Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 00192 00193 00194 00195 00196 00197 00198 00199 00200 00201 00202 00203 00204 00205 00206 00207 00208 00209 00210 00211 00212 00213 00214 00215 00216 00217 00218 00219 00220 00221 00222 00223 00224 00225 00226 00227 00228 00229 00230 00231 00232 00233 00234 00235 00236 00237 00238 00239 00240 00241 00242 00243 00244 00245 00246 00247 00248 00249 00250 00251 00252 00253 00254 00255 00256 00257 00258 00259 00260 00261 00262 00263 00264 00265 00266 00267 00268 00269 00270 00271 00272 00273 00274 00275 00276 00277 00278 00279 00280 00281 00282 00283 00284 00285 00286 00287 00288 00289 00290 00291 00292 00293 00294 00295 00296 00297 00298 00299 00300 00301 00302 00303 00304 00305 00306 00307 00308 00309 00310 00311 00312 00313 00314 00315 00316 00317 00318 00319 00320 00321 00322 00323 00324 00325 00326 00327 00328 00329 00330 00331 00332 00333 00334 00335 00336 00337 00338 00339 00340 00341 00342 00343 00344 00345 00346 00347 00348 00349 00350 00351 00352 00353 00354 00355 00356 00357 00358 00359 00360 00361 00362 00363 00364 00365 00366 00367 00368 00369 00370 00371 00372 00373 00374 00375 00376 00377 00378 00379 00380 00381 00382 00383 00384 00385 00386 00387 00388 00389 00390 00391 00392 00393 00394 00395 00396 00397 00398 00399 00400 00401 00402 00403 00404 00405 00406 00407 00408 00409 00410 00411 00412 00413 00414 00415 00416 00417 00418 00419 00420 00421 00422 00423 00424 00425 00426 00427 00428 00429 00430 00431 00432 00433 00434 00435 00436 00437 00438 00439 00440 00441 00442 00443 00444 00445 00446 00447 00448 00449 00450 00451 00452 00453 00454 00455 00456 00457 00458 00459 00460 00461 00462 00463 00464 00465 00466 00467 00468 00469 00470 00471 00472 00473 00474 00475 00476 00477 00478 00479 00480 00481 00482 00483 00484 00485 00486 00487 00488 00489 00490 00491 00492 00493 00494 00495 00496 00497 00498 00499 00500 00501 00502 00503 00504 00505 00506 00507 00508 00509 00510 00511 00512 00513 00514 00515 00516 00517 00518 00519 00520 00521 00522 00523 00524 00525 00526 00527 00528 00529 00530 00531 00532 00533 00534 00535 00536 00537 00538 00539 00540 00541 00542 00543 00544 00545 00546 00547 00548 00549 00550 00551 00552 00553 00554 00555 00556 00557 00558 00559 00560 00561 00562 00563 00564 00565 00566 00567 00568 00569 00570 00571 00572 00573 00574 00575 00576 00577 00578 00579 00580 00581 00582 00583 00584 00585 00586 00587 00588 00589 00590 00591 00592 00593 00594 00595 00596 00597 00598 00599 00600 00601 00602 00603 00604 00605 00606 00607 00608 00609 00610 00611 00612 00613 00614 00615 00616 00617 00618 00619 00620 00621 00622 00623 00624 00625 00626 00627 00628 00629 00630 00631 00632 00633 00634 00635 00636 00637 00638 00639 00640 00641 00642 00643 00644 00645 00646 00647 00648 00649 00650 00651 00652 00653 00654 00655 00656 00657 00658 00659 00660 00661 00662 00663 00664 00665 00666 00667 00668 00669 00670 00671 00672 00673 00674 00675 00676 00677 00678 00679 00680 00681 00682 00683 00684 00685 00686 00687 00688 00689 00690 00691 00692 00693 00694 00695 00696 00697 00698 00699 00700 00701 00702 00703 00704 00705 00706 00707 00708 00709 00710 00711 00712 00713 00714 00715 00716 00717 00718 00719 00720 00721 00722 00723 00724 00725 00726 00727 00728 00729 00730 00731 00732 00733 00734 00735 00736 00737 00738 00739 00740 00741 00742 00743 00744 00745 00746 00747 00748 00749 00750 00751 00752 00753 00754 00755 00756 00757 00758 00759 00760 00761 00762 00763 00764 00765 00766 00767 00768 00769 00770 00771 00772 00773 00774 00775 00776 00777 00778 00779 00780 00781 00782 00783 00784 00785 00786 00787 00788 00789 00790 00791 00792 00793 00794 00795 00796 00797 00798 00799 00800 00801 00802 00803 00804 00805 00806 00807 00808 00809 00810 00811 00812 00813 00814 00815 00816 00817 00818 00819 00820 00821 00822 00823 00824 00825 00826 00827 00828 00829 00830 00831 00832 00833 00834 00835 00836 00837 00838 00839 00840 00841 00842 00843 00844 00845 00846 00847 00848 00849 00850 00851 00852 00853 00854 00855 00856 00857 00858 00859 00860 00861 00862 00863 00864 00865 00866 00867 00868 00869 00870 00871 00872 00873 00874 00875 00876 00877 00878 00879 00880 00881 00882 00883 00884 00885 00886 00887 00888 00889 00890 00891 00892 00893 00894 00895 00896 00897 00898 00899 00900 00901 00902 00903 00904 00905 00906 00907 00908 00909 00910 00911 00912 00913 00914 00915 00916 00917 00918 00919 00920 00921 00922 00923 00924 00925 00926 00927 00928 00929 |
/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTConsolePlayerInput extends UTPlayerInput within UTConsolePlayerController config(Input) native; /** Multiplier used to scale the sensitivity of the turning. */ var float TurningAccelerationMultiplier; /** Whether to center the player's view when not in a vehicle **/ var config bool bAutoCenterPitch; /** Whether to center the player's view when in a vehicle **/ var config bool bAutoCenterVehiclePitch; /** Timer for auto-centering of vehicle turrets */ var float LastTurnTime; /** Threshold since last turn/fire to auto-center vehicle turrets */ var globalconfig float AutoCenterDelay; /** Controls rate at which camera auto-aligns behind vehicle when not being moved */ var globalconfig float AutoVehicleCenterSpeed; /** Scaling used when "slow turning" enabled */ var globalconfig float SlowTurnScaling; /** Whether ViewAcceleration is enabled or not **/ var() config bool bViewAccelerationEnabled; var config protected bool bDebugViewAcceleration; /** Threshold above when Yaw Acceleration kicks in*/ var() config float ViewAccel_YawThreshold; var() config float ViewAccel_DiagonalThreshold; /** How fast to start accelerating when the stick is slammed to the edge. It goes to a max of 2.0 over time **/ var() config float ViewAccel_BaseMultiplier; var() private float ViewAccel_CurrMutliplier; /** How to handle slamming the stick to the edges **/ /** how long you need to hold at edge before the fast acceleration kicks in **/ var() config float ViewAccel_TimeToHoldBeforeFastAcceleration; var private float ViewAccel_TimeHeld; /** Amount of twitchy we will handle before just taking the real value of the aTurn. This basically make the controls feel a lot smoother and not just spastic looking all over the place. **/ var() config float ViewAccel_Twitchy; /** If user hits A when the thumbstick is above this threshold, they will dodge in the direction of their thumbstick **/ var() config float Dodge_Threshold; /** Whether TargetFriction is enabled or not **/ var() config bool bTargetFrictionEnabled; var config protected bool bDebugTargetFriction; /** Whether or not we actually applied friction. This is used to make certain we don't then accelerate the view **/ var protected bool bAppliedTargetFriction; /** Last friction target */ var private Pawn LastFrictionTarget; /** Last friction target acquire time */ var private float LastFrictionTargetTime; var private float LastDistToTarget, LastDistMultiplier, LastDistFromAimZ, LastDistFromAimY, LastFrictionMultiplier, LastAdhesionAmtY, LastAdhesionAmtZ; var private float LastTargetRadius, LastTargetHeight, LastDistFromAimYa, LastDistFromAimZa, LastAdjustY, LastAdjustZ; var private Vector LastCamLoc; var private Rotator LastDeltaRot; /** DeadZone threshold to not count "active" on left thumbstick **/ var config float LeftThumbStickDeadZoneThreshold; /** DeadZone threshold to not count "active" on right thumbstick **/ var config float RightThumbStickDeadZoneThreshold; /** magic scaling value for over all sensitivity **/ var config float MagicScaleForSensitivityMiddle; var config float MagicScaleForSensitivityEdge; /** How fast you ramp up to the max speed**/ var config float ViewAccel_RampSpeed; /** Max turn speed **/ var config float ViewAccel_MaxTurnSpeed; var config float ViewAccel_PitchThreshold; /** How far to be considered to be looking up and down **/ var config float ViewAccel_LookingUpOrDownBoundary; /** How far to be considered to be back to center **/ var config float ViewAccel_BackToCenterBoundary; /** how fast to zip back to center **/ var config float ViewAccel_BackToCenterSpeed; var config float AutoPitchCenterSpeed; var config float AutoPitchStopAdjustingValue; var private bool bIsLookingUp; var private bool bIsLookingDown; /** * HoverBoards don't have a real turret. All of the code that exists for modifying the rotation speed is within that set of code * So we are going to just modify it here. * This is the multiplier we are going to use to make the hoverboard look up and down feel nice. **/ var config float HoverBoardPitchMultiplier; simulated event PostBeginPlay() { Super.PostBeginPlay(); ViewAccel_CurrMutliplier = ViewAccel_BaseMultiplier; } /** * Overridden to add hooks for view acceleration, target friction, auto centering, controller sensitivity. */ function PreProcessInput( float DeltaTime ) { local UTWeapon UW; local bool bUsingTiltController; Super(PlayerInput).PreProcessInput(DeltaTime); if( Pawn == none ) { return; } //`log( "bUsingGamepad: " $ bUsingGamepad ); // whenever a player uses a non Gamepad for input the input for that frame is set to: bUsingGamepad=false so we do not even attempt // to do any input help if (!bUsingGamepad) { // if we are playing in a Game that only allows Gamepads and we have received input from a non gamepad we disconnect the player // as we consider that cheating // if we are the server then we want to set our server to allow KeyBoardAndMouse /* Disabled for PC if( UTGameReplicationInfo(WorldInfo.GRI).bAllowKeyboardAndMouse == FALSE ) { // leaving this here now for when inevitably someone does this and wonders why they have no input //`log( "You have been detected as using a keyboard/mouse in a GamePad only game and have been disconnected from the game." ); //UTConsolePlayerController(Pawn.Controller).SetFrontEndErrorMessage("<Strings:UTGameUI.Errors.CannotUseKeyboardMouse_Title>","<Strings:UTGameUI.Errors.CannotUseKeyboardMouse_Message>"); RawJoyLookRight = 0.0f; RawJoyLookUp = 0.0f; aBaseX = 0.0f; aBaseY = 0.0f; aBaseZ = 0.0f; aMouseX = 0.0f; aMouseY = 0.0f; aForward = 0.0f; aTurn = 0.0f; aStrafe = 0.0f; aUp = 0.0f; aLookUp = 0.0f; //ConsoleCommand("Disconnect"); return; } */ } bUsingTiltController = FALSE; // // haha so tricky bUsingTiltController = UTConsolePlayerController(Pawn.Controller).IsControllerTiltActive(); // so based on what we are doing (e.g. vehicle<type>, redeemer, weapon selector, etc.) // so we will want to do the following (per axis) // -modify the dead zone // -modify the scalar for that axis // - UW = UTWeapon(Pawn.Weapon); // Accelerate turning rate if we did not apply friction // we have a "slowdown" acceleration so we need to do that first if( bViewAccelerationEnabled && !bUsingTiltController ) { ApplyViewAcceleration( DeltaTime ); } if( bTargetFrictionEnabled ) { if( UW != none ) { bAppliedTargetFriction = FALSE; // clear the friction flag (we do it here so applyViewAcceleration has a chance to use it from the time before) ApplyTargetFriction( DeltaTime, UW ); } } // these needs to happen after aForward has been updated. // might be out of place here if( !bAppliedTargetFriction && ( ( UW != none ) && ( UW.GetZoomedState() != ZST_Zoomed ) ) ) { if( bAutoCenterPitch ) { ApplyViewAutoPitchCentering( DeltaTime ); } if( bAutoCenterVehiclePitch ) { ApplyViewAutoVehiclePitchCentering( DeltaTime ); } } // See if we should apply the zoomed turn speed scale pct if( ( UW != none ) && ( UW.GetZoomedState() == ZST_Zoomed ) ) { aTurn *= UW.ZoomedTurnSpeedScalePct; aLookUp *= UW.ZoomedTurnSpeedScalePct; } aTurn *= TurningAccelerationMultiplier; // This will apply the sensitivity scaling to the controller inputs // NOTE: once we have this we may not want to apply if we bAppliedTargetFriction aTurn *= SensitivityMultiplier; aLookUp *= SensitivityMultiplier; // HoverBoards don't have a real turret. All of the code that exists for modifying the rotation speed is within that set of code // So we are going to just modify it here. if( UTVehicle_Hoverboard(Pawn) != None ) { aLookUp *= HoverBoardPitchMultiplier; } //`log( "aTurn: " $ aTurn $ " aLookUp: " $ aLookUp $ " DeltaTime: " $ DeltaTime ); } /** * This will auto center the player's view when they are moving along and not firing **/ function ApplyViewAutoPitchCentering( float DeltaTime ) { local float AmountToAdjustPitch; local float CurrentPitch; // so if we are not doing any looking or firing if( (aTurn != 0) || ( abs(RawJoyLookUp) > 0.2f ) || ( abs(RawJoyLookRight) > 0.2f ) || Pawn.IsFiring() || (Pawn.Physics == PHYS_Falling) ) { // don't auto-align camera if player is currently moving it LastTurnTime = WorldInfo.TimeSeconds; return; } if( ( (WorldInfo.TimeSeconds - LastTurnTime) > AutoCenterDelay ) && ( VSize(Pawn.Velocity) > 10.0f ) ) { CurrentPitch = float(NormalizeRotAxis(Rotation.Pitch)); AmountToAdjustPitch = FInterpTo( CurrentPitch, 0, DeltaTime, AutoPitchCenterSpeed ) - CurrentPitch; //`log( "CurrentPitch: " $ CurrentPitch $ " Abs(RawJoyLookUp): " $ Abs(RawJoyLookUp) ); if( abs(AmountToAdjustPitch) > AutoPitchStopAdjustingValue ) { if( AmountToAdjustPitch < AutoPitchStopAdjustingValue ) { if( bInvertMouse == FALSE ) { aLookup += FMin( -1*AmountToAdjustPitch, AutoPitchCenterSpeed ); } else { aLookup -= FMin( -1*AmountToAdjustPitch, AutoPitchCenterSpeed ); } //`log( "aLookup: " $ aLookup $ " AmountToAdjustPitch: " $ AmountToAdjustPitch ); } else if( AmountToAdjustPitch > AutoPitchStopAdjustingValue ) { if( bInvertMouse == FALSE ) { aLookup -= FMin( AmountToAdjustPitch, AutoPitchCenterSpeed ); } else { aLookup += FMin( AmountToAdjustPitch, AutoPitchCenterSpeed ); } //`log( "aLookup: " $ aLookup $ " AmountToAdjustPitch: " $ AmountToAdjustPitch ); } } } } /** * This will auto center the player's view when they in a vehicle. **/ function ApplyViewAutoVehiclePitchCentering( float DeltaTime ) { local int VehicleYaw, CameraYaw; local float OldaBaseY, ForwardMag; local float AmountToAdjustPitch; local float CurrentPitch; if ( (UTVehicle(Pawn) != None) && !UTVehicle(Pawn).bFollowLookDir && UTVehicle(Pawn).bShouldAutoCenterViewPitch ) { if ( (aTurn != 0) || Pawn.IsFiring() ) { // don't auto-align camera if player is currently moving it LastTurnTime = WorldInfo.TimeSeconds; } else if ( WorldInfo.TimeSeconds - LastTurnTime > AutoCenterDelay ) { ForwardMag = aForward*aForward+aBaseY*aBaseY; if ( UTVehicle(Pawn).bStickDeflectionThrottle && !UTVehicle(Pawn).bUsingLookSteer ) { ForwardMag += aStrafe*aStrafe; if ( ForwardMag != 0 ) { // auto-align cameras on vehicles VehicleYaw = Pawn.Rotation.Yaw & 65535; CameraYaw = Rotation.Yaw & 65535; if ( CameraYaw ClockwiseFrom VehicleYaw ) { if ( CameraYaw < VehicleYaw ) CameraYaw += 65536; if ( CameraYaw - VehicleYaw > 2048 ) aTurn = -0.125 - 0.5*(CameraYaw - VehicleYaw)/AutoVehicleCenterSpeed; } else { if ( VehicleYaw < CameraYaw ) VehicleYaw += 65536; if ( VehicleYaw - CameraYaw > 2048 ) aTurn = +0.125 + 0.5*(VehicleYaw - CameraYaw)/AutoVehicleCenterSpeed; } } } } if ( aStrafe != 0 ) { // aBaseY should be magnitude of deflection, not just in up/down direction OldaBaseY = aBaseY; aBaseY = FMin(Sqrt(Square(aStrafe) + Square(aBaseY)), 1.f); if ( OldaBaseY < 0 ) { aBaseY *= -1; } RawJoyUp = aBaseY; } } if( ( UTVehicle(Pawn) != None) && ( VSize(Pawn.Velocity) != 0 ) && UTVehicle(Pawn).bShouldAutoCenterViewPitch ) { // so if we are not doing any looking or firing if( ( abs(RawJoyLookUp) > 0.2f ) || Pawn.IsFiring() || (Pawn.Physics == PHYS_Falling) ) { // don't auto-align camera if player is currently moving it LastTurnTime = WorldInfo.TimeSeconds; return; } if( ( (WorldInfo.TimeSeconds - LastTurnTime) > AutoCenterDelay ) && ( VSize(Pawn.Velocity) > 10.0f ) ) { CurrentPitch = float(NormalizeRotAxis(Rotation.Pitch)); AmountToAdjustPitch = FInterpTo( CurrentPitch, 0, DeltaTime, AutoPitchCenterSpeed ) - CurrentPitch; //`log( "CurrentPitch: " $ CurrentPitch $ " Abs(RawJoyLookUp): " $ Abs(RawJoyLookUp) ); if( abs(AmountToAdjustPitch) > AutoPitchStopAdjustingValue ) { if( AmountToAdjustPitch < AutoPitchStopAdjustingValue ) { if( bInvertMouse == FALSE ) { aLookup += FMin( -1*AmountToAdjustPitch, AutoPitchCenterSpeed ); } else { aLookup -= FMin( -1*AmountToAdjustPitch, AutoPitchCenterSpeed ); } //`log( "aLookup: " $ aLookup $ " AmountToAdjustPitch: " $ AmountToAdjustPitch ); } else if( AmountToAdjustPitch > AutoPitchStopAdjustingValue ) { if( bInvertMouse == FALSE ) { aLookup -= FMin( AmountToAdjustPitch, AutoPitchCenterSpeed ); } else { aLookup += FMin( AmountToAdjustPitch, AutoPitchCenterSpeed ); } //`log( "aLookup: " $ aLookup $ " AmountToAdjustPitch: " $ AmountToAdjustPitch ); } } } } } /** * This will scale the player's rotation speed depending on the location of their thumbstick and how * long they have held it there. **/ function ApplyViewAcceleration( float DeltaTime ) { local float CurrentPitch; local UTWeapon UW; UW = UTWeapon(Pawn.Weapon); CurrentPitch = NormalizeRotAxis(Rotation.Pitch); if( CurrentPitch < -1*ViewAccel_LookingUpOrDownBoundary ) { //`log( "looking down: " $ CurrentPitch $ " aLookUp: " $ aLookUp ); bIsLookingDown = TRUE; } else if( CurrentPitch > ViewAccel_LookingUpOrDownBoundary ) { //`log( "looking up: " $ CurrentPitch $ " aLookUp: " $ aLookUp ); bIsLookingUp = TRUE; } // need to check for sniper here // check to see if we are trying to get back to center from looking up or down if( ( ( bIsLookingDown == TRUE ) && ( RawJoyLookUp < -1*ViewAccel_PitchThreshold ) ) || ( ( bIsLookingUp == TRUE ) && ( RawJoyLookUp > ViewAccel_PitchThreshold ) ) ) { aLookUp *= ViewAccel_BackToCenterSpeed; } // non-linear scale for turn magnitude // If above threshold, accelerate Yaw turning rate (e.g. when you slam the thumbstick to the farthest position) else if( ( Abs(aTurn) > ViewAccel_YawThreshold ) || ( ( square(Abs(RawJoyLookRight) + square(Abs(RawJoyLookUp/0.75))) ) > ViewAccel_DiagonalThreshold ) ) { // if we are not targeting someone. (i.e. in the heat of battle of circle straffing you want to be JAMMED to the edge as you are spazzing out. but are targeting and fighting so you don't want to flip around all speedy ) if( ( ViewAccel_TimeHeld > ViewAccel_TimeToHoldBeforeFastAcceleration ) && ( !bAppliedTargetFriction ) && ( ( !Pawn.IsFiring() ) || ( ( UW != None ) && ( UW.CanViewAccelerationWhenFiring() ) ) ) // if we are shooting then don't do super speed up (e.g. we are prob circle straffing)) ) { ViewAccel_CurrMutliplier += ( ViewAccel_RampSpeed ) ; aTurn *= FMin( FMax(ViewAccel_CurrMutliplier, ViewAccel_BaseMultiplier), ViewAccel_MaxTurnSpeed ); // we need to always be at least a 1.0f here or we will go slower and hitch } else { aTurn = ( aTurn < 0 ) ? -1*Square(aTurn) : Square(aTurn); aTurn /= MagicScaleForSensitivityEdge; ViewAccel_CurrMutliplier = aTurn; ViewAccel_TimeHeld += DeltaTime; //`log( "aTurn *= ViewAccel_CurrMutliplier: " $ ViewAccel_CurrMutliplier $ " aTurn: " $ aTurn $ " ViewAccel_BaseMultiplier: " $ ViewAccel_BaseMultiplier ); } } // we are doing a non slam to the edge movement else { aTurn = ( aTurn < 0 ) ? -1*Square(aTurn) : Square(aTurn); aTurn /= MagicScaleForSensitivityMiddle; //aTurn *= 0.; //aTurn = ( aTurn < 0 ) ? -1*Square(aTurn) : Square(aTurn); //`log( "aTurn Post: " $ aTurn ); // reset ViewAccel_CurrMutliplier = ViewAccel_BaseMultiplier; ViewAccel_TimeHeld = 0; } // check to write out these vars if they were true before and if we are in the middle section of being "centered" if( ( bIsLookingDown || bIsLookingUp ) && ( CurrentPitch < ViewAccel_BackToCenterBoundary ) && ( CurrentPitch > -1*ViewAccel_BackToCenterBoundary ) ) { //`log( "resetting look up down" ); bIsLookingDown = FALSE; bIsLookingUp = FALSE; } } /** * This will attempt to keep the player aiming at the target. It will forcibly aim the player at the target. * * TODO: move this to c++ **/ function ApplyTargetAdhesion( float DeltaTime, UTWeapon W, out int out_YawRot, out int out_PitchRot ) { local Vector RealTargetLoc, TargetLoc, CamToTarget, AimLoc, CamLoc, ClosestY, ClosestZ; local Vector X, Y, Z; local Rotator CamRot, DeltaRot; local float DistToTarget, DistFromAimZ, DistFromAimY, AdhesionAmtY, AdhesionAmtZ, TargetRadius, TargetHeight, Pct; local int AdjustY, AdjustZ; local Pawn AdhesionTarget; if( W == None || !W.bTargetAdhesionEnabled ) { return; } // Setup some initial data CamLoc = CalcViewLocation; CamRot = CalcViewRotation; // using this at this point here causes mega hitches to occur. As the correct values have not been updated yet this early //GetPlayerViewPoint( CamLoc, CamRot ); GetAxes( CamRot, X, Y, Z ); // attempt to use the friction target if available AdhesionTarget = LastFrictionTarget; if (AdhesionTarget == None || TimeSince(LastFrictionTargetTime) > W.TargetAdhesionTimeMax) { // otherwise look for a new target AdhesionTarget = GetTargetAdhesionFrictionTarget( W.TargetAdhesionDistanceMax, CamLoc, CamRot ); } // If still within adhesion time constraints, and the target is still alive if( AdhesionTarget != None ) { // Grab collision info from target AdhesionTarget.GetBoundingCylinder( TargetRadius, TargetHeight ); // reduce the size a bit to allow adhesion to move the crosshair onto the character TargetRadius *= 0.65f; TargetHeight *= 0.65f; RealTargetLoc = AdhesionTarget.Location + (W.TargetFrictionOffset >> CamRot); // Make sure the target has some velocity if( (W.TargetAdhesionTargetVelocityMin == 0.f || VSize(AdhesionTarget.Velocity) > W.TargetAdhesionTargetVelocityMin) && (W.TargetAdhesionPlayerVelocityMin == 0.f || VSize(Pawn.Velocity) > W.TargetAdhesionPlayerVelocityMin) && ((RealTargetLoc - CamLoc) DOT Vector(CamRot) > 0.f) ) { // Figure out the distance from aim to target CamToTarget = (RealTargetLoc - CamLoc); DistToTarget = VSize(CamToTarget); AimLoc = CamLoc + (X * DistToTarget); // Calculate the aim friction multiplier // Y component TargetLoc = RealTargetLoc; TargetLoc.Z = AimLoc.Z; DistFromAimY = PointDistToLine(AimLoc,(TargetLoc - CamLoc),CamLoc, ClosestY ); ClosestY = TargetLoc + Normal(ClosestY - TargetLoc) * TargetRadius; // Z component TargetLoc = RealTargetLoc; TargetLoc.X = AimLoc.X; TargetLoc.Y = AimLoc.Y; DistFromAimZ = PointDistToLine(AimLoc,(TargetLoc - CamLoc),CamLoc, ClosestZ); ClosestZ = TargetLoc + Normal(ClosestZ - TargetLoc) * TargetRadius; DeltaRot.Yaw = Rotator(ClosestY - CamLoc).Yaw - CamRot.Yaw; DeltaRot.Pitch = Rotator(ClosestZ - CamLoc).Pitch - CamRot.Pitch; DeltaRot = Normalize( DeltaRot ); // Make sure it is still within valid distance AND // outside the cylinder in at least one direction AND // target can be seen if( ( DistToTarget <= W.TargetAdhesionDistanceMax ) && (DistFromAimY > TargetRadius || DistFromAimZ > TargetHeight) && LineOfSightTo( AdhesionTarget, CamLoc ) // find a way no do this line check ) { // Lateral adhesion if( DistFromAimY > TargetRadius ) { Pct = 1.f - (DistFromAimY-TargetRadius)/W.TargetAdhesionAimDistY; if (Pct > 0.f) { // boost based on other gameplay things (distance or something) // boost slightly when targeting Pct = FMin(Pct, 0.8f); AdhesionAmtY = GetRangeValueByPct(W.TargetAdhesionScaleRange, Pct); //`log( "AdhesionAmtY: " $ AdhesionAmtY ); // Apply the adhesion AdjustY = DeltaRot.Yaw * (AdhesionAmtY * DeltaTime); out_YawRot += AdjustY; } } // Vertical adhesion if( DistFromAimZ > TargetHeight ) { Pct = 1.f - (DistFromAimZ-TargetHeight)/W.TargetAdhesionAimDistZ; if (Pct > 0.f) { // boost based on other gameplay things (distance or something) // boost slightly when targeting Pct = FMin(Pct, 0.8f); AdhesionAmtZ = GetRangeValueByPct(W.TargetAdhesionScaleRange, Pct); //`log( "AdhesionAmtZ: " $ AdhesionAmtZ ); // Apply the adhesion AdjustZ = DeltaRot.Pitch * (AdhesionAmtZ * DeltaTime); out_PitchRot += AdjustZ; } } } } } //debug LastAdhesionAmtY = AdhesionAmtY; LastAdhesionAmtZ = AdhesionAmtZ; LastDistFromAimZa = DistFromAimZ; LastDistFromAimYa = DistFromAimY; LastDeltaRot = DeltaRot; LastAdjustY = AdjustY; LastAdjustZ = AdjustZ; } function AdjustMouseSensitivity(float FOVScale) { // Apply mouse sensitivity. // @TODO FIXME HACK - shouldn't need to do this at all aMouseX *= 60 * FOVScale; aMouseY *= 60 * FOVScale; } /** * This will slow down the player's aiming when they are on "top" of a valid Target. So when you whip around * there will be a slight slow down when you are directly aiming at a target. * * TODO: move this to c++ **/ function ApplyTargetFriction( float DeltaTime, UTWeapon W ) { local Pawn FrictionTarget; local Vector CamLoc, X, Y, Z, CamToTarget, AimLoc, TargetLoc, RealTargetLoc; local Rotator CamRot; local float DistToTarget, DistMultiplier, DistFromAimZ, DistFromAimY; local float TargetRadius, TargetHeight; local float FrictionMultiplier; // local float Time; // CLOCK_CYCLES(time); if( Pawn == None || !W.bTargetFrictionEnabled ) { //`log( "ApplyTargetFriction returning: W.bTargetFrictionEnabled: " $ W.bTargetFrictionEnabled $ " Pawn: " $ Pawn $ " W: " $ W ); return; } // Setup some initial data CamLoc = CalcViewLocation; CamRot = CalcViewRotation; // using this at this point here causes mega hitches to occur. As the correct values have not been updated yet this early //GetPlayerViewPoint( CamLoc, CamRot ); GetAxes( CamRot, X, Y, Z ); // Look for a friction target FrictionTarget = GetTargetAdhesionFrictionTarget( W.TargetFrictionDistanceMax, CamLoc, CamRot ); // If we have a valid friction target if( FrictionTarget != None ) { //`log( "Friction Target: " $ FrictionTarget ); RealTargetLoc = FrictionTarget.Location + ( W.TargetFrictionOffset >> CamRot ); CamToTarget = ( RealTargetLoc - CamLoc ); DistToTarget = VSize(CamToTarget); AimLoc = CamLoc + ( X * DistToTarget ); // Grab collision info from target FrictionTarget.GetBoundingCylinder( TargetRadius, TargetHeight ); if( bDebugTargetFriction ) { DrawDebugCylinder(FrictionTarget.Location+vect(0,0,1)*TargetHeight, FrictionTarget.Location-vect(0,0,1)*TargetHeight, TargetRadius, 12, 255, 0, 0); } // Calculate the aim friction multiplier // Y component TargetLoc = RealTargetLoc; TargetLoc.Z = AimLoc.Z; DistFromAimY = PointDistToLine(AimLoc,(TargetLoc - CamLoc),CamLoc); // Z component TargetLoc = RealTargetLoc; TargetLoc.X = AimLoc.X; TargetLoc.Y = AimLoc.Y; DistFromAimZ = PointDistToLine(AimLoc,(TargetLoc - CamLoc),CamLoc); // Calculate the distance multiplier DistMultiplier = 0.f; //`log( " TargetFrictionDistanceMin: " $ W.TargetFrictionDistanceMin $ " TargetFrictionDistanceMax: " $ W.TargetFrictionDistanceMax $ " DistToTarget: " $ DistToTarget ); if( DistToTarget >= W.TargetFrictionDistanceMin && DistToTarget <= W.TargetFrictionDistanceMax ) { if( DistToTarget <= W.TargetFrictionDistancePeak ) { // Ramp up to peak DistMultiplier = FClamp((DistToTarget - W.TargetFrictionDistanceMin)/(W.TargetFrictionDistancePeak - W.TargetFrictionDistanceMin),0.f,1.f); } else { // Ramp down from peak DistMultiplier = FClamp(1.f - (DistToTarget - W.TargetFrictionDistancePeak)/(W.TargetFrictionDistanceMax - W.TargetFrictionDistancePeak),0.f,1.f); } //`log( "DistMultiplier: " $ DistMultiplier ); // Scale target radius by distance TargetRadius *= 1.f + (W.TargetFrictionPeakRadiusScale * DistMultiplier); TargetHeight *= 1.f + (W.TargetFrictionPeakHeightScale * DistMultiplier); } // this is used to reduce the target radius so that moving pawns have a smaller radius so that when we are tracking // them the reticle doesn't stop outside of their body mass making it either impossible to hit them or making it look bad when // shots do actually hit them if( ( VSize(FrictionTarget.Velocity) > 200 ) && ( W.GetZoomedState() == ZST_Zoomed ) ) { TargetRadius *= 0.05f; } //`log( " DistFromAimY: " $ DistFromAimY $ " TargetRadius: " $ TargetRadius $ " DistFromAimZ: " $ DistFromAimZ $ " TargetHeight: " $ TargetHeight ); // If we should apply friction - must be within friction collision box if( DistFromAimY < TargetRadius && DistFromAimZ < TargetHeight ) { // Calculate the final multiplier (only based on horizontal turn) FrictionMultiplier = GetRangeValueByPct( W.TargetFrictionMultiplierRange, 1.f - (DistFromAimY/TargetRadius) ); if( FrictionMultiplier > 0.0f ) { bAppliedTargetFriction = TRUE; // Apply the friction aTurn *= (1.f - FrictionMultiplier); aLookUp *= (1.f - FrictionMultiplier); // Keep the friction target for possible use with adhesion LastFrictionTargetTime = WorldInfo.TimeSeconds; LastFrictionTarget = FrictionTarget; } //`log( "FrictionMultiplier: " $ FrictionMultiplier $ " FrictionTarget: " $ FrictionTarget $ " aTurn: " $ aTurn $ " aLookUp: " $ aLookUp ); } } // debug LastDistToTarget = DistToTarget; LastDistMultiplier = DistMultiplier; LastDistFromAimZ = DistFromAimZ; LastDistFromAimY = DistFromAimY; LastFrictionMultiplier = FrictionMultiplier; LastTargetRadius = TargetRadius; LastTargetHeight = TargetHeight; LastCamLoc = CamLoc; //UNCLOCK_CYCLES(Time); //`log("ViewFriction time"@Time); } /** Toggle debug display for view acceleration **/ exec function DebugViewAcceleration() { if ( WorldInfo.NetMode == NM_StandAlone ) { bDebugViewAcceleration = !bDebugViewAcceleration; ClientMessage( "bDebugViewAcceleration is now: " $ bDebugViewAcceleration ); } } /** Toggle debug display for target adhesion **/ exec function DebugTargetAdhesion() { if ( WorldInfo.NetMode == NM_StandAlone ) { bDebugTargetAdhesion = !bDebugTargetAdhesion; ClientMessage( "bDebugTargetAdhesion is now: " $ bDebugTargetAdhesion ); } } /** Toggle debug display for target friction **/ exec function DebugTargetFriction() { if ( WorldInfo.NetMode == NM_StandAlone ) { bDebugTargetFriction = !bDebugTargetFriction; ClientMessage( "bDebugTargetFriction is now: " $ bDebugTargetFriction ); } } simulated exec function Duck() { // no input controlled crouching on console } exec function SmartJump() { local UTPawn P; local byte bOldDuck; // ducking is automatic on console, so don't let jumping reset it bOldDuck = bDuck; //`log( "I am smart jumping!!!!" ); // jump cancels feign death P = UTPawn(Pawn); if (P != None && P.bFeigningDeath) { P.FeignDeath(); } else { //`log( " aForward+aBaseY: " $ aForward+aBaseY $ // " abs(aStrafe): " $ abs(aStrafe) $ // " abs(aForward+aBaseY)): " $ abs(aForward+aBaseY) $ // " (abs(aStrafe) > abs(aForward+aBaseY)): " $ (abs(aStrafe) > abs(aForward+aBaseY)) ); //`log( " ( RawJoyUp < -DeadZoneThreshold ) : " $ ( RawJoyUp < -LeftThumbStickDeadZoneThreshold ) $ // " ( RawJoyRight < -DeadZoneThreshold ): " $ ( RawJoyRight < -LeftThumbStickDeadZoneThreshold ) $ // " ( RawJoyRight > DeadZoneThreshold ): " $ ( RawJoyRight > LeftThumbStickDeadZoneThreshold ) $ // " ( RawJoyRight < -DeadZoneThreshold ) || ( RawJoyRight > LeftThumbStickDeadZoneThreshold ): " $ ( RawJoyRight < -LeftThumbStickDeadZoneThreshold ) || ( RawJoyRight > LeftThumbStickDeadZoneThreshold ) ); // determine is dodging or jumping backwards or just doing a normal jump if( RawJoyRight < -Dodge_Threshold ) { //`log( " SmartJump left " $ RawJoyRight ); ForcedDoubleClick = DCLICK_Left; } else if( RawJoyRight > Dodge_Threshold ) { //`log( " SmartJump right " $ RawJoyRight ); ForcedDoubleClick = DCLICK_Right; } else { //`log( "jump jump" ); super.jump(); } } bDuck = bOldDuck; } // check for double click move function Actor.EDoubleClickDir CheckForDoubleClickMove(float DeltaTime) { if (DoubleClickDir != DCLICK_None) { ForcedDoubleClick = DCLICK_None; return Super.CheckForDoubleClickMove(DeltaTime); } else { DoubleClickDir = ForcedDoubleClick; ForcedDoubleClick = DCLICK_None; return DoubleClickDir; } } defaultproperties { TurningAccelerationMultiplier=1.000000 bAutoCenterPitch=True bAutoCenterVehiclePitch=True bViewAccelerationEnabled=True bTargetFrictionEnabled=True AutoCenterDelay=2.000000 AutoVehicleCenterSpeed=12000.000000 SlowTurnScaling=0.100000 ViewAccel_YawThreshold=0.990000 ViewAccel_DiagonalThreshold=0.990000 ViewAccel_BaseMultiplier=1.100000 ViewAccel_TimeToHoldBeforeFastAcceleration=0.210000 ViewAccel_Twitchy=0.980000 Dodge_Threshold=0.800000 MagicScaleForSensitivityMiddle=2.400000 MagicScaleForSensitivityEdge=1.500000 ViewAccel_RampSpeed=0.100000 ViewAccel_MaxTurnSpeed=3.000000 ViewAccel_PitchThreshold=0.660000 ViewAccel_LookingUpOrDownBoundary=12000.000000 ViewAccel_BackToCenterBoundary=3000.000000 ViewAccel_BackToCenterSpeed=2.800000 AutoPitchCenterSpeed=0.200000 AutoPitchStopAdjustingValue=5.000000 HoverBoardPitchMultiplier=0.500000 bUsingGamepad=True Name="Default__UTConsolePlayerInput" ObjectArchetype=UTPlayerInput'UTGame.Default__UTPlayerInput' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |