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class UnrealPawn extends Pawn abstract config(User); var () bool bNoDefaultInventory; // don't spawn default inventory for this guy var bool bAcceptAllInventory; // can pick up anything var(AI) bool bIsSquadLeader; // only used as startup property var bool bSoakDebug; // use less verbose version of debug display var bool bKeepTaunting; var config bool bPlayOwnFootsteps; var byte LoadOut; var config byte SelectedEquipment[16]; // what player has selected (replicate using function) var() string RequiredEquipment[16]; // allow L.D. to modify for single player var string OptionalEquipment[16]; // player can optionally incorporate into loadout var float AttackSuitability; // range 0 to 1, 0 = pure defender, 1 = pure attacker var float LastFootStepTime; var eDoubleClickDir CurrentDir; var vector GameObjOffset; var rotator GameObjRot; var(AI) name SquadName; // only used as startup property // allowed voices var string VoiceType; var globalconfig bool bPlayerShadows; var globalconfig bool bBlobShadow; var int spree; function DropFlag() { if (PlayerReplicationInfo==None || PlayerReplicationInfo.HasFlag==None) return; PlayerReplicationInfo.HasFlag.Drop(Velocity * 0.5); } simulated function bool FindValidTaunt( out name Sequence ) { local int i; for( i=0; i<TauntAnims.Length; i++ ) { if( Sequence == TauntAnims[i] ) return true; } return false; } function gibbedBy(actor Other) { if ( Role < ROLE_Authority ) return; if ( Pawn(Other) != None ) { if ( (Pawn(Other).Weapon != None) && Pawn(Other).Weapon.IsA('Translauncher') ) Died(Pawn(Other).Controller, Pawn(Other).Weapon.GetDamageType(), Location); else Died(Pawn(Other).Controller, class'DamTypeTelefragged', Location); } else Died(None, class'Gibbed', Location); } /* 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; local float XL; if ( !bSoakDebug ) { Super.DisplayDebug(Canvas, YL, YPos); return; } Canvas.Style = ERenderStyle.STY_Normal; Canvas.StrLen("TEST", XL, YL); YPos = YPos + 8*YL; Canvas.SetPos(4,YPos); Canvas.SetDrawColor(255,255,0); T = GetDebugName(); if ( bDeleteMe ) T = T$" DELETED (bDeleteMe == true)"; Canvas.DrawText(T, false); YPos += 3 * YL; Canvas.SetPos(4,YPos); if ( Controller == None ) { Canvas.SetDrawColor(255,0,0); Canvas.DrawText("NO CONTROLLER"); YPos += YL; Canvas.SetPos(4,YPos); } else Controller.DisplayDebug(Canvas,YL,YPos); YPos += 2*YL; Canvas.SetPos(4,YPos); Canvas.SetDrawColor(0,255,255); Canvas.DrawText("Anchor "$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); } /* BotDodge() returns appropriate vector for dodge in direction Dir (which should be normalized) */ function vector BotDodge(Vector Dir) { local vector Vel; Vel = GroundSpeed*Dir; Vel.Z = JumpZ; return Vel; } function HoldFlag(Actor FlagActor) { if ( GameObject(FlagActor) != None ) HoldGameObject(GameObject(FlagActor),GameObject(FlagActor).GameObjBone); } function HoldGameObject(GameObject gameObj, name GameObjBone) { if ( GameObjBone == 'None' ) { GameObj.SetPhysics(PHYS_Rotating); GameObj.SetLocation(Location); GameObj.SetBase(self); GameObj.SetRelativeLocation(vect(0,0,0)); } else { AttachToBone(gameObj,GameObjBone); gameObj.SetRelativeRotation(GameObjRot + gameObj.GameObjRot); gameObj.SetRelativeLocation(GameObjOffset + gameObj.GameObjOffset ); } } function EndJump(); // Called when stop jumping simulated function ShouldUnCrouch(); simulated event SetAnimAction(name NewAction) { AnimAction = NewAction; PlayAnim(AnimAction); } function String GetDebugName() { if ( (Bot(Controller) != None) && Bot(Controller).bSoaking && (Level.Pauser != None) ) return GetHumanReadableName()@Bot(Controller).SoakString; if ( PlayerReplicationInfo != None ) return PlayerReplicationInfo.PlayerName; return GetItemName(string(self)); } function FootStepping(int side); function name GetWeaponBoneFor(Inventory I) { return 'weapon_bone'; } function CheckBob(float DeltaTime, vector Y) { local float OldBobTime; local int m,n; OldBobTime = BobTime; Super.CheckBob(DeltaTime,Y); if ( (Physics != PHYS_Walking) || (VSize(Velocity) < 10) || ((PlayerController(Controller) != None) && PlayerController(Controller).bBehindView) ) return; m = int(0.5 * Pi + 9.0 * OldBobTime/Pi); n = int(0.5 * Pi + 9.0 * BobTime/Pi); if ( (m != n) && !bIsWalking && !bIsCrouched ) FootStepping(0); else if ( !bWeaponBob && bPlayOwnFootSteps && !bIsWalking && !bIsCrouched && (Level.TimeSeconds - LastFootStepTime > 0.35) ) { LastFootStepTime = Level.TimeSeconds; FootStepping(0); } } /* IsInLoadout() return true if InventoryClass is part of required or optional equipment */ function bool IsInLoadout(class<Inventory> InventoryClass) { local int i; local string invstring; if ( bAcceptAllInventory ) return true; invstring = string(InventoryClass); for ( i=0; i<16; i++ ) { if ( RequiredEquipment[i] ~= invstring ) return true; else if ( RequiredEquipment[i] == "" ) break; } for ( i=0; i<16; i++ ) { if ( OptionalEquipment[i] ~= invstring ) return true; else if ( OptionalEquipment[i] == "" ) break; } return false; } function AddDefaultInventory() { local int i; if ( IsLocallyControlled() ) { for ( i=0; i<16; i++ ) if ( RequiredEquipment[i] != "" ) CreateInventory(RequiredEquipment[i]); for ( i=0; i<16; i++ ) if ( (SelectedEquipment[i] == 1) && (OptionalEquipment[i] != "") ) CreateInventory(OptionalEquipment[i]); Level.Game.AddGameSpecificInventory(self); } else { Level.Game.AddGameSpecificInventory(self); for ( i=15; i>=0; i-- ) if ( (SelectedEquipment[i] == 1) && (OptionalEquipment[i] != "") ) CreateInventory(OptionalEquipment[i]); for ( i=15; i>=0; i-- ) if ( RequiredEquipment[i] != "" ) CreateInventory(RequiredEquipment[i]); } // HACK FIXME if ( inventory != None ) inventory.OwnerEvent('LoadOut'); Controller.ClientSwitchToBestWeapon(); } function CreateInventory(string InventoryClassName) { local Inventory Inv; local class<Inventory> InventoryClass; InventoryClass = Level.Game.BaseMutator.GetInventoryClass(InventoryClassName); if( (InventoryClass!=None) && (FindInventoryType(InventoryClass)==None) ) { Inv = Spawn(InventoryClass); if( Inv != None ) { Inv.GiveTo(self); if ( Inv != None ) Inv.PickupFunction(self); } } } function bool PerformDodge(eDoubleClickDir DoubleClickMove, vector Dir, vector Cross); function bool Dodge(eDoubleClickDir DoubleClickMove) { local vector X,Y,Z; if ( bIsCrouched || bWantsToCrouch || (Physics != PHYS_Walking) ) return false; GetAxes(Rotation,X,Y,Z); if (DoubleClickMove == DCLICK_Forward) Velocity = 1.5*GroundSpeed*X + (Velocity Dot Y)*Y; else if (DoubleClickMove == DCLICK_Back) Velocity = -1.5*GroundSpeed*X + (Velocity Dot Y)*Y; else if (DoubleClickMove == DCLICK_Left) Velocity = 1.5*GroundSpeed*Y + (Velocity Dot X)*X; else if (DoubleClickMove == DCLICK_Right) Velocity = -1.5*GroundSpeed*Y + (Velocity Dot X)*X; Velocity.Z = 210; CurrentDir = DoubleClickMove; SetPhysics(PHYS_Falling); return true; } simulated function PostBeginPlay() { Super.PostBeginPlay(); if ( Level.bStartup && !bNoDefaultInventory ) AddDefaultInventory(); } simulated function PostNetBeginPlay() { local SquadAI S; local RosterEntry R; Super.PostNetBeginPlay(); if ( (Role == ROLE_Authority) && Level.bStartup ) { if ( UnrealMPGameInfo(Level.Game) == None ) { if ( Bot(Controller) != None ) { ForEach DynamicActors(class'SquadAI',S,SquadName) break; if ( S == None ) S = spawn(class'SquadAI'); S.Tag = SquadName; if ( bIsSquadLeader || (S.SquadLeader == None) ) S.SetLeader(Controller); S.AddBot(Bot(Controller)); } } else { R = GetPlacedRoster(); UnrealMPGameInfo(Level.Game).InitPlacedBot(Controller,R); } } } function RosterEntry GetPlacedRoster() { return None; } function SetMovementPhysics() { if (Physics == PHYS_Falling) return; if ( PhysicsVolume.bWaterVolume ) SetPhysics(PHYS_Swimming); else SetPhysics(PHYS_Walking); } function TakeDrowningDamage() { TakeDamage(5, None, Location + CollisionHeight * vect(0,0,0.5)+ 0.7 * CollisionRadius * vector(Controller.Rotation), vect(0,0,0), class'Drowned'); } function int GetSpree() { return spree; } function IncrementSpree() { spree++; } simulated function PlayFootStep(int Side) { if ( (Role==ROLE_SimulatedProxy) || (PlayerController(Controller) == None) || PlayerController(Controller).bBehindView ) { FootStepping(Side); return; } } //----------------------------------------------------------------------------- /* Pawn was killed - detach any controller, and die */ simulated function ChunkUp( Rotator HitRotation, float ChunkPerterbation ) { if ( (Level.NetMode != NM_Client) && (Controller != None) ) { if ( Controller.bIsPlayer ) Controller.PawnDied(self); else Controller.Destroy(); } bTearOff = true; HitDamageType = class'Gibbed'; // make sure clients gib also if ( (Level.NetMode == NM_DedicatedServer) || (Level.NetMode == NM_ListenServer) ) GotoState('TimingOut'); if ( Level.NetMode == NM_DedicatedServer ) return; if ( class'GameInfo'.static.UseLowGore() ) { Destroy(); return; } SpawnGibs(HitRotation,ChunkPerterbation); if ( Level.NetMode != NM_ListenServer ) Destroy(); } // spawn gibs (local, not replicated) simulated function SpawnGibs(Rotator HitRotation, float ChunkPerterbation); /* TimingOut - where gibbed pawns go to die (delay so they can get replicated) */ State TimingOut { ignores BaseChange, Landed, AnimEnd, Trigger, Bump, HitWall, HeadVolumeChange, PhysicsVolumeChange, Falling, BreathTimer; function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) { } function BeginState() { SetPhysics(PHYS_None); SetCollision(false,false,false); LifeSpan = 1.0; if ( Controller != None ) { if ( Controller.bIsPlayer ) Controller.PawnDied(self); else Controller.Destroy(); } } } State Dying { ignores AnimEnd, Trigger, Bump, HitWall, HeadVolumeChange, PhysicsVolumeChange, Falling, BreathTimer; function Landed(vector HitNormal) { if ( Level.NetMode == NM_DedicatedServer ) return; if ( Shadow != None ) Shadow.Destroy(); } singular function BaseChange() { Super.BaseChange(); // fixme - wake up karma } function BeginState() { local int i; SetCollision(true,false,false); if ( bTearOff && (Level.NetMode == NM_DedicatedServer) ) LifeSpan = 1.0; else SetTimer(2.0, 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(); } } defaultproperties { bAcceptAllInventory=Wahr bPlayOwnFootsteps=Wahr LoadOut=255 AttackSuitability=0.500000 SquadName="Squad" bPlayerShadows=Wahr bCanCrouch=Wahr bCanSwim=Wahr bCanClimbLadders=Wahr bCanStrafe=Wahr bCanPickupInventory=Wahr bMuffledHearing=Wahr SightRadius=12000.000000 MeleeRange=20.000000 GroundSpeed=600.000000 AirSpeed=600.000000 AirControl=0.350000 WalkingPct=0.300000 CrouchedPct=0.300000 BaseEyeHeight=60.000000 EyeHeight=60.000000 CrouchHeight=39.000000 UnderWaterTime=20.000000 ControllerClass=Class'UnrealGame.Bot' LightHue=40 LightSaturation=128 LightBrightness=70.000000 LightRadius=6.000000 bStasis=Falsch AmbientGlow=40 bUseCylinderCollision=Wahr Buoyancy=99.000000 RotationRate=(Pitch=0,Roll=2048) ForceType=FT_DragAlong ForceRadius=100.000000 ForceScale=2.500000 } |
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