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UT2k4Assault.ASVehicle_SpaceFighter


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//=============================================================================
// ASVehicle_SpaceFighter
//=============================================================================
// Created by Laurent Delayen
// © 2003, Epic Games, Inc.  All Rights Reserved
//=============================================================================

class ASVehicle_SpaceFighter extends ASVehicle
    abstract
    config(User);

// Movement
var             Quat    SpaceFighterRotation;   // Space Fighter actual rotation (using quaternions instead of rotators)
var             float   YawAccel, PitchAccel, RollAccel;
var             float   DesiredVelocity;        // Range: EngineMinVelocity -> 1000
var()   const   float   EngineMinVelocity;      // minimum forward velocity
var()   const   float   VehicleRotationSpeed;
var()   const   float   RotationInertia;
var()           float   StrafeAccel, StrafeAccelRate, MaxStrafe;
var()           float   RollAutoCorrectSpeed;


var             bool    bInitialized;           // this to catch first tick when match is started and velocity reset (so ship would always have a rotation==(0,0,0))
var             bool    bPostNetCalled;
var             bool    bGearUp;                // Once flying animation is played
var             bool    bSpeedFilterWarmup;
var             bool    bAutoTarget;            // automatically target closest Vehicle
var             bool    bTargetClosestToCrosshair;
var             bool    bRocketLoaded;
var             bool    bHumanShip;

var             Rotator ShotDownRotation;
var             int     TopGunCount;

var name FlyingAnim;

// Camera
var Rotator     LastCamRot;
var float       myDeltaTime;
var float       LastTimeSeconds;
var float       CamRotationInertia;

// HUD
var             string      DelayedDebugString;
var localized   string      Text_Speed;

// FX
var Emitter     TrailEmitter;
var float       TrailOffset;

var Emitter     SmokeTrail;
var class<Emitter> ShotDownFXClass;

// Engine Speed smooth filter (for velocity jerkyness on low and jerky FPS)
const           SpeedFilterFrames = 20;
var     float   SpeedFilter[SpeedFilterFrames];
var     int     NextSpeedFilterSlot;
var     float   SmoothedSpeedRatio;

// Rockets
var     Vector  RocketOffset;

// Shield effect actors
var class<Actor>    GenericShieldEffect[2];
var float           NextShieldTime;

// Target locking
var Vehicle     CurrentTarget;
var float       MaxTargetingRange;
var float       LastAutoTargetTime;
var Vector      CrosshairPos;
var Sound       TargetAcquiredSound;

var Texture     WeaponInfoTexture, SpeedInfoTexture;

var Sound   RocketLoadedSound;

replication
{
    reliable if ( bNetDirty && bNetOwner && Role==ROLE_Authority )
        CurrentTarget;

    reliable if ( Role < ROLE_Authority )
        ServerPrevTarget, ServerNextTarget, ServerSetTarget;
}


function BlowUp( vector HitNormal );        // Blow up space ship

simulated function PostNetBeginPlay()
{
    super.PostNetBeginPlay();

    bPostNetCalled = true;
    PlayTakeOff();

    if ( ASGameInfo(Level.Game) != None )
        bThumped = ASGameInfo(Level.Game).DivertSpaceFighter();
}

simulated function PlayTakeOff();


simulated event TeamChanged()
{
    // Add Trail FX
    if ( Level.NetMode != NM_DedicatedServer )
    {
        SetTrailFX();
        AdjustFX();
    }
}

simulated function SetTrailFX();

simulated function Destroyed()
{
    if ( TrailEmitter != None )
        TrailEmitter.Destroy();

    if ( SmokeTrail != None )
        SmokeTrail.Destroy();

    super.Destroyed();
}


function PossessedBy(Controller C)
{
    super.PossessedBy(C);

    // Don't start at full speed
    Velocity = EngineMinVelocity * Vector(Rotation);
    Acceleration = Velocity;
}

function vector GetBotError(vector StartLocation)
{
    local vector ErrorDir, VelDir;

    Controller.ShotTarget = Pawn(Controller.Target);
    ErrorDir = Normal((Controller.Target.Location - Location) Cross vect(0,0,1));
    if ( Controller.Target != OldTarget )
    {
        BotError = (1500 - 100 * Level.Game.GameDifficulty) * ErrorDir;
        OldTarget = Controller.Target;
    }
    VelDir = Normal(Controller.Target.Velocity);
    BotError += (100 - 200 *FRand()) * (ErrorDir + VelDir);
    if ( (Level.Game.GameDifficulty < 6) && (VSize(BotError) < 120) )
    {
        if ( (BotError Dot VelDir) < 0 )
            BotError += 10 * VelDir;
        else
            BotError -= 10 * VelDir;
    }
    if ( (Pawn(OldTarget) != None) && Pawn(OldTarget).bStationary )
        BotError *= 0.6;
    BotError = Normal(BotError) * FMin(VSize(BotError), FMin(1500 - 100*Level.Game.GameDifficulty,0.2 * VSize(Controller.Target.Location - StartLocation)));

    return BotError;
}

simulated function ClientKDriverEnter(PlayerController PC)
{
    super.ClientKDriverEnter( PC );

    // Don't start at full speed
    Velocity = EngineMinVelocity * Vector(Rotation);
    Acceleration = Velocity;
}

// Called from the PlayerController when player wants to get out.
function bool KDriverLeave( bool bForceLeave )
{
    if ( bForceLeave )  // Hack so you can't exit SpaceFighters with the "Use" Key.
    {
        if ( super.KDriverLeave( bForceLeave ) )
        {
            if ( !bDeleteMe && !IsInState('Dying') )
                Destroy();
        }
        else return false;
    }
    else
    {
        TargetUnSet();
        return false;
    }
}

function DriverDied()
{
    TakeDamage(default.Health*2, Self, Location, vect(0,0,0), None);
}

// return false if out of range, can't see target, etc.
function bool CanAttack(Actor Other)
{
    // check that can see target
    if ( Controller != None )
        return Controller.LineOfSightTo(Other);
    return false;
}

//=============================================================================
// Movement
//=============================================================================

simulated function UpdateRocketAcceleration(float DeltaTime, float YawChange, float PitchChange)
{
    local vector    X,Y,Z;
    local float     CurrentSpeed;
    local float     EngineAccel;
    local float     RotationSmoothFactor;
    local float     RollChange;
    local Rotator   NewRotation;

    if ( !bPostNetCalled || Controller == None )
        return;

    if ( !bInitialized  )
    {
        // Laurent -- Velocity Override
        // When Player Spawns with the spaceship as Pawn, velocity is reset at start match
        // since Rotation is overwritten later by Rotator(Velocity), it gets reset to Rotation(0,0,0)
        // And therefore not using the one set in PlayerStart.Rotation
        Acceleration = EngineMinVelocity * Vector(Rotation);
        SpaceFighterRotation = QuatFromRotator( Rotation );
        bInitialized = true;
    }

    // Only allow space fighter to change gear once landing gear is up.
    // (small hack for fins animations)
    if ( bGearUp )
        DesiredVelocity = FClamp( DesiredVelocity+PlayerController(Controller).aForward*DeltaTime/15.f,
                                EngineMinVelocity, 1000.f);
    else
        DesiredVelocity = EngineMinVelocity;

    CurrentSpeed    = FClamp( (Velocity Dot Vector(Rotation)) * 1000.f / AirSpeed, 0.f, 1000.f);
    EngineAccel     = (DesiredVelocity - CurrentSpeed) * 100.f;

    RotationSmoothFactor = FClamp(1.f - RotationInertia * DeltaTime, 0.f, 1.f);

    if ( PlayerController(Controller).bDuck > 0 && Abs(Rotation.Roll) > 500 )
    {
        // Auto Correct Roll
        if ( Rotation.Roll < 0 )
            RollChange = RollAutoCorrectSpeed;
        else
            RollChange = -RollAutoCorrectSpeed;
    }
    else if ( PlayerController(Controller).aUp > 0 ) // Rolling
        RollChange = PlayerController(Controller).aStrafe * 0.66;

    // Rotation Acceleration
    YawAccel    = RotationSmoothFactor*YawAccel   + DeltaTime*VehicleRotationSpeed*YawChange;
    PitchAccel  = RotationSmoothFactor*PitchAccel + DeltaTime*VehicleRotationSpeed*PitchChange;
    RollAccel   = RotationSmoothFactor*RollAccel  + DeltaTime*VehicleRotationSpeed*RollChange;

    YawAccel    = FClamp( YawAccel, -AirSpeed, AirSpeed );
    PitchAccel  = FClamp( PitchAccel, -AirSpeed, AirSpeed );
    RollAccel   = FClamp( RollAccel, -AirSpeed, AirSpeed );

    // Perform new rotation
    GetAxes( QuatToRotator(SpaceFighterRotation), X, Y, Z );
    SpaceFighterRotation = QuatProduct(SpaceFighterRotation,
                                QuatProduct(QuatFromAxisAndAngle(Y, DeltaTime*PitchAccel),
                                QuatProduct(QuatFromAxisAndAngle(Z, -1.0 * DeltaTime * YawAccel),
                                QuatFromAxisAndAngle(X, DeltaTime * RollAccel))));

    NewRotation = QuatToRotator( SpaceFighterRotation );

    // If autoadjusting roll, clamp to 0
    if ( PlayerController(Controller).bDuck > 0 && ((NewRotation.Roll < 0 && Rotation.Roll > 0) || (NewRotation.Roll > 0 && Rotation.Roll < 0)) )
    {
        NewRotation.Roll = 0;
        RollAccel = 0;
    }

    Acceleration = Vector(NewRotation) * DesiredVelocity;

    // strafing
    StrafeAccel = RotationSmoothFactor*StrafeAccel;
    if ( PlayerController(Controller).aUp == 0 )
        StrafeAccel += DeltaTime*StrafeAccelRate*PlayerController(Controller).aStrafe;
    StrafeAccel = FClamp( StrafeAccel, -MaxStrafe, MaxStrafe);
    GetAxes( NewRotation, X, Y, Z );
    Acceleration += StrafeAccel * Y;

    // Adjust Rolling based on Stafing
    NewRotation.Roll += StrafeAccel * 15;
    DelayedDebugString = "NewRotation.Roll:" @ NewRotation.Roll @ "StrafeAccel:" @ StrafeAccel;

    // Take complete control on Rotation
    bRotateToDesired    = true;
    bRollToDesired      = true;
    DesiredRotation     = NewRotation;
    SetRotation( NewRotation );
}

function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)
{
    if ( Role == Role_Authority )
    {
        if ( !bPostNetCalled )
            return;

        UpdateAutoTargetting();

        // Hack when spacefighter gets stuck... kill!!
        if ( VSize(Velocity) < 100 )
            TakeDamage(default.Health*2, Self, Location, vect(0,0,0), None);
    }
}

function DisplayDebug(Canvas Canvas, out float YL, out float YPos)
{
    local vector        X,Y,Z;
    local float         ForwardVelocity;
    local Controller    C;

    super.DisplayDebug(Canvas, YL, YPos);

    if ( Controller == None )
    {
        Canvas.SetDrawColor(255,0,0);
        Canvas.DrawText("LOCAL CONTROLLER");
        YPos += YL;
        Canvas.SetPos(4,YPos);

        C = Level.GetLocalPlayerController();
        C.DisplayDebug(Canvas,YL,YPos);
    }

    Canvas.DrawText("-- SPACEFIGHTER");
    YPos += YL;
    Canvas.SetPos(4,YPos);

    GetAxes(Rotation, X, Y, Z);
    Canvas.DrawText("-- GetAxes, X:"@String(X)$", Y:"@String(Y)$", Z:"@String(Z));
    YPos += YL;
    Canvas.SetPos(4,YPos);

    Canvas.DrawText("-- Acceleration:"@String(Acceleration));
    YPos += YL;
    Canvas.SetPos(4,YPos);

    // Debug stuffs
    ForwardVelocity = Velocity Dot Vector(Rotation);
    Canvas.DrawText("-- Gear:"@DesiredVelocity/10.0$"% Forward Velocity:"@String(ForwardVelocity));
    YPos += YL;
    Canvas.SetPos(4,YPos);

    Canvas.DrawText("-- DDS"@DelayedDebugString);
    YPos += YL;
    Canvas.SetPos(4,YPos);
}

simulated function rotator GetViewRotation()
{
    if ( IsLocallyControlled() && Health > 0 )
        return QuatToRotator(SpaceFighterRotation); // true rotation
    else
        return Rotation;
}

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());
}

// 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             CamDistFactor;
    local vector            CamDistance;
    local Rotator           CamRotationRate;
    local Rotator           TargetRotation;

    PC = PlayerController(Controller);

    // Only do this mode if we have a playercontroller viewing this vehicle
    if ( PC == None || PC.ViewTarget == None )
        return false;

    ViewActor = Self;

    if ( !PC.bBehindView )  // First Person View
    {
        SpecialCalcFirstPersonView( PC, ViewActor, CameraLocation, CameraRotation);
        return true;
    }

    // 3rd person view
    myDeltaTime         = Level.TimeSeconds - LastTimeSeconds;
    LastTimeSeconds     = Level.TimeSeconds;
    CamLookAt           = ViewActor.Location + (Vect(60, 0, 0) >> ViewActor.Rotation);

    // Camera Rotation
    if ( ViewActor == Self ) // Client Hack to camera roll is not affected by strafing
        TargetRotation = GetViewRotation();
    else
        TargetRotation = ViewActor.Rotation;

    if ( IsInState('ShotDown') )        // shotdown
    {
        TargetRotation.Yaw += 32768;
        Normalize( TargetRotation );
        CamRotationInertia = default.CamRotationInertia * 10.f;
        CamDistFactor   = 2.0;

    }
    else if ( IsInState('Dying') )  // dead
    {
        CamRotationInertia = default.CamRotationInertia * 50.f;
        CamDistFactor   = 3.0;
    }
    else
    {
        CamDistFactor   = 1 - (DesiredVelocity / AirSpeed);
    }

    CamRotationRate         = Normalize(TargetRotation - LastCamRot);
    CameraRotation.Yaw      = CalcInertia(myDeltaTime, CamRotationInertia, CamRotationRate.Yaw, LastCamRot.Yaw);
    CameraRotation.Pitch    = CalcInertia(myDeltaTime, CamRotationInertia, CamRotationRate.Pitch, LastCamRot.Pitch);
    CameraRotation.Roll     = CalcInertia(myDeltaTime, CamRotationInertia, CamRotationRate.Roll, LastCamRot.Roll);
    LastCamRot              = CameraRotation;

    // Camera Location
    CamDistance     = Vect(-180, 0, 80);
    CamDistance.X   -= CamDistFactor * 200.0;   // Adjust Camera location based on ship's velocity
    CameraLocation  = CamLookAt + (CamDistance >> CameraRotation);

    if ( Trace( HitLocation, HitNormal, CameraLocation, ViewActor.Location, false, vect(10, 10, 10) ) != None )
        CameraLocation = HitLocation + HitNormal * 10;

    return true;
}


//
// Targeting
//

simulated function bool IsTargetRelevant( Vehicle Target )
{
    if ( Target == None )
        return false;

    if ( Target.Team == Team || Target.Health < 1 || Target.bDeleteMe
        || VSize(Location - Target.Location) > MaxTargetingRange )
        return false;

    // Target is located behind spacefighter
    if ( (Target.Location - Location) Dot vector(Rotation) < 0 )
        return false;

    return true;
}

simulated function PrevWeapon()
{
    ServerPrevTarget( false );
}

simulated function NextWeapon()
{
    ServerNextTarget( false );
}

exec function TargetClosestToCrosshair()
{
    bTargetClosestToCrosshair = true;   //Flag it to be done next time we have a Canvas
}

function ServerNextTarget( bool bTryOnce )
{
    local float         CurrentTargetDist, BestDist, Dist;
    local Controller    C;
    local Vehicle       V, BestV;
    local int           numtargets;

    BestDist = MaxTargetingRange;

    if ( !IsTargetRelevant( CurrentTarget ) )
        CurrentTarget = None;

    if ( CurrentTarget != None )
        CurrentTargetDist = VSize(Location - CurrentTarget.Location);
    else
        CurrentTargetDist = 0;

    for (C = Level.ControllerList; C != None; C = C.NextController)
    {
        V = Vehicle(C.Pawn);

        if ( V != None && V != CurrentTarget && IsTargetRelevant( V ) )
        {
            Dist = VSize(Location - V.Location);

            numtargets++;
            if ( Dist > CurrentTargetDist && Dist < BestDist && LineOfSightTo( V ) )
            {
                BestV       = V;
                BestDist    = Dist;
            }
        }
    }

    if ( BestV != None )
        ServerSetTarget( BestV );
    else if ( !bTryOnce && CurrentTarget != None && numtargets>0 )
    {
        CurrentTarget = None;
        ServerNextTarget( true );
    }
}

function ServerPrevTarget( bool bTryOnce )
{
    local float         CurrentTargetDist, BestDist, Dist;
    local Controller    C;
    local Vehicle       V, BestV;
    local int           numtargets;

    if ( !IsTargetRelevant( CurrentTarget ) )
        CurrentTarget = None;

    if ( CurrentTarget != None )
        CurrentTargetDist = VSize(Location - CurrentTarget.Location);
    else
        CurrentTargetDist = MaxTargetingRange;

    for (C = Level.ControllerList; C != None; C = C.NextController)
    {
        V = Vehicle(C.Pawn);

        if ( V != None && V != CurrentTarget && IsTargetRelevant( V ) )
        {
            numtargets++;
            Dist = VSize(Location - V.Location);
            if ( Dist < CurrentTargetDist && Dist > BestDist && LineOfSightTo( V ) )
            {
                BestV       = V;
                BestDist    = Dist;
            }
        }
    }

    if ( BestV != None )
        ServerSetTarget( BestV );
    else if ( !bTryOnce && CurrentTarget != None && numtargets>0 )
    {
        CurrentTarget = None;
        ServerPrevTarget( true );
    }
}

/* Acquired a new Target */
function ServerSetTarget(Vehicle NewTarget)
{
    if ( PlayerController(Controller) != None )
        PlayerController(Controller).ClientPlaySound( TargetAcquiredSound );

    CurrentTarget = NewTarget;
    bAutoTarget = false;
}

/* Erase current target, and turns on auto targetting */
function TargetUnSet()
{
    CurrentTarget   = None;
    bAutoTarget     = true;
}

/* Lock closest visible enemy */
function UpdateAutoTargetting()
{
    local float         BestDist, Dist;
    local Controller    C;
    local Vehicle       V, BestV;

    if ( Role != ROLE_Authority )
        return;

    // If player chosen target destroyed, begin autotargeting again
    if ( CurrentTarget == None || CurrentTarget.Health < 1 || CurrentTarget.bDeleteMe
        || VSize(CurrentTarget.Location - Location) > MaxTargetingRange )
    {
        if ( CurrentTarget != None )
        {
            PlayerController(Controller).ClientPlaySound( LockedOnSound );
            CurrentTarget   = None;
        }
        bAutoTarget     = true;
    }

    // Only check target once per second to save CPU
    if ( !bAutoTarget || LastAutoTargetTime + 1 > Level.TimeSeconds )
        return;

    LastAutoTargetTime = Level.TimeSeconds;

    if ( CurrentTarget == None )
        BestDist = MaxTargetingRange;
    else
        BestDist = VSize(Location - CurrentTarget.Location);

    // Automatically target closest visible enemy vehicle
    for (C = Level.ControllerList; C != None; C = C.NextController)
    {
        V = Vehicle(C.Pawn);
        if ( V != None && V != CurrentTarget && IsTargetRelevant( V ) )
        {
            Dist = VSize(Location - V.Location);
            if ( V.IsA('ASVehicle_SpaceFighter') ) // Target SpaceFighters first over turrets.
                Dist = Dist * 0.67;

            if ( (BestV == None || Dist < BestDist) && LineOfSightTo( V ) )
            {
                BestV       = V;
                BestDist    = Dist;
            }
        }
    }

    if ( BestV != None )
        ServerSetTarget( BestV );
}


//=============================================================================
// Collision
//=============================================================================

// dealing damage based on impact normal and vehicle velocity
simulated function VehicleCollision(Vector HitNormal, Actor Other)
{
    local float     Damage;
    local float     NormalSpeed;
    local Pawn      Inst;

    if ( Role < Role_Authority )
        return;

    NormalSpeed = Abs( Velocity Dot HitNormal );
    Damage      = (NormalSpeed-200) / 100.0;

    if ( Damage > 1.f )
    {
        Damage      *= Damage;
        Inst        = Pawn(Other);

        // Force death with other Pawn's collision
        if ( Instigator != None )
            Damage += HealthMax;

        TakeDamage(Damage, Inst, Location-HitNormal*CollisionRadius, HitNormal*Damage*100.f, None);
    }
    else if ( VSize(Velocity) < 100 )
        TakeDamage(default.Health*2, Self, Location, vect(0,0,0), None);
}

simulated function Landed( vector HitNormal )
{
    VehicleCollision(HitNormal, None);
}

simulated function HitWall(vector HitNormal, actor Wall)
{
    VehicleCollision(HitNormal, Wall);
}

simulated singular function Touch(Actor Other)
{
    local Vector HitNormal;

    if ( Other!=None && !Other.IsA('Projectile') && Other.bBlockActors )
    {
        HitNormal = Normal(Location - Other.Location);
        VehicleCollision(HitNormal, Other);
    }
}

simulated function Bump( Actor Other )
{
    local Vector HitNormal;

    if ( Other != None && !Other.IsA('Projectile') && Other.bBlockActors )
    {
        HitNormal = Normal(Location - Other.Location);
        VehicleCollision(HitNormal, Other);
    }
}

function TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)
{
    if ( bHumanShip && (Level.NetMode != NM_Client) )
    {
        if ( Level.NetMode == NM_Standalone )
        {
            if ( (InstigatedBy != None) && (InstigatedBy != self) && (!bThumped || InstigatedBy.bStationary)
                && (PlayerController(Instigator.Controller) == None)
                && (PlayerReplicationInfo != None) && (Level.GetLocalPlayerController().PlayerReplicationInfo.Team != PlayerReplicationInfo.Team) )
                Damage *= 0.3;
        }
        else if ( Deathmatch(Level.Game).bPlayersVsBots )
        {
            if ( (InstigatedBy != None) && (InstigatedBy != self)
                && (PlayerController(Instigator.Controller) == None) )
                Damage *= 0.7;
        }
    }

    // Using HitFxTicker to play various client side deaths...
    if ( instigatedBy == None )
        HitFxTicker = 0; //TearOffDeath = Death_Geometry;	// geometry collision
    else if ( instigatedBy == Self )
        HitFxTicker = 1; //TearOffDeath = Death_Self;		// suicide
    else
        HitFxTicker = 2; //TearOffDeath = Death_Pawn;		// killed by player

    if ( Role == Role_Authority )
        DoShieldEffect(HitLocation, Normal(Location - HitLocation) );

    super.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
}


//=============================================================================
// FX
//=============================================================================

function DoShieldEffect(vector HitLocation, vector HitNormal)
{
    local Actor ShieldEffect;

    if ( Team > 1 )
        return;

    if ( EffectIsRelevant(HitLocation, true) && NextShieldTime < Level.TimeSeconds )
    {
        NextShieldTime = Level.TimeSeconds + 0.1;
        ShieldEffect = Spawn(GenericShieldEffect[Team], Self,, HitLocation, rotator(-HitNormal));

        if ( ShieldEffect != None )
            ShieldEffect.SetBase( Self );
    }
}

event AnimEnd( int Channel )
{
    Disable('AnimEnd');
    bGearUp = true;

    if ( Level.NetMode != NM_DedicatedServer )
    {
        if ( HasAnim(FlyingAnim) )
            PlayAnim( FlyingAnim, 0.0001 );
        StopAnimating();
        Timer();    // Call Timer to adjust FX
    }
}

simulated function AdjustFX();

simulated function Timer()
{
    local float         NewTimerRate;

    // Adjust FX
    AdjustFX();

    // Update Frequency (for Super High details)
    if ( IsLocallyControlled() )
        NewTimerRate = 0.02;
    else if ( EffectIsRelevant(Location, false) ) // if this pawn is relevant to local player
        NewTimerRate = 0.04;
    else
        NewTimerRate = 0.08;        // Not relevant

    if ( Level.DetailMode == DM_High ) // High details
        NewTimerRate += 0.02;
    else if ( Level.DetailMode == DM_Low ) // Low details
        NewTimerRate += 0.04;

    SetTimer(NewTimerRate, false);
}


simulated function Vector GetRocketSpawnLocation()
{
    return RocketOffset;
}


simulated final function MyRandSpin(float spinRate)
{
    DesiredRotation     = RotRand(true);

    RotationRate.Yaw    = 0;
    RotationRate.Pitch  = Max( FRand()*SpinRate/8, SpinRate / 30 );
    RotationRate.Roll   = Max( FRand()*SpinRate, SpinRate / 8 );

    if ( FRand() > 0.5 )
        RotationRate.Pitch = -RotationRate.Pitch;

    if ( FRand() > 0.5 )
        RotationRate.Roll = -RotationRate.Roll;
}


// Spawn Explosion FX
simulated function Explode( vector HitLocation, vector HitNormal )
{
    if ( SmokeTrail != None )
    {
        SmokeTrail.Kill();
        SmokeTrail = None;
    }

    if ( TrailEmitter != None )
    {
        TrailEmitter.Kill();
        TrailEmitter = None;
    }

    bDynamicLight = false;
    LightType = LT_None;

    //if ( HitNormal != vect(0,0,0) )
    //	SetRotation( Rotator(-HitNormal) ); // Hack to position camera well..

    if ( Level.NetMode != NM_DedicatedServer )
        ExplosionEffect = Spawn(class'FX_SpaceFighter_Explosion', Self,, HitLocation, Rotation);
}


simulated event PlayDying(class<DamageType> DamageType, vector HitLoc)
{
    local vector    HitNormal;

    if ( Level.Game != None )
        Level.Game.DiscardInventory( Self );

    // Make sure player controller is actually possessing the vehicle.. (since we forced it in ClientKDriverEnter)
    if ( PlayerController(Controller) != None && PlayerController(Controller).Pawn != Self )
        Controller = None;

    if ( PlayerController(Controller) != None )
    {
        PlayerController(Controller).SetViewTarget( Self );
        DestroyPrevController = Controller;
    }

    bCanTeleport = false;
    bReplicateMovement = false;
    bTearOff = true;
    bPlayedDeath = true;

    if ( HitFxTicker == 2 )
    {
        ShotDownRotation = Rotation;
        if ( Level.NetMode != NM_DedicatedServer )
        {
            SmokeTrail = Spawn(ShotDownFXClass, Self,, Location);
            if ( SmokeTrail != None )
                SmokeTrail.SetBase( Self );
        }
        GotoState('ShotDown');
    }
    else
    {
        if ( HitFxTicker == 0 )
            HitNormal = Normal( TearOffMomentum );  // Set Directional explosion based on HitNormal

        Explode( Location, HitNormal );

        GotoState('Dying');
    }
}


//
// Shot down in flames
//
state ShotDown
{
    ignores Trigger, 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() {}
    event FellOutOfWorld(eKillZType KillType) { }
    function ReduceCylinder() { }
    function LandThump() {  }
    event AnimEnd(int Channel) {    }
    function LieStill() {}
    singular function BaseChange() {    }
    function Died(Controller Killer, class<DamageType> damageType, vector HitLocation) {}
    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
                            Vector momentum, class<DamageType> damageType) {}

    function VehicleSwitchView(bool bUpdating) {}
    function DriverDied();
    function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot);

    function UpdateRocketAcceleration(float DeltaTime, float YawChange, float PitchChange);

    simulated function Timer()
    {
        BlowUp( vect(0,0,0) );
    }

    simulated function VehicleCollision(Vector HitNormal, Actor Other)
    {
        BlowUp( HitNormal );
    }

    // Blow up Space Fighter
    simulated function BlowUp( vector HitNormal )
    {
        Explode( Location, HitNormal );
        GotoState('Dying');
    }

    simulated function BeginState()
    {
        local PlayerController  PC;

        // Set random spin rate...
        bRotateToDesired    = true;
        bRollToDesired      = true;
        MyRandSpin( 200000 );
        Acceleration.Z -= VSize(Velocity)*0.67;
        //SetPhysics( PHYS_Falling );

        PC = PlayerController(Controller);
        if ( PC != None && !PC.bBehindView )
            PC.bBehindView = true;// Force Behindview

        if ( Driver != None && bDrawDriverInTP )
            Destroyed_HandleDriver();

        if ( Controller != None )
            Controller.PawnDied( Self );
    }

    simulated function EndState()
    {
        AmbientSound    = None;
        bDynamicLight   = false;
        LightType       = LT_None;
    }

Begin:

    SetTimer(4.0, false);
}

//=============================================================================
// defaultproperties
//=============================================================================

defaultproperties
{
     EngineMinVelocity=600.000000
     VehicleRotationSpeed=0.009000
     RotationInertia=10.000000
     StrafeAccelRate=0.500000
     MaxStrafe=300.000000
     RollAutoCorrectSpeed=3000.000000
     bSpeedFilterWarmup=Wahr
     bAutoTarget=Wahr
     bHumanShip=Wahr
     CamRotationInertia=0.330000
     Text_Speed="Speed:"
     TrailOffset=80.000000
     MaxTargetingRange=20000.000000
     TargetAcquiredSound=Sound'AssaultSounds.HumanShip.TargetCycle01'
     RocketLoadedSound=Sound'AssaultSounds.HumanShip.HnShipFireReadyl01'
     DefaultCrosshair=Texture'Crosshairs.HUD.Crosshair_Circle1'
     CrosshairScale=0.500000
     bCHZeroYOffset=Wahr
     bHasRadar=Wahr
     CenterSpringForce="SpringSpaceFighter"
     CenterSpringRangePitch=0
     CenterSpringRangeRoll=0
     DriverDamageMult=0.000000
     bCanFly=Wahr
     bCanStrafe=Wahr
     bSimulateGravity=Falsch
     bDirectHitWall=Wahr
     bServerMoveSetPawnRot=Falsch
     bSpecialHUD=Wahr
     bSpecialCalcView=Wahr
     SightRadius=25000.000000
     AirSpeed=2000.000000
     AccelRate=2000.000000
     HealthMax=250.000000
     Health=250
     LandMovementState="PlayerSpaceFlying"
     MinFlySpeed=1100.000000
     MaxRotation=0.850000
     Physics=PHYS_Flying
     CollisionRadius=60.000000
     CollisionHeight=30.000000
     RotationRate=(Pitch=32768,Yaw=32768,Roll=32768)
     ForceType=FT_DragAlong
     ForceRadius=100.000000
     ForceScale=5.000000
}

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Class file time: Fr 30.3.2007 08:43:52.000 - Creation time: Mo 16.4.2007 11:20:44.640 - Created with UnCodeX