Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
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 |
/** * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. */ class UTWeap_Physicsgun extends UTWeapon HideDropDown; var() float WeaponImpulse; var() float HoldDistanceMin; var() float HoldDistanceMax; var() float ThrowImpulse; var() float ChangeHoldDistanceIncrement; var RB_Handle PhysicsGrabber; var float HoldDistance; var Quat HoldOrientation; simulated function PostBeginPlay() { Super.PostbeginPlay(); if ( WorldInfo.IsConsoleBuild() ) { ChangeVisibility(false); } } /** * This function is called from the pawn when the visibility of the weapon changes */ simulated function ChangeVisibility(bool bIsVisible) { if ( WorldInfo.IsConsoleBuild() ) { bIsVisible = false; } Super.ChangeVisibility(bIsVisible); } simulated function StartFire(byte FireModeNum) { local vector StartShot, EndShot, PokeDir; local vector HitLocation, HitNormal, Extent; local actor HitActor; local float HitDistance; local Quat PawnQuat, InvPawnQuat, ActorQuat; local TraceHitInfo HitInfo; local SkeletalMeshComponent SkelComp; local Rotator Aim; local PhysAnimTestActor PATActor; if ( Role < ROLE_Authority ) return; // Do ray check and grab actor StartShot = Instigator.GetWeaponStartTraceLocation(); Aim = GetAdjustedAim( StartShot ); EndShot = StartShot + (10000.0 * Vector(Aim)); Extent = vect(0,0,0); HitActor = Trace(HitLocation, HitNormal, EndShot, StartShot, True, Extent, HitInfo); HitDistance = VSize(HitLocation - StartShot); // POKE if(FireModeNum == 0) { PokeDir = Vector(Aim); if ( PhysicsGrabber.GrabbedComponent == None ) { // `log("HitActor:"@HitActor@"Hit Bone:"@HitInfo.BoneName); if( HitActor != None && HitActor != WorldInfo && HitInfo.HitComponent != None ) { PATActor = PhysAnimTestActor(HitActor); if(PATActor != None) { if( !PATActor.PrePokeActor(PokeDir) ) { return; } } HitInfo.HitComponent.AddImpulse(PokeDir * WeaponImpulse, HitLocation, HitInfo.BoneName); } } else { PhysicsGrabber.GrabbedComponent.AddImpulse(PokeDir * ThrowImpulse, , PhysicsGrabber.GrabbedBoneName); PhysicsGrabber.ReleaseComponent(); } } // GRAB else { if( HitActor != None && HitActor != WorldInfo && HitInfo.HitComponent != None && HitDistance > HoldDistanceMin && HitDistance < HoldDistanceMax ) { PATActor = PhysAnimTestActor(HitActor); if(PATActor != None) { if( !PATActor.PreGrab() ) { return; } } // If grabbing a bone of a skeletal mesh, dont constrain orientation. PhysicsGrabber.GrabComponent(HitInfo.HitComponent, HitInfo.BoneName, HitLocation, PlayerController(Instigator.Controller).bRun!=0); // If we succesfully grabbed something, store some details. if (PhysicsGrabber.GrabbedComponent != None) { HoldDistance = HitDistance; PawnQuat = QuatFromRotator( Rotation ); InvPawnQuat = QuatInvert( PawnQuat ); if ( HitInfo.BoneName != '' ) { SkelComp = SkeletalMeshComponent(HitInfo.HitComponent); ActorQuat = SkelComp.GetBoneQuaternion(HitInfo.BoneName); } else { ActorQuat = QuatFromRotator( PhysicsGrabber.GrabbedComponent.Owner.Rotation ); } HoldOrientation = QuatProduct(InvPawnQuat, ActorQuat); } } } } simulated function StopFire(byte FireModeNum) { local PhysAnimTestActor PATActor; if ( PhysicsGrabber.GrabbedComponent != None ) { PATActor = PhysAnimTestActor(PhysicsGrabber.GrabbedComponent.Owner); if(PATActor != None) { PATActor.EndGrab(); } PhysicsGrabber.ReleaseComponent(); } } simulated function bool DoOverridePrevWeapon() { HoldDistance += ChangeHoldDistanceIncrement; HoldDistance = FMin(HoldDistance, HoldDistanceMax); return true; } simulated function bool DoOverrideNextWeapon() { HoldDistance -= ChangeHoldDistanceIncrement; HoldDistance = FMax(HoldDistance, HoldDistanceMin); return true; } simulated function Tick( float DeltaTime ) { local vector NewHandlePos, StartLoc; local Quat PawnQuat, NewHandleOrientation; local Rotator Aim; if ( PhysicsGrabber.GrabbedComponent == None ) { GotoState( 'Active' ); return; } PhysicsGrabber.GrabbedComponent.WakeRigidBody( PhysicsGrabber.GrabbedBoneName ); // Update handle position on grabbed actor. StartLoc = Instigator.GetWeaponStartTraceLocation(); Aim = GetAdjustedAim( StartLoc ); NewHandlePos = StartLoc + (HoldDistance * Vector(Aim)); PhysicsGrabber.SetLocation( NewHandlePos ); // Update handle orientation on grabbed actor. PawnQuat = QuatFromRotator( Rotation ); NewHandleOrientation = QuatProduct(PawnQuat, HoldOrientation); PhysicsGrabber.SetOrientation( NewHandleOrientation ); } defaultproperties { WeaponImpulse=200.000000 HoldDistanceMax=750.000000 ThrowImpulse=100.000000 ChangeHoldDistanceIncrement=50.000000 Begin Object Class=RB_Handle Name=RB_Handle0 ObjName=RB_Handle0 Archetype=RB_Handle'Engine.Default__RB_Handle' LinearDamping=1.000000 LinearStiffness=50.000000 AngularDamping=1.000000 AngularStiffness=50.000000 Name="RB_Handle0" ObjectArchetype=RB_Handle'Engine.Default__RB_Handle' End Object PhysicsGrabber=RB_Handle0 bExportMenuData=False AmmoCount=15 LockerAmmoCount=15 MaxAmmoCount=35 InventoryGroup=154 AttachmentClass=Class'UTGame.UTAttachment_FlakCannon' GroupWeight=0.500000 WeaponFireSnd(0)=SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_FireCue' WeaponFireSnd(1)=SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_FireAltCue' WeaponColor=(B=128,G=255,R=255,A=255) PlayerViewOffset=(X=0.000000,Y=7.000000,Z=-9.000000) CurrentRating=0.750000 WeaponFireTypes(0)=EWFT_Custom WeaponFireTypes(1)=EWFT_Projectile WeaponProjectiles(0)=Class'UTGame.UTProj_FlakShard' WeaponProjectiles(1)=Class'UTGame.UTProj_FlakShell' FireOffset=(X=16.000000,Y=10.000000,Z=0.000000) Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh' SkeletalMesh=SkeletalMesh'WP_FlakCannon.Mesh.SK_WP_FlakCannon_1P' Begin Object Class=AnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=AnimNodeSequence'Engine.Default__AnimNodeSequence' Name="MeshSequenceA" ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence' End Object Animations=AnimNodeSequence'UTGameContent.Default__UTWeap_Physicsgun:MeshSequenceA' AnimSets(0)=AnimSet'WP_FlakCannon.Anims.K_WP_FlakCannon_1P_Base' Rotation=(Pitch=0,Yaw=-16384,Roll=0) Scale=0.500000 ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh' End Object Mesh=FirstPersonMesh AIRating=0.750000 Begin Object Class=StaticMeshComponent Name=StaticMeshComponent1 ObjName=StaticMeshComponent1 Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent' StaticMesh=StaticMesh'WP_FlakCannon.Mesh.S_WP_Flak_3P' bUseAsOccluder=False CastShadow=False bForceDirectLightMap=True bCastDynamicShadow=False CollideActors=False BlockRigidBody=False Translation=(X=0.000000,Y=0.000000,Z=-10.000000) Rotation=(Pitch=0,Yaw=32768,Roll=0) Scale=0.300000 Name="StaticMeshComponent1" ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent' End Object DroppedPickupMesh=StaticMeshComponent1 PickupFactoryMesh=StaticMeshComponent1 Components(0)=RB_Handle0 Name="Default__UTWeap_Physicsgun" ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |