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/** * UTPlayerController * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTPlayerController extends GamePlayerController dependson(UTPawn) dependson(UTCustomChar_Data) dependson(UTProfileSettings) config(Game) native; #linenumber 14 const GS_USERNAME_MAXLENGTH = 15; const GS_PASSWORD_MAXLENGTH = 30; const GS_MESSAGE_MAXLENGTH = 255; const GS_EMAIL_MAXLENGTH = 50; const GS_CDKEY_PART_MAXLENGTH = 4; const CONTEXT_PRESENCE_MENUPRESENCE = 0; const CONTEXT_GAME_MODE = 0x0000800B; const CONTEXT_GAME_MODE_DM = 0; const CONTEXT_GAME_MODE_CTF = 1; const CONTEXT_GAME_MODE_WAR = 2; const CONTEXT_GAME_MODE_VCTF = 3; const CONTEXT_GAME_MODE_TDM = 4; const CONTEXT_GAME_MODE_DUEL = 5; const CONTEXT_GAME_MODE_CUSTOM = 6; const CONTEXT_GAME_MODE_CAMPAIGN = 7; const CONTEXT_GAME_MODE_GREED = 8; const CONTEXT_GAME_MODE_BETRAYAL = 9; const CONTEXT_BOTSKILL = 0; const CONTEXT_MAPNAME = 1; const CONTEXT_PURESERVER = 6; const CONTEXT_LOCKEDSERVER = 7; const CONTEXT_VSBOTS = 8; const CONTEXT_CAMPAIGN = 9; const CONTEXT_FORCERESPAWN = 10; const CONTEXT_ALLOWKEYBOARD = 11; const CONTEXT_FULLSERVER = 12; const CONTEXT_EMPTYSERVER = 13; const CONTEXT_DEDICATEDSERVER = 14; const CONTEXT_BOTSKILL_AUTOADJUSTSKILL = 0; const CONTEXT_BOTSKILL_NOVICE = 1; const CONTEXT_BOTSKILL_AVERAGE = 2; const CONTEXT_BOTSKILL_EXPERIENCED = 3; const CONTEXT_BOTSKILL_SKILLED = 4; const CONTEXT_BOTSKILL_ADEPT = 5; const CONTEXT_BOTSKILL_MASTERFUL = 6; const CONTEXT_BOTSKILL_INHUMAN = 7; const CONTEXT_BOTSKILL_GODLIKE = 8; const CONTEXT_MAPNAME_CUSTOM = 0; const CONTEXT_MAPNAME_CORET = 1; const CONTEXT_MAPNAME_HYDROSIS = 2; const CONTEXT_MAPNAME_OMICRON_DAWN = 3; const CONTEXT_MAPNAME_REFLECTION = 4; const CONTEXT_MAPNAME_STRIDENT = 5; const CONTEXT_MAPNAME_VERTEBRAE = 6; const CONTEXT_MAPNAME_ARSENAL = 7; const CONTEXT_MAPNAME_BIOHAZARD = 8; const CONTEXT_MAPNAME_CARBON_FIRE = 9; const CONTEXT_MAPNAME_DECK = 10; const CONTEXT_MAPNAME_DEFIANCE = 11; const CONTEXT_MAPNAME_DEIMOS = 12; const CONTEXT_MAPNAME_DIESEL = 13; const CONTEXT_MAPNAME_FEARLESS = 14; const CONTEXT_MAPNAME_GATEWAY = 15; const CONTEXT_MAPNAME_HEAT_RAY = 16; const CONTEXT_MAPNAME_RISING_SUN = 17; const CONTEXT_MAPNAME_SANCTUARY = 18; const CONTEXT_MAPNAME_SENTINEL = 19; const CONTEXT_MAPNAME_SHANGRILA = 20; const CONTEXT_MAPNAME_CONTAINMENT = 21; const CONTEXT_MAPNAME_CONTAINMENTSP = 22; const CONTEXT_MAPNAME_CORRUPTION = 23; const CONTEXT_MAPNAME_KARGO = 24; const CONTEXT_MAPNAME_NECROPOLIS = 25; const CONTEXT_MAPNAME_SANDSTORM = 26; const CONTEXT_MAPNAME_SUSPENSE = 27; const CONTEXT_MAPNAME_AVALANCHE = 28; const CONTEXT_MAPNAME_DOWNTOWN = 29; const CONTEXT_MAPNAME_DUSK = 30; const CONTEXT_MAPNAME_FLOODGATE = 31; const CONTEXT_MAPNAME_ISLANDER = 32; const CONTEXT_MAPNAME_ISLANDERNECRIS = 33; const CONTEXT_MAPNAME_MARKET_DISTRICT = 34; const CONTEXT_MAPNAME_ONYX_COAST = 35; const CONTEXT_MAPNAME_POWER_SURGE = 36; const CONTEXT_MAPNAME_SERENITY = 37; const CONTEXT_MAPNAME_SERENITYNECRIS = 38; const CONTEXT_MAPNAME_SINKHOLE = 39; const CONTEXT_MAPNAME_TANK_CROSSING = 40; const CONTEXT_MAPNAME_TORLAN = 41; const CONTEXT_MAPNAME_TORLANLEVIATHAN = 42; const CONTEXT_MAPNAME_TORLANNECRIS = 43; const CONTEXT_MAPNAME_MISSION_SELECTION = 44; const CONTEXT_MAPNAME_KBARGE = 45; const CONTEXT_MAPNAME_MORBIAS = 46; const CONTEXT_MAPNAME_FACINGWORLDS = 47; const CONTEXT_MAPNAME_SEARCHLIGHT = 48; const CONTEXT_MAPNAME_RAILS = 49; const CONTEXT_MAPNAME_SUSPENSE_NECRIS = 50; const CONTEXT_MAPNAME_COLDHARBOR = 51; const CONTEXT_MAPNAME_DOWNTOWNNECRIS = 52; const CONTEXT_MAPNAME_LOSTCAUSE = 53; const CONTEXT_MAPNAME_MORBID = 54; const CONTEXT_MAPNAME_NANOBLACK = 55; const CONTEXT_MAPNAME_SHAFT = 56; const CONTEXT_MAPNAME_DARKMATCH = 57; const CONTEXT_MAPNAME_OCEANRELIC = 58; const CONTEXT_MAPNAME_EDENINC = 59; const CONTEXT_MAPNAME_TURBINE = 60; const CONTEXT_MAPNAME_STRANDED = 61; const CONTEXT_MAPNAME_CONFRONTATION = 62; const CONTEXT_MAPNAME_HOSTILE = 63; const CONTEXT_GOALSCORE_5 = 0; const CONTEXT_GOALSCORE_10 = 1; const CONTEXT_GOALSCORE_15 = 2; const CONTEXT_GOALSCORE_20 = 3; const CONTEXT_GOALSCORE_30 = 4; const CONTEXT_NUMBOTS_0 = 0; const CONTEXT_NUMBOTS_1 = 1; const CONTEXT_NUMBOTS_2 = 2; const CONTEXT_NUMBOTS_3 = 3; const CONTEXT_NUMBOTS_4 = 4; const CONTEXT_NUMBOTS_5 = 5; const CONTEXT_NUMBOTS_6 = 6; const CONTEXT_NUMBOTS_7 = 7; const CONTEXT_NUMBOTS_8 = 8; const CONTEXT_TIMELIMIT_5 = 0; const CONTEXT_TIMELIMIT_10 = 1; const CONTEXT_TIMELIMIT_15 = 2; const CONTEXT_TIMELIMIT_20 = 3; const CONTEXT_TIMELIMIT_30 = 4; const CONTEXT_PURESERVER_NO = 0; const CONTEXT_PURESERVER_YES = 1; const CONTEXT_PURESERVER_ANY = 2; const CONTEXT_LOCKEDSERVER_NO = 0; const CONTEXT_LOCKEDSERVER_YES = 1; const CONTEXT_CAMPAIGN_NO = 0; const CONTEXT_CAMPAIGN_YES = 1; const CONTEXT_FORCERESPAWN_NO = 0; const CONTEXT_FORCERESPAWN_YES = 1; const CONTEXT_ALLOWKEYBOARD_NO = 0; const CONTEXT_ALLOWKEYBOARD_YES = 1; const CONTEXT_ALLOWKEYBOARD_ANY = 2; const CONTEXT_FULLSERVER_NO = 0; const CONTEXT_FULLSERVER_YES = 1; const CONTEXT_EMPTYSERVER_NO = 0; const CONTEXT_EMPTYSERVER_YES = 1; const CONTEXT_DEDICATEDSERVER_NO = 0; const CONTEXT_DEDICATEDSERVER_YES = 1; const CONTEXT_VSBOTS_NONE = 0; const CONTEXT_VSBOTS_1_TO_2 = 1; const CONTEXT_VSBOTS_1_TO_1 = 2; const CONTEXT_VSBOTS_3_TO_2 = 3; const CONTEXT_VSBOTS_2_TO_1 = 4; const CONTEXT_VSBOTS_3_TO_1 = 5; const CONTEXT_VSBOTS_4_TO_1 = 6; const PROPERTY_NUMBOTS = 0x100000F7; const PROPERTY_GOALSCORE = 0x100000F8; const PROPERTY_TIMELIMIT = 0x100000F9; const PROPERTY_NUMBOTSIA = 0x100000FA; const PROPERTY_LEADERBOARDRATING = 0x20000004; const PROPERTY_EPICMUTATORS = 0x10000105; const PROPERTY_STEAMID = 0x10000200; const PROPERTY_STEAMVAC = 0x10000201; const PROPERTY_CUSTOMMAPNAME = 0x40000001; const PROPERTY_CUSTOMGAMEMODE = 0x40000002; const PROPERTY_SERVERDESCRIPTION = 0x40000003; const PROPERTY_CUSTOMMUTATORS = 0x40000004; const PROPERTY_CUSTOMMUTCLASSES = 0x40000005; const QUERY_DM = 0; const QUERY_TDM = 1; const QUERY_CTF = 2; const QUERY_VCTF = 3; const QUERY_WAR = 4; const QUERY_DUEL = 5; const QUERY_CAMPAIGN = 6; const QUERY_GREED = 7; const QUERY_BETRAYAL = 8; const STATS_VIEW_DM_PLAYER_ALLTIME = 1; const STATS_VIEW_DM_RANKED_ALLTIME = 2; const STATS_VIEW_DM_WEAPONS_ALLTIME = 3; const STATS_VIEW_DM_VEHICLES_ALLTIME = 4; const STATS_VIEW_DM_VEHICLEWEAPONS_ALLTIME = 5; const STATS_VIEW_DM_VEHICLES_RANKED_ALLTIME = 6; const STATS_VIEW_DM_VEHICLEWEAPONS_RANKED_ALLTIME = 7; const STATS_VIEW_DM_WEAPONS_RANKED_ALLTIME = 8; #linenumber 15 var bool bLateComer; var bool bDontUpdate; var bool bIsTyping; var bool bAcuteHearing; /** makes playercontroller hear much better (used to magnify hit sounds caused by player) */ var globalconfig bool bNoVoiceMessages; var globalconfig bool bNoTextToSpeechVoiceMessages; var globalconfig bool bTextToSpeechTeamMessagesOnly; var globalconfig bool bNoVoiceTaunts; var globalconfig bool bNoAutoTaunts; var globalconfig bool bAutoTaunt; var globalconfig bool bNoMatureLanguage; var globalconfig bool bEnableDodging; var globalconfig bool bLookUpStairs; // look up/down stairs (player) var globalconfig bool bSnapToLevel; // Snap to level eyeheight when not mouselooking var globalconfig bool bAlwaysMouseLook; var globalconfig bool bKeyboardLook; // no snapping when true var bool bCenterView; var globalconfig bool bAlwaysLevel; var byte IdentifiedTeam; /** If true, switch to vehicle's rotation when possessing it (except for roll) */ var globalconfig bool bUseVehicleRotationOnPossess; var bool bViewingMap; /** If true, HUD minimap is zoomed and rotates around player */ var bool bRotateMinimap; /** set when any initial clientside processing required before allowing the player to join the game has completed */ var bool bInitialProcessingComplete; /** Used to keep spectator cameras from going out of world boundaries */ var bool bCameraOutOfWorld; var globalconfig enum EPawnShadowMode { SHADOW_None, SHADOW_Self, SHADOW_All } PawnShadowMode; var globalconfig bool bFirstPersonWeaponsSelfShadow; var bool bBehindView; /** if true, while in the spectating state, behindview will be forced on a player */ var bool bForceBehindView; /** if true, rotate smoothly to desiredrotation */ var bool bUsePhysicsRotation; var bool bFreeCamera; enum EWeaponHand { HAND_Right, HAND_Left, HAND_Centered, HAND_Hidden, }; var globalconfig EWeaponHand WeaponHandPreference; var EWeaponHand WeaponHand; var vector DesiredLocation; var UTAnnouncer Announcer; var UTMusicManager MusicManager; var float LastTauntAnimTime; var float LastKickWarningTime; var localized string MsgPlayerNotFound; /** plays camera animations (mostly used for viewshakes) */ var CameraAnimInst CameraAnimPlayer; /** set when the last camera anim we played was caused by damage - we only let damage shakes override other damage shakes */ var bool bCurrentCamAnimIsDamageShake; /** set if camera anim modifies FOV - don't do any FOV interpolation while camera anim is playing */ var bool bCurrentCamAnimAffectsFOV; /** Vibration */ var ForceFeedbackWaveform CameraShakeShortWaveForm, CameraShakeLongWaveForm; /** stores post processing settings applied by the camera animation * applied additively to the default post processing whenever a camera anim is playing */ var PostProcessSettings CamOverridePostProcess; /** camera anim played when hit (blend strength depends on damage taken) */ var CameraAnim DamageCameraAnim; /** current offsets applied to the camera due to camera anims, etc */ var vector ShakeOffset; // current magnitude to offset camera position from shake var rotator ShakeRot; // current magnitude to offset camera rotation from shake var globalconfig bool bLandingShake; /** additional post processing settings modifier that can be applied * @note: defaultproperties for this are hardcoded to zeroes in C++ */ var PostProcessSettings PostProcessModifier; var float LastCameraTimeStamp; /** Used during matinee sequences */ var class<Camera> MatineeCameraClass; var config bool bCenteredWeaponFire; /** This variable stores the objective that the player wishes to spawn closest to */ var UTGameObjective StartObjective; /** cached result of GetPlayerViewPoint() */ var Actor CalcViewActor; var vector CalcViewActorLocation; var rotator CalcViewActorRotation; var vector CalcViewLocation; var rotator CalcViewRotation; var float CalcEyeHeight; var vector CalcWalkBob; var float LastWarningTime; /** Last time a warning about a shot being fired at my pawn was accepted. */ /** How fast (degrees/sec) should a zoom occur */ var float FOVLinearZoomRate; /** If TRUE, FOV interpolation for zooming is nonlineear, using FInterpTo. If FALSE, use linear interp. */ var transient bool bNonlinearZoomInterpolation; /** Interp speed (as used in FInterpTo) for nonlinear FOV interpolation. */ var transient float FOVNonlinearZoomInterpSpeed; /** Used to scale changes in rotation when the FOV is zoomed */ var float ZoomRotationModifier; /** Whether or not we should retrieve settings from the profile on next tick. */ var transient bool bRetrieveSettingsFromProfileOnNextTick; /** Whether or not we are quitting to the main menu. */ var transient bool bQuittingToMainMenu; /** vars for debug freecam, which allows camera to view player from all angles */ var transient bool bDebugFreeCam; var transient rotator DebugFreeCamRot; /** last time ServerShowPathToBase() was executed, to avoid spamming the world with path effects */ var float LastShowPathTime; /** enum for the various options for the game telling the player what to do next */ enum EAutoObjectivePreference { AOP_Disabled, // turned off AOP_NoPreference, AOP_Attack, // tell what to do to attack AOP_Defend, // tell what to do to defend AOP_OrbRunner, AOP_SpecialOps, }; var globalconfig EAutoObjectivePreference AutoObjectivePreference; /** set if player isn't using orb, to adjust orders given */ var bool bNotUsingOrb; struct native ObjectiveAnnouncementInfo { /** the default announcement sound to play (can be None) */ var() SoundNodeWave AnnouncementSound; /** text displayed onscreen for this announcement */ var() localized string AnnouncementText; }; /** last objective CheckAutoObjective() sent a notification about */ var Actor LastAutoObjective; /** last time auto objective was updated */ var float LastAutoObjectiveTime; /** true if was defending last autoobjective */ var bool bWasDefendingObjective; /** Custom scaling for vehicle check radius. Used by UTConsolePlayerController */ var float VehicleCheckRadiusScaling; /** Indicates what control mode is desired for vehicles. */ var EUTVehicleControls VehicleControlType; /** Set when use fails to enter nearby vehicle (to prevent smart use from also putting you on hoverboard) */ var bool bJustFoundVehicle; /** If true, the quick pick menu will be disable and the key will act like PrevWeapon */ var() bool bDisableQuickPick; /** Used for pulsing critical objective beacon */ var float BeaconPulseScale; var float BeaconPulseMax; var float BeaconPulseRate; var bool bBeaconPulseDir; var float PulseTimer; var bool bPulseTeamColor; var bool bConstructioningMeshes; var string ConstructioningStatus; var float ConstructioningProgress; /** Holds the template for the command menu */ var UTUIScene_CommandMenu CommandMenuTemplate; var UTUIScene_CommandMenu CommandMenu; /** Holds the current Map Scene */ var UTUIScene CurrentMapScene; var UTUIScene_MapVote TestSceneTemplate; /** class to use for displaying progress messages */ var string ProgressMessageSceneClassName; /** Struct to define values for different post processing presets. */ struct native PostProcessInfo { var float Shadows; var float MidTones; var float HighLights; var float Desaturation; }; /** Array of possible preset values for post process. */ var transient array<PostProcessInfo> PostProcessPresets; /** The effect to play on the camera **/ var UTEmitCameraEffect CameraEffect; /** This player's Voter Registration Card */ var UTVoteReplicationInfo VoteRI; /** Actors which may be hidden dynamically when rendering (by adding to PlayerController.HiddenActors array) */ var array<Actor> PotentiallyHiddenActors; /** Last bullseye announcement (hacky - don't want multiple close together) */ var float LastBullseyeTime; /** Last "use" time - used to limit "use" frequency */ var float LastUseTime; /** to limit frequency of voice messages */ var float OldMessageTime; /** To limit frequency of received "friendly fire" voice messages */ var float LastFriendlyFireTime; /** If true, we will popup the map page when the player dies so they can select their spanw point */ var bool bPopupMapOnDeath; /** How long after death should we wait to popup the map */ var float PopupWaitTime; /** The data store that holds data needed to translate bound input events to strings for UI */ var UTUIDataStore_StringAliasBindingsMap BoundEventsStringDataStore; var config bool bNoCrosshair; var config bool bSimpleCrosshair; /** Last time "incoming" message was received by this player */ var float LastIncomingMessageTime; /** Last time combat update message was received by this player */ var float LastCombatUpdateTime; /** Used to prevent too frequent team changes */ var float LastTeamChangeTime; /** Currently playing text-to-speech generated sounds. */ var private array<SoundCue> ActiveTTSSoundCues; var bool bAlreadyReset; var float NextAdminCmdTime; /** True if Hero post processing effects are on */ var bool bHeroPPEffectsOn; var globalconfig float OnFootDefaultFOV; /** If true, the server has muted all text chat from this player */ var bool bServerMutedText; /** this is set when admin is sending local maplist to the server, so that game class changes due to travelling don't disrupt it */ var name MapListPublishGameClassName; /** If true, don't show the path arrows to your objective */ var globalconfig bool bHideObjectivePaths; /** when downloading during servertravel, we send console messages instead of the UI box so that the player can continue to talk, etc * this is the time of the last message so we don't spam too many */ var float LastConsoleDownloadMessageTime; /** Cached value for achievement unlock */ var int LastAchievementIDUnlocked; /** Cached values for the retrieved server ID/Name, set by the history saving code, and utilized by the 'add favourite' code */ var UniqueNetId SavedServerID; var string SavedServerName; var string SavedServerIP; /** If this PC is used in client side demo recordings */ var bool bSmoothClientDemo; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** * Change Camera mode - only in single player * * @param New camera mode to set */ exec function Camera( name NewMode ) { if ( WorldInfo.NetMode == NM_Standalone ) { ServerCamera(NewMode); } } exec function GetSessionInfo() { local string StatGuid, PlayerIdString; local UTPlayerController UTPC; if ( OnlineSub != None && OnlineSub.GameInterface != None ) { StatGuid = OnlineSub.StatsInterface.GetHostStatGuid(); LogInternal("SessionID is"@StatGuid); foreach WorldInfo.AllControllers(class'UTPlayerController',UTPC) { PlayerIdString = class'Engine.OnlineSubsystem'.static.UniqueNetIdToString(UTPC.PlayerReplicationInfo.UniqueId); LogInternal("PlayerName:"@UTPC.PlayerReplicationInfo.PlayerName@"ID:"@PlayerIdString); } } } reliable server function ServerThrowWeapon() { if ( Pawn.CanThrowWeapon() ) { Pawn.ThrowActiveWeapon(); } } event InitInputSystem() { local UTGameReplicationInfo GRI; Super.InitInputSystem(); AddOnlineDelegates(true); // we do this here so that we only bother to create it for local players CameraAnimPlayer = new(self) class'CameraAnimInst'; // see if character processing was already completed // this can happen on clients if a PlayerController class switch is performed // and the GRI is received before the new PlayerController if (WorldInfo.NetMode == NM_Client) { GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != None && GRI.bProcessedInitialCharacters) { CharacterProcessingComplete(); } } if (WorldInfo.NetMode == NM_ListenServer && PlayerReplicationInfo != none ) { PlayerReplicationInfo.IsInvalidName(); } SaveServerToHistory(); } /** * Saves the UniqueNetId for the current server to the player's list of recently visited servers (server history). */ function SaveServerToHistory() { local LocalPlayer LP; local OnlineGameSettings CurrentGameSettings; local UTDataStore_GameSearchHistory HistoryDataStore; local UniqueNetID NullID; LP = LocalPlayer(Player); // we've successfully joined an online match - add this server's unique PlayerId to the list of recently joined matches if ( WorldInfo.NetMode == NM_Client && LP != None && OnlineSub != None && OnlineSub.GameInterface != None && OnlineSub.PlayerInterface != None ) { CurrentGameSettings = OnlineSub.GameInterface.GetGameSettings(); //Make sure we have valid game settings (OwningPlayerID is zero if you followed a friend) if ( CurrentGameSettings != None && CurrentGameSettings.OwningPlayerID != NullID) { //No history on LAN matches if (!CurrentGameSettings.bIsLanMatch) { HistoryDataStore = UTDataStore_GameSearchHistory(class'UTUIScene'.static.FindDataStore('UTGameHistory', LP)); if ( HistoryDataStore != None ) { SavedServerID = CurrentGameSettings.OwningPlayerId; SavedServerName = CurrentGameSettings.OwningPlayerName; SavedServerIP = CurrentGameSettings.ServerIP; if (SavedServerIP == "") SavedServerIP = GetServerNetworkAddress(); HistoryDataStore.AddServerPlusIP(LP.ControllerId, SavedServerID, SavedServerName, SavedServerIP); } } } else { //Last ditch attempt to get data needed to save to history ServerGetGameHostNameAndId(); } } } /** * Saves the current server info to the favourites */ exec function AddToFavorites() { AddToFavourites(); } exec function AddToFavourites() { local LocalPlayer LP; local UniqueNetId NullID; local UTDataStore_GameSearchFavorites FavDataStore; LP = LocalPlayer(Player); // The server id/name should have been cached when the server was added to history; if not, then the info is unavailable if (LP == none || SavedServerID == NullID) return; FavDataStore = UTDataStore_GameSearchFavorites(Class'UTUIScene'.static.FindDataStore('UTGameFavorites', LP)); if (FavDataStore != none) { // ClientMessage(Localize("UTPlayerController", "AddedToFavourites", "UTGame")); FavDataStore.AddServerPlusIP(LP.ControllerID, SavedServerID, SavedServerName, SavedServerIP); } } /* HACK - * last resort attempt to grab the minimum amount of information to save this gaming session to the history datastore * Gets the game settings and give the owning player id and server name to the client */ server reliable function ServerGetGameHostNameAndId() { local OnlineGameSettings CurrentGameSettings; local string OwningPlayerIdString; if ( OnlineSub != None && OnlineSub.GameInterface != None ) { CurrentGameSettings = OnlineSub.GameInterface.GetGameSettings(); if (CurrentGameSettings != None && !CurrentGameSettings.bIsLanMatch) { OwningPlayerIdString = class'Engine.OnlineSubsystem'.static.UniqueNetIdToString(CurrentGameSettings.OwningPlayerId); ClientSetGameHostNameAndId(OwningPlayerIdString, CurrentGameSettings.OwningPlayerName); } } } /** Called by the server to tell the client what its OwningPlayerId and PlayerName is */ client reliable function ClientSetGameHostNameAndId(string OwningPlayerIdString, string OwningPlayerName) { local LocalPlayer LP; local UniqueNetId OwningPlayerId; local UTDataStore_GameSearchHistory HistoryDataStore; LP = LocalPlayer(Player); // we've successfully joined an online match - add this server's unique PlayerId to the list of recently joined matches if ( WorldInfo.NetMode == NM_Client && LP != None && OnlineSub != None && OnlineSub.GameInterface != None && OnlineSub.PlayerInterface != None && class'Engine.OnlineSubsystem'.static.StringToUniqueNetId(OwningPlayerIdString, OwningPlayerId)) { SavedServerID = OwningPlayerId; SavedServerName = OwningPlayerName; SavedServerIP = GetServerNetworkAddress(); HistoryDataStore = UTDataStore_GameSearchHistory(class'UTUIScene'.static.FindDataStore('UTGameHistory', LP)); if ( HistoryDataStore != None ) HistoryDataStore.AddServerPlusIP(LP.ControllerId, OwningPlayerId, OwningPlayerName, SavedServerIP); } } event PlayerTick( float DeltaTime ) { local Pawn P; Super.PlayerTick(DeltaTime); // This needs to be done here because it ensures that all datastores have been registered properly // it also ensures we do not update the profile settings more than once. if( bRetrieveSettingsFromProfileOnNextTick ) { RetrieveSettingsFromProfile(); bRetrieveSettingsFromProfileOnNextTick = FALSE; } if ( bSmoothClientDemo && WorldInfo.bWithinDemoPlayback ) { // 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 ) { if ( UTPawn(ViewTarget) != None ) { TargetViewRotation = ViewTarget.Rotation; TargetViewRotation.Pitch = Rotation.Pitch; } else { TargetViewRotation = Rotation; } } } } /** Sex is set when mesh is set for pawn */ function UpdateSex() {} /** Get the preferred custom character setup for this player (from player profile store). */ native function CustomCharData GetPlayerCustomCharData(string CharDataString); /** tells the server about the character this player is using */ reliable server function ServerSetCharacterData(CustomCharData CharData) { local UTPlayerReplicationInfo PRI; local UTTeamInfo Team; local class<UTFamilyInfo> FamilyInfoClass; PRI = UTPlayerReplicationInfo(PlayerReplicationInfo); if (PRI != None) { if ( UTGameReplicationInfo(WorldInfo.GRI).bStoryMode ) { if ( PRI.SinglePlayerCharacterIndex < 0 ) { UTGameReplicationInfo(WorldInfo.GRI).AssignSinglePlayerCharacters(PRI); } return; } PRI.SetCharacterData(CharData); } // force bots on player's team to be same faction if ((WorldInfo.NetMode == NM_Standalone || WorldInfo.NetMode == NM_ListenServer) && IsLocalPlayerController()) { Team = UTTeamInfo(PlayerReplicationInfo.Team); if (Team != None) { FamilyInfoClass = class'UTCustomChar_Data'.static.FindFamilyInfo(CharData.FamilyID); if(FamilyInfoClass != None) { Team.Faction = FamilyInfoClass.default.Faction; } } } } /** Clear the contents of the command to bind key cache */ simulated function ClearStringAliasBindingMapCache() { BoundEventsStringDataStore.ClearBoundKeyCache(); } /** * Creates and initializes the "PlayerOwner" and "PlayerSettings" data stores. This function assumes that the PlayerReplicationInfo * for this player has not yet been created, and that the PlayerOwner data store's PlayerDataProvider will be set when the PRI is registered. * * Overloaded so we can initialize game specific player data stores. */ simulated function RegisterPlayerDataStores() { local LocalPlayer LP; local DataStoreClient DataStoreManager; local class<UTUIDataStore_StringAliasBindingsMap> StringAliasBindingsMapDataStoreClass; local string PlayerName; PlayerName = PlayerReplicationInfo != None ? PlayerReplicationInfo.PlayerName : "None"; Super.RegisterPlayerDataStores(); // only create player data store for local players LP = LocalPlayer(Player); if ( LP != None ) { LogInternal(">> UTPlayerController::RegisterPlayerDataStores -" @ Self @ "(" $ PlayerName $ ")",'DevDataStore'); // get a reference to the main data store client DataStoreManager = class'UIInteraction'.static.GetDataStoreClient(); if ( DataStoreManager != None ) { // find the "PlayerOwner" data store registered for this player; there shouldn't be one... BoundEventsStringDataStore = UTUIDataStore_StringAliasBindingsMap(DataStoreManager.FindDataStore('StringAliasBindings',LP)); if ( BoundEventsStringDataStore == None ) { // find the appropriate class to use for the PlayerSettings data store StringAliasBindingsMapDataStoreClass = class<UTUIDataStore_StringAliasBindingsMap>(DataStoreManager.FindDataStoreClass(class'UTUIDataStore_StringAliasBindingsMap')); if ( StringAliasBindingsMapDataStoreClass != None ) { // create the PlayerOwner data store BoundEventsStringDataStore = DataStoreManager.CreateDataStore(StringAliasBindingsMapDataStoreClass); if ( BoundEventsStringDataStore != None ) { // and register it if ( DataStoreManager.RegisterDataStore(BoundEventsStringDataStore, LP) ) { if ( PlayerReplicationInfo != None ) { // if our PRI was created and initialized before we were assigned a Player, then our PlayerDataProvider wasn't // linked to the PlayerOwner data store since we didn't have a valid Player, so do that now. PlayerReplicationInfo.BindPlayerOwnerDataProvider(); } } else { LogInternal("Failed to register 'StringAliasBindings' data store for player:"@ Self @ "(" $ PlayerName $ ")"); } } else { LogInternal("Failed to create 'StringAliasBindings' data store for player:"@ Self @ "(" $ PlayerName $ ") using class" @ StringAliasBindingsMapDataStoreClass,'DevDataStore'); } } } else { LogInternal("'StringAliasBindings' data store already registered for player:"@ Self @ "(" $ PlayerName $ ")",'DevDataStore'); } } LogInternal("<< UTPlayerController::RegisterPlayerDataStores -" @ Self @ "(" $ PlayerName $ ")",'DevDataStore'); } } /** * Unregisters the "PlayerOwner" data store for this player. Called when this PlayerController is destroyed. * * Overloaded so we can unregister game specific player data stores. */ simulated function UnregisterPlayerDataStores() { local LocalPlayer LP; local DataStoreClient DataStoreManager; local string PlayerName; PlayerName = PlayerReplicationInfo != None ? PlayerReplicationInfo.PlayerName : "None"; // only execute for local players LP = LocalPlayer(Player); if ( LP != None ) { LogInternal(">> UTPlayerController::UnregisterPlayerDataStores -" @ Self @ "(" $ PlayerName $ ")",'DevDataStore'); // unregister it from the data store client and clear our reference // get a reference to the main data store client DataStoreManager = class'UIInteraction'.static.GetDataStoreClient(); if ( DataStoreManager != None ) { // unregister the bound events string data store if ( BoundEventsStringDataStore != None ) { if ( !DataStoreManager.UnregisterDataStore(BoundEventsStringDataStore) ) { LogInternal("Failed to unregister 'StringAliasBindings' data store for player:"@ Self @ "(" $ PlayerName $ ")"); } // clear the reference BoundEventsStringDataStore = None; } else { LogInternal("'StringAliasBindings' data store not registered for player:" @ Self @ "(" $ PlayerName $ ")",'DevDataStore'); } } else { LogInternal("Data store client not found!",'DevDataStore'); } LogInternal("<< UTPlayerController::UnregisterPlayerDataStores" @ "(" $ PlayerName $ ")",'DevDataStore'); } Super.UnregisterPlayerDataStores(); } /** Sets online delegates to respond to for this PC. */ function AddOnlineDelegates(bool bRegisterVoice) { // this is done automatically in net games so only need to call it for standalone. if (bRegisterVoice && WorldInfo.NetMode == NM_Standalone && VoiceInterface != None) { VoiceInterface.RegisterLocalTalker(LocalPlayer(Player).ControllerId); VoiceInterface.AddRecognitionCompleteDelegate(LocalPlayer(Player).ControllerId, SpeechRecognitionComplete); } // Register a callback for when the profile finishes reading. if (OnlineSub != None) { if (OnlineSub.PlayerInterface != None) { OnlineSub.PlayerInterface.AddReadProfileSettingsCompleteDelegate(LocalPlayer(Player).ControllerId, OnReadProfileSettingsComplete); OnlineSub.PlayerInterface.AddFriendInviteReceivedDelegate(LocalPlayer(Player).ControllerId,OnFriendInviteReceived); OnlineSub.PlayerInterface.AddReceivedGameInviteDelegate(LocalPlayer(Player).ControllerId,OnGameInviteReceived); OnlineSub.PlayerInterface.AddFriendMessageReceivedDelegate(LocalPlayer(Player).ControllerId,OnFriendMessageReceived); } if(OnlineSub.SystemInterface != None) { OnlineSub.SystemInterface.AddConnectionStatusChangeDelegate(OnConnectionStatusChange); OnlineSub.SystemInterface.AddLinkStatusChangeDelegate(OnLinkStatusChanged); // Do an initial controller check if(OnlineSub.SystemInterface.IsControllerConnected(LocalPlayer(Player).ControllerId)==false) { OnControllerChanged(LocalPlayer(Player).ControllerId, false); } } } } /** Clears previously set online delegates. */ event ClearOnlineDelegates() { local LocalPlayer LP; Super.ClearOnlineDelegates(); LP = LocalPlayer(Player); if ( OnlineSub != None && (Role < ROLE_Authority || LP != None)) { if (LP != None) { if (VoiceInterface != None) { VoiceInterface.ClearRecognitionCompleteDelegate(LP.ControllerId, SpeechRecognitionComplete); // Only unregister voice support if we aren't traveling to a MP game if (OnlineSub.GameInterface == None || (OnlineSub.GameInterface != None && OnlineSub.GameInterface.GetGameSettings() == None)) { VoiceInterface.UnregisterLocalTalker(LP.ControllerId); } } if (OnlineSub.PlayerInterface != None) { OnlineSub.PlayerInterface.ClearReadProfileSettingsCompleteDelegate(LP.ControllerId, OnReadProfileSettingsComplete); OnlineSub.PlayerInterface.ClearFriendInviteReceivedDelegate(LP.ControllerId,OnFriendInviteReceived); OnlineSub.PlayerInterface.ClearReceivedGameInviteDelegate(LP.ControllerId,OnGameInviteReceived); OnlineSub.PlayerInterface.ClearFriendMessageReceivedDelegate(LP.ControllerId,OnFriendMessageReceived); } } if(OnlineSub.SystemInterface != None) { OnlineSub.SystemInterface.ClearConnectionStatusChangeDelegate(OnConnectionStatusChange); OnlineSub.SystemInterface.ClearLinkStatusChangeDelegate(OnLinkStatusChanged); } } } /** * Looks at the current game state and uses that to set the * rich presence strings * * Licensees should override this in their player controller derived class */ reliable client function ClientSetOnlineStatus() { local LocalPlayer LP; local array<LocalizedStringSetting> StringSettings; local array<SettingsProperty> Properties; local OnlineGameSettings GameSettings; local string MapName; local string GameName; LP = LocalPlayer(Player); // If we are not a client, then set the game settings object info also. if( OnlineSub.GameInterface != None && WorldInfo.NetMode != NM_Client) { GameSettings=OnlineSub.GameInterface.GetGameSettings(); if(GameSettings != None) { MapName = WorldInfo.GetMapName(); GameName = WorldInfo.GetGameClass().default.Outer.name$"."$WorldInfo.GetGameClass().name; GameSettings.SetPropertyFromStringByName('CustomMapName', MapName); GameSettings.SetPropertyFromStringByName('CustomGameMode', GameName); GameSettings.SetStringSettingValue(CONTEXT_PURESERVER, UTGame(WorldInfo.Game).IsPureGame() ? CONTEXT_PURESERVER_YES : CONTEXT_PURESERVER_NO, false); if(GameSettings.bIsLanMatch==false && OnlineSub.GameInterface.UpdateOnlineGame(GameSettings)==false) { LogInternal("UTPlayerController::ClientSetOnlineStatus() - Error occured updating online game settings."); } else { LogInternal("UTPlayerController::ClientSetOnlineStatus() - Updated online game settings."); } } } //@todo: Hook this up properly. LogInternal("UTPlayerController::ClientSetOnlineStatus() - Setting online status for ControllerId: "$LP.ControllerId); OnlineSub.PlayerInterface.SetOnlineStatus(LP.ControllerId, 0, StringSettings, Properties); } /** * Called when a system level connection change notification occurs. If we are * playing a Live match, we may need to notify and go back to the menu. Otherwise * silently ignore this. * * @param ConnectionStatus the new connection status. */ exec function OnConnectionStatusChange(EOnlineServerConnectionStatus ConnectionStatus) { local GameUISceneClient SceneClient; local OnlineGameSettings GameSettings; local bool bInvalidConnectionStatus; // We need to always bail in this case if (ConnectionStatus == OSCS_DuplicateLoginDetected) { // Two people can't play or badness will happen LogInternal("Detected another user logging-in with this profile."); SetFrontEndErrorMessage("<Strings:UTGameUI.Errors.DuplicateLogin_Title>", "<Strings:UTGameUI.Errors.DuplicateLogin_Message>"); bInvalidConnectionStatus = true; } else { // Only care about this if we aren't in a standalone netmode. if(WorldInfo.NetMode != NM_Standalone) { // We know we have an online subsystem or this delegate wouldn't be called GameSettings = OnlineSub.GameInterface.GetGameSettings(); if (GameSettings != None) { // If we are a internet match, this really matters if (!GameSettings.bIsLanMatch) { // We are playing a internet match. Determine whether the connection // status change requires us to drop and go to the menu switch (ConnectionStatus) { case OSCS_ConnectionDropped: case OSCS_NoNetworkConnection: case OSCS_ServiceUnavailable: case OSCS_UpdateRequired: case OSCS_ServersTooBusy: case OSCS_NotConnected: SetFrontEndErrorMessage("<Strings:UTGameUI.Errors.ConnectionLost_Title>", "<Strings:UTGameUI.Errors.ConnectionLost_Message>"); bInvalidConnectionStatus = true; break; } } } } } // notify the UI scene client, which will propagate the notification to all scenes. Any scenes // which require a valid online service will close themselves. SceneClient = class'UIRoot'.static.GetSceneClient(); if ( SceneClient != None ) { SceneClient.NotifyOnlineServiceStatusChanged(ConnectionStatus); } LogInternal(Name$"::"$GetFuncName()@"ConnectionStatus:'"$GetEnum(Enum'EOnlineServerConnectionStatus',ConnectionStatus)$"'"@"bInvalidConnectionStatus:'"$bInvalidConnectionStatus$"'",'DevOnline'); if ( bInvalidConnectionStatus ) { QuitToMainMenu(); } } /** * Called when the platform's network link status changes. If we are playing a match on a remote server, we need to go back * to the front end menus and notify the player. */ exec function OnLinkStatusChanged( bool bConnected ) { local GameUISceneClient SceneClient; local string ErrorDisplay; LogInternal(Name$"::"$GetFuncName()@"bConnected:'"$bConnected$"'",'DevNet'); // notify the UI scene client, which will propagate the notification to all scenes. Any scenes // which require a valid network connection will close themselves. SceneClient = class'UIRoot'.static.GetSceneClient(); if ( SceneClient != None ) { SceneClient.NotifyLinkStatusChanged(bConnected); } if ( !bConnected && WorldInfo != None && WorldInfo.Game != None) { // Don't quit to main menu if we are playing instant action if (WorldInfo.NetMode != NM_Standalone) { // if we're no longer connected to the network, check to see if another error message has been set // only display our message if none are currently set. if (!class'UIRoot'.static.GetDataStoreStringValue("<Registry:FrontEndError_Display>", ErrorDisplay) || int(ErrorDisplay) == 0 ) { SetFrontEndErrorMessage("<Strings:UTGameUI.Errors.Error_Title>", "<Strings:UTGameUI.Errors.NetworkLinkLost_Message>"); QuitToMainMenu(); } } } } /** @return Returns whether or not we're in a epic internal build. */ native function bool IsEpicInternal(); /** Resets the profile to its default state. */ native function ResetProfileToDefault(OnlineProfileSettings Profile); /** Callback for when the profile finishes reading for this PC. */ function OnReadProfileSettingsComplete(bool bWasSuccessful) { local int ControllerId; if (LocalPlayer(Player) != None) { ControllerId = LocalPlayer(Player).ControllerId; LogInternal("UTPlayerController::OnReadProfileSettingsComplete() - bWasSuccessful: " $ bWasSuccessful $ ", ControllerId: " $ ControllerId); } if (bWasSuccessful) { bRetrieveSettingsFromProfileOnNextTick=TRUE; } } /** Callback for when a game invite has been received. */ function OnGameInviteReceived(byte LocalUserNum,string RequestingNick) { local string FinalMsg; if(Len(RequestingNick) > 0) { FinalMsg = Repl(Localize("ToastMessages","ReceivedGameInviteSpecific","UTGameUI"), "`PlayerName`",RequestingNick, true); // Display toast class'UTUIScene'.static.ShowOnlineToast(FinalMsg); } } /** Callback for when a friend request has been received. */ function OnFriendInviteReceived(byte LocalUserNum,UniqueNetId RequestingPlayer,string RequestingNick,string Message) { local string FinalMsg; if(Len(RequestingNick) > 0) { FinalMsg = Repl(Localize("ToastMessages","ReceivedFriendInviteSpecific","UTGameUI"), "`PlayerName`",RequestingNick, true); } else { FinalMsg = Localize("ToastMessages","ReceivedFriendInvite","UTGameUI"); } // Display toast class'UTUIScene'.static.ShowOnlineToast(FinalMsg); } /** * Called when a friend invite arrives for a local player * * @param LocalUserNum the user that is receiving the invite * @param SendingPlayer the player sending the friend request * @param SendingNick the nick of the player sending the friend request * @param Message the message to display to the recipient * * @return true if successful, false otherwise */ function OnFriendMessageReceived(byte LocalUserNum,UniqueNetId SendingPlayer,string SendingNick,string Message) { local string FinalMsg; if(Len(SendingNick) > 0) { FinalMsg = Repl(Localize("ToastMessages","ReceivedMessageSpecific","UTGameUI"), "`PlayerName`",SendingNick, true); } else { FinalMsg = Localize("ToastMessages","ReceivedMessage","UTGameUI"); } // Display toast class'UTUIScene'.static.ShowOnlineToast(FinalMsg); } /** Override to display a message to the user */ function NotifyInviteFailed() { Super.NotifyInviteFailed(); SetFrontEndErrorMessage("<Strings:UTGameUI.Errors.UnableToJoinInvite_Title>", "<Strings:UTGameUI.Errors.UnableToJoinInvite_Message>"); QuitToMainMenu(); } /** Override to display a message to the user */ function NotifyNotAllPlayersCanJoinInvite() { Super.NotifyNotAllPlayersCanJoinInvite(); SetFrontEndErrorMessage("<Strings:UTGameUI.Errors.NotAllPlayersCanJoin_Title>", "<Strings:UTGameUI.Errors.NotAllPlayersCanJoin_Message>"); QuitToMainMenu(); } /** Override to display a message to the user */ function NotifyNotEnoughSpaceInInvite() { Super.NotifyNotEnoughSpaceInInvite(); SetFrontEndErrorMessage("<Strings:UTGameUI.Errors.NotEnoughInviteSpace_Title>", "<Strings:UTGameUI.Errors.NotEnoughInviteSpace_Message>"); QuitToMainMenu(); } /** * Once the join completes, use the platform specific connection information * to connect to it * * @param bWasSuccessful whether the join worked or not */ function OnInviteJoinComplete(bool bWasSuccessful) { local string URL, ConnectPassword; local UniqueNetId ZeroNetId; if (bWasSuccessful) { if (OnlineSub != None && OnlineSub.GameInterface != None) { // Get the platform specific information if (OnlineSub.GameInterface.GetResolvedConnectString(URL)) { // if a password was set in the registry (this would normally be done by the UI scene that handles accepting // the game invite or join friend request), append it to the URL if ( class'UIRoot'.static.GetDataStoreStringValue("<Registry:ConnectPassword>", ConnectPassword) && ConnectPassword != "" ) { // we append "Password=" because that's what AccessControl checks for (see AccessControl.PreLogin) URL $= "?Password=" $ ConnectPassword; } if (PlayerReplicationInfo.FriendFollowedId != ZeroNetId) { // we append "Friend=" to check it later when we get into the game URL $= "?Friend=" $ class'OnlineSubsystem'.static.UniqueNetIdToString(PlayerReplicationInfo.FriendFollowedId); } LogInternal("Resulting url is ("$URL$")"); // Open a network connection to it ConsoleCommand("open "$URL); } } } else { // Do some error handling NotifyInviteFailed(); } ClearInviteDelegates(); class'UIRoot'.static.SetDataStoreStringValue("<Registry:ConnectPassword>", ""); } /** * Callback for when a character has been unlocked. */ event OnCharacterUnlocked() { local string FinalMsg; FinalMsg = Localize("ToastMessages","CharacterUnlocked","UTGameUI"); class'UTUIScene'.static.ShowOnlineToast(FinalMsg); SaveProfile(); } /** * @return a reference to the progress message scene, if it's already open. */ function UTUIScene_ConnectionStatus FindProgressMessageScene() { local UTUIScene_ConnectionStatus ProgressScene; local GameUISceneClient SceneClient; SceneClient = class'UIInteraction'.static.GetSceneClient(); if ( SceneClient != None ) { ProgressScene = UTUIScene_ConnectionStatus(SceneClient.FindSceneByTag('ProgressMessageScene', LocalPlayer(Player))); } return ProgressScene; } /** * Opens the scene which is used to display connection/download progress & error messages. If the scene is already open, will * return a reference to the existing scene rather than creating another one. * * @return a reference to an instance of UTUIScene_ConnectionStatus which is fully initialized and ready to be used. */ function UTUIScene_ConnectionStatus OpenProgressMessageScene() { local class<UTUIScene_ConnectionStatus> SceneClass; local UIScene InstancedScene; local UTUIScene_ConnectionStatus ProgressMessageScene; local GameUISceneClient SceneClient; // make sure we have a valid scene class name if ( ProgressMessageSceneClassName == "" ) { ProgressMessageSceneClassName = "UTGame.UTUIScene_ConnectionStatus"; } // load the scene class SceneClass = class<UTUIScene_ConnectionStatus>(DynamicLoadObject( ProgressMessageSceneClassName, class'Class' )); if ( SceneClass != None ) { SceneClient = class'UIInteraction'.static.GetSceneClient(); if ( SceneClient != None ) { ProgressMessageScene = FindProgressMessageScene(); if ( ProgressMessageScene == None ) { ProgressMessageScene = SceneClient.CreateScene(SceneClass, 'ProgressMessageScene', CommandMenuTemplate.default.MessageBoxScene); } if ( ProgressMessageScene != None && !SceneClient.IsSceneInitialized(ProgressMessageScene) ) { SceneClient.OpenScene(ProgressMessageScene, LocalPlayer(Player), InstancedScene); ProgressMessageScene = UTUIScene_ConnectionStatus(InstancedScene); } } } else { WarnInternal(Name$"::"$GetFuncName()@"Failed to load the configured scene class:" @ "ProgressMessageSceneClassName:'"$ProgressMessageSceneClassName$"'"); } return ProgressMessageScene; } /** * Manually closes the progress message scene, if open. Normally the progress message scene would be closed when the user * clicks one of its buttons. * * @param bSimulateCancel if TRUE, will set the message box's selection to the index of the Cancel button; otherwise, * just closes the scene without touching the selection value. */ function ForceCloseProgressMessageScene( optional bool bSimulateCancel=true ) { local UTUIScene_ConnectionStatus ProgressMessageScene; local LocalPlayer LP; local int PlayerIndex; ProgressMessageScene = FindProgressMessageScene(); if ( ProgressMessageScene != None ) { // determine the player index that should be used for closing the scene PlayerIndex = INDEX_NONE; LP = ProgressMessageScene.GetPlayerOwner(); if ( LP != None ) { PlayerIndex = LP.GamePlayers.Find(LP); } if ( PlayerIndex == INDEX_NONE ) { PlayerIndex = ProgressMessageScene.GetBestPlayerIndex(); } ProgressMessageScene.Close(bSimulateCancel, PlayerIndex); } } /** * Sets or updates the any current progress message being displayed. * * @param MessageType the type of progress message * @param Message the message to display * @param Title the title to use for the progress message. */ reliable client function ClientSetProgressMessage( EProgressMessageType MessageType, string Message, optional string Title ) { local UTUIScene_ConnectionStatus ProgressMessageScene; switch ( MessageType ) { case PMT_DownloadProgress: // if we are already connected to a server use console messages instead of the UI scene if (WorldInfo.NetMode == NM_Client) { if (WorldInfo.TimeSeconds - LastConsoleDownloadMessageTime > 3.0) { ClientMessage(Title $ ":" @ Message); LastConsoleDownloadMessageTime = WorldInfo.TimeSeconds; } break; } // intentional fall through case PMT_Information: ProgressMessageScene = OpenProgressMessageScene(); if ( ProgressMessageScene != None ) { ProgressMessageScene.DisplayCancelBox(Message, Title, CancelPendingConnection); ProgressMessageScene.ForceImmediateSceneUpdate(); } break; case PMT_RedrawDownloadProgress: ProgressMessageScene = FindProgressMessageScene(); if ( ProgressMessageScene != None ) { ProgressMessageScene.ForceImmediateSceneUpdate(); } break; case PMT_ConnectionFailure: NotifyConnectionError(Message, Title); break; case PMT_Clear: Super.ClientSetProgressMessage( MessageType, Message, Title ); // close the progress message scene, if open ForceCloseProgressMessageScene(); break; default: Super.ClientSetProgressMessage( MessageType, Message, Title ); break; } } reliable client function ClientWasKicked() { ClientSetProgressMessage(PMT_ConnectionFailure, Localize("AccessControl", "KickedMsg", "Engine")); } /** * Handler for the ProgressMessageScene's OnSelection delegate. Kills any existing online game sessions. */ function CancelPendingConnection(UTUIScene_MessageBox MessageBox, int SelectedOption, int PlayerIndex) { if ( OnlineSub != None && OnlineSub.GameInterface != None ) { // Set the destroy delegate so we can know when that is complete OnlineSub.GameInterface.AddDestroyOnlineGameCompleteDelegate(OnDestroyOnlineGameComplete); // Now we can destroy the game LogInternal("UTPlayerController::CancelPendingConnection() - Destroying Online Game, ControllerId: " $ LocalPlayer(Player).ControllerId); // kill the pending connection if ( !OnlineSub.GameInterface.DestroyOnlineGame() ) { OnDestroyOnlineGameComplete(true); } } } /** * Sets a error message in the registry datastore that will display to the user the next time they are in the frontend. * * @param Title Title of the messagebox. * @param Message Message of the messagebox. */ function SetFrontEndErrorMessage(string Title, string Message) { class'UIRoot'.static.SetDataStoreStringValue("<Registry:FrontEndError_Title>", Title); class'UIRoot'.static.SetDataStoreStringValue("<Registry:FrontEndError_Message>", Message); class'UIRoot'.static.SetDataStoreStringValue("<Registry:FrontEndError_Display>", "1"); } /** * Saves information to the registry about the last travel attempt, to allow the frontend to attempt a reconnect if necessary */ function SetFrontEndTravelRetryInfo(string URL, string ErrorCode) { class'UIRoot'.static.SetDataStoreStringValue("<Registry:FrontEndError_LastURL>", URL); class'UIRoot'.static.SetDataStoreStringValue("<Registry:FrontEndError_LastErrorCode>", ErrorCode); } /** * Notifies the player that an attempt to connect to a remote server failed, or an existing connection was dropped. * * @param Message a description of why the connection was lost * @param Title the title to use in the connection failure message. */ function NotifyConnectionError( string Message, optional string Title ) { local UTGameReplicationInfo GRI; GRI = UTGameReplicationInfo(WorldInfo.GRI); if ( GRI != none && GRI.CurrentMidGameMenu != none ) { GRI.CurrentMidGameMenu.CloseScene(GRI.CurrentMidGameMenu); } LogInternal("NOTIFYCONNECTIONERROR"@Name$"::"$GetFuncName()@"Message:'"$Message$"'"@"Title:'"$Title$"'"); if ( WorldInfo.Game != None ) { // Mark the server as having a problem WorldInfo.Game.bHasNetworkError = true; } SetFrontEndErrorMessage(Title, Message); SetFrontEndTravelRetryInfo(WorldInfo.LastTravelErrorURL, WorldInfo.LastTravelErrorCode); // Start quitting to the main menu QuitToMainMenu(); } /** Called when returning to the main menu. */ function QuitToMainMenu() { bQuittingToMainMenu = true; LogInternal("UTPlayerController::QuitToMainMenu() - Cleaning Up OnlineSubsystem, ControllerId: " $ LocalPlayer(Player).ControllerId); if(CleanupOnlineSubsystemSession(true)==false) { LogInternal("UTPlayerController::QuitToMainMenu() - Online cleanup failed, finishing quit."); FinishQuitToMainMenu(); } } /** Called after onlinesubsystem game cleanup has completed. */ function FinishQuitToMainMenu() { local string WasShowingBrowser; // stop any movies currently playing before we quit out class'Engine'.static.StopMovie(); // If the player was viewing the server browser before joining, tell the main menu it should return to the browser if (Class'UIRoot'.static.GetDataStoreStringValue("<Registry:WasShowingBrowser>", WasShowingBrowser) && WasShowingBrowser == "1") Class'UIRoot'.static.SetDataStoreStringValue("<Registry:ReturnToBrowser>", "1"); // Call disconnect to force us back to the menu level ConsoleCommand("NativeDisconnect"); LogInternal("------ QUIT TO MAIN MENU --------"); } /** Cleans up online subsystem game sessions and posts stats if the match is arbitrated. */ function bool CleanupOnlineSubsystemSession(bool bWasFromMenu) { //local int Item; if (WorldInfo.NetMode != NM_Standalone && OnlineSub != None && OnlineSub.GameInterface != None && OnlineSub.GameInterface.GetGameSettings() != None) { LogInternal("UTPlayerController::CleanupOnlineSubsystemSession() - Ending Online Game, ControllerId: " $ LocalPlayer(Player).ControllerId); // Set the end delegate so we can know when that is complete and call destroy OnlineSub.GameInterface.AddEndOnlineGameCompleteDelegate(OnEndOnlineGameComplete); OnlineSub.GameInterface.EndOnlineGame(); return true; } return false; } /** * Called when the online game has finished ending. */ function OnEndOnlineGameComplete(bool bWasSuccessful) { OnlineSub.GameInterface.ClearEndOnlineGameCompleteDelegate(OnEndOnlineGameComplete); if(bQuittingToMainMenu) { // Set the destroy delegate so we can know when that is complete OnlineSub.GameInterface.AddDestroyOnlineGameCompleteDelegate(OnDestroyOnlineGameComplete); // Now we can destroy the game LogInternal("UTPlayerController::OnEndOnlineGameComplete() - Destroying Online Game, ControllerId: " $ LocalPlayer(Player).ControllerId); if ( !OnlineSub.GameInterface.DestroyOnlineGame() ) { OnDestroyOnlineGameComplete(true); } } } /** * 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) { LogInternal("UTPlayerController::OnDestroyOnlineGameComplete() - Finishing Quit to Main Menu, ControllerId: " $ LocalPlayer(Player).ControllerId); OnlineSub.GameInterface.ClearDestroyOnlineGameCompleteDelegate(OnDestroyOnlineGameComplete); //Clear out the gamesettings cache if (WorldInfo.Game != None) { WorldInfo.Game.GameSettings = None; } FinishQuitToMainMenu(); } reliable client function ClientSetSpeechRecognitionObject(SpeechRecognition NewRecognitionData) { if (VoiceInterface != None) { VoiceInterface.SetSpeechRecognitionObject(LocalPlayer(Player).ControllerId, NewRecognitionData); } } /** set to VoiceInterface's speech recognition delegate; called when words are recognized */ function SpeechRecognitionComplete() { local array<SpeechRecognizedWord> Words; local SpeechRecognizedWord ReplicatedWords[3]; local int i; // local String DebugStr; VoiceInterface.GetRecognitionResults(LocalPlayer(Player).ControllerId, Words); if (Words.length > 0) { for (i = 0; i < 3 && i < Words.length; i++) { ReplicatedWords[i] = Words[i]; // DebugStr = DebugStr @ Words[i].WordText; // `log(WorldInfo.TimeSeconds@"recognized word"@Words[i].WordText); } // TeamMessage(PlayerReplicationInfo, DebugStr, 'Say', 8.f); ServerProcessSpeechRecognition(ReplicatedWords); } } reliable server function ServerProcessSpeechRecognition(SpeechRecognizedWord ReplicatedWords[3]) { local array<SpeechRecognizedWord> Words; local int i; local UTGame Game; Game = UTGame(WorldInfo.Game); if (Game != None) { for (i = 0; i < 3; i++) { if (ReplicatedWords[i].WordText != "") { Words[Words.length] = ReplicatedWords[i]; } } Game.ProcessSpeechRecognition(self, Words); } } /** turns on/off voice chat/recognition */ exec function ToggleSpeaking(bool bNowOn) { local LocalPlayer LP; if (VoiceInterface != None) { LP = LocalPlayer(Player); if (LP != None) { if (bNowOn) { VoiceInterface.StartNetworkedVoice(LP.ControllerId); bIsTyping = true; if ( WorldInfo.NetMode != NM_Client ) { VoiceInterface.StartSpeechRecognition(LP.ControllerId); } } else { VoiceInterface.StopNetworkedVoice(LP.ControllerId); bIsTyping = false; if ( WorldInfo.NetMode != NM_Client ) { VoiceInterface.StopSpeechRecognition(LP.ControllerId); } } } } } /* ClientHearSound() Replicated function from server for replicating audible sounds played on server UTPlayerController implementation considers sounds from its pawn as local, even if the pawn is not the viewtarget */ unreliable client event ClientHearSound(SoundCue ASound, Actor SourceActor, vector SourceLocation, bool bStopWhenOwnerDestroyed, optional bool bIsOccluded, optional bool bIsUISound ) { local AudioComponent AC; if ( SourceActor == None ) { AC = GetPooledAudioComponent(ASound, SourceActor, bStopWhenOwnerDestroyed, true, SourceLocation); if (AC == None) { return; } AC.bUseOwnerLocation = false; AC.Location = SourceLocation; } else if ( (SourceActor == GetViewTarget()) || (SourceActor == self) || (SourceActor == Pawn) ) { AC = GetPooledAudioComponent(ASound, None, bStopWhenOwnerDestroyed); if (AC == None) { return; } AC.bAllowSpatialization = false; } else { AC = GetPooledAudioComponent(ASound, SourceActor, bStopWhenOwnerDestroyed); if (AC == None) { return; } if (!IsZero(SourceLocation) && SourceLocation != SourceActor.Location) { AC.bUseOwnerLocation = false; AC.Location = SourceLocation; } } if ( bIsOccluded ) { // if occluded reduce volume: @FIXME do something better AC.VolumeMultiplier *= 0.5; // AC.LowPassFilterApplied = true; } // force UI sound if passed in as such AC.bIsUISound = AC.bIsUISound || bIsUISound; AC.Play(); } function bool AimingHelp(bool bInstantHit) { return bAimingHelp && ((WorldInfo.NetMode == NM_Standalone) || UTGameReplicationInfo(WorldInfo.GRI).bStoryMode) && (WorldInfo.Game.GameDifficulty < 4); } /** * @returns the a scaling factor for the distance from the collision box of the target to accept aiming help (for instant hit shots) */ function float AimHelpModifier() { local float AimingHelp; AimingHelp = FOVAngle < DefaultFOV - 8 ? 0.5 : 0.75; // reduce aiming help at higher difficulty levels if ( WorldInfo.Game.GameDifficulty > 2 ) AimingHelp *= 0.33 * (5 - WorldInfo.Game.GameDifficulty); return AimingHelp; } /** * Adjusts weapon aiming direction. * Gives controller a chance to modify the aiming of the pawn. For example aim error, auto aiming, adhesion, AI help... * Requested by weapon prior to firing. * UTPlayerController implementation doesn't adjust aim, but sets the shottarget (for warning enemies) * * @param W, weapon about to fire * @param StartFireLoc, world location of weapon fire start trace, or projectile spawn loc. * @param BaseAimRot, original aiming rotation without any modifications. */ function Rotator GetAdjustedAimFor( Weapon W, vector StartFireLoc ) { local vector FireDir, HitLocation, HitNormal; local actor BestTarget, HitActor; local float bestAim, bestDist, MaxRange; local rotator BaseAimRot; BaseAimRot = (Pawn != None) ? Pawn.GetBaseAimRotation() : Rotation; FireDir = vector(BaseAimRot); MaxRange = W.MaxRange(); HitActor = Trace(HitLocation, HitNormal, StartFireLoc + MaxRange * FireDir, StartFireLoc, true); if ( (HitActor != None) && HitActor.bProjTarget ) { BestTarget = HitActor; } else if ( ((WorldInfo.Game != None) &&(WorldInfo.Game.Numbots > 0)) || AimingHelp(true) ) { // guess who target is // @todo FIXMESTEVE bestAim = 0.95; BestTarget = PickTarget(class'Pawn', bestAim, bestDist, FireDir, StartFireLoc, MaxRange); if (W != None && W.GetProjectileClass() == None) { InstantWarnTarget(BestTarget, W, vector(BaseAimRot)); } } ShotTarget = Pawn(BestTarget); return BaseAimRot; } /** Tries to find a vehicle to drive within a limited radius. Returns true if successful */ function bool FindVehicleToDrive() { if ( (UTPawn(Pawn) != None) && UTPawn(Pawn).IsHero() ) { return false; } return ( CheckVehicleToDrive(true) != None ); } /** returns the Vehicle passed in if it can be driven */ function UTVehicle CheckPickedVehicle(UTVehicle V, bool bEnterVehicle) { local UTPlayerReplicationInfo PRI; if ( (V == None) || !bEnterVehicle ) { return V; } // check if I would drop my flag PRI = UTPlayerReplicationInfo(PlayerReplicationInfo); if ( PRI.bHasFlag && !V.bCanCarryFlag && (!V.bTeamLocked || WorldInfo.GRI.OnSameTeam(self,V)) ) { if ( V.bRequestedEntryWithFlag ) { V.bRequestedEntryWithFlag = false; ClientSetRequestedEntryWithFlag(V, false, 0); } else { V.bRequestedEntryWithFlag = true; ClientSetRequestedEntryWithFlag(V, true, (UTOnslaughtFlag(PRI.GetFlag()) == None) ? 0 : 1); bJustFoundVehicle = true; return None; } } if ( V.TryToDrive(Pawn) ) { return V; } bJustFoundVehicle = true; return None; } /** sets bRequestedEntryWithFlag on the given vehicle to update the HUD */ reliable client function ClientSetRequestedEntryWithFlag(UTVehicle V, bool bNewValue, int MessageIndex) { if ( bNewValue ) { ReceiveLocalizedMessage(class'UTVehicleCantCarryFlagMessage', MessageIndex); } if (V != None) { V.bRequestedEntryWithFlag = bNewValue; } } /** Returns vehicle which can be driven * @PARAM bEnterVehicle if true then player enters the found vehicle */ function UTVehicle CheckVehicleToDrive(bool bEnterVehicle) { local UTVehicle V, PickedVehicle; local vector ViewDir, HitLocation, HitNormal, ViewPoint; local rotator ViewRotation; local Actor HitActor; local float CheckDist; bJustFoundVehicle = false; // first try to get in vehicle I'm standing on PickedVehicle = CheckPickedVehicle(UTVehicle(Pawn.Base), bEnterVehicle); if ( (PickedVehicle != None) || bJustFoundVehicle ) { return PickedVehicle; } // see if looking at vehicle ViewPoint = Pawn.GetPawnViewLocation(); ViewRotation = Rotation; CheckDist = Pawn.VehicleCheckRadius * VehicleCheckRadiusScaling; ViewDir = CheckDist * vector(ViewRotation); HitActor = Trace(HitLocation, HitNormal, ViewPoint + ViewDir, ViewPoint, true,,,TRACEFLAG_Blocking); PickedVehicle = CheckPickedVehicle(UTVehicle(HitActor), bEnterVehicle); if ( (PickedVehicle != None) || bJustFoundVehicle ) { return PickedVehicle; } // make sure not just looking above vehicle ViewRotation.Pitch = 0; ViewDir = CheckDist * vector(ViewRotation); HitActor = Trace(HitLocation, HitNormal, ViewPoint + ViewDir, ViewPoint, true,,,TRACEFLAG_Blocking); PickedVehicle = CheckPickedVehicle(UTVehicle(HitActor), bEnterVehicle); if ( (PickedVehicle != None) || bJustFoundVehicle ) { return PickedVehicle; } // make sure not just looking above vehicle ViewRotation.Pitch = -5000; ViewDir = CheckDist * vector(ViewRotation); HitActor = Trace(HitLocation, HitNormal, ViewPoint + ViewDir, ViewPoint, true,,,TRACEFLAG_Blocking); PickedVehicle = CheckPickedVehicle(UTVehicle(HitActor), bEnterVehicle); if ( (PickedVehicle != None) || bJustFoundVehicle ) { return PickedVehicle; } // special case for vehicles like Darkwalker if ( UTGame(WorldInfo.Game) != None ) { for ( V=UTGame(WorldInfo.Game).VehicleList; V!=None; V=V.NextVehicle ) { if ( V.bHasCustomEntryRadius && V.InCustomEntryRadius(Pawn) ) { V = CheckPickedVehicle(V, bEnterVehicle); if ( (V != None) || bJustFoundVehicle ) { return V; } } } } return None; } exec function ToggleMinimap() { local UTPlayerReplicationInfo PRI; // Don't toggle the minimap if the hero meter is full PRI = UTPlayerReplicationInfo(PlayerReplicationInfo); if ( PRI != None && PRI.GetHeroMeter() < PRI.HeroThreshold ) { bRotateMiniMap = !bRotateMiniMap; } if ( (Pawn != None) && Pawn.IsA('UTHeroPawn') ) { TriggerHero(); } } exec function DropFlag() { ServerDropFlag(); } reliable server function ServerDropFlag() { if ( UTPawn(Pawn) != None ) { UTPawn(Pawn).DropFlag(); } } /** LandingShake() returns true if controller wants landing view shake */ simulated function bool LandingShake() { return bLandingShake; } simulated function PlayBeepSound() { PlaySound(SoundCue'A_Gameplay.Gameplay.MessageBeepCue', true); } /* epic =============================================== * ::ReceiveWarning * * Notification that the pawn is about to be shot by a * trace hit weapon. * * ===================================================== */ event ReceiveWarning(Pawn shooter, float projSpeed, vector FireDir) { if ( WorldInfo.TimeSeconds - LastWarningTime < 1.0 ) return; LastWarningTime = WorldInfo.TimeSeconds; if ( (shooter != None) && !WorldInfo.GRI.OnSameTeam(shooter,self) ) ClientMusicEvent(0); } /* epic =============================================== * ::ReceiveProjectileWarning * * Notification that the pawn is about to be shot by a * projectile. * * ===================================================== */ function ReceiveProjectileWarning(Projectile proj) { if ( WorldInfo.TimeSeconds - LastWarningTime < 1.0 ) return; LastWarningTime = WorldInfo.TimeSeconds; if ( (proj.Instigator != None) && !WorldInfo.GRI.OnSameTeam(proj.Instigator,self) && (proj.Speed > 0) ) { SetTimer(VSize(proj.Location - Pawn.Location)/proj.Speed,false,'ProjectileWarningTimer'); } } function ProjectileWarningTimer() { ClientMusicEvent(0); } function PlayWinMessage(bool bWinner) { /* //@todo FIXMESTEVE if ( bWinner ) bDisplayWinner = true; else bDisplayLoser = true; */ } simulated function bool TriggerInteracted() { local UTGameObjective O, Best; local vector ViewDir, PawnLoc2D, VLoc2D; local float NewDot, BestDot; // check base UTGameObjective first if ((UTGameObjective(Pawn.Base) != None || UTOnslaughtNodeTeleporter(Pawn.Base) != None) && Pawn.Base.UsedBy(Pawn)) { return true; } // handle touched UTGameObjectives next ForEach Pawn.TouchingActors(class'UTGameObjective', O) { if ( O.UsedBy(Pawn) ) return true; } // now handle nearby UTGameObjectives ViewDir = vector(Rotation); PawnLoc2D = Pawn.Location; PawnLoc2D.Z = 0; ForEach Pawn.OverlappingActors(class'UTGameObjective', O, Pawn.VehicleCheckRadius) { if ( O.bAllowRemoteUse ) { // Pawn must be facing objective or overlapping it VLoc2D = O.Location; Vloc2D.Z = 0; NewDot = Normal(VLoc2D-PawnLoc2D) Dot ViewDir; if ( NewDot > BestDot ) { // check that objective is visible if ( FastTrace(O.Location,Pawn.Location) ) { Best = O; BestDot = NewDot; } } } } if ( Best != None && Best.UsedBy(Pawn) ) return true; // no UT specific triggers used, fall back to general case return super.TriggerInteracted(); } /** Fastforward control for demo playback */ exec function DemoFF() { if ( WorldInfo.bWithinDemoPlayback ) WorldInfo.DemoPlayTimeDilation = (WorldInfo.DemoPlayTimeDilation < 10) ? WorldInfo.DemoPlayTimeDilation * 3.3 : 1.0; } /** Slomo used in demo playback */ exec function DemoSloMo(float NewTimeDilation) { if ( WorldInfo.bWithinDemoPlayback ) WorldInfo.DemoPlayTimeDilation = NewTimeDilation; } exec function PlayVehicleHorn() { local UTVehicle V; V = UTVehicle(Pawn); if ( (V != None) && (V.Health > 0) && (WorldInfo.TimeSeconds - LastTauntAnimTime > 0.3) ) { ServerPlayVehicleHorn(); LastTauntAnimTime = WorldInfo.TimeSeconds; } } unreliable server function ServerPlayVehicleHorn() { local UTVehicle V; V = UTVehicle(Pawn); if ( (V != None) && (V.Health > 0) ) { V.PlayHorn(); } } exec function Taunt(int TauntIndex) { local UTVehicle UTV; local UTPawn UTP; UTP = UTPawn(Pawn); if(UTP == None) { UTV = UTVehicle(Pawn); if(UTV != None) { UTP = UTPawn(UTV.Driver); } } if(UTP != None) { switch(TauntIndex) { case 0: UTP.PlayEmote('TauntA', -1); break; case 1: UTP.PlayEmote('TauntB', -1); break; case 2: UTP.PlayEmote('TauntC', -1); break; } } } function Typing( bool bTyping ) { bIsTyping = bTyping; if ( (Pawn != None) && !Pawn.bTearOff ) UTPawn(Pawn).bIsTyping = bTyping; } simulated event Destroyed() { Super.Destroyed(); if (Announcer != None) { Announcer.Destroy(); } if (MusicManager != None) { MusicManager.Destroy(); } } /** * Attempts to pause/unpause the game when a controller becomes * disconnected/connected * * @param ControllerId the id of the controller that changed * @param bIsConnected whether the controller is connected or not */ function OnControllerChanged(int ControllerId,bool bIsConnected) { local LocalPlayer LocPlayer; // Call parent implementation (this will pause/unpause the game if needed) super.OnControllerChanged( ControllerId, bIsConnected ); // Don't worry about remote players LocPlayer = LocalPlayer(Player); if (WorldInfo.IsConsoleBuild() && (WorldInfo.Game == None || !WorldInfo.Game.bAutomatedPerfTesting)) { // If the controller that changed, is attached to the this playercontroller if (LocPlayer != None && LocPlayer.ControllerId == ControllerId) { bIsControllerConnected = bIsConnected; if(bIsConnected) { class'UTUIScene'.static.HideOnlineToast(); } else { class'UTUIScene'.static.ShowOnlineToast(Localize("ToastMessages","ReconnectController","UTGameUI")$" ("$(ControllerId+1)$")", -1); // Time of -1 to make the toast stay up until we hide it. } } } } event SoakPause(Pawn P) { LogInternal("Soak pause by "$P); SetViewTarget(P); SetPause(true); bBehindView = true; myHud.bShowDebugInfo = true; } function DrawHUD( HUD H ) { if( (Pawn != None) && (Pawn.Weapon != None) ) { Pawn.Weapon.ActiveRenderOverlays(H); } } event KickWarning() { if ( WorldInfo.TimeSeconds - LastKickWarningTime > 0.5 ) { ReceiveLocalizedMessage( class'UTIdleKickWarningMessage', 0, None, None, self ); LastKickWarningTime = WorldInfo.TimeSeconds; } } /* CheckJumpOrDuck() Called by ProcessMove() handle jump and duck buttons which are pressed */ function CheckJumpOrDuck() { if ( Pawn == None ) { return; } if ( bDoubleJump && (bUpdating || ((UTPawn(Pawn) != None) && UTPawn(Pawn).CanDoubleJump())) ) { UTPawn(Pawn).DoDoubleJump( bUpdating ); } else if ( bPressedJump ) { Pawn.DoJump( bUpdating ); } if ( Pawn.Physics != PHYS_Falling && Pawn.bCanCrouch ) { // crouch if pressing duck Pawn.ShouldCrouch(bDuck != 0); } } exec function FOV(float F) { if( (F >= 80.0) || (WorldInfo.NetMode==NM_Standalone) || PlayerReplicationInfo.bOnlySpectator ) { OnFootDefaultFOV = FClamp(F, 80, 100); if ( Vehicle(Pawn) == None ) { FixFOV(); } SaveConfig(); } } function FixFOV() { if ( OnFootDefaultFOV < 80 ) { OnFootDefaultFOV = 90.0; } OnFootDefaultFOV = FClamp(OnFootDefaultFOV, 80, 100); FOVAngle = OnFootDefaultFOV; DesiredFOV = OnFootDefaultFOV; DefaultFOV = OnFootDefaultFOV; } function Restart(bool bVehicleTransition) { Super.Restart(bVehicleTransition); // re-check auto objective every time the player respawns if (!bVehicleTransition) { // use timer to spread out spawn CPU cost a little SetTimer(0.1, false, 'CheckAutoObjective'); } } reliable client function ClientRestart(Pawn NewPawn) { local UTVehicle V; Super.ClientRestart(NewPawn); ServerPlayerPreferences(WeaponHandPreference, bAutoTaunt, bCenteredWeaponFire, AutoObjectivePreference); if (NewPawn != None) { // apply vehicle FOV V = UTVehicle(NewPawn); if (V == None && NewPawn.IsA('UTWeaponPawn')) { V = UTVehicle(NewPawn.GetVehicleBase()); } if (V != None) { DefaultFOV = V.DefaultFOV; DesiredFOV = DefaultFOV; FOVAngle = DesiredFOV; } else { FixFOV(); } // if new pawn has empty weapon, autoswitch to new one // (happens when switching from Redeemer remote control, for example) if (NewPawn.Weapon != None && !NewPawn.Weapon.HasAnyAmmo()) { SwitchToBestWeapon(); } } else { FixFOV(); } } function SetViewTarget(Actor NewViewTarget, optional ViewTargetTransitionParams TransitionParams) { local UTVehicle V; local Pawn P; local EPawnShadowMode AdjustedShadowMode; ClearCameraEffect(); Super.SetViewTarget(NewViewTarget, TransitionParams); // set sound pitch adjustment based on customtimedilation if ( ViewTarget.CustomTimeDilation < 1.0 ) { ConsoleCommand( "SETSOUNDMODE 1", false ); } else { ConsoleCommand( "SETSOUNDMODE 0", false ); } // remove other players' shadows if viewing drop detail vehicle if (IsLocalPlayerController()) { if (class'Engine'.static.IsSplitScreen()) { AdjustedShadowMode = SHADOW_None; } else { V = UTVehicle(ViewTarget); if (V == None && Pawn(ViewTarget) != None) { V = UTVehicle(Pawn(ViewTarget).GetVehicleBase()); } if (PawnShadowMode > SHADOW_None && V != None && V.bDropDetailWhenDriving && WorldInfo.GetDetailMode() < DM_Medium) { AdjustedShadowMode = SHADOW_Self; } else { AdjustedShadowMode = PawnShadowMode; } } foreach WorldInfo.AllPawns(class'Pawn', P) { if (UTPawn(P) != None) { UTPawn(P).UpdateShadowSettings(AdjustedShadowMode == SHADOW_All || (AdjustedShadowMode == SHADOW_Self && ViewTarget == P)); } else if (UTVehicle(P) != None) { UTVehicle(P).UpdateShadowSettings(AdjustedShadowMode == SHADOW_All || (AdjustedShadowMode == SHADOW_Self && ViewTarget == P)); } } } } /** attempts to find an objective for the player to complete depending on their settings and tells the player about it * @note: needs to be called on the server, not the client (because that's where the AI is) * @param bOnlyNotifyDifferent - if true, only send messages to the player if the selected objective is different from the previous one */ function CheckAutoObjective(bool bOnlyNotifyDifferent) { local Actor ObjectiveActor; if (Pawn != None && PlayerReplicationInfo != None) { if (LastAutoObjectiveTime + 3.0 < WorldInfo.TimeSeconds) { LastAutoObjectiveTime = WorldInfo.TimeSeconds; ObjectiveActor = UTGame(WorldInfo.Game).GetAutoObjectiveFor(self); if ( ObjectiveActor != None ) { SetAutoObjective(ObjectiveActor, bOnlyNotifyDifferent); } else { LastAutoObjective = None; ClientSetAutoObjective(LastAutoObjective); } } } } function SetAutoObjective(Actor ObjectiveActor, bool bOnlyNotifyDifferent) { local UTGameObjective DesiredObjective; local int i; DesiredObjective = UTGameObjective(ObjectiveActor); if ( DesiredObjective != None ) { ObjectiveActor = DesiredObjective.GetAutoObjectiveActor(self); DesiredObjective = UTGameObjective(ObjectiveActor); } if (ObjectiveActor != LastAutoObjective || !bOnlyNotifyDifferent) { LastAutoObjective = ObjectiveActor; bWasDefendingObjective = WorldInfo.GRI.OnSameTeam(LastAutoObjective, self); ClientSetAutoObjective(LastAutoObjective); if ( WorldInfo.TimeSeconds - LastShowPathTime > 0.5 ) { LastShowPathTime = WorldInfo.TimeSeconds; // spawn willow whisp if (DesiredObjective != None) { for (i = 0; i < DesiredObjective.ShootSpots.length; i++) { if (DesiredObjective.ShootSpots[i] != None) { DesiredObjective.ShootSpots[i].bTransientEndPoint = true; } } } if (FindPathToward(LastAutoObjective) != None) { Spawn(class'UTWillowWhisp', self,, Pawn.Location); } } } } /** client-side notification of the current auto objective */ reliable client function ClientSetAutoObjective(Actor NewAutoObjective) { LastAutoObjective = NewAutoObjective; ReceiveLocalizedMessage(class'UTObjectiveAnnouncement', AutoObjectivePreference,,, LastAutoObjective); } /* epic =============================================== * ::Possess * * Handles attaching this controller to the specified * pawn. * * ===================================================== */ event Possess(Pawn inPawn, bool bVehicleTransition) { Super.Possess(inPawn, bVehicleTransition); // force garbage collection when possessing pawn, to avoid GC during gameplay if ( bVehicleTransition ) { if ( (WorldInfo.NetMode == NM_Client) || (WorldInfo.NetMode == NM_Standalone) ) { WorldInfo.ForceGarbageCollection(); } } } function AcknowledgePossession(Pawn P) { local rotator NewViewRotation; Super.AcknowledgePossession(P); if ( LocalPlayer(Player) != None ) { ClientEndZoom(); if (bUseVehicleRotationOnPossess && Vehicle(P) != None && UTWeaponPawn(P) == None && UTVehicle_TrackTurretBase(P) == None) { NewViewRotation = P.Rotation; NewViewRotation.Roll = 0; SetRotation(NewViewRotation); } ServerPlayerPreferences(WeaponHandPreference, bAutoTaunt, bCenteredWeaponFire, AutoObjectivePreference); if ( (PlayerReplicationInfo != None) && (PlayerReplicationInfo.Team != None) && (IdentifiedTeam != PlayerReplicationInfo.Team.TeamIndex) ) { // identify your team the first time you spawn on it IdentifiedTeam = PlayerReplicationInfo.Team.TeamIndex; if ( IdentifiedTeam < 2 ) { ReceiveLocalizedMessage( class'UTTeamGameMessage', IdentifiedTeam+1, PlayerReplicationInfo); } } } } simulated event ReceivedPlayer() { Super.ReceivedPlayer(); if (LocalPlayer(Player) != None) { ServerPlayerPreferences(WeaponHandPreference, bAutoTaunt, bCenteredWeaponFire, AutoObjectivePreference); } else { // default auto objective preference to None for non-local players so we don't send objective info // until we've received the client's preference AutoObjectivePreference = AOP_Disabled; } } reliable server function ServerPlayerPreferences(EWeaponHand NewWeaponHand, bool bNewAutoTaunt, bool bNewCenteredWeaponFire, EAutoObjectivePreference NewAutoObjectivePreference) { ServerSetHand(NewWeaponHand); ServerSetAutoTaunt(bNewAutoTaunt); bCenteredWeaponFire = bNewCenteredWeaponFire; if (AutoObjectivePreference != NewAutoObjectivePreference) { AutoObjectivePreference = NewAutoObjectivePreference; CheckAutoObjective(false); } } reliable server function ServerSetHand(EWeaponHand NewWeaponHand) { WeaponHand = NewWeaponHand; } function SetHand(EWeaponHand NewWeaponHand) { WeaponHandPreference = NewWeaponHand; WeaponHand = WeaponHandPreference; SaveConfig(); ServerSetHand(NewWeaponHand); } event ResetCameraMode() {} /** * return whether viewing in first person mode */ function bool UsingFirstPersonCamera() { return !bBehindView; } // ------------------------------------------------------------------------ reliable server function ServerSetAutoTaunt(bool Value) { bAutoTaunt = Value; } exec function SetAutoTaunt(bool Value) { Default.bAutoTaunt = Value; StaticSaveConfig(); bAutoTaunt = Value; ServerSetAutoTaunt(Value); } exec function ToggleScreenShotMode() { if ( UTHUD(myHUD).bCrosshairShow ) { UTHUD(myHUD).bCrosshairShow = false; SetHand(HAND_Hidden); myHUD.bShowHUD = false; if ( UTPawn(Pawn) != None ) UTPawn(Pawn).TeamBeaconMaxDist = 0; } else { // return to normal UTHUD(myHUD).bCrosshairShow = true; SetHand(HAND_Right); myHUD.bShowHUD = true; if ( UTPawn(Pawn) != None ) UTPawn(Pawn).TeamBeaconMaxDist = UTPawn(Pawn).default.TeamBeaconMaxDist; } } reliable client function PlayStartupMessage(byte StartupStage) { if ( StartupStage == 7 ) { ReceiveLocalizedMessage( class'UTTimerMessage', 17, PlayerReplicationInfo ); } else { ReceiveLocalizedMessage( class'UTStartupMessage', StartupStage, PlayerReplicationInfo ); } } function NotifyTakeHit(Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) { local int iDam; Super.NotifyTakeHit(InstigatedBy,HitLocation,Damage,DamageType,Momentum); iDam = Clamp(Damage,0,250); if ( (iDam > 0 || bGodMode) && (Pawn != None) ) { ClientPlayTakeHit(hitLocation - Pawn.Location, iDam, damageType); } } unreliable client function ClientPlayTakeHit(vector HitLoc, byte Damage, class<DamageType> DamageType) { DamageShake(Damage, DamageType); HitLoc += Pawn.Location; if (UTHud(MyHud) != None) { UTHud(MyHud).DisplayHit(HitLoc, Damage, DamageType); } } /** * Limit use frequency */ unreliable server function ServerUse() { if ( (LastUseTime == WorldInfo.TimeSeconds) || ((Vehicle(Pawn) != None) && (WorldInfo.TimeSeconds - LastUseTime < 1.0)) ) { return; } LastUseTime = WorldInfo.TimeSeconds; PerformedUseAction(); } exec function Use() { if( Role < Role_Authority ) { PerformedUseAction(); } ServerUse(); } simulated function bool PerformedUseAction() { local UTCarriedObject Flag; bJustFoundVehicle = false; if ( UTPawn(Pawn) != None && UTPawn(Pawn).IsHero() ) { Pawn.ToggleMelee(); return false; } if (Pawn != None && Pawn.IsInState('FeigningDeath')) { // can't use things while feigning death return true; } if ( (Pawn != None) && (Vehicle(Pawn) == None) ) { ForEach Pawn.TouchingActors(class'UTCarriedObject', Flag) { if ( Flag.FlagUse(self) ) { return true; } } } if ( Super.PerformedUseAction() ) { return true; } if ( (Role == ROLE_Authority) && !bJustFoundVehicle ) { // Gamepad smart use - bring out translocator or hoverboard if no other use possible ClientSmartUse(); return true; } return false; } function ClearDoubleClick() { Super.ClearDoubleClick(); if (Pawn != none && UTPawn(Pawn) != none) UTPawn(Pawn).DodgeResetTimestamp = WorldInfo.TimeSeconds + UTPawn(Pawn).DodgeResetTime; } // Player movement. // Player Standing, walking, running, falling. state PlayerWalking { ignores SeePlayer, HearNoise, Bump; event bool NotifyLanded(vector HitNormal, Actor FloorActor) { if (DoubleClickDir == DCLICK_Active) { DoubleClickDir = DCLICK_Done; ClearDoubleClick(); } else { DoubleClickDir = DCLICK_None; } if (Global.NotifyLanded(HitNormal, FloorActor)) { return true; } return false; } function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) { if ( !bEnableDodging ) { DoubleClickMove = DCLICK_None; } if ( (DoubleClickMove == DCLICK_Active) && (Pawn.Physics == PHYS_Falling) ) DoubleClickDir = DCLICK_Active; else if ( (DoubleClickMove != DCLICK_None) && (DoubleClickMove < DCLICK_Active) ) { if ( UTPawn(Pawn).Dodge(DoubleClickMove) ) DoubleClickDir = DCLICK_Active; } Super.ProcessMove(DeltaTime,NewAccel,DoubleClickMove,DeltaRot); } function PlayerMove( float DeltaTime ) { GroundPitch = 0; Super.PlayerMove(DeltaTime); } } function ServerSpectate() { GotoState('Spectating'); } state RoundEnded { ignores SeePlayer, HearNoise, KilledBy, NotifyBump, HitWall, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, Falling, TakeDamage, Suicide, DrawHud; exec function PrevWeapon() {} exec function NextWeapon() {} exec function SwitchWeapon(byte T) {} exec function ShowQuickPick(){} exec function ToggleMelee() {} reliable server function ServerReStartGame() { if (UTGameReplicationInfo(WorldInfo.GRI).MapVoteTimeRemaining > 0.0f) { return; } Super.ServerRestartGame(); } /** * Limit the player's view rotation. (Pitch component). */ event Rotator LimitViewRotation( Rotator ViewRotation, float ViewPitchMin, float ViewPitchMax ) { ViewRotation.Pitch = ViewRotation.Pitch & 65535; if( ViewRotation.Pitch > 8192 && ViewRotation.Pitch < (65535+ViewPitchMin) ) { if( ViewRotation.Pitch < 32768 ) { ViewRotation.Pitch = 8192; } else { ViewRotation.Pitch = 65535 + ViewPitchMin; } } return ViewRotation; } unreliable client function LongClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ ) { if ( newState == 'PlayerWaiting' ) GotoState( newState ); } function PlayerMove(float DeltaTime) { local vector X,Y,Z; local Rotator DeltaRot, ViewRotation; GetAxes(Rotation,X,Y,Z); // Update view rotation. ViewRotation = Rotation; // Calculate Delta to be applied on ViewRotation DeltaRot.Yaw = PlayerInput.aTurn; DeltaRot.Pitch = PlayerInput.aLookUp; ProcessViewRotation( DeltaTime, ViewRotation, DeltaRot ); SetRotation(ViewRotation); ViewShake(DeltaTime); if ( Role < ROLE_Authority ) // then save this move and replicate it ReplicateMove(DeltaTime, vect(0,0,0), DCLICK_None, rot(0,0,0)); bPressedJump = false; } function ShowScoreboard() { local UTGameReplicationInfo GRI; if ( CommandMenu != none ) { CommandMenu.CloseScene(CommandMenu); CommandMenu = none; } GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != None && GRI.bMatchIsOver && !GRI.bStoryMode) { // If voting is currently active, then go to the vote tab instead of scoreboard tab if (VoteRI != none && GRI.VoteRoundTimeCounter != INDEX_None) ShowMidGameMenu('VoteTab', True); else ShowMidGameMenu('ScoreTab', True); } else if (myHUD != None) { myHUD.SetShowScores(true); } AutoContinueToNextRound(); } /** This will auto continue to the next round. Very useful doing soak testing and testing traveling to next level **/ function AutoContinueToNextRound() { if (Role == ROLE_Authority && UTGame(WorldInfo.Game).bAutoContinueToNextRound) { myHUD.SetShowScores(false); StartFire( 0 ); } } function BeginState(Name PreviousStateName) { Super.BeginState(PreviousStateName); // this is a good stop gap measure for any cases that we miss / other code getting turned on / called // there is never a case where we want the tilt to be on at this point SetOnlyUseControllerTiltInput( FALSE ); SetUseTiltForwardAndBack( TRUE ); SetControllerTiltActive( FALSE ); if (UTGame(WorldInfo.Game) != None) { // don't let player restart the game until the end game sequence is complete SetTimer(FMax(GetTimerRate(), UTGame(WorldInfo.Game).ResetTimeDelay), false); } bAlreadyReset = false; if ( myHUD != None ) { myHUD.SetShowScores(false); // the power core explosion is 15 seconds so we wait 1 additional for the awe factor (the total time of the matinee is 18-20 seconds to avoid popping back to start) // so for DM/CTF will get to see the winner in GLORIOUS detail and listen to the smack talking SetTimer(16, false, 'ShowScoreboard'); } } function EndState(name NextStateName) { local int i, j; local Sequence GameSequence; local array<SequenceObject> CoreEvents, LinkedObjects; local SeqAct_Interp InterpAction; Super.EndState(NextStateName); SetBehindView(false); StopViewShaking(); StopCameraAnim(true); if (myHUD != None) { myHUD.SetShowScores(false); } // force stop powercore cinematic if necessary GameSequence = WorldInfo.GetGameSequence(); if (GameSequence != None) { GameSequence.FindSeqObjectsByClass(class'UTSeqEvent_PowerCoreDestructionEffect', true, CoreEvents); for (i = 0; i < CoreEvents.length; i++) { UTSeqEvent_PowerCoreDestructionEffect(CoreEvents[i]).GetLinkedObjects(LinkedObjects, class'SeqAct_Interp', true); for (j = 0; j < LinkedObjects.length; j++) { InterpAction = SeqAct_Interp(LinkedObjects[j]); if (InterpAction.bActive) { InterpAction.SetPosition(0.0, true); InterpAction.Stop(); } } } } } } function ShowScoreboard(); state Dead { ignores SeePlayer, HearNoise, KilledBy, NextWeapon, PrevWeapon; exec function SwitchWeapon(byte T){} exec function ToggleMelee() {} exec function ShowQuickPick(){} exec function StartFire( optional byte FireModeNum ) { if ( bFrozen ) { if ( !IsTimerActive() || GetTimerCount() > MinRespawnDelay ) bFrozen = false; return; } if ( PlayerReplicationInfo.bOutOfLives ) ServerSpectate(); else super.StartFire( FireModeNum ); } function Timer() { if (!bFrozen) return; // force garbage collection while dead, to avoid GC during gameplay if ( (WorldInfo.NetMode == NM_Client) || (WorldInfo.NetMode == NM_Standalone) ) { WorldInfo.ForceGarbageCollection(); } bFrozen = false; bUsePhysicsRotation = false; bPressedJump = false; } reliable client event ClientSetViewTarget( Actor A, optional ViewTargetTransitionParams TransitionParams ) { if( A == None ) { ServerVerifyViewTarget(); return; } // don't force view to self while dead (since server may be doing it having destroyed the pawn) if ( A == self ) return; SetViewTarget( A, TransitionParams ); } function FindGoodView() { local vector cameraLoc; local rotator cameraRot, ViewRotation, RealRotation; local int tries, besttry; local float bestdist, newdist, RealCameraScale; local int startYaw; local UTPawn P; if ( UTVehicle(ViewTarget) != None ) { DesiredRotation = Rotation; bUsePhysicsRotation = true; return; } ViewRotation = Rotation; RealRotation = ViewRotation; ViewRotation.Pitch = 56000; SetRotation(ViewRotation); P = UTPawn(ViewTarget); if ( P != None ) { RealCameraScale = P.CurrentCameraScale; P.CurrentCameraScale = P.CameraScale; } // use current rotation if possible CalcViewActor = None; cameraLoc = ViewTarget.Location; GetPlayerViewPoint( cameraLoc, cameraRot ); if ( P != None ) { newdist = VSize(cameraLoc - ViewTarget.Location); if (newdist < P.CylinderComponent.CollisionRadius + P.CylinderComponent.CollisionHeight ) { // find alternate camera rotation tries = 0; besttry = 0; bestdist = 0.0; startYaw = ViewRotation.Yaw; for (tries=1; tries<16; tries++) { CalcViewActor = None; cameraLoc = ViewTarget.Location; ViewRotation.Yaw += 4096; SetRotation(ViewRotation); GetPlayerViewPoint( cameraLoc, cameraRot ); newdist = VSize(cameraLoc - ViewTarget.Location); if (newdist > bestdist) { bestdist = newdist; besttry = tries; } } ViewRotation.Yaw = startYaw + besttry * 4096; } P.CurrentCameraScale = RealCameraScale; } SetRotation(RealRotation); DesiredRotation = ViewRotation; DesiredRotation.Roll = 0; bUsePhysicsRotation = true; } function BeginState(Name PreviousStateName) { local UTWeaponLocker WL; local UTWeaponPickupFactory WF; LastAutoObjective = None; if ( Pawn(Viewtarget) != None ) { SetBehindView(true); } Super.BeginState(PreviousStateName); if ( LocalPlayer(Player) != None ) { ForEach WorldInfo.AllNavigationPoints(class'UTWeaponLocker',WL) WL.NotifyLocalPlayerDead(self); ForEach WorldInfo.AllNavigationPoints(class'UTWeaponPickupFactory',WF) WF.NotifyLocalPlayerDead(self); } if ( CurrentMapScene != none ) { CurrentMapScene.SceneClient.CloseScene(CurrentMapScene); } if ( UTGameReplicationInfo(WorldInfo.GRI).bShowMenuOnDeath && bPopupMapOnDeath && LocalPlayer(Player) != none ) { SetTimer(PopupWaitTime,false,'PopupMap'); } if (Role == ROLE_Authority && UTGame(WorldInfo.Game) != None && UTGame(WorldInfo.Game).ForceRespawn()) { SetTimer(MinRespawnDelay, true, 'DoForcedRespawn'); } } /** forces player to respawn if it is enabled */ function DoForcedRespawn() { if (PlayerReplicationInfo.bOnlySpectator) { ClearTimer('DoForcedRespawn'); } else { ServerRestartPlayer(); } } simulated function PopupMap() { local UTUITabPage_MapTab MapTab; local UTUIScene_MidGameMenu CurrentMidGameMenu; CurrentMidGameMenu = ShowMidGameMenu('MapTab',true); if ( CurrentMidGameMenu != none ) { MapTab = UTUITabPage_MapTab( CurrentMidGameMenu.FindChild('MapTab',true) ); if ( MapTab != none ) { MapTab.AllowSpawning(); } ClearTimer('PopupMap'); } } function EndState(name NextStateName) { bUsePhysicsRotation = false; Super.EndState(NextStateName); SetBehindView(false); StopViewShaking(); ClearTimer('PopupMap'); ClearTimer('DoForcedRespawn'); } Begin: Sleep(5.0); if ( (ViewTarget == None) || (ViewTarget == self) || (VSize(ViewTarget.Velocity) < 1.0) ) { Sleep(1.0); if (myHUD != None) { //@FIXME: disabled temporarily for E3 due to scoreboard stealing input //myHUD.SetShowScores(true); } } else Goto('Begin'); } /** * list important UTPlayerController variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when * the ShowDebug exec is used * * @param HUD - HUD with canvas to draw on * @input out_YL - Height of the current font * @input out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line. */ simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos) { local Canvas Canvas; Canvas = HUD.Canvas; Canvas.SetDrawColor(255,255,255,255); Canvas.DrawText("CONTROLLER "$GetItemName(string(self))$" Physics "$GetPhysicsName()$" Pawn "$GetItemName(string(Pawn))$" Yaw "$Rotation.Yaw); out_YPos += out_YL; Canvas.SetPos(4, out_YPos); if ( Pawn == None ) { if ( PlayerReplicationInfo == None ) Canvas.DrawText("NO PLAYERREPLICATIONINFO", false); else PlayerReplicationInfo.DisplayDebug(HUD, out_YL, out_YPos); out_YPos += out_YL; Canvas.SetPos(4, out_YPos); super(Actor).DisplayDebug(HUD, out_YL, out_YPos); } else if (HUD.ShouldDisplayDebug('AI')) { if ( Enemy != None ) Canvas.DrawText(" STATE: "$GetStateName()$" Timer: "$GetTimerCount()$" Enemy "$Enemy.GetHumanReadableName(), false); else Canvas.DrawText(" STATE: "$GetStateName()$" Timer: "$GetTimerCount()$" NO Enemy ", false); out_YPos += out_YL; Canvas.SetPos(4, out_YPos); } if (PlayerCamera != None && HUD.ShouldDisplayDebug('camera')) { PlayerCamera.DisplayDebug( HUD, out_YL, out_YPos ); } } function Reset() { Super.Reset(); if ( PlayerCamera != None ) { PlayerCamera.Destroy(); } } reliable client function ClientReset() { local UTGameObjective O; Super.ClientReset(); if ( PlayerCamera != None ) { PlayerCamera.Destroy(); } foreach WorldInfo.AllNavigationPoints(class'UTGameObjective', O) { O.ClientReset(); } } exec function BehindView() { if (WorldInfo.NetMode == NM_Standalone || bDemoOwner) SetBehindView(!bBehindView); } function SetBehindView(bool bNewBehindView) { bBehindView = bNewBehindView; if ( !bBehindView ) { bFreeCamera = false; } if (LocalPlayer(Player) == None) { ClientSetBehindView(bNewBehindView); } else if (UTPawn(ViewTarget) != None) { UTPawn(ViewTarget).SetThirdPersonCamera(bNewBehindView); } // make sure we recalculate camera position for this frame LastCameraTimeStamp = WorldInfo.TimeSeconds - 1.0; } reliable client function ClientSetBehindView(bool bNewBehindView) { if (LocalPlayer(Player) != None) { SetBehindView(bNewBehindView); } // make sure we recalculate camera position for this frame LastCameraTimeStamp = WorldInfo.TimeSeconds - 1.0; } /** * Set new camera mode * * @param NewCamMode, new camera mode. */ function SetCameraMode( name NewCamMode ) { // will get set back to true below, if necessary bDebugFreeCam = FALSE; if ( PlayerCamera != None ) { Super.SetCameraMode(NewCamMode); } else if ( NewCamMode == 'ThirdPerson' ) { if ( !bBehindView ) SetBehindView(true); } else if ( NewCamMode == 'FreeCam' ) { if ( !bBehindView ) { SetBehindView(true); } bDebugFreeCam = TRUE; DebugFreeCamRot = Rotation; } else { if ( bBehindView ) SetBehindView(false); } } function SpawnCamera() { local Actor OldViewTarget; // Associate Camera with PlayerController PlayerCamera = Spawn(MatineeCameraClass, self); if (PlayerCamera != None) { OldViewTarget = ViewTarget; PlayerCamera.InitializeFor(self); PlayerCamera.SetViewTarget(OldViewTarget); } else { LogInternal("Couldn't Spawn Camera Actor for Player!!"); } } /* GetPlayerViewPoint: Returns Player's Point of View For the AI this means the Pawn's Eyes ViewPoint For a Human player, this means the Camera's ViewPoint */ simulated event GetPlayerViewPoint( out vector POVLocation, out Rotator POVRotation ) { local float DeltaTime; local UTPawn P; P = IsLocalPlayerController() ? UTPawn(CalcViewActor) : None; if (LastCameraTimeStamp == WorldInfo.TimeSeconds && CalcViewActor == ViewTarget && CalcViewActor != None && CalcViewActor.Location == CalcViewActorLocation && CalcViewActor.Rotation == CalcViewActorRotation ) { if ( (P == None) || ((P.EyeHeight == CalcEyeHeight) && (P.WalkBob == CalcWalkBob)) ) { // use cached result POVLocation = CalcViewLocation; POVRotation = CalcViewRotation; return; } } DeltaTime = WorldInfo.TimeSeconds - LastCameraTimeStamp; LastCameraTimeStamp = WorldInfo.TimeSeconds; // support for using CameraActor views if ( CameraActor(ViewTarget) != None ) { if ( PlayerCamera == None ) { super.ResetCameraMode(); SpawnCamera(); } super.GetPlayerViewPoint( POVLocation, POVRotation ); } else { if ( PlayerCamera != None ) { PlayerCamera.Destroy(); PlayerCamera = None; } if ( ViewTarget != None ) { POVRotation = Rotation; if ( (PlayerReplicationInfo != None) && PlayerReplicationInfo.bOnlySpectator && (UTVehicle(ViewTarget) != None) ) { UTVehicle(ViewTarget).bSpectatedView = true; ViewTarget.CalcCamera( DeltaTime, POVLocation, POVRotation, FOVAngle ); UTVehicle(ViewTarget).bSpectatedView = false; } else { ViewTarget.CalcCamera( DeltaTime, POVLocation, POVRotation, FOVAngle ); } if ( bFreeCamera ) { POVRotation = Rotation; } } else { CalcCamera( DeltaTime, POVLocation, POVRotation, FOVAngle ); return; } } // apply view shake POVRotation = Normalize(POVRotation + ShakeRot); POVLocation += ShakeOffset >> Rotation; if( CameraEffect != none ) { CameraEffect.UpdateLocation(POVLocation, POVRotation, GetFOVAngle()); } // cache result CalcViewActor = ViewTarget; CalcViewActorLocation = ViewTarget.Location; CalcViewActorRotation = ViewTarget.Rotation; CalcViewLocation = POVLocation; CalcViewRotation = POVRotation; if ( P != None ) { CalcEyeHeight = P.EyeHeight; CalcWalkBob = P.WalkBob; } } unreliable client function ClientMusicEvent(int EventIndex) { if ( MusicManager != None ) MusicManager.MusicEvent(EventIndex); } /** * return true if music manager is already playing action track * return true if no music manager (no need to tell non-existent music manager to change tracks */ function bool AlreadyInActionMusic() { return (MusicManager != None) ? MusicManager.AlreadyInActionMusic() : true; } exec function Music(int EventIndex) { MusicManager.MusicEvent(EventIndex); } reliable client function ClientPlayAnnouncement(class<UTLocalMessage> InMessageClass, int MessageIndex, optional PlayerReplicationInfo PRI, optional Object OptionalObject) { PlayAnnouncement(InMessageClass, MessageIndex, PRI, OptionalObject); } function PlayAnnouncement(class<UTLocalMessage> InMessageClass, int MessageIndex, optional PlayerReplicationInfo PRI, optional Object OptionalObject) { // Wait for player to be up to date with replication when joining a server, before stacking up messages if ( WorldInfo.GRI == None || Announcer == None ) { return; } if ( UTGameReplicationInfo(WorldInfo.GRI) != None && UTGameReplicationInfo(WorldInfo.GRI).bAnnouncementsDisabled ) { if ( !bCinematicMode && (string(WorldInfo.GetPackageName()) ~= "WAR-MarketDistrict") ) { UTGameReplicationInfo(WorldInfo.GRI).bAnnouncementsDisabled = false; } else { return; } } Announcer.PlayAnnouncement(InMessageClass, MessageIndex, PRI, OptionalObject); } /** Causes a view shake based on the amount of damage Should only be called on the owning client */ function DamageShake(int Damage, class<DamageType> DamageType) { local float BlendWeight; local class<UTDamageType> UTDamage; local CameraAnim AnimToPlay; UTDamage = class<UTDamageType>(DamageType); if (UTDamage != None && UTDamage.default.DamageCameraAnim != None) { AnimToPlay = UTDamage.default.DamageCameraAnim; } else { AnimToPlay = DamageCameraAnim; } if (AnimToPlay != None) { // don't override other anims unless it's another, weaker damage anim BlendWeight = FClamp(Damage / 200.0, 0.0, 1.0); if ( CameraAnimPlayer != None && ( CameraAnimPlayer.bFinished || (bCurrentCamAnimIsDamageShake && CameraAnimPlayer.CurrentBlendWeight < BlendWeight) ) ) { PlayCameraAnim(AnimToPlay, BlendWeight,,,,, true); } } } /** Turns off any view shaking */ function StopViewShaking() { if (CameraAnimPlayer != None) { CameraAnimPlayer.Stop(); } } /** plays the specified camera animation with the specified weight (0 to 1) * local client only */ function PlayCameraAnim( CameraAnim AnimToPlay, optional float Scale=1.f, optional float Rate=1.f, optional float BlendInTime, optional float BlendOutTime, optional bool bLoop, optional bool bIsDamageShake ) { local AnimatedCamera MatineeAnimatedCam; bCurrentCamAnimAffectsFOV = false; // if we have a real camera, e.g we're watching through a matinee camera, // send the CameraAnim to be played there MatineeAnimatedCam = AnimatedCamera(PlayerCamera); if (MatineeAnimatedCam != None) { MatineeAnimatedCam.PlayCameraAnim(AnimToPlay, Rate, Scale, BlendInTime, BlendOutTime, bLoop, FALSE); } else if (CameraAnimPlayer != None) { // play through normal UT camera CamOverridePostProcess = class'CameraActor'.default.CamOverridePostProcess; CameraAnimPlayer.Play(AnimToPlay, self, Rate, Scale, BlendInTime, BlendOutTime, bLoop, false); } // Play controller vibration - don't do this if damage, as that has its own handling if( !bIsDamageShake && !bLoop && WorldInfo.NetMode != NM_DedicatedServer ) { if( AnimToPlay.AnimLength <= 1 ) { ClientPlayForceFeedbackWaveform(CameraShakeShortWaveForm); } else { ClientPlayForceFeedbackWaveform(CameraShakeLongWaveForm); } } bCurrentCamAnimIsDamageShake = bIsDamageShake; } /** Stops the currently playing camera animation. */ function StopCameraAnim(optional bool bImmediate) { if (CameraAnimPlayer != None) { CameraAnimPlayer.Stop(bImmediate); } } /** Allows changing camera anim strength on the fly */ function SetCameraAnimStrength(float NewStrength) { if ( CameraAnimPlayer != None ) { CameraAnimPlayer.PlayScale = NewStrength; } } reliable client function ClientPlayCameraAnim( CameraAnim AnimToPlay, optional float Scale=1.f, optional float Rate=1.f, optional float BlendInTime, optional float BlendOutTime, optional bool bLoop) { PlayCameraAnim(AnimToPlay, Scale, Rate, BlendInTime, BlendOutTime, bLoop); } reliable client function ClientStopCameraAnim(bool bImmediate) { StopCameraAnim(bImmediate); } function OnPlayCameraAnim(UTSeqAct_PlayCameraAnim InAction) { ClientPlayCameraAnim(InAction.AnimToPlay, InAction.IntensityScale, InAction.Rate, InAction.BlendInTime, InAction.BlendOutTime); } function OnStopCameraAnim(UTSeqAct_StopCameraAnim InAction) { ClientStopCameraAnim(InAction.bStopImmediately); } /** Sets ShakeOffset and ShakeRot to the current view shake that should be applied to the camera */ function ViewShake(float DeltaTime) { if (CameraAnimPlayer != None && !CameraAnimPlayer.bFinished) { // advance the camera anim - the native code will set ShakeOffset/ShakeRot appropriately CamOverridePostProcess = class'CameraActor'.default.CamOverridePostProcess; CameraAnimPlayer.AdvanceAnim(DeltaTime, false); } else { ShakeOffset = vect(0,0,0); ShakeRot = rot(0,0,0); } } simulated exec function ToggleMelee() { if ( Pawn != None ) { Pawn.ToggleMelee(); } } simulated exec function ToggleTranslocator() { if ( (Pawn != None) && !IsMoveInputIgnored() ) { if ( UTWeap_Translocator(Pawn.Weapon) != None ) { UTInventoryManager(Pawn.InvManager).SwitchToPreviousWeapon(); } else { SwitchWeapon(0); } } } //===================================================================== // UT specific implementation of networked player movement functions // function CallServerMove ( SavedMove NewMove, vector ClientLoc, byte ClientRoll, int View, SavedMove OldMove ) { local vector BuildAccel; local byte OldAccelX, OldAccelY, OldAccelZ; // compress old move if it exists if ( OldMove != None ) { // old move important to replicate redundantly BuildAccel = 0.05 * OldMove.Acceleration + vect(0.5, 0.5, 0.5); OldAccelX = CompressAccel(BuildAccel.X); OldAccelY = CompressAccel(BuildAccel.Y); OldAccelZ = CompressAccel(BuildAccel.Z); OldServerMove(OldMove.TimeStamp,OldAccelX, OldAccelY, OldAccelZ, OldMove.CompressedFlags()); } if ( PendingMove != None ) { DualServerMove ( PendingMove.TimeStamp, PendingMove.Acceleration * 10, PendingMove.CompressedFlags(), ((PendingMove.Rotation.Yaw & 65535) << 16) + (PendingMove.Rotation.Pitch & 65535), NewMove.TimeStamp, NewMove.Acceleration * 10, ClientLoc, NewMove.CompressedFlags(), ClientRoll, View ); } else if ( (NewMove.Acceleration * 10 == vect(0,0,0)) && (NewMove.DoubleClickMove == DCLICK_None) && !NewMove.bDoubleJump ) { ShortServerMove ( NewMove.TimeStamp, ClientLoc, NewMove.CompressedFlags(), ClientRoll, View ); } else ServerMove ( NewMove.TimeStamp, NewMove.Acceleration * 10, ClientLoc, NewMove.CompressedFlags(), ClientRoll, View ); } /* ShortServerMove() compressed version of server move for bandwidth saving */ unreliable server function ShortServerMove ( float TimeStamp, vector ClientLoc, byte NewFlags, byte ClientRoll, int View ) { ServerMove(TimeStamp,vect(0,0,0),ClientLoc,NewFlags,ClientRoll,View); } unreliable client function LongClientAdjustPosition( float TimeStamp, name NewState, EPhysics NewPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ ) { local UTPawn P; local vector OldPos, NewPos; P = UTPawn(Pawn); if (P != None) { OldPos = P.Mesh.GetPosition(); } Super.LongClientAdjustPosition( TimeStamp, NewState, NewPhysics, NewLocX, NewLocY, NewLocZ, NewVelX, NewVelY, NewVelZ, NewBase, NewFloorX, NewFloorY, NewFloorZ ); // allow changing location of rigid body pawn if feigning death if (P != None && P.bFeigningDeath && P.Physics == PHYS_RigidBody) { // the actor's location (and thus the mesh) were moved in the Super call, so we just need // to tell the physics system to do the same NewPos = P.Mesh.GetPosition(); if (VSizeSq(NewPos - OldPos) > REP_RBLOCATION_ERROR_TOLERANCE_SQ) { P.Mesh.SetRBPosition(P.Mesh.GetPosition()); } } } auto state PlayerWaiting { exec function SwitchWeapon(byte F){} exec function ShowQuickPick(){} /** called when the actor falls out of the world 'safely' (below KillZ and such) */ simulated event FellOutOfWorld(class<DamageType> dmgType) { bCameraOutOfWorld = true; } function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) { local vector OldLocation; OldLocation = Location; super.ProcessMove(DeltaTime, NewAccel, DoubleClickMove, DeltaRot); if ( bCameraOutOfWorld ) { bCameraOutOfWorld = false; SetLocation(OldLocation); } } exec function StartFire( optional byte FireModeNum ) { ServerReStartPlayer(); } reliable server function ServerRestartPlayer() { if (!WorldInfo.Game.bWaitingToStartMatch || PlayerReplicationInfo.bReadyToPlay || bInitialProcessingComplete) { Super.ServerRestartPlayer(); if (WorldInfo.Game.bWaitingToStartMatch && UTGame(WorldInfo.Game).bWarmupRound && UTGame(WorldInfo.Game).WarmupTime > 1.0) { WorldInfo.Game.RestartPlayer(self); } } } } function ViewNextBot() { if ( CheatManager != None ) CheatManager.ViewBot(); } exec function SwitchWeapon(byte T) { if (UTPawn(Pawn) != None) UTPawn(Pawn).SwitchWeapon(t); else if (UTVehicleBase(Pawn) != none) UTVehicleBase(Pawn).SwitchWeapon(t); } unreliable server function ServerViewSelf() { local rotator POVRotation; local vector POVLocation; GetPlayerViewPoint( POVLocation, POVRotation ); SetLocation(POVLocation); SetRotation(POVRotation); SetBehindView(false); SetViewTarget( Self ); } exec function ViewPlayerByName(string PlayerName); unreliable server function ServerViewPlayerByName(string PlayerName) { local int i; for (i=0;i<WorldInfo.GRI.PRIArray.Length;i++) { if (WorldInfo.GRI.PRIArray[i].GetPlayerAlias() ~= PlayerName) { if ( WorldInfo.Game.CanSpectate(self, WorldInfo.GRI.PRIArray[i]) ) { SetViewTarget(WorldInfo.GRI.PRIArray[i]); } return; } } ClientMessage(MsgPlayerNotFound); } exec function ViewObjective() { ServerViewObjective(); } unreliable server function ServerViewObjective() { if ( (UTGame(WorldInfo.Game) != none) && (WorldInfo.NetMode == NM_Standalone) ) UTGame(WorldInfo.Game).ViewObjective(self); } exec function PrevWeapon() { if ( (Vehicle(Pawn) != None) || (Pawn == None) ) { AdjustCameraScale(true); } else if (!Pawn.IsInState('FeigningDeath')) { Super.PrevWeapon(); } } exec function NextWeapon() { if ( (Vehicle(Pawn) != None) || (Pawn == None) ) { AdjustCameraScale(false); } else if (!Pawn.IsInState('FeigningDeath')) { Super.NextWeapon(); } } /** moves the camera in or out */ exec function AdjustCameraScale(bool bIn) { if (Pawn(ViewTarget) != None) { Pawn(ViewTarget).AdjustCameraScale(bIn); } } state WaitingForPawn { exec function SwitchWeapon(byte F){} exec function ShowQuickPick(){} /** called when the actor falls out of the world 'safely' (below KillZ and such) */ simulated event FellOutOfWorld(class<DamageType> dmgType) { bCameraOutOfWorld = true; } function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) { local vector OldLocation; OldLocation = Location; super.ProcessMove(DeltaTime, NewAccel, DoubleClickMove, DeltaRot); if ( bCameraOutOfWorld ) { bCameraOutOfWorld = false; SetLocation(OldLocation); } } simulated event GetPlayerViewPoint( out vector out_Location, out Rotator out_Rotation ) { if ( PlayerCamera == None ) { out_Location = Location; out_Rotation = BlendedTargetViewRotation; } else Global.GetPlayerViewPoint(out_Location, out_Rotation); } } state Spectating { exec function SwitchWeapon(byte F){} exec function ShowQuickPick(){} function BeginState(Name PreviousStateName) { super.BeginState(PreviousStateName); if ( CurrentMapScene != none ) { CurrentMapScene.SceneClient.CloseScene(CurrentMapScene); } // Ugly hack to change to follow bots around after they are spawned if automated perf testing is enabled. // This should be replaced with a more robust solution. if( UTGame(WorldInfo.Game)!=None && UTGame(WorldInfo.Game).bAutomatedPerfTesting ) { SetTimer( 5.0f, FALSE, 'SetServerViewNextPlayer' ); // get the spectating going asap instead of waiting for 30secs. need to wait some as the player will not be spawned yet SetTimer( 30.0f, TRUE, 'ServerViewNextPlayer'); } } function EndState(Name NextStateName) { super.EndState(NextStateName); // Reset timer set in BeginState. ClearTimer( 'ServerViewNextPlayer' ); } function SetServerViewNextPlayer() { ServerViewNextPlayer(); } /** called when the actor falls out of the world 'safely' (below KillZ and such) */ simulated event FellOutOfWorld(class<DamageType> dmgType) { bCameraOutOfWorld = true; } function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) { local vector OldLocation; OldLocation = Location; super.ProcessMove(DeltaTime, NewAccel, DoubleClickMove, DeltaRot); if ( bCameraOutOfWorld ) { bCameraOutOfWorld = false; SetLocation(OldLocation); } } exec function ViewPlayerByName(string PlayerName) { ServerViewPlayerByName(PlayerName); } exec function BehindView() { bForceBehindView = !bForceBehindview; } /** * The Prev/Next weapon functions are used to move forward and backwards through the player list */ exec function PrevWeapon() { ServerViewPrevPlayer(); } exec function NextWeapon() { ServerViewNextPlayer(); } /** * Fire will select the next/prev objective */ exec function StartFire( optional byte FireModeNum ) { ServerViewObjective(); } unreliable server function ServerViewObjective() { if ( UTGame(WorldInfo.Game) != none ) UTGame(WorldInfo.Game).ViewObjective(self); } /** * AltFire - Resets to Free Camera Mode */ exec function StartAltFire( optional byte FireModeNum ) { ServerViewSelf(); } /** * Handle forcing behindview/etc */ simulated event GetPlayerViewPoint( out vector out_Location, out Rotator out_Rotation ) { // Force first person mode if we're performing automated perf testing. if( UTGame(WorldInfo.Game)!=None && UTGame(WorldInfo.Game).bAutomatedPerfTesting ) { SetBehindView(false); } else if (bBehindview != bForceBehindView && UTPawn(ViewTarget)!=None) { SetBehindView(bForceBehindView); } Global.GetPlayerViewPoint(out_Location, out_Rotation); } } /** * This state is used when the player is out of the match waiting to be brought back in */ state InQueue extends Spectating { function BeginState(Name PreviousStateName) { Super.BeginState(PreviousStateName); PlayerReplicationInfo.bIsSpectator = true; } function EndState(Name NextStateName) { Super.EndState(NextStateName); SetBehindView(false); } } exec function TestMenu(string NewMenu) { local class<UIScene> SceneClass; local UIInteraction UIController; UIController = LocalPlayer(Player).ViewportClient.UIController; LogInternal("#### TestMenu:"@NewMenu); if( LocalPlayer(Player) != None) { SceneClass = class<UIScene> ( DynamicLoadObject(NewMenu, class'Class')); LogInternal("### SceneClass:"@SceneClass); UIController.SceneClient.CreateMenu(SceneClass, ); } } /** Internal. Returns FALSE if we're restricted from commincating, TRUE otherwise. */ simulated private function bool CanCommunicate() { if ( (OnlineSub != None) && (OnlineSub.PlayerInterface != None) && (LocalPlayer(Player) != None) ) { return ( OnlineSub.PlayerInterface.CanCommunicate(LocalPlayer(Player).ControllerId) != FPL_Disabled && !bServerMutedText ); } // assume we are allowed to talk unless the online layer specifically says we cannot return !bServerMutedText; } exec function Talk() { local Console Console; local LocalPlayer LP; LP = LocalPlayer(Player); if ( (LP != None) && CanCommunicate() && (LP.ViewportClient.ViewportConsole != None) ) { Console = LocalPlayer(Player).ViewportClient.ViewportConsole; Console.StartTyping("Say "); } } exec function TeamTalk() { local Console Console; local LocalPlayer LP; LP = LocalPlayer(Player); if ( (LP != None) && CanCommunicate() && (LP.ViewportClient.ViewportConsole != None) ) { Console = LocalPlayer(Player).ViewportClient.ViewportConsole; Console.StartTyping("TeamSay "); } } exec function ShowMap() { local byte DesiredBase; if( (UTOnslaughtGRI(WorldInfo.GRI) != None )) { ShowMidGameMenu('MapTab',true); } else if ( (UTCTFHUD(myHUD) != None) && (PlayerReplicationInfo != None) && (PlayerReplicationInfo.Team != None) ) { DesiredBase = PlayerReplicationInfo.bHasFlag ? PlayerReplicationInfo.Team.TeamIndex : (1 - PlayerReplicationInfo.Team.TeamIndex); BasePath(DesiredBase); } else if ( ClassIsChildOf(WorldInfo.GRI.GameClass, class'UTGreedGame') ) { DesiredBase = 1 - PlayerReplicationInfo.Team.TeamIndex; BasePath(DesiredBase); } } server reliable function ServerViewingMap(bool bNewValue) { bViewingMap = bNewValue; } client reliable function ShowHudMap() { local UTUITabPage_MapTab MapTab; local UTUIScene_MidGameMenu CurrentMidGameMenu; CurrentMidGameMenu = ShowMidGameMenu('MapTab',true); if ( CurrentMidGameMenu != none ) { MapTab = UTUITabPage_MapTab( CurrentMidGameMenu.FindChild('MapTab',true) ); if ( MapTab != none ) { MapTab.AllowTeleporting(); } } } exec function ShowMenu() { local Sequence GameSequence; local array<SequenceObject> SkipEvents; local int i; // on host, check if should skip tutorial if ( Role == ROLE_Authority && WorldInfo.GRI.bMatchHasBegun && UTGame(WorldInfo.Game) != None && (WorldInfo.IsPlayInEditor() || UTCinematicGame(WorldInfo.Game) != None || UTGame(WorldInfo.Game).SinglePlayerMissionID != INDEX_NONE) ) { //@HACK: Sinkhole's Kismet script has a bug that breaks things if you skip the tutorial less than a second in if (!(string(WorldInfo.GetPackageName()) ~= "WAR-Sinkhole") || WorldInfo.GRI.ElapsedTime >= 2) { GameSequence = WorldInfo.GetGameSequence(); if (GameSequence != None) { GameSequence.FindSeqObjectsByClass(class'UTSeqEvent_SkipCinematic', true, SkipEvents); for (i = 0; i < SkipEvents.length; i++) { if ( UTSeqEvent_SkipCinematic(SkipEvents[i]).bEnabled && UTSeqEvent_SkipCinematic(SkipEvents[i]).CheckActivate(self, self) ) { // if we skipped something, don't show the menu return; } } } } } ShowMidGameMenu('',true); } exec function ShowVoteMenu() { if (VoteRI != none) ShowMidGameMenu('VoteTab', True); } function UTUIScene_MidGameMenu ShowMidGameMenu(optional name TabTag,optional bool bEnableInput) { local UTGameReplicationInfo GRI; if ( CommandMenu != none ) { CommandMenu.CloseScene(CommandMenu); CommandMenu = none; } if (bInitialProcessingComplete) { GRI = UTGameReplicationInfo(WorldInfo.GRI); if ( GRI != none ) { return GRI.ShowMidGameMenu(self, TabTag, bEnableInput); } } return none; } /* epic =============================================== * ::ClientGameEnded * * Replicated equivalent to GameHasEnded(). * * @param EndGameFocus - actor to view with camera * @param bIsWinner - true if this controller is on winning team * ===================================================== */ reliable client function ClientGameEnded(optional Actor EndGameFocus, optional bool bIsWinner) { local UTTimedPowerup Powerup; if( EndGameFocus == None ) ServerVerifyViewTarget(); else { SetViewTarget(EndGameFocus); } if ( (PlayerReplicationInfo != None) && !PlayerReplicationInfo.bOnlySpectator ) PlayWinMessage( bIsWinner ); ClientEndZoom(); GotoState('RoundEnded'); SetBehindView(true); ForEach Pawn.InvManager.InventoryActors( class'UTTimedPowerup', Powerup ) { Powerup.ClientSetTimeRemaining(0.01); } } /* epic =============================================== * ::RoundHasEnded * * @param EndRoundFocus - actor to view with camera * ===================================================== */ function RoundHasEnded(optional Actor EndRoundFocus) { SetViewTarget(EndRoundFocus); ClientRoundEnded(EndRoundFocus); GotoState('RoundEnded'); } /* epic =============================================== * ::ClientRoundEnded * * @param EndRoundFocus - actor to view with camera * ===================================================== */ reliable client function ClientRoundEnded(Actor EndRoundFocus) { if( EndRoundFocus == None ) ServerVerifyViewTarget(); else { SetViewTarget(EndRoundFocus); } ClientEndZoom(); GotoState('RoundEnded'); SetBehindView(true); } /* epic =============================================== * ::CheckBulletWhip * * @param BulletWhip - whip sound to play * @param FireLocation - where shot was fired * @param FireDir - direction shot was fired * @param HitLocation - impact location of shot * ===================================================== */ function CheckBulletWhip(soundcue BulletWhip, vector FireLocation, vector FireDir, vector HitLocation) { local vector PlayerDir; local float Dist, PawnDist; if ( ViewTarget != None ) { // if bullet passed by close enough, play sound // first check if bullet passed by at all PlayerDir = ViewTarget.Location - FireLocation; Dist = PlayerDir Dot FireDir; if ( (Dist > 0) && ((FireDir Dot (HitLocation - ViewTarget.Location)) > 0) ) { // check distance from bullet to vector PawnDist = VSize(PlayerDir); if ( Square(PawnDist) - Square(Dist) < 40000 ) { // check line of sight if ( FastTrace(ViewTarget.Location + class'UTPawn'.default.BaseEyeheight*vect(0,0,1), FireLocation + Dist*FireDir) ) { PlaySound(BulletWhip, true,,, HitLocation); } } } } } /* epic =============================================== * ::PawnDied - Called when a pawn dies * * @param P - The pawn that died * ===================================================== */ function PawnDied(Pawn P) { LastAutoObjective = None; Super.PawnDied(P); ClientPawnDied(); } /** * Client-side notification that the pawn has died. */ reliable client simulated function ClientPawnDied() { // Unduck if ducking if (UTPlayerInput(PlayerInput) != none) { UTPlayerInput(PlayerInput).bDuck = 0; } // End Zooming EndZoom(); } /** shows the path to the specified team's base or other main objective */ exec function BasePath(byte Num) { if (PlayerReplicationInfo.Team != None) { ServerShowPathToBase(num); } } reliable server function ServerShowPathToBase(byte TeamNum) { if (Pawn != None && WorldInfo.TimeSeconds - LastShowPathTime > 0.5) { LastShowPathTime = WorldInfo.TimeSeconds; UTGame(WorldInfo.Game).ShowPathTo(self, TeamNum); } } exec function BecomeActive() { if (PlayerReplicationInfo.bOnlySpectator) { ServerBecomeActivePlayer(); } } //spectating player wants to become active and join the game reliable server function ServerBecomeActivePlayer() { local UTGame Game; Game = UTGame(WorldInfo.Game); if ( PlayerReplicationInfo.bOnlySpectator && !WorldInfo.IsInSeamlessTravel() && HasClientLoadedCurrentWorld() && Game != None && Game.AllowBecomeActivePlayer(self) ) { SetBehindView(false); FixFOV(); ServerViewSelf(); PlayerReplicationInfo.bOnlySpectator = false; Game.NumSpectators--; Game.NumPlayers++; PlayerReplicationInfo.Reset(); BroadcastLocalizedMessage(Game.GameMessageClass, 1, PlayerReplicationInfo); if (Game.bTeamGame) { //@FIXME: get team preference! Game.ChangeTeam(self, Game.PickTeam(0, None), false); } if (!Game.bDelayedStart) { // start match, or let player enter, immediately Game.bRestartLevel = false; // let player spawn once in levels that must be restarted after every death if (Game.bWaitingToStartMatch) { Game.StartMatch(); } else { Game.RestartPlayer(self); } Game.bRestartLevel = Game.Default.bRestartLevel; } else { GotoState('PlayerWaiting'); ClientGotoState('PlayerWaiting'); } ClientBecameActivePlayer(); if (WorldInfo.Game.BaseMutator != none) WorldInfo.Game.BaseMutator.NotifyBecomeActivePlayer(Self); if (UTGame(WorldInfo.Game).VoteCollector != none) UTGame(WorldInfo.Game).VoteCollector.NotifyBecomeActivePlayer(Self); } } reliable client function ClientBecameActivePlayer() { UpdateURL("SpectatorOnly", "", false); } exec function FlushDebug() { FlushPersistentDebugLines(); } /********************************************************************************************* * Zooming Functions *********************************************************************************************/ /** called through camera anim code when it modifies FOVAngle */ function OnUpdatePropertyFOVAngle() { bCurrentCamAnimAffectsFOV = true; // adjust the anim's FOV so that it is relative to our desired FOV FOVAngle = DesiredFOV + (FOVAngle - 90.0); } /** * Called each frame from PlayerTick this function is used to transition towards the DesiredFOV * if not already at it. * * @Param DeltaTime - Time since last update */ function AdjustFOV(float DeltaTime) { local float DeltaFOV; if (FOVAngle != DesiredFOV && (!bCurrentCamAnimAffectsFOV || CameraAnimPlayer.bFinished)) { if (bNonlinearZoomInterpolation) { // do nonlinear interpolation FOVAngle = FInterpTo(FOVAngle, DesiredFOV, DeltaTime, FOVNonlinearZoomInterpSpeed); } else { // do linear interpolation if ( FOVLinearZoomRate > 0.0 ) { DeltaFOV = FOVLinearZoomRate * DeltaTime; if (FOVAngle > DesiredFOV) { FOVAngle = FMax( DesiredFOV, (FOVAngle - DeltaFOV) ); } else { FOVAngle = FMin( DesiredFOV, (FOVAngle + DeltaFOV) ); } } else { FOVAngle = DesiredFOV; } } } } /** * This function will cause the PlayerController to begin zooming to a new FOV Level. * * @Param NewDesiredFOV - The new FOV Value to head towards * @Param NewZoomRate - The rate of transition in degrees per second */ simulated function StartZoom(float NewDesiredFOV, float NewZoomRate) { FOVLinearZoomRate = NewZoomRate; DesiredFOV = NewDesiredFOV; // clear out any nonlinear zoom info bNonlinearZoomInterpolation = FALSE; FOVNonlinearZoomInterpSpeed = 0.f; } /* * @Param bNonlinearInterp - TRUE to use FInterpTo, which provides for a nonlinear interpolation with a decelerating arrival characteristic. * FALSE for Linear interpolation. */ simulated function StartZoomNonlinear(float NewDesiredFOV, float NewZoomInterpSpeed) { DesiredFOV = NewDesiredFOV; FOVNonlinearZoomInterpSpeed = NewZoomInterpSpeed; // clear out any linear zoom info bNonlinearZoomInterpolation = TRUE; FOVLinearZoomRate = 0.f; } /** * This function will stop the zooming process keeping the current FOV Angle */ simulated function StopZoom() { DesiredFOV = FOVAngle; FOVLinearZoomRate = 0.0f; } /** * This function will end a zoom and reset the FOV to the default value */ simulated function EndZoom() { DesiredFOV = DefaultFOV; FOVAngle = DefaultFOV; FOVLinearZoomRate = 0.0f; FOVNonlinearZoomInterpSpeed = 0.f; } /** Ends a zoom, but interpolates nonlinearly back to the default value. */ simulated function EndZoomNonlinear(float ZoomInterpSpeed) { DesiredFOV = DefaultFOV; FOVNonlinearZoomInterpSpeed = ZoomInterpSpeed; // clear out any linear zoom info bNonlinearZoomInterpolation = TRUE; FOVLinearZoomRate = 0.f; } /** * Allows the server to tell the client to end zoom */ reliable simulated client function ClientEndZoom() { EndZoom(); } function UpdateRotation( float DeltaTime ) { local rotator DeltaRot; if (bDebugFreeCam) { // Calculate Delta to be applied on ViewRotation DeltaRot.Yaw = PlayerInput.aTurn; DeltaRot.Pitch = PlayerInput.aLookUp; ProcessViewRotation( DeltaTime, DebugFreeCamRot, DeltaRot ); } else { super.UpdateRotation(DeltaTime); } } /** * Show the Quick Pick Scene */ exec function ShowQuickPick() { if ( bDisableQuickPick || (Pawn != none && Vehicle(Pawn) != none) || CommandMenu != none ) { PrevWeapon(); } else { //SetTimer( 0.250f, FALSE, 'AtuallyShowQuickPickMenu' ); UTHUD(myHUD).ShowQuickPickMenu(true); } } /** * Hide the Quick Pick Scene */ exec function HideQuickPick() { // so if the timer is going then we have released the button before the QuickPick Menu popped up and we want to do NextWeapon() if( IsTimerActive( 'AtuallyShowQuickPickMenu' ) == TRUE ) { ClearTimer( 'AtuallyShowQuickPickMenu' ); PrevWeapon(); } // we held the button down long enough for timer to run out and we actually want the QuickPick to be hidden else { UTHUD(myHUD).ShowQuickPickMenu(false); } } /** This will show the QuickPick Menu! **/ function AtuallyShowQuickPickMenu() { UTHUD(myHUD).ShowQuickPickMenu(true); } /** * Turn the QuickPick System off */ exec function ToggleQuickPickOff() { if ( bDisableQuickPick ) { bDisableQuickPick = false; } else { // FIXMEUI - Tell hud to show the quickpick menu bDisableQuickPick=true; } } /** debug command for bug reports */ exec function GetPlayerLoc() { LogInternal("Location:" @ Location,'PlayerLoc'); LogInternal("Rotation:" @ Rotation,'PlayerLoc'); } /** Called from the UTTeamGameMessage, this will cause all TeamColored Images on the hud to pulse. */ function PulseTeamColor() { PulseTimer = default.PulseTimer; bPulseTeamColor = true; } function SetPawnConstructionScene(bool bShow) { bConstructioningMeshes = bShow; } /** called when the GRI finishes processing custom character meshes */ function CharacterProcessingComplete() { local UTUIScene_MidGameMenu Menu; local UTGameReplicationInfo GRI; local string LastMovie; local LocalPlayer LP; LastMovie = class'Engine'.Static.GetLastMovieName(); if(InStr(LastMovie, "UT_loadmovie") != -1) { // stop the loading movie that was up during precaching class'Engine'.static.StopMovie(); } SetPawnConstructionScene(false); bInitialProcessingComplete = true; ServerSetProcessingComplete(); // If the match hasn't started, bring up the map GRI = UTGameReplicationInfo(WorldInfo.GRI); // if ( WorldInfo.NetMode != NM_Standalone && GRI != none && !GRI.bMatchHasBegun ) if ( GRI != none && !GRI.bMatchHasBegun && !GRI.bStoryMode && !bAlreadyReset && WorldInfo.NetMode != NM_Standalone ) { Menu = ShowMidGameMenu('ScoreTab',true); bAlreadyReset = true; if ( Menu != none ) { Menu.Reset(); } } // if the controller was yanked while we were loading, we couldn't pause the game because that would cause character construction // to never complete, so check for a missing controller now // don't check for None so that we know if we don't have a valid OnlineSub at this point. LP = LocalPlayer(Player); if ( LP != None ) { if ( !OnlineSub.SystemInterface.IsControllerConnected(LP.ControllerId) ) { OnControllerChanged(LP.ControllerId, false); } } } /** called after any initial clientside processing is complete to allow the client to spawn in */ reliable server function ServerSetProcessingComplete() { bInitialProcessingComplete = true; } /** this is used in seamless travel when the PlayerController class got replaced to force bInitialProcessingComplete to true */ reliable client function ClientSetProcessingComplete() { bInitialProcessingComplete = true; } event NotifyLoadedWorld(name WorldPackageName, bool bFinalDest) { local UTGameReplicationInfo GRI; local UTPlayerReplicationInfo PRI; local int i; local UTPlayerController PC; Super.NotifyLoadedWorld(WorldPackageName, bFinalDest); if (!bFinalDest) { GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != None) { // look for players that need a custom character mesh foreach LocalPlayerControllers(class'UTPlayerController', PC) { PRI = UTPlayerReplicationInfo(PC.PlayerReplicationInfo); if (PRI != None && (PRI.CharacterMesh == None || PRI.bUsingReplacementCharacter)) { GRI.ProcessCharacterData(PRI); } } for (i = 0; i < GRI.PRIArray.length; i++) { PRI = UTPlayerReplicationInfo(GRI.PRIArray[i]); if (PRI != None && (PRI.CharacterMesh == None || PRI.bUsingReplacementCharacter)) { GRI.ProcessCharacterData(PRI); } } if (GRI.IsProcessingCharacterData()) { WorldInfo.SetSeamlessTravelMidpointPause(true); } } } } function bool CanRestartPlayer() { local UTGame Game; Game = UTGame(WorldInfo.Game); return ((bInitialProcessingComplete || (Game != None && Game.bQuickStart)) && Super.CanRestartPlayer()); } /** * Sets the ClanTag for this player. * * @param InClanTag New clan tag for the player. */ reliable server function ServerSetClanTag(string InClanTag) { if ( Len(InClanTag) > 16 ) { InClanTag = Left(InClanTag, 16); } UTPlayerReplicationInfo(PlayerReplicationInfo).ClanTag = InClanTag; } /** * @return Returns the index of this PC in the GamePlayers array. */ native function int GetUIPlayerIndex(); /** * Sets the current gamma value. * * @param New Gamma Value, must be between 0.0 and 1.0 */ native function SetGamma(float GammaValue); /** * Sets whether or not hardware physics are enabled. * * @param bEnabled Whether to enable the physics or not. */ native function SetHardwarePhysicsEnabled(bool bEnabled); /** Loads the player's custom character from their profile. */ function LoadCharacterFromProfile(UTProfileSettings Profile) { local string OutStringValue; local bool bRandomCharacter; bRandomCharacter = true; // HACK to always return same char //ServerSetCharacterData(class'UTCustomChar_Data'.static.CharDataFromString("C,IRNM,B,NONE,NONE,NONE,A,A,B,A,C,T,T")); //return; // get character info and send to server if(Profile.GetProfileSettingValueStringByName('CustomCharData', OutStringValue)) { if(Len(OutStringValue)>0) { LogInternal("UTPlayerController::LoadCharacterFromProfile() - Loaded character data from profile."); ServerSetCharacterData(GetPlayerCustomCharData(OutStringValue)); bRandomCharacter = false; } } // Autogenerate character data if they do not have a character set. if (bRandomCharacter) { if(UTPlayerReplicationInfo(PlayerReplicationInfo) == None || UTPlayerReplicationInfo(PlayerReplicationInfo).CharacterData.FamilyID == "") { LogInternal("UTPlayerController::LoadCharacterFromProfile() - Character data not found, generating a random character."); ServerSetCharacterData(class'UTCustomChar_Data'.static.MakeRandomCharData()); } else { ServerSetCharacterData(UTPlayerReplicationInfo(PlayerReplicationInfo).CharacterData); } } } function SendMessage(PlayerReplicationInfo Recipient, name MessageType, float Wait, optional class<DamageType> DamageType) { if ( (MessageType == 'TAUNT') && (Recipient != None) && (UTPlayerController(Recipient.Owner) != None) && !UTPlayerController(Recipient.Owner).bAutoTaunt ) { // don't autotaunt people who don't want it return; } UTPlayerReplicationInfo(PlayerReplicationInfo).VoiceClass.static.SendVoiceMessage(self, Recipient, MessageType, DamageType); } /** * Receive a taunt from a player - process locally, since character may be different on client */ unreliable client function ReceiveTauntMessage( UTPlayerReplicationInfo SenderPRI, Name EmoteTag, Int Seed) { if ( SenderPRI.VoiceClass != None ) { SenderPRI.VoiceClass.static.ClientPlayTauntAnim(self, SenderPRI, EmoteTag, Seed); } } /** * Receive a voice message from a bot - process locally, since character may be different on client */ unreliable client function ReceiveBotVoiceMessage(UTPlayerReplicationInfo SenderPRI, int MessageIndex, object LocationObject) { if ( SenderPRI.VoiceClass != None ) { ReceiveLocalizedMessage( SenderPRI.VoiceClass, MessageIndex, SenderPRI,, LocationObject ); } } /** @return Whether or not the user has a keyboard plugged-in. */ native simulated function bool IsKeyboardAvailable() const; /** @return Whether or not the user has a mouse plugged-in. */ native simulated function bool IsMouseAvailable() const; /** Gathers player settings from the client's profile. */ exec function RetrieveSettingsFromProfile() { LoadSettingsFromProfile(true); } /** * Updates sound volumes and screen brightness. * Done in a seperate function so it can be called by the sliders to update these values in real time without doing a lot of extra work. */ function UpdateVolumeAndBrightness() { local int OutIntValue; local UTProfileSettings Profile; Profile = UTProfileSettings(OnlinePlayerData.ProfileProvider.Profile); // Set volumes if(Profile.GetProfileSettingValueIntByName('SFXVolume', OutIntValue)) { SetAudioGroupVolume( 'SFX', (OutIntValue / 10.0f) ); } if(Profile.GetProfileSettingValueIntByName('VoiceVolume', OutIntValue)) { SetAudioGroupVolume( 'Dialog', (OutIntValue / 10.0f) ); } if(Profile.GetProfileSettingValueIntByName('AnnouncerVolume', OutIntValue)) { SetAudioGroupVolume( 'Announcer', (OutIntValue / 10.0f) ); } if(Profile.GetProfileSettingValueIntByName('MusicVolume', OutIntValue)) { SetAudioGroupVolume( 'Music', (OutIntValue / 10.0f) ); } if(Profile.GetProfileSettingValueIntByName('AmbianceVolume', OutIntValue)) { SetAudioGroupVolume( 'Ambient', (OutIntValue / 10.0f) ); } // Set Gamma if(Profile.GetProfileSettingValueIntByName('Gamma', OutIntValue)) { SetGamma(OutIntValue / 10.0f); } } function LoadSettingsFromProfile(bool bLoadCharacter) { local int PlayerIndex, OutIntValue, NewNetSpeed; local float OutFloatValue; local string OutStringValue; local UTProfileSettings Profile; local UTHUD MyUTHUD; local UTWeapon W; if (LocalPlayer(Player) == None) { return; } // If we are NOT epic internal, then do not set any settings. if (!IsEpicInternal()) { LogInternal("UTPlayerController::LoadSettingsFromProfile() - Not an Epic internal build, skipping setting profile settings."); return; } MyUTHUD = UTHUD(myHUD); Profile = UTProfileSettings(OnlinePlayerData.ProfileProvider.Profile); if(Profile != none) { PlayerIndex = GetUIPlayerIndex(); LogInternal("Retrieving Profile Settings for UI PlayerIndex " $ PlayerIndex); // If we're the 2nd player and we are not logged-in, then set the profile to defaults. if(PlayerIndex == 1 && OnlineSub!=None && OnlineSub.PlayerInterface!=None && OnlineSub.PlayerInterface.GetLoginStatus(LocalPlayer(Player).ControllerId)==LS_NotLoggedIn) { LogInternal("UTPlayerController::OnReadProfileSettingsComplete() - 2nd player not logged in, resetting profile to defaults, ControllerId: " $ LocalPlayer(Player).ControllerId); ResetProfileToDefault(OnlinePlayerData.ProfileProvider.Profile); } /////////////////////////////////////////////////////////////////////////// // Player Custom Character /////////////////////////////////////////////////////////////////////////// if(Profile.GetProfileSettingValueId(class'UTProfileSettings'.const.UTPID_AllowCustomCharacters, OutIntValue)) { class'UTGameReplicationInfo'.default.bForceDefaultCharacter = (OutIntValue == UTPID_VALUE_NO); if (UTGameReplicationInfo(WorldInfo.GRI) != None) { UTGameReplicationInfo(WorldInfo.GRI).bForceDefaultCharacter = class'UTGameReplicationInfo'.default.bForceDefaultCharacter; } } if(Profile.GetProfileSettingValueId(class'UTProfileSettings'.const.UTPID_AlwaysLoadCustomCharacters, OutIntValue)) { class'UTGameReplicationInfo'.default.bAlwaysLoadCustomCharacters = (OutIntValue == UTPID_VALUE_YES); if (UTGameReplicationInfo(WorldInfo.GRI) != None) { UTGameReplicationInfo(WorldInfo.GRI).bAlwaysLoadCustomCharacters = class'UTGameReplicationInfo'.default.bAlwaysLoadCustomCharacters; } } if (bLoadCharacter) { LoadCharacterFromProfile(Profile); } /////////////////////////////////////////////////////////////////////////// // Shared Options - These options are shared between all players on this machine. /////////////////////////////////////////////////////////////////////////// // Only allow player 0 to set shared options. if(PlayerIndex==0) { UpdateVolumeAndBrightness(); } /////////////////////////////////////////////////////////////////////////// // Video Options /////////////////////////////////////////////////////////////////////////// // PostProcessPreset if(Profile.GetProfileSettingValueIdByName('PostProcessPreset', OutIntValue)) { if(OutIntValue < PostProcessPresets.length) { Player.PP_DesaturationMultiplier = PostProcessPresets[OutIntValue].Desaturation; Player.PP_HighlightsMultiplier = PostProcessPresets[OutIntValue].Highlights; Player.PP_MidTonesMultiplier = PostProcessPresets[OutIntValue].MidTones; Player.PP_ShadowsMultiplier = PostProcessPresets[OutIntValue].Shadows; } } /* // DefaultFOV if(Profile.GetProfileSettingValueIntByName('DefaultFOV', OutIntValue)) { DefaultFOV = Clamp(OutIntValue, 80, 120); } */ if(Profile.GetProfileSettingValueIdByName('EnableHardwarePhysics', OutIntValue)) { SetHardwarePhysicsEnabled(OutIntValue==UTPID_VALUE_YES); } if(Profile.GetProfileSettingValueIdByName('Subtitles', OutIntValue)) { SetShowSubtitles(OutIntValue==UTPID_VALUE_YES); } /////////////////////////////////////////////////////////////////////////// // Audio Options /////////////////////////////////////////////////////////////////////////// // AnnounceSetting if (Announcer != None && Profile.GetProfileSettingValueIdByName('AnnounceSetting', OutIntValue)) { Announcer.AnnouncerLevel = byte(OutIntValue); } // AutoTaunt if(Profile.GetProfileSettingValueIdByName('AutoTaunt', OutIntValue)) { SetAutoTaunt(OutIntValue==UTPID_VALUE_YES); } /* - Disabled // MessageBeep if(Profile.GetProfileSettingValueIdByName('MessageBeep', OutIntValue)) { if (myHUD != None) { myHUD.bMessageBeep = (OutIntValue==UTPID_VALUE_YES); } class'HUD'.default.bMessageBeep = (OutIntValue==UTPID_VALUE_YES); } */ // MuteVoice if( Profile.GetProfileSettingValueIdByName( 'MuteVoice', OutIntValue ) ) { if( VoiceInterface != None ) { // Is muting enabled? if( OutIntValue == 1 ) { // Prevent us from hearing anyone VoiceInterface.MuteAll( PlayerIndex, false ); // Allow friends? } else { // Allow us to hear everyone VoiceInterface.UnmuteAll( PlayerIndex ); } } } // TextToSpeechMode if(Profile.GetProfileSettingValueIdByName('TextToSpeechMode', OutIntValue)) { switch(OutIntValue) { case TTSM_None: bNoTextToSpeechVoiceMessages=true; bTextToSpeechTeamMessagesOnly=false; break; case TTSM_TeamOnly: bNoTextToSpeechVoiceMessages=false; bTextToSpeechTeamMessagesOnly=true; break; case TTSM_All:default: bNoTextToSpeechVoiceMessages=false; bTextToSpeechTeamMessagesOnly=false; } } /////////////////////////////////////////////////////////////////////////// // Input Options /////////////////////////////////////////////////////////////////////////// if ( PlayerInput != none ) { // Invert Y if(Profile.GetProfileSettingValueIdByName('InvertY', OutIntValue)) { PlayerInput.bInvertMouse = (OutIntValue==PYIO_On); } // Invert X if(Profile.GetProfileSettingValueIdByName('InvertX', OutIntValue)) { PlayerInput.bInvertTurn = (OutIntValue==PXIO_On); } // Mouse Smoothing if(Profile.GetProfileSettingValueIdByName('MouseSmoothing', OutIntValue)) { PlayerInput.bEnableMouseSmoothing = (OutIntValue==UTPID_VALUE_YES); } // Mouse Sensitivity (Game) if(Profile.GetProfileSettingValueIntByName('MouseSensitivityGame', OutIntValue)) { // Fix up non-patch values if ( OutIntValue < 11 ) { OutIntValue = 5 * OutIntValue * 100; Profile.SetProfileSettingValueInt(423, OutIntValue); // UTPID_MouseSensitivityGame = 423 } PlayerInput.MouseSensitivity = OutIntValue / 100.0; // Mouse sensitivity is between 0-100 } // MouseAccelTreshold if(Profile.GetProfileSettingValueIntByName('MouseAccelTreshold', OutIntValue)) { // @todo: Hookup //PlayerInput.MouseAccelTreshold = OutIntValue / 10.0f; } // ReduceMouseLag if(Profile.GetProfileSettingValueIdByName('ReduceMouseLag', OutIntValue)) { // @todo: Hookup //PlayerInput.ReduceMouseLag = (OutIntValue==UTPID_VALUE_YES); } // Enable Joystick if(Profile.GetProfileSettingValueIdByName('EnableJoystick', OutIntValue)) { if ( OutIntValue==UTPID_VALUE_YES ) { ConsoleCommand("ALLOWJOYSTICKINPUT"); } else { ConsoleCommand("DISABLEJOYSTICKINPUT"); } } // Vehicle control type if(Profile.GetProfileSettingValueIdByName('VehicleControls', OutIntValue)) { VehicleControlType = EUTVehicleControls(OutIntValue); } // DodgeDoubleClickTime if(Profile.GetProfileSettingValueIntByName('DodgeDoubleClickTime', OutIntValue)) { PlayerInput.DoubleClickTime = OutIntValue / 100.0f; } // ControllerSensitivityMultiplier if(Profile.GetProfileSettingValueIntByName('ControllerSensitivityMultiplier', OutIntValue)) { UTPlayerInput(PlayerInput).SensitivityMultiplier = float(OutIntValue) / 10.0f; } } /////////////////////////////////////////////////////////////////////////// // Game Options /////////////////////////////////////////////////////////////////////////// // Crosshair Type if(Profile.GetProfileSettingValueIdByName('CrosshairType', OutIntValue)) { switch(OutIntValue) { case CHT_None: bSimpleCrosshair=false; bNoCrosshair=true; break; case CHT_Simple: bSimpleCrosshair=true; bNoCrosshair=false; break; case CHT_Normal:default: bSimpleCrosshair=false; bNoCrosshair=false; break; } } // Weapon Bob if(Profile.GetProfileSettingValueIdByName('ViewBob', OutIntValue)) { class'UTPawn'.default.bWeaponBob = (OutIntValue == PYIO_On); if (UTPawn(Pawn) != None) { UTPawn(Pawn).bWeaponBob = class'UTPawn'.default.bWeaponBob; } } // GoreLevel if(Profile.GetProfileSettingValueIdByName('GoreLevel', OutIntValue)) { class'GameInfo'.default.GoreLevel = OutIntValue; if ( (class'UTOnslaughtFlag'.default.OrbString ~= "KUGEL") && class'UTGame'.static.IsLowGoreVersion() ) { class'GameInfo'.default.GoreLevel = 1; } } /* - Disabled // EnableDodging if(Profile.GetProfileSettingValueIdByName('DodgingEnabled', OutIntValue)) { bEnableDodging = (OutIntValue==UTPID_VALUE_YES); } */ // WeaponSwitchOnPickup if(Profile.GetProfileSettingValueIdByName('WeaponSwitchOnPickup', OutIntValue)) { bNeverSwitchOnPickup = (OutIntValue != UTPID_VALUE_YES); } // Auto Aim if(Profile.GetProfileSettingValueIdByName('AutoAim', OutIntValue)) { bAimingHelp = (OutIntValue==PAAO_On); } // NetworkConnection if(Profile.GetProfileSettingValueIdByName('NetworkConnection', OutIntValue)) { // @todo: Find reasonable values for these. switch(OutIntValue) { case NETWORKTYPE_Modem: NewNetSpeed = 2600; break; case NETWORKTYPE_ISDN: NewNetSpeed = 7000; break; case NETWORKTYPE_Cable: NewNetSpeed = 10000; break; case NETWORKTYPE_LAN: NewNetSpeed = 15000; break; default: NewNetSpeed = 10000; break; } SetNetSpeed(NewNetSpeed); ServerSetNetSpeed(NewNetSpeed); LogInternal("UTPlayerController - Setting netspeed to "$NewNetSpeed); } // DynamicNetSpeed if(Profile.GetProfileSettingValueIdByName('DynamicNetspeed', OutIntValue)) { bDynamicNetSpeed = (OutIntValue==UTPID_VALUE_YES); } // Set the player's name to their profile id. SetName(OnlinePlayerData.PlayerNick); ServerSetAlias(OnlinePlayerData.PlayerNick); // ClanTag if(Profile.GetProfileSettingValueByName('ClanTag', OutStringValue)) { if ( Len(OutStringValue) > 16 ) { OutStringValue = Left(OutStringValue, 16); } ServerSetClanTag(OutStringValue); } // SpeechRecognition /* @FIXME: currently there's no support for (de)activating speech recognition during gameplay if(Profile.GetProfileSettingValueIdByName('SpeechRecognition', OutIntValue)) { OnlineSubsystemCommonImpl(OnlineSub).bIsUsingSpeechRecognition = (OutIntValue==UTPID_VALUE_YES); } */ /////////////////////////////////////////////////////////////////////////// // Weapon Options /////////////////////////////////////////////////////////////////////////// // WeaponHand if(Profile.GetProfileSettingValueIdByName('WeaponHand', OutIntValue)) { SetHand(EWeaponHand(OutIntValue)); } // SmallWeapons if(Profile.GetProfileSettingValueIdByName('SmallWeapons', OutIntValue)) { class'UTWeapon'.default.bSmallWeapons = (OutIntValue==UTPID_VALUE_YES); foreach DynamicActors(class'UTWeapon', W) { W.bSmallWeapons = class'UTWeapon'.default.bSmallWeapons; } } // DisplayWeaponBar if(Profile.GetProfileSettingValueIdByName('DisplayWeaponBar', OutIntValue)) { if(MyUTHUD != None) { MyUTHUD.bShowWeaponbar = (OutIntValue==UTPID_VALUE_YES); } } // ShowOnlyAvailableWeapons if(Profile.GetProfileSettingValueIdByName('ShowOnlyAvailableWeapons', OutIntValue)) { if(MyUTHUD != None) { MyUTHUD.bShowOnlyAvailableWeapons = (OutIntValue==UTPID_VALUE_YES); } } // RocketLauncherPriority if(Profile.GetProfileSettingValueFloat(class'UTProfileSettings'.const.UTPID_RocketLauncherPriority, OutFloatValue)) { class'UTWeap_RocketLauncher'.default.Priority=OutFloatValue; } // BioRiflePriority if(Profile.GetProfileSettingValueFloat(class'UTProfileSettings'.const.UTPID_BioRiflePriority, OutFloatValue)) { class'UTWeap_BioRifle'.default.Priority=OutFloatValue; } // FlakCannonPriority if(Profile.GetProfileSettingValueFloat(class'UTProfileSettings'.const.UTPID_FlakCannonPriority, OutFloatValue)) { class'UTWeap_FlakCannon'.default.Priority=OutFloatValue; } // SniperRiflePriority if(Profile.GetProfileSettingValueFloat(class'UTProfileSettings'.const.UTPID_SniperRiflePriority, OutFloatValue)) { class'UTWeap_SniperRifle'.default.Priority=OutFloatValue; } // LinkGunPriority if(Profile.GetProfileSettingValueFloat(class'UTProfileSettings'.const.UTPID_LinkGunPriority, OutFloatValue)) { class'UTWeap_LinkGun'.default.Priority=OutFloatValue; } // EnforcerPriority if(Profile.GetProfileSettingValueFloat(class'UTProfileSettings'.const.UTPID_EnforcerPriority, OutFloatValue)) { class'UTWeap_Enforcer'.default.Priority=OutFloatValue; } // ShockRiflePriority if(Profile.GetProfileSettingValueFloat(class'UTProfileSettings'.const.UTPID_ShockRiflePriority, OutFloatValue)) { class'UTWeap_ShockRifle'.default.Priority=OutFloatValue; } // StingerMinigunPriority if(Profile.GetProfileSettingValueFloat(class'UTProfileSettings'.const.UTPID_StingerPriority, OutFloatValue)) { class'UTWeap_Stinger'.default.Priority=OutFloatValue; } // LongbowAVRILPriority if(Profile.GetProfileSettingValueFloat(class'UTProfileSettings'.const.UTPID_AVRILPriority, OutFloatValue)) { class'UTWeap_Avril'.default.Priority=OutFloatValue; } // RedeemerPriority if(Profile.GetProfileSettingValueFloat(class'UTProfileSettings'.const.UTPID_RedeemerPriority, OutFloatValue)) { class'UTWeap_Redeemer'.default.Priority=OutFloatValue; } /////////////////////////////////////////////////////////////////////////// // HUD Options /////////////////////////////////////////////////////////////////////////// if(MyUTHUD != None) { // ShowMap if(Profile.GetProfileSettingValueIdByName('ShowMap', OutIntValue)) { MyUTHUD.bShowMap = (OutIntValue==UTPID_VALUE_YES); } // ShowClock if(Profile.GetProfileSettingValueIdByName('ShowClock', OutIntValue)) { MyUTHUD.bShowClock = (OutIntValue==UTPID_VALUE_YES); } // Hijack ShowDoll for hiding path if(Profile.GetProfileSettingValueIdByName('ShowDoll', OutIntValue)) { bHideObjectivePaths = (OutIntValue==UTPID_VALUE_NO); } /* // ShowAmmo if(Profile.GetProfileSettingValueIdByName('ShowAmmo', OutIntValue)) { MyUTHUD.bShowAmmo = (OutIntValue==UTPID_VALUE_YES); } // ShowPowerups if(Profile.GetProfileSettingValueIdByName('ShowPowerups', OutIntValue)) { MyUTHUD.bShowPowerups = (OutIntValue==UTPID_VALUE_YES); } */ // Hijack MouseSmoothingStrength for crosshair size if(Profile.GetProfileSettingValueIntByName('MouseSmoothingStrength', OutIntValue)) { // Fix up non-patch values if ( OutIntValue < 2 ) { OutIntValue = 10; Profile.SetProfileSettingValueInt(425, OutIntValue); // UTPID_MouseSmoothingStrength = 425 } MyUTHUD.ConfiguredCrosshairScaling = 0.1 * OutIntValue; } // ShowScoring if(Profile.GetProfileSettingValueIdByName('ShowScoring', OutIntValue)) { MyUTHUD.bShowScoring = (OutIntValue==UTPID_VALUE_YES); } // ShowLeaderboard if(Profile.GetProfileSettingValueIdByName('ShowLeaderboard', OutIntValue)) { MyUTHUD.bShowLeaderboard = (OutIntValue==UTPID_VALUE_YES); } // ShowVehicleArmorCount if(Profile.GetProfileSettingValueIdByName('ShowVehicleArmorCount', OutIntValue)) { MyUTHUD.bShowVehicleArmorCount = (OutIntValue==UTPID_VALUE_YES); } // RotateMap if(Profile.GetProfileSettingValueIdByName('RotateMap', OutIntValue)) { bRotateMinimap = (OutIntValue==UTPID_VALUE_YES); } } // Set the popup on death value if (Profile.GetProfileSettingValueIdByName('PopupMapOnDeath', OutIntValue)) { bPopupMapOnDeath = (OutIntValue==UTPID_VALUE_YES); } // Achievement settings if (Profile.CheckLikeTheBackOfMyHandMap(class'UTGame'.static.ConvertMapNameToContext(WorldInfo.GetMapName(true)))) { UTPlayerReplicationInfo(PlayerReplicationInfo).bAllPickupsFoundThisMap = true; } /////////////////////////////////////////////////////////////////////////// // Apply Keybindings /////////////////////////////////////////////////////////////////////////// Profile.ApplyAllKeyBindings(PlayerInput); /////////////////////////////////////////////////////////////////////////// // Finished Storing Options /////////////////////////////////////////////////////////////////////////// } } /** Spawn ClientSide Camera Effects **/ unreliable client function ClientSpawnCameraEffect(class<UTEmitCameraEffect> CameraEffectClass) { local vector CamLoc; local rotator CamRot; if (CameraEffectClass != None && CameraEffect == None) { CameraEffect = Spawn(CameraEffectClass, self); if (CameraEffect != None) { GetPlayerViewPoint(CamLoc, CamRot); CameraEffect.RegisterCamera(self); CameraEffect.UpdateLocation(CamLoc, CamRot, FOVAngle); } } } /** @param CamEmitter Clear the CameraEffect if it is the one passed in */ function RemoveCameraEffect( UTEmitCameraEffect CamEmitter ) { if (CameraEffect == CamEmitter) { CameraEffect = None; } } function ClearCameraEffect() { if( CameraEffect != None ) { CameraEffect.Destroy(); CameraEffect = none; } } /** * Attempts to open a UI Scene. * * @Param Template The Template of the scene to open. * @Returns the opened scene */ simulated function UIScene OpenUIScene(UIScene Template) { local UTGameReplicationInfo GRI; GRI = UTGameReplicationInfo(WorldInfo.GRI); if ( GRI != none ) { return GRI.OpenUIScene(self, Template); } return none; } /** * Saves the current profile complete with UI scene */ function SaveProfile(optional Int PlayerIndex) { local UTGameUISCeneClient SC; local UTUIScene_SaveProfile SP; SC = UTGameUISCeneClient(class'UIRoot'.static.GetSceneClient()); if ( SC != none ) { SP = SC.ShowSaveProfileScene(self); if ( SP != none ) { SP.PlayerIndexToSave = PlayerIndex; } } } event TriggerProfileSave() { SaveProfile(); } exec function ShowCommandMenu() { local UIScene Scene; LogInternal("###ShowCommandMenu"@CommandMenu@CommandMenuTemplate); if ( CommandMenu == none ) { Scene = OpenUIScene(CommandMenuTemplate); if (Scene != none) { UTHUD(myHUD).ShowQuickPickMenu(false); CommandMenu = UTUIScene_CommandMenu(Scene); CommandMenu.OnSceneDeactivated = CommandMenuDeactivated; } } } function CommandMenuDeactivated( UIScene DeactivatedScene ) { LogInternal("### Command Menu Deactivated"); if (DeactivatedScene == CommandMenu) { CommandMenu = none; } } function AdjustPersistentKey(UTSeqAct_AdjustPersistentKey InAction) { local UTProfileSettings Profile; Profile = UTProfileSettings(OnlinePlayerData.ProfileProvider.Profile); if (InAction.bRemoveKey) { Profile.RemovePersistentKey(InAction.TargetKey); } else { Profile.AddPersistentKey(InAction.TargetKey); } SaveProfile(); } function bool HasPersistentKey(ESinglePlayerPersistentKeys SearchKey) { local UTProfileSettings Profile; Profile = UTProfileSettings(OnlinePlayerData.ProfileProvider.Profile); return Profile.HasPersistentKey(SearchKey); } /** * @Returns true if the player has any of these cards */ function bool HasModifierCard(name Card) { local UTProfileSettings Profile; Profile = UTProfileSettings(OnlinePlayerData.ProfileProvider.Profile); if ( Profile != none ) { return Profile.HasModifierCard(Card); } return false; } /** * Add Modifier Card * * @Param Card The Modifier Card to Add * */ function AddModifierCard(name Card) { local UTProfileSettings Profile; Profile = UTProfileSettings(OnlinePlayerData.ProfileProvider.Profile); if ( Profile != none ) { Profile.AddModifierCard(Card); SaveProfile(); } else { // `log("[SinglePlayer] Attempted to Add a modifier card to a Player Controller ("$Self$") without a profile!"); } } /** * Use Modifier Card * * @Param Card The Modifier Card use */ function UseModifierCard(name Card) { local UTProfileSettings Profile; Profile = UTProfileSettings(OnlinePlayerData.ProfileProvider.Profile); if ( Profile != none ) { Profile.UseModifierCard(Card); } } function BullseyeMessage() { if ( WorldInfo.TimeSeconds - LastBullseyeTime > 2.0 ) { ReceiveLocalizedMessage( class'UTWeaponKillRewardMessage', 1 ); LastBullseyeTime = WorldInfo.TimeSeconds; UTPlayerReplicationInfo(PlayerReplicationInfo).IncrementEventStat('EVENT_BULLSEYE'); } } simulated function UpdateAchievement(int AchievementId, optional int Value = 1) { local LocalPlayer LocPlayer; local UTProfileSettings Profile; local bool UnlockedAchievement; local INT UnlockType; // check the special case of -1 which means the unlock criteria has already been checked, so just unlock it if (Value != -1) { //Get the player profile and update it Profile = UTProfileSettings(OnlinePlayerData.ProfileProvider.Profile); if ( Profile != none ) { if (Profile.GetAchievementUnlockType(AchievementId, UnlockType)) { if (UnlockType == EUnlockType_Count) { UnlockedAchievement = Profile.UpdateAchievementCount(AchievementId, Value); } else if (UnlockType == EUnlockType_BitMask) { UnlockedAchievement = Profile.UpdateAchievementBitMask(AchievementId, Value); } else if (UnlockType == EUnlockType_ByteCount) { UnlockedAchievement = Profile.UpdateAchievementByteCount(AchievementId, Value); } } else { LogInternal("Failed to get unlock type for achievement "$AchievementId); } } } else { // special case for the 64 bit bitmask achievements, just unlock it UnlockedAchievement=true; } //If in updating, you exceeded the unlock requirement, unlock the achievement if (UnlockedAchievement) { //`log("Unlocked the achievement "$AchievementId); if (OnlineSub != None) { // if the extended interface is supported if (OnlineSub.PlayerInterfaceEx != None) { LocPlayer = LocalPlayer(Player); OnlineSub.PlayerInterfaceEx.AddUnlockAchievementCompleteDelegate(LocPlayer.ControllerId, AchievementDone); LastAchievementIDUnlocked = AchievementId; if (OnlineSub.PlayerInterfaceEx.UnlockAchievement(LocPlayer.ControllerId,AchievementId) == false) { // `log("UnlockAchievement("$LocPlayer.ControllerId$","$AchievementId$") failed"); AchievementDone(false); } } else { LogInternal("Interface is not supported. Can't unlock an achievement"); } } else { LogInternal("No online subsystem. Can't unlock an achievement"); } } } /** Shows the achievement UI so you can enjoy the new shiny achievement */ function AchievementDone(bool bWasSuccessful) { if (bWasSuccessful == true) { ShowAchievementToast(LastAchievementIDUnlocked); } LastAchievementIDUnlocked = 0; if (OnlineSub != None && OnlineSub.PlayerInterfaceEx != None) { OnlineSub.PlayerInterfaceEx.ClearUnlockAchievementCompleteDelegate(0, AchievementDone); } } function ShowAchievementToast(int AchievementId) { local string UnlockedMsg, FinalMsg; local int AchievementIndex; if (!class'UIRoot'.static.IsConsole(CONSOLE_Any)) { // Find the achievement with AchievementId, and get its Name for ( AchievementIndex = 0; AchievementIndex < class'UTUIDataProvider_AvailableContent'.default.AllAchievements.length; ++AchievementIndex ) { if ( class'UTUIDataProvider_AvailableContent'.default.AllAchievements[AchievementIndex].Achievement.ID == AchievementId ) { class'UIRoot'.static.GetDataStoreStringValue(class'UTUIDataProvider_AvailableContent'.default.AllAchievements[AchievementIndex].Achievement.Name, FinalMsg); UnlockedMsg = Localize("Achievements", "AchievementUnlocked", "UTGameUI"); FinalMsg = UnlockedMsg$":"@FinalMsg; break; } } //Put some logic here to detect how many achievements and print something like "X Achievements unlocked" instead of multiple messages //prevents needing to add a queuing system to Toasts // Display toast class'UTUIScene'.static.ShowOnlineToast(FinalMsg,,8); } } exec function ShowHandMaps() { local int i; local UTProfileSettings Profile; Profile = UTProfileSettings(OnlinePlayerData.ProfileProvider.Profile); if ( Profile != none ) { for (i=0; i<class'UTGame'.default.MapContexts.length; i++) { if (Profile.CheckLikeTheBackOfMyHandMap(class'UTGame'.default.MapContexts[i].MapContextId)) { LogInternal("Map:"@class'UTGame'.default.MapContexts[i].MapName@": COMPLETE"); } else { LogInternal("Map:"@class'UTGame'.default.MapContexts[i].MapName@": NOT COMPLETE"); } } } } /** * Handles the Kismet action to unlock an achievement * * @param Action the action containing which achievement to unlock */ function OnUnlockAchievement(UTSeqAct_UnlockAchievement Action) { ClientUpdateAchievement(Action.AchievementId); } /** * Unlocks the achievement on the client (can only be done clientside) * * @param AchievementId the achievement to unlock */ reliable client function ClientUpdateAchievement(int AchievementId, optional int Count=1) { //Spectators don't get any if (PlayerReplicationInfo.bOnlySpectator) { return; } //`log("ClientUpdateAchievement"@AchievementId@"Count:"@Count); UpdateAchievement(AchievementId, Count); } /** Used in the Character Editor - outputs current character setup as concise text form. */ native exec function ClipChar(); /** Used in the Character Editor - outputs total poly count for character setup on screen. */ native exec function CharPolyCount(); /** * Don't allow team changes if we are in single player, or too frequently */ reliable server function ServerChangeTeam(int N) { if ( (WorldInfo.TimeSeconds > LastTeamChangeTime + 1.0) && !UTGameReplicationInfo(WorldInfo.GRI).bStoryMode) { LastTeamChangeTime = WorldInfo.TimeSeconds; Super.ServerChangeTeam(N); } } event GetSeamlessTravelActorList(bool bToEntry, out array<Actor> ActorList) { local UTProcessedCharacterCache CharacterCache; if (!UTGameReplicationInfo(WorldInfo.GRI).bStoryMode) { ShowMidGameMenu('ChatTab',true); } else { ShowScoreboard(); } Super.GetSeamlessTravelActorList(bToEntry, ActorList); if (!bToEntry) { // keep any cached character data foreach DynamicActors(class'UTProcessedCharacterCache', CharacterCache) { ActorList[ActorList.length] = CharacterCache; } } } /** Allows the local player or admin to kick a player */ reliable server function ServerKickBan(string PlayerToKick, bool bBan) { if (PlayerReplicationInfo.bAdmin || LocalPlayer(Player) != none ) { if (bBan) { WorldInfo.Game.AccessControl.KickBan(PlayerToKick); } else { WorldInfo.Game.AccessControl.Kick(PlayerToKick); } } } exec function DebugMission() { local string text; local UTGameReplicationInfo GRI; local int i,r; local UTProfileSettings Profile; if (WorldInfo.NetMode == NM_ListenServer) { GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != none && GRI.bStoryMode ) { Text = "Current Mission:"@GRI.SinglePlayerMissionID; Profile = UTProfileSettings(OnlinePlayerData.ProfileProvider.Profile); Profile.GetCurrentMissionData(i,r); Text @= "Prev. Mission:"@i@" Result="@r; LogInternal(Text); ConsoleCommand("Say"@Text); } } } exec function TriggerHero() { ServerTriggerHero(); } simulated private function OnTTSAudioFinished(AudioComponent AC) { // release our ref. GC should nuke it soon. ActiveTTSSoundCues.RemoveItem(AC.SoundCue); } //exec function testtts(coerce string s) //{ // SpeakTTS(S, PlayerReplicationInfo); //} simulated function SpeakTTS(coerce string S, optional PlayerReplicationInfo PRI) { local SoundCue Cue; local AudioComponent AC; Cue = CreateTTSSoundCue(S, UTPlayerReplicationInfo(PRI)); if (Cue != None) { AC = CreateAudioComponent(Cue, FALSE, TRUE,,, TRUE); AC.bAllowSpatialization = FALSE; AC.bAutoDestroy = TRUE; AC.OnAudioFinished = OnTTSAudioFinished; AC.Play(); ActiveTTSSoundCues.AddItem(Cue); } } /** Constructs a SoundCue, performs text-to-wavedata conversion. */ simulated private native function SoundCue CreateTTSSoundCue(string StrToSpeak, UTPlayerReplicationInfo PRI); simulated private function bool AllowTTSMessageFrom(PlayerReplicationInfo PRI) { local UTGameReplicationInfo GRI; local int SpeakerTeamID, MyTeamID; if (bNoTextToSpeechVoiceMessages) { return FALSE; } else if ( !bTextToSpeechTeamMessagesOnly || (PRI == PlayerReplicationInfo) ) { return TRUE; } // else need to check for teammate (in a team game) GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != None) { if (GRI.GameClass.default.bTeamGame) { SpeakerTeamID = PRI.GetTeamNum(); if (SpeakerTeamID != 255) { MyTeamID = PlayerReplicationInfo.GetTeamNum(); if (MyTeamID == SpeakerTeamID) { return TRUE; } } } } return FALSE; } /** Overloaded to implement TTS. */ reliable client event TeamMessage( PlayerReplicationInfo PRI, coerce string S, name Type, optional float MsgLifeTime ) { if (CanCommunicate()) { if ( ((Type == 'Say') || (Type == 'TeamSay')) && (PRI != None) && AllowTTSMessageFrom(PRI) ) { if (CanViewUserCreatedContent()) { SpeakTTS(S, PRI); } } super.TeamMessage(PRI, S, Type, MsgLifeTime); } } unreliable server function ServerSay( string Msg ) { if ( !bServerMutedText ) { super.ServerSay(Msg); } } unreliable server function ServerTeamSay( string Msg ) { if ( !bServerMutedText ) { Super.ServerTeamSay(Msg); } } function bool AllowTextMessage(string Msg) { return (CanCommunicate() && Super.AllowTextMessage(Msg)); } reliable server function ServerSetAlias(string NewAlias) { UTGame(WorldInfo.Game).SetAlias(Self, NewAlias); } /****************************************** Admin functions ******************************************/ /** Called when the convolve response has returned */ event ProcessConvolveResponse(string C) { Super.ProcessConvolveResponse(C); //Stop the convolve timer since we have a response ClearTimer('ConvolveTimeout'); //Store this value for later HashResponseCache = C; //Check this response against our list of banned keys if (WorldInfo.Game.AccessControl != None && WorldInfo.Game.AccessControl.IsHashBanned(HashResponseCache)) { LogInternal(PlayerReplicationInfo.GetPlayerAlias()@"is banned, kicking..."); WorldInfo.Game.AccessControl.KickPlayer(self, WorldInfo.Game.AccessControl.BannedCDHashKeyString); } } /** Called when the convolve response has timed out */ function ConvolveTimeout() { ClearTimer('ConvolveTimeout'); if (WorldInfo.Game.AccessControl != None) { LogInternal(PlayerReplicationInfo.GetPlayerAlias()@"was kicked for a hash key response timeout..."); WorldInfo.Game.AccessControl.KickPlayer(self, WorldInfo.Game.AccessControl.TimedOutCDHashKeyString); } } function bool AdminCmdOk() { //If we are the server then commands are ok if (WorldInfo.NetMode == NM_ListenServer && LocalPlayer(Player) != None) { return true; } if (WorldInfo.TimeSeconds < NextAdminCmdTime) { return false; } NextAdminCmdTime = WorldInfo.TimeSeconds + 5.0; return true; } exec function AdminLogin(string Password) { if (Password != "" && AdminCmdOk() ) { ServerAdminLogin(Password); } } reliable server function ServerAdminLogin(string Password) { if ( (WorldInfo.Game.AccessControl != none) && AdminCmdOk() ) { if ( WorldInfo.Game.AccessControl.AdminLogin(self, Password) ) { WorldInfo.Game.AccessControl.AdminEntered(Self); } } } exec function AdminLogOut() { if ( AdminCmdOk() ) { ServerAdminLogOut(); } } reliable server function ServerAdminLogOut() { if ( WorldInfo.Game.AccessControl != none ) { if ( WorldInfo.Game.AccessControl.AdminLogOut(self) ) { WorldInfo.Game.AccessControl.AdminExited(Self); } } } // Execute an administrative console command on the server. exec function Admin( string CommandLine ) { if (PlayerReplicationInfo.bAdmin) { ServerAdmin(CommandLine); } } reliable server function ServerAdmin( string CommandLine ) { local string Result; if ( PlayerReplicationInfo.bAdmin ) { Result = ConsoleCommand( CommandLine ); if( Result!="" ) ClientMessage( Result ); } } exec function AdminKickBan( string S ) { if (PlayerReplicationInfo.bAdmin) { ServerKickBan(S,true); } } exec function AdminKick( string S ) { if ( PlayerReplicationInfo.bAdmin ) { ServerKickBan(S,false); } } exec function AdminSessionBan(string S) { if (PlayerReplicationInfo.bAdmin) ServerSessionBan(S); } exec function AdminPlayerList() { local PlayerReplicationInfo PRI; if (PlayerReplicationInfo.bAdmin) { ClientMessage("Player List:"); foreach DynamicActors(class'PlayerReplicationInfo', PRI) { ClientMessage(PRI.PlayerID$"."@PRI.PlayerName @ "Ping:" @ INT((float(PRI.Ping) / 250.0 * 1000.0)) $ "ms)"); } } } exec function AdminRestartMap() { if (PlayerReplicationInfo.bAdmin) { ServerRestartMap(); } } reliable server function ServerRestartMap() { if ( PlayerReplicationInfo.bAdmin ) { WorldInfo.ServerTravel("?restart", false); } } exec function AdminChangeMap( string URL ) { if (PlayerReplicationInfo.bAdmin) { ServerChangeMap(URL); } } reliable server function ServerChangeMap(string URL) { if ( PlayerReplicationInfo.bAdmin ) { WorldInfo.ServerTravel(URL); } } exec function AdminForceVoiceMute(string TargetPlayer) { if ( PlayerReplicationInfo.bAdmin ) { ServerForceVoiceMute(TargetPlayer); } } reliable server function ServerForceVoiceMute(string TargetPlayer) { local PlayerController PC; local PlayerController TargetPlayerPC; if ( PlayerReplicationInfo.bAdmin ) { TargetPlayerPC = UTPlayerController(WorldInfo.Game.AccessControl.GetControllerFromString(TargetPlayer)); if ( TargetPlayerPC != none ) { ClientMessage("Muting (Voice):"@TargetPlayerPC.PlayerReplicationInfo.PlayerName); foreach WorldInfo.AllControllers(class'PlayerController', PC) { PC.ServerMutePlayer(TargetPlayerPC.PlayerReplicationInfo.UniqueId); } } } } exec function AdminForceVoiceUnMute(string TargetPlayer) { if ( PlayerReplicationInfo.bAdmin ) { ServerForceVoiceUnMute(TargetPlayer); } } reliable server function ServerForceVoiceUnMute(string TargetPlayer) { local PlayerController PC; local PlayerController TargetPlayerPC; if ( PlayerReplicationInfo.bAdmin ) { TargetPlayerPC = UTPlayerController(WorldInfo.Game.AccessControl.GetControllerFromString(TargetPlayer)); ClientMessage("UnMuting (Voice):"@TargetPlayerPC.PlayerReplicationInfo.PlayerName); if ( TargetPlayerPC != none ) { foreach WorldInfo.AllControllers(class'PlayerController', PC) { PC.ServerUnMutePlayer(TargetPlayerPC.PlayerReplicationInfo.UniqueId); } } } } exec function AdminForceTextMute(string TargetPlayer) { if ( PlayerReplicationInfo.bAdmin ) { ServerForceTextMute(TargetPlayer); } } reliable server function ServerForceTextMute(string TargetPlayer) { local UTPlayerController TargetPlayerPC; if ( PlayerReplicationInfo.bAdmin ) { TargetPlayerPC = UTPlayerController(WorldInfo.Game.AccessControl.GetControllerFromString(TargetPlayer)); if ( TargetPlayerPC != none ) { ClientMessage("Muting (Text):"@TargetPlayerPC.PlayerReplicationInfo.PlayerName); TargetPlayerPC.bServerMutedText = true; } } } exec function AdminForceTextUnMute(string TargetPlayer) { if ( PlayerReplicationInfo.bAdmin ) { ServerForceTextUnMute(TargetPlayer); } } reliable server function ServerForceTextUnMute(string TargetPlayer) { local UTPlayerController TargetPlayerPC; if ( PlayerReplicationInfo.bAdmin ) { TargetPlayerPC = UTPlayerController(WorldInfo.Game.AccessControl.GetControllerFromString(TargetPlayer)); if ( TargetPlayerPC != none ) { ClientMessage("UnMuting (Text):"@TargetPlayerPC.PlayerReplicationInfo.PlayerName); TargetPlayerPC.bServerMutedText = false; } } } /** changes an option for the current gametype on the server - only works for .ini configurable options and only if this player is the admin */ exec function AdminChangeOption(string Option, string Value) { if (PlayerReplicationInfo.bAdmin) { ServerAdminChangeOption(Option, Value); } } /** changes an option for the current gametype on the server - only works for .ini configurable options and only if this player is the admin */ reliable server native function ServerAdminChangeOption(string Option, string Value); /** sends the client's maplist for the current gametype to the server - must be admin */ // TODO(Shambler): Update this to work with the new maplist manager exec function AdminPublishMapList() { ClientMessage("Maplist publishing is not compatibile with the new maplist system"); // TODO: Reimplement this /* if (PlayerReplicationInfo.bAdmin && WorldInfo.NetMode == NM_Client) { if (MapListPublishGameClassName != 'None') { ClientMessage("Already updating map list for" @ MapListPublishGameClassName); } else if (WorldInfo.GRI == None || WorldInfo.GRI.GameClass == None) { ClientMessage("Unable to publish map list to server - not fully connected"); } else { MapListPublishGameClassName = WorldInfo.GRI.GameClass.Name; ServerStartMapListPublish(MapListPublishGameClassName); ClientSendNextMap(0); } } */ } /** sends a single map in the current gametype's maplist to the server for updating */ reliable client function ClientSendNextMap(int MapIndex) { // TODO: Reimplement this /* local int MapListIndex; MapListIndex = class'UTGame'.default.GameSpecificMapCycles.Find('GameClassName', MapListPublishGameClassName); if (MapListIndex != INDEX_NONE) { if (MapIndex < class'UTGame'.default.GameSpecificMapCycles[MapListIndex].Maps.length) { ServerReceiveNextMap(MapIndex, class'UTGame'.default.GameSpecificMapCycles[MapListIndex].Maps[MapIndex]); } else { ClientMessage("Map list publish complete."); MapListPublishGameClassName = 'None'; ServerEndMapListPublish(); } } */ } /** gets the server started for receiving a map list */ reliable server function ServerStartMapListPublish(name GameClassName) { // TODO: Reimplement this /* local int MapListIndex; if (PlayerReplicationInfo.bAdmin) { MapListPublishGameClassName = GameClassName; // remove old map list entries MapListIndex = class'UTGame'.default.GameSpecificMapCycles.Find('GameClassName', GameClassName); // TODO: Implement remote named maplist editing (and set it up so that only one person can transfer at a time, // and that the whole list must be received intact before it is applied) if ((Class'UTGame'.default.bAllowMapVoting && Class'UTGame'.default.bAllowGameVoting) || Class'UTGame'.default.bUseNamedMapLists) { MapListPublishGameClassName = 'None'; ClientResetMapListPublish(); ClientMessage("The server is using named maplists, support for editing these remotely has not yet been added"); return; } if (MapListIndex != INDEX_NONE) { class'UTGame'.default.GameSpecificMapCycles[MapListIndex].Maps.length = 0; } else { MapListIndex = class'UTGame'.default.GameSpecificMapCycles.length; class'UTGame'.default.GameSpecificMapCycles.length = MapListIndex + 1; class'UTGame'.default.GameSpecificMapCycles[MapListIndex].GameClassName = GameClassName; } } */ } /** server receives a single map list entry and asks client for the next one */ reliable server function ServerReceiveNextMap(int MapIndex, string MapName) { // TODO: Reimplement this /* local int MapListIndex; if (PlayerReplicationInfo.bAdmin) { MapListIndex = class'UTGame'.default.GameSpecificMapCycles.Find('GameClassName', MapListPublishGameClassName); if (MapListIndex == INDEX_NONE) { `Warn("Maplist was modified by another source while receiving list from" @ PlayerReplicationInfo.PlayerName); MapListPublishGameClassName = 'None'; ClientResetMapListPublish(); ClientMessage("Error during maplist transmission, aborting"); } else { class'UTGame'.default.GameSpecificMapCycles[MapListIndex].Maps[MapIndex] = MapName; ClientSendNextMap(MapIndex + 1); } } */ } /** indicates server has received all maps in the client's list */ reliable server function ServerEndMapListPublish() { // TODO: Reimplement this /* if (PlayerReplicationInfo.bAdmin) { MapListPublishGameClassName = 'None'; class'UTGame'.static.StaticSaveConfig(); UTGame(WorldInfo.Game).GameSpecificMapCycles = class'UTGame'.default.GameSpecificMapCycles; UTGame(WorldInfo.Game).MapCycleIndex = INDEX_NONE; } */ } exec function Disconnect() { QuitToMainMenu(); } unreliable client function ClientSmartUse() { if ( PlayerInput.bUsingGamepad ) { ToggleTranslocator(); } } /** Spawn ClientSide gory Camera Effects (so low gore client can ignore) **/ unreliable client function ClientSpawnGoreCameraEffect(class<UTEmitCameraEffect> CameraEffectClass) { if ( !class'GameInfo'.static.UseLowGore(WorldInfo) ) { ClientSpawnCameraEffect(CameraEffectClass); } } reliable client function ClientIncrementMixItUp(int GameType, int AchievementType) { local UTProfileSettings Profile; //Get the player profile and update it Profile = UTProfileSettings(OnlinePlayerData.ProfileProvider.Profile); if ( Profile != none ) { if (Profile.IncrementMixItUp(GameType, AchievementType)) { if (AchievementType == 1) ClientUpdateAchievement(EUTA_IA_EveryGameMode); else if (AchievementType == 2) ClientUpdateAchievement(EUTA_VERSUS_GetItOn); //else if (AchievementType == 3) // ClientUpdateAchievement(EUTA_RANKED_EqualOpportunityDestroyer); } } } reliable client function ClientIncrementAroundTheWorld(int mapIndex) { local UTProfileSettings Profile; //Get the player profile and update it Profile = UTProfileSettings(OnlinePlayerData.ProfileProvider.Profile); if ( Profile != none ) { if (Profile.UpdateAroundTheWorld(mapIndex)) { ClientUpdateAchievement(EUTA_VERSUS_AroundTheWorld, -1); } } } reliable client function ClientIncrementLikeTheBackOfMyHand(int mapIndex) { local UTProfileSettings Profile; //Get the player profile and update it Profile = UTProfileSettings(OnlinePlayerData.ProfileProvider.Profile); if ( Profile != none ) { if (Profile.UpdateLikeTheBackOfMyHand(mapIndex)) { ClientUpdateAchievement(EUTA_EXPLORE_AllPowerups, -1); } } } reliable client function ClientUpdateSpiceOfLife(int MutatorBitMask) { local UTProfileSettings Profile; local int CurrentMask; local int index; local int MutatorBit; //Get the player profile and update it Profile = UTProfileSettings(OnlinePlayerData.ProfileProvider.Profile); if ( Profile != none ) { Profile.GetAchievementValue(EUTA_EXPLORE_EveryMutator,CurrentMask); for (index=0; index < 31; index++) { MutatorBit = 1<<index; if(((MutatorBitMask&MutatorBit)==MutatorBit) && ((CurrentMask&MutatorBit)==0)) { ClientUpdateAchievement(EUTA_EXPLORE_EveryMutator, MutatorBit); break; } } } } reliable client function ClientUpdateGetALife() { local UTProfileSettings Profile; //Get the player profile and update it Profile = UTProfileSettings(OnlinePlayerData.ProfileProvider.Profile); if ( Profile != none ) { if (Profile.IncrementGetALife()) { ClientUpdateAchievement(EUTA_VERSUS_GetALife); } } } reliable server function ServerSessionBan(string PlayerToBan) { if (PlayerReplicationInfo.bAdmin || LocalPlayer(Player) != none) WorldInfo.Game.AccessControl.SessionBan(PlayerToBan); } reliable server function ServerTriggerHero() { UTPlayerReplicationInfo(PlayerReplicationInfo).TriggerHero(); } // Stop the clientside publishing code from breaking when transmission fails reliable client function ClientResetMapListPublish() { // TODO: Reimplement this /* MapListPublishGameClassName = 'None'; */ } defaultproperties { bNoTextToSpeechVoiceMessages=True bAutoTaunt=True bEnableDodging=True bAlwaysMouseLook=True bUseVehicleRotationOnPossess=True bFirstPersonWeaponsSelfShadow=True bForceBehindView=True bLandingShake=True bSmoothClientDemo=True IdentifiedTeam=255 PawnShadowMode=SHADOW_All AutoObjectivePreference=AOP_NoPreference LastKickWarningTime=-1000.000000 MsgPlayerNotFound="Player not Found!" CameraShakeShortWaveForm=ForceFeedbackWaveform'UTGame.Default__UTPlayerController:ForceFeedbackWaveform7' CameraShakeLongWaveForm=ForceFeedbackWaveform'UTGame.Default__UTPlayerController:ForceFeedbackWaveform8' CamOverridePostProcess=(bEnableBloom=True,bEnableSceneEffect=True,Bloom_Scale=1.000000,Bloom_InterpolationDuration=1.000000,DOF_FalloffExponent=4.000000,DOF_BlurKernelSize=16.000000,DOF_MaxNearBlurAmount=1.000000,DOF_MaxFarBlurAmount=1.000000,DOF_ModulateBlurColor=(B=255,G=255,R=255,A=255),DOF_FocusInnerRadius=2000.000000,DOF_InterpolationDuration=1.000000,MotionBlur_MaxVelocity=1.000000,MotionBlur_Amount=0.500000,MotionBlur_FullMotionBlur=True,MotionBlur_CameraRotationThreshold=45.000000,MotionBlur_CameraTranslationThreshold=10000.000000,MotionBlur_InterpolationDuration=1.000000,Scene_HighLights=(X=1.000000,Y=1.000000,Z=1.000000),Scene_MidTones=(X=1.000000,Y=1.000000,Z=1.000000),Scene_InterpolationDuration=1.000000) DamageCameraAnim=CameraAnim'FX_HitEffects.DamageViewShake' MatineeCameraClass=Class'Engine.AnimatedCamera' ZoomRotationModifier=0.500000 VehicleCheckRadiusScaling=1.000000 BeaconPulseMax=1.100000 BeaconPulseRate=0.500000 PulseTimer=5.000000 CommandMenuTemplate=UTUIScene_CommandMenu'UI_InGameHud.Menus.CommandMenu' ProgressMessageSceneClassName="UTGame.UTUIScene_ConnectionStatus" OldMessageTime=-100.000000 PopupWaitTime=5.000000 LastTeamChangeTime=-1000.000000 OnFootDefaultFOV=90.000000 CameraClass=None bCheckSoundOcclusion=True FOVAngle=90.000000 DesiredFOV=90.000000 DefaultFOV=90.000000 CheatClass=Class'UTGame.UTCheatManager' InputClass=Class'UTGame.UTPlayerInput' Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'GameFramework.Default__GamePlayerController:CollisionCylinder' ObjectArchetype=CylinderComponent'GameFramework.Default__GamePlayerController:CollisionCylinder' End Object CylinderComponent=CollisionCylinder MinRespawnDelay=1.500000 Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'GameFramework.Default__GamePlayerController:Sprite' ObjectArchetype=SpriteComponent'GameFramework.Default__GamePlayerController:Sprite' End Object Components(0)=Sprite Components(1)=CollisionCylinder CollisionComponent=CollisionCylinder Name="Default__UTPlayerController" ObjectArchetype=GamePlayerController'GameFramework.Default__GamePlayerController' } |
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