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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTVehicleBase extends SVehicle abstract native(Vehicle) notplaceable; /** Holds the tag of the panel that parents the various widgets of the hud scene. This panel will be altered removed when the scene goes out of focus. */ /** If true the driver will be ejected if he leaves*/ var bool bShouldEject; /********************************************************************************************* HUD ********************************************************************************************* */ var Texture2D HudIcons; var TextureCoordinates HudCoords; /** HUD should draw bar graph to indicate charge / ammo for this vehicle */ var bool bHasBarGraph; // (cpptext) // (cpptext) // (cpptext) // (cpptext) simulated function SwitchWeapon(byte NewGroup) { ServerChangeSeat(NewGroup-1); } /** request change to adjacent vehicle seat */ simulated function AdjacentSeat(int Direction, Controller C) { ServerAdjacentSeat(Direction, C); } /** request change to adjacent vehicle seat */ reliable server function ServerAdjacentSeat(int Direction, Controller C); /** * Called when a client is requesting a seat change * * @network Server-Side */ reliable server function ServerChangeSeat(int RequestedSeat); /** * AI - Returns the best firing mode for this weapon */ function byte ChooseFireMode() { if (UTWeapon(Weapon) != None) { return UTWeapon(Weapon).BestMode(); } return 0; } /** * AI - An AI controller wants to fire * * @Param bFinished unused */ function bool BotFire(bool bFinished) { local UTBot Bot; Bot = UTBot(Controller); if (Bot != None && Bot.ScriptedFireMode != 255) { StartFire(Bot.ScriptedFireMode); } else { StartFire(ChooseFireMode()); } return true; } /** * @Returns the scale factor to apply to damage affecting this vehicle */ function float GetDamageScaling() { if (Driver != None) { return (Driver.GetDamageScaling() * Super.GetDamageScaling()); } else { return Super.GetDamageScaling(); } } /** * @Returns true if the AI needs to turn towards a target */ function bool NeedToTurn(vector Targ) { local UTVehicleWeapon VWeapon; // vehicles can have weapons that rotate independently of the vehicle, so check with the weapon instead VWeapon = UTVehicleWeapon(Weapon); if (VWeapon != None) { return !VWeapon.IsAimCorrect(); } else { return Super.NeedToTurn(Targ); } } /** * Statistics gathering */ function name GetVehicleDrivingStatName() { local name VehicleStatName; VehicleStatName = name('DRIVING_'$Class.name); return VehicleStatName; } simulated function DrivingStatusChanged() { Super.DrivingStatusChanged(); if (!bDriving) { StopFiringWeapon(); } } function bool DriverEnter(Pawn P) { local AIController C; if (Super.DriverEnter(P)) { // update AI enemy foreach WorldInfo.AllControllers(class'AIController', C) { if (C.Enemy == P) { C.Enemy = self; } } return true; } else { return false; } } /** * Called on both the server an owning client when the player leaves the vehicle. We want to make sure * any active weapon is shut down */ function DriverLeft() { local AIController C; // update AI enemy foreach WorldInfo.AllControllers(class'AIController', C) { if (C.Enemy == self) { C.Enemy = Driver; } } if (UTPlayerReplicationInfo(Driver.PlayerReplicationInfo) != None && Driver.PlayerReplicationInfo.bHasFlag && UTPawn(Driver) != None) { UTPawn(Driver).HoldGameObject(UTPlayerReplicationInfo(Driver.PlayerReplicationInfo).GetFlag()); } if (bShouldEject) { EjectDriver(); bShouldEject = false; // so next driver doesn't get ejected. } Super.DriverLeft(); } /** EjectDriver() throws the driver out at high velocity */ function EjectDriver() { local float Speed; local rotator ExitRotation; if ( Driver == None ) { return; } if ( PlayerController(Driver.Controller) != None ) { ExitRotation = Rotation; //rotator(Velocity); <-- this resulted in weirdness if ejecting from a stop. ExitRotation.Pitch = -8192; ExitRotation.Roll = 0.0; Driver.Controller.SetRotation(ExitRotation); Driver.Controller.ClientSetRotation(ExitRotation); } Speed = VSize(Velocity); if (Speed < 2600 && Speed > 0) { Driver.Velocity = -0.6 * (2600 - Speed) * Velocity/Speed; Driver.Velocity.Z = 600; } else { Driver.Velocity = vect(0,0,600); } if ( UTPawn(Driver) != None ) { UTPawn(Driver).CustomGravityScaling = 0.5; UTPawn(Driver).bNotifyStopFalling = true; UTPawn(Driver).MultiJumpRemaining = 0; } } /** * Shut down the weapon */ simulated function StopFiringWeapon() { if (Weapon != none) { Weapon.ForceEndFire(); } } simulated function DetachDriver(Pawn P) { local UTPawn UTP; Super.DetachDriver(P); UTP = UTPawn(P); if (UTP != None) { // Turn on cloth again UTP.Mesh.UpdateRBBonesFromSpaceBases(TRUE,TRUE); if (UTP.Mesh.PhysicsAssetInstance != None) { UTP.Mesh.PhysicsAssetInstance.SetAllBodiesFixed(TRUE); UTP.Mesh.PhysicsAssetInstance.SetFullAnimWeightBonesFixed(FALSE, UTP.Mesh); } UTP.Mesh.bUpdateKinematicBonesFromAnimation = UTP.default.Mesh.bUpdateKinematicBonesFromAnimation; UTP.SetWeaponAttachmentVisibility(true); UTP.SetHandIKEnabled(true); } } /** handles the driver pawn of the dead vehicle (decide whether to ragdoll it, etc) */ function HandleDeadVehicleDriver() { local Pawn OldDriver; local UTVehicle VehicleBase; if (Driver != None) { VehicleBase = UTVehicle(self); if ( VehicleBase == None ) VehicleBase = UTVehicle(GetVehicleBase()); // if Driver wasn't visible in vehicle, destroy it if (VehicleBase != None && VehicleBase.bEjectKilledBodies && (WorldInfo.TimeSeconds - LastRenderTime < 1.0) && (bDriverIsVisible || ((WorldInfo.GetDetailMode() != DM_Low) && !WorldInfo.bDropDetail)) ) { // otherwise spawn dead physics body if (!bDriverIsVisible && PlaceExitingDriver()) { Driver.StopDriving(self); Driver.DrivenVehicle = self; } Driver.TearOffMomentum = Velocity * 0.25; Driver.SetOwner(None); Driver.Died(None, (VehicleBase != None) ? VehicleBase.RanOverDamageType : class'DamageType', Driver.Location); } else { OldDriver = Driver; Driver = None; OldDriver.DrivenVehicle = None; OldDriver.Destroy(); } } } /** * HoldGameObject() Attach GameObject to mesh. * @param GameObj Game object to hold */ simulated event HoldGameObject(UTCarriedObject GameObj); /** TakeHeadShot() * @param Impact - impact information (where the shot hit) * @param HeadShotDamageType - damagetype to use if this is a headshot * @param HeadDamage - amount of damage the weapon causes if this is a headshot * @param AdditionalScale - head sphere scaling for head hit determination * @return true if pawn handled this as a headshot, in which case the weapon doesn't need to cause damage to the pawn. */ function bool TakeHeadShot(const out ImpactInfo Impact, class<UTDamageType> HeadShotDamageType, int HeadDamage, float AdditionalScale, Controller InstigatingController) { local UTPawn P; // if visible, damageable driver, check if got headshot if (bDriverIsVisible && DriverDamageMult > 0.0) { P = UTPawn(Driver); return (P != None && P.TakeHeadShot(Impact, HeadShotDamageType, HeadDamage, AdditionalScale, InstigatingController)); } else { return false; } } /** Gets the powerlevel for this vehicle - primarily used for charge bars * @param PowerLevel (out) - how full the charge bar should be (0 to 1) * @return whether this vehicle's HUD should display a charge bar */ simulated function bool GetPowerLevel(out float PowerLevel) { local UTWeapon Weap; Weap = UTWeapon(Weapon); if (Weap != None && Weap.AmmoDisplayType >= EAWDS_BarGraph) { PowerLevel = Weap.GetPowerPerc(); return true; } else { return false; } } function DisplayHud(UTHud Hud, Canvas Canvas, vector2D HudPOS, optional int SIndex); simulated function GetQuickPickCells(UTHud Hud, out array<QuickPickCell> Cells, out int CurrentWeaponIndex); simulated function QuickPick(int Quad); /** applies weapon effects based on the passed in bitfield */ simulated function ApplyWeaponEffects(int OverlayFlags, optional int SeatIndex); defaultproperties { HUDIcons=Texture2D'UI_HUD.HUD.UI_HUD_BaseB' Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup ObjName=MyStayUprightSetup Archetype=RB_StayUprightSetup'Engine.Default__SVehicle:MyStayUprightSetup' ObjectArchetype=RB_StayUprightSetup'Engine.Default__SVehicle:MyStayUprightSetup' End Object StayUprightConstraintSetup=RB_StayUprightSetup'UTGame.Default__UTVehicleBase:MyStayUprightSetup' Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance ObjName=MyStayUprightConstraintInstance Archetype=RB_ConstraintInstance'Engine.Default__SVehicle:MyStayUprightConstraintInstance' ObjectArchetype=RB_ConstraintInstance'Engine.Default__SVehicle:MyStayUprightConstraintInstance' End Object StayUprightConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTVehicleBase:MyStayUprightConstraintInstance' SightRadius=12000.000000 Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'Engine.Default__SVehicle:SVehicleMesh' ObjectArchetype=SkeletalMeshComponent'Engine.Default__SVehicle:SVehicleMesh' End Object Mesh=SVehicleMesh Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__SVehicle:CollisionCylinder' ObjectArchetype=CylinderComponent'Engine.Default__SVehicle:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Components(0)=CollisionCylinder Components(1)=SVehicleMesh bCanBeAdheredTo=True bCanBeFrictionedTo=True CollisionComponent=SVehicleMesh Name="Default__UTVehicleBase" ObjectArchetype=SVehicle'Engine.Default__SVehicle' } |
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