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//============================================================================= // Pawn, the base class of all actors that can be controlled by players or AI. // // Pawns are the physical representations of players and creatures in a level. // Pawns have a mesh, collision, and physics. Pawns can take damage, make sounds, // and hold weapons and other inventory. In short, they are responsible for all // physical interaction between the player or AI and the world. // // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class Pawn extends Actor abstract native placeable config(user) nativereplication exportstructs; #exec Texture Import File=Textures\Pawn.pcx Name=S_Pawn Mips=Off MASKED=1 //----------------------------------------------------------------------------- // Pawn variables. var Controller Controller; // cache net relevancy test var float NetRelevancyTime; var playerController LastRealViewer; var actor LastViewer; var const float LastLocTime; // used to force periodic location replication, even when pawn isn't moving // Physics related flags. var bool bJustLanded; // used by eyeheight adjustment var bool bLandRecovery; // used by eyeheight adjustment var bool bUpAndOut; // used by swimming var bool bIsWalking; // currently walking (can't jump, affects animations) var bool bWarping; // Set when travelling through warpzone (so shouldn't telefrag) var bool bWantsToCrouch; // if true crouched (physics will automatically reduce collision height to CrouchHeight) var const bool bIsCrouched; // set by physics to specify that pawn is currently crouched var const bool bTryToUncrouch; // when auto-crouch during movement, continually try to uncrouch var() bool bCanCrouch; // if true, this pawn is capable of crouching var bool bCrawler; // crawling - pitch and roll based on surface pawn is on var const bool bReducedSpeed; // used by movement natives var bool bJumpCapable; var bool bCanJump; // movement capabilities - used by AI var bool bCanWalk; var bool bCanSwim; var bool bCanFly; var bool bCanClimbLadders; var bool bCanStrafe; var bool bCanDoubleJump; var bool bCanWallDodge; var bool bAvoidLedges; // don't get too close to ledges var bool bStopAtLedges; // if bAvoidLedges and bStopAtLedges, Pawn doesn't try to walk along the edge at all var bool bNoJumpAdjust; // set to tell controller not to modify velocity of a jump/fall var bool bCountJumps; // if true, inventory wants message whenever this pawn jumps var const bool bSimulateGravity; // simulate gravity for this pawn on network clients when predicting position (true if pawn is walking or falling) var bool bUpdateEyeheight; // if true, UpdateEyeheight will get called every tick var bool bIgnoreForces; // if true, not affected by external forces var const bool bNoVelocityUpdate; // used by C++ physics var bool bCanWalkOffLedges; // Can still fall off ledges, even when walking (for Player Controlled pawns) var bool bSteadyFiring; // used for third person weapon anims/effects var bool bCanBeBaseForPawns; // all your 'base', are belong to us var bool bClientCollision; // used on clients when temporarily turning off collision var const bool bSimGravityDisabled; // used on network clients var bool bDirectHitWall; // always call pawn hitwall directly (no controller notifyhitwall) var bool bServerMoveSetPawnRot; var bool bFlyingKarma; // Tells AI that this vehicle can be flown like PHYS_Flying even though it has karma physics var bool bDrawCorona; var globalconfig bool bNoCoronas; // used by dead pawns (for bodies landing and changing collision box) var bool bThumped; var bool bInvulnerableBody; // AI related flags var bool bIsFemale; var bool bAutoActivate; // if true, automatically activate Powerups which have their bAutoActivate==true var bool bCanPickupInventory; // if true, will pickup inventory when touching pickup actors var bool bUpdatingDisplay; // to avoid infinite recursion through inventory setdisplay var bool bAmbientCreature; // AIs will ignore me var(AI) bool bLOSHearing; // can hear sounds from line-of-sight sources (which are close enough to hear) // bLOSHearing=true is like UT/Unreal hearing var(AI) bool bSameZoneHearing; // can hear any sound in same zone (if close enough to hear) var(AI) bool bAdjacentZoneHearing; // can hear any sound in adjacent zone (if close enough to hear) var(AI) bool bMuffledHearing; // can hear sounds through walls (but muffled - sound distance increased to double plus 4x the distance through walls var(AI) bool bAroundCornerHearing; // Hear sounds around one corner (slightly more expensive, and bLOSHearing must also be true) var(AI) bool bDontPossess; // if true, Pawn won't be possessed at game start var bool bAutoFire; // used for third person weapon anims/effects var bool bRollToDesired; // Update roll when turning to desired rotation (normally false) var bool bIgnorePlayFiring; // if true, ignore the next PlayFiring() call (used by AnimNotify_FireWeapon) var bool bStationary; // pawn can't move var bool bCachedRelevant; // network relevancy caching flag var bool bUseCompressedPosition; // use compressed position in networking - true unless want to replicate roll, or very high velocities var globalconfig bool bWeaponBob; var bool bHideRegularHUD; var bool bSpecialHUD; var bool bSpecialCrosshair; var bool bSpecialCalcView; // If true, the Controller controlling this pawn will call 'SpecialCalcView' to find camera pos. var bool bNoTeamBeacon; // never display team beacon for this pawn var bool bNoWeaponFiring; var bool bIsTyping; // play typing anim if idle var bool bScriptPostRender; // if true, PostRender2D() gets called instead of native team beacon drawing code var bool bCanUse; // can this pawn Use things? var bool bSuperSize; // hack for Leviathan var bool bWaterStepup; // used by get out of water physics code var byte FlashCount; // used for third person weapon anims/effects // AI basics. var byte Visibility; //How visible is the pawn? 0=invisible, 128=normal, 255=highly visible var float DesiredSpeed; var float MaxDesiredSpeed; var(AI) name AIScriptTag; // tag of AIScript which should be associated with this pawn var(AI) float HearingThreshold; // max distance at which a makenoise(1.0) loudness sound can be heard var(AI) float Alertness; // -1 to 1 ->Used within specific states for varying reaction to stimuli var(AI) float SightRadius; // Maximum seeing distance. var(AI) float PeripheralVision; // Cosine of limits of peripheral vision. var() float SkillModifier; // skill modifier (same scale as game difficulty) var const float AvgPhysicsTime; // Physics updating time monitoring (for AI monitoring reaching destinations) var float MeleeRange; // Max range for melee attack (not including collision radii) var float NavigationPointRange; // extra slack to have "reached" a NavigationPoint var NavigationPoint Anchor; // current nearest path; var const NavigationPoint LastAnchor; // recent nearest path var float FindAnchorFailedTime; // last time a FindPath() attempt failed to find an anchor. var float LastValidAnchorTime; // last time a valid anchor was found var float DestinationOffset; // used to vary destination over NavigationPoints var float NextPathRadius; // radius of next path in route var vector SerpentineDir; // serpentine direction var float SerpentineDist; var float SerpentineTime; // how long to stay straight before strafing again var const float UncrouchTime; // when auto-crouch during movement, continually try to uncrouch once this decrements to zero var float SpawnTime; // Movement. var float GroundSpeed; // The maximum ground speed. var float WaterSpeed; // The maximum swimming speed. var float AirSpeed; // The maximum flying speed. var float LadderSpeed; // Ladder climbing speed var float AccelRate; // max acceleration rate var float JumpZ; // vertical acceleration w/ jump var float AirControl; // amount of AirControl available to the pawn var float WalkingPct; // pct. of running speed that walking speed is var float CrouchedPct; // pct. of running speed that crouched walking speed is var float MaxFallSpeed; // max speed pawn can land without taking damage (also limits what paths AI can use) var vector ConstantAcceleration; // acceleration added to pawn when falling var Vehicle DrivenVehicle; var vector ImpactVelocity; // velocity added while falling (bot tries to correct for it) var() int PitchUpLimit; var() int PitchDownLimit; // Player info. var string OwnerName; // Name of owning player (for save games, coop) var travel Weapon Weapon; // The pawn's current weapon. var Weapon PendingWeapon; // Will become weapon once current weapon is put down var travel Powerups SelectedItem; // currently selected inventory item var float BaseEyeHeight; // Base eye height above collision center. var float EyeHeight; // Current eye height, adjusted for bobbing and stairs. var vector Floor; // Normal of floor pawn is standing on (only used by PHYS_Spider and PHYS_Walking) var float SplashTime; // time of last splash var float CrouchHeight; // CollisionHeight when crouching var float CrouchRadius; // CollisionRadius when crouching var() float DrivingHeight; // CollisionHeight when driving a vehicle var() float DrivingRadius; // CollisionRadius when driving a vehicle var float OldZ; // Old Z Location - used for eyeheight smoothing var PhysicsVolume HeadVolume; // physics volume of head var float HealthMax; var float SuperHealthMax; var travel int Health; // Health: 100 = normal maximum var float BreathTime; // used for getting BreathTimer() messages (for no air, etc.) var float UnderWaterTime; // how much time pawn can go without air (in seconds) var float LastPainTime; // last time pawn played a takehit animation (updated in PlayHit()) var class<DamageType> ReducedDamageType; // which damagetype this creature is protected from (used by AI) var float HeadRadius; // Squared radius of the head of the pawn that is vulnerable to headshots var float HeadHeight; // Distance from base of neck to center of head - used for headshot calculation var float HeadScale; var bool bSetPCRotOnPossess; // Sound and noise management // remember location and position of last noises propagated var const vector noise1spot; var const float noise1time; var const pawn noise1other; var const float noise1loudness; var const vector noise2spot; var const float noise2time; var const pawn noise2other; var const float noise2loudness; var float LastPainSound; // view bob var globalconfig float Bob; var float LandBob, AppliedBob; var float bobtime; var vector WalkBob; var float SoundDampening; var float DamageScaling; var globalconfig float AmbientSoundScaling; var localized string MenuName; // Name used for this pawn type in menus (e.g. player selection) // shadow decal var Projector Shadow; // blood effect var class<Effects> BloodEffect; var class<Effects> LowGoreBlood; var class<AIController> ControllerClass; // default class to use when pawn is controlled by AI (can be modified by an AIScript) var PlayerReplicationInfo PlayerReplicationInfo; var LadderVolume OnLadder; // ladder currently being climbed var name LandMovementState; // PlayerControllerState to use when moving on land or air var name WaterMovementState; // PlayerControllerState to use when moving in water var PlayerStart LastStartSpot; // used to avoid spawn camping var float LastStartTime; // Animation status var name AnimAction; // use for replicating anims // Animation updating by physics // Note that animation channels 2 through 11 are used for animation updating var vector TakeHitLocation; // location of last hit (for playing hit/death anims) var class<DamageType> HitDamageType; // damage type of last hit (for playing hit/death anims) var vector TearOffMomentum; // momentum to apply when torn off (bTearOff == true) var EPhysics OldPhysics; var bool bPhysicsAnimUpdate; var bool bWasCrouched; var bool bWasWalking; var bool bWasOnGround; var bool bInitializeAnimation; var bool bPlayedDeath; // jjs - physics based animation stuff var bool bIsIdle; // true when standing still on the ground, Physics can be used for determining other states var bool bWaitForAnim; // true if the pawn is playing an important non-looping animation (eg. landing/dodge) and doesn't feel like being interrupted var const bool bReverseRun; var bool bDoTorsoTwist; var const bool FootTurning; var const bool FootStill; var const byte ViewPitch; // jjs - something to replicate so we can see which way remote clients are looking var int SmoothViewPitch; var int SmoothViewYaw; var float OldRotYaw; // used for determining if pawn is turning var vector OldAcceleration; var name MovementAnims[4]; // Forward, Back, Left, Right var name TurnLeftAnim; var name TurnRightAnim; // turning anims when standing in place (scaled by turn speed) var(AnimTweaks) float BlendChangeTime; // time to blend between movement animations var float MovementBlendStartTime; // used for delaying the start of run blending var float ForwardStrafeBias; // bias of strafe blending in forward direction var float BackwardStrafeBias; // bias of strafe blending in backward direction var float DodgeSpeedFactor; // dodge speed moved here so animation knows the diff between a jump and a dodge var float DodgeSpeedZ; var const int OldAnimDir; var const Vector OldVelocity; var float IdleTime; var name SwimAnims[4]; // 0=forward, 1=backwards, 2=left, 3=right var name CrouchAnims[4]; var name WalkAnims[4]; var name AirAnims[4]; var name TakeoffAnims[4]; var name LandAnims[4]; var name DoubleJumpAnims[4]; var name DodgeAnims[4]; var name AirStillAnim; var name TakeoffStillAnim; var name CrouchTurnRightAnim; var name CrouchTurnLeftAnim; var name IdleCrouchAnim; var name IdleSwimAnim; var name IdleWeaponAnim; // WeaponAttachment code will set this one var name IdleRestAnim; var name IdleChatAnim; var array<name> TauntAnims; // Array of names of taunt anim that can be played by this character. First 4 assumed to be orders. var localized string TauntAnimNames[16]; // Text description var const int FootRot; // torso twisting/looking stuff var const int TurnDir; var name RootBone; var name HeadBone; var name SpineBone1; var name SpineBone2; // xPawn replicated properties - moved here to take advantage of native replication var(Shield) transient float ShieldStrength; // current shielding (having been activated) struct HitFXData { var() Name Bone; var() class<DamageType> damtype; var() bool bSever; var() Rotator rotDir; }; var() HitFXData HitFx[8]; var transient int HitFxTicker; var transient CompressedPosition PawnPosition; var Controller DelayedDamageInstigatorController; var Controller LastHitBy; //give kill credit to this guy if hit momentum causes pawn to fall to his death var float MinFlySpeed; var float MaxRotation; // minimum dot product of movement direction and rotation vector, ignored if 0 replication { // Variables the server should send to the client. reliable if( bNetDirty && (Role==ROLE_Authority) ) bSimulateGravity, bIsCrouched, bIsWalking, PlayerReplicationInfo, AnimAction, HitDamageType, TakeHitLocation,HeadScale, bIsTyping, DrivenVehicle, bSpecialHUD; reliable if( bTearOff && bNetDirty && (Role==ROLE_Authority) ) TearOffMomentum; reliable if ( bNetDirty && !bNetOwner && (Role==ROLE_Authority) ) bSteadyFiring, ViewPitch; // - jjs reliable if( bNetDirty && bNetOwner && Role==ROLE_Authority ) Controller,SelectedItem, GroundSpeed, WaterSpeed, AirSpeed, AccelRate, JumpZ, AirControl, bCanWallDodge, PitchUpLimit, PitchDownLimit; reliable if( bNetDirty && Role==ROLE_Authority ) Health; reliable if ( bNetDirty && bNetInitial && Role==ROLE_Authority ) HealthMax; unreliable if ( !bNetOwner && Role==ROLE_Authority ) PawnPosition; // xPawn replicated properties - moved here to take advantage of native replication reliable if (Role==ROLE_Authority) ShieldStrength, HitFx, HitFxTicker; // replicated functions sent to server by owning client reliable if( Role<ROLE_Authority ) ServerChangedWeapon, NextItem, ServerNoTranslocator; } static function StaticPrecache(LevelInfo L); simulated native function SetViewPitch( int NewPitch ); simulated native function SetTwistLook( int twist, int look ); simulated native function int Get4WayDirection( ); simulated event SetHeadScale(float NewScale); simulated event PostRender2D(Canvas C, float ScreenLocX, float ScreenLocY) // called if bScriptPostRender is true, overrides native team beacon drawing code { local PlayerController PC; PC = Level.GetLocalPlayerController(); if ( (PC != None) && (PC.myHUD != None) ) PC.myHUD.DrawCustomBeacon(C,self, ScreenLocX, ScreenLocY); } native function bool ReachedDestination(Actor Goal); native function ForceCrouch(); simulated function Weapon GetDemoRecordingWeapon() { local inventory Inv; local int i; for ( Inv=Inventory; Inv!=None; Inv=Inv.Inventory ) { if ( (Weapon(Inv) != None) && (Inv.ThirdPersonActor != None) ) { Weapon = Weapon(Inv); PendingWeapon = Weapon; Weapon.bSpectated = true; break; } i++; if ( i > 500 ) return None; } return Weapon; } simulated function SetBaseEyeheight() { if ( !bIsCrouched ) BaseEyeheight = Default.BaseEyeheight; else BaseEyeheight = FMin(0.8 * CrouchHeight, CrouchHeight - 10); Eyeheight = BaseEyeheight; } function Pawn GetAimTarget() { return self; } function DeactivateSpawnProtection() { SpawnTime = -100000; } function Actor GetPathTo(Actor Dest) { if ( PlayerController(Controller) == None ) return Dest; return PlayerController(Controller).GetPathTo(Dest); } function PlayerChangedTeam() { Died( None, class'DamageType', Location ); } /* Reset() reset actor to initial state - used when restarting level without reloading. */ function Reset() { if ( (Controller == None) || Controller.bIsPlayer ) { if ( Controller != None ) Controller.PawnDied(self); Destroy(); } else Super.Reset(); } function bool HasWeapon() { return (Weapon != None); } function ChooseFireAt( Actor A ) { Fire(0); } function bool StopWeaponFiring() { if (Weapon != None && Weapon.IsFiring()) { Weapon.ServerStopFire(0); Weapon.ServerStopFire(1); return true; } return false; } simulated function Fire( optional float F ) { if (Weapon != None) { Weapon.Fire(F); } } simulated function AltFire( optional float F ) { if( Weapon!=None ) Weapon.AltFire(F); } function bool RecommendLongRangedAttack() { if ( Weapon != None ) return Weapon.RecommendLongRangedAttack(); return false; } function bool CanAttack(Actor Other) { if ( Weapon == None ) return false; return Weapon.CanAttack(Other); } function bool TooCloseToAttack(Actor Other) { return false; } function float RefireRate() { if (Weapon != None) return Weapon.RefireRate(); return 0; } function bool IsFiring() { if (Weapon != None) return Weapon.IsFiring(); return false; } function bool FireOnRelease() { if (Weapon != None) return Weapon.FireOnRelease(); return false; } function bool NeedToTurn(vector targ) { local vector LookDir, AimDir; LookDir = Vector(Rotation); LookDir.Z = 0; LookDir = Normal(LookDir); AimDir = targ - Location; AimDir.Z = 0; AimDir = Normal(AimDir); return ((LookDir Dot AimDir) < 0.93); } function float ModifyThreat(float current, Pawn Threat) { return current; } function DrawHUD(Canvas Canvas); simulated function SpecialDrawCrosshair( Canvas C ); // If returns false, do normal calcview anyway function bool SpecialCalcView(out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation); function bool SpectatorSpecialCalcView(PlayerController Viewer, out Actor ViewActor, out vector CameraLocation, out rotator CameraRotation); simulated function String GetHumanReadableName() { if ( PlayerReplicationInfo != None ) return PlayerReplicationInfo.PlayerName; return MenuName; } function PlayTeleportEffect(bool bOut, bool bSound) { MakeNoise(1.0); } function HoldFlag(Actor FlagActor); function DropFlag(); function bool PerformDodge(eDoubleClickDir DoubleClickMove, vector Dir, vector Cross); function NotifyTeamChanged(); /* PossessedBy() Pawn is possessed by Controller */ function PossessedBy(Controller C) { Controller = C; NetPriority = 3; NetUpdateFrequency = 100; NetUpdateTime = Level.TimeSeconds - 1; if ( C.PlayerReplicationInfo != None ) { PlayerReplicationInfo = C.PlayerReplicationInfo; OwnerName = PlayerReplicationInfo.PlayerName; } if ( C.IsA('PlayerController') ) { if ( bSetPCRotOnPossess ) C.SetRotation(Rotation); if ( Level.NetMode != NM_Standalone ) RemoteRole = ROLE_AutonomousProxy; BecomeViewTarget(); } else RemoteRole = Default.RemoteRole; SetOwner(Controller); // for network replication Eyeheight = BaseEyeHeight; ChangeAnimation(); } function UnPossessed() { NetUpdateTime = Level.TimeSeconds - 1; if ( DrivenVehicle != None ) NetUpdateFrequency = 5; PlayerReplicationInfo = None; SetOwner(None); Controller = None; } /* PointOfView() called by controller when possessing this pawn false = 1st person, true = 3rd person */ simulated function bool PointOfView() { return false; } function BecomeViewTarget() { bUpdateEyeHeight = true; } function DropToGround() { bCollideWorld = True; bInterpolating = false; if ( Health > 0 ) { SetCollision(true,true); SetPhysics(PHYS_Falling); AmbientSound = None; if ( IsHumanControlled() ) Controller.GotoState(LandMovementState); } } function bool CanGrabLadder() { return ( bCanClimbLadders && (Controller != None) && (Physics != PHYS_Ladder) && ((Physics != Phys_Falling) || (abs(Velocity.Z) <= JumpZ)) ); } event SetWalking(bool bNewIsWalking) { if ( bNewIsWalking != bIsWalking ) { bIsWalking = bNewIsWalking; ChangeAnimation(); } } simulated function bool CanSplash() { if ( (Level.TimeSeconds - SplashTime > 0.15) && ((Physics == PHYS_Falling) || (Physics == PHYS_Flying)) && (Abs(Velocity.Z) > 100) ) { SplashTime = Level.TimeSeconds; return true; } return false; } function EndClimbLadder(LadderVolume OldLadder) { if ( Controller != None ) Controller.EndClimbLadder(); if ( Physics == PHYS_Ladder ) SetPhysics(PHYS_Falling); } function ClimbLadder(LadderVolume L) { OnLadder = L; SetRotation(OnLadder.WallDir); SetPhysics(PHYS_Ladder); if ( IsHumanControlled() ) Controller.GotoState('PlayerClimbing'); } /* DisplayDebug() list important actor variable on canvas. Also show the pawn's controller and weapon info */ simulated function DisplayDebug(Canvas Canvas, out float YL, out float YPos) { local string T; Super.DisplayDebug(Canvas, YL, YPos); Canvas.SetDrawColor(255,255,255); Canvas.DrawText("Animation Action "$AnimAction$" Health "$Health); YPos += YL; Canvas.SetPos(4,YPos); Canvas.DrawText("Anchor "$Anchor$" Serpentine Dist "$SerpentineDist$" Time "$SerpentineTime); YPos += YL; Canvas.SetPos(4,YPos); T = "Floor "$Floor$" DesiredSpeed "$DesiredSpeed$" Crouched "$bIsCrouched$" Try to uncrouch "$UncrouchTime; if ( (OnLadder != None) || (Physics == PHYS_Ladder) ) T=T$" on ladder "$OnLadder; Canvas.DrawText(T); YPos += YL; Canvas.SetPos(4,YPos); Canvas.DrawText("EyeHeight "$Eyeheight$" BaseEyeHeight "$BaseEyeHeight$" Physics Anim "$bPhysicsAnimUpdate); YPos += YL; Canvas.SetPos(4,YPos); if ( Controller == None ) { Canvas.SetDrawColor(255,0,0); Canvas.DrawText("NO CONTROLLER"); YPos += YL; Canvas.SetPos(4,YPos); } else { if ( Controller.PlayerReplicationInfo != None ) { Canvas.SetDrawColor(255,0,0); Canvas.DrawText("Owned by "$Controller.PlayerReplicationInfo.PlayerName); YPos += YL; Canvas.SetPos(4,YPos); } Controller.DisplayDebug(Canvas,YL,YPos); } if ( Weapon == None ) { Canvas.SetDrawColor(0,255,0); Canvas.DrawText("NO WEAPON"); YPos += YL; Canvas.SetPos(4,YPos); } else Weapon.DisplayDebug(Canvas,YL,YPos); } // // Compute offset for drawing an inventory item. // simulated function vector CalcDrawOffset(inventory Inv) { local vector DrawOffset; if ( Controller == None ) return (Inv.PlayerViewOffset >> Rotation) + BaseEyeHeight * vect(0,0,1); DrawOffset = ((0.9/Weapon.DisplayFOV * 100 * ModifiedPlayerViewOffset(Inv)) >> GetViewRotation() ); if ( !IsLocallyControlled() ) DrawOffset.Z += BaseEyeHeight; else { DrawOffset.Z += EyeHeight; if( bWeaponBob ) DrawOffset += WeaponBob(Inv.BobDamping); DrawOffset += CameraShake(); } return DrawOffset; } simulated function vector CameraShake() { local vector x, y, z, shakevect; local PlayerController pc; pc = PlayerController(Controller); if (pc == None) return shakevect; GetAxes(pc.Rotation, x, y, z); shakevect = pc.ShakeOffset.X * x + pc.ShakeOffset.Y * y + pc.ShakeOffset.Z * z; return shakevect; } simulated function vector ModifiedPlayerViewOffset(inventory Inv) { return Inv.PlayerViewOffset; } simulated function vector WeaponBob(float BobDamping) { Local Vector WBob; WBob = BobDamping * WalkBob; WBob.Z = (0.45 + 0.55 * BobDamping) * WalkBob.Z; WBob.Z += LandBob; return WBob; } function CheckBob(float DeltaTime, vector Y) { local float Speed2D; if( !bWeaponBob || bJustLanded ) { BobTime = 0; WalkBob = Vect(0,0,0); return; } Bob = FClamp(Bob, -0.01, 0.01); if (Physics == PHYS_Walking ) { Speed2D = VSize(Velocity); if ( Speed2D < 10 ) BobTime += 0.2 * DeltaTime; else BobTime += DeltaTime * (0.3 + 0.7 * Speed2D/GroundSpeed); WalkBob = Y * Bob * Speed2D * sin(8 * BobTime); AppliedBob = AppliedBob * (1 - FMin(1, 16 * deltatime)); WalkBob.Z = AppliedBob; if ( Speed2D > 10 ) WalkBob.Z = WalkBob.Z + 0.75 * Bob * Speed2D * sin(16 * BobTime); } else if ( Physics == PHYS_Swimming ) { BobTime += DeltaTime; Speed2D = Sqrt(Velocity.X * Velocity.X + Velocity.Y * Velocity.Y); WalkBob = Y * Bob * 0.5 * Speed2D * sin(4.0 * BobTime); WalkBob.Z = Bob * 1.5 * Speed2D * sin(8.0 * BobTime); } else { BobTime = 0; WalkBob = WalkBob * (1 - FMin(1, 8 * deltatime)); } } //*************************************** // Vehicle driving // StartDriving() and StopDriving() also called on client // on transitions of bIsDriving setting simulated event StartDriving(Vehicle V) { DrivenVehicle = V; NetUpdateTime = Level.TimeSeconds - 1; AmbientSound = None; StopWeaponFiring(); DeactivateSpawnProtection(); // Move the driver into position, and attach to car. ShouldCrouch(false); bIgnoreForces = true; Velocity = vect(0,0,0); Acceleration = vect(0,0,0); bCanTeleport = false; if ( !V.bRemoteControlled || V.bHideRemoteDriver ) { SetCollision( False, False, False); bCollideWorld = false; V.AttachDriver( Self ); if ( V.bDrawDriverinTP ) CullDistance = 5000; else bHidden = true; } // set animation bPhysicsAnimUpdate = false; bWaitForAnim = false; if ( !V.bHideRemoteDriver && V.bDrawDriverinTP ) { if ( HasAnim(DrivenVehicle.DriveAnim) ) LoopAnim(DrivenVehicle.DriveAnim); else LoopAnim('Vehicle_Driving'); SetAnimFrame(0.5); SmoothViewYaw = Rotation.Yaw; SetTwistLook(0,0); } else if ( !V.bRemoteControlled ) { LoopAnim('Vehicle_Driving'); } } simulated event StopDriving(Vehicle V) { if ( (Role == ROLE_Authority) && (PlayerController(Controller) != None) ) V.PlayerStartTime = Level.TimeSeconds + 12; CullDistance = Default.CullDistance; NetUpdateTime = Level.TimeSeconds - 1; if (V != None && V.Weapon != None ) V.Weapon.ImmediateStopFire(); if ( Physics == PHYS_Karma ) return; DrivenVehicle = None; bIgnoreForces = false; bHardAttach = false; bWaitForAnim = false; bCanTeleport = true; bCollideWorld = true; PlayWaiting(); //PrePivot = vect(0,0,0); if ( V != None ) V.DetachDriver( Self ); bPhysicsAnimUpdate = Default.bPhysicsAnimUpdate; SetCollision(True, True); if ( (Role == ROLE_Authority) && (Health > 0) ) { if ( !V.bRemoteControlled || V.bHideRemoteDriver ) { Acceleration = vect(0, 0, 24000); if ( PhysicsVolume.bWaterVolume ) SetPhysics(PHYS_Swimming); else SetPhysics(PHYS_Falling); SetBase(None); bHidden = false; } } bOwnerNoSee = default.bOwnerNoSee; if ( Weapon != None ) { PendingWeapon = None; Weapon.BringUp(); } } simulated function bool FindValidTaunt( out name Sequence ) { return true; } // CheckTauntValid() is obsolete, use FindValidTaunt() simulated function bool CheckTauntValid( name Sequence ) { return FindValidTaunt(sequence); } //*************************************** // Interface to Pawn's Controller // return true if controlled by a Player (AI or human) simulated function bool IsPlayerPawn() { return ( (Controller != None) && Controller.bIsPlayer ); } // return true if was controlled by a Player (AI or human) simulated function bool WasPlayerPawn() { return false; } // return true if controlled by a real live human simulated function bool IsHumanControlled() { return ( PlayerController(Controller) != None ); } // return true if controlled by local (not network) player simulated function bool IsLocallyControlled() { if ( Level.NetMode == NM_Standalone ) return true; if ( Controller == None ) return false; if ( PlayerController(Controller) == None ) return true; return ( Viewport(PlayerController(Controller).Player) != None ); } // return true if viewing this pawn in first person pov. useful for determining what and where to spawn effects simulated function bool IsFirstPerson() { local PlayerController PC; PC = PlayerController(Controller); return ( PC != None && !PC.bBehindView && Viewport(PC.Player) != None ); } simulated function rotator GetViewRotation() { if ( Controller == None ) return Rotation; return Controller.GetViewRotation(); } simulated function SetViewRotation(rotator NewRotation ) { if ( Controller != None ) Controller.SetRotation(NewRotation); } final function bool InGodMode() { return ( (Controller != None) && Controller.bGodMode ); } function bool NearMoveTarget() { if ( (Controller == None) || (Controller.MoveTarget == None) ) return false; return ReachedDestination(Controller.MoveTarget); } simulated final function bool PressingFire() { return ( (Controller != None) && (Controller.bFire != 0) ); } simulated final function bool PressingAltFire() { return ( (Controller != None) && (Controller.bAltFire != 0) ); } function Actor GetMoveTarget() { if ( Controller == None ) return None; return Controller.MoveTarget; } function SetMoveTarget(Actor NewTarget ) { if ( Controller != None ) Controller.MoveTarget = NewTarget; } function bool LineOfSightTo(actor Other) { return ( (Controller != None) && Controller.LineOfSightTo(Other) ); } simulated final function rotator AdjustAim(FireProperties FiredAmmunition, vector projStart, int aimerror) { if ( Controller == None ) return Rotation; return Controller.AdjustAim(FiredAmmunition, projStart, aimerror); } function Actor ShootSpecial(Actor A) { if ( !Controller.bCanDoSpecial || (Weapon == None) ) return None; SetRotation(rotator(A.Location - Location)); Controller.Focus = A; Controller.FireWeaponAt(A); return A; } /* return a value (typically 0 to 1) adjusting pawn's perceived strength if under some special influence (like berserk) */ function float AdjustedStrength() { return 0; } function HandlePickup(Pickup pick) { MakeNoise(0.2); if ( Controller != None ) Controller.HandlePickup(pick); } function ReceiveLocalizedMessage( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { if ( PlayerController(Controller) != None ) PlayerController(Controller).ReceiveLocalizedMessage( Message, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject ); } event ClientMessage( coerce string S, optional Name Type ) { if ( PlayerController(Controller) != None ) PlayerController(Controller).ClientMessage( S, Type ); } function Trigger( actor Other, pawn EventInstigator ) { if ( Controller != None ) Controller.Trigger(Other, EventInstigator); } //*************************************** function bool CanTrigger(Trigger T) { return true; } function CreateInventory(string InventoryClassName) { } function GiveWeapon(string aClassName ) { local class<Weapon> WeaponClass; local Weapon NewWeapon; WeaponClass = class<Weapon>(DynamicLoadObject(aClassName, class'Class')); if( FindInventoryType(WeaponClass) != None ) return; newWeapon = Spawn(WeaponClass); if( newWeapon != None ) newWeapon.GiveTo(self); } function SetDisplayProperties(ERenderStyle NewStyle, Material NewTexture, bool bLighting ) { Style = NewStyle; Texture = NewTexture; bUnlit = bLighting; if ( Weapon != None ) Weapon.SetDisplayProperties(Style, Texture, bUnlit); if ( !bUpdatingDisplay && (Inventory != None) ) { bUpdatingDisplay = true; Inventory.SetOwnerDisplay(); } bUpdatingDisplay = false; } function SetDefaultDisplayProperties() { Style = Default.Style; texture = Default.Texture; bUnlit = Default.bUnlit; if ( Weapon != None ) Weapon.SetDefaultDisplayProperties(); if ( !bUpdatingDisplay && (Inventory != None) ) { bUpdatingDisplay = true; Inventory.SetOwnerDisplay(); } bUpdatingDisplay = false; } function FinishedInterpolation() { DropToGround(); } function JumpOutOfWater(vector jumpDir) { Falling(); Velocity = jumpDir * WaterSpeed; Acceleration = jumpDir * AccelRate; velocity.Z = FMax(380,JumpZ); //set here so physics uses this for remainder of tick bUpAndOut = true; } /* Modify velocity called by physics before applying new velocity for this tick. Velocity,Acceleration, etc. have been updated by the physics, but location hasn't */ simulated event ModifyVelocity(float DeltaTime, vector OldVelocity); event FellOutOfWorld(eKillZType KillType) { if ( Level.NetMode == NM_Client ) return; if ( (Controller != None) && Controller.AvoidCertainDeath() ) return; Health = -1; if( KillType == KILLZ_Lava) Died( None, class'FellLava', Location ); else if(KillType == KILLZ_Suicide) Died( None, class'Fell', Location ); else { if ( Physics != PHYS_Karma ) SetPhysics(PHYS_None); Died( None, class'Fell', Location ); } } /* ShouldCrouch() Controller is requesting that pawn crouch */ function ShouldCrouch(bool Crouch) { if ( bWantsToCrouch != Crouch ) bWantsToCrouch = Crouch; } // Stub events called when physics actually allows crouch to begin or end // use these for changing the animation (if script controlled) event EndCrouch(float HeightAdjust) { EyeHeight -= HeightAdjust; OldZ += HeightAdjust; BaseEyeHeight = Default.BaseEyeHeight; } event StartCrouch(float HeightAdjust) { EyeHeight += HeightAdjust; OldZ -= HeightAdjust; BaseEyeHeight = FMin(0.8 * CrouchHeight, CrouchHeight - 10); } function RestartPlayer(); function AddVelocity( vector NewVelocity) { if ( bIgnoreForces || (NewVelocity == vect(0,0,0)) ) return; if ( (Physics == PHYS_Falling) && (AIController(Controller) != None) ) ImpactVelocity += NewVelocity; if ( (Physics == PHYS_Walking) || (((Physics == PHYS_Ladder) || (Physics == PHYS_Spider)) && (NewVelocity.Z > Default.JumpZ)) ) SetPhysics(PHYS_Falling); if ( (Velocity.Z > 380) && (NewVelocity.Z > 0) ) NewVelocity.Z *= 0.5; Velocity += NewVelocity; } function KilledBy( pawn EventInstigator ) { local Controller Killer; Health = 0; if ( EventInstigator != None ) Killer = EventInstigator.Controller; Died( Killer, class'Suicided', Location ); } function TakeFallingDamage() { local float Shake, EffectiveSpeed; if (Velocity.Z < -0.5 * MaxFallSpeed) { if ( Role == ROLE_Authority ) { MakeNoise(1.0); if (Velocity.Z < -1 * MaxFallSpeed) { EffectiveSpeed = Velocity.Z; if ( TouchingWaterVolume() ) EffectiveSpeed = FMin(0, EffectiveSpeed + 100); if ( EffectiveSpeed < -1 * MaxFallSpeed ) TakeDamage(-100 * (EffectiveSpeed + MaxFallSpeed)/MaxFallSpeed, None, Location, vect(0,0,0), class'Fell'); } } if ( Controller != None ) { Shake = FMin(1, -1 * Velocity.Z/MaxFallSpeed); Controller.DamageShake(Shake); } } else if (Velocity.Z < -1.4 * JumpZ) MakeNoise(0.5); } function ClientReStart() { Velocity = vect(0,0,0); Acceleration = vect(0,0,0); BaseEyeHeight = Default.BaseEyeHeight; EyeHeight = BaseEyeHeight; PlayWaiting(); } function ClientSetLocation( vector NewLocation, rotator NewRotation ) { if ( Controller != None ) Controller.ClientSetLocation(NewLocation, NewRotation); } function ClientSetRotation( rotator NewRotation ) { if ( Controller != None ) Controller.ClientSetRotation(NewRotation); } simulated function FaceRotation( rotator NewRotation, float DeltaTime ) { if ( Physics == PHYS_Ladder ) SetRotation(OnLadder.Walldir); else { if ( (Physics == PHYS_Walking) || (Physics == PHYS_Falling) ) NewRotation.Pitch = 0; SetRotation(NewRotation); } } function int LimitPitch(int pitch) { pitch = pitch & 65535; if (pitch > PitchUpLimit && pitch < PitchDownLimit) { if (pitch - PitchUpLimit < PitchDownLimit - pitch) pitch = PitchUpLimit; else pitch = PitchDownLimit; } return pitch; } function ClientDying(class<DamageType> DamageType, vector HitLocation) { if ( Controller != None ) Controller.ClientDying(DamageType, HitLocation); } function DoComboName( string ComboClassName ); function bool InCurrentCombo() { return false; } //============================================================================= // UDamage stub. function EnableUDamage(float Amount); function DisableUDamage(); //============================================================================= // Shield stubs. function float GetShieldStrengthMax(); function float GetShieldStrength(); function bool AddShieldStrength(int Amount); function int CanUseShield(int Amount); //============================================================================= // Inventory related functions. // check before throwing simulated function bool CanThrowWeapon() { return ( (Weapon != None) && Weapon.CanThrow() && Level.Game.bAllowWeaponThrowing ); } // toss out a weapon function TossWeapon(Vector TossVel) { local Vector X,Y,Z; Weapon.Velocity = TossVel; GetAxes(Rotation,X,Y,Z); Weapon.DropFrom(Location + 0.8 * CollisionRadius * X - 0.5 * CollisionRadius * Y); } exec function SwitchToLastWeapon() { if ( (Weapon != None) && (Weapon.OldWeapon != None) && Weapon.OldWeapon.HasAmmo() ) { PendingWeapon = Weapon.OldWeapon; Weapon.PutDown(); } } /* PrevWeapon() - switch to previous inventory group weapon */ simulated function PrevWeapon() { if ( Level.Pauser != None ) return; if ( Weapon == None && Controller != None ) { Controller.SwitchToBestWeapon(); return; } if ( PendingWeapon != None ) { if ( PendingWeapon.bForceSwitch ) return; PendingWeapon = Inventory.PrevWeapon(None, PendingWeapon); } else PendingWeapon = Inventory.PrevWeapon(None, Weapon); if ( PendingWeapon != None ) Weapon.PutDown(); } /* NextWeapon() - switch to next inventory group weapon */ simulated function NextWeapon() { if ( Level.Pauser != None ) return; if ( Weapon == None && Controller != None ) { Controller.SwitchToBestWeapon(); return; } if ( PendingWeapon != None ) { if ( PendingWeapon.bForceSwitch ) return; PendingWeapon = Inventory.NextWeapon(None, PendingWeapon); } else PendingWeapon = Inventory.NextWeapon(None, Weapon); if ( PendingWeapon != None ) Weapon.PutDown(); } // The player wants to switch to weapon group number F. simulated function SwitchWeapon(byte F) { local weapon newWeapon; if ( (Level.Pauser!=None) || (Inventory == None) ) return; if ( (Weapon != None) && (Weapon.Inventory != None) ) newWeapon = Weapon.Inventory.WeaponChange(F, false); else newWeapon = None; if ( newWeapon == None ) newWeapon = Inventory.WeaponChange(F, true); if ( newWeapon == None ) { if ( F == 10 ) ServerNoTranslocator(); return; } if ( PendingWeapon != None && PendingWeapon.bForceSwitch ) return; if ( Weapon == None ) { PendingWeapon = newWeapon; ChangedWeapon(); } else if ( Weapon != newWeapon || PendingWeapon != None ) { PendingWeapon = newWeapon; Weapon.PutDown(); } else if ( Weapon == newWeapon ) Weapon.Reselect(); // sjs } function ServerNoTranslocator() { if ( Level.Game != None ) Level.Game.NoTranslocatorKeyPressed( PlayerController(Controller) ); } // The player/bot wants to select next item exec function NextItem() { if (SelectedItem==None) { SelectedItem = Inventory.SelectNext(); Return; } if (SelectedItem.Inventory!=None) SelectedItem = SelectedItem.Inventory.SelectNext(); else SelectedItem = Inventory.SelectNext(); if ( SelectedItem == None ) SelectedItem = Inventory.SelectNext(); } // FindInventoryType() // returns the inventory item of the requested class // if it exists in this pawn's inventory function Inventory FindInventoryType( class DesiredClass ) { local Inventory Inv; local int Count; for( Inv=Inventory; Inv!=None && Count < 1000; Inv=Inv.Inventory ) { if ( Inv.class == DesiredClass ) return Inv; Count++; } // Search for subclasses if exact class wasn't found Count = 0; for ( Inv = Inventory; Inv != None && Count < 1000; Inv = Inv.Inventory ) { if ( ClassIsChildOf(Inv.Class, DesiredClass) ) return Inv; Count++; } return None; } // Add Item to this pawn's inventory. // Returns true if successfully added, false if not. function bool AddInventory( inventory NewItem ) { // Skip if already in the inventory. local inventory Inv; local actor Last, Prev; local bool bAddedInOrder; Last = self; // The item should not have been destroyed if we get here. if (NewItem ==None ) log("tried to add none inventory to "$self); NewItem.SetOwner(Self); NewItem.NetUpdateTime = Level.TimeSeconds - 1; // order weapons based on priority if ( Weapon(NewItem) != None ) { Prev = self; for( Inv=Inventory; Inv!=None; Inv=Inv.Inventory ) { if ( (Inv.InventoryGroup == NewItem.InventoryGroup) && (Weapon(Inv) != None) ) { if( (Weapon(Inv).Priority < Weapon(NewItem).Priority) ) { bAddedInOrder = true; break; } } else if ( (Weapon(Prev) != None) && (Weapon(Prev).InventoryGroup == NewItem.InventoryGroup) ) { bAddedInOrder = true; break; } if ( !bAddedInOrder ) Prev = Inv; } if ( bAddedInOrder ) { NewItem.Inventory = Prev.Inventory; Prev.Inventory = NewItem; Prev.NetUpdateTime = Level.TimeSeconds - 1; } } if ( !bAddedInOrder ) { for( Inv=Inventory; Inv!=None; Inv=Inv.Inventory ) { if( Inv == NewItem ) return false; Last = Inv; } // Add to back of inventory chain (so minimizes net replication effect). NewItem.Inventory = None; Last.Inventory = NewItem; Last.NetUpdateTime = Level.TimeSeconds - 1; } if ( Controller != None ) Controller.NotifyAddInventory(NewItem); return true; } // Remove Item from this pawn's inventory, if it exists. function DeleteInventory( inventory Item ) { // If this item is in our inventory chain, unlink it. local actor Link; local int Count; if ( Item == Weapon ) Weapon = None; if ( Item == SelectedItem ) SelectedItem = None; for( Link = Self; Link!=None; Link=Link.Inventory ) { if( Link.Inventory == Item ) { Link.Inventory = Item.Inventory; Item.Inventory = None; Link.NetUpdateTime = Level.TimeSeconds - 1; Item.NetUpdateTime = Level.TimeSeconds - 1; break; } if ( Level.NetMode == NM_Client ) { Count++; if ( Count > 1000 ) break; } } Item.SetOwner(None); } // Just changed to pendingWeapon simulated function ChangedWeapon() { local Weapon OldWeapon; ServerChangedWeapon(Weapon, PendingWeapon); if (Role < ROLE_Authority) { OldWeapon = Weapon; Weapon = PendingWeapon; PendingWeapon = None; if ( Controller != None ) Controller.ChangedWeapon(); if (Weapon != None) Weapon.BringUp(OldWeapon); } } function name GetOffhandBoneFor(Inventory I) { return ''; } function name GetWeaponBoneFor(Inventory I) { return 'righthand'; } function ServerChangedWeapon(Weapon OldWeapon, Weapon NewWeapon) { Weapon = NewWeapon; if ( Controller != None ) Controller.ChangedWeapon(); PendingWeapon = None; if ( OldWeapon != None ) { OldWeapon.SetDefaultDisplayProperties(); OldWeapon.DetachFromPawn(self); OldWeapon.GotoState('Hidden'); OldWeapon.NetUpdateFrequency = 2; } if ( Weapon != None ) { Weapon.NetUpdateFrequency = 100; Weapon.AttachToPawn(self); Weapon.BringUp(OldWeapon); PlayWeaponSwitch(NewWeapon); } if ( Inventory != None ) Inventory.OwnerEvent('ChangedWeapon'); // tell inventory that weapon changed (in case any effect was being applied) } function bool IsHeadShot(vector loc, vector ray, float AdditionalScale) { local coords C; local vector HeadLoc, B, M, diff; local float t, DotMM, Distance; local int look; if (HeadBone == '') return False; // If we are a dedicated server estimate what animation is most likely playing on the client if (Level.NetMode == NM_DedicatedServer) { if (Physics == PHYS_Falling) PlayAnim(AirAnims[0], 1.0, 0.0); else if (Physics == PHYS_Walking) { if (bIsCrouched) PlayAnim(IdleCrouchAnim, 1.0, 0.0); else PlayAnim(IdleWeaponAnim, 1.0, 0.0); if ( bDoTorsoTwist ) { SmoothViewYaw = Rotation.Yaw; SmoothViewPitch = ViewPitch; look = (256 * ViewPitch) & 65535; if (look > 32768) look -= 65536; SetTwistLook(0, look); } } else if (Physics == PHYS_Swimming) PlayAnim(SwimAnims[0], 1.0, 0.0); SetAnimFrame(0.5); } C = GetBoneCoords(HeadBone); HeadLoc = C.Origin + (HeadHeight * HeadScale * AdditionalScale * C.XAxis); // Express snipe trace line in terms of B + tM B = loc; M = ray * (2.0 * CollisionHeight + 2.0 * CollisionRadius); // Find Point-Line Squared Distance diff = HeadLoc - B; t = M Dot diff; if (t > 0) { DotMM = M dot M; if (t < DotMM) { t = t / DotMM; diff = diff - (t * M); } else { t = 1; diff -= M; } } else t = 0; Distance = Sqrt(diff Dot diff); return (Distance < (HeadRadius * HeadScale * AdditionalScale)); } //============== // Encroachment event bool EncroachingOn( actor Other ) { if ( Other.bWorldGeometry || Other.bBlocksTeleport ) return true; if ( (Vehicle(Other) != None) && (Weapon != None) && Weapon.IsA('Translauncher') ) return true; if ( ((Controller == None) || !Controller.bIsPlayer || bWarping) && (Pawn(Other) != None) ) return true; return false; } event EncroachedBy( actor Other ) { // Allow encroachment by Vehicles so they can push the pawn out of the way if ( Pawn(Other) != None && Vehicle(Other) == None ) gibbedBy(Other); } function gibbedBy(actor Other) { if ( Role < ROLE_Authority ) return; if ( Pawn(Other) != None ) Died(Pawn(Other).Controller, class'DamTypeTelefragged', Location); else Died(None, class'Gibbed', Location); } //Base change - if new base is pawn or decoration, damage based on relative mass and old velocity // Also, non-players will jump off pawns immediately function JumpOffPawn() { Velocity += (100 + CollisionRadius) * VRand(); Velocity.Z = 200 + CollisionHeight; SetPhysics(PHYS_Falling); bNoJumpAdjust = true; if ( Controller != None ) Controller.SetFall(); } singular event BaseChange() { local float decorMass; if ( bInterpolating ) return; if ( (base == None) && (Physics == PHYS_None) ) SetPhysics(PHYS_Falling); // Pawns can only set base to non-pawns, or pawns which specifically allow it. // Otherwise we do some damage and jump off. else if ( Pawn(Base) != None && Base != DrivenVehicle ) { if ( !Pawn(Base).bCanBeBaseForPawns ) { Base.TakeDamage( (1-Velocity.Z/400)* Mass/Base.Mass, Self,Location,0.5 * Velocity , class'Crushed'); JumpOffPawn(); } } else if ( (Decoration(Base) != None) && (Velocity.Z < -400) ) { decorMass = FMax(Decoration(Base).Mass, 1); Base.TakeDamage((-2* Mass/decorMass * Velocity.Z/400), Self, Location, 0.5 * Velocity, class'Crushed'); } } event UpdateEyeHeight( float DeltaTime ) { local float smooth, MaxEyeHeight; local float OldEyeHeight; local Actor HitActor; local vector HitLocation,HitNormal; if ( Controller == None ) { EyeHeight = 0; return; } if ( Level.NetMode == NM_DedicatedServer ) { Eyeheight = BaseEyeheight; return; } if ( bTearOff ) { EyeHeight = Default.BaseEyeheight; bUpdateEyeHeight = false; return; } HitActor = trace(HitLocation,HitNormal,Location + (CollisionHeight + MAXSTEPHEIGHT + 14) * vect(0,0,1), Location + CollisionHeight * vect(0,0,1),true); if ( HitActor == None ) MaxEyeHeight = CollisionHeight + MAXSTEPHEIGHT; else MaxEyeHeight = HitLocation.Z - Location.Z - 14; if ( abs(Location.Z - OldZ) > 15 ) { bJustLanded = false; bLandRecovery = false; } // smooth up/down stairs if ( !bJustLanded ) { smooth = FMin(0.9, 10.0 * DeltaTime/Level.TimeDilation); LandBob *= (1 - smooth); if( Controller.WantsSmoothedView() ) { OldEyeHeight = EyeHeight; EyeHeight = FClamp((EyeHeight - Location.Z + OldZ) * (1 - smooth) + BaseEyeHeight * smooth, -0.5 * CollisionHeight, MaxEyeheight); } else EyeHeight = FMin(EyeHeight * ( 1 - smooth) + BaseEyeHeight * smooth, MaxEyeHeight); } else if ( bLandRecovery ) { smooth = FMin(0.9, 10.0 * DeltaTime); OldEyeHeight = EyeHeight; EyeHeight = FMin(EyeHeight * ( 1 - 0.6*smooth) + BaseEyeHeight * 0.6*smooth, BaseEyeHeight); LandBob *= (1 - smooth); if ( Eyeheight >= BaseEyeheight - 1) { bJustLanded = false; bLandRecovery = false; Eyeheight = BaseEyeheight; } } else { smooth = FMin(0.65, 10.0 * DeltaTime); OldEyeHeight = EyeHeight; EyeHeight = FMin(EyeHeight * (1 - 1.5*smooth), MaxEyeHeight); LandBob += 0.03 * (OldEyeHeight - Eyeheight); if ( (Eyeheight < 0.25 * BaseEyeheight + 1) || (LandBob > 3) ) { bLandRecovery = true; Eyeheight = 0.25 * BaseEyeheight + 1; } } Controller.AdjustView(DeltaTime); } /* EyePosition() Called by PlayerController to determine camera position in first person view. Returns the offset from the Pawn's location at which to place the camera */ simulated function vector EyePosition() { return EyeHeight * vect(0,0,1) + WalkBob; } //============================================================================= simulated event Destroyed() { if ( Shadow != None ) Shadow.Destroy(); if ( Controller != None ) Controller.PawnDied(self); if ( Level.NetMode == NM_Client ) return; while ( Inventory != None ) Inventory.Destroy(); Weapon = None; Super.Destroyed(); } //============================================================================= // // Called immediately before gameplay begins. // event PreBeginPlay() { Super.PreBeginPlay(); Instigator = self; DesiredRotation = Rotation; if ( bDeleteMe ) return; if ( BaseEyeHeight == 0 ) BaseEyeHeight = 0.8 * CollisionHeight; EyeHeight = BaseEyeHeight; if ( menuname == "" ) menuname = GetItemName(string(class)); } event PostBeginPlay() { local AIScript A; Super.PostBeginPlay(); SplashTime = 0; SpawnTime = Level.TimeSeconds; EyeHeight = BaseEyeHeight; OldRotYaw = Rotation.Yaw; // automatically add controller to pawns which were placed in level // NOTE: pawns spawned during gameplay are not automatically possessed by a controller if ( Level.bStartup && (Health > 0) && !bDontPossess ) { // check if I have an AI Script if ( AIScriptTag != '' ) { ForEach AllActors(class'AIScript',A,AIScriptTag) break; // let the AIScript spawn and init my controller if ( A != None ) { A.SpawnControllerFor(self); if ( Controller != None ) return; } } if ( (ControllerClass != None) && (Controller == None) ) Controller = spawn(ControllerClass); if ( Controller != None ) { Controller.Possess(self); AIController(Controller).Skill += SkillModifier; } } } // called after PostBeginPlay on net client simulated event PostNetBeginPlay() { local playercontroller P; if ( Level.bDropDetail || (Level.DetailMode == DM_Low) ) MaxLights = Min(4,MaxLights); if ( Role == ROLE_Authority ) return; if ( (Controller != None) && (Controller.Pawn == None) ) { Controller.Pawn = self; if ( (PlayerController(Controller) != None) && (PlayerController(Controller).ViewTarget == Controller) ) PlayerController(Controller).SetViewTarget(self); } if ( Role == ROLE_AutonomousProxy ) bUpdateEyeHeight = true; if ( (PlayerReplicationInfo != None) && (PlayerReplicationInfo.Owner == None) ) { PlayerReplicationInfo.SetOwner(Controller); if ( left(PlayerReplicationInfo.PlayerName, 5) ~= "PRESS" ) { P = Level.GetLocalPlayerController(); if ( (P.PlayerReplicationInfo != None) && !(left(PlayerReplicationInfo.PlayerName, 5) ~= "PRESS") ) bScriptPostRender = true; } } PlayWaiting(); } simulated function SetMesh() { if (Mesh != None) return; LinkMesh( default.mesh ); } function Gasp(); function SetMovementPhysics(); function bool GiveHealth(int HealAmount, int HealMax) { if (Health < HealMax) { Health = Min(HealMax, Health + HealAmount); return true; } return false; } function bool HasUDamage() { return false; } function int ShieldAbsorb( int damage ) { return damage; } function TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) { local int actualDamage; local Controller Killer; if ( damagetype == None ) { if ( InstigatedBy != None ) warn("No damagetype for damage by "$instigatedby$" with weapon "$InstigatedBy.Weapon); DamageType = class'DamageType'; } if ( Role < ROLE_Authority ) { log(self$" client damage type "$damageType$" by "$instigatedBy); return; } if ( Health <= 0 ) return; if ((instigatedBy == None || instigatedBy.Controller == None) && DamageType.default.bDelayedDamage && DelayedDamageInstigatorController != None) instigatedBy = DelayedDamageInstigatorController.Pawn; if ( (Physics == PHYS_None) && (DrivenVehicle == None) ) SetMovementPhysics(); if (Physics == PHYS_Walking && damageType.default.bExtraMomentumZ) momentum.Z = FMax(momentum.Z, 0.4 * VSize(momentum)); if ( instigatedBy == self ) momentum *= 0.6; momentum = momentum/Mass; if (Weapon != None) Weapon.AdjustPlayerDamage( Damage, InstigatedBy, HitLocation, Momentum, DamageType ); if (DrivenVehicle != None) DrivenVehicle.AdjustDriverDamage( Damage, InstigatedBy, HitLocation, Momentum, DamageType ); if ( (InstigatedBy != None) && InstigatedBy.HasUDamage() ) Damage *= 2; actualDamage = Level.Game.ReduceDamage(Damage, self, instigatedBy, HitLocation, Momentum, DamageType); if( DamageType.default.bArmorStops && (actualDamage > 0) ) actualDamage = ShieldAbsorb(actualDamage); Health -= actualDamage; if ( HitLocation == vect(0,0,0) ) HitLocation = Location; PlayHit(actualDamage,InstigatedBy, hitLocation, damageType, Momentum); if ( Health <= 0 ) { // pawn died if ( DamageType.default.bCausedByWorld && (instigatedBy == None || instigatedBy == self) && LastHitBy != None ) Killer = LastHitBy; else if ( instigatedBy != None ) Killer = instigatedBy.GetKillerController(); if ( Killer == None && DamageType.Default.bDelayedDamage ) Killer = DelayedDamageInstigatorController; if ( bPhysicsAnimUpdate ) TearOffMomentum = momentum; Died(Killer, damageType, HitLocation); } else { AddVelocity( momentum ); if ( Controller != None ) Controller.NotifyTakeHit(instigatedBy, HitLocation, actualDamage, DamageType, Momentum); if ( instigatedBy != None && instigatedBy != self ) LastHitBy = instigatedBy.Controller; } MakeNoise(1.0); } function SetDelayedDamageInstigatorController(Controller C) { DelayedDamageInstigatorController = C; } simulated function int GetTeamNum() { if ( Controller != None ) return Controller.GetTeamNum(); if ( (DrivenVehicle != None) && (DrivenVehicle.Controller != None) ) return DrivenVehicle.Controller.GetTeamNum(); if ( (PlayerReplicationInfo == None) || (PlayerReplicationInfo.Team == None) ) return 255; return PlayerReplicationInfo.Team.TeamIndex; } function TeamInfo GetTeam() { if ( PlayerReplicationInfo != None ) return PlayerReplicationInfo.Team; if ( (DrivenVehicle != None) && (DrivenVehicle.PlayerReplicationInfo != None) ) return DrivenVehicle.PlayerReplicationInfo.Team; return None; } function Controller GetKillerController() { return Controller; } function Died(Controller Killer, class<DamageType> damageType, vector HitLocation) { local Vector TossVel; local Trigger T; local NavigationPoint N; if ( bDeleteMe || Level.bLevelChange || Level.Game == None ) return; // already destroyed, or level is being cleaned up if ( DamageType.default.bCausedByWorld && (Killer == None || Killer == Controller) && LastHitBy != None ) Killer = LastHitBy; // mutator hook to prevent deaths // WARNING - don't prevent bot suicides - they suicide when really needed if ( Level.Game.PreventDeath(self, Killer, damageType, HitLocation) ) { Health = max(Health, 1); //mutator should set this higher return; } Health = Min(0, Health); if ( Weapon != None && (DrivenVehicle == None || DrivenVehicle.bAllowWeaponToss) ) { if ( Controller != None ) Controller.LastPawnWeapon = Weapon.Class; Weapon.HolderDied(); TossVel = Vector(GetViewRotation()); TossVel = TossVel * ((Velocity Dot TossVel) + 500) + Vect(0,0,200); TossWeapon(TossVel); } if ( DrivenVehicle != None ) { Velocity = DrivenVehicle.Velocity; DrivenVehicle.DriverDied(); } if ( Controller != None ) { Controller.WasKilledBy(Killer); Level.Game.Killed(Killer, Controller, self, damageType); } else Level.Game.Killed(Killer, Controller(Owner), self, damageType); DrivenVehicle = None; if ( Killer != None ) TriggerEvent(Event, self, Killer.Pawn); else TriggerEvent(Event, self, None); // make sure to untrigger any triggers requiring player touch if ( IsPlayerPawn() || WasPlayerPawn() ) { PhysicsVolume.PlayerPawnDiedInVolume(self); ForEach TouchingActors(class'Trigger',T) T.PlayerToucherDied(self); // event for HoldObjectives //for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint ) // if ( N.bStatic && N.bReceivePlayerToucherDiedNotify ) ForEach TouchingActors(class'NavigationPoint', N) if ( N.bReceivePlayerToucherDiedNotify ) N.PlayerToucherDied( Self ); } // remove powerup effects, etc. RemovePowerups(); Velocity.Z *= 1.3; if ( IsHumanControlled() ) PlayerController(Controller).ForceDeathUpdate(); if ( (DamageType != None) && DamageType.default.bAlwaysGibs ) ChunkUp( Rotation, DamageType.default.GibPerterbation ); else { NetUpdateFrequency = Default.NetUpdateFrequency; PlayDying(DamageType, HitLocation); if ( Level.Game.bGameEnded ) return; if ( !bPhysicsAnimUpdate && !IsLocallyControlled() ) ClientDying(DamageType, HitLocation); } } function RemovePowerups(); event Falling() { //SetPhysics(PHYS_Falling); //Note - physics changes type to PHYS_Falling by default if ( Controller != None ) Controller.SetFall(); } event HitWall(vector HitNormal, actor Wall); event Landed(vector HitNormal) { ImpactVelocity = vect(0,0,0); TakeFallingDamage(); if ( Health > 0 ) PlayLanded(Velocity.Z); if ( (Velocity.Z < -200) && (PlayerController(Controller) != None) ) { bJustLanded = PlayerController(Controller).bLandingShake; OldZ = Location.Z; } LastHitBy = None; } event HeadVolumeChange(PhysicsVolume newHeadVolume) { if ( (Level.NetMode == NM_Client) || (Controller == None) ) return; if ( HeadVolume.bWaterVolume ) { if (!newHeadVolume.bWaterVolume) { if ( Controller.bIsPlayer && (BreathTime > 0) && (BreathTime < 8) ) Gasp(); BreathTime = -1.0; } } else if ( newHeadVolume.bWaterVolume ) BreathTime = UnderWaterTime; } function bool TouchingWaterVolume() { local PhysicsVolume V; ForEach TouchingActors(class'PhysicsVolume',V) if ( V.bWaterVolume ) return true; return false; } //Pain timer just expired. //Check what zone I'm in (and which parts are) //based on that cause damage, and reset BreathTime function bool IsInPain() { local PhysicsVolume V; ForEach TouchingActors(class'PhysicsVolume',V) if ( V.bPainCausing && (V.DamageType != ReducedDamageType) && (V.DamagePerSec > 0) ) return true; return false; } event BreathTimer() { if ( (Health < 0) || (Level.NetMode == NM_Client) || (DrivenVehicle != None) ) return; TakeDrowningDamage(); if ( Health > 0 ) BreathTime = 2.0; } function TakeDrowningDamage(); function bool CheckWaterJump(out vector WallNormal) { local actor HitActor; local vector HitLocation, HitNormal, checkpoint, start, checkNorm; if ( AIController(Controller) != None ) { checkpoint = Acceleration; checkpoint.Z = 0.0; } if ( checkpoint == vect(0,0,0)) checkpoint = vector(Rotation); checkpoint.Z = 0.0; checkNorm = Normal(checkpoint); checkPoint = Location + 1.2 * CollisionRadius * checkNorm; HitActor = Trace(HitLocation, HitNormal, checkpoint, Location, true, GetCollisionExtent()); if ( (HitActor != None) && (Pawn(HitActor) == None) ) { WallNormal = -1 * HitNormal; start = Location; start.Z += 1.1 * MAXSTEPHEIGHT; checkPoint = start + 2 * CollisionRadius * checkNorm; HitActor = Trace(HitLocation, HitNormal, checkpoint, start, true); if ( (HitActor == None) || (HitNormal.Z > 0.7) ) return true; } return false; } function DoDoubleJump( bool bUpdating ); function bool CanDoubleJump(); function bool CanMultiJump(); function UpdateRocketAcceleration(float DeltaTime, float YawChange, float PitchChange); function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot); function bool Dodge(eDoubleClickDir DoubleClickMove) { return false; } //Player Jumped function bool DoJump( bool bUpdating ) { if ( !bIsCrouched && !bWantsToCrouch && ((Physics == PHYS_Walking) || (Physics == PHYS_Ladder) || (Physics == PHYS_Spider)) ) { if ( Role == ROLE_Authority ) { if ( (Level.Game != None) && (Level.Game.GameDifficulty > 2) ) MakeNoise(0.1 * Level.Game.GameDifficulty); if ( bCountJumps && (Inventory != None) ) Inventory.OwnerEvent('Jumped'); } if ( Physics == PHYS_Spider ) Velocity = JumpZ * Floor; else if ( Physics == PHYS_Ladder ) Velocity.Z = 0; else if ( bIsWalking ) Velocity.Z = Default.JumpZ; else Velocity.Z = JumpZ; if ( (Base != None) && !Base.bWorldGeometry ) Velocity.Z += Base.Velocity.Z; SetPhysics(PHYS_Falling); return true; } return false; } /* PlayMoverHitSound() Mover Hit me, play appropriate sound if any */ function PlayMoverHitSound(); function PlayDyingSound(); function PlayHit(float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum) { local vector BloodOffset, Mo, HitNormal; local class<Effects> DesiredEffect; local class<Emitter> DesiredEmitter; local PlayerController Hearer; if ( DamageType == None ) return; if ( (Damage <= 0) && ((Controller == None) || !Controller.bGodMode) ) return; if (Damage > DamageType.Default.DamageThreshold) //spawn some blood { HitNormal = Normal(HitLocation - Location); // Play any set effect if ( EffectIsRelevant(Location,true) ) { DesiredEffect = DamageType.static.GetPawnDamageEffect(HitLocation, Damage, Momentum, self, (Level.bDropDetail || Level.DetailMode == DM_Low)); if ( DesiredEffect != None ) { BloodOffset = 0.2 * CollisionRadius * HitNormal; BloodOffset.Z = BloodOffset.Z * 0.5; Mo = Momentum; if ( Mo.Z > 0 ) Mo.Z *= 0.5; spawn(DesiredEffect,self,,HitLocation + BloodOffset, rotator(Mo)); } // Spawn any preset emitter DesiredEmitter = DamageType.Static.GetPawnDamageEmitter(HitLocation, Damage, Momentum, self, (Level.bDropDetail || Level.DetailMode == DM_Low)); if (DesiredEmitter != None) spawn(DesiredEmitter,,,HitLocation+HitNormal, Rotator(HitNormal)); } } if ( Health <= 0 ) { if ( PhysicsVolume.bDestructive && (PhysicsVolume.ExitActor != None) ) Spawn(PhysicsVolume.ExitActor); return; } if ( Level.TimeSeconds - LastPainTime > 0.1 ) { if ( InstigatedBy != None && (DamageType != None) && DamageType.default.bDirectDamage ) Hearer = PlayerController(InstigatedBy.Controller); if ( Hearer != None ) Hearer.bAcuteHearing = true; PlayTakeHit(HitLocation,Damage,damageType); if ( Hearer != None ) Hearer.bAcuteHearing = false; LastPainTime = Level.TimeSeconds; } } /* Pawn was killed - detach any controller, and die */ // blow up into little pieces (implemented in subclass) simulated function ChunkUp( Rotator HitRotation, float ChunkPerterbation ) { if ( (Level.NetMode != NM_Client) && (Controller != None) ) { if ( Controller.bIsPlayer ) Controller.PawnDied(self); else Controller.Destroy(); } destroy(); } simulated function TurnOff() { SetCollision(true,false); AmbientSound = None; bNoWeaponFiring = true; Velocity = vect(0,0,0); SetPhysics(PHYS_None); bPhysicsAnimUpdate = false; bIsIdle = true; bWaitForAnim = false; StopAnimating(); bIgnoreForces = true; } /* IsInLoadout() return true if InventoryClass is part of required or optional equipment */ function bool IsInLoadout(class<Inventory> InventoryClass) { return true; } State Dying { ignores Trigger, Bump, HitWall, HeadVolumeChange, PhysicsVolumeChange, Falling, BreathTimer; event ChangeAnimation() {} event StopPlayFiring() {} function PlayFiring(float Rate, name FiringMode) {} function PlayWeaponSwitch(Weapon NewWeapon) {} function PlayTakeHit(vector HitLoc, int Damage, class<DamageType> damageType) {} simulated function PlayNextAnimation() {} function Died(Controller Killer, class<DamageType> damageType, vector HitLocation) { } event FellOutOfWorld(eKillZType KillType) { if(KillType == KILLZ_Lava || KillType == KILLZ_Suicide ) return; Destroy(); } function Timer() { if ( !PlayerCanSeeMe() ) Destroy(); else SetTimer(2.0, false); } function Landed(vector HitNormal) { local rotator finalRot; if( Velocity.Z < -500 ) TakeDamage( (1-Velocity.Z/30),Instigator,Location,vect(0,0,0) , class'Crushed'); finalRot = Rotation; finalRot.Roll = 0; finalRot.Pitch = 0; setRotation(finalRot); SetPhysics(PHYS_None); SetCollision(true, false); if ( !IsAnimating(0) ) LieStill(); } /* ReduceCylinder() made obsolete by ragdoll deaths */ function ReduceCylinder() { SetCollision(false,false); } function LandThump() { // animation notify - play sound if actually landed, and animation also shows it if ( Physics == PHYS_None) bThumped = true; } event AnimEnd(int Channel) { if ( Channel != 0 ) return; if ( Physics == PHYS_None ) LieStill(); else if ( PhysicsVolume.bWaterVolume ) { bThumped = true; LieStill(); } } function LieStill() { if ( !bThumped ) LandThump(); ReduceCylinder(); } singular function BaseChange() { if( base == None ) SetPhysics(PHYS_Falling); else if ( Pawn(base) != None ) // don't let corpse ride around on someone's head ChunkUp( Rotation, 1.0 ); } function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) { SetPhysics(PHYS_Falling); if ( (Physics == PHYS_None) && (Momentum.Z < 0) ) Momentum.Z *= -1; Velocity += 3 * momentum/(Mass + 200); if ( bInvulnerableBody ) return; Damage *= DamageType.Default.GibModifier; Health -=Damage; if ( ((Damage > 30) || !IsAnimating()) && (Health < -80) ) ChunkUp( Rotation, DamageType.default.GibPerterbation ); } function BeginState() { local int i; //log(self$" dying"); if ( bTearOff && (Level.NetMode == NM_DedicatedServer) ) LifeSpan = 1.0; else SetTimer(12.0, false); SetPhysics(PHYS_Falling); bInvulnerableBody = true; if ( Controller != None ) { if ( Controller.bIsPlayer ) Controller.PawnDied(self); else Controller.Destroy(); } for (i = 0; i < Attached.length; i++) if (Attached[i] != None) Attached[i].PawnBaseDied(); } Begin: Sleep(0.2); bInvulnerableBody = false; PlayDyingSound(); } //============================================================================= // Animation interface for controllers simulated event SetAnimAction(name NewAction); /* PlayXXX() function called by controller to play transient animation actions */ simulated event PlayDying(class<DamageType> DamageType, vector HitLoc) { AmbientSound = None; GotoState('Dying'); if ( bPhysicsAnimUpdate ) { bReplicateMovement = false; bTearOff = true; Velocity += TearOffMomentum; SetPhysics(PHYS_Falling); } bPlayedDeath = true; } simulated function PlayFiring(optional float Rate, optional name FiringMode); function PlayWeaponSwitch(Weapon NewWeapon); simulated event StopPlayFiring() { bSteadyFiring = false; } function PlayTakeHit(vector HitLoc, int Damage, class<DamageType> damageType) { local Sound DesiredSound; if (Damage==0) return; // // Play a hit sound according to the DamageType DesiredSound = DamageType.Static.GetPawnDamageSound(); if (DesiredSound != None) PlayOwnedSound(DesiredSound,SLOT_Misc); } //============================================================================= // Pawn internal animation functions simulated event ChangeAnimation() { if ( (Controller != None) && Controller.bControlAnimations ) return; // player animation - set up new idle and moving animations PlayWaiting(); PlayMoving(); } simulated event AnimEnd(int Channel) { if ( Channel == 0 ) PlayWaiting(); } // Animation group checks (usually implemented in subclass) function bool CannotJumpNow() { return false; } simulated event PlayJump(); simulated event PlayFalling(); simulated function PlayMoving(); simulated function PlayWaiting(); function PlayLanded(float impactVel) { if ( !bPhysicsAnimUpdate ) PlayLandingAnimation(impactvel); } simulated event PlayLandingAnimation(float ImpactVel); function PlayVictoryAnimation(); function Vehicle GetVehicleBase() { return Vehicle(Base); } function int GetSpree() { return 0; } function IncrementSpree(); // Allows a pawn to process the raw input from the controller simulated function RawInput(float DeltaTime, float aBaseX, float aBaseY, float aBaseZ, float aMouseX, float aMouseY, float aForward, float aTurn, float aStrafe, float aUp, float aLookUp) { } function Suicide() { KilledBy(self); } // Cheats - invoked by CheatManager function bool CheatWalk() { UnderWaterTime = Default.UnderWaterTime; SetCollision(true, true , true); SetPhysics(PHYS_Walking); bCollideWorld = true; return true; } function bool CheatGhost() { UnderWaterTime = -1.0; SetCollision(false, false, false); bCollideWorld = false; return true; } function bool CheatFly() { UnderWaterTime = Default.UnderWaterTime; SetCollision(true, true , true); bCollideWorld = true; return true; } function float RangedAttackTime() { if ( Weapon != None ) return Weapon.RangedAttackTime(); return 0; } simulated function vector GetTargetLocation() { return Location; } defaultproperties { bJumpCapable=Wahr bCanJump=Wahr bCanWalk=Wahr bCanDoubleJump=Wahr bSimulateGravity=Wahr bServerMoveSetPawnRot=Wahr bNoCoronas=Wahr bAutoActivate=Wahr bLOSHearing=Wahr bUseCompressedPosition=Wahr bWeaponBob=Wahr bCanUse=Wahr Visibility=128 DesiredSpeed=1.000000 MaxDesiredSpeed=1.000000 HearingThreshold=2800.000000 SightRadius=5000.000000 AvgPhysicsTime=0.100000 GroundSpeed=440.000000 WaterSpeed=300.000000 AirSpeed=440.000000 LadderSpeed=200.000000 AccelRate=2048.000000 JumpZ=420.000000 AirControl=0.050000 WalkingPct=0.500000 CrouchedPct=0.500000 MaxFallSpeed=1200.000000 PitchUpLimit=18000 PitchDownLimit=49153 BaseEyeHeight=64.000000 EyeHeight=54.000000 CrouchHeight=40.000000 CrouchRadius=34.000000 DrivingHeight=20.000000 DrivingRadius=22.000000 HealthMax=100.000000 SuperHealthMax=199.000000 Health=100 HeadRadius=9.000000 HeadHeight=6.000000 HeadScale=1.000000 bSetPCRotOnPossess=Wahr noise1time=-10.000000 noise2time=-10.000000 Bob=0.006000 SoundDampening=1.000000 DamageScaling=1.000000 AmbientSoundScaling=0.800000 ControllerClass=Class'Engine.AIController' LandMovementState="PlayerWalking" WaterMovementState="PlayerSwimming" BlendChangeTime=0.250000 DrawType=DT_Mesh bUseDynamicLights=Wahr bStasis=Wahr bUpdateSimulatedPosition=Wahr RemoteRole=ROLE_SimulatedProxy NetPriority=2.000000 Texture=Texture'Engine.S_Pawn' bTravel=Wahr bCanBeDamaged=Wahr bShouldBaseAtStartup=Wahr bOwnerNoSee=Wahr bCanTeleport=Wahr bDisturbFluidSurface=Wahr SoundVolume=255 SoundRadius=160.000000 CollisionRadius=34.000000 CollisionHeight=78.000000 bCollideActors=Wahr bCollideWorld=Wahr bBlockActors=Wahr bProjTarget=Wahr bRotateToDesired=Wahr RotationRate=(Pitch=4096,Yaw=20000,Roll=3072) bNoRepMesh=Wahr bDirectional=Wahr } |
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