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//============================================================================= // Controller, the base class of players or AI. // // Controllers are non-physical actors that can be attached to a pawn to control // its actions. PlayerControllers are used by human players to control pawns, while // AIControFllers implement the artificial intelligence for the pawns they control. // Controllers take control of a pawn using their Possess() method, and relinquish // control of the pawn by calling UnPossess(). // // Controllers receive notifications for many of the events occuring for the Pawn they // are controlling. This gives the controller the opportunity to implement the behavior // in response to this event, intercepting the event and superceding the Pawn's default // behavior. // // Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. //============================================================================= class Controller extends Actor native nativereplication abstract; //============================================================================= // BASE VARIABLES var Pawn Pawn; var repnotify PlayerReplicationInfo PlayerReplicationInfo; var const int PlayerNum; // The player number - per-match player number. var const private Controller NextController; // chained Controller list var bool bIsPlayer; // Pawn is a player or a player-bot. var bool bGodMode; // cheat - when true, can't be killed or hurt var bool bAffectedByHitEffects; // cheat - when true, can't be affected by effects from damage (e.g. momentum transfer, hit effects, etc.) var bool bSoaking; // pause and focus on this bot if it encounters a problem var bool bSlowerZAcquire; // acquire targets above or below more slowly than at same height var bool bForceStrafe; var bool bNotifyPostLanded; // Input buttons. var input byte bFire; //============================================================================= // PHYSICS VARIABLES var bool bNotifyApex; // event NotifyJumpApex() when at apex of jump var float MinHitWall; // Minimum HitNormal dot Velocity.Normal to get a HitWall event from the physics //============================================================================= // NAVIGATION VARIABLES var bool bAdvancedTactics; // serpentine movement between pathnodes var bool bCanDoSpecial; // are we able to traverse R_SPECIAL reach specs? var bool bAdjusting; // adjusting around obstacle var bool bPreparingMove; // set true while pawn sets up for a latent move var float MoveTimer; // internal timer for latent moves, useful for setting a max duration var Actor MoveTarget; // actor being moved toward var vector Destination; // location being moved toward var vector FocalPoint; // location being looked at var Actor Focus; // actor being looked at var Actor GoalList[4]; // used by navigation AI - list of intermediate goals var vector AdjustLoc; // location to move to while adjusting around obstacle var NavigationPoint StartSpot; // where player started the match /** Cached list of nodes filled in by the last call to FindPathXXX */ var array<NavigationPoint> RouteCache; var ReachSpec CurrentPath; var ReachSpec NextRoutePath; var vector CurrentPathDir; var Actor RouteGoal; // final destination for current route var float RouteDist; // total distance for current route var float LastRouteFind; // time at which last route finding occured var InterpActor PendingMover; /** used for discovering navigation failures */ var Actor FailedMoveTarget; var int MoveFailureCount; var float GroundPitchTime; var vector ViewX, ViewY, ViewZ; // Viewrotation encoding for PHYS_Spider var Pawn ShotTarget; // Target most recently aimed at var const Actor LastFailedReach; // cache to avoid trying failed actorreachable more than once per frame var const float FailedReachTime; var const vector FailedReachLocation; const LATENT_MOVETOWARD = 503; // LatentAction number for Movetoward() latent function //============================================================================= // AI VARIABLES var const bool bLOSflag; // used for alternating LineOfSight traces var bool bUsePlayerHearing; var bool bNotifyFallingHitWall; var float SightCounter; // Used to keep track of when to check player visibility var float SightCounterInterval; // how often player visibility is checked var float RespawnPredictionTime; /** multiplier to cost of NavigationPoints that another Pawn is currently anchored to */ var float InUseNodeCostMultiplier; /** additive modifier to cost of NavigationPoints that require high jumping */ var int HighJumpNodeCostModifier; // Enemy information var Pawn Enemy; var deprecated Actor Target; /** Forces physics to use Controller.DesiredRotation regardless of focus etc */ var bool bForceDesiredRotation; /** Forces all velocity to be directed towards reaching Destination */ var bool bPreciseDestination; /** Do visibility checks, call SeePlayer events() for pawns on same team as self. Setting to true will result in a lot more AI visibility line checks. */ var bool bSeeFriendly; /** List of destinations whose source portals are visible to this Controller */ struct native VisiblePortalInfo { /** source actor of portal */ var Actor Source; /** destination actor of portal */ var Actor Destination; structcpptext { FVisiblePortalInfo() {} FVisiblePortalInfo(EEventParm) { appMemzero(this, sizeof(FVisiblePortalInfo)); } FVisiblePortalInfo(AActor* InSource, AActor* InDest) : Source(InSource), Destination(InDest) {} UBOOL operator==(const FVisiblePortalInfo& Other) { return Other.Source == Source && Other.Destination == Destination; } } }; var array<VisiblePortalInfo> VisiblePortals; /** indicates that the AI is within a lane in its CurrentPath (like a road) * to avoid ramming other Pawns also using that path * set by MoveToward() when it detects multiple AI pawns using the same path * when this is true, serpentine movement and cutting corners are disabled */ var bool bUsingPathLanes; /** the offset from the center of CurrentPath to the center of the lane in use (the Pawn's CollisionRadius defines the extent) * positive values are to the Pawn's right, negative to the Pawn's left */ var float LaneOffset; /** Used for reversing rejected mover base movement */ var const rotator OldBasedRotation; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) replication { if (bNetDirty && Role==ROLE_Authority) PlayerReplicationInfo, Pawn; } /** returns whether this Controller is a locally controlled PlayerController * @note not valid until the Controller is completely spawned (i.e, unusable in Pre/PostBeginPlay()) */ native function bool IsLocalPlayerController(); /** Route Cache Operations * Allows operations on nodes in the route while modifying route (ie before emptying the cache) * Should override in subclasses as needed */ native function RouteCache_Empty(); native function RouteCache_AddItem( NavigationPoint Nav ); native function RouteCache_InsertItem( NavigationPoint Nav, int Idx=0 ); native function RouteCache_RemoveItem( NavigationPoint Nav ); native function RouteCache_RemoveIndex( int InIndex, int Count=1 ); /* epic =============================================== * ::PostBeginPlay * * Overridden to create the player replication info and * perform other mundane initialization tasks. * * ===================================================== */ event PostBeginPlay() { Super.PostBeginPlay(); if ( !bDeleteMe && bIsPlayer && (WorldInfo.NetMode != NM_Client) ) { // create a new player replication info InitPlayerReplicationInfo(); } // randomly offset the sight counter to avoid hitches SightCounter = SightCounterInterval * FRand(); } /* epic =============================================== * ::Reset * * Resets various properties to their default state, used * for round resetting, etc. * * ===================================================== */ function Reset() { super.Reset(); Enemy = None; StartSpot = None; bAdjusting = false; bPreparingMove = false; MoveTimer = -1; MoveTarget = None; CurrentPath = None; RouteGoal = None; } /* epic =============================================== * ::ClientSetLocation * * Replicated function to set the pawn location and * rotation, allowing server to force (ex. teleports). * * ===================================================== */ reliable client function ClientSetLocation( vector NewLocation, rotator NewRotation ) { SetRotation(NewRotation); if ( Pawn != None ) { if ( (Rotation.Pitch > Pawn.MaxPitchLimit) && (Rotation.Pitch < 65536 - Pawn.MaxPitchLimit) ) { If (Rotation.Pitch < 32768) NewRotation.Pitch = Pawn.MaxPitchLimit; else NewRotation.Pitch = 65536 - Pawn.MaxPitchLimit; } NewRotation.Roll = 0; Pawn.SetRotation( NewRotation ); Pawn.SetLocation( NewLocation ); } } /* epic =============================================== * ::ClientSetRotation * * Replicated function to set the pawn rotation, allowing * the server to force. * * ===================================================== */ reliable client function ClientSetRotation( rotator NewRotation, optional bool bResetCamera ) { SetRotation(NewRotation); if ( Pawn != None ) { NewRotation.Pitch = 0; NewRotation.Roll = 0; Pawn.SetRotation( NewRotation ); } } /* epic =============================================== * ::ReplicatedEvent * * Called when a variable with the property flag "RepNotify" is replicated * * ===================================================== */ simulated event ReplicatedEvent(name VarName) { if (VarName == 'PlayerReplicationInfo') { if (PlayerReplicationInfo != None) { PlayerReplicationInfo.ClientInitialize(self); } } else { Super.ReplicatedEvent(VarName); } } /** Kismet Action to possess a Pawn or a vehicle */ function OnPossess(SeqAct_Possess inAction) { local Pawn OldPawn; local Vehicle V; // if we're driving a vehicle, and we should try to get out first. V = Vehicle(Pawn); if( inAction.bTryToLeaveVehicle && V != None ) { V.DriverLeave( TRUE ); } if( inAction.PawnToPossess != None ) { V = Vehicle(inAction.PawnToPossess); if( Pawn!= None && V != None ) { V.TryToDrive( Pawn ); } else { OldPawn = Pawn; UnPossess(); Possess( inAction.PawnToPossess, FALSE ); if( inAction.bKillOldPawn && OldPawn != None ) { OldPawn.Destroy(); } } } } /* epic =============================================== * ::Possess * * Handles attaching this controller to the specified * pawn. * * ===================================================== */ event Possess(Pawn inPawn, bool bVehicleTransition) { if (inPawn.Controller != None) { inPawn.Controller.UnPossess(); } inPawn.PossessedBy(self, bVehicleTransition); Pawn = inPawn; if ( PlayerReplicationInfo != None ) { UpdateSex(); } // preserve Pawn's rotation initially for placed Pawns FocalPoint = Pawn.Location + 512*vector(Pawn.Rotation); Restart(bVehicleTransition); if( Pawn.Weapon == None ) { ClientSwitchToBestWeapon(); } } function UpdateSex() { if ( Vehicle(Pawn) != None && Vehicle(Pawn).Driver != None) { PlayerReplicationInfo.bIsFemale = Vehicle(Pawn).Driver.bIsFemale; } else { PlayerReplicationInfo.bIsFemale = Pawn.bIsFemale; } } /* epic =============================================== * ::UnPossess * * Called to unpossess our pawn for any reason that is not death * (death handled by PawnDied()) * * ===================================================== */ event UnPossess() { if ( Pawn != None ) { Pawn.UnPossessed(); Pawn = None; } } /* epic =============================================== * ::PawnDied * * Called to unpossess our pawn because it has died * (other unpossession handled by UnPossess()) * * ===================================================== */ function PawnDied(Pawn inPawn) { local int idx; if ( inPawn != Pawn ) { // if that's not our current pawn, leave return; } // abort any latent actions TriggerEventClass(class'SeqEvent_Death',self); for (idx = 0; idx < LatentActions.Length; idx++) { if (LatentActions[idx] != None) { LatentActions[idx].AbortFor(self); } } LatentActions.Length = 0; if ( Pawn != None ) { SetLocation(Pawn.Location); Pawn.UnPossessed(); } Pawn = None; // if we are a player, transition to the dead state if ( bIsPlayer ) { // only if the game hasn't ended, if ( !GamePlayEndedState() ) { // so that we can respawn GotoState('Dead'); } } // otherwise destroy this controller else { Destroy(); } } function bool GamePlayEndedState() { return false; } /* epic =============================================== * ::NotifyPostLanded * * Called after pawn lands after falling if bNotifyPostLanded is true * * ===================================================== */ event NotifyPostLanded(); /* epic =============================================== * ::Destroyed * * Called once this controller has been deleted, overridden * to cleanup any lingering references, etc. * * ===================================================== */ event Destroyed() { if (Role == ROLE_Authority) { // if we are a player, log out if ( bIsPlayer && (WorldInfo.Game != None) ) { WorldInfo.Game.logout(self); } if ( PlayerReplicationInfo != None ) { // remove from team if applicable if ( !PlayerReplicationInfo.bOnlySpectator && PlayerReplicationInfo.Team != None ) { PlayerReplicationInfo.Team.RemoveFromTeam(self); } CleanupPRI(); } } Super.Destroyed(); } /* epic =============================================== * ::CleanupPRI * * Called from Destroyed(). Cleans up PlayerReplicationInfo. * * ===================================================== */ function CleanupPRI() { PlayerReplicationInfo.Destroy(); PlayerReplicationInfo = None; } /* epic =============================================== * ::Restart * * Called upon possessing a new pawn, perform any specific * cleanup/initialization here. * * ===================================================== */ function Restart(bool bVehicleTransition) { Pawn.Restart(); if ( !bVehicleTransition ) { Enemy = None; } } /* epic =============================================== * ::BeyondFogDistance * * Returns true if OtherPoint is occluded by fog when viewed from ViewPoint. * * ===================================================== */ final native function bool BeyondFogDistance(vector ViewPoint, vector OtherPoint); /* epic =============================================== * ::EnemyJustTeleported * * Notification that Enemy just went through a teleporter. * * ===================================================== */ function EnemyJustTeleported() { LineOfSightTo(Enemy); } /* epic =============================================== * ::NotifyTakeHit * * Notification from pawn that it has received damage * via TakeDamage(). * * ===================================================== */ function NotifyTakeHit(Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum); /** spawns and initializes the PlayerReplicationInfo for this Controller */ function InitPlayerReplicationInfo() { PlayerReplicationInfo = Spawn(WorldInfo.Game.PlayerReplicationInfoClass, self,, vect(0,0,0),rot(0,0,0)); if (PlayerReplicationInfo.PlayerName == "") { PlayerReplicationInfo.SetPlayerName(class'GameInfo'.Default.DefaultPlayerName); } } /* * Queries the PRI and returns our current team index. */ simulated native function byte GetTeamNum(); /* epic =============================================== * ::ServerRestartPlayer * * Attempts to restart this player, generally called from * the client upon respawn request. * * ===================================================== */ reliable server function ServerRestartPlayer() { if (WorldInfo.NetMode != NM_Client && Pawn != None) { ServerGivePawn(); } } /* epic =============================================== * ::ServerGivePawn * * Requests a pawn from the server for this controller, * as part of the respawn process. * * ===================================================== */ function ServerGivePawn(); /* epic =============================================== * ::SetCharacter * * Sets the character for this controller for future * pawn spawns. * * ===================================================== */ function SetCharacter(string inCharacter); /* epic =============================================== * ::GameHasEnded * * Called from game info upon end of the game, used to * transition to proper state. * * ===================================================== */ function GameHasEnded(optional Actor EndGameFocus, optional bool bIsWinner) { // and transition to the game ended state GotoState('RoundEnded'); } /* epic =============================================== * ::NotifyKilled * * Notification from game that a pawn has been killed. * * ===================================================== */ function NotifyKilled(Controller Killer, Controller Killed, pawn KilledPawn) { if( Pawn != None ) { Pawn.TriggerEventClass( class'SeqEvent_SeeDeath', KilledPawn ); } if (Enemy == KilledPawn) { Enemy = None; } } function NotifyProjLanded( Projectile Proj ) { if( Proj != None && Pawn != None ) { Pawn.TriggerEventClass( class'SeqEvent_ProjectileLanded', Proj ); } } /** * Notification from given projectil that it is about to explode */ function WarnProjExplode( Projectile Proj ); //============================================================================= // INVENTORY FUNCTIONS /* epic =============================================== * ::RatePickup * * Callback from PickupFactory that allows players to * additionally weight certain pickups. * * ===================================================== */ event float RatePickup(Actor PickupHolder, class<Inventory> inPickup); /* epic =============================================== * ::FireWeaponAt * * Should cause this player to fire a weapon at the given * actor. * * ===================================================== */ function bool FireWeaponAt(Actor inActor); /* epic =============================================== * ::StopFiring * * Stop firing of our current weapon. * * ===================================================== */ event StopFiring() { bFire = 0; if ( Pawn != None ) Pawn.StopFiring(); } /* epic =============================================== * ::RoundHasEnded * * * ===================================================== */ function RoundHasEnded(optional Actor EndRoundFocus) { GotoState('RoundEnded'); } /* epic =============================================== * ::HandlePickup * * Called whenever our pawn runs over a new pickup. * * ===================================================== */ function HandlePickup(Inventory Inv); /** * Adjusts weapon aiming direction. * Gives controller a chance to modify the aiming of the pawn. For example aim error, auto aiming, adhesion, AI help... * Requested by weapon prior to firing. * * @param W, weapon about to fire * @param StartFireLoc, world location of weapon fire start trace, or projectile spawn loc. * @param BaseAimRot, original aiming rotation without any modifications. */ function Rotator GetAdjustedAimFor( Weapon W, vector StartFireLoc ) { // by default, return Rotation. This is the standard aim for controllers // see implementation for PlayerController. if ( Pawn != None ) { return Pawn.GetBaseAimRotation(); } return Rotation; } /* epic =============================================== * ::InstantWarnTarget * * Warn a target it is about to be shot at with an instant hit * weapon. * * ===================================================== */ function InstantWarnTarget(Actor InTarget, Weapon FiredWeapon, vector FireDir) { local Pawn P; P = Pawn(InTarget); if (P != None && P.Controller != None) { P.Controller.ReceiveWarning(Pawn, -1, FireDir); } } /* epic =============================================== * ::CheckNearMiss * * Check if bullet went close by my pawn. * * ===================================================== */ function CheckNearMiss(Pawn Shooter, Weapon W, vector WeapLoc, vector LineDir, vector HitLocation); /* epic =============================================== * ::ReceiveWarning * * Notification that the pawn is about to be shot by a * trace hit weapon. * * ===================================================== */ function ReceiveWarning(Pawn shooter, float projSpeed, vector FireDir); /* epic =============================================== * ::ReceiveProjectileWarning * * Notification that the pawn is about to be shot by a * projectile. * * ===================================================== */ function ReceiveProjectileWarning(Projectile Proj); /* epic =============================================== * ::SwitchToBestWeapon * * Rates the pawn's weapon loadout and chooses the best * weapon, bringing it up as the active weapon. * * ===================================================== */ exec function SwitchToBestWeapon(optional bool bForceNewWeapon) { if ( Pawn == None || Pawn.InvManager == None ) return; Pawn.InvManager.SwitchToBestWeapon(bForceNewWeapon); } /* epic =============================================== * ::ClientSwitchToBestWeapon * * Forces the client to switch to a new weapon, allowing * the server control. * * ===================================================== */ reliable client function ClientSwitchToBestWeapon(optional bool bForceNewWeapon) { SwitchToBestWeapon(bForceNewWeapon); } /* ClientSetWeapon: Forces client to switch to this weapon if it can be found in loadout */ reliable client function ClientSetWeapon( class<Weapon> WeaponClass ) { local Inventory Inv; if ( Pawn == None ) return; Inv = Pawn.FindInventoryType( WeaponClass ); if ( Weapon(Inv) != None ) Pawn.SetActiveWeapon( Weapon(Inv) ); } /* epic =============================================== * ::NotifyChangedWeapon * * Notification from pawn that the current weapon has * changed. * Network: LocalPlayer * ===================================================== */ function NotifyChangedWeapon( Weapon PrevWeapon, Weapon NewWeapon ); //============================================================================= // AI FUNCTIONS /* epic =============================================== * ::LineOfSightTo * * Returns true if the specified actor has line of sight * to our pawn. * * NOTE: No FOV is accounted for, use CanSee(). * * ===================================================== */ native(514) noexport final function bool LineOfSightTo(Actor Other, optional vector chkLocation, optional bool bTryAlternateTargetLoc); /* epic =============================================== * ::CanSee * * Returns true if the specified pawn is visible within * our peripheral vision. If the pawn is not our current * enemy then LineOfSightTo() will be called instead. * * ===================================================== */ native(533) final function bool CanSee(Pawn Other); /* epic =============================================== * ::CanSee * * Returns true if the test location is visible within * our peripheral vision (from view location). * * ===================================================== */ native(537) final function bool CanSeeByPoints( Vector ViewLocation, Vector TestLocation, Rotator ViewRotation ); /* epic =============================================== * ::PickTarget * * Evaluates pawns in the local area and returns the * one that is closest to the specified FireDir. * * ===================================================== */ native(531) final function Pawn PickTarget(class<Pawn> TargetClass, out float bestAim, out float bestDist, vector FireDir, vector projStart, float MaxRange); /* epic =============================================== * ::HearNoise * * Counterpart to the Actor::MakeNoise() function, called * whenever this player is within range of a given noise. * Used as AI audio cues, instead of processing actual * sounds. * * ===================================================== */ event HearNoise( float Loudness, Actor NoiseMaker, optional Name NoiseType ); /* epic =============================================== * ::SeePlayer * * Called whenever Seen is within of our line of sight * if Seen.bIsPlayer==true. * * ===================================================== */ event SeePlayer( Pawn Seen ); /* epic =============================================== * ::SeeMonster * * Called whenever Seen is within of our line of sight * if Seen.bIsPlayer==false. * * ===================================================== */ event SeeMonster( Pawn Seen ); /* epic =============================================== * ::EnemyNotVisible * * Called whenever Enemy is no longer within of our line * of sight. * * ===================================================== */ event EnemyNotVisible(); //============================================================================= // NAVIGATION FUNCTIONS /* epic =============================================== * ::MoveTo * * Latently moves our pawn to the desired location, which * is cached in Destination. * * ===================================================== */ native(500) noexport final latent function MoveTo(vector NewDestination, optional Actor ViewFocus, optional bool bShouldWalk = (Pawn != None) ? Pawn.bIsWalking : false); /* epic =============================================== * ::MoveToward * * Latently moves our pawn to the desired actor, which * is cached in MoveTarget. Takes advantage of the * navigation network anchors when moving to other Pawn * and Inventory actors. * * ===================================================== */ native(502) noexport final latent function MoveToward(Actor NewTarget, optional Actor ViewFocus, optional float DestinationOffset, optional bool bUseStrafing, optional bool bShouldWalk = (Pawn != None) ? Pawn.bIsWalking : false); /* epic =============================================== * ::SetupSpecialPathAbilities * * Called before path finding to allow setup of transient * navigation flags. * * ===================================================== */ event SetupSpecialPathAbilities(); /* epic =============================================== * ::FinishRotation * * Latently waits for our pawn's rotation to match the * pawn's DesiredRotation. * * ===================================================== */ native(508) final latent function FinishRotation(); /* epic =============================================== * ::FindPathTo * * Searches the navigation network for a path to the * node closest to the given point. * * ===================================================== */ native(518) final function Actor FindPathTo( Vector aPoint, optional int MaxPathLength, optional bool bReturnPartial ); /* epic =============================================== * ::FindPathToward * * Searches the navigation network for a path to the * node closest to the given actor. * * ===================================================== */ native(517) final function Actor FindPathToward( Actor anActor, optional bool bWeightDetours, optional int MaxPathLength, optional bool bReturnPartial ); /* epic =============================================== * ::FindPathTowardNearest * * Searches the navigation network for a path to the * closest node of the specified type. * * ===================================================== */ native final function Actor FindPathTowardNearest(class<NavigationPoint> GoalClass, optional bool bWeightDetours, optional int MaxPathLength, optional bool bReturnPartial ); /* epic =============================================== * ::FindRandomDest * * Returns a random node on the network. * * ===================================================== */ native(525) final function NavigationPoint FindRandomDest(); native final function Actor FindPathToIntercept(Pawn P, Actor InRouteGoal, optional bool bWeightDetours, optional int MaxPathLength, optional bool bReturnPartial ); /* epic =============================================== * ::PointReachable * * Returns true if the given point is directly reachable * given our pawn's current movement capabilities. * * NOTE: This function is potentially expensive and should * be used sparingly. If at all possible, use ActorReachable() * instead, since that has more possible optimizations * over PointReachable(). * * ===================================================== */ native(521) final function bool PointReachable(vector aPoint); /* epic =============================================== * ::ActorReachable * * Returns true if the given actor is directly reachable * given our pawn's current movement capabilities. Takes * advantage of the navigation network anchors when * possible. * * NOTE: This function is potentially expensive and should * be used sparingly. * * ===================================================== */ native(520) final function bool ActorReachable(actor anActor); /** * Called by APawn::moveToward when the point is unreachable * due to obstruction or height differences. */ event MoveUnreachable(vector AttemptedDest, Actor AttemptedTarget) { } /* epic =============================================== * ::PickWallAdjust * * Checks if we could jump over obstruction (if within * knee height), or attempts to move to either side of * the obstruction. * * ===================================================== */ native(526) final function bool PickWallAdjust(vector HitNormal); /* epic =============================================== * ::WaitForLanding * * Latently waits until the pawn has landed. Only valid * with PHYS_Falling. Optionally specify the max amount * of time to wait, which defaults to 4 seconds. * * NOTE: If the pawn hasn't landed before the duration * is exceeded, it will abort and call LongFall(). * * ===================================================== */ native(527) noexport final latent function WaitForLanding(optional float waitDuration); /* epic =============================================== * ::LongFall * * Called once the duration for WaitForLanding has been * exceeded without hitting ground. * * ===================================================== */ event LongFall(); /* epic =============================================== * ::EndClimbLadder * * Aborts a latent move action if the MoveTarget is * currently a ladder. * * ===================================================== */ native function EndClimbLadder(); /* epic =============================================== * ::MayFall * * Called when a pawn is about to fall off a ledge, and * allows the controller to prevent a fall by toggling * bCanJump. * * ===================================================== */ event MayFall(); /* epic =============================================== * ::AllowDetourTo * * Return true to allow a detour to a given point, or * false to avoid it. Called during any sort of path * finding (FindPathXXX() functions). * * ===================================================== */ event bool AllowDetourTo(NavigationPoint N) { return true; } /* epic =============================================== * ::WaitForMover * * Used to notify AI controller that it needs to wait * at its current position for an interpActor to * become properly positioned. * * ===================================================== */ function WaitForMover(InterpActor M) { PendingMover = M; M.bMonitorMover = true; bPreparingMove = true; Pawn.Acceleration = vect(0,0,0); } /* epic =============================================== * ::MoverFinished * * Called by InterpActor when it stops * if this controller has it set as its PendingMover * * ===================================================== */ event bool MoverFinished() { if (Pawn == None || PendingMover.MyMarker == None || PendingMover.MyMarker.ProceedWithMove(Pawn)) { PendingMover = None; bPreparingMove = false; return true; } return false; } /** Called when the this Controller's Pawn gets hit by an InterpActor interpolating downward while this Controller has Lift * set as its PendingMover * @param Lift the LiftCenter associated with the InterpActor that hit the Pawn */ function UnderLift(LiftCenter Lift); /** called when a ReachSpec the AI wants to use is blocked by a dynamic obstruction * gives the AI an opportunity to do something to get rid of it instead of trying to find another path * @note MoveTarget is the actor the AI wants to move toward, CurrentPath the ReachSpec it wants to use * @param BlockedBy the object blocking the path * @return true if the AI did something about the obstruction and should use the path anyway, false if the path * is unusable and the bot must find some other way to go */ event bool HandlePathObstruction(Actor BlockedBy); //============================================================================= // CAMERA FUNCTIONS /** * Returns Player's Point of View * For the AI this means the Pawn's 'Eyes' ViewPoint * For a Human player, this means the Camera's ViewPoint * * @output out_Location, view location of player * @output out_rotation, view rotation of player */ simulated event GetPlayerViewPoint( out vector out_Location, out Rotator out_rotation ) { out_Location = Location; out_Rotation = Rotation; } /** * returns the point of view of the actor. * note that this doesn't mean the camera, but the 'eyes' of the actor. * For example, for a Pawn, this would define the eye height location, * and view rotation (which is different from the pawn rotation which has a zeroed pitch component). * A camera first person view will typically use this view point. Most traces (weapon, AI) will be done from this view point. * * @output out_Location, location of view point * @output out_Rotation, view rotation of actor. */ simulated event GetActorEyesViewPoint( out vector out_Location, out Rotator out_Rotation ) { // If we have a Pawn, this is our view point. if ( Pawn != None ) { Pawn.GetActorEyesViewPoint( out_Location, out_Rotation ); } else { // Otherwise controller location/rotation is our view point. out_Location = Location; out_Rotation = Rotation; } } /** * This will return whether or not this controller is aiming at the passed in actor. * We are defining AIMing to mean that you are attempting to target the actor. Not just looking in the * direction of the actor. * **/ simulated function bool IsAimingAt( Actor ATarget, float Epsilon ) { local Vector Loc; local Rotator Rot; // grab camera location/rotation for checking Dist GetPlayerViewPoint( Loc, Rot ); // a decent epsilon value is 0.98f as that allows a for a little bit of slop // NOTE: if you want to aim DIRECTLY at something then you would want ~= 1.0f return ( (Normal(ATarget.Location - Loc) dot vector(Rot)) >= Epsilon ); } /** LandingShake() returns true if controller wants landing view shake */ simulated function bool LandingShake() { return false; } //============================================================================= // PHYSICS FUNCTIONS /* epic =============================================== * ::NotifyPhysicsVolumeChange * * Called when our pawn enters a new physics volume. * * ===================================================== */ event NotifyPhysicsVolumeChange(PhysicsVolume NewVolume); /* epic =============================================== * ::NotifyHeadVolumeChange * * Called when our pawn's head enters a new physics * volume. * return true to prevent HeadVolumeChange() notification on the pawn. * * ===================================================== */ event bool NotifyHeadVolumeChange(PhysicsVolume NewVolume); /* epic =============================================== * ::NotifyLanded * * Called when our pawn has landed from a fall, return * true to prevent Landed() notification on the pawn. * * ===================================================== */ event bool NotifyLanded(vector HitNormal, Actor FloorActor); /* epic =============================================== * ::NotifyHitWall * * Called when our pawn has collided with a blocking * piece of world geometry, return true to prevent * HitWall() notification on the pawn. * * ===================================================== */ event bool NotifyHitWall(vector HitNormal, actor Wall); /* epic =============================================== * ::NotifyFallingHitWall * * Called when our pawn has collided with a blocking * piece of world geometry while falling, only called if * bNotifyFallingHitWall is true * ===================================================== */ event NotifyFallingHitWall(vector HitNormal, actor Wall); /* epic =============================================== * ::NotifyBump * * Called when our pawn has collided with a blocking player, * return true to prevent Bump() notification on the pawn. * * ===================================================== */ event bool NotifyBump(Actor Other, Vector HitNormal); /* epic =============================================== * ::NotifyJumpApex * * Called when our pawn has reached the apex of a jump. * * ===================================================== */ event NotifyJumpApex(); /* epic =============================================== * ::NotifyMissedJump * * Called when our pawn misses a jump while performing * latent movement (ie MoveToward()). * * ===================================================== */ event NotifyMissedJump(); //============================================================================= // MISC FUNCTIONS /* epic =============================================== * ::InLatentExecution * * Returns true if currently in the specified latent * action. * * ===================================================== */ native final function bool InLatentExecution(int LatentActionNumber); /* epic =============================================== * ::StopLatentExecution * * Stops any active latent action. * * ===================================================== */ native final function StopLatentExecution(); /** * list important Controller variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when * the ShowDebug exec is used * * @param HUD - HUD with canvas to draw on * @input out_YL - Height of the current font * @input out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line. */ simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos) { local Canvas Canvas; Canvas = HUD.Canvas; if ( Pawn == None ) { if ( PlayerReplicationInfo == None ) { Canvas.DrawText("NO PLAYERREPLICATIONINFO", false); } else { PlayerReplicationInfo.DisplayDebug(HUD,out_YL,out_YPos); } out_YPos += out_YL; Canvas.SetPos(4,out_YPos); super.DisplayDebug(HUD,out_YL,out_YPos); return; } Canvas.SetDrawColor(255,0,0); Canvas.DrawText("CONTROLLER "$GetItemName(string(Self))$" Pawn "$GetItemName(string(Pawn))); out_YPos += out_YL; Canvas.SetPos(4,out_YPos); Canvas.DrawText(" bPreciseDestination:" @ bPreciseDestination); out_YPos += out_YL; Canvas.SetPos(4,out_YPos); if (HUD.ShouldDisplayDebug('AI')) { if ( Enemy != None ) { Canvas.DrawText(" STATE: "$GetStateName()$" Enemy "$Enemy.GetHumanReadableName(), false); } else { Canvas.DrawText(" STATE: "$GetStateName()$" NO Enemy ", false); } out_YPos += out_YL; Canvas.SetPos(4,out_YPos); } } /* epic =============================================== * ::GetHumanReadableName * * Returns the PRI player name if available, or of this * controller object. * * ===================================================== */ simulated function String GetHumanReadableName() { if ( PlayerReplicationInfo != None ) { return PlayerReplicationInfo.PlayerName; } else { return GetItemName(String(self)); } } //============================================================================= // CONTROLLER STATES function bool IsDead(); /* epic =============================================== * state Dead * * Base state entered upon pawn death, if bIsPlayer is * set to true. * * ===================================================== */ State Dead { ignores SeePlayer, HearNoise, KilledBy; function bool IsDead() { return TRUE; } function PawnDied(Pawn P) { if ( WorldInfo.NetMode != NM_Client ) WarnInternal(Self @ "Pawndied while dead"); } /* epic =============================================== * ::ServerRestartPlayer * * Attempts to restart the player if not a client. * * ===================================================== */ reliable server function ServerReStartPlayer() { if ( WorldInfo.NetMode == NM_Client ) return; // If we're still attached to a Pawn, leave it if ( Pawn != None ) { UnPossess(); } WorldInfo.Game.RestartPlayer( Self ); } } /* epic =============================================== * state RoundEnded * * Base state entered upon the end of a game round, instigated * by the * * ===================================================== */ state RoundEnded { ignores SeePlayer, HearNoise, KilledBy, NotifyBump, HitWall, NotifyPhysicsVolumeChange, NotifyHeadVolumeChange, Falling, TakeDamage, ReceiveWarning; function bool GamePlayEndedState() { return true; } event BeginState(Name PreviousStateName) { // if we still have a valid pawn, if ( Pawn != None ) { // stop it in midair and detach Pawn.TurnOff(); StopFiring(); if (!bIsPlayer) { Pawn.UnPossessed(); Pawn = None; } } if ( !bIsPlayer ) { Destroy(); } } } /** * Force this actor to make a noise that the AI may hear */ simulated function OnMakeNoise( SeqAct_MakeNoise Action ) { if( Pawn != None ) { Pawn.MakeNoise( Action.Loudness, 'ScriptNoise' ); } } /** * Overridden to redirect to pawn, since teleporting the controller * would be useless. * If Action == None, this was called from the Pawn already */ simulated function OnTeleport(SeqAct_Teleport Action) { if( Action != None ) { if (Pawn != None) { Pawn.OnTeleport(Action); } else { Super.OnTeleport(Action); } } } /** * Sets god mode based on the activated link. */ function OnToggleGodMode(SeqAct_ToggleGodMode inAction) { if (inAction.InputLinks[0].bHasImpulse) { bGodMode = true; } else if (inAction.InputLinks[1].bHasImpulse) { bGodMode = false; } else { bGodMode = !bGodMode; } } function OnToggleAffectedByHitEffects( SeqAct_ToggleAffectedByHitEffects inAction ) { // if (inAction.InputLinks[0].bHasImpulse) { bAffectedByHitEffects = true; } else if (inAction.InputLinks[1].bHasImpulse) { bAffectedByHitEffects = false; } else { bAffectedByHitEffects = !bAffectedByHitEffects; } } /** * Called when a slot is disabled with this controller as the current owner. */ simulated function NotifyCoverDisabled( CoverLink Link, int SlotIdx ); /** * Called when a slot is adjusted with this controller as the current owner. */ simulated event NotifyCoverAdjusted() { // do nothing. intended to be overloaded, but needs a body because it's an event. } /** * Called when cover that AI had claimed is claimed forceably by someone else (usually a player) */ simulated function bool NotifyCoverClaimViolation( Controller NewClaim, CoverLink Link, int SlotIdx ); /** * Redirect to pawn. */ simulated function OnCauseDamage(SeqAct_CauseDamage Action) { if (Pawn != None) { Pawn.OnCauseDamage(Action); } } /** * Called when an inventory item is given to our Pawn * (owning client only) * @param the Inventory item that was added */ function NotifyAddInventory(Inventory NewItem); /** * Overridden to redirect to the pawn if available. */ simulated function OnToggleHidden(SeqAct_ToggleHidden Action) { if (Pawn != None) { Pawn.OnToggleHidden(Action); } } /** called when this Controller causes a kill; gives it the opportunity to override with a different Controller that should get kill credit instead * @return the Controller that should get kill credit */ function Controller GetKillerController() { return self; } /** Returns true if controller is spectating */ function bool IsSpectating() { return false; } /** Returns if controller is in combat */ event bool IsInCombat(); function Actor GetRouteGoalAfter( int RouteIdx ) { if( RouteIdx + 1 < RouteCache.Length ) { return RouteCache[RouteIdx+1]; } return RouteGoal; } /** * Called when the level this controller is in is unloaded via streaming. */ event CurrentLevelUnloaded(); function SendMessage(PlayerReplicationInfo Recipient, name MessageType, float Wait, optional class<DamageType> DamageType); function ReadyForLift(); defaultproperties { bAffectedByHitEffects=True bSlowerZAcquire=True MinHitWall=-1.000000 SightCounterInterval=0.200000 Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__SpriteComponent' HiddenGame=True AlwaysLoadOnClient=False AlwaysLoadOnServer=False Name="Sprite" ObjectArchetype=SpriteComponent'Engine.Default__SpriteComponent' End Object Components(0)=Sprite bHidden=True bOnlyRelevantToOwner=True bHiddenEd=True CollisionType=COLLIDE_CustomDefault RotationRate=(Pitch=30000,Yaw=30000,Roll=2048) Name="Default__Controller" ObjectArchetype=Actor'Engine.Default__Actor' } |
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