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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTSlowField extends UTTimedPowerup native abstract; /** Ambient sound played while active*/ var SoundCue SlowFieldAmbientSound; /** Sound indicating that the powerup is about to expire */ var SoundCue WarningSound; /** Time dilation scaling applied to projectiles inside the area of effect */ var float ProjectileScalingFactor; /** Slow field effect mesh */ var StaticMeshComponent SlowFieldMesh; /** Camera emitter played on player using the powerup */ var class<UTEmitCameraEffect> InsideCameraEffect; /** Indicates that the effects are on and attached to the owner pawn */ var repnotify bool bEffectsOn; /** Replicated owner pawn, since the pickup owner does not replicate when we need it */ var UTPawn PawnOwner; /** Desired scale of the slow field effect mesh */ var Vector DesiredScale; /** Rate at which the slow field effect rotates */ var float YawRotationRate; /** Projectiles that touched this slow field without an Instigator set * The Instigator should be set on the following Tick */ var array<Projectile> ProjectilesToUpdate; replication { if ( bNetDirty ) bEffectsOn, PawnOwner; } // (cpptext) // (cpptext) // (cpptext) // (cpptext) simulated event ReplicatedEvent(name VarName) { if ( VarName == 'bEffectsOn' || VarName == 'PawnOwner' ) { ToggleSlowFieldEffects(bEffectsOn); } else { Super.ReplicatedEvent(VarName); } } simulated function GivenTo(Pawn NewOwner, bool bDoNotActivate) { Super.GivenTo(NewOwner, bDoNotActivate); PawnOwner = UTPawn(NewOwner); if (PawnOwner != None) { PawnOwner.SetPawnAmbientSound(SlowFieldAmbientSound); PawnOwner.bHasSlowField = true; ToggleSlowFieldEffects(true); } SetLocation(NewOwner.Location); SetBase(NewOwner); SetCollision(true, false); // set timer for ending effects SetTimer(TimeRemaining - 3.0, false, 'PlaySlowFieldFadingEffects'); } simulated event Destroyed() { if (Role < ROLE_Authority) { SetCollision(false,false); } ToggleSlowFieldEffects(false); Super.Destroyed(); } function ItemRemovedFromInvManager() { local UTPlayerReplicationInfo UTPRI; local UTPawn P; P = UTPawn(Owner); if (P != None) { P.SetPawnAmbientSound(none); P.bHasSlowField = false; //Stop the timer on the powerup stat if (P.DrivenVehicle != None) { UTPRI = UTPlayerReplicationInfo(P.DrivenVehicle.PlayerReplicationInfo); } else { UTPRI = UTPlayerReplicationInfo(P.PlayerReplicationInfo); } if (UTPRI != None) { UTPRI.StopPowerupTimeStat(GetPowerupStatName()); } } SetBase(None); SetCollision(false,false); ToggleSlowFieldEffects(false); } simulated function ToggleSlowFieldEffects(bool bEnabled) { local MaterialInstanceConstant MIC; if ( PawnOwner != None ) { bEffectsOn = bEnabled; MIC = SlowFieldMesh.CreateAndSetMaterialInstanceConstant(0); if ( PawnOwner.Controller != None && PawnOwner.Controller.IsLocalPlayerController() ) { MIC.SetScalarParameterValue('Opacity', 0.1); } else { MIC.SetScalarParameterValue('Opacity', 1.0); } if ( bEnabled ) { DesiredScale = Vect(2.1, 2.1, 1.8); PawnOwner.AttachComponent(SlowFieldMesh); } else { DesiredScale = Vect(0.117, 0.117, 0.1); PawnOwner.DetachComponent(SlowFieldMesh); } } } simulated function PlaySlowFieldFadingEffects() { // reset timer if time got added if (TimeRemaining > 3.0) { SetTimer(TimeRemaining - 3.0, false, 'PlaySlowFieldFadingEffects'); } else { if (TimeRemaining <= 1.0) { DesiredScale = Vect(0.117, 0.117, 0.1); } Instigator.PlaySound(WarningSound); SetTimer(1.0, false, 'PlaySlowFieldFadingEffects'); } } simulated function UpdateTouchingProjectiles() { local Projectile Proj; foreach ProjectilesToUpdate(Proj) { if ( Proj.Instigator != Instigator ) { Proj.CustomTimeDilation = ProjectileScalingFactor; } } ProjectilesToUpdate.length = 0; } simulated event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ) { if ( Projectile(Other) != None ) { if ( Other.Instigator == None ) { ProjectilesToUpdate[ProjectilesToUpdate.length] = Projectile(Other); SetTimer(0.01, false, 'UpdateTouchingProjectiles'); } else if ( Other.Instigator != Instigator ) { Other.CustomTimeDilation = ProjectileScalingFactor; } } } simulated event UnTouch( Actor Other ) { if ( (Projectile(Other) != None) && (UTSlowVolume(Other.PhysicsVolume) == None) ) { Other.CustomTimeDilation = Other.Default.CustomTimeDilation; } } simulated function bool StopsProjectile(Projectile P) { return false; } defaultproperties { ProjectileScalingFactor=0.125000 DesiredScale=(X=2.100000,Y=2.100000,Z=1.800000) YawRotationRate=2000.000000 TimeRemaining=60.000000 PowerupStatName="POWERUPTIME_SLOWFIELD" Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'UTGame.Default__UTTimedPowerup:Sprite' ObjectArchetype=SpriteComponent'UTGame.Default__UTTimedPowerup:Sprite' End Object Components(0)=Sprite Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__CylinderComponent' CollisionHeight=200.000000 CollisionRadius=280.000000 CollideActors=True Name="CollisionCylinder" ObjectArchetype=CylinderComponent'Engine.Default__CylinderComponent' End Object Components(1)=CollisionCylinder bIgnoreEncroachers=True bOnlyRelevantToOwner=False bReplicateMovement=True bHardAttach=True bProjTarget=True Name="Default__UTSlowField" ObjectArchetype=UTTimedPowerup'UTGame.Default__UTTimedPowerup' } |
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