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Onslaught.ONSWeaponPawn


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//-----------------------------------------------------------
//
//-----------------------------------------------------------
class ONSWeaponPawn extends Vehicle
    native
    nativereplication;

var()   vector      GunnerPos;
var()   rotator     GunnerRot;

var()   vector      FireImpulse;
var()   vector      AltFireImpulse;

var ONSWeapon           Gun;
var class<ONSWeapon>    GunClass;

var ONSVehicle          VehicleBase;

// Effect spawned when weapon is destroyed
var ()  class<Actor>    DestroyEffectClass;

const                       FilterFrames = 5;
var                 vector  CameraHistory[FilterFrames];
var                 int     NextHistorySlot;
var                 bool    bHistoryWarmup;
var                 bool    bHasFireImpulse;
var                 bool    bHasAltFireImpulse;
var                 bool    bCustomAiming;     // If true, the weapon aiming will be controlled by setting CustomAim.
var                 Rotator CustomAim;

// Movement
var float       YawAccel, PitchAccel;

var string      DebugInfo;

var bool bHasOwnHealth; // If false, damage to this pawn is done to Driver instead
var bool bHasAltFire;

var() name      CameraBone; // Lets you make the camera relative to a bone on this actor instead of the actor itself.

// Correct aim indicator
var config color CrosshairColor;
var config float CrosshairX, CrosshairY;
var config Texture CrosshairTexture;

// (cpptext)
// (cpptext)
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// (cpptext)
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// (cpptext)

replication
{
    unreliable if (Role == ROLE_Authority)
        VehicleBase, Gun;
    reliable if (Role < ROLE_Authority)
        ServerChangeDriverPosition;
}

function AttachFlag(Actor FlagActor)
{
    if ( VehicleBase != None )
        VehicleBase.AttachFlag(FlagActor);
    else
        Super.AttachFlag(FlagActor);
}

function Vehicle GetMoveTargetFor(Pawn P)
{
    if ( VehicleBase != None )
        return VehicleBase;
    return self;
}

function bool HasWeapon()
{
    return (Gun != None);
}

function Pawn GetAimTarget()
{
    if ( VehicleBase != None )
        return VehicleBase;
    return self;
}

function bool CanAttack(Actor Other)
{
    if (Gun != None)
        return Gun.CanAttack(Other);

    return false;
}

function bool TooCloseToAttack(Actor Other)
{
    local int NeededPitch;

    if (Gun == None || VSize(Location - Other.Location) > 2500)
        return false;

    Gun.CalcWeaponFire();
    NeededPitch = rotator(Other.Location - Gun.WeaponFireLocation).Pitch;
    NeededPitch = NeededPitch & 65535;
    return (LimitPitch(NeededPitch) == NeededPitch);
}

function ChooseFireAt(Actor A)
{
    if (!bHasAltFire)
        Fire(0);
    else if (Gun != None)
    {
        if (Gun.BestMode() == 0)
            Fire(0);
        else
            AltFire(0);
    }
}

function float RefireRate()
{
    if (Gun != None)
    {
        if (bWeaponisAltFiring && bHasAltFire)
            return Gun.AIInfo[1].RefireRate;
        else
            return Gun.AIInfo[0].RefireRate;
    }

    return 0;
}

function bool IsFiring()
{
    return (Gun != None && (bWeaponisFiring || (bWeaponisAltFiring && bHasAltFire)));
}

function bool NeedToTurn(vector targ)
{
    return !(Gun != None && Gun.bCorrectAim);
}

function bool FireOnRelease()
{
    if (Gun != None)
    {
        if (bWeaponisAltFiring && bHasAltFire)
            return Gun.AIInfo[1].bFireOnRelease;
        else
            return Gun.AIInfo[0].bFireOnRelease;
    }

    return false;
}

simulated function bool IndependentVehicle()
{
    return false;
}

simulated function DisplayDebug(Canvas Canvas, out float YL, out float YPos)
{
    Super.DisplayDebug(Canvas, YL, YPos);

    Canvas.SetDrawColor(255,0,0);
    Canvas.DrawText(DebugInfo);
    YPos += YL;

    YPos += YL;
    Canvas.SetPos(0, YPos);
    Canvas.SetDrawColor(0,0,255);
    Canvas.DrawText("-- Gun: "$Gun);
    YPos += YL;
    Canvas.SetPos(4, YPos);
    Gun.DisplayDebug( Canvas, YL, YPos );

    Canvas.SetPos(4,YPos);
    DebugInfo = "";
}

function BeginPlay()
{
    Super.BeginPlay();

        Gun = spawn(GunClass, self,, Location);
        if (Gun != None)
        {
            PitchUpLimit = Gun.PitchUpLimit;
            PitchDownLimit = Gun.PitchDownLimit;
        }
}

simulated function PostNetBeginPlay()
{
    local bool OldCollideActors, OldBlockActors;

    Super.PostNetBeginPlay();

    // We need to do this to properly initiate our skeletal mesh to collide with Karma objects
    if (bCollideActors)
    {
        OldCollideActors = bCollideActors;
        OldBlockActors = bBlockActors;

        GetBoneCoords('');
        SetCollision(False, False);
        SetCollision(OldCollideActors, OldBlockActors);
    }

    TeamChanged();
}

simulated function TeamChanged()
{
    Super.TeamChanged();

    if (Gun != None)
        Gun.SetTeam(Team);
}

function Vehicle GetVehicleBase()
{
    return VehicleBase;
}

function AttachToVehicle(ONSVehicle VehiclePawn, name WeaponBone)
{
    if (Level.NetMode != NM_Client)
    {
        VehicleBase = VehiclePawn;
        VehicleBase.AttachToBone(Gun, WeaponBone);
    }
}

simulated function SpecialCalcFirstPersonView(PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )
{
    local vector x, y, z;
    local vector VehicleZ, CamViewOffsetWorld;
    local float CamViewOffsetZAmount;
    local coords CamBoneCoords;

    GetAxes(CameraRotation, x, y, z);
    ViewActor = self;

    CamViewOffsetWorld = FPCamViewOffset >> CameraRotation;

    if(CameraBone != '' && Gun != None)
    {
        CamBoneCoords = Gun.GetBoneCoords(CameraBone);
        CameraLocation = CamBoneCoords.Origin + (FPCamPos >> Rotation) + CamViewOffsetWorld;

        if(bFPNoZFromCameraPitch)
        {
            VehicleZ = vect(0,0,1) >> Rotation;
            CamViewOffsetZAmount = CamViewOffsetWorld Dot VehicleZ;
            CameraLocation -= CamViewOffsetZAmount * VehicleZ;
        }
    }
    else
    {
        CameraLocation = GetCameraLocationStart() + (FPCamPos >> Rotation) + CamViewOffsetWorld;

        if(bFPNoZFromCameraPitch)
        {
            VehicleZ = vect(0,0,1) >> Rotation;
            CamViewOffsetZAmount = CamViewOffsetWorld Dot VehicleZ;
            CameraLocation -= CamViewOffsetZAmount * VehicleZ;
        }
    }

    CameraRotation = Normalize(CameraRotation + PC.ShakeRot);
    CameraLocation = CameraLocation + PC.ShakeOffset.X * x + PC.ShakeOffset.Y * y + PC.ShakeOffset.Z * z;
}

simulated function vector GetCameraLocationStart()
{
    if (VehicleBase != None && Gun != None)
        return VehicleBase.GetBoneCoords(Gun.AttachmentBone).Origin;
    else
        return Super.GetCameraLocationStart();
}

simulated function Destroyed()
{
    if (Level.NetMode != NM_Client && Gun != None)
        Gun.Destroy();

    Super.Destroyed();
}

event EncroachedBy( actor Other )
{
}

// Keeps pawn from setting PHYS_Falling
singular event BaseChange() {}

function Fire(optional float F)
{
    Super.Fire(F);

    if (Gun != None && PlayerController(Controller) != None)
        Gun.ClientStartFire(Controller, false);
}

function AltFire(optional float F)
{
    Super.AltFire(F);

    if (!bWeaponIsFiring && Gun != None && PlayerController(Controller) != None)
        Gun.ClientStartFire(Controller, true);
}

function ClientVehicleCeaseFire(bool bWasAltFire)
{
    Super.ClientVehicleCeaseFire(bWasAltFire);

    if (Gun != None)
    {
        Gun.ClientStopFire(Controller, bWasAltFire);
        if (!bWasAltFire && bWeaponIsAltFiring)
            Gun.ClientStartFire(Controller, true);
    }
}

function VehicleCeaseFire(bool bWasAltFire)
{
    Super.VehicleCeaseFire(bWasAltFire);
    if (Gun != None)
    {
        Gun.CeaseFire(Controller);
    }
}

function bool TryToDrive(Pawn P)
{
    if (VehicleBase != None)
    {
        if (VehicleBase.NeedsFlip())
        {
            VehicleBase.Flip(vector(P.Rotation), 1);
            return false;
        }

        if (P.GetTeamNum() != Team)
        {
            if (VehicleBase.Driver == None)
                return VehicleBase.TryToDrive(P);

            VehicleLocked(P);
            return false;
        }
    }

    return Super.TryToDrive(P);
}

function KDriverEnter(Pawn P)
{
    local rotator NewRotation;

    Super.KDriverEnter(P);

    if (VehicleBase != None && VehicleBase.bTeamLocked && VehicleBase.bEnterringUnlocks)
        VehicleBase.bTeamLocked = false;

    Gun.bActive = True;
    if (!bHasOwnHealth && VehicleBase == None)
    {
        Health = Driver.Health;
        HealthMax = Driver.HealthMax;
    }

        if (xPawn(Driver) != None && Driver.HasUDamage())
        Gun.SetOverlayMaterial(xPawn(Driver).UDamageWeaponMaterial, xPawn(Driver).UDamageTime - Level.TimeSeconds, false);

    NewRotation = Controller.Rotation;
    NewRotation.Pitch = LimitPitch(NewRotation.Pitch);
    SetRotation(NewRotation);
    Driver.bSetPCRotOnPossess = false; //so when driver gets out he'll be facing the same direction as he was inside the vehicle

    if (Gun != None)
    {
        Gun.NetPriority = 2.0;
        Gun.NetUpdateFrequency = 10;
    }
}

function PossessedBy(Controller C)
{
    Super.PossessedBy(C);
    NetPriority = 1.0;
}

function bool KDriverLeave( bool bForceLeave )
{
    local Controller C;

    // We need to get the controller here since Super.KDriverLeave() messes with it.
    C = Controller;
    if (Super.KDriverLeave(bForceLeave) || bForceLeave)
    {
        bWeaponIsFiring = False;

        if (!bHasOwnHealth && VehicleBase == None)
        {
            HealthMax = default.HealthMax;
            Health = HealthMax;
        }

        if (C != None)
        {
            if (Gun != None && xPawn(C.Pawn) != None && C.Pawn.HasUDamage())
                Gun.SetOverlayMaterial(xPawn(C.Pawn).UDamageWeaponMaterial, 0, false);

            C.Pawn.bSetPCRotOnPossess = C.Pawn.default.bSetPCRotOnPossess;

            if (Bot(C) != None)
                Bot(C).ClearTemporaryOrders();
        }

        if (Gun != None)
        {
            Gun.bActive = False;
            Gun.FlashCount = 0;
            Gun.NetUpdateFrequency = Gun.default.NetUpdateFrequency;
            Gun.NetPriority = Gun.default.NetPriority;
        }

        return True;
    }
    else
    {
        if ( (Bot(Controller) != None) && (VehicleBase.Driver == None) )
            ServerChangeDriverPosition(1);
        //Log("Cannot leave "$self);
        return False;
    }
}

function DriverDied()
{
        if (Gun != None && xPawn(Driver) != None && Driver.HasUDamage())
        Gun.SetOverlayMaterial(xPawn(Driver).UDamageWeaponMaterial, 0, false);

        Super.DriverDied();
}

simulated function ClientKDriverEnter(PlayerController PC)
{
    local rotator NewRotation;

    Super.ClientKDriverEnter(PC);

    NewRotation = PC.Rotation;
    NewRotation.Pitch = LimitPitch(NewRotation.Pitch);
    SetRotation(NewRotation);
}

simulated function ClientKDriverLeave(PlayerController PC)
{
    if (Gun != None)
    {
        if (bWeaponisFiring)
            Gun.ClientStopFire(PC, false);
        if (bWeaponisAltFiring)
            Gun.ClientStopFire(PC, true);
    }

    Super.ClientKDriverLeave(PC);
}

function bool PlaceExitingDriver()
{
    local int i;
    local vector tryPlace, Extent, HitLocation, HitNormal, ZOffset;

    Extent = Driver.default.CollisionRadius * vect(1,1,0);
    Extent.Z = Driver.default.CollisionHeight;
    ZOffset = Driver.default.CollisionHeight * vect(0,0,0.5);

    //avoid running driver over by placing in direction perpendicular to velocity
    if (VehicleBase != None && VSize(VehicleBase.Velocity) > 100)
    {
        tryPlace = Normal(VehicleBase.Velocity cross vect(0,0,1)) * (VehicleBase.CollisionRadius * 1.25);
        if (FRand() < 0.5)
            tryPlace *= -1; //randomly prefer other side
        if ( (VehicleBase.Trace(HitLocation, HitNormal, VehicleBase.Location + tryPlace + ZOffset, VehicleBase.Location + ZOffset, false, Extent) == None && Driver.SetLocation(VehicleBase.Location + tryPlace + ZOffset))
             || (VehicleBase.Trace(HitLocation, HitNormal, VehicleBase.Location - tryPlace + ZOffset, VehicleBase.Location + ZOffset, false, Extent) == None && Driver.SetLocation(VehicleBase.Location - tryPlace + ZOffset)) )
            return true;
    }

    for(i=0; i<ExitPositions.Length; i++)
    {
        if ( bRelativeExitPos )
        {
            if (VehicleBase != None)
                tryPlace = VehicleBase.Location + (ExitPositions[i] >> VehicleBase.Rotation) + ZOffset;
                else if (Gun != None)
                    tryPlace = Gun.Location + (ExitPositions[i] >> Gun.Rotation) + ZOffset;
                else
                    tryPlace = Location + (ExitPositions[i] >> Rotation);
            }
        else
            tryPlace = ExitPositions[i];

        // First, do a line check (stops us passing through things on exit).
        if ( bRelativeExitPos )
        {
            if (VehicleBase != None)
            {
                if (VehicleBase.Trace(HitLocation, HitNormal, tryPlace, VehicleBase.Location + ZOffset, false, Extent) != None)
                    continue;
            }
            else
                if (Trace(HitLocation, HitNormal, tryPlace, Location + ZOffset, false, Extent) != None)
                    continue;
        }

        // Then see if we can place the player there.
        if ( !Driver.SetLocation(tryPlace) )
            continue;

        return true;
    }
    return false;
}

simulated function AttachDriver(Pawn P)
{
    local coords GunnerAttachmentBoneCoords;

    if (Gun == None)
        return;

    P.bHardAttach = True;

    GunnerAttachmentBoneCoords = Gun.GetBoneCoords(Gun.GunnerAttachmentBone);
    P.SetLocation(GunnerAttachmentBoneCoords.Origin);

    P.SetPhysics(PHYS_None);

    Gun.AttachToBone(P, Gun.GunnerAttachmentBone);
    P.SetRelativeLocation(DrivePos);
    P.SetRelativeRotation( DriveRot );
}

simulated function DetachDriver(Pawn P)
{
    if (Gun != None && P.AttachmentBone != '')
        Gun.DetachFromBone(P);
}

function UpdateRocketAcceleration(float deltaTime, float YawChange, float PitchChange)
{
    local rotator NewRotation;

    NewRotation = Rotation;
    NewRotation.Yaw += 32.0 * deltaTime * YawChange;
    NewRotation.Pitch += 32.0 * deltaTime * PitchChange;
    NewRotation.Pitch = LimitPitch(NewRotation.Pitch);

    SetRotation(NewRotation);
}

simulated function float ChargeBar()
{
    if (Gun != None)
        return Gun.ChargeBar();

    return 0;
}

function SetTeamNum(byte T)
{
    local byte Temp;

    Temp = Team;
    PrevTeam = T;
    Team = T;

    if (Temp != T)
        TeamChanged();
}

function Died(Controller Killer, class<DamageType> damageType, vector HitLocation)
{
    local PlayerController PC;
    local Controller C;

    if ( bDeleteMe || Level.bLevelChange )
        return; // already destroyed, or level is being cleaned up

    if ( Level.Game.PreventDeath(self, Killer, damageType, HitLocation) )
    {
        Health = max(Health, 1); //mutator should set this higher
        return;
    }
    Health = Min(0, Health);

    if ( Controller != None )
    {
        C = Controller;
        C.WasKilledBy(Killer);
        Level.Game.Killed(Killer, C, self, damageType);
        if( C.bIsPlayer )
        {
            PC = PlayerController(C);
            if ( PC != None )
                ClientKDriverLeave(PC); // Just to reset HUD etc.
            else
                ClientClearController();
            if ( (bRemoteControlled || bEjectDriver) && (Driver != None) && (Driver.Health > 0) )
            {
                C.Unpossess();
                C.Possess(Driver);
                if ( bEjectDriver )
                    EjectDriver();
                Driver = None;
            }
            else
            {
                        if (PC != None && VehicleBase != None)
                        {
                            PC.SetViewTarget(VehicleBase);
                            PC.ClientSetViewTarget(VehicleBase);
                        }
                C.PawnDied(self);
            }
        }
        else
            C.Destroy();
    }
    else
        Level.Game.Killed(Killer, Controller(Owner), self, damageType);

    if ( Killer != None )
        TriggerEvent(Event, self, Killer.Pawn);
    else
        TriggerEvent(Event, self, None);

    if ( IsHumanControlled() )
        PlayerController(Controller).ForceDeathUpdate();

    Destroy();
}

event TakeDamage(int Damage, Pawn EventInstigator, Vector HitLocation, Vector Momentum, class<DamageType> DamageType)
{
    if (bHasOwnHealth)
        Super.TakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType);
    else if (Driver != None)
    {
        Driver.TakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType);
        if (VehicleBase == None)
            Health = Driver.Health;
    }
}

simulated function SwitchWeapon(byte F)
{
    if (VehicleBase != None)
        ServerChangeDriverPosition(F);
}

function ServerChangeDriverPosition(byte F)
{
    local Pawn OldDriver, Bot;

    if (Driver == None || VehicleBase == None)
        return;

    if (F == 1 && (VehicleBase.Driver == None || AIController(VehicleBase.Controller) != None))
    {
        OldDriver = Driver;
        //if human player wants a bot's seat, bot swaps with him
        if (AIController(VehicleBase.Controller) != None)
        {
            Bot = VehicleBase.Driver;
            VehicleBase.KDriverLeave(true);
        }
        KDriverLeave(true);
        if (!VehicleBase.TryToDrive(OldDriver))
        {
            KDriverEnter(OldDriver);
            if (Bot != None)
                VehicleBase.KDriverEnter(Bot);
        }
        else if (Bot != None)
            TryToDrive(Bot);
        return;
    }

    F -= 2;
    if (F < VehicleBase.WeaponPawns.length && (VehicleBase.WeaponPawns[F].Driver == None || AIController(VehicleBase.WeaponPawns[F].Controller) != None))
    {
        OldDriver = Driver;
        //if human player wants a bot's seat, bot swaps with him
        if (AIController(VehicleBase.WeaponPawns[F].Controller) != None)
        {
            Bot = VehicleBase.WeaponPawns[F].Driver;
            VehicleBase.WeaponPawns[F].KDriverLeave(true);
        }
        KDriverLeave(true);
        if (!VehicleBase.WeaponPawns[F].TryToDrive(OldDriver))
        {
            KDriverEnter(OldDriver);
            if (Bot != None)
                VehicleBase.WeaponPawns[F].KDriverEnter(Bot);
        }
        if (Bot != None)
            TryToDrive(Bot);
    }
}

function bool HasUDamage()
{
    return (Driver != None && Driver.HasUDamage());
}

function int LimitPitch(int pitch)
{
    if (VehicleBase == None || Gun == None)
        return Super.LimitPitch(pitch);

    return Gun.LimitPitch(pitch, VehicleBase.Rotation);
}

function bool TeamLink(int TeamNum)
{
    if (VehicleBase != None && !bHasOwnHealth)
        return VehicleBase.TeamLink(TeamNum);

    return Super.TeamLink(TeamNum);
}

simulated function DrawHUD(Canvas Canvas)
{
    local PlayerController PC;
    local vector CameraLocation;
    local rotator CameraRotation;
    local Actor ViewActor;

    if (IsLocallyControlled() && Gun != None && Gun.bCorrectAim)
    {
        Canvas.DrawColor = CrosshairColor;
        Canvas.DrawColor.A = 255;
        Canvas.Style = ERenderStyle.STY_Alpha;

        Canvas.SetPos(Canvas.SizeX*0.5-CrosshairX, Canvas.SizeY*0.5-CrosshairY);
        Canvas.DrawTile(CrosshairTexture, CrosshairX*2.0+1, CrosshairY*2.0+1, 0.0, 0.0, CrosshairTexture.USize, CrosshairTexture.VSize);

    }

    PC = PlayerController(Controller);
    if (PC != None && !PC.bBehindView && HUDOverlay != None)
    {
        if (!Level.IsSoftwareRendering())
        {
            CameraRotation = PC.Rotation;
            SpecialCalcFirstPersonView(PC, ViewActor, CameraLocation, CameraRotation);
            HUDOverlay.SetLocation(CameraLocation + (HUDOverlayOffset >> CameraRotation));
            HUDOverlay.SetRotation(CameraRotation);
            Canvas.DrawActor(HUDOverlay, false, false, FClamp(HUDOverlayFOV * (PC.DesiredFOV / PC.DefaultFOV), 1, 170));
        }
    }
    else
        ActivateOverlay(False);
}

simulated function PostNetReceive()
{
    local int i;

    if (VehicleBase != None)
    {
        bNetNotify = false;
        for (i = 0; i < VehicleBase.WeaponPawns.Length; i++)
            if (VehicleBase.WeaponPawns[i] == self)
                return;
        VehicleBase.WeaponPawns[VehicleBase.WeaponPawns.length] = self;
    }
}

event ApplyFireImpulse(bool bAlt)
{
    if (!bAlt)
        VehicleBase.KAddImpulse(FireImpulse >> Gun.WeaponFireRotation, Gun.WeaponFireLocation);
    else
        VehicleBase.KAddImpulse(AltFireImpulse >> Gun.WeaponFireRotation, Gun.WeaponFireLocation);
}

static function StaticPrecache(LevelInfo L)
{
    Default.GunClass.static.StaticPrecache(L);
}

simulated function ProjectilePostRender2D(Projectile P, Canvas C, float ScreenLocX, float ScreenLocY);

defaultproperties
{
     bHistoryWarmup=Wahr
     bHasAltFire=Wahr
     CrossHairColor=(G=255,A=255)
     CrosshairX=32.000000
     CrosshairY=32.000000
     CrosshairTexture=Texture'ONSInterface-TX.tankBarrelAligned'
     bDrawVehicleShadow=Falsch
     bDrawDriverInTP=Wahr
     bTurnInPlace=Wahr
     bFollowLookDir=Wahr
     bDrawMeshInFP=Wahr
     bZeroPCRotOnEntry=Falsch
     bPCRelativeFPRotation=Falsch
     EntryRadius=50.000000
     bCrawler=Wahr
     bIgnoreForces=Wahr
     bStationary=Wahr
     bSpecialHUD=Wahr
     bSpecialCalcView=Wahr
     bSetPCRotOnPossess=Falsch
     LandMovementState="PlayerTurreting"
     DrawType=DT_None
     bAcceptsProjectors=Falsch
     bIgnoreEncroachers=Wahr
     bNetInitialRotation=Wahr
     NetPriority=0.500000
     bCollideActors=Falsch
     bCollideWorld=Falsch
     bBlockActors=Falsch
     bProjTarget=Falsch
     bBlockZeroExtentTraces=Falsch
     bBlockNonZeroExtentTraces=Falsch
     bNetNotify=Wahr
}

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Class file time: Fr 30.3.2007 08:43:52.000 - Creation time: Mo 16.4.2007 11:20:51.968 - Created with UnCodeX