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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTOnslaughtFlag extends UTCarriedObject native(Onslaught) abstract; var StaticMeshComponent Mesh; var Material FlagMaterials[2]; var ParticleSystem FlagEffect[2]; var ParticleSystemComponent FlagEffectComp; var color LightColors[2]; /** if a teammate is within this range when the orb would be returned, it halts the timer at zero to give them a final chance to grab it */ var float GraceDist; var UTOnslaughtGodBeam MyGodBeam; /** keeps track of starting home base for round resets, * as HomeBase changes depending on the closest friendly base when the flag gets returned */ var UTOnslaughtFlagBase StartingHomeBase; var class<UTOnslaughtGodBeam> GodBeamClass; var float MaxSpringDistance; var vector OldLocation; /** teamcolored effect played when we are returned */ var class<UTReplicatedEmitter> ReturnedEffectClasses[2]; /** normal orb scale */ var float NormalOrbScale; /** scale when rebuilding/at home */ var float HomeOrbScale; /** scale when viewed by player holding orb and driving hoverboard */ var float HoverboardOrbScale; /** How long to wait before building power orb */ var float Prebuildtime, BuildTime; /** remaining time (in real seconds) orb can be on the ground before it gets returned */ var byte RemainingDropTime; /** Time when orb building started */ var repnotify float BuildStartTime; var UTGameObjective LastNearbyObjective; var float LastIncomingWarning; var float LastGraceDistance; /** currently locked node */ var UTOnslaughtPowerNode LockedNode; /** When held, monitor last time it was used usefully, and auto-return if player isn't doing anything with orb. */ var float LastUsefulTime; /** max time before auto-return unused orb (note that locking a vulnerable node counts as use) */ var float MaxHoldTime; /** Don't let auto-return player pick it up again unless at least 30 seconds have passed. */ var PlayerReplicationInfo LastForcedReturnPRI; var float LastForcedReturnTime; /** Hide orb if closer than this, to avoid camera clipping */ var float OrbMinViewDist; /** Use pictograph distance - show pictograph to use enemy orb if within this distance */ var float UsePictographDistSq; /** Coordinates for the tooltip textures */ var UIRoot.TextureCoordinates ToolTipIconCoords; /** How long before rebuilding orb if enemy returns it */ var float EnemyReturnPrebuildTime; var localized string OrbString; /** Used for failsafe check if orb should be unhidden */ var int HomeHiddenCount; /** set when rebuilding and finished prebuild delay */ var repnotify bool bFinishedPreBuild; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) replication { if (bNetDirty) RemainingDropTime, LockedNode, BuildStartTime, bFinishedPreBuild; } simulated function PostBeginPlay() { local UTPlayerController PC; Super.PostBeginPlay(); // add to local HUD's post-rendered list ForEach LocalPlayerControllers(class'UTPlayerController', PC) { if ( UTHUD(PC.MyHUD) != None ) { UTHUD(PC.MyHUD).AddPostRenderedActor(self); } PC.PotentiallyHiddenActors[PC.PotentiallyHiddenActors.Length] = self; } } /** returns true if should be rendered for passed in player */ simulated function bool ShouldMinimapRenderFor(PlayerController PC) { return (PC.PlayerReplicationInfo.Team == Team); } /** If being rebuilt, Draw partial icon to reflect that orb is building */ simulated function DrawIcon(Canvas Canvas, vector IconLocation, float IconWidth, float IconAlpha) { local float YoverX, TimerPct; if ( (Holder != None) || (RemainingDropTime > 0) ) { BuildStartTime = 0; } if ( Worldinfo.TimeSeconds - BuildStartTime < PreBuildTime + BuildTime ) { TimerPct = FClamp((Worldinfo.TimeSeconds - BuildStartTime)/(PreBuildTime + BuildTime), 0.0, 1.0); YoverX = IconCoords.VL / IconCoords.UL; // draw low alpha backdrop Canvas.SetPos(IconLocation.X - 0.5*IconWidth, IconLocation.Y - 0.5*IconWidth * YoverX); Canvas.DrawColorizedTile(IconTexture, IconWidth, IconWidth * YoverX, IconCoords.U,IconCoords.V, IconCoords.UL, IconCoords.VL, MakeLinearColor(0.1,0.1,0,0.1*IconAlpha)); // draw build pct Canvas.SetPos(IconLocation.X - 0.5*IconWidth, IconLocation.Y - 0.5*IconWidth * YoverX + (1 - TimerPct) * IconWidth * YoverX); Canvas.DrawColorizedTile(IconTexture, IconWidth, IconWidth * YoverX * TimerPct, IconCoords.U, IconCoords.V + (1.0-TimerPct) * IconCoords.UL, IconCoords.UL, TimerPct * IconCoords.VL, MakeLinearColor(1,1,0,IconAlpha)); } else { super.DrawIcon(Canvas, IconLocation, IconWidth, IconAlpha); } } simulated function RenderEnemyMapIcon(UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, UTGameObjective NearbyObjective) { local float YoverX,IconWidth; local float CurrentScale; local LinearColor DrawColor; if ( (HolderPRI != None) && (WorldInfo.TimeSeconds - LastIncomingWarning > 15.0 || LastNearbyObjective == None) && (NearbyObjective != None) && (VSize(PlayerOwner.ViewTarget.Location - NearbyObjective.Location) < 1.5 * NearbyObjective.MaxSensorRange) ) { LastIncomingWarning = WorldInfo.TimeSeconds; PlayerOwner.ReceiveLocalizedMessage(MessageClass, 14, HolderPRI, None, Team); } LastNearbyObjective = NearbyObjective; if ( HighlightScale > 1.0 ) { CurrentScale = (WorldInfo.TimeSeconds - LastHighlightUpdate)/HighlightSpeed; HighlightScale = FMax(1.0, HighlightScale - CurrentScale * MaxHighlightScale); CurrentScale = HighlightScale; } else { CurrentScale = 1.0; } IconWidth = IconCoords.UL * (Canvas.ClipY / 768) * MapSize * CurrentScale * 0.33; YoverX = IconCoords.VL / IconCoords.UL; Canvas.SetPos(HudLocation.X - 0.5 * IconWidth, HudLocation.Y - 0.5 * IconWidth * YoverX); DrawColor = ((Team == None) || (Team.TeamIndex == 0)) ? class'UTHUD'.default.RedLinearColor : class'UTHUD'.default.BlueLinearColor; Canvas.DrawColorizedTile(IconTexture, IconWidth, IconWidth * YoverX , IconCoords.U, IconCoords.V, IconCoords.UL, IconCoords.VL, DrawColor); } simulated function RenderMapIcon(UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner) { local float CurrentScale; if ( HighlightScale > 1.0 ) { CurrentScale = (WorldInfo.TimeSeconds - LastHighlightUpdate)/HighlightSpeed; HighlightScale = FMax(1.0, HighlightScale - CurrentScale * MaxHighlightScale); CurrentScale = HighlightScale; } else { CurrentScale = 1.0; } DrawIcon(Canvas, HUDLocation, IconCoords.UL * (Canvas.ClipY / 768) * MapSize * CurrentScale * 0.33, 1.0); } simulated native function NativePostRenderFor(PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir); //Draw the "destroy enemy orb" pictograph simulated event DrawUsePictograph(PlayerController PC, Canvas Canvas) { local UTHUD myHUD; myHUD = UTHud(PC.myHUD); myHUD.DrawToolTip(Canvas, PC, "GBA_Use", Canvas.ClipX * 0.5, Canvas.ClipY * 0.6, ToolTipIconCoords.U, ToolTipIconCoords.V, ToolTipIconCoords.UL, ToolTipIconCoords.VL, Canvas.ClipY / 768, myHUD.AltHudTexture); } /** PostRenderFor() Hook to allow objectives to render HUD overlays for themselves. Called only if objective was rendered this tick. Assumes that appropriate font has already been set */ simulated event PostRenderFor(PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir) { local float XL, YL, BeaconPulseScale, ScreenOffset, IconYL, InvDist, TextScale; local vector ScreenLoc, IconLoc; local string NodeString; local LinearColor TeamColor; local Color TextColor; local float Dist; // failsafe check that orb is rendered if (bHome && bFinishedPreBuild && bHidden) { if ( (UTOnslaughtFlagBase(HomeBase) != None) && !UTOnslaughtFlagBase(HomeBase).bPlayOrbBuilding ) { HomeHiddenCount++; if ( HomeHiddenCount > 20 ) { SetHidden(false); HomeHiddenCount = 0; } } else { HomeHiddenCount = 0; } } else { HomeHiddenCount = 0; } ScreenOffset = (RemainingDropTime > 0) ? 50 : 100; Dist = VSize(Location - CameraPosition); ScreenOffset += 0.1*Dist; screenLoc = Canvas.Project(Location + ScreenOffset * vect(0,0,1)); // make sure not clipped out if (screenLoc.X < 0 || screenLoc.X >= Canvas.ClipX || screenLoc.Y < 0 || screenLoc.Y >= Canvas.ClipY) { return; } // pulse "key" objective BeaconPulseScale = UTPlayerController(PC).BeaconPulseScale; class'UTHUD'.Static.GetTeamColor( GetTeamNum(), TeamColor, TextColor); InvDist = 1.0/VSize(Location - CameraPosition); TeamColor.A = LocalPlayer(PC.Player).GetActorVisibility(bHome ? HomeBase : self) ? FClamp(1800*InvDist,0.35, 1.0) : 0.2; IconYL = 0.2 * FClamp(300.0*InvDist, 0.25, 0.5) * BeaconPulseScale * Canvas.ClipY; // make sure not clipped out screenLoc.X = FClamp(screenLoc.X, 0.7*IconYL, Canvas.ClipX-0.7*IconYL-1); screenLoc.Y = FClamp(screenLoc.Y, 1.8*IconYL, Canvas.ClipY-1.8*IconYL-1); // fade if close to crosshair if (screenLoc.X > 0.45*Canvas.ClipX && screenLoc.X < 0.55*Canvas.ClipX && screenLoc.Y > 0.45*Canvas.ClipY && screenLoc.Y < 0.55*Canvas.ClipY) { TeamColor.A = FMax(0.2, TeamColor.A * FMax(FMin(1.0, FMax(0.5,Abs(screenLoc.X - 0.5*Canvas.ClipX) - 0.025*Canvas.ClipX)/(0.025*Canvas.ClipX)), FMin(1.0, FMax(0.5, Abs(screenLoc.Y - 0.5*Canvas.ClipY)-0.025*Canvas.ClipX)/(0.025*Canvas.ClipY)))); } class'UTHUD'.static.DrawBackground(ScreenLoc.X - 0.7*IconYL,ScreenLoc.Y - 0.8*IconYL, 1.4*IconYL, 1.6*IconYL, TeamColor, Canvas); Canvas.DrawColor = TextColor; Canvas.DrawColor.A = 255.0 * TeamColor.A; IconLoc = ScreenLoc; IconLoc.Y = IconLoc.Y; if ( RemainingDropTime > 0 ) { DrawIcon(Canvas, IconLoc, IconYL * 0.7, 0.5 * TeamColor.A); Canvas.Font = class'UTHUD'.static.GetFontSizeIndex(1); NodeString = string(RemainingDropTime); Canvas.StrLen(NodeString, XL, YL); TextScale = 0.6 * IconYL/YL; Canvas.DrawColor = class'UTHUD'.default.BlackColor; Canvas.DrawColor.A = 255.0 * TeamColor.A; Canvas.SetPos(2+ScreenLoc.X-0.5*TextScale*XL, 2+IconLoc.Y - 0.5*TextScale*YL); Canvas.DrawTextClipped(NodeString, true, TextScale, TextScale); Canvas.DrawColor = class'UTHUD'.default.WhiteColor; Canvas.DrawColor.A = 255.0 * TeamColor.A; Canvas.SetPos(ScreenLoc.X-0.5*TextScale*XL, IconLoc.Y - 0.5*TextScale*YL); Canvas.DrawTextClipped(NodeString, true, TextScale, TextScale); Canvas.Font = class'UTHUD'.static.GetFontSizeIndex(0); } else { DrawIcon(Canvas, IconLoc, IconYL * 0.7, TeamColor.A); } } function SendFlagMessage(Controller C) { if ( UTBot(C) != None ) { // delay sending flag message till bot decides what to do with it UTBot(C).bSendFlagMessage = true; return; } C.SendMessage(None, 'HOLDINGFLAG', 10); } // For onslaught orbs, only send picked up from base messages to same team or if orb visible function BroadcastTakenFromBaseMessage(Controller EventInstigator) { BroadcastLocalizedTeamMessage(Team.TeamIndex, MessageClass, 6 + 7 * GetTeamNum(), EventInstigator.PlayerReplicationInfo, None, Team); } function Reset() { Super.Reset(); UTOnslaughtFlagBase(HomeBase).myFlag = None; HomeBase = StartingHomeBase; StartingHomeBase.myFlag = self; Global.SendHome(None); bForceNetUpdate = TRUE; } function SetTeam(int TeamIndex) { local UTTeamInfo OldTeam; OldTeam = Team; Team = UTOnslaughtGame(WorldInfo.Game).Teams[TeamIndex]; if ( Team.TeamFlag != None ) { // clear the old flag's team so it doesn't stomp me Team.TeamFlag.Team = None; } Team.TeamFlag = self; // If the team has changed, clear the old team's flag reference if ( (OldTeam != Team) && (OldTeam != None) ) { OldTeam.TeamFlag = None; } UpdateTeamEffects(); } simulated function NotifyLocalPlayerTeamReceived() { UpdateTeamEffects(); } /* epic =============================================== * ::ReplicatedEvent * * Called when a variable with the property flag "RepNotify" is replicated * * ===================================================== */ simulated event ReplicatedEvent(name VarName) { local UTOnslaughtFlagBase ONSBase; if (VarName == 'Team') { UpdateTeamEffects(); } else if (VarName == 'BuildStartTime') { BuildStartTime = WorldInfo.TimeSeconds; } else { if (VarName == 'bHome' || (VarName == 'bFinishedPreBuild' && bHome && bFinishedPreBuild)) { // make sure home base animation is correctly updated ONSBase = UTOnslaughtFlagBase(HomeBase); if (ONSBase != None) { ONSBase.OrbHomeStatusChanged(); } } Super.ReplicatedEvent(VarName); } } simulated function ClientReturnedHome() { Super.ClientReturnedHome(); LastNearbyObjective = None; } simulated function UpdateTeamEffects() { local PlayerController PC; if ( Team == None ) return; // give flag appropriate color if (Team.TeamIndex < 2) { Mesh.SetMaterial(1,FlagMaterials[Team.TeamIndex]); FlagLight.SetLightProperties(, LightColors[Team.TeamIndex]); FlagEffectComp.SetTemplate(FlagEffect[Team.TeamIndex]); FlagEffectComp.SetActive(true); } // god beam only visible to same team if ( WorldInfo.GRI != None ) { foreach LocalPlayerControllers(class'PlayerController', PC) { if ( WorldInfo.GRI.OnSameTeam(self, PC) ) { if ( MyGodBeam == None ) { // create godbeam; MyGodBeam = spawn(GodBeamClass); MyGodBeam.SetBase(self); } return; } } } if ( MyGodBeam != None ) MyGodBeam.Destroy(); } simulated event Destroyed() { Super.Destroyed(); if (MyGodBeam != None) { MyGodBeam.Destroy(); } } simulated event SetOrbTeam() { if (Team == None && Role == ROLE_Authority) { Team = UTOnslaughtGame(WorldInfo.Game).Teams[HomeBase.GetTeamNum()]; } } simulated native function byte GetTeamNum(); function bool ValidHolder(Actor Other) { if ( bHome && (WorldInfo.TimeSeconds - LastForcedReturnTime < 30) ) { // make sure it's not the same guy that never used it if ( (Pawn(Other) != None) && (Pawn(Other).PlayerReplicationInfo == LastForcedReturnPRI) ) { if ( UTPlayerController(Pawn(Other).Controller) != None ) { UTPlayerController(Pawn(Other).Controller).ReceiveLocalizedMessage(MessageClass, 18, HolderPRI, None, Team); } return false; } } if ( !Super.ValidHolder(Other) ) { return false; } return WorldInfo.GRI.OnSameTeam(self,Pawn(Other).Controller); } function SetHolder(Controller C) { Super.SetHolder(C); if ( UTPawn(C.Pawn) != None ) UTPawn(C.Pawn).bJustDroppedOrb = false; LastUsefulTime = WorldInfo.TimeSeconds; } function Drop(optional Controller Killer) { Super.Drop(Killer); // Super clobbers the rotation rate, so put it back RotationRate = default.RotationRate; } // States /** called to send the flag to its home base * @param Returner the player responsible for returning the flag (may be None) */ function SendHome(Controller Returner) { CalcSetHome(); LogReturned(Returner); if ( GetTeamNum() < ArrayCount(ReturnedEffectClasses) ) { Spawn(ReturnedEffectClasses[GetTeamNum()]); } GotoState('Rebuilding'); } function Score() { GetKismetEventObjective().TriggerFlagEvent('Captured', Holder != None ? Holder.Controller : None); //`log(self$" score holder="$holder,, 'GameObject'); Disable('Touch'); SetLocation(HomeBase.Location + (HomeBaseOffset >> HomeBase.Rotation)); SetRotation(HomeBase.Rotation); CalcSetHome(); GotoState('Rebuilding'); } function DoBuildOrb() { LogInternal("DoBuildOrb() called in "$GetStateName()); } function OrbBuilt() { LogInternal("OrbBuilt() called in "$GetStateName()); } function bool IsRebuilding() { return false; } auto state Rebuilding { ignores SendHome, KismetSendHome, Score, Drop; function bool IsRebuilding() { return true; } function Reset() { Global.Reset(); // since our home base might have been changed by Reset(), make sure we're in the right location SetLocation(HomeBase.Location + (HomeBaseOffset >> HomeBase.Rotation)); SetRotation(HomeBase.Rotation); SetBase(HomeBase); } function DoBuildOrb() { bFinishedPreBuild = true; UTOnslaughtFlagBase(HomeBase).BuildOrb(); SetTimer(BuildTime, false, 'OrbBuilt'); } function OrbBuilt() { GotoState('Home'); } function BeginState(Name PreviousStateName) { LastNearbyObjective = None; Disable('Touch'); bHome = true; SetCollision(false); SetLocation(HomeBase.Location + (HomeBaseOffset >> HomeBase.Rotation)); SetRotation(HomeBase.Rotation); SetBase(HomeBase); SetHidden(true); bFinishedPreBuild = false; SetTimer(PrebuildTime, false, 'DoBuildOrb'); BuildStartTime = WorldInfo.TimeSeconds; bForceNetUpdate = TRUE; if (UTGameReplicationInfo(WorldInfo.GRI) != None) { UTGameReplicationInfo(WorldInfo.GRI).SetFlagHome(GetTeamNum()); } } function EndState(Name NextStateName) { PrebuildTime = default.PrebuildTime; bHome = false; bFinishedPreBuild = false; } } state Home { ignores SendHome, KismetSendHome, Score, Drop; function Reset() { Global.Reset(); // since our home base might have been changed by Reset(), make sure we're in the right location SetLocation(HomeBase.Location + (HomeBaseOffset >> HomeBase.Rotation)); SetRotation(HomeBase.Rotation); SetBase(HomeBase); } function BeginState(Name PreviousStateName) { Super.BeginState(PreviousStateName); SetLocation(HomeBase.Location + (HomeBaseOffset >> HomeBase.Rotation)); SetBase(HomeBase); SetCollision(true); HomeBase.ObjectiveChanged(); HomeBase.bForceNetUpdate = TRUE; bForceNetUpdate = TRUE; if (UTGameReplicationInfo(WorldInfo.GRI) != None) { UTGameReplicationInfo(WorldInfo.GRI).SetFlagHome(GetTeamNum()); } } function EndState(Name NextStateName) { Super.EndState(NextStateName); UTOnslaughtFlagBase(HomeBase).HideOrb(); SetHidden(false); UTGameReplicationInfo(WorldInfo.GRI).SetFlagHeldFriendly(GetTeamNum()); } } /** find the nearest flag base to the given objective on the Onslaught node network */ function UTOnslaughtFlagBase FindNearestFlagBase( UTOnslaughtNodeObjective CurrentNode, optional out array<UTOnslaughtNodeObjective> CheckedNodes ) { local int i; local UTOnslaughtFlagBase Result; // avoid too much recursion if (CheckedNodes.length > 100) { return None; } else { CheckedNodes[CheckedNodes.length] = CurrentNode; // check adjacent nodes for a flag base; if we find one, return it for (i = 0; i < ArrayCount(CurrentNode.LinkedNodes); i++) { if ( CurrentNode.LinkedNodes[i] != None && CurrentNode.LinkedNodes[i].FlagBase != None && CurrentNode.LinkedNodes[i].GetTeamNum() == Team.TeamIndex && CurrentNode.LinkedNodes[i].IsActive() ) { return CurrentNode.LinkedNodes[i].FlagBase; } } // didn't find one, so now ask the nodes if any adjacent to them have a flag base for (i = 0; i < ArrayCount(CurrentNode.LinkedNodes); i++) { if ( CurrentNode.LinkedNodes[i] != None && CurrentNode.LinkedNodes[i].GetTeamNum() == Team.TeamIndex && CheckedNodes.Find(CurrentNode.LinkedNodes[i]) == -1 ) { Result = FindNearestFlagBase(CurrentNode.LinkedNodes[i], CheckedNodes); if (Result != None) { return Result; } } } } return None; } /** sets HomeBase to the nearest friendly Onslaught flag base */ function SetHomeBase() { local UTOnslaughtNodeObjective O, Best; local float Dist, BestDist; // set homebase to closest line dist to current location foreach WorldInfo.AllNavigationPoints(class'UTOnslaughtNodeObjective', O) { if (O.GetTeamNum() == Team.TeamIndex && O.FlagBase != None && O.IsActive()) { Dist = VSize(O.Location - Location); if (Best == None || Dist < BestDist) { Best = O; BestDist = Dist; } } } UTOnslaughtFlagBase(HomeBase).myFlag = None; if (Best != None) { HomeBase = Best.FlagBase; } else { HomeBase = StartingHomeBase; } UTOnslaughtFlagBase(HomeBase).myFlag = self; } function BroadcastDroppedMessage(Controller EventInstigator) { if ( !WorldInfo.GRI.bMatchIsOver ) { if ( EventInstigator == None ) BroadcastLocalizedTeamMessage(Team.TeamIndex,MessageClass, 2 + 7 * GetTeamNum(), HolderPRI, None, Team); else BroadcastLocalizedTeamMessage(Team.TeamIndex,MessageClass, 2 + 7 * GetTeamNum(), HolderPRI, EventInstigator.PlayerReplicationInfo, Team); } } function LogDropped(Controller EventInstigator) { local UTOnslaughtPowerNode Node; local UTOnslaughtGame Game; if (bLastSecondSave && (EventInstigator != Holder.Controller) ) { Game = UTOnslaughtGame(WorldInfo.Game); if (Game != None) { Node = UTOnslaughtPowerNode(Game.ClosestNodeTo(self)); if (Node != None && Node.GetTeamNum() < ArrayCount(Game.Teams)) { if ( PlayerController(EventInstigator) != None ) PlayerController(EventInstigator).ReceiveLocalizedMessage(class'UTLastSecondMessage', 1, EventInstigator.PlayerReplicationInfo, None, None); if ( PlayerController(HolderPRI.Owner) != None ) PlayerController(HolderPRI.Owner).ReceiveLocalizedMessage(class'UTLastSecondMessage', 1, EventInstigator.PlayerReplicationInfo, None, None); bLastSecondSave = false; if ( UTPlayerReplicationInfo(EventInstigator.PlayerReplicationInfo) != None ) { UTPlayerReplicationInfo(EventInstigator.PlayerReplicationInfo).IncrementEventStat('EVENT_LASTSECONDSAVE'); } } } } BroadcastDroppedMessage(EventInstigator); bLastSecondSave = false; GetKismetEventObjective().TriggerFlagEvent('Dropped', EventInstigator); } /** @return whether this flag is at its homebase or reasonably close to it */ function bool IsNearlyHome() { return (bHome || (IsInState('Dropped') && VSize(HomeBase.Location - Location) < 1024.0)); } event OrbUnused() { WarnInternal("called OrbUnused outside of Held state!"); } state Held { ignores SetHolder; /** * Send unused orb home */ event OrbUnused() { local UTPlayerController HolderPC; HolderPC = UTPlayerController(HolderPRI.Owner); // don't return orb in standalone or small games if ( (WorldInfo.NetMode == NM_Standalone) || (WorldInfo.Game.NumPlayers < 3) ) { LastUsefulTime = WorldInfo.TimeSeconds; if ( HolderPC != None ) { HolderPC.bNotUsingOrb = true; } return; } LastForcedReturnPRI = HolderPRI; LastForcedReturnTime = WorldInfo.TimeSeconds; if ( HolderPC != None ) { HolderPC.bNotUsingOrb = true; HolderPC.ReceiveLocalizedMessage(MessageClass, 17, HolderPRI, None, Team); } SetHomeBase(); Disable('Touch'); SetLocation(HomeBase.Location + (HomeBaseOffset >> HomeBase.Rotation)); SetRotation(HomeBase.Rotation); CalcSetHome(); GotoState('Rebuilding'); } function Score() { SetHomeBase(); Global.Score(); } } state Dropped { ignores Drop; function SendHome(Controller Returner) { SetHomeBase(); Global.SendHome(Returner); } function Timer() { local Controller C; local float NewGraceDist; RemainingDropTime--; if ( (RemainingDropTime < 10) && !IsInPain() ) { // slow down tick if friendly players closing in on orb // if a team member is very close, give a short grace period NewGraceDist = GraceDist + 1; ForEach WorldInfo.AllControllers(class'Controller', C) { if (C.bIsPlayer && C.Pawn != None && WorldInfo.GRI.OnSameTeam(self, C) ) { NewGraceDist = FMin(NewGraceDist, VSize(C.Pawn.Location - Location)); } } if ( NewGraceDist < LastGraceDistance ) { RemainingDropTime = Max(RemainingDropTime, 1); SetTimer(2*WorldInfo.TimeDilation, true); } else { SetTimer(WorldInfo.TimeDilation, true); } LastGraceDistance = NewGraceDist; } if ( RemainingDropTime <= 0 ) { super.Timer(); } } function bool FlagUse(Controller C) { // make sure its a valid enemy trying to destroy this orb if ( (C.Pawn == None) || !super.ValidHolder(C.Pawn) || WorldInfo.GRI.OnSameTeam(self,C) ) { return false; } // destroy the orb UTOnslaughtGame(WorldInfo.Game).ScoreFlag(C, self); // longer time to rebuild when enemy returns PrebuildTime = EnemyReturnPrebuildTime; SendHome(C); C.Pawn.TakeDamage(100, None, C.Pawn.Location, vect(0,0,80000), class'UTDmgType_OrbReturn'); C.PlayerReplicationInfo.Score += 4; return true; } event Touch(Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal) { local Pawn P; Super.Touch(Other, OtherComp, HitLocation, HitNormal); // check if bot wants to return me P = Pawn(Other); if (P != None && UTBot(P.Controller) != None && (P.Controller.MoveTarget == self || P.Controller.RouteGoal == self)) { FlagUse(P.Controller); } } event BeginState(name PreviousStateName) { Super.BeginState(PreviousStateName); if (IsInState('Dropped')) // might have left immediately if we were dropped inside a pain volume, etc { RemainingDropTime = MaxDropTime / WorldInfo.TimeDilation; LastGraceDistance = GraceDist; SetTimer(WorldInfo.TimeDilation, true); } } event EndState(name NextStateName) { Super.EndState(NextStateName); RemainingDropTime = 0; } } defaultproperties { MaxHoldTime=120.000000 OrbMinViewDist=28.000000 UsePictographDistSq=21025.000000 ToolTipIconCoords=(U=921.000000,V=61.000000,UL=93.000000,VL=54.000000) OrbString="ORB" HomeBaseOffset=(X=12.680000,Y=0.000000,Z=32.040001) Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTCarriedObject:CollisionCylinder' ObjectArchetype=CylinderComponent'UTGame.Default__UTCarriedObject:CollisionCylinder' End Object Components(0)=CollisionCylinder bPostRenderIfNotVisible=True CollisionComponent=CollisionCylinder Name="Default__UTOnslaughtFlag" ObjectArchetype=UTCarriedObject'UTGame.Default__UTCarriedObject' } |
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