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/** * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTVehicle_TrackTurretBase extends UTVehicle native(Vehicle) abstract; var AudioComponent TurretMoveStart; var AudioComponent TurretMoveLoop; var AudioComponent TurretMoveStop; /** Is true if this turret is in motion */ var bool bInMotion; /** last bounding box of our Mesh. This is used to check encroachment when the turret animates so that players don't get stuck * if the animation moves a part of the turret on top of them */ var Box LastBoundingBox; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) simulated function AttachFlag(UTCarriedObject FlagActor, Pawn NewDriver) { if ( UTOnslaughtFlag(FlagActor) == None ) { // CTF flag needs different offset FlagOffset.X = 50; FlagOffset.Z = 20; FlagRotation.Yaw = 49152; FlagRotation.Roll = 16384; } super.AttachFlag(FlagActor, NewDriver); } /** * When an icon for this vehicle is needed on the hud, this function is called */ simulated function RenderMapIcon(UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, LinearColor FinalColor) { local Rotator VehicleRotation; VehicleRotation = (Controller != None) ? Controller.Rotation : Rotation; MP.DrawRotatedTile(Canvas, Class'UTHUD'.default.IconHudTexture, HUDLocation, VehicleRotation.Yaw + 32767, MapSize, IconCoords, FinalColor); } /** * Notify Kismet that the turret has died */ function bool Died(Controller Killer, class<DamageType> DamageType, vector HitLocation) { local UTVehicleFactory_TrackTurretBase PFacWhileDying; PFacWhileDying = UTVehicleFactory_TrackTurretBase(ParentFactory); // cache this before super.died sets it to none if (Super.Died(Killer, DamageType, HitLocation)) { if (Role == ROLE_Authority && PFacWhileDying != none) { SetBase( None ); SetHardAttach(false); PFacWhileDying.TriggerEventClass(class'UTSeqEvent_TurretStatusChanged', PFacWhileDying, 1); PFacWhileDying.TurretDeathReset(); } return true; } else { return false; } } /** * Notify Kismet that the drive left */ function DriverLeft() { Super.DriverLeft(); ParentFactory.TriggerEventClass(class'UTSeqEvent_TurretStatusChanged', ParentFactory, 3); // Set the move back to start time ResetTime = WorldInfo.TimeSeconds + 30; UTVehicleFactory_TrackTurretBase(ParentFactory).ForceTurretStop(); } event CheckReset() { local controller C; // If we are occupied, don't reset if ( Occupied() ) { ResetTime = WorldInfo.TimeSeconds - 1; return; } // If someone is close, don't reset foreach WorldInfo.AllControllers(class'Controller', C) { if ( (C.Pawn != None) && WorldInfo.GRI.OnSameTeam(C,self) && (VSize(Location - C.Pawn.Location) < 512) && FastTrace(C.Pawn.Location + C.Pawn.GetCollisionHeight() * vect(0,0,1), Location + GetCollisionHeight() * vect(0,0,1)) ) { ResetTime = WorldInfo.TimeSeconds + 10; return; } } UTVehicleFactory_TrackTurretBase(ParentFactory).ResetTurret(); } function SetTeamNum(byte T) { if (Controller != None && Controller.GetTeamNum() != T) { DriverLeave(true); } // restore health and return to initial position when changing hands if (T != GetTeamNum()) { Health = HealthMax; if (UTVehicleFactory_TrackTurretBase(ParentFactory) != None) { UTVehicleFactory_TrackTurretBase(ParentFactory).ResetTurret(); } } Super.SetTeamNum(T); } /** * Notify Kismet that someone has entered */ function bool DriverEnter(Pawn P) { if (Super.DriverEnter(P)) { ParentFactory.TriggerEventClass(class'UTSeqEvent_TurretStatusChanged', ParentFactory, 2); return true; } else { return false; } } /** @return rotation used for determining valid exit positions */ function rotator ExitRotation() { return (Controller != None) ? Controller.Rotation : Rotation; } simulated function bool ShouldClamp() { return false; } defaultproperties { bCanCarryFlag=True bEnteringUnlocks=False bEjectKilledBodies=True bCameraNeverHidesVehicle=True AIPurpose=AIP_Defensive Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle:MyLightEnvironment' ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle:MyLightEnvironment' End Object LightEnvironment=MyLightEnvironment RespawnTime=45.000000 ExplosionDamage=0.000000 IconCoords=(U=895.000000,V=0.000000,UL=23.000000,VL=34.000000) CameraLag=0.050000 LookForwardDist=150.000000 Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup ObjName=MyStayUprightSetup Archetype=RB_StayUprightSetup'UTGame.Default__UTVehicle:MyStayUprightSetup' ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTVehicle:MyStayUprightSetup' End Object StayUprightConstraintSetup=RB_StayUprightSetup'UTGame.Default__UTVehicle_TrackTurretBase:MyStayUprightSetup' Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance ObjName=MyStayUprightConstraintInstance Archetype=RB_ConstraintInstance'UTGame.Default__UTVehicle:MyStayUprightConstraintInstance' ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTVehicle:MyStayUprightConstraintInstance' End Object StayUprightConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTVehicle_TrackTurretBase:MyStayUprightConstraintInstance' bTurnInPlace=True bFollowLookDir=True TargetLocationAdjustment=(X=0.000000,Y=0.000000,Z=45.000000) bCanStrafe=True BaseEyeHeight=0.000000 EyeHeight=0.000000 Health=400 Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTVehicle:SVehicleMesh' ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTVehicle:SVehicleMesh' End Object Mesh=SVehicleMesh Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTVehicle:CollisionCylinder' ObjectArchetype=CylinderComponent'UTGame.Default__UTVehicle:CollisionCylinder' End Object CylinderComponent=CollisionCylinder ViewPitchMin=-15473.000000 ViewPitchMax=15473.000000 Components(0)=CollisionCylinder Components(1)=SVehicleMesh Components(2)=MyLightEnvironment Physics=PHYS_None bIgnoreEncroachers=True bHardAttach=True bCollideWorld=False CollisionComponent=SVehicleMesh Name="Default__UTVehicle_TrackTurretBase" ObjectArchetype=UTVehicle'UTGame.Default__UTVehicle' } |
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