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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTMissionPlayerController extends UTEntryPlayerController native; enum ETransitionState { ETS_None, ETS_Fly, }; var ETransitionState CameraTransitionState; struct native ECameraTransitionPoint { /** The name of the bone we want to move towards */ var name BoneName; /** The SkeletalMesh of the Globe we are moving to */ var SkeletalMeshActor DestGlobe; /** How far off of the map do we sit */ var float MapDist; }; var vector CameraLocation; var rotator CameraLook; var ECameraTransitionPoint NewCameraTransitionPoint; var ECameraTransitionPoint CameraStartPoint, CameraEndPoint; var vector FlyOutLocation, FlyOutCamera; var bool bOverrideTransition; var float CameraTransitionTime; var float CameraOutTransitionDuration; var float CameraInTransitionDuration; var float Tanmod; var int GlobeIndex; var bool bInitialSet; var bool bNoUI; var float CameraPullBackDistance; var bool bTest; var float TestFloat; // (cpptext) // (cpptext) // (cpptext) // (cpptext) simulated function PostBeginPlay() { Super.PostBeginPlay(); } exec function ToggleCampaignUI() { local UTMissionGRI GRI; GRI = UTMissionGRI(WorldInfo.GRI); if ( GRI != none && GRI.SelectionScene != none ) { if ( bNoUI ) { GRI.SelectionScene.SetSceneInputMode(INPUTMODE_Locked); GRI.SelectionScene.SetVisibility(true); bNoUI = false; } else { GRI.SelectionScene.SetSceneInputMode(INPUTMODE_None); GRI.SelectionScene.SetVisibility(false); bNoUI = true; } } } exec function MissionTest(int MissionID) { UTMissionGRI(WorldInfo.GRI).ChangeMission(MissionID); } simulated function bool CalcCamera( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ) { // See if we can find out destination if ( bNoUI ) { out_CamLoc = Location; out_CamRot = rotation; } else { out_CamLoc = CameraLocation; out_CamRot = CameraLook; } return false; } function SetMissionView(name BoneName, name MapGlobe, float MapDist) { local UTSPGlobe Globe; // See if we can find out destination if ( UTMissionGRI(WorldInfo.GRI).FindGlobe(MapGlobe,Globe) ) { // Set the new final destination NewCameraTransitionPoint.BoneName = BoneName; NewCameraTransitionPoint.DestGlobe = Globe; NewCameraTransitionPoint.MapDist = MapDist; // Now, what we do depends on what we are doing. if (bInitialSet) { // Calculate the first position and fly in from there bInitialSet = false; CameraStartPoint.BoneName = ''; CameraStartPoint.DestGlobe = Globe; CameraStartPoint.MapDist = CameraPullBackDistance; CameraEndPoint = NewCameraTransitionPoint; CameraTransitionState = ETS_Fly; } else if ( CameraTransitionState == ETS_None ) { // We are at rest on a current point so start a fly out CameraStartPoint = CameraEndPoint; CameraEndPoint = NewCameraTransitionPoint; CameraTransitionTime = CameraInTransitionDuration; CameraTransitionState = ETS_Fly; } else { if (CameraStartPoint.BoneName == NewCameraTransitionPoint.BoneNAme && CameraEndPoint.BoneName != '' ) { CameraStartPoint = CameraEndPoint; CameraTransitionTime = CameraInTransitionDuration - CameraTransitionTime; } CameraEndPoint = NewCameraTransitionPoint; } // Otherwise we are all set :) } else { LogInternal("Attempting to view a globe that doesn't exist"@MapGlobe$"."$BoneName); } } event CameraTransitionDone() { local UTMissionGRI GRI; GRI = UTMissionGRI(WorldInfo.GRI); if ( GRI != none && GRI.SelectionScene != none ) { GRI.SelectionScene.FinishMissionChanged(GRI.CurrentMissionID); } CameraTransitionState = ETS_None; } exec function SetInRate(float NewRate) { CameraInTransitionDuration = NewRate; } exec function SetOutRate(float NewRate) { CameraOutTransitionDuration = NewRate; } exec function SetDist(float NewDist) { CameraPullBackDistance = NewDist; } exec function SetTanMod(float NewTanMod) { TanMod = NewTanMod; } event InitInputSystem() { // Need to bypass the UTPlayerController since it initializes voice and we do not want to do that in the menus. Super(GamePlayerController).InitInputSystem(); AddOnlineDelegates(false); } function LoadCharacterFromProfile(UTProfileSettings Profile) { Super(UTPlayerController).LoadCharacterFromProfile(Profile); } function SetPawnConstructionScene(bool bShow) { Super(UTPlayerController).SetPawnConstructionScene(bShow); } exec function ShowMap(); exec function ShowMenu(); exec function ToggleMinimap(); exec function ShowQuickPick(); exec function ShowCommandMenu(); exec function HideQuickPick(); function QuitToMainMenu() { Super(UTPlayerController).QuitToMainMenu(); } /** * Called when the destroy online game has completed. At this point it is safe * to travel back to the menus * * @param bWasSuccessful whether it worked ok or not */ function OnDestroyOnlineGameComplete(bool bWasSuccessful) { Super(UTPlayerController).OnDestroyOnlineGameComplete(bWasSuccessful); } client reliable function ClientUnlockChapter(int ChapterIndex) { local UTProfileSettings Profile; Profile = UTProfileSettings( OnlinePlayerData.ProfileProvider.Profile); if ( Profile != none ) { Profile.UnlockChapter(ChapterIndex); SaveProfile(); } } exec function AddCard(string CardName) { local UTProfileSettings Profile; local int i,cnt; Profile = UTProfileSettings( OnlinePlayerData.ProfileProvider.Profile); if ( Profile != none ) { cnt = Rand(3); for (i=0;i<Cnt;i++) { Profile.AddModifierCard(name(CardName)); } } } defaultproperties { bInitialSet=True CameraInTransitionDuration=2.000000 Tanmod=32.000000 CameraPullBackDistance=400.000000 Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTEntryPlayerController:CollisionCylinder' ObjectArchetype=CylinderComponent'UTGame.Default__UTEntryPlayerController:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'UTGame.Default__UTEntryPlayerController:Sprite' ObjectArchetype=SpriteComponent'UTGame.Default__UTEntryPlayerController:Sprite' End Object Components(0)=Sprite Components(1)=CollisionCylinder CollisionComponent=CollisionCylinder Name="Default__UTMissionPlayerController" ObjectArchetype=UTEntryPlayerController'UTGame.Default__UTEntryPlayerController' } |
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