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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTWeaponLocker extends UTPickupFactory abstract native; struct native WeaponEntry { var() class<UTWeapon> WeaponClass; var PrimitiveComponent PickupMesh; }; var() array<WeaponEntry> Weapons; /** when received on the client, replaces Weapons array classes with this array instead */ struct native ReplacementWeaponEntry { /** indicates whether this entry in the Weapons array was actually replaced * (so we can distinguish between WeaponClass == None because it wasn't touched vs. because it was removed */ var bool bReplaced; /** the class of weapon to replace with */ var class<UTWeapon> WeaponClass; }; var repnotify ReplacementWeaponEntry ReplacementWeapons[6]; /** offsets from locker location where we can place weapon meshes */ var array<vector> LockerPositions; var localized string LockerString; struct native PawnToucher { var Pawn P; var float NextTouchTime; }; var array<PawnToucher> Customers; /** clientside flag - whether the locker should be displayed as active and having weapons available */ var bool bIsActive; /** clientside flag - whether or not a local player is near this locker */ var bool bPlayerNearby; /** whether weapons are currently scaling up */ var bool bScalingUp; /** current scaling up weapon scale */ var float CurrentWeaponScaleX; /** how close a player needs to be to be considered nearby */ var float ProximityDistanceSquared; /** component for the active/inactive effect, depending on state */ var ParticleSystemComponent AmbientEffect; /** effect that's visible when active and the player gets nearby */ var ParticleSystemComponent ProximityEffect; /** effect for when the weapon locker cannot be used by the player right now */ var ParticleSystem InactiveEffectTemplate; /** effect for when the weapon locker is usable by the player right now */ var ParticleSystem ActiveEffectTemplate; /** effect played over weapons being scaled in when the player is nearby */ var ParticleSystem WeaponSpawnEffectTemplate; /** the rate to scale the weapons's Scale3D.X when spawning them in (set to 0.0 to disable the scaling) */ var float ScaleRate; /** Next proximity check time */ var float NextProximityCheckTime; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) replication { if (bNetInitial) ReplacementWeapons; } // Called after PostBeginPlay. simulated event SetInitialState() { if ( bIsDisabled ) { GotoState('Disabled'); } else { Super(Actor).SetInitialState(); } } /* ShouldCamp() Returns true if Bot should wait for me */ function bool ShouldCamp(UTBot B, float MaxWait) { return false; } function bool AddCustomer(Pawn P) { local int i; local PawnToucher PT; if ( UTInventoryManager(P.InvManager) == None ) return false; if ( Customers.Length > 0 ) for ( i=0; i<Customers.Length; i++ ) { if ( Customers[i].NextTouchTime < WorldInfo.TimeSeconds ) { if ( Customers[i].P == P ) { Customers[i].NextTouchTime = WorldInfo.TimeSeconds + 30; return true; } Customers.Remove(i,1); i--; } else if ( Customers[i].P == P ) return false; } PT.P = P; PT.NextTouchTime = WorldInfo.TimeSeconds + 30; Customers[Customers.Length] = PT; return true; } function bool HasCustomer(Pawn P) { local int i; if ( Customers.Length > 0 ) for ( i=0; i<Customers.Length; i++ ) { if ( Customers[i].NextTouchTime < WorldInfo.TimeSeconds ) { if ( Customers[i].P == P ) return false; Customers.Remove(i,1); i--; } else if ( Customers[i].P == P ) return true; } return false; } simulated function PostBeginPlay() { if ( bIsDisabled ) { return; } Super.PostBeginPlay(); InitializeWeapons(); } /** initialize properties/display for the weapons that are listed in the array */ simulated function InitializeWeapons() { local int i; // clear out null entries for (i = 0; i < Weapons.length && i < LockerPositions.length; i++) { if (Weapons[i].WeaponClass == None) { Weapons.Remove(i, 1); i--; } } // initialize weapons MaxDesireability = 0; for (i = 0; i < Weapons.Length; i++) { MaxDesireability += Weapons[i].WeaponClass.Default.AIRating; } } simulated event ReplicatedEvent(name VarName) { local int i; if (VarName == 'ReplacementWeapons') { for (i = 0; i < ArrayCount(ReplacementWeapons); i++) { if (ReplacementWeapons[i].bReplaced) { if (i >= Weapons.length) { Weapons.length = i + 1; } Weapons[i].WeaponClass = ReplacementWeapons[i].WeaponClass; if (Weapons[i].PickupMesh != None) { DetachComponent(Weapons[i].PickupMesh); Weapons[i].PickupMesh = None; } } } InitializeWeapons(); } else { Super.ReplicatedEvent(VarName); } } /** replaces an entry in the Weapons array (generally used by mutators) */ function ReplaceWeapon(int Index, class<UTWeapon> NewWeaponClass) { if (Index >= 0) { if (Index >= Weapons.length) { Weapons.length = Index + 1; } Weapons[Index].WeaponClass = NewWeaponClass; if (Index < ArrayCount(ReplacementWeapons)) { ReplacementWeapons[Index].bReplaced = true; ReplacementWeapons[Index].WeaponClass = NewWeaponClass; } } } function Reset() { Super(NavigationPoint).Reset(); } simulated function String GetHumanReadableName() { return LockerString; } // tell the bot how much it wants this weapon pickup // called when the bot is trying to decide which inventory pickup to go after next function float BotDesireability(Pawn Bot, Controller C) { local UTWeapon AlreadyHas; local float desire; local int i; if ( bHidden || HasCustomer(Bot) ) return 0; // see if bot already has a weapon of this type for ( i=0; i<Weapons.Length; i++ ) if ( Weapons[i].WeaponClass != None ) { AlreadyHas = UTWeapon(Bot.FindInventoryType(Weapons[i].WeaponClass)); if ( AlreadyHas == None ) desire += Weapons[i].WeaponClass.Default.AIRating; else if ( AlreadyHas.NeedAmmo() ) desire += 0.15; } if ( UTBot(C).bHuntPlayer && (desire * 0.833 < Bot.Weapon.AIRating - 0.1) ) return 0; // incentivize bot to get this weapon if it doesn't have a good weapon already if ( (Bot.Weapon == None) || (Bot.Weapon.AIRating < 0.5) ) return 2*desire; return desire; } /* DetourWeight() value of this path to take a quick detour (usually 0, used when on route to distant objective, but want to grab inventory for example) */ function float DetourWeight(Pawn Other,float PathWeight) { local UTWeapon AlreadyHas; local float desire; local int i; if ( bHidden || HasCustomer(Other) ) return 0; // see if bot already has a weapon of this type for ( i=0; i<Weapons.Length; i++ ) { AlreadyHas = UTWeapon(Other.FindInventoryType(Weapons[i].WeaponClass)); if ( AlreadyHas == None ) desire += Weapons[i].WeaponClass.Default.AIRating; else if ( AlreadyHas.NeedAmmo() ) desire += 0.15; } if ( AIController(Other.Controller).PriorityObjective() && ((Other.Weapon.AIRating > 0.5) || (PathWeight > 400)) ) return 0.2/PathWeight; return desire/PathWeight; } simulated function InitializePickup() {} simulated function ShowActive(); simulated function NotifyLocalPlayerDead(PlayerController PC); simulated event SetPlayerNearby(bool bNewPlayerNearby, bool bPlayEffects) { local int i; local vector NewScale; local PrimitiveComponent DefaultMesh; if (bNewPlayerNearby != bPlayerNearby) { bPlayerNearby = bNewPlayerNearby; if ( WorldInfo.NetMode == NM_DedicatedServer ) { return; } if (bPlayerNearby) { LightEnvironment.bDynamic = true; bScalingUp = true; CurrentWeaponScaleX = 0.1; for (i = 0; i < Weapons.length; i++) { if (Weapons[i].WeaponClass.default.PickupFactoryMesh != None) { if ( Weapons[i].PickupMesh == None ) { DefaultMesh = Weapons[i].WeaponClass.default.PickupFactoryMesh; Weapons[i].PickupMesh = new(self) DefaultMesh.Class(DefaultMesh); Weapons[i].PickupMesh.SetTranslation(LockerPositions[i] + Weapons[i].WeaponClass.default.LockerOffset); Weapons[i].PickupMesh.SetRotation(Weapons[i].WeaponClass.default.LockerRotation); Weapons[i].PickupMesh.SetLightEnvironment(LightEnvironment); // Force skeletal mesh weapons to be in reference pose. if( SkeletalMeshComponent(Weapons[i].PickupMesh) != None ) { SkeletalMeshComponent(Weapons[i].PickupMesh).bForceRefPose = 1; } NewScale = Weapons[i].PickupMesh.Scale3D; NewScale.X = 0.1; Weapons[i].PickupMesh.SetScale3D(NewScale); } if (Weapons[i].PickupMesh != None) { Weapons[i].PickupMesh.SetHidden(false); AttachComponent(Weapons[i].PickupMesh); if (bPlayEffects) { WorldInfo.MyEmitterPool.SpawnEmitter(WeaponSpawnEffectTemplate, Weapons[i].PickupMesh.GetPosition()); } } } } ProximityEffect.SetActive(true); ClearTimer('DestroyWeapons'); } else { LightEnvironment.bDynamic = false; bPlayEffects = bPlayEffects && EffectIsRelevant(Location, false); bScalingUp = false; for (i = 0; i < Weapons.length; i++) { if (Weapons[i].PickupMesh != None) { Weapons[i].PickupMesh.SetHidden(true); if (bPlayEffects) { WorldInfo.MyEmitterPool.SpawnEmitter(WeaponSpawnEffectTemplate, Weapons[i].PickupMesh.GetPosition()); } } } ProximityEffect.DeactivateSystem(); SetTimer(5.0, false, 'DestroyWeapons'); } } } simulated function DestroyWeapons() { local int i; for (i = 0; i < Weapons.length; i++) { if (Weapons[i].PickupMesh != None) { DetachComponent(Weapons[i].PickupMesh); Weapons[i].PickupMesh = None; } } } simulated function ShowHidden() { bIsActive = false; AmbientEffect.SetTemplate(InactiveEffectTemplate); SetPlayerNearby(false, false); } function GiveLockerWeapons(Actor Other, bool bHideWeapons); auto state LockerPickup { function bool ReadyToPickup(float MaxWait) { return true; } /* * Validate touch (if valid return true to let other pick me up and trigger event). */ simulated function bool ValidTouch( actor Other ) { // make sure its a live player if (Pawn(Other) == None || !Pawn(Other).bCanPickupInventory) { return false; } else if (Pawn(Other).Controller == None) { // re-check later in case this Pawn is in the middle of spawning, exiting a vehicle, etc // and will have a Controller shortly SetTimer(0.2, false, 'RecheckValidTouch'); return false; } // make sure not touching through wall else if ( !FastTrace(Other.Location, Location) ) { SetTimer(0.5, false, 'RecheckValidTouch'); return false; } return true; } /** Pickup was touched through a wall. Check to see if touching pawn is no longer obstructed */ function RecheckValidTouch() { CheckTouching(); } /** * Make sure no pawn already touching (while touch was disabled in sleep). */ function CheckTouching() { local Pawn P; ForEach TouchingActors(class'Pawn', P) Touch(P, None, Location, Normal(Location-P.Location) ); } simulated function ShowActive() { bIsActive = true; AmbientEffect.SetTemplate(ActiveEffectTemplate); NextProximityCheckTime = 0; } simulated function NotifyLocalPlayerDead(PlayerController PC) { ShowActive(); } // When touched by an actor. simulated event Touch( actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ) { // If touched by a player pawn, let him pick this up. if( ValidTouch(Other) ) { GiveLockerWeapons(Other, true); } } simulated function GiveLockerWeapons(Actor Other, bool bHideWeapons) { local int i; local UTWeapon Copy; local Pawn Recipient; local UTConsolePlayerController UTPC; Recipient = Pawn(Other); if ( (Recipient.Controller != None && Recipient.Controller.IsLocalPlayerController()) || (Recipient.DrivenVehicle != None && Recipient.DrivenVehicle.Controller != None && Recipient.DrivenVehicle.Controller.IsLocalPlayerController()) ) { if ( bIsActive ) { //Play some rumble when we pick up the weapons UTPC = UTConsolePlayerController(Recipient.Controller); if(UTPC != None) { UTPC.ClientPlayForceFeedbackWaveform(PickUpWaveForm); } if ( bHideWeapons ) { ShowHidden(); SetTimer(30,false,'ShowActive'); } } } if ( Role < ROLE_Authority ) return; if ( bHideWeapons && !AddCustomer(Recipient) ) return; for ( i=0; i<Weapons.Length; i++ ) { InventoryType = Weapons[i].WeaponClass; Copy = UTWeapon(UTInventoryManager(Recipient.InvManager).HasInventoryOfClass(InventoryType)); if ( Copy != None ) { if ( Copy.LockerAmmoCount - Copy.AmmoCount > 0 ) Copy.AddAmmo(Copy.LockerAmmoCount - Copy.AmmoCount); if ( Copy.PickupSound != None ) { Recipient.PlaySound(Copy.PickupSound); } } else if (WorldInfo.Game.PickupQuery(Recipient, InventoryType, self)) { Copy = UTWeapon(spawn(InventoryType)); if ( Copy != None ) { Copy.GiveTo(Recipient); if ( bHideWeapons ) { Copy.AnnouncePickup(Recipient); } if ( Copy.LockerAmmoCount - Copy.Default.AmmoCount > 0 ) Copy.AddAmmo(Copy.LockerAmmoCount - Copy.Default.AmmoCount); } else LogInternal(self$" failed to spawn "$inventorytype); } } } simulated event BeginState(name PreviousStateName) { Super.BeginState(PreviousStateName); ShowActive(); } } State Disabled { simulated function BeginState(name PreviousStateName) { Super.BeginState(PreviousStateName); ShowHidden(); } } defaultproperties { LockerPositions(0)=(X=18.000000,Y=-30.000000,Z=0.000000) LockerPositions(1)=(X=-15.000000,Y=25.000000,Z=0.000000) LockerPositions(2)=(X=34.000000,Y=-2.000000,Z=0.000000) LockerPositions(3)=(X=-30.000000,Y=0.000000,Z=0.000000) LockerPositions(4)=(X=16.000000,Y=22.000000,Z=0.000000) LockerPositions(5)=(X=-19.000000,Y=-32.000000,Z=0.000000) LockerString="Weapon Locker" ProximityDistanceSquared=600000.000000 ScaleRate=2.000000 Begin Object Class=DynamicLightEnvironmentComponent Name=PickupLightEnvironment ObjName=PickupLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTPickupFactory:PickupLightEnvironment' ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTPickupFactory:PickupLightEnvironment' End Object LightEnvironment=PickupLightEnvironment Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTPickupFactory:CollisionCylinder' CollisionHeight=50.000000 CollisionRadius=80.000000 ObjectArchetype=CylinderComponent'UTGame.Default__UTPickupFactory:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Components(0)=CollisionCylinder Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'UTGame.Default__UTPickupFactory:PathRenderer' ObjectArchetype=PathRenderingComponent'UTGame.Default__UTPickupFactory:PathRenderer' End Object Components(1)=PathRenderer Components(2)=PickupLightEnvironment Begin Object Class=StaticMeshComponent Name=BaseMeshComp ObjName=BaseMeshComp Archetype=StaticMeshComponent'UTGame.Default__UTPickupFactory:BaseMeshComp' ObjectArchetype=StaticMeshComponent'UTGame.Default__UTPickupFactory:BaseMeshComp' End Object Components(3)=BaseMeshComp CollisionComponent=CollisionCylinder Name="Default__UTWeaponLocker" ObjectArchetype=UTPickupFactory'UTGame.Default__UTPickupFactory' } |
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