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//============================================================================= // DemoRecSpectator - spectator for demo recordings to replicate ClientMessages // Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. //============================================================================= class DemoRecSpectator extends UTPlayerController; var bool bFindPlayer; /** local copy of RealViewTarget as the C++ code might clear it in some cases we don't want to for demo spectators */ var PlayerReplicationInfo MyRealViewTarget; /** if set, camera rotation is always forced to viewtarget rotation */ var config bool bLockRotationToViewTarget; /** If set, automatically switches players every AutoSwitchPlayerInterval seconds */ var config bool bAutoSwitchPlayers; /** Interval to use if bAutoSwitchPlayers is TRUE */ var config float AutoSwitchPlayerInterval; simulated event PostBeginPlay() { Super.PostBeginPlay(); if ( PlayerReplicationInfo != None ) { PlayerReplicationInfo.bOutOfLives = true; } } simulated event ReceivedPlayer() { Super.ReceivedPlayer(); // DemoRecSpectators don't go through the login process, so manually call ClientSetHUD() // so the spectator has it when playing back the demo if (Role == ROLE_Authority && WorldInfo.Game != None) { ClientSetHUD(WorldInfo.Game.HUDType, WorldInfo.Game.ScoreBoardType); } } event StartServerDemoRec() { local UTPawn P; Super.StartServerDemoRec(); // Replicate players weapons into the demo, so they can be fixed up during playback foreach WorldInfo.AllPawns(Class'UTPawn', P) { if (P.Weapon != none) P.DemoWeapon = P.Weapon; } } function InitPlayerReplicationInfo() { Super.InitPlayerReplicationInfo(); PlayerReplicationInfo.PlayerName = "DemoRecSpectator"; PlayerReplicationInfo.bIsSpectator = true; PlayerReplicationInfo.bOnlySpectator = true; PlayerReplicationInfo.bOutOfLives = true; PlayerReplicationInfo.bWaitingPlayer = false; } exec function SloMo(float NewTimeDilation) { WorldInfo.DemoPlayTimeDilation = NewTimeDilation; } exec function ViewClass( class<actor> aClass, optional bool bQuiet, optional bool bCheat ) { local actor other, first; local bool bFound; first = None; ForEach AllActors( aClass, other ) { if ( bFound || (first == None) ) { first = other; if ( bFound ) break; } if ( other == ViewTarget ) bFound = true; } if ( first != None ) { SetViewTarget(first); SetBehindView(ViewTarget != self); } else SetViewTarget(self); } //==== Called during demo playback ============================================ exec function DemoViewNextPlayer() { local Pawn P, Pick; local bool bFound; // view next player foreach WorldInfo.AllPawns(class'Pawn', P) { if (P.PlayerReplicationInfo != None) { if (Pick == None) { Pick = P; } if (bFound) { Pick = P; break; } else { bFound = (RealViewTarget == P.PlayerReplicationInfo || ViewTarget == P); } } } SetViewTarget(Pick); } function SetViewTarget(Actor NewViewTarget, optional ViewTargetTransitionParams TransitionParams) { Super.SetViewTarget(NewViewTarget, TransitionParams); // this check is so that a Pawn getting gibbed doesn't break finding that player again // must manually clear MyRealViewTarget when player controlled switch back to viewing self if (NewViewTarget != self) { MyRealViewTarget = RealViewTarget; } } unreliable server function ServerViewSelf() { Super.ServerViewSelf(); MyRealViewTarget = None; } reliable client function ClientSetRealViewTarget(PlayerReplicationInfo NewTarget) { SetViewTarget(self); // will find Pawn from RealViewTarget next tick RealViewTarget = NewTarget; MyRealViewTarget = NewTarget; bFindPlayer = (NewTarget == None); } function bool SetPause(bool bPause, optional delegate<CanUnpause> CanUnpauseDelegate) { // allow the spectator to pause demo playback if (WorldInfo.NetMode == NM_Client) { WorldInfo.Pauser = (bPause) ? PlayerReplicationInfo : None; return true; } else { return false; } } exec function Pause() { if (WorldInfo.NetMode == NM_Client) { ServerPause(); } } auto state Spectating { function BeginState(Name PreviousStateName) { super.BeginState(PreviousStateName); if( bAutoSwitchPlayers ) { SetTimer( AutoSwitchPlayerInterval, true, 'DemoViewNextPlayer'); } } exec function StartFire(optional byte FireModeNum) { SetBehindView(true); DemoViewNextPlayer(); } /** used to start out the demo view on the local player - should be called when recording, not playback */ function SendInitialViewTarget() { local PlayerController PC; foreach LocalPlayerControllers(class'PlayerController', PC) { if (!PC.PlayerReplicationInfo.bOnlySpectator) { ClientSetRealViewTarget(PC.PlayerReplicationInfo); return; } } // send None so demo playback knows it should just pick the first Pawn it can find ClientSetRealViewTarget(None); } simulated event GetPlayerViewPoint(out vector CameraLocation, out rotator CameraRotation) { Global.GetPlayerViewPoint(CameraLocation, CameraRotation); } exec function BehindView() { SetBehindView(!bBehindView); } event PlayerTick( float DeltaTime ) { local Pawn P; Global.PlayerTick( DeltaTime ); // attempt to find a player to view. if (Role == ROLE_AutonomousProxy) { if (RealViewTarget == None && MyRealViewTarget != None) { RealViewTarget = MyRealViewTarget; } if ((RealViewTarget==None || RealViewTarget==PlayerReplicationInfo) && bFindPlayer) { DemoViewNextPlayer(); if (RealViewTarget != None && RealViewTarget != PlayerReplicationInfo) { bFindPlayer = false; } } else { // reacquire ViewTarget if the player switched Pawns if ( RealViewTarget != None && RealViewTarget != PlayerReplicationInfo && (Pawn(ViewTarget) == None || Pawn(ViewTarget).PlayerReplicationInfo != RealViewTarget) ) { foreach WorldInfo.AllPawns(class'Pawn', P) { if (P.PlayerReplicationInfo == RealViewTarget) { SetViewTarget(P); break; } } } } if (Pawn(ViewTarget) != None) { TargetViewRotation = ViewTarget.Rotation; TargetViewRotation.Pitch = Pawn(ViewTarget).RemoteViewPitch << 8; } } } Begin: if (Role == ROLE_Authority) { // it takes two ticks to guarantee that all the relevant actors have been recorded into the demo // (necessary for the reference in ClientSetRealViewTarget()'s parameter to be valid during playback) Sleep(0.0); Sleep(0.0); SendInitialViewTarget(); } } simulated event GetPlayerViewPoint(out vector CameraLocation, out rotator CameraRotation) { bFreeCamera = (!bLockRotationToViewTarget && (bBehindView || Vehicle(ViewTarget) != None)); Super.GetPlayerViewPoint(CameraLocation, CameraRotation); } function UpdateRotation(float DeltaTime) { local rotator NewRotation; if (bLockRotationToViewTarget) { SetRotation(ViewTarget.Rotation); } else { Super.UpdateRotation(DeltaTime); } if (Rotation.Roll != 0) { NewRotation = Rotation; NewRotation.Roll = 0; SetRotation(NewRotation); } } defaultproperties { bBehindView=True bSmoothClientDemo=False Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTPlayerController:CollisionCylinder' ObjectArchetype=CylinderComponent'UTGame.Default__UTPlayerController:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'UTGame.Default__UTPlayerController:Sprite' ObjectArchetype=SpriteComponent'UTGame.Default__UTPlayerController:Sprite' End Object Components(0)=Sprite Components(1)=CollisionCylinder RemoteRole=ROLE_AutonomousProxy bDemoOwner=True CollisionComponent=CollisionCylinder Name="Default__DemoRecSpectator" ObjectArchetype=UTPlayerController'UTGame.Default__UTPlayerController' } |
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