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/** * Vehicle spawner. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTVehicleFactory extends NavigationPoint abstract native(Vehicle) nativereplication placeable; /** full package.class for the vehicle class. You should set this in the default properties, NOT VehicleClass. * this indirection is needed for the cooker, so it can fully clear references to vehicles that won't be spawned on the target platform * if the direct class reference were in the default properties, this wouldn't be possible without deleting the factory outright, * which we can't do without breaking paths */ var string VehicleClassPath; /** actual vehicle class to spawn. DO NOT SET THIS IN DEFAULT PROPERTIES - set VehicleClassPath instead */ var class<UTVehicle> VehicleClass; var UTVehicle ChildVehicle; var float SpawnZOffset; var float RespawnProgress; /** Timer for determining when to spawn vehicles */ var float RespawnRateModifier; /** Reverse spawn direction depending on which team controls vehicle factory */ var() bool bMayReverseSpawnDirection; /** Not applicable to Warfare */ var() bool bStartNeutral; /** Whether vehicles spawned at this factory are initially team locked */ var bool bHasLockedVehicle; /** vehicle factory can't be activated while this is set */ var() bool bDisabled; /** if set, replicate ChildVehicle reference */ var bool bReplicateChildVehicle; var UTGameObjective ReverseObjective; /** Reverse spawn dir if controlled by same team controlling this objective */ var int TeamNum; var vector HUDLocation; /** This array holds the initial gun rotations for a spawned vehicle. */ var() array<Rotator> InitialGunRotations; /** Override the objective with which this vehicle factory is associated */ var() UTOnslaughtObjective ONSObjectiveOverride; /** allows setting this vehicle factory to only spawn when one team controls this factory */ var() enum ETeamSpawning { TS_All, TS_AxonOnly, TS_NecrisOnly } TeamSpawningControl; /** If set, vehicles from this factory will be key vehicles (for AI) and show up on minimap */ var() bool bKeyVehicle; /** if set, force bAvoidReversing to true on the vehicle for the AI */ var() bool bForceAvoidReversing; /** if set, vehicle factory doesn't do anything on PS3 */ var() bool bIgnoreOnPS3; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) replication { if (bNetDirty && Role == ROLE_Authority) bHasLockedVehicle; if (bNetDirty && Role == ROLE_Authority && bReplicateChildVehicle) ChildVehicle; } simulated function PostBeginPlay() { Super.PostBeginPlay(); if ( Role == ROLE_Authority ) { if ( UTGame(WorldInfo.Game) != None ) { UTGame(WorldInfo.Game).ActivateVehicleFactory(self); } else { bStartNeutral = true; Activate(255); } } else { AddToClosestObjective(); } } simulated function AddToClosestObjective() { local UTGameObjective O, Best; local float Distance, BestDistance; if (ONSObjectiveOverride != None) { Best = ONSObjectiveOverride; } else if ( UTOnslaughtGame(WorldInfo.Game) != None ) { Best = UTOnslaughtGame(WorldInfo.Game).ClosestObjectiveTo(self); } else { foreach WorldInfo.AllNavigationPoints(class'UTGameObjective', O) { Distance = VSize(Location - O.Location); if ( (Best == None) || (Distance < BestDistance) ) { BestDistance = Distance; Best = O; } } } if ( Best != None ) { Best.VehicleFactories[Best.VehicleFactories.Length] = self; } } // Called after PostBeginPlay. // simulated event SetInitialState() { bScriptInitialized = true; } /** function used to update where icon for this actor should be rendered on the HUD * @param NewHUDLocation is a vector whose X and Y components are the X and Y components of this actor's icon's 2D position on the HUD */ simulated native function SetHUDLocation(vector NewHUDLocation); simulated function RenderMapIcon(UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, LinearColor FinalColor) { local LinearColor DrawColor; if ( !bHasLockedVehicle ) return; DrawColor = MakeLinearColor(0,0,0,0.6); MP.DrawRotatedTile(Canvas,class'UTHUD'.default.IconHudTexture, HUDLocation, Rotation.Yaw + 16384, VehicleClass.Default.MapSize * 1.05, VehicleClass.Default.IconCoords, DrawColor); FinalColor.A = 0.6; MP.DrawRotatedTile(Canvas,class'UTHUD'.default.IconHudTexture, HUDLocation, Rotation.Yaw + 16384, VehicleClass.Default.MapSize, VehicleClass.Default.IconCoords, FinalColor); } function bool CanActivateForTeam(byte T) { local UTGameReplicationInfo GRI; GRI = UTGameReplicationInfo(WorldInfo.GRI); return ( TeamSpawningControl == TS_All || GRI == None || (TeamSpawningControl == TS_AxonOnly ? !GRI.IsNecrisTeam(T) : GRI.IsNecrisTeam(T)) ); } function Activate(byte T) { if (!bDisabled && (!bIgnoreOnPS3 || !WorldInfo.IsConsoleBuild(CONSOLE_PS3)) && CanActivateForTeam(T)) { TeamNum = T; GotoState('Active'); } } function Deactivate() { local vector HitLocation, HitNormal; GotoState(''); TeamNum = 255; if (ChildVehicle != None && !ChildVehicle.bDeleteMe && ChildVehicle.bTeamLocked) { if (UTGame(WorldInfo.Game).MatchIsInProgress()) { HitLocation = Location; ChildVehicle.Health = -2 * ChildVehicle.HealthMax; ChildVehicle.TearOffMomentum = vect(0,0,1); TraceComponent(HitLocation, HitNormal, ChildVehicle.Mesh, ChildVehicle.Location, Location); ChildVehicle.Died(None, class'UTDmgType_NodeDestruction', HitLocation); } else { ChildVehicle.Destroy(); } } } function TarydiumBoost(float Quantity); /** called when someone starts driving our child vehicle */ function VehicleTaken() { TriggerEventClass(class'UTSeqEvent_VehicleFactory', None, 1); bHasLockedVehicle = false; // it's possible that someone could enter and immediately exit the vehicle, but if that happens we mark the // vehicle as a navigation obstruction and the AI will use that codepath to avoid it, so this extra cost isn't necessary ExtraCost = 0; } function VehicleDestroyed( UTVehicle V ) { TriggerEventClass(class'UTSeqEvent_VehicleFactory', None, 2); ChildVehicle = None; bHasLockedVehicle = false; ExtraCost = 0; } simulated native function byte GetTeamNum(); event SpawnVehicle(); function TriggerSpawnedEvent() { TriggerEventClass(class'UTSeqEvent_VehicleFactory', None, 0); } function OnToggle(SeqAct_Toggle Action) { local UTGameObjective Objective; if (Action.InputLinks[0].bHasImpulse) { bDisabled = false; } else if (Action.InputLinks[1].bHasImpulse) { bDisabled = true; } else { bDisabled = !bDisabled; } if (bDisabled) { Deactivate(); } else { // find the objective that owns us and use it to activate us foreach WorldInfo.AllNavigationPoints(class'UTGameObjective', Objective) { if (Objective.VehicleFactories.Find(self) != INDEX_NONE) { Activate(Objective.GetTeamNum()); RespawnProgress = 0.0; SpawnVehicle(); break; } } } } function rotator GetSpawnRotation() { local rotator SpawnRot; SpawnRot = Rotation; if ( bMayReverseSpawnDirection && (ReverseObjective != None) && (ReverseObjective.DefenderTeamIndex == TeamNum) ) { SpawnRot.Yaw += 32768; } return SpawnRot; } state Active { function TarydiumBoost(float Quantity) { RespawnProgress -= Quantity; } function VehicleDestroyed( UTVehicle V ) { Global.VehicleDestroyed(V); RespawnProgress = VehicleClass.Default.RespawnTime - VehicleClass.Default.SpawnInTime; } event SpawnVehicle() { local Pawn P; local bool bIsBlocked; local Rotator SpawnRot, TurretRot; local vector SpawnLoc; local int i; local UTGame G; if ( (ChildVehicle != None) && !ChildVehicle.bDeleteMe ) { return; } // tell AI to avoid navigating through factories with a vehicle on top of them ExtraCost = FMax(ExtraCost,5000); foreach CollidingActors(class'Pawn', P, VehicleClass.default.SpawnRadius) { bIsBlocked = true; if (PlayerController(P.Controller) != None) PlayerController(P.Controller).ReceiveLocalizedMessage(class'UTVehicleMessage', 2); } if (bIsBlocked) { SetTimer(1.0, false, 'SpawnVehicle'); //try again later } else { SpawnRot = GetSpawnRotation(); SpawnLoc = Location + (vect(0,0,1)*SpawnZOffset); ChildVehicle = spawn(VehicleClass,,,SpawnLoc, SpawnRot); if (ChildVehicle != None ) { ChildVehicle.SetTeamNum(TeamNum); ChildVehicle.ParentFactory = Self; if ( bStartNeutral ) ChildVehicle.bTeamLocked = false; else if ( ChildVehicle.bTeamLocked ) bHasLockedVehicle = true; if ( bKeyVehicle ) { ChildVehicle.SetKeyVehicle(); // don't let defenders use key vehicles as they may be requied to complete objectives ChildVehicle.AIPurpose = AIP_Offensive; } if (bForceAvoidReversing) { ChildVehicle.bAvoidReversing = true; } ChildVehicle.Mesh.WakeRigidBody(); for (i=0; i<ChildVehicle.Seats.Length;i++) { if (i < InitialGunRotations.Length) { TurretRot = InitialGunRotations[i]; if ( bMayReverseSpawnDirection && (ReverseObjective != None) && (ReverseObjective.DefenderTeamIndex == TeamNum) ) { TurretRot.Yaw += 32768; } } else { TurretRot = SpawnRot; } ChildVehicle.ForceWeaponRotation(i,TurretRot); } G = UTGame(WorldInfo.Game); if ( G.MatchIsInProgress() ) { ChildVehicle.PlaySpawnEffect(); } // if gameplay hasn't started yet, we need to wait a bit for everything to be initialized if (WorldInfo.bStartup) { SetTimer(0.1, false, 'TriggerSpawnedEvent'); } else { TriggerSpawnedEvent(); } if ( G.bHeavyArmor && (TeamNum == 0) ) { ChildVehicle.Health *= 1.4; } if ( G.bNecrisLocked && ChildVehicle.bIsNecrisVehicle && (TeamNum == 1) ) { ChildVehicle.bEnteringUnlocks = false; } } } } function Activate(byte T) { if (!CanActivateForTeam(T)) { Deactivate(); } else { TeamNum = T; if (ChildVehicle != None) { // if we have an unused vehicle available, just change its team if (ChildVehicle.bTeamLocked) { ChildVehicle.SetTeamNum(T); } } else { // force a new vehicle to be spawned RespawnProgress = 0.0; ClearTimer('SpawnVehicle'); SpawnVehicle(); } } } function BeginState(name PreviousStateName) { if ( UTGame(WorldInfo.Game).MatchIsInProgress() ) { RespawnProgress = VehicleClass.Default.InitialSpawnDelay - VehicleClass.Default.SpawnInTime; if (RespawnProgress <= 0.0) { SpawnVehicle(); } } else { RespawnProgress = 0.0; SpawnVehicle(); } } function EndState(name NextStateName) { RespawnProgress = 0.0; ClearTimer('SpawnVehicle'); } } defaultproperties { RespawnRateModifier=1.000000 TeamNum=255 bBlockable=True Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__NavigationPoint:CollisionCylinder' ObjectArchetype=CylinderComponent'Engine.Default__NavigationPoint:CollisionCylinder' End Object CylinderComponent=CollisionCylinder GoodSprite=None BadSprite=None Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__NavigationPoint:Sprite' ObjectArchetype=SpriteComponent'Engine.Default__NavigationPoint:Sprite' End Object Components(0)=Sprite Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'Engine.Default__NavigationPoint:Arrow' ObjectArchetype=ArrowComponent'Engine.Default__NavigationPoint:Arrow' End Object Components(1)=Arrow Components(2)=CollisionCylinder Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'Engine.Default__NavigationPoint:PathRenderer' ObjectArchetype=PathRenderingComponent'Engine.Default__NavigationPoint:PathRenderer' End Object Components(3)=PathRenderer Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent' bUpdateSkelWhenNotRendered=False HiddenGame=True AlwaysLoadOnClient=False AlwaysLoadOnServer=False Name="SVehicleMesh" ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent' End Object Components(4)=SVehicleMesh RemoteRole=ROLE_SimulatedProxy bStatic=False bHidden=True bAlwaysRelevant=True bSkipActorPropertyReplication=True NetUpdateFrequency=1.000000 CollisionComponent=CollisionCylinder CollisionType=COLLIDE_CustomDefault SupportedEvents(3)=Class'UTGame.UTSeqEvent_VehicleFactory' Name="Default__UTVehicleFactory" ObjectArchetype=NavigationPoint'Engine.Default__NavigationPoint' } |
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