Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UTGame.UTStealthVehicle


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
00299
00300
00301
00302
00303
00304
00305
00306
00307
00308
00309
00310
00311
00312
00313
00314
00315
00316
00317
00318
00319
00320
00321
00322
00323
00324
00325
00326
00327
00328
00329
00330
00331
00332
00333
00334
00335
00336
00337
00338
00339
00340
00341
00342
00343
00344
00345
00346
00347
00348
00349
00350
00351
00352
00353
00354
00355
00356
00357
00358
00359
00360
00361
00362
00363
00364
00365
00366
00367
00368
00369
00370
00371
00372
00373
00374
00375
00376
00377
00378
00379
00380
00381
00382
00383
00384
00385
00386
00387
00388
00389
00390
00391
00392
00393
00394
00395
00396
00397
00398
00399
00400
00401
00402
00403
00404
00405
00406
00407
00408
00409
00410
00411
00412
00413
00414
00415
00416
00417
00418
00419
00420
00421
00422
00423
00424
00425
00426
00427
00428
00429
00430
00431
00432
00433
00434
00435
00436
00437
00438
00439
00440
00441
00442
00443
00444
00445
00446
00447
00448
00449
00450
00451
00452
00453
00454
00455
00456
00457
00458
00459
00460
00461
00462
00463
00464
00465
00466
00467
00468
00469
00470
00471
00472
00473
00474
00475
00476
00477
00478
00479
00480
00481
00482
00483
00484
00485
00486
00487
00488
00489
00490
00491
00492
00493
00494
00495
00496
00497
00498
00499
00500
00501
00502
00503
00504
00505
00506
00507
00508
00509
00510
00511
00512
00513
00514
00515
00516
00517
00518
00519
00520
00521
00522
00523
00524
00525
00526
00527
00528
00529
00530
00531
00532
00533
00534
00535
00536
00537
00538
00539
00540
00541
00542
00543
00544
00545
00546
00547
00548
00549
00550
00551
00552
00553
00554
00555
00556
00557
00558
00559
00560
00561
00562
00563
00564
00565
00566
00567
00568
00569
00570
00571
00572
00573
00574
00575
00576
00577
00578
00579
00580
00581
00582
00583
00584
00585
00586
00587
00588
00589
00590
00591
00592
00593
00594
00595
00596
00597
00598
00599
00600
00601
00602
00603
00604
00605
00606
00607
00608
00609
00610
00611
00612
00613
00614
00615
00616
00617
00618
00619
00620
00621
00622
00623
00624
00625
00626
00627
00628
00629
00630
00631
00632
00633
00634
00635
00636
00637
00638
00639
00640
00641
00642
00643
00644
00645
00646
00647
00648
00649
00650
00651
00652
00653
00654
00655
00656
00657
00658
00659
00660
00661
00662
00663
00664
00665
00666
00667
00668
00669
00670
00671
00672
00673
00674
00675
00676
00677
00678
00679
00680
00681
00682
00683
00684
00685
00686
00687
00688
00689
00690
00691
00692
00693
00694
00695
00696
00697
00698
00699
00700
00701
00702
00703
00704
00705
00706
00707
00708
00709
00710
00711
00712
00713
00714
00715
00716
00717
00718
00719
00720
00721
00722
00723
00724
00725
00726
00727
00728
00729
00730
00731
00732
00733
00734
00735
00736
00737
00738
00739
00740
00741
00742
00743
00744
00745
00746
00747
00748
00749
00750
00751
00752
00753
00754
00755
00756
00757
00758
00759
00760
00761
00762
00763
00764
00765
00766
00767
00768
00769
00770
00771
00772
00773
00774
00775
00776
00777
00778
00779
00780
00781
00782
00783
00784
00785
00786
00787
00788
00789
00790
00791
00792
00793
00794
00795
00796
00797
00798
00799
00800
00801
00802
00803
00804
00805
00806
00807
00808
00809
00810
00811
00812
00813
00814
00815
00816
00817
00818
00819
00820
00821
00822
00823
00824
00825
00826
00827
00828
00829
00830
00831
00832
00833
00834
00835
00836
00837
00838
00839
00840
00841
00842
00843
00844
00845
00846
00847
00848
00849
00850
00851
00852
00853
00854
00855
00856
00857
00858
00859
00860
00861
00862
00863
00864
00865
00866
00867
00868
00869
00870
00871
00872
00873
00874
00875
00876
00877
00878
00879
00880
00881
00882
00883
00884
00885
00886
00887
00888
00889
00890
00891
00892
00893
00894
00895
00896
00897
00898
00899
00900
00901
00902
00903
00904
00905
00906
00907
00908
00909
00910
00911
00912
00913
00914
00915
00916
00917
00918
00919
00920
00921
00922
00923
00924
00925
00926
00927
00928
00929
00930
00931
00932
00933
00934
00935
00936
00937
00938
00939
00940
00941
00942
00943
00944
00945
00946
00947
00948
00949
00950
00951
00952
00953
00954
00955
00956
00957
00958
00959
00960
00961
00962
00963
00964
00965
00966
00967
00968
00969
00970
00971
00972
00973
00974
00975
00976
00977
00978
00979
00980
00981
00982
00983
00984
00985
00986
00987
00988
00989
00990
00991
00992
00993
00994
00995
00996
00997
00998
00999
01000
01001
01002
01003
01004
01005
01006
01007
01008
01009
01010
01011
01012
01013
01014
01015
01016
01017
01018
01019
01020
01021
01022
01023
01024
01025
01026
01027
01028
01029
01030
01031
01032
01033
01034
01035
01036
01037
01038
01039
01040
01041
01042
01043
01044
01045
01046
01047
01048
01049
01050
01051
01052
01053
01054
01055
01056
01057
01058
01059
01060
01061
01062
01063
01064
01065
01066
01067
01068
01069
01070
01071
01072
01073
01074
01075
01076
01077
01078
01079
01080
01081
01082
01083
01084
01085
01086
01087
01088
01089
01090
01091
01092
01093
01094
01095
01096
01097
01098
01099
01100
01101
01102
01103
01104
01105
01106
01107
01108
01109
01110
01111
01112
01113
01114
01115
01116
01117
01118
01119
01120
01121
01122
01123
01124
01125
01126
01127
01128
01129
01130
01131
01132
01133
01134
01135
01136
01137
01138
01139
01140
01141
01142
01143
01144
01145
01146
01147
01148
01149
01150
01151
01152
01153
01154
01155
01156
01157
01158
01159
01160
01161
01162
01163
01164
01165
01166
01167
01168
01169
01170
01171
01172
01173
01174
01175
01176
01177
01178
01179
01180
01181
01182
01183
01184
01185
01186
01187
01188
01189
01190
01191
01192
01193
01194
01195
01196
01197
01198
01199
01200
01201
01202
01203
01204
01205
01206
01207
01208
01209
01210
01211
01212
01213
01214
01215
01216
01217
01218
01219
01220
01221
01222
01223
01224
01225
01226
01227
01228
01229
01230
01231
01232
01233
01234
01235
01236
01237
01238
01239
01240
01241
01242
01243
01244
01245
01246
01247
01248
01249
01250
01251
01252
01253
01254
01255
01256
01257
01258
01259
01260
01261
01262
01263
01264
01265
01266
01267
01268
01269
01270
01271
01272
01273
01274
01275
01276
01277
01278
01279
01280
01281
01282
01283
01284
01285
01286
01287
01288
01289
01290
01291
01292
01293
01294
01295
01296
01297
01298
01299
01300
01301
01302
01303
01304
01305
01306
01307
01308
01309
01310
01311
01312
01313
01314
01315
01316
01317
01318
01319
01320
01321
01322
01323
01324
01325
01326
01327
01328
01329
01330
01331
01332
01333
01334
01335
01336
01337
01338
01339
01340
01341
01342
01343
01344
01345
01346
01347
01348
01349
01350
01351
01352
01353
01354
01355
01356
01357
01358
01359
01360
01361
01362
01363
01364
01365
01366
01367
01368
01369
01370
01371
01372
01373
01374
01375
01376
01377
01378
01379
01380
01381
01382
01383
01384
01385
01386
01387
01388
01389
01390
01391
01392
01393
01394
01395
01396
01397
01398
01399
01400
01401
01402
01403
01404
01405
01406
01407
01408
01409
01410
01411
01412
01413
01414
01415
01416
01417
01418
01419
01420
01421
01422
01423
01424
01425
01426
01427
01428
01429
01430
01431
01432
01433
01434
01435
01436
01437
01438
01439
01440
01441
01442
01443
01444
01445
01446
01447
01448
01449
01450
01451
01452
01453
01454
01455
01456
01457
01458
01459
01460
01461
01462
01463
01464
01465
01466
01467
01468
01469
01470
01471
01472
01473
01474
01475
01476
01477
01478
01479
01480
01481
01482
01483
01484
01485
01486
01487
01488
01489
01490
01491
01492
01493
01494
01495
01496
01497
01498
01499
01500
01501
01502
01503
01504
01505
01506
01507
01508
01509
01510
01511
01512
01513
01514
01515
01516
01517
01518
01519
01520
01521
01522
01523
01524
01525
01526
01527
01528
01529
01530
01531
01532
01533
01534
01535
01536
01537
01538
01539
01540
01541
01542
01543
01544
01545
01546
01547
01548
01549
01550
01551
01552
01553
01554
01555
01556
01557
01558
01559
01560
01561
01562
01563
01564
01565
01566
01567
01568
01569
01570
01571
01572
01573
01574
01575
01576
01577
01578
01579
01580
01581
01582
01583
01584
01585
01586
01587
01588
01589
01590
01591
01592
01593
01594
01595
01596
01597
01598
01599
01600
01601
01602
01603
01604
01605
01606
01607
01608
01609
01610
01611
01612
01613
01614
01615
01616
01617
01618
01619
01620
01621
01622
01623
01624
01625
01626
01627
01628
01629
01630
01631
01632
01633
01634
01635
01636
01637
01638
01639
01640
01641
01642
01643
01644
01645
01646
01647
01648
01649
01650
01651
01652
01653
01654
01655
01656
01657
01658
01659
01660
01661
01662
01663
01664
01665
01666
01667
01668
01669
01670
01671
01672
01673
01674
01675
01676
01677
01678
01679
01680
01681
01682
01683
01684
01685
01686
01687
01688
01689
01690
01691
01692
01693
01694
01695
01696
01697
01698
01699
01700
01701
01702
01703
01704
01705
01706
01707
01708
01709
01710
01711
01712
01713
01714
/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 */

class UTStealthVehicle extends UTVehicle_Deployable
	native(Vehicle)
	abstract;

/** name of the Turret control */
var name TurretName;
/** cached Turret control for Tick() */
var UTSkelControl_TurretConstrained DeployableTurretCached;

var AudioComponent StealthResSound;

var byte TurretFiringMode;

var name ExhaustEffectName;

/** Tells the vehicle to immediately redeploy after undeploying */
var bool bShouldImmediatelyRedeploy;

/** Material to use when the vehicle is cloaked */
var MaterialInterface CloakedSkin;

/* MIC for the cloaked material */
var protected MaterialInstanceConstant CloakedBodyMIC;

/** Is the vehicle currently cloaked */
var repnotify bool bIsVehicleCloaked;

/** Time last cloak was started */
var float CloakTransitionTime;

/* Total cloak res in/out time */
var() float CloakTotalResTime;

/* Team colors for rez in/out effect */
var() LinearColor OverlayTeamRezColor[2];

/* name of the skin translucency on the cloaked material */
var name SkinTranslucencyName;
/* Name of the parameter that defines the team skin color */
var name TeamSkinParamName;
/* Name of the parameter that defines the color of the hit effect */
var name HitEffectName;
/** Scale value for the hit effect color */
var() float HitEffectScale;

/* Name of the parameter that defines the overlay color*/
var name OverlayColorName;

/* Scalar value of the cloaked hit effect (team color translucency)*/
var float HitEffectColor;

/** Max ground speed while visible */
var() float VisibleGroundSpeed;
/** Max air speed while visible */
var() float VisibleAirSpeed;
/** Max speed while visible */
var() float VisibleMaxSpeed;
/** Speed modifier to the above max speeds while cloaked */
var() float CloakedSpeedModifier;
/** Speed while 'crouched' */
var() float SlowSpeed;

/** The deployable item mesh */
var MeshComponent DeployPreviewMesh;
/** Used for Either a skeletalmesh or staticmesh, common parent is Object */
var repnotify Object DeployMesh;
/** Offsets for the deployables*/
var(Deploy) array<vector> DeployablePositionOffsets;

/** Trigger for hiding/unhiding the deployable */
var repnotify bool bIsDeployableHidden;

/** How far behind the vehicle to check for obstacles  */
var() float DeployCheckDistance;

/** Lag behind value for the deploy arm control */
var transient float LagDegreesPerSecondDefault;

//============================================================
/** The Link Beam */
var particleSystem BeamTemplate;

/** Holds the Emitter for the Beam */
var ParticleSystemComponent BeamEmitter;

/** Emitter for the endpoint beam effect */
var UTEmitter BeamEndpointEffect;

/** Used for detecting change in the impact effect emitter */
var Actor LastHitActor;

/** Where to attach the Beam */
var name BeamSockets;

/** The name of the EndPoint parameter */
var name EndPointParamName;

var protected AudioComponent BeamAmbientSound;

var soundcue BeamFireSound;
var soundcue BeamStartSound;
var soundcue BeamStopSound;

/** Texture for HUD icons new to UT3G */
var Texture2d HUDIconsUT3G;
/** Coordinates for the fire tooltip textures */
var UIRoot.TextureCoordinates FireToolTipIconCoords;

/** team based colors for beam when targeting a teammate */
var color LinkBeamColors[3];

/** time to transition to deployed camera mode */
var(Movement) float FastCamTransitionTime;

/** The current steering offset of the arm when deployed. */
var int AimYawOffset;

/** The distance delta for the deploy arm */
var int ArmDeltaYaw;

/** Max distance added per frame to the deploy arm rotation */
var() int ArmSpeedTune;

/** Stores the current direction the deploy arm is moving*/
var float DeployArmTestDir;

/** Distance behind the vehicle to focus the camera */
var(Camera) float DeployArmCameraDist;

/** The pitch of the camera while deployed */
var (Camera) float DeployArmCameraPitch;

var float CurrentWeaponScale[10];
var int BouncedWeapon;
var int LastSelectedWeapon;

var AudioComponent TurretArmMoveSound;

/** Tells clients to play the release animation*/
var repnotify int ReleaseAnimCount;
var bool bReleasedADeployable;

/** last time bot tried to drop a deployable */
var float LastDropAttemptTime;

/** Last time bot succeeded in dropping a deployable */
var float LastDropSuccessTime;

// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)

replication
{
	if (bNetDirty)
		ReleaseAnimCount, bIsDeployableHidden;
	if (bNetDirty && (!bNetOwner || bDemoRecording))
		ArmDeltaYaw, DeployMesh, bIsVehicleCloaked;
	if (bNetDirty && bNetOwner)
		bShouldImmediatelyRedeploy;
}

simulated event ReplicatedEvent(name VarName)
{
	if (VarName == 'DeployMesh')
	{
		SetDeployMesh(DeployMesh, 0);
	}
	else if (VarName == 'bIsDeployableHidden')
	{
		if (DeployPreviewMesh != None)
		{
    		DeployPreviewMesh.SetHidden(bIsDeployableHidden);
		}
	}
	else if (VarName == 'bIsVehicleCloaked')
	{
		Cloak(bIsVehicleCloaked, TRUE);
	}
	else if (VarName == 'ReleaseAnimCount')
	{
		PlayReleaseAnim();
	}
	else
	{
		super.ReplicatedEvent(VarName);
	}
}

function reliable server ServerSetArmDeltaYaw(int InArmDeltaYaw)
{
	ArmDeltaYaw = InArmDeltaYaw;
}

simulated event PostBeginPlay()
{
	Super.PostBeginPlay();
	SetupCloakedBodyMaterialMIC();
	AddBeamEmitter();

    //Cache the turret control for Tick()
	DeployableTurretCached = UTSkelControl_TurretConstrained(Mesh.FindSkelControl(TurretName));
	LagDegreesPerSecondDefault = DeployableTurretCached.LagDegreesPerSecond;
}

/**
 * Call this function to blow up the vehicle
 */
simulated function BlowupVehicle()
{
	//Don't switch the cloaking
	ClearTimer('ToggleCloak');
	super.BlowupVehicle();
}

/** Tells clients to play the release animation and sets up the timer for undeploy */
simulated function PlayReleaseAnim()
{
	//Play the animation
	PlayAnim('ArmRelease');
	bReleasedADeployable = true;

	//Tell everyone else to play it as well and toggle the deploy
	if (Role == Role_Authority)
	{
		ReleaseAnimCount++;
		if ((AnimPlay != none) && (AnimPlay.AnimSeq != none))
		{
			SetTimer(AnimPlay.AnimSeq.SequenceLength, false, 'ServerToggleDeploy');
		}
		else
		{
			ServerToggleDeploy();
		}
	}
}

/**
@RETURN true if pawn is invisible to AI
*/
native function bool IsInvisible();

/**
 * This function will verify that the CloakedBodyMIC variable is setup and ready to go.  This is a key
 * component for the BodyMat overlay system
 */
simulated function bool SetupCloakedBodyMaterialMIC()
{
	if (WorldInfo.NetMode != NM_DedicatedServer && Mesh != None && (CloakedBodyMIC == None) )
	{
		// set up material instances (for overlay effects)
		if(CloakedSkin == none)
		{
			//No cloaked skin, use whatever is on there
			CloakedBodyMIC = Mesh.CreateAndSetMaterialInstanceConstant(0);
		}
		else
		{
			// Create the material instance.
			CloakedBodyMIC = new(Outer) class'MaterialInstanceConstant';
			CloakedBodyMIC.SetParent(CloakedSkin);
			CloakedBodyMIC.SetScalarParameterValue( TeamSkinParamName, GetTeamNum()==1?1:0 );
		}
	}

	return CloakedBodyMIC != None;
}

simulated function TeamChanged()
{
	local int i;
	local MaterialInterface NewMaterial;

    if (WorldInfo.NetMode != NM_DedicatedServer)
	{
		//Modify the cloaked skin parameters
		if(CloakedBodyMIC == none)
		{
			SetupCloakedBodyMaterialMIC();
		}
		if(CloakedBodyMIC != none) // only proceed if the above actually worked.
		{
			CloakedBodyMIC.SetScalarParameterValue(TeamSkinParamName,GetTeamNum()==1?1:0);
		}

		//Modify the visible skin parameters
		if (Team < TeamMaterials.length && TeamMaterials[Team] != None)
		{
			NewMaterial = TeamMaterials[Team];
		}
		else if (TeamMaterials.length > 0 && TeamMaterials[0] != None)
		{
			NewMaterial = TeamMaterials[0];
		}

		//Always parent the damage MIC
		if (NewMaterial != None)
		{
			if (DamageMaterialInstance[0] != None)
			{
				DamageMaterialInstance[0].SetParent(NewMaterial);
				DamageMaterialInstance[0].SetScalarParameterValue( TeamSkinParamName, GetTeamNum()==1?1:0 );
			}
		}

		//If we aren't cloaked, set the 'visible' skin
		if(Mesh.Materials[0] != CloakedBodyMIC)
		{
			Mesh.SetMaterial(0, DamageMaterialInstance[0]);
		}
	}

	if(bPlayingSpawnEffect)
	{
		for(i=0;i<Mesh.Materials.Length && i<OriginalMaterials.Length;++i)
		{
			OriginalMaterials[i] = Mesh.Materials[i];
		}
	}

	UpdateDamageMaterial();
}

simulated state UnDeploying
{
	//Overridden to prevent redeploy while already
	//redeploying do to deployable selection
	function bool DoJump(bool bUpdating);

	//Overridden to transition the arm back
	//up and redeploy with a new deployable item
	reliable server function ServerToggleDeploy()
	{
		//If I need to redeploy, make sure I have ammo
		if (bShouldImmediatelyRedeploy && Seats[0].Gun.HasAmmo(1))
		{
			Super.ServerToggleDeploy();
			GotoState('Deploying');
		}
	}

	//Overridden to check if we need to go back to deploying
	simulated function VehicleUnDeployIsFinished()
	{
		if (ROLE==ROLE_Authority && WorldInfo.NetMode != NM_ListenServer)
		{
			SetVehicleUndeployed();
		}

		//Finish whatever is neccessary to be undeployed
		ChangeDeployState(EDS_UnDeployed);

		if (bShouldImmediatelyRedeploy)
		{
			//Try to go right back to being deployed
			ServerToggleDeploy();
			bShouldImmediatelyRedeploy = FALSE;
		}

		if (DeployedState != EDS_Deploying)
		{
			//We weren't successful in redeploying
			GotoState('');
		}
	}
};

function BotUndeploy() {}

simulated state Deployed
{
	//Overridden to transition the arm back
	//up and redeploy with a new deployable item
	reliable server function ServerToggleDeploy()
	{
		Super.ServerToggleDeploy();

		if (IsFiring())
		{
			GotoState('UnDeploying');
		}
	}

	function BotUndeploy() 
	{
		ServerToggleDeploy();
	}

	function BeginState(name PreviousStateName)
	{
		super.BeginState(PreviousStateName);
		
		if ( UTBot(Controller) != None )
		{
			BotFire(true);
			SetTimer(0.25, false, 'BotUndeploy');
			LastDropSuccessTime = WorldInfo.TimeSeconds;
		}
	}
};

simulated function DisplayHud(UTHud Hud, Canvas Canvas, vector2D HudPOS, optional int SeatIndex)
{
	local PlayerController PC;
	local int i;

	Super.DisplayHud(HUD, Canvas, HudPOS, SeatIndex);
	if (DeployedState == EDS_Deployed)
	{
		for (i=0; i<Seats.length; i++)
		{
			if (Seats[i].SeatPawn != None)
			{
				PC = PlayerController(Seats[i].SeatPawn.Controller);
				if (PC != none)
				{
					if (bHasWeaponBar)
					{
						Hud.DrawToolTip(Canvas, PC, "GBA_Fire", Canvas.ClipX * 0.5, Canvas.ClipY * 0.82, FireToolTipIconCoords.U, FireToolTipIconCoords.V, FireToolTipIconCoords.UL, FireToolTipIconCoords.VL, Canvas.ClipY / 768, HUDIconsUT3G);
					}
					else
					{
						Hud.DrawToolTip(Canvas, PC, "GBA_Fire", Canvas.ClipX * 0.5, Canvas.ClipY * DeployIconOffset, FireToolTipIconCoords.U, FireToolTipIconCoords.V, FireToolTipIconCoords.UL, FireToolTipIconCoords.VL, Canvas.ClipY / 768, HUDIconsUT3G);
					}
				}
			}
		}
	}
}


/**
 * Play the ambients when an action anim finishes
 */
simulated function OnAnimEnd(AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)
{
	if ( SeqNode.AnimSeqName == 'ArmRelease' )
	{
		AnimPlay.SetAnim(DeployAnim[0]);
		AnimPlay.SetPosition(AnimPlay.AnimSeq.SequenceLength, false);
	}
	else
	{
		super.OnAnimEnd(SeqNode, PlayedTime, ExcessTime);
	}
}

simulated function ImmediatelyRedeploy(bool ShouldImmediatelyRedeploy)
{
	bShouldImmediatelyRedeploy = ShouldImmediatelyRedeploy;

	if (Instigator.IsLocallyControlled() && Role < Role_Authority)
	{
		ServerSetImmediateRedeploy(ShouldImmediatelyRedeploy);
	}

	ServerToggleDeploy();
}

reliable server function ServerSetImmediateRedeploy(bool ShouldImmediatelyRedeploy)
{
	//Communicate this status to the server so it goes
	//through the appropriate motions
	bShouldImmediatelyRedeploy = ShouldImmediatelyRedeploy;
}

/**
 * Listen clients will call Cloak() replicating the value directly
 * Clients will call Cloak() which also calls this function
 * allowing the server to cloak thus replicating to everyone else
 */
reliable server function ServerSetCloak(bool bIsEnabled)
{
	Cloak(bIsEnabled);
}

/*
 * Timed event that swaps the materials at the right moment
 */
simulated function ToggleCloak()
{
	local UTPawn UTP;

	if ( WorldInfo.NetMode != NM_DedicatedServer )
	{
		if(bIsVehicleCloaked && Mesh.Materials[0] != CloakedBodyMIC)
		{
			Mesh.SetMaterial(0,CloakedBodyMIC);
			CloakedBodyMIC.SetScalarParameterValue( TeamSkinParamName, GetTeamNum()==1?1:0 );
			UpdateShadowSettings( false );
			ApplyWeaponEffects(0, 0);
			DynamicLightEnvironmentComponent(Mesh.LightEnvironment).bCastShadows = FALSE;
		}
		else if(!bIsVehicleCloaked && Mesh.Materials[0] != DamageMaterialInstance[0])
		{
			Mesh.SetMaterial(0, DamageMaterialInstance[0]);
			UpdateShadowSettings(!class'Engine'.static.IsSplitScreen() && class'UTPlayerController'.Default.PawnShadowMode == SHADOW_All);
			UTP = UTPawn(Driver);
			if (UTP != None)
			{
				ApplyWeaponEffects(UTP.WeaponOverlayFlags, 0);
			}
			DynamicLightEnvironmentComponent(Mesh.LightEnvironment).bCastShadows = TRUE;
		}
	}

	//We are about to come out of cloak in a deploying/deployed state, show the object
	if (!bIsVehicleCloaked && (DeployedState == EDS_deployed) || (DeployedState == EDS_deploying))
	{
		SetDeployMeshHidden(FALSE);
	}
}

/**
 * Cloaks or decloaks the vehicle.
 * Force is for replication to use since bIsVehicleCloaked
 * has already been modified
 */
simulated function Cloak(bool bIsEnabled, optional bool bForce=FALSE)
{
	if (bIsEnabled && Role == ROLE_Authority && DeployedState != EDS_Undeployed)
		return;

    if (bForce || (bIsVehicleCloaked != bIsEnabled))
    {
		//This will switch the materials to the appropriate thing at the right time
		ClearTimer('ToggleCloak');
	SetTimer(CloakTotalResTime * 0.5f, false, 'ToggleCloak');

	    CloakTransitionTime = 0;
		if (bIsEnabled)
		{
		 	GroundSpeed = CloakedSpeedModifier * VisibleGroundSpeed;
			AirSpeed = CloakedSpeedModifier * VisibleAirSpeed;
			MaxSpeed = CloakedSpeedModifier * VisibleMaxSpeed;
		}
		else
		{
			GroundSpeed = VisibleGroundSpeed;
			AirSpeed = VisibleAirSpeed;
			MaxSpeed = VisibleMaxSpeed;
		}

	    bIsVehicleCloaked = bIsEnabled;

	    //Trigger replication
		if (IsLocallyControlled() && Role < ROLE_Authority)
	    {
	    	ServerSetCloak(bIsVehicleCloaked);
	    }

	    if (StealthResSound != none)
	    {
	    	if (StealthResSound.IsPlaying())
	    	{
	    		StealthResSound.Stop();
	    	}

	    	StealthResSound.Play();
	    }
    }
}

function PlayHit(float Damage, Controller InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum, TraceHitInfo HitInfo)
{
	super.PlayHit(Damage,InstigatedBy,HitLocation,damageType,Momentum,HitInfo);
}

/** plays take hit effects; called from PlayHit() on server and whenever LastTakeHitInfo is received on the client */
simulated event PlayTakeHitEffects()
{
	//Every time we're hit, add to the color (Fade takes away a min of 10%)
	HitEffectColor = FClamp(HitEffectColor * 1.3f, 0.5f, 3.0f);
	super.PlayTakeHitEffects();
}

simulated event Destroyed()
{
	super.Destroyed();
	KillBeamEmitter();
}

simulated function int PartialTurn(int original, int desired, float PctTurn)
{
	local float result;

	original = original & 65535;
	desired = desired & 65535;

	if ( abs(original - desired) > 32768 )
	{
		if ( desired > original )
		{
			original += 65536;
		}
		else
		{
			desired += 65536;
		}
	}
	result = original*(1-PctTurn) + desired*PctTurn;
	return (int(result) & 65535);
}

/**
  * returns the camera focus position (without camera lag)
  */
simulated function vector GetCameraFocus(int SeatIndex)
{
	local float TimeSinceTransition;
	local vector CamStart;
	local vector DeployedCameraFocus, BackDir;
	local float Pct;

	CamStart = super.GetCameraFocus(SeatIndex);
	BackDir = -vector(Rotation);

    //Camera focus is some distance behind the vehicle
	DeployedCameraFocus = Location + BackDir * DeployArmCameraDist;

	//Get there over time
	TimeSinceTransition = WorldInfo.TimeSeconds - LastDeployStartTime;

	if (DeployedState == EDS_deployed || DeployedState == EDS_deploying)
	{
		if(TimeSinceTransition < FastCamTransitionTime)
		{
			Pct = TimeSinceTransition/FastCamTransitionTime;
			CamStart = CamStart + Pct * (DeployedCameraFocus - CamStart);
		}
		else
		{
			CamStart = DeployedCameraFocus;
		}
	}
	else
	{
		if(TimeSinceTransition < FastCamTransitionTime)
		{
			Pct = TimeSinceTransition/FastCamTransitionTime;
			CamStart = CamStart + (1.0-Pct) * (DeployedCameraFocus - CamStart);
		}
	}

	//DrawDebugSphere(CamStart, 8, 10, 255, 255, 255, FALSE);
	return CamStart;
}

simulated function Rotator GetViewRotation()
{
	local rotator FixedRotation, ControllerRotation;
	local float TimeSinceTransition, PctTurn;
	local int RotationResult;
	local float RotYawModifier;

	// Start block to find deployed rotation yaw:
	RotationResult = Rotation.Yaw%65536;

	//Add some distance to the side based on arm deflection
	RotYawModifier = (AimYawOffset / 16384.0f) * 8192.0f; //45 deg max
	RotationResult -= RotYawModifier;

	// End block to find rotation yaw

	//View rotation for all time not deployed
	if ( DeployedState != EDS_Deployed && DeployedState != EDS_deploying)
	{
		// Get baseline rotation and deployed yaw
		FixedRotation = super.GetViewRotation();

	    //We are leaving the deployed state, rotate back around toward front
		TimeSinceTransition = WorldInfo.TimeSeconds - LastDeployStartTime;
		if ( TimeSinceTransition < FastCamTransitionTime )
		{
			PctTurn = TimeSinceTransition/FastCamTransitionTime;
			FixedRotation.Yaw = PartialTurn(RotationResult, FixedRotation.Yaw, PctTurn);
			FixedRotation.Pitch = PartialTurn(DeployArmCameraPitch, FixedRotation.Pitch, PctTurn);//-16384
			FixedRotation.Roll = PartialTurn(Rotation.Roll, FixedRotation.Roll, PctTurn);
		}

		return FixedRotation;
	}

	// swing smoothly around to vehicle rotation
	TimeSinceTransition = WorldInfo.TimeSeconds - LastDeployStartTime;
	if ( TimeSinceTransition < FastCamTransitionTime )
	{
		FixedRotation = super.GetViewRotation();
		PctTurn = TimeSinceTransition/FastCamTransitionTime;
		FixedRotation.Yaw = PartialTurn(FixedRotation.Yaw, RotationResult, PctTurn);
		FixedRotation.Pitch = PartialTurn(FixedRotation.Pitch, DeployArmCameraPitch, PctTurn);
		FixedRotation.Roll = PartialTurn(FixedRotation.Roll, Rotation.Roll, PctTurn);
	}
	else
	{
		FixedRotation.Yaw = RotationResult;
		FixedRotation.Pitch = DeployArmCameraPitch;
		FixedRotation.Roll = rotation.roll;
		if ( Controller != None )
		{
			ControllerRotation = FixedRotation;
			ControllerRotation.Roll = 0;
			Controller.SetRotation(ControllerRotation);
		}
	}

	return FixedRotation;
}

simulated function ProcessViewRotation( float DeltaTime, out rotator out_ViewRotation, out Rotator out_DeltaRot )
{
	if(DeployedState != EDS_Undeployed)
	{
		if (DeployedState == EDS_Deployed)
		{
			ArmDeltaYaw = -out_DeltaRot.Yaw;
			//Replicate this value out to everyone
			if (Role < ROLE_Authority)
			{
				ServerSetArmDeltaYaw(ArmDeltaYaw);
			}
		}

		out_DeltaRot.Yaw = 0;
		out_DeltaRot.Pitch = 0;
	}

	super.ProcessViewRotation(deltatime,out_viewrotation,out_deltarot);
}

simulated function SetVehicleDeployed()
{
	Super.SetVehicleDeployed();
	Cloak(false);
}

simulated function SetVehicleUndeploying()
{
	local float AnimRate;

	super.SetVehicleUndeploying();

    //If we didn't drop anything, play the deploy animation backward to prevent popping
	if (!bReleasedADeployable)
	{
		AnimPlay.SetAnim(DeployAnim[0]);
		if(AnimPlay.AnimSeq != none)
		{
			AnimRate = AnimPlay.AnimSeq.SequenceLength / UnDeployTime;
			AnimPlay.PlayAnim(false, -AnimRate, AnimPlay.AnimSeq.SequenceLength);
		}
	}

	bReleasedADeployable = false;
}

simulated function SetVehicleUndeployed()
{
	Super.SetVehicleUndeployed();
	if (!bShouldImmediatelyRedeploy)
	{
		Cloak(bDriving);
	}

	TurretArmMoveSound.Stop();
}

simulated function DrivingStatusChanged()
{
	super.DrivingStatusChanged();
	//Only cloak if we are sitting here undeployed
	Cloak(bDriving && (DeployedState == EDS_Undeployed));
	//Reset the deploy arm
	AimYawOffset = 0;

	//If cancel deploy was called (we just left) and we reenter clear the timer to change deploy state
	if (bDriving)
	{
		ClearTimer('ServerToggleDeploy');
	}

	if (Role == ROLE_Authority)
	{
		if (UTBot(Controller) != None)
		{
			SetTimer(1.0, true, 'CheckAICloak');
		}
		else
		{
			ClearTimer('CheckAICloak');
		}
	}
}

simulated function bool OverrideBeginFire(byte FireModeNum)
{
	if ( (FireModeNum == 1) && IsLocallyControlled() && (DeployedState == EDS_Undeployed) )
	{
		//Toggles cloaking and max speed (only if not currently cloaking in/out)
		if (CloakTransitionTime > CloakTotalResTime)
		{
			Cloak(!bIsVehicleCloaked);
		}
		return true;
	}
	// don't allow firing while in deploy transition
	if ( (DeployedState == EDS_Deploying) || (DeployedState == EDS_UnDeploying) )
	{
		return true;
	}

	return false;
}

simulated function SetDeployMeshHidden(bool bIsHidden)
{
	if(DeployPreviewMesh != none)
	{
		DeployPreviewMesh.SetHidden(bIsHidden);
	}

	bIsDeployableHidden=bIsHidden;
}

simulated function DeployedStateChanged()
{
	local bool bShouldHideDeployMesh;
	super.DeployedStateChanged();
	switch (DeployedState)
	{
		case EDS_Deploying:
			//Create/Unhide the selected deployable
			SetDeployVisual();
			//If the vehicle wasn't cloaked, show the deployable right away
			bShouldHideDeployMesh = (CloakTransitionTime < CloakTotalResTime);
			SetDeployMeshHidden(bShouldHideDeployMesh);
			if (Seats[0].Gun != None)
			{
				Seats[0].Gun.EndFire(0); // stop the link beam while deployed
				Seats[0].Gun.DemoEndFire(0);
			}
			break;
		case EDS_Deployed:
			break;
		case EDS_Undeploying:
			TurretArmMoveSound.Play();
			break;
		case EDS_Undeployed:
			AimYawOffset=0.0f;
		    SetDeployMeshHidden(TRUE);
		    SetDeployMesh(None, 0);
			DeployMesh = none;
			break;
	}
}

//Adjust the deployable arm using a turret constraint over time
simulated native function SetArmLocation(float DeltaSeconds);

//Setup the deployable object in the pincer arm
simulated function SetDeployVisual()
{
	local UTVWeap_NightshadeGun NSG;
	local SkeletalMeshComponent SkMC;
	local StaticMeshComponent StMC;
	local class<Actor> DepActor;
	local class<UTSlowVolume> SlowActor;
	local class<UTXRayVolume> XRayActor;
	local class<UTDeployable> DeployableClass;

	NSG = UTVWeap_NightShadeGun(Seats[0].Gun);
	if(NSG != none /*&& WorldInfo.NetMode != NM_DedicatedServer*/)
	{
		DeployableClass = NSG.DeployableList[NSG.DeployableIndex].DeployableClass;
		DepActor = DeployableClass.static.GetTeamDeployable(Instigator.GetTeamNum());
		if(DepActor != none)
		{
			// HACK: slow volume weird case
			SlowActor = class<UTSlowVolume>(DepActor);
			XRayActor = class<UTXRayVolume>(DepActor);
			if(SlowActor != none)
			{
				SkMC = SlowActor.default.GeneratorMesh;
			}
			else if (XRayActor != none)
			{
				SkMC = XRayActor.default.GeneratorMesh;
			}
			else
			{
				SkMC = SkeletalMeshComponent(DepActor.default.CollisionComponent);
				if(SkMC == none)
				{
					StMC = StaticMeshComponent(DepActor.default.CollisionComponent);
				}
			}
		}
		// emergency choice is the dropped version:
		if(SkMC == none && StMC == none)
		{
			StMC = StaticMeshComponent(DeployableClass.default.DroppedPickupMesh);
			SkMC = SkeletalMeshComponent(DeployableClass.default.DroppedPickupMesh);
		}

		//Setup the visual deployable both here and
		//tell the server to replicate to clients
		if (SkMC != none)
		{
			//Setup the deployable for myself
			SetDeployMesh(SkMC.SkeletalMesh, NSG.DeployableIndex);

			//Tell everyone else about it
			if (WorldInfo.NetMode == NM_Client)
			{
				ServerSetDeployMesh(SkMC.SkeletalMesh, NSG.DeployableIndex);
			}
			else
			{
				DeployMesh = SkMC.SkeletalMesh;
				SetDeployMesh(SkMC.SkeletalMesh, NSG.DeployableIndex);
			}
		}
		else if (StMC != none)
		{
			//Setup the deployable for myself
			SetDeployMesh(StMC.StaticMesh, NSG.DeployableIndex);

			//Tell everyone else about it
			if (WorldInfo.NetMode == NM_Client)
			{
				ServerSetDeployMesh(StMC.StaticMesh, NSG.DeployableIndex);
			}
			else
			{
				DeployMesh = StMC.StaticMesh;
				SetDeployMesh(StMC.StaticMesh, NSG.DeployableIndex);
			}
		}
		else
		{
			if (WorldInfo.NetMode == NM_Client)
			{
				ServerSetDeployMesh(none, NSG.DeployableIndex);
			}
			else
			{
				DeployMesh = none;
				SetDeployMesh(none, NSG.DeployableIndex);
			}
		}
	}
}

//Tell the server what deployable mesh we're using so it can tell everyone else
function singular reliable server ServerSetDeployMesh(Object InDeployMesh, int DeployableIndex)
{
	/*
	//Trigger the replication to clients
	DeployMesh = InDeployMesh;
	//Handle the server updating its own copy if it was not called locally
	if ( (Instigator != None) && !Instigator.IsLocallyControlled() )
	{
		SetDeployMesh(InDeployMesh, DeployableIndex);
	}
	*/

	// Let the server decide the deploy mesh instead, to prevent exploits
	SetDeployVisual();

	
}

//Replicated version of code to set the deployable mesh
function simulated SetDeployMesh(Object InDeployMesh, int DeployableIndex)
{
	local StaticMesh STMesh;
	local SkeletalMesh SKMesh;

	//Get rid of anything before
	if(DeployPreviewMesh != none)
	{
		Mesh.DetachComponent(DeployPreviewMesh);
	}

	if (InDeployMesh != none)
	{
		SKMesh = SkeletalMesh(InDeployMesh);
		if (SKMesh != none)
		{
			DeployPreviewMesh = new(self) class'SkeletalMeshComponent';
			SkeletalMeshComponent(DeployPreviewMesh).SetSkeletalMesh(SKMesh);
		}
		else
		{
			STMesh = StaticMesh(InDeployMesh);
			if (STMesh != none)
			{
				DeployPreviewMesh = new(self) class'StaticMeshComponent';
				StaticMeshComponent(DeployPreviewMesh).SetStaticMesh(STMesh);
			}
		}

		if(DeployPreviewMesh != none)
		{
			DeployPreviewMesh.SetShadowParent(Mesh);
			DeployPreviewMesh.SetLightEnvironment(LightEnvironment);
			if (DeployableIndex >= 0 && DeployableIndex < DeployablePositionOffsets.Length)
				DeployPreviewMesh.SetTranslation(DeployablePositionOffsets[DeployableIndex]);
			else
				DeployPreviewMesh.SetTranslation(vect(0,0,0));

			DeployPreviewMesh.SetScale(1.0);
			Mesh.AttachComponentToSocket(DeployPreviewMesh,'DeployableDrop');
		}
	}
}

/**
request change to adjacent vehicle seat
*/
simulated function AdjacentSeat(int Direction, Controller C)
{
	AdjustCameraScale(Direction < 0);
}

/** if deployed, changes selected deployable */
simulated function AdjustCameraScale(bool bMoveCameraIn)
{
	local UTVWeap_NightshadeGun NSG;
	local int DeployableIndex;

	//Only adjustable when not extending the arm
	if (DeployedState != EDS_Deploying)
	{
		NSG = UTVWeap_NightShadeGun(Seats[0].Gun);

		if ( NSG != None )
		{
			NSG.NextAvailableDeployableIndex(bMoveCameraIn ? -1 : 1, DeployableIndex);
			if ( DeployableIndex != NSG.DeployableIndex )
			{
				NSG.SelectWeapon(DeployableIndex);
				ServerSwitchWeapon(DeployableIndex+1);
				if (DeployedState == EDS_Deployed)
				{
					//Have to undeploy to get this item
					ImmediatelyRedeploy(TRUE);
				}
			}
		}
	}
}

simulated function SwitchWeapon(byte NewGroup)
{
	local UTVWeap_NightshadeGun NSG;

    //Only adjustable when not extending the arm
	if (NewGroup > 0 && DeployedState != EDS_Deploying)
	{
		NSG = UTVWeap_NightShadeGun(Seats[0].Gun);
		if( (NSG != none) && (WorldInfo.NetMode != NM_DedicatedServer) && NSG.SelectWeapon(NewGroup-1) )
		{
			ServerSwitchWeapon(NewGroup);
			if (DeployedState == EDS_Deployed)
			{
				//Have to undeploy to get this item
				ImmediatelyRedeploy(TRUE);
			}
		}
	}
}

reliable server function ServerSwitchWeapon(byte NewGroup)
{
	local UTVWeap_NightshadeGun NSG;

	NSG = UTVWeap_NightShadeGun(Seats[0].Gun);
	if(NSG != none)
	{
		NSG.SelectWeapon(NewGroup-1);
	}
}

/**
 * Attach driver to vehicle.
 * Sets up the Pawn to drive the vehicle (rendering, physics, collision..).
 * Called only if bAttachDriver is true.
 * Network : ALL
 */
simulated function AttachDriver( Pawn P )
{
	LastSelectedWeapon = -1;
	if (Seats[0].Gun != none)
	{
		UTVWeap_NightShadeGun(Seats[0].Gun).bShowDeployableName = false;
	}
	Super.AttachDriver(P);
}

simulated function AddBeamEmitter()
{
	if (WorldInfo.NetMode != NM_DedicatedServer)
	{
		if (BeamEmitter == None)
		{
			if (BeamTemplate != None)
			{
				BeamEmitter = new(Outer) class'UTParticleSystemComponent';
				BeamEmitter.bAutoActivate = false;
				BeamEmitter.SetTemplate(BeamTemplate);
				BeamEmitter.SetHidden(true);
				//BeamEmitter.bDeferredBeamUpdate = true;
				BeamEmitter.SetTickGroup(TG_PostAsyncWork);
				Mesh.AttachComponentToSocket( BeamEmitter, BeamSockets );
			}
		}
		else
		{
			BeamEmitter.ActivateSystem();
		}
	}
}

//Destroy all effects related to the beam gun
simulated function KillBeamEmitter()
{
	if (BeamEmitter != none)
	{
		BeamEmitter.KillParticlesForced();
		BeamEmitter.SetHidden(true);
		BeamEmitter.DeactivateSystem();
	}

	//Disable any playing endpoint effect
	KillEndpointEffect();
}

simulated function SetBeamEmitterHidden(bool bHide)
{
	if ( WorldInfo.NetMode != NM_DedicatedServer )
	{
		if ( BeamEmitter.HiddenGame != bHide )
		{
			if (BeamEmitter != none)
			{
		//TODO:JoshM - I don' t know why we always kill particles here, I think this should
		//go under if(bHide) but for now I won't touch what I don't fully understand
				BeamEmitter.KillParticlesForced();
				BeamEmitter.SetHidden(bHide);
			}

			BeamAmbientSound.Stop();
			if(bHide)
			{
				PlaySound(BeamStopSound);
				KillEndpointEffect();
			}
			else// if (!bHide)
			{
				BeamAmbientSound.SoundCue = BeamFireSound;
				PlaySound(BeamStartSound);
				BeamAmbientSound.Play();
				BeamEmitter.ActivateSystem();
			}
		}
	}
}

static function color GetTeamBeamColor(byte TeamNum)
{
	if (TeamNum >= ArrayCount(default.LinkBeamColors))
	{
		TeamNum = ArrayCount(default.LinkBeamColors) - 1;
	}

	return default.LinkBeamColors[TeamNum];
}

simulated function VehicleWeaponImpactEffects(vector HitLocation, int SeatIndex)
{
	local color BeamColor;

	Super.VehicleWeaponImpactEffects(HitLocation, SeatIndex);

	if (SeatIndex == 0)
	{
		//Every time we shoot, add to the color (Fade takes away a min of 10%)
		HitEffectColor = FClamp(HitEffectColor * 1.25f, 0.3f, 2.0f);

		if ( HitLocation != Vect(0,0,0) )
		{
			BeamEmitter.SetVectorParameter(EndPointParamName, HitLocation); //should this be hit location?
			SetBeamEmitterHidden(false);

			if (FiringMode == 2 && WorldInfo.GRI.GameClass.Default.bTeamGame)
			{
				BeamColor = GetTeamBeamColor(Instigator.GetTeamNum());
			}
			else
			{
				BeamColor = GetTeamBeamColor(255);
			}
			BeamEmitter.SetColorParameter('Link_Beam_Color', BeamColor);
		}
    }
}

/**
 * Detect the transition from vehicle to ground and vice versus and handle it
 */
simulated function actor FindWeaponHitNormal(out vector HitLocation, out Vector HitNormal, vector End, vector Start, out TraceHitInfo HitInfo)
{
	local Actor NewHitActor;

	NewHitActor = Super.FindWeaponHitNormal(HitLocation, HitNormal, End, Start, HitInfo);
	if (NewHitActor != LastHitActor && BeamEndpointEffect != None)
	{
		KillEndpointEffect();
	}
	LastHitActor = NewHitActor;
	return NewHitActor;
}

simulated function SpawnImpactEmitter(vector HitLocation, vector HitNormal, const out MaterialImpactEffect ImpactEffect, int SeatIndex)
{
	if (WorldInfo.NetMode != NM_DedicatedServer && Instigator != None)
	{
		if (BeamEndpointEffect != None && !BeamEndpointEffect.bDeleteMe)
		{
			BeamEndpointEffect.SetLocation(HitLocation);
			BeamEndpointEffect.SetRotation(rotator(HitNormal));
			if (BeamEndpointEffect.ParticleSystemComponent.Template != ImpactEffect.ParticleTemplate)
			{
				BeamEndpointEffect.SetTemplate(ImpactEffect.ParticleTemplate, true);
			}
		}
		else
		{
			BeamEndpointEffect = Spawn(class'UTEmitter', self,, HitLocation, rotator(HitNormal));
			BeamEndpointEffect.SetTemplate(ImpactEffect.ParticleTemplate, true);
			BeamEndpointEFfect.LifeSpan = 0.0;
		}

		if(BeamEndpointEffect != none)
		{
			if(LastHitActor != none && UTPawn(LastHitActor) == none)
			{
				BeamEndpointEffect.SetFloatParameter('Touch',1);
			}
			else
			{
				BeamEndpointEffect.SetFloatParameter('Touch',0);
			}
		}
	}
}

/** deactivates the beam endpoint effect, if present */
simulated function KillEndpointEffect()
{
	if (BeamEndpointEffect != None)
	{
		BeamEndpointEffect.ParticleSystemComponent.DeactivateSystem();
		BeamEndpointEffect.LifeSpan = 2.0;
		BeamEndpointEffect = None;
	}
}

simulated function VehicleWeaponStoppedFiring( bool bViaReplication, int SeatIndex )
{
	SetBeamEmitterHidden(true);
}

event bool DriverLeave(bool bForceLeave)
{
	CancelDeploy();
	return Super.DriverLeave(bForceLeave);
}

event bool CanDeploy(optional bool bShowMessage = true)
{
	local vector HitLocation, HitNormal;
	local vector TraceEnd;
	local vector DeployDirection;
    local bool bIsDeployableNearby;

	//If there is no ammo, don't deploy
	if (Seats[0].Gun != None && Seats[0].Gun.HasAmmo(1))
	{
		//Do a line check to see if we aren't backed into a corner
		DeployDirection = vector(Rotation);
		DeployDirection = -DeployDirection;
		TraceEnd = Location + DeployDirection * DeployCheckDistance;
		if (Trace(HitLocation, HitNormal, TraceEnd, Location, TRUE) == None)
		{
			//Don't deploy if too close to other deployables
	    bIsDeployableNearby = class'UTDeployable'.static.DeployablesNearby(self, TraceEnd, class'UTDeployable'.default.DeployCheckRadiusSq);
			if (!bIsDeployableNearby)
			{
				return Super.CanDeploy(bShowMessage);
			}
			else
			{
				if (bShowMessage)
				{
					ReceiveLocalizedMessage(class'UTStealthVehicleMessage', 2);
				}
			}
		}
		else
		{
			if (bShowMessage)
			{
				ReceiveLocalizedMessage(class'UTStealthVehicleMessage', 0);
			}
		}
	}
	else
	{
		if (bShowMessage)
		{
			ReceiveLocalizedMessage(class'UTStealthVehicleMessage', 1);
		}
	}

	return FALSE;
}

function CancelDeploy()
{
	if(DeployedState == EDS_Deploying) // we'll have to wait till we're done
	{
		SetTimer(DeployTime - (WorldInfo.TimeSeconds - LastDeployStartTime)+0.1, false, 'ServerToggleDeploy');
	}
	else if (DeployedState == EDS_Deployed)
	{
		ServerToggleDeploy();
	}
}

/*
*/
function DisplayWeaponBar(Canvas canvas, UTHUD HUD)
{
	local int i, j, SelectedWeapon, SelectedWeaponAmmoCount, PrevWeapIndex, NextWeapIndex;
	local float TotalOffsetX, OffsetX, OffsetY, BoxOffsetSize, OffsetSizeX, OffsetSizeY, DesiredWeaponScale[10];
	local linearcolor AmmoBarColor;
	local float Delta, SelectedAmmoBarX, SelectedAmmoBarY;
	local UTVWeap_NightShadeGun Gun;

	Gun = UTVWeap_NightshadeGun(Seats[0].Gun);
	if ( Gun == None )
	{
		return;
	}

	SelectedWeapon = Gun.DeployableIndex;
	SelectedWeaponAmmoCount = Gun.Counts[SelectedWeapon];
	Delta = HUD.WeaponScaleSpeed * (WorldInfo.TimeSeconds - HUD.LastHUDUpdateTime);
	BoxOffsetSize = HUD.HUDScaleX * HUD.WeaponBarScale * HUD.WeaponBoxWidth;

	if ( (SelectedWeapon != LastSelectedWeapon) )
	{
		LastSelectedWeapon = SelectedWeapon;
		HUD.PlayerOwner.ReceiveLocalizedMessage( class'UTWeaponSwitchMessage',,,, Gun );
	}

	if ( class'Engine'.static.IsSplitScreen() )
	{
		 return;
	}

	// calculate offsets
	for ( i=0; i<Gun.NUMDEPLOYABLETYPES; i++ )
	{
		// optimization if needed - cache desiredweaponscale[] when pending weapon changes
		if ( SelectedWeapon == i && SelectedWeaponAmmoCount > 0 )
		{
			if ( BouncedWeapon == i )
			{
				DesiredWeaponScale[i] = HUD.SelectedWeaponScale;
			}
			else
			{
				DesiredWeaponScale[i] = HUD.BounceWeaponScale;
				if ( CurrentWeaponScale[i] >= DesiredWeaponScale[i] )
				{
					BouncedWeapon = i;
				}
			}
		}
		else
		{
			DesiredWeaponScale[i] = 1.0;
		}
		if ( CurrentWeaponScale[i] != DesiredWeaponScale[i] )
		{
			if ( DesiredWeaponScale[i] > CurrentWeaponScale[i] )
			{
				CurrentWeaponScale[i] = FMin(CurrentWeaponScale[i]+Delta,DesiredWeaponScale[i]);
			}
			else
			{
				CurrentWeaponScale[i] = FMax(CurrentWeaponScale[i]-Delta,DesiredWeaponScale[i]);
			}
		}
		TotalOffsetX += CurrentWeaponScale[i] * BoxOffsetSize;
	}
	PrevWeapIndex = SelectedWeapon - 1;
	NextWeapIndex = SelectedWeapon + 1;

	OffsetX = HUD.HUDScaleX * HUD.WeaponBarXOffset + 0.5 * (Canvas.ClipX - TotalOffsetX);
	OffsetY = Canvas.ClipY - HUD.HUDScaleY * HUD.WeaponBarY;

	// @TODO - manually reorganize canvas calls, or can this be automated?
	// draw weapon boxes
	Canvas.SetDrawColor(255,255,255,255);
	OffsetSizeX = HUD.HUDScaleX * HUD.WeaponBarScale * 96 * HUD.SelectedBoxScale;
	OffsetSizeY = HUD.HUDScaleY * HUD.WeaponBarScale * 64 * HUD.SelectedBoxScale;

	for ( i=0; i<Gun.NUMDEPLOYABLETYPES; i++ )
	{
		Canvas.SetPos(OffsetX, OffsetY - OffsetSizeY*CurrentWeaponScale[i]);
		if ( SelectedWeapon == i && SelectedWeaponAmmoCount > 0 )
		{
			//Current slot overlay
			HUD.TeamHudColor.A = HUD.SelectedWeaponAlpha;
			Canvas.DrawColorizedTile(HUD.AltHudTexture, CurrentWeaponScale[i]*OffsetSizeX, CurrentWeaponScale[i]*OffsetSizeY, 530, 248, 69, 49, HUD.TeamHUDColor);

			Canvas.SetPos(OffsetX, OffsetY - OffsetSizeY*CurrentWeaponScale[i]);
			Canvas.DrawColorizedTile(HUD.AltHudTexture, CurrentWeaponScale[i]*OffsetSizeX, CurrentWeaponScale[i]*OffsetSizeY, 459, 148, 69, 49, HUD.TeamHUDColor);

			Canvas.SetPos(OffsetX, OffsetY - OffsetSizeY*CurrentWeaponScale[i]);
			Canvas.DrawColorizedTile(HUD.AltHudTexture, CurrentWeaponScale[i]*OffsetSizeX, CurrentWeaponScale[i]*OffsetSizeY, 459, 248, 69, 49, HUD.TeamHUDColor);

			SelectedAmmoBarX = HUD.HUDScaleX * (HUD.SelectedWeaponAmmoOffsetX - HUD.WeaponBarXOffset) + OffsetX;
			SelectedAmmoBarY = Canvas.ClipY - HUD.HUDScaleY * (HUD.WeaponBarY + CurrentWeaponScale[i]*HUD.WeaponAmmoOffsetY);
		}
		else
		{
			HUD.TeamHudColor.A = HUD.OffWeaponAlpha;
			Canvas.DrawColorizedTile(HUD.AltHudTexture, CurrentWeaponScale[i]*OffsetSizeX, CurrentWeaponScale[i]*OffsetSizeY, 459, 148, 69, 49, HUD.TeamHUDColor);

			// draw slot overlay?
			if ( i == PrevWeapIndex && SelectedWeaponAmmoCount > 0 )
			{
				Canvas.SetPos(OffsetX, OffsetY - OffsetSizeY*CurrentWeaponScale[i]);
				Canvas.DrawColorizedTile(HUD.AltHudTexture, CurrentWeaponScale[i]*OffsetSizeX, CurrentWeaponScale[i]*OffsetSizeY, 530, 97, 69, 49, HUD.TeamHUDColor);
			}
			else if ( i == NextWeapIndex && SelectedWeaponAmmoCount > 0 )
			{
				Canvas.SetPos(OffsetX, OffsetY - OffsetSizeY*CurrentWeaponScale[i]);
				Canvas.DrawColorizedTile(HUD.AltHudTexture, CurrentWeaponScale[i]*OffsetSizeX, CurrentWeaponScale[i]*OffsetSizeY, 530, 148, 69, 49, HUD.TeamHUDColor);
			}
		}
		OffsetX += CurrentWeaponScale[i] * BoxOffsetSize;
	}

	// draw weapon icons - first so text appears on top
	OffsetX = HUD.HUDScaleX * HUD.WeaponXOffset + 0.5 * (Canvas.ClipX - TotalOffsetX);
	OffsetY = Canvas.ClipY - HUD.HUDScaleY * (HUD.WeaponBarY + HUD.WeaponYOffset);
	OffsetSizeX = HUD.HUDScaleX * HUD.WeaponBarScale * 100;
	OffsetSizeY = HUD.HUDScaleY * HUD.WeaponBarScale * HUD.WeaponYScale;
	for ( i=0; i<Gun.NUMDEPLOYABLETYPES; i++ )
	{
		if ( Gun.Counts[i] > 0 )
		{
			Canvas.SetDrawColor(255,255,255,255);
		}
		else
		{
			Canvas.SetDrawColor(48,48,48,128);
		}
		Canvas.SetPos(OffsetX, OffsetY - OffsetSizeY*CurrentWeaponScale[i]);
		//Canvas.DrawTile(HUDIcons, CurrentWeaponScale[i]*OffsetSizeX, CurrentWeaponScale[i]*OffsetSizeY, Gun.IconCoords[i].U, Gun.IconCoords[i].V, Gun.IconCoords[i].UL, Gun.IconCoords[i].VL);
		DrawWeaponTile(Canvas, HUDIcons, Gun, i, OffsetSizeX, OffsetSizeY);
		OffsetX += CurrentWeaponScale[i] * BoxOffsetSize;
	}

	// draw weapon ammo bars
	// Ammo Bar:  273,494 12,13 (The ammo bar is meant to be stretched)
	Canvas.SetDrawColor(255,255,255,255);
	OffsetX = HUD.HUDScaleX * HUD.WeaponAmmoOffsetX + 0.5 * (Canvas.ClipX - TotalOffsetX);
	OffsetSizeY = HUD.HUDScaleY * HUD.WeaponBarScale * HUD.WeaponAmmoThickness;
	AmmoBarColor = MakeLinearColor(1.0,10.0,1.0,1.0);
	for ( i=0; i<Gun.NUMDEPLOYABLETYPES; i++ )
	{
		for ( j=0; j<Gun.Counts[i]; j++ )
		{
			if ( SelectedWeapon == i && SelectedWeaponAmmoCount > 0 )
			{
				Canvas.SetPos(SelectedAmmoBarX + j * 16 * HUD.HUDScaleY * HUD.WeaponBarScale * CurrentWeaponScale[i], SelectedAmmoBarY);
			}
			else
			{
				Canvas.SetPos(OffsetX + j * 16 * HUD.HUDScaleY * HUD.WeaponBarScale * CurrentWeaponScale[i], Canvas.ClipY - HUD.HUDScaleY * (HUD.WeaponBarY + CurrentWeaponScale[i]*HUD.WeaponAmmoOffsetY));
			}
			Canvas.DrawColorizedTile(HUD.AltHudTexture, 16 * HUD.HUDScaleY * HUD.WeaponBarScale * CurrentWeaponScale[i], CurrentWeaponScale[i]*OffsetSizeY, 273, 494,12,13,AmmoBarColor);
		}
		OffsetX += CurrentWeaponScale[i] * BoxOffsetSize;
	}

	// draw weapon numbers
	if ( !HUD.bNoWeaponNumbers )
	{
		OffsetX = HUD.HUDScaleX * (HUD.WeaponAmmoOffsetX + HUD.WeaponXOffset) * 0.5 + 0.5 * (Canvas.ClipX - TotalOffsetX);
		OffsetY = Canvas.ClipY - HUD.HUDScaleY * (HUD.WeaponBarY + HUD.WeaponYOffset);
		Canvas.SetDrawColor(255,255,255,255);
		Canvas.Font = class'UTHUD'.static.GetFontSizeIndex(0);
		for ( i=0; i<Gun.NUMDEPLOYABLETYPES; i++ )
		{
			Canvas.SetPos(OffsetX, OffsetY - OffsetSizeY*CurrentWeaponScale[i]);
			Canvas.DrawText(int((i+1)%10), false);
			OffsetX += CurrentWeaponScale[i] * BoxOffsetSize;
		}
	}
}

/** Draws a single weapon selection tile in the HUD
 *  Created primarily so Stealthbender could override texture for new UT3G deployables
 */
function DrawWeaponTile(Canvas Canvas, Texture2D IconTexture, UTVWeap_NightshadeGun Gun, int WeaponIndex, float OffsetSizeX, float OffsetSizeY)
{
	Canvas.DrawTile(IconTexture, CurrentWeaponScale[WeaponIndex]*OffsetSizeX, CurrentWeaponScale[WeaponIndex]*OffsetSizeY, 
					Gun.IconCoords[WeaponIndex].U, Gun.IconCoords[WeaponIndex].V, 
					Gun.IconCoords[WeaponIndex].UL, Gun.IconCoords[WeaponIndex].VL);
}

function bool ShouldDeployToAttack()
{
	return false;
}

/** called on a timer while AI controlled so AI can evaluate cloaking */
function CheckAICloak()
{
	local UTBot B;

	B = UTBot(Controller);
	if (B != None)
	{
		Cloak(B.Enemy != None || B.MoveTarget == None || !B.InLatentExecution(class'Controller'.const.LATENT_MOVETOWARD));
	}
	else
	{
		ClearTimer('CheckAICloak');
	}
}

/** used with bot's CustomAction interface to drop a deployable */
function bool BotDropDeployable(UTBot B)
{
	if (DeployedState == EDS_Undeployed)
	{
		ServerToggleDeploy();
		if (DeployedState == EDS_Undeployed && VSize(Velocity) < MaxDeploySpeed)
		{
			// failed for unknown reason, give up
			LastDropAttemptTime = WorldInfo.TimeSeconds;
			return true;
		}
		else
		{
			return false;
		}
	}
	else if (DeployedState == EDS_Deploying)
	{
		return false;
	}
	else
	{
		// attempt to drop a deployable
		LastDropAttemptTime = WorldInfo.TimeSeconds;
		if (DeployedState == EDS_Deployed)
		{
			BotFire(true);
			if (DeployedState == EDS_Deployed)
			{
				// most likely deploy failed - undeploy anyway so we don't get stuck trying
				ServerToggleDeploy();
			}
		}
		return true;
	}
}


function bool ShouldUndeploy(UTBot B) 
{
	return IsDeployed();
}


function bool GoodDefensivePosition()
{
	return !class'UTDeployable'.static.DeployablesNearby(self, Location, class'UTDeployable'.default.DeployCheckRadiusSq);
}

/** AI interface for dropping deployables
 * @return whether bot was given an action and so should exit its decision logic
 */
function bool ShouldDropDeployable()
{
	local UTBot B;
	local UTGameObjective O;

	B = UTBot(Controller);
	if (B != None && WorldInfo.TimeSeconds - LastDropAttemptTime > 3.0)
	{
		LastDropAttemptTime = WorldInfo.TimeSeconds;
		if ( class'UTDeployable'.static.DeployablesNearby(self, Location, class'UTDeployable'.default.DeployCheckRadiusSq) )
		{
			return false;
		}
		if ( (Health < FireDamageThreshold*default.Health) || (WorldInfo.TimeSeconds - LastDropSuccessTime > 10) )
		{
			B.PerformCustomAction(BotDropDeployable);
			return true;
		}
		else
		{
			// consider dropping a deployable if near a relevant objective
			foreach WorldInfo.RadiusNavigationPoints(class'UTGameObjective', O, Location, 1500.0)
			{
				if ((O.IsActive() || O.IsNeutral()) && FastTrace(O.Location, Location))
				{
						B.PerformCustomAction(BotDropDeployable);
						return true;
					}
				}
			}
		}
	return false;
}

function bool ImportantVehicle()
{
	local UTVWeap_NightShadeGun Gun;
	local int i;
	
	Gun = UTVWeap_NightshadeGun(Seats[0].Gun);
	if ( Gun == None )
	{
		return false;
	}
	for ( i=0; i<Gun.NUMDEPLOYABLETYPES; i++ )
	{
		if ( Gun.Counts[i] > 0 )
		{
			return true;
		}
	}
	return false;
}

function bool DriverEnter(Pawn P)
{
	LastDropSuccessTime = WorldInfo.TimeSeconds + 8;
	return Super.DriverEnter(P);
}

defaultproperties
{
   CloakTotalResTime=0.600000
   OverlayTeamRezColor(0)=(R=7.000000,G=0.450000,B=0.050000,A=1.000000)
   OverlayTeamRezColor(1)=(R=1.000000,G=6.000000,B=50.000000,A=1.000000)
   HitEffectScale=2.000000
   HUDIconsUT3G=Texture2D'UI_GoldHud.HUDIcons'
   FireToolTipIconCoords=(U=137.000000,V=131.000000,UL=34.000000,VL=41.000000)
   FastCamTransitionTime=1.300000
   ArmSpeedTune=8000
   DeployArmCameraDist=250.000000
   DeployArmCameraPitch=-8500.000000
   bHasWeaponBar=True
   AIPurpose=AIP_Any
   Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle_Deployable:MyLightEnvironment'
      ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle_Deployable:MyLightEnvironment'
   End Object
   LightEnvironment=MyLightEnvironment
   MaxDesireability=0.750000
   NeedToPickUpAnnouncement=(AnnouncementText="Man the Stealth Vehicle")
   CameraLag=0.000000
   Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup ObjName=MyStayUprightSetup Archetype=RB_StayUprightSetup'UTGame.Default__UTVehicle_Deployable:MyStayUprightSetup'
      ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTVehicle_Deployable:MyStayUprightSetup'
   End Object
   StayUprightConstraintSetup=RB_StayUprightSetup'UTGame.Default__UTStealthVehicle:MyStayUprightSetup'
   Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance ObjName=MyStayUprightConstraintInstance Archetype=RB_ConstraintInstance'UTGame.Default__UTVehicle_Deployable:MyStayUprightConstraintInstance'
      ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTVehicle_Deployable:MyStayUprightConstraintInstance'
   End Object
   StayUprightConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTStealthVehicle:MyStayUprightConstraintInstance'
   Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTVehicle_Deployable:SVehicleMesh'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTVehicle_Deployable:SVehicleMesh'
   End Object
   Mesh=SVehicleMesh
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTVehicle_Deployable:CollisionCylinder'
      ObjectArchetype=CylinderComponent'UTGame.Default__UTVehicle_Deployable:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   Components(1)=SVehicleMesh
   Components(2)=MyLightEnvironment
   CollisionComponent=SVehicleMesh
   Name="Default__UTStealthVehicle"
   ObjectArchetype=UTVehicle_Deployable'UTGame.Default__UTVehicle_Deployable'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: tr 31-1-2018 17:18:28.000 - Creation time: sk 18-3-2018 10:01:25.592 - Created with UnCodeX