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/** * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTDeployable extends UTWeapon abstract native; /** the factory that spawned this deployable */ var UTDeployablePickupFactory Factory; /** class of deployable actor to spawn */ var class<UTDeployedActor> DeployedActorClass; /** Toss strength when throwing out deployable */ var float TossMag; /** Scale for deployable when being scaled for a preview in a stealth vehicle*/ var float PreviewScale; /** if true, factory delays respawn countdown until this deployable is used */ var bool bDelayRespawn; /** Radius to check against for other deployables nearby*/ var() float DeployCheckRadiusSq; var SoundCue DeployFailedSoundCue; function bool DenyPickupQuery(class<Inventory> ItemClass, Actor Pickup) { // players can only carry one deployable at a time return ClassIsChildOf(ItemClass, class'UTDeployable'); } static function InitPickupMesh(PrimitiveComponent InMesh); static function float BotDesireability(Actor PickupHolder, Pawn P, Controller C) { return (UTDeployable(P.Weapon) != None) ? -1.0 : Super.BotDesireability(PickupHolder, P, C); } static function class<Actor> GetTeamDeployable(int TeamNum) { return default.DeployedActorClass; } /** Recommend an objective for player carrying this deployable */ function UTGameObjective RecommendObjective(Controller C) { return None; } simulated function vector GetPhysicalFireStartLoc(optional vector AimDir) { return (Instigator != none) ? (Instigator.GetPawnViewLocation() + (FireOffset >> Instigator.GetViewRotation())) : Location; } //Given an actor, its position and a radius determine if we are near any deployables static function bool DeployablesNearby(Actor MyActor, vector MyLocation, float CheckRadiusSq) { local float DistSqr; local UTDeployedActor DeployedActor; local UTSlowVolume SlowVolume; if ( MyActor.Instigator == None ) { return true; } //Check the area for deployables foreach MyActor.DynamicActors(class'UTDeployedActor', DeployedActor) { if ( MyActor.WorldInfo.GRI.OnSameTeam(MyActor.Instigator, DeployedActor) ) { DistSqr = VSizeSq(DeployedActor.Location - MyLocation); if (DistSqr < CheckRadiusSq) { return TRUE; } } } //Check for slow volumes too (they don't derive from the same hierarchy) foreach MyActor.DynamicActors(class'UTSlowVolume', SlowVolume) { DistSqr = VSizeSq(SlowVolume.Location - MyLocation); if (DistSqr < CheckRadiusSq) { return TRUE; } } return FALSE; } /** attempts to deploy the item * @return whether or not deploying was successful */ function bool Deploy() { local UTDeployedActor DeployedActor; local vector SpawnLocation; local rotator Aim, FlatAim; SpawnLocation = GetPhysicalFireStartLoc(); Aim = GetAdjustedAim(SpawnLocation); FlatAim.Yaw = Aim.Yaw; DeployedActor = Spawn(DeployedActorClass, self,, SpawnLocation, FlatAim); if (DeployedActor != None) { if ( AmmoCount <= 0 ) { if ( Factory != None ) { DeployedActor.OnDeployableUsedUp = Factory.DeployableUsed; } bForceHidden = true; Mesh.SetHidden(true); } DeployedActor.Velocity = TossMag * vector(Aim); return true; } return false; } /** called when User tries to deploy us and fails for some reason */ function DeployFailed(optional bool bDeployablesAreNearby=false) { // refund ammo AddAmmo(ShotCost[CurrentFireMode]); // call client version ClientDeployFailed(bDeployablesAreNearby); } /** called to notify client of deploy failure */ reliable client function ClientDeployFailed(bool bDeployablesAreNearby) { if (DeployFailedSoundCue != None) { Instigator.PlaySound(DeployFailedSoundCue); } if (bDeployablesAreNearby) { //This is the message "unable to deploy due to close proximity" Instigator.ReceiveLocalizedMessage(class'UTStealthVehicleMessage', 2); } else { //This is the message "Can't deploy here" Instigator.ReceiveLocalizedMessage(class'UTDeployableMessage', 0); } } simulated function CustomFire() { local bool bAreDeployablesNearby; //Deployable radius check here so UTSlowVolume uses it too if (Role == ROLE_Authority) { bAreDeployablesNearby = DeployablesNearby(self, GetPhysicalFireStartLoc(), DeployCheckRadiusSq); if (bAreDeployablesNearby) { DeployFailed(bAreDeployablesNearby); } else if (!Deploy()) { DeployFailed(); } } } /* * no crosshair for deployable */ simulated function DrawWeaponCrosshair( Hud HUD ) { } simulated event Destroyed() { // make sure client finishes any in-progress switch away from this weapon if (Instigator != None && Instigator.Weapon == self && InvManager != None && InvManager.PendingWeapon != None) { Instigator.InvManager.ChangedWeapon(); } if (Role == ROLE_Authority && AmmoCount > 0 && Factory != None) { Factory.DeployableUsed(self); } Super.Destroyed(); } /** called from bot's decision logic while this deployable is its Weapon * @return whether bot should deploy us right now */ function bool ShouldDeploy(UTBot B) { return B.IsRetreating(); } function float GetAIRating() { // force AI to switch to it like humans are return 10; } simulated function float MaxRange() { return 200.0; } function bool CanAttack(Actor Other) { if (Instigator == None || Instigator.Controller == None) { return false; } // check that target is within range if (VSize(Instigator.Location - Other.Location) > MaxRange()) { return false; } // check that can see target return Instigator.Controller.LineOfSightTo(Other); } simulated function bool AllowSwitchTo(Weapon NewWeapon) { return ( (AmmoCount <= 0 || (UTInventoryManager(InvManager) != None && UTInventoryManager(InvManager).bInfiniteAmmo)) && Super.AllowSwitchTo(NewWeapon) ); } reliable client function ClientWeaponSet(bool bOptionalSet) { // force switch to deployables so you can't switch away from them until they're used Super.ClientWeaponSet(false); } auto state Inactive { simulated function BeginState(name PreviousStateName) { Super.BeginState(PreviousStateName); // destroy if we're out of ammo, so the player can pick up a different deployable if (Role == ROLE_Authority && !HasAnyAmmo()) { Destroy(); } } } /** * State WeaponEquipping * The Weapon is in this state while transitioning from Inactive to Active state. * Typically, the weapon will remain in this state while its selection animation is being played. * While in this state, the weapon cannot be fired. */ simulated state WeaponEquipping { simulated function WeaponEquipped() { local UTPlayerController PC; super.WeaponEquipped(); if ( Role == ROLE_Authority ) { PC = UTPlayerController(Instigator.Controller); if ( PC != None ) { PC.CheckAutoObjective(true); } } } } defaultproperties { TossMag=500.000000 PreviewScale=1.000000 bDelayRespawn=True DeployCheckRadiusSq=1440000.000000 bExportMenuData=False AmmoCount=1 IconCoordinates=(U=453.000000,V=327.000000,UL=135.000000,VL=57.000000) InventoryGroup=11 NeedToPickUpAnnouncement=(AnnouncementText="Grab the deployable.") WeaponFireTypes(0)=EWFT_Custom WeaponFireTypes(1)=EWFT_None FireInterval(0)=0.250000 FireInterval(1)=0.250000 Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh' ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh' End Object Mesh=FirstPersonMesh AIRating=0.600000 Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh' ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh' End Object DroppedPickupMesh=PickupMesh PickupFactoryMesh=PickupMesh Name="Default__UTDeployable" ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon' } |
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