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//============================================================================= // ASTurret //============================================================================= // Created by Laurent Delayen // © 2003, Epic Games, Inc. All Rights Reserved //============================================================================= class ASTurret extends ASVehicle abstract; // Static base var class<ASTurret_Base> TurretBaseClass; var ASTurret_Base TurretBase; var Rotator OriginalRotation; // Swivel (follows Turret's rotation Yaw only) var class<ASTurret_Base> TurretSwivelClass; var ASTurret_Base TurretSwivel; // Movement var float YawAccel, PitchAccel; var() const float RotationInertia; var() const Range RotPitchConstraint; // Min=0d,-90d Max=0d,+90d 16384=0d 0=90d var() const float RotationSpeed; var() vector CamAbsLocation, CamRelLocation, CamDistance; // Camera var Rotator LastCamRot; var float LastTimeSeconds; var() float CamRotationInertia; // Zooming var bool bZooming; var() float DesiredPlayerFOV, MinPlayerFOV, OldFOV, ZoomSpeed, ZoomWeaponOffsetAdjust; var material ZoomTick, ZoomTickTex; var Texture WeaponInfoTexture; var() name ObjectiveTag[6]; var array<SVehicleTrigger> EntryTriggers; replication { reliable if ( bNetInitial && Role==ROLE_Authority) OriginalRotation; reliable if ( Role<ROLE_Authority) ServerSwitchTurret; } function bool RecommendLongRangedAttack() { return true; } function bool StronglyRecommended(Actor S, int TeamIndex, Actor Objective) { local int i; if ( Objective != None ) { if ( ObjectiveTag[0] != '' ) { for ( i=0; i<6; i++ ) { if ( ObjectiveTag[i] == '' ) return false; else if ( ObjectiveTag[i] == Objective.Tag ) return true; } } else if ( (VSize(Objective.Location - Location) > 8000) || !FastTrace(Objective.Location, Location) ) return false; } return true; } function float BotDesireability(Actor S, int TeamIndex, Actor Objective) { if ( !StronglyRecommended(S, TeamIndex, Objective) ) return 0; else if (Health <= 0 || Occupied() || (bTeamLocked && GetTeamNum() != TeamIndex)) return 0; return ((MaxDesireability * 0.5) + (MaxDesireability * 0.5 * (float(Health) / HealthMax))); } simulated function PrevWeapon() { ServerSwitchTurret( false ); } simulated function NextWeapon() { ServerSwitchTurret( true ); } function ServerSwitchTurret( bool bNextTurret ) { if ( ASVehicleFactory_Turret(ParentFactory) == None ) return; if ( bNextTurret ) ASVehicleFactory_Turret(ParentFactory).NextVehicle( Self ); else ASVehicleFactory_Turret(ParentFactory).PrevVehicle( Self ); } simulated event PostBeginPlay() { if ( Role == Role_Authority ) OriginalRotation = Rotation; // Save original Rotation to place client versions well... super.PostBeginPlay(); } function PossessedBy(Controller C) { local PlayerController PC; super.PossessedBy(C); PC = PlayerController(C); if ( PC != None ) PC.SetFOV( PC.DefaultFOV ); } simulated event PostNetBeginPlay() { // Static (non rotating) base if ( TurretBaseClass != None ) TurretBase = Spawn(TurretBaseClass, Self,, Location, OriginalRotation); // Swivel, rotates left/right (Yaw) if ( TurretSwivelClass != None ) TurretSwivel = Spawn(TurretSwivelClass, Self,, Location, OriginalRotation); super.PostNetBeginPlay(); } simulated function bool HasAmmo() { return true; } simulated event Destroyed() { if ( TurretBase != None ) TurretBase.Destroy(); if ( TurretSwivel != None ) TurretSwivel.Destroy(); super.Destroyed(); } simulated function UpdateRocketAcceleration(float DeltaTime, float YawChange, float PitchChange) { local int Pitch; local rotator NewRotation; if ( PlayerController(Controller) != None && PlayerController(Controller).bFreeCamera ) { PlayerController(Controller).UpdateRotation( DeltaTime, 0); return; } // Make sure Delta is not too big... if ( DeltaTime > 0.3 ) DeltaTime = 0.3; YawAccel = RotationInertia*YawAccel + DeltaTime*RotationSpeed*YawChange; PitchAccel = RotationInertia*PitchAccel + DeltaTime*RotationSpeed*PitchChange; Pitch = Rotation.Pitch & 65535; // Pitch constraint if ( (Pitch > 16384 - RotPitchConstraint.Max) && (Pitch < 49152 + RotPitchConstraint.Min) ) { if ( Pitch > 49152 - RotPitchConstraint.Min ) PitchAccel = Max(PitchAccel,0); else if ( Pitch < 16384 + RotPitchConstraint.Max ) PitchAccel = Min(PitchAccel,0); } NewRotation = Rotation; NewRotation.Yaw += YawAccel; NewRotation.Pitch += PitchAccel; SetRotation( NewRotation ); if ( IsLocallyControlled() ) { if ( TurretBase != None && TurretBase.DrawType == DT_Mesh ) TurretBase.UpdateOverlay(); if ( TurretSwivel != None ) { if ( TurretSwivel.DrawType == DT_Mesh ) TurretSwivel.UpdateOverlay(); TurretSwivel.UpdateSwivelRotation( NewRotation ); } } } // Special calc-view for vehicles simulated function bool SpecialCalcView(out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) { local vector CamLookAt, HitLocation, HitNormal; local PlayerController PC; local float DeltaTime; local Rotator CamRotationRate; PC = PlayerController(Controller); // Only do this mode if we have a playercontroller viewing this vehicle if ( PC == None || PC.ViewTarget != self || PC.bFreeCamera ) return false; ViewActor = Self; if ( !PC.bBehindView ) // First Person View { SpecialCalcFirstPersonView( PC, ViewActor, CameraLocation, CameraRotation); return true; } // 3rd person view DeltaTime = Level.TimeSeconds - LastTimeSeconds; LastTimeSeconds = Level.TimeSeconds; CamLookAt = Location + CamAbsLocation + (CamRelLocation >> ViewActor.Rotation); // Camera Rotation CamRotationRate = Normalize(ViewActor.Rotation - LastCamRot); CameraRotation.Yaw = CalcInertia(DeltaTime, CamRotationInertia, CamRotationRate.Yaw, LastCamRot.Yaw); CameraRotation.Pitch = CalcInertia(DeltaTime, CamRotationInertia, CamRotationRate.Pitch, LastCamRot.Pitch); CameraRotation.Roll = 0; LastCamRot = CameraRotation; CameraLocation = CamLookAt + (CamDistance >> CameraRotation); if ( Trace( HitLocation, HitNormal, CameraLocation, CamLookAt, false, vect(10, 10, 10) ) != None ) CameraLocation = HitLocation + HitNormal * 10; return true; } simulated function SpecialCalcFirstPersonView(PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) { local vector x, y, z; local rotator R; CameraLocation = Location; ViewActor = Self; R = GetViewRotation(); GetAxes(R, x, y, z); // First-person view. CameraRotation = Normalize(R + PC.ShakeRot); // amb CameraLocation = CameraLocation + PC.ShakeOffset.X * x + PC.ShakeOffset.Y * y + PC.ShakeOffset.Z * z; // Camera position is locked to vehicle CameraLocation = CameraLocation + (FPCamPos >> GetViewRotation()); } simulated function rotator GetViewRotation() { return Rotation; } simulated function PlayFiring(optional float Rate, optional name FiringMode ) { if ( FiringMode == '0' ) PlayAnim('FireR', 0.45); else PlayAnim('FireL', 0.45); } // Spawn Explosion FX simulated function Explode( vector HitLocation, vector HitNormal ) { super.Explode( HitLocation, Vect(0,0,1) ); // Overriding Explosion direction if ( TurretBase != None ) TurretBase.Destroy(); if ( TurretSwivel != None ) TurretSwivel.Destroy(); } simulated function DrawHealthInfo( Canvas C, PlayerController PC ) { class'HUD_Assault'.static.DrawCustomHealthInfo( C, PC, true ); } simulated function Actor PerformTrace( out vector HitLocation, out Vector HitNormal, vector End, vector Start ) { local Actor HitActor; // Disable base and swivel collision if ( TurretBase != None ) TurretBase.bBlockZeroExtentTraces = false; if ( TurretSwivel != None ) TurretSwivel.bBlockZeroExtentTraces = false; HitActor = super.PerformTrace(HitLocation, HitNormal, End, Start ); if ( TurretBase != None ) TurretBase.bBlockZeroExtentTraces = true; if ( TurretSwivel != None ) TurretSwivel.bBlockZeroExtentTraces = true; return HitActor; } simulated function bool DrawCrosshair( Canvas C, out vector ScreenPos ) { local float RatioX, RatioY; local float tileX, tileY; local float SizeX, SizeY; local float ZoomPct; local playercontroller pc; super.DrawCrosshair( C, ScreenPos ); PC = PlayerController(Controller); SizeX = ZoomTickTex.MaterialUSize(); SizeY = ZoomTickTex.MaterialVSize(); RatioX = C.SizeX / 640.0; RatioY = C.SizeY / 480.0; tileX = CrosshairScale * SizeX * RatioX; tileY = CrosshairScale * SizeY * RatioX; C.Style = ERenderStyle.STY_Additive; C.DrawColor = class'Canvas'.static.MakeColor(255, 255, 255); C.SetPos( ScreenPos.X - tileX, ScreenPos.Y - tileY ); C.DrawTile( ZoomTickTex, tileX*2,tileY*2, 0.0, 0.0, SizeX, SizeY); ZoomPct = 1-(PC.FOVAngle-MinPlayerFOV) / (PC.DefaultFOV - MinPlayerFOV); C.SetPos( ScreenPos.X - tileX, ScreenPos.Y - tileY ); TexRotator(ZoomTick).Rotation.Yaw = 32767 * ZoomPct; C.DrawTile( ZoomTick, tileX*2,tileY*2, 0.0, 0.0, SizeX, SizeY); PostZoomAdjust( ZoomPct ); return true; } simulated function PostZoomAdjust( float ZoomPct ) { // Fudge the weapon effects so they look right if ( !bDrawMeshInFP && Weapon != None ) Weapon.SmallViewOffset.X = Weapon.default.SmallViewOffset.X - (ZoomWeaponOffsetAdjust * ZoomPct); } 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) { local playerController PC; local float NewFOV; if ( PlayerController(Controller) != None ) { PC = PlayerController(Controller); if ( aForward!=0 ) { bZooming = true; if ( aForward>0 ) { if ( PC.FOVAngle > MinPlayerFOV ) NewFOV = PC.FOVAngle - ((PC.DefaultFOV - MinPlayerFOV)*DeltaTime*ZoomSpeed); else NewFOV = MinPlayerFOV; } else { if ( PC.FOVAngle < PC.DefaultFOV ) NewFOV = PC.FOVAngle + ((PC.DefaultFOV - MinPlayerFOV)*DeltaTime*ZoomSpeed); else NewFOV = PC.DefaultFOV; } } else bZooming = false; if ( bZooming ) PC.SetFOV( FClamp(NewFOV, MinPlayerFOV, PC.DefaultFOV) ); if ( OldFOV == 0 ) OldFOV = PC.FOVAngle; if ( OldFOV != PC.FOVAngle ) PlaySound(Sound'WeaponSounds.LightningGun.LightningZoomIn', SLOT_Misc,,,,,false); OldFOV = PC.FOVAngle; } super.RawInput(DeltaTime, aBaseX, aBaseY, aBaseZ, aMouseX, aMouseY, aForward, aTurn, aStrafe, aUp, aLookUp); } simulated function ClientKDriverEnter( PlayerController PC ) { OldFOV = PC.FOVAngle; super.ClientKDriverEnter( PC ); } static function StaticPrecache(LevelInfo L) { super.StaticPrecache( L ); L.AddPrecacheMaterial( default.ZoomTick ); L.AddPrecacheMaterial( default.ZoomTickTex ); } simulated function UpdatePrecacheMaterials() { Level.AddPrecacheMaterial( default.ZoomTick ); Level.AddPrecacheMaterial( default.ZoomTickTex ); super.UpdatePrecacheMaterials(); } //============================================================================= // defaultproperties //============================================================================= defaultproperties { RotationInertia=0.200000 RotPitchConstraint=(Min=12288.000000,Max=4096.000000) RotationSpeed=16.000000 CamAbsLocation=(Z=100.000000) CamRelLocation=(X=200.000000,Z=100.000000) CamDistance=(X=-800.000000,Z=100.000000) CamRotationInertia=0.000010 MinPlayerFOV=20.000000 ZoomSpeed=1.500000 ZoomWeaponOffsetAdjust=80.000000 ZoomTick=TexRotator'Turrets.Huds.LinkZoomTickRot' ZoomTickTex=Texture'Turrets.Huds.LinkZoomTickBar' VehicleProjSpawnOffset=(X=138.000000,Y=-65.000000,Z=16.000000) DefaultCrosshair=Texture'Crosshairs.HUD.Crosshair_Circle1' CrosshairScale=0.500000 bCHZeroYOffset=Wahr bDefensive=Wahr bAutoTurret=Wahr bRemoteControlled=Wahr AutoTurretControllerClass=Class'UnrealGame.TurretController' FPCamPos=(Z=40.000000) VehiclePositionString="manning a turret" VehicleNameString="Energy Turret" bSimulateGravity=Falsch bIgnoreForces=Wahr bStationary=Wahr bSpecialHUD=Wahr bSpecialCalcView=Wahr SightRadius=25000.000000 WaterSpeed=0.000000 AirSpeed=0.000000 AccelRate=0.000000 JumpZ=0.000000 MaxFallSpeed=0.000000 HealthMax=650.000000 Health=650 LandMovementState="PlayerTurreting" bIgnoreEncroachers=Wahr Physics=PHYS_Rotating DrawScale=5.000000 AmbientGlow=64 bShouldBaseAtStartup=Falsch CollisionRadius=80.000000 CollisionHeight=80.000000 bCollideWorld=Falsch bPathColliding=Wahr } |
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