller).SetViewTarget(self); Controller.GotoState(LandMovementState); PlayOwnedSound(Sound'WeaponSounds.redeemer_shoot',SLOT_Interact,1.0); } } simulated function FaceRotation( rotator NewRotation, float DeltaTime ) { } function UpdateRocketAcceleration(float DeltaTime, float YawChange, float PitchChange) { local vector X,Y,Z; local float PitchThreshold; local int Pitch; local rotator TempRotation; local TexRotator ScopeTexRotator; local VariableTexPanner AltitudeTexPanner; YawAccel = (1-2*DeltaTime)*YawAccel + DeltaTime*YawChange; PitchAccel = (1-2*DeltaTime)*PitchAccel + DeltaTime*PitchChange; SetRotation(rotator(Velocity)); GetAxes(Rotation,X,Y,Z); PitchThreshold = 3000; Pitch = Rotation.Pitch & 65535; if ( (Pitch > 16384 - PitchThreshold) && (Pitch < 49152 + PitchThreshold) ) { if ( Pitch > 49152 - PitchThreshold ) PitchAccel = Max(PitchAccel,0); else if ( Pitch < 16384 + PitchThreshold ) PitchAccel = Min(PitchAccel,0); } Acceleration = Velocity + 5*(YawAccel*Y + PitchAccel*Z); if ( Acceleration == vect(0,0,0) ) Acceleration = Velocity; Acceleration = Normal(Acceleration) * AccelRate; BankingVelocity += DeltaTime * (YawToBankingRatio * YawChange - BankingResetRate * Banking - BankingDamping * BankingVelocity); Banking += DeltaTime * (BankingVelocity); Banking = Clamp(Banking, -MaxBanking, MaxBanking); TempRotation = Rotation; TempRotation.Roll = Banking; SetRotation(TempRotation); ScopeTexRotator = TexRotator(OuterScopeShader.Diffuse); if (ScopeTexRotator != None) ScopeTexRotator.Rotation.Yaw = Rotation.Roll; AltitudeTexPanner = VariableTexPanner(Shader(AltitudeFinalBlend.Material).Diffuse); if (AltitudeTexPanner != None) AltitudeTexPanner.PanRate = FClamp(Velocity.Z * VelocityToAltitudePanRate, -MaxAltitudePanRate, MaxAltitudePanRate); } simulated function PhysicsVolumeChange( PhysicsVolume Volume ) { } simulated function Landed( vector HitNormal ) { BlowUp(Location); } simulated function HitWall(vector HitNormal, actor Wall) { BlowUp(Location); } function UnPossessed() { BlowUp(Location); } simulated singular function Touch(Actor Other) { if ( Other.bBlockActors ) BlowUp(Location); } simulated singular function Bump(Actor Other) { if (Other.bBlockActors) BlowUp(Location); } function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) { if ( (Damage > 0) && ((InstigatedBy == None) || (InstigatedBy.Controller == None) || (Instigator == None) || (Instigator.Controller == None) || !InstigatedBy.Controller.SameTeamAs(Instigator.Controller)) ) { if ( (InstigatedBy == None) || DamageType.Default.bVehicleHit || (DamageType == class'Crushed') ) BlowUp(Location); else { if ( PlayerController(Controller) != None ) PlayerController(Controller).PlayRewardAnnouncement('Denied',1, true); if ( PlayerController(InstigatedBy.Controller) != None ) PlayerController(InstigatedBy.Controller).PlayRewardAnnouncement('Denied',1, true); Spawn(class'SmallRedeemerExplosion'); RelinquishController(); SetCollision(false,false,false); HurtRadius(Damage, DamageRadius*0.125, MyDamageType, MomentumTransfer, Location); Destroy(); } } } function Fire( optional float F ) { ServerBlowUp(); if ( F == 1 ) { OldPawn.Health = -1; OldPawn.KilledBy(OldPawn); } } function ServerBlowUp() { BlowUp(Location); } function BlowUp(vector HitLocation) { local Emitter E; if ( Role == ROLE_Authority ) { bHidden = true; E = Spawn(class'RedeemerExplosion',,, HitLocation - 100 * Normal(Velocity), Rot(0,16384,0)); if ( Level.NetMode == NM_DedicatedServer ) { E.LifeSpan = 0.7; } GotoState('Dying'); } } function bool DoJump( bool bUpdating ) { return false; } singular event BaseChange() { } simulated function DrawHUD(Canvas Canvas) { local float Offset; local Plane SavedCM; SavedCM = Canvas.ColorModulate; Canvas.ColorModulate.X = 1; Canvas.ColorModulate.Y = 1; Canvas.ColorModulate.Z = 1; Canvas.ColorModulate.W = 1; Canvas.Style = 255; Canvas.SetPos(0,0); Canvas.DrawColor = class'Canvas'.static.MakeColor(255,255,255); if ( bStaticScreen ) Canvas.DrawTile( Material'ScreenNoiseFB', Canvas.SizeX, Canvas.SizeY, 0.0, 0.0, 512, 512 ); else if ( !Level.IsSoftwareRendering() ) { if (Canvas.ClipX >= Canvas.ClipY) { Offset = Canvas.ClipX / Canvas.ClipY; Canvas.DrawTile( OuterEdgeShader, 0.5 * Canvas.SizeX, 0.5 * Canvas.SizeY, 512 * (1 - Offset), 0, Offset * 512, 512 ); Canvas.SetPos(0.5*Canvas.SizeX,0); Canvas.DrawTile( OuterEdgeShader, 0.5 * Canvas.SizeX, 0.5 * Canvas.SizeY, 512, 0, -512 * Offset, 512 ); Canvas.SetPos(0,0.5* Canvas.SizeY); Canvas.DrawTile( OuterEdgeShader, 0.5 * Canvas.SizeX, 0.5 * Canvas.SizeY, 512 * (1 - Offset), 512, Offset * 512, -512); Canvas.SetPos(0.5*Canvas.SizeX,0.5* Canvas.SizeY); Canvas.DrawTile( OuterEdgeShader, 0.5 * Canvas.SizeX, 0.5 * Canvas.SizeY, 512, 512, -512 * Offset, -512 ); Canvas.SetPos(0, 0); Canvas.DrawTile( InnerScopeShader, 0.5 * Canvas.SizeX, 0.5 * Canvas.SizeY, 512 * (1 - Offset), 0, Offset * 512, 512 ); Canvas.SetPos(0.5* Canvas.SizeX,0); Canvas.DrawTile( InnerScopeShader, 0.5 * Canvas.SizeX, 0.5 * Canvas.SizeY, 512, 0, -512 * Offset, 512 ); Canvas.SetPos(0,0.5* Canvas.SizeY); Canvas.DrawTile( InnerScopeShader, 0.5 * Canvas.SizeX, 0.5 * Canvas.SizeY, 512 * (1 - Offset), 512, Offset * 512, -512 ); Canvas.SetPos(0.5* Canvas.SizeX,0.5* Canvas.SizeY); Canvas.DrawTile( InnerScopeShader, 0.5 * Canvas.SizeX, 0.5 * Canvas.SizeY, 512, 512, -512 * Offset, -512 ); Canvas.SetPos(0.5 * (Canvas.SizeX - Canvas.SizeY), 0); Canvas.DrawTile( OuterScopeShader, Canvas.SizeX, Canvas.SizeY, 0, 0, 1024 * Offset, 1024 ); Canvas.SetPos((512 * (Offset - 1) + 383) * (Canvas.SizeX / (1024 * Offset)), Canvas.SizeY *(451.0/(1024.0))); Canvas.DrawTile( AltitudeFinalBlend, Canvas.SizeX / (8 * Offset), Canvas.SizeY / 8, 0, 0, 128, 128); Canvas.SetPos((512 * (Offset - 1) + 383 + 2*(512-383) - 128) * (Canvas.SizeX / (1024 * Offset)), Canvas.SizeY *(451.0/1024.0)); Canvas.DrawTile( AltitudeFinalBlend, Canvas.SizeX / (8 * Offset), Canvas.SizeY / 8, 128, 0, -128, 128); } else { Offset = Canvas.ClipY / Canvas.ClipX; Canvas.DrawTile( OuterEdgeShader, 0.5 * Canvas.SizeX, 0.5 * Canvas.SizeY, 0, 512 * (1 - Offset), 512, 512 * Offset); Canvas.SetPos(0.5*Canvas.SizeX,0); Canvas.DrawTile( OuterEdgeShader, 0.5 * Canvas.SizeX, 0.5 * Canvas.SizeY, 512, 512 * (1 - Offset), -512, 512 * Offset); Canvas.SetPos(0,0.5* Canvas.SizeY); Canvas.DrawTile( OuterEdgeShader, 0.5 * Canvas.SizeX, 0.5 * Canvas.SizeY, 0, 512, 512, -512 * Offset); Canvas.SetPos(0.5*Canvas.SizeX,0.5* Canvas.SizeY); Canvas.DrawTile( OuterEdgeShader, 0.5 * Canvas.SizeX, 0.5 * Canvas.SizeY, 512, 512, -512, -512 * Offset); Canvas.SetPos(0, 0); Canvas.DrawTile( InnerScopeShader, 0.5 * Canvas.SizeX, 0.5 * Canvas.SizeY, 0, 512 * (1 - Offset), 512, 512 * Offset); Canvas.SetPos(0.5*Canvas.SizeX,0); Canvas.DrawTile( InnerScopeShader, 0.5 * Canvas.SizeX, 0.5 * Canvas.SizeY, 512, 512 * (1 - Offset), -512, 512 * Offset); Canvas.SetPos(0,0.5* Canvas.SizeY); Canvas.DrawTile( InnerScopeShader, 0.5 * Canvas.SizeX, 0.5 * Canvas.SizeY, 0, 512, 512, -512 * Offset); Canvas.SetPos(0.5*Canvas.SizeX,0.5* Canvas.SizeY); Canvas.DrawTile( InnerScopeShader, 0.5 * Canvas.SizeX, 0.5 * Canvas.SizeY, 512, 512, -512, -512 * Offset); Canvas.SetPos(0, 0.5 * (Canvas.SizeY - Canvas.SizeX)); Canvas.DrawTile( OuterScopeShader, Canvas.SizeX, Canvas.SizeY, 0, 0, 1024, 1024 * Offset ); Canvas.SetPos(Canvas.SizeX * (383.0/1024.0), (512 * (Offset - 1) + 451) * (Canvas.SizeY / (1024 * Offset))); Canvas.DrawTile( AltitudeFinalBlend, Canvas.SizeX / 8, Canvas.SizeY / (8 * Offset), 0, 0, 128, 128); Canvas.SetPos(Canvas.SizeX * ((383 + 2*(512-383) - 128)) / 1024, (512 * (Offset - 1) + 451) * (Canvas.SizeY / (1024 * Offset))); Canvas.DrawTile( AltitudeFinalBlend, Canvas.SizeX / 8, Canvas.SizeY / (8 * Offset), 128, 0, -128, 128); } } Canvas.ColorModulate = SavedCM; } simulated event PlayDying(class<DamageType> DamageType, vector HitLoc); function Died(Controller Killer, class<DamageType> damageType, vector HitLocation) { BlowUp(Location); } function bool CheatWalk() { return false; } function bool CheatGhost() { return false; } function bool CheatFly() { return false; } function ShouldCrouch(bool Crouch) {} event SetWalking(bool bNewIsWalking) {} function Suicide() { Blowup(Location); if ( (OldPawn != None) && (OldPawn.Health > 0) ) OldPawn.KilledBy(OldPawn); } auto state Flying { function Tick(float DeltaTime) { if ( !bFireForce && (PlayerController(Controller) != None) ) { bFireForce = true; PlayerController(Controller).ClientPlayForceFeedback("FlakCannonAltFire"); // jdf } if ( (OldPawn == None) || (OldPawn.Health <= 0) ) BlowUp(Location); else if ( Controller == None ) { if ( OldPawn.Controller == None ) OldPawn.KilledBy(OldPawn); BlowUp(Location); } } } state Dying { ignores Trigger, Bump, HitWall, HeadVolumeChange, PhysicsVolumeChange, Falling, BreathTimer; function Fire( optional float F ) {} function BlowUp(vector HitLocation) {} function ServerBlowUp() {} function Timer() {} function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) {} function BeginState() { bHidden = true; bStaticScreen = true; SetPhysics(PHYS_None); SetCollision(false,false,false); Spawn(class'IonCore',,, Location, Rotation); if ( SmokeTrail != None ) SmokeTrail.Destroy(); ShakeView(); } function ShakeView() { local Controller C; local PlayerController PC; local float Dist, Scale; for ( C=Level.ControllerList; C!=None; C=C.NextController ) { PC = PlayerController(C); if ( PC != None && PC.ViewTarget != None ) { Dist = VSize(Location - PC.ViewTarget.Location); if ( Dist < DamageRadius * 2.0) { if (Dist < DamageRadius) Scale = 1.0; else Scale = (DamageRadius*2.0 - Dist) / (DamageRadius); C.ShakeView(ShakeRotMag*Scale, ShakeRotRate, ShakeRotTime, ShakeOffsetMag*Scale, ShakeOffsetRate, ShakeOffsetTime); } } } } Begin: Instigator = self; PlaySound(sound'WeaponSounds.redeemer_explosionsound'); HurtRadius(Damage, DamageRadius*0.125, MyDamageType, MomentumTransfer, Location); Sleep(0.5); HurtRadius(Damage, DamageRadius*0.300, MyDamageType, MomentumTransfer, Location); Sleep(0.2); HurtRadius(Damage, DamageRadius*0.475, MyDamageType, MomentumTransfer, Location); Sleep(0.2); RelinquishController(); HurtRadius(Damage, DamageRadius*0.650, MyDamageType, MomentumTransfer, Location); Sleep(0.2); HurtRadius(Damage, DamageRadius*0.825, MyDamageType, MomentumTransfer, Location); Sleep(0.2); HurtRadius(Damage, DamageRadius*1.000, MyDamageType, MomentumTransfer, Location); Destroy(); } defaultproperties { Damage=250.000000 DamageRadius=2000.000000 MomentumTransfer=200000.000000 MyDamageType=Class'XWeapons.DamTypeRedeemer' InnerScopeShader=Shader'2K4Hud.ZoomFX.RDM_InnerScopeShader' OuterScopeShader=Shader'2K4Hud.ZoomFX.RDM_OuterScopeShader' OuterEdgeShader=Shader'2K4Hud.ZoomFX.RDM_OuterEdgeShader' AltitudeFinalBlend=FinalBlend'2K4Hud.ZoomFX.RDM_AltitudeFinal' YawToBankingRatio=60.000000 BankingResetRate=15.000000 BankingToScopeRotationRatio=8.000000 MaxBanking=20000 BankingDamping=10 VelocityToAltitudePanRate=0.001750 MaxAltitudePanRate=10.000000 ShakeRotMag=(Z=250.000000) ShakeRotRate=(Z=2500.000000) ShakeRotTime=6.000000 ShakeOffsetMag=(Z=10.000000) ShakeOffsetRate=(Z=200.000000) ShakeOffsetTime=10.000000 bSimulateGravity=False bDirectHitWall=True bHideRegularHUD=True bSpecialHUD=True bNoTeamBeacon=True bCanUse=False AirSpeed=1000.000000 AccelRate=2000.000000 BaseEyeHeight=0.000000 EyeHeight=0.000000 LandMovementState="PlayerRocketing" LightType=LT_Steady LightEffect=LE_QuadraticNonIncidence LightHue=28 LightBrightness=255.000000 LightRadius=6.000000 DrawType=DT_StaticMesh StaticMesh=StaticMesh'WeaponStaticMesh.RedeemerMissile' bDynamicLight=True bStasis=False bReplicateInstigator=True bNetInitialRotation=True Physics=PHYS_Flying NetPriority=3.000000 AmbientSound=Sound'WeaponSounds.Misc.redeemer_flight' DrawScale=0.500000 AmbientGlow=96 bGameRelevant=True bCanTeleport=False SoundRadius=100.000000 TransientSoundVolume=1.000000 TransientSoundRadius=5000.000000 CollisionRadius=24.000000 CollisionHeight=12.000000 bBlockActors=False ForceType=FT_DragAlong ForceRadius=100.000000 ForceScale=5.000000 } |
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