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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTProj_AvrilRocketBase extends UTProjectile native; /** Holds the vehicle this rocket is locked on to. The vehicle will give us our Homing Target */ var Actor LockedTarget; /** Holds a pointer back to the firing Avril - Only valid server side */ var UTWeap_Avril MyWeapon; /** the AVRiL that is currently controlling the target lock (could be different if MyWeapon has no target) */ var UTWeap_Avril LockingWeapon; /** Set to true if the lock for this rocket has been redirected */ var bool bRedirectedLock; /** The last time a lock message was sent */ var float LastLockWarningTime; /** How long before re-sending the next Lock On message update */ var float LockWarningInterval; var float InitialPostRenderTime; var Texture2D BeaconTexture; /** Extended radius for raptor bolts destroying this avril */ var float RaptorBoltExtendedRadius; // (cpptext) // (cpptext) // (cpptext) // (cpptext) replication { if (bNetDirty && ROLE == ROLE_Authority) LockedTarget; } simulated event Destroyed() { local PlayerController PC; if (Role==ROLE_Authority) { // Notify the launcher I'm dead if ( MyWeapon != None ) MyWeapon.RocketDestroyed(self); } // remove from local HUD's post-rendered list ForEach LocalPlayerControllers(class'PlayerController', PC) { if ( UTHUD(PC.MyHUD) != None ) { UTHUD(PC.MyHUD).RemovePostRenderedActor(self); } } super.Destroyed(); } simulated function PostBeginPlay() { local PlayerController PC; super.PostBeginPlay(); // add to local HUD's post-rendered list ForEach LocalPlayerControllers(class'PlayerController', PC) { if ( UTHUD(PC.MyHUD) != None ) { UTHUD(PC.MyHUD).AddPostRenderedActor(self); } } } function ForceLock(Actor ForcedLock) { LockedTarget = ForcedLock; // don't get any more target updates from weapon. MyWeapon.RocketDestroyed(self); if ( (UTVehicle_SPMA(ForcedLock) != None) && (PlayerController(InstigatorController) != None) ) PlayerController(InstigatorController).ReceiveLocalizedMessage(class'UTLockWarningMessage', 3); } /** * Clean up */ simulated function Shutdown() { local PlayerController PC; if (Role==ROLE_Authority) { // Notify the launcher I'm dead if ( MyWeapon != None ) { MyWeapon.RocketDestroyed(self); MyWeapon = None; } } // remove from local HUD's post-rendered list ForEach LocalPlayerControllers(class'PlayerController', PC) { if ( UTHUD(PC.MyHUD) != None ) { UTHUD(PC.MyHUD).RemovePostRenderedActor(self); } } Super.ShutDown(); SetTimer(0.0,false); } /** sets the target we're locked on to. May fail (return false) if NewLockOwner isn't allowed to control me */ function bool SetTarget(Actor NewTarget, UTWeap_Avril NewLockOwner) { // follow the lock if it's the shooter's target or the shooter doesn't have a target and a friendly player is giving one // short delay before accepting other players' targets to avoid rocket twisting through shooter's body, etc if ( NewLockOwner == MyWeapon || ( (LockingWeapon == None || LockingWeapon == NewLockOwner) && WorldInfo.TimeSeconds - CreationTime > 2.0 && WorldInfo.GRI.OnSameTeam(NewLockOwner.Instigator, InstigatorController) ) ) { LockedTarget = NewTarget; LockingWeapon = (LockedTarget != None) ? NewLockOwner : None; return true; } else { return false; } } event TakeDamage(int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) { if (Damage > 0 && (InstigatorController == None || !WorldInfo.GRI.OnSameTeam(EventInstigator, InstigatorController))) { Explode(HitLocation, vect(0,0,0)); } } simulated native function NativePostRenderFor(PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir); /** * PostRenderFor() Hook to allow pawns to render HUD overlays for themselves. * Assumes that appropriate font has already been set * * @param PC The Player Controller who is rendering this pawn * @param Canvas The canvas to draw on */ simulated event PostRenderFor(PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir) { local vector ScreenLoc; local float CrossScaler, CrossScaleTime; local LinearColor TeamColor; local color c; local float ResScale, XStart, XLen, YStart, YLen, OldY; local float width,height; screenLoc = Canvas.Project(Location); class'UTHud'.static.GetTeamColor( 1 - PC.GetTeamNum(), TeamColor, c); CrossScaleTime = FMax(0.05,(1 - 3*(WorldInfo.TimeSeconds - InitialPostRenderTime))); TeamColor.A = 0.8 - CrossScaleTime; ResScale = Canvas.ClipX / 1024; if ( InitialPostRenderTime == 0.0 ) { InitialPostRenderTime = WorldInfo.TimeSeconds; } CrossScaler = CrossScaleTime * Canvas.ClipX; width = ResScale * CrossScaler; height = ResScale * CrossScaler; XStart = 662; YStart = 260; XLen = 56; YLen = 56; // if clipped out, draw offscreen indicator if (screenLoc.X < 0 || screenLoc.X >= Canvas.ClipX || screenLoc.Y < 0 || screenLoc.Y >= Canvas.ClipY) { OldY = screenLoc.Y; screenLoc.X = FClamp(ScreenLoc.X, 0, Canvas.ClipX-1); screenLoc.Y = FClamp(ScreenLoc.Y, 0, Canvas.ClipY-1); if ( screenLoc.Y != OldY) { // draw up/down arrow YLen = 28; if ( screenLoc.Y == 0 ) { YStart += YLen; } } else { // draw horizontal arrow XLen = 28; if ( screenLoc.X == 0 ) { XStart += XLen; } } } Canvas.SetPos(ScreenLoc.X - width * 0.5, ScreenLoc.Y - height * 0.5); Canvas.DrawColorizedTile(BeaconTexture, width, height, XStart, YStart, XLen, YLen, TeamColor); } defaultproperties { BeaconTexture=Texture2D'UI_HUD.HUD.UI_HUD_BaseA' RaptorBoltExtendedRadius=80.000000 Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTProjectile:CollisionCylinder' ObjectArchetype=CylinderComponent'UTGame.Default__UTProjectile:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Components(0)=CollisionCylinder CollisionComponent=CollisionCylinder Name="Default__UTProj_AvrilRocketBase" ObjectArchetype=UTProjectile'UTGame.Default__UTProjectile' } |
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