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UT2k4AssaultFull.ASTurret_LinkTurret


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

class ASTurret_LinkTurret extends ASTurret;

#exec OBJ LOAD FILE=Turrets.utx

var     float   Energy, OldEnergy;

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

var     float   RechargeWait;
var     float   RechargeSpeed;
var     float   LastEnergyUse;

var vector ShieldPivot;

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

simulated function UpdateLinkColor( LinkAttachment.ELinkColor Color )
{
    switch ( Color )
    {
        case LC_Gold    :   Skins[2] = material'PowerPulseShaderYellow';    break;
        case LC_Green   :   Skins[2] = material'PowerPulseShader';          break;
        case LC_Red     :   Skins[2] = material'PowerPulseShaderRed';       break;
        case LC_Blue    :   Skins[2] = material'PowerPulseShaderBlue';      break;
    }
    Skins[0] = Combiner'AS_Weapons_TX.LinkTurret.LinkTurret_Skin2_C';
}


simulated function bool CheckRecharge()
{
    return ( Energy<default.Energy && (Level.TimeSeconds > LastEnergyUse + RechargeWait) );
}

// FIXME: move this to a timer...
simulated function Tick(float DeltaTime)
{
    if ( Role == Role_Authority && CheckRecharge() ) 
    {
        // Play Recharge Sound
        Energy += Default.Energy * (DeltaTime / RechargeSpeed);
        if ( Energy >= Default.Energy )
        {
            Energy = Default.Energy;
        }
    }

    super.Tick(DeltaTime);
}

simulated function PlayFiring(optional float Rate, optional name FiringMode )
{
    PlayAnim('Fire', 1.f);
}

simulated function DrawHealthInfo( Canvas C, PlayerController PC );

simulated function DrawVehicleHUD( Canvas C, PlayerController PC )
{
    if ( !PC.bBehindView )
    {
        C.Style = 255;
        C.SetPos(0,0);
        C.DrawColor = class'Canvas'.static.MakeColor(255,255,255);
        C.DrawTile( Material'Turrets.TurretHud2', C.SizeX, C.SizeY, 0, 0, 1024, 768 );
    }
    super.DrawVehicleHUD( C, PC );
}

simulated function DrawWeaponInfo( Canvas C, HUD H )
{
    local float     XL, YL;
    local float     E, XO, YO, myfPulse;

    C.Style = ERenderStyle.STY_Alpha;

    XL = 256 * 0.5 * H.ResScaleX * H.HUDScale;
    YL = 128 * 0.5 * H.ResScaleY * H.HUDScale;

    // Team color overlay
    C.DrawColor = class'HUD_Assault'.static.GetTeamColor( Team );
    C.SetPos( C.ClipX - XL, C.ClipY - YL );
    C.DrawTile(Texture'AS_FX_TX.HUD.SpaceHUD_Weapon_Grey', XL, YL, 0, 0, 256, 128);

    // Solid Background
    C.DrawColor = class'Canvas'.Static.MakeColor(255, 255, 255);
    C.SetPos( C.ClipX - XL, C.ClipY - YL );
    C.DrawTile(WeaponInfoTexture, XL, YL, 0, 0, 256, 128);

    E = Energy / default.Energy;
    XL = 53 * 0.5 * H.ResScaleX * H.HUDScale;
    YL = 10 * 0.5 * H.ResScaleY * H.HUDScale;
    XO = C.ClipX - 57 * 0.5 * H.ResScaleX * H.HUDScale;
    YO = C.ClipY - 63 * 0.5 * H.ResScaleY * H.HUDScale;

    C.DrawColor = class'HUD_Assault'.static.GetGYRColorRamp( E );
    C.DrawColor.A = 96;

    if ( E == 1.f )
    {
        // Ugly hack FIXME
        if ( HUD_Assault(H) != None )
            myfPulse = HUD_Assault(H).fPulse;
        else
            myfPulse = 1.f;

        C.DrawColor = C.DrawColor * myfPulse + class'Canvas'.Static.MakeColor(255, 255, 255) * (1.f-myfPulse);
        C.DrawColor.A = 128 + 127 * ( 1.f - myfPulse );
    }

    C.SetPos( XO - XL*0.5, YO - YL*0.5 );
    C.DrawTile(Texture'InterfaceContent.WhileSquare', XL*E, YL, 0, 0, 8, 8);
}


simulated function vector FPVAdjustBeamStart()
{
    local float             XOffset;
    local float             ZoomPct;
    local PlayerController  PC;

    PC = PlayerController(Controller);
    if ( PC != None && IsLocallyControlled() && !PC.bBehindView )
    {
        ZoomPct = 1 - (PC.FOVAngle-MinPlayerFOV) / (PC.DefaultFOV-MinPlayerFOV);
        XOffset = -160 * (1-ZoomPct);
    }

    return GetFireStart( XOffset );
}

simulated function PostZoomAdjust( float ZoomPct )
{
    // Fudge the weapon effects so they look right
    if ( Weapon != None )
        Weapon.SmallViewOffset.X = Weapon.default.SmallViewOffset.X - (ZoomWeaponOffsetAdjust * ZoomPct);
}

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

    if ( Weapon != None )
        Weapon.SmallViewOffset.X = -25;
}


simulated function bool SpecialCalcView(out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )
{
    local bool b;
    
    b = super.SpecialCalcView(ViewActor, CameraLocation, CameraRotation );
    if ( Driver != None )
        Driver.bOwnerNoSee = false;

    return b;
}

function AdjustDriverDamage(out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType)
{
    super.AdjustDriverDamage(Damage, InstigatedBy, HitLocation, Momentum, DamageType);

    if ( PlayerController(Controller) != None )
        PlayerController(Controller).ClientFlash(DamageType.Default.FlashScale,DamageType.Default.FlashFog);
}

function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
                        Vector momentum, class<DamageType> damageType)
{
    local int       OldHealth, EnergyUsed;
    local vector    x,y,z,v;

    if ( Energy > 0 )
    {
        GetAxes(Rotation, X, Y, Z);
        if ( HitLocation == vect(0,0,0) || HitLocation == Location )
            HitLocation = Location + X * 50;
        V = Normal(HitLocation - Location);
        if ( (V dot X) >= 0 )
        {
            EnergyUsed = Max(float(Damage)*0.67, 1);
            Damage =  Max(float(Damage)*0.33, 1);
        }
    }

    OldHealth = Health;
    if ( Damage > 0 )
        super.TakeDamage(Damage, InstigatedBy, HitLocation, momentum, DamageType);
    
    if ( Health < OldHealth && EnergyUsed > 0 )
    {
        UseEnergy( EnergyUsed );
        if ( Role == Role_Authority )
            DoShieldEffect(HitLocation, Normal(HitLocation - Location) );
    }
}

function UseEnergy(int Amount)
{
    LastEnergyUse = Level.TimeSeconds;
    Energy = FMax(Energy-Amount, 0);
}

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

    if ( Team > 1 )
        TeamShield = 1;
    else
        TeamShield = Team;

    if ( EffectIsRelevant(HitLocation, true) && NextShieldTime < Level.TimeSeconds )
    {
        NextShieldTime = Level.TimeSeconds + 0.1;
        ShieldEffect = Spawn(GenericShieldEffect[TeamShield], Self,, HitLocation + HitNormal * 10, rotator(HitNormal));
    }
}

static function StaticPrecache(LevelInfo L)
{
    super.StaticPrecache( L );

    L.AddPrecacheMaterial( Material'AS_Weapons_TX.LinkTurret.LinkTurret_skin1' );       // Skins
    L.AddPrecacheMaterial( Material'AS_Weapons_TX.LinkTurret.LinkTurret_skin2' );
    L.AddPrecacheMaterial( material'PowerPulseShader' );
    L.AddPrecacheMaterial( material'PowerPulseShaderRed' );
    L.AddPrecacheMaterial( material'PowerPulseShaderBlue' );
    
    L.AddPrecacheMaterial( Material'Turrets.TurretHud2' );  // HUD
    L.AddPrecacheMaterial( Texture'AS_FX_TX.HUD.SpaceHUD_Weapon_Grey' );
    L.AddPrecacheMaterial( Texture'InterfaceContent.WhileSquare' );

    L.AddPrecacheMaterial( Material'ExplosionTex.Framed.exp7_frames' );         // Explosion Effect
    L.AddPrecacheMaterial( Material'EpicParticles.Flares.SoftFlare' );
    L.AddPrecacheMaterial( Material'AW-2004Particles.Fire.MuchSmoke2t' );
    L.AddPrecacheMaterial( Material'AS_FX_TX.Trails.Trail_red' );
    L.AddPrecacheMaterial( Material'ExplosionTex.Framed.exp1_frames' );
    L.AddPrecacheMaterial( Material'EmitterTextures.MultiFrame.rockchunks02' );

    L.AddPrecacheMaterial( Texture'AS_FX_TX.Flares.Laser_Flare' );  // Fire Effect
    L.AddPrecacheMaterial( Texture'EpicParticles.Smoke.StellarFog1aw' );
    L.AddPrecacheStaticMesh( StaticMesh'AS_Weapons_SM.Projectiles.Skaarj_Energy' );

    L.AddPrecacheStaticMesh( StaticMesh'AS_Weapons_SM.Turret.LinkBase' );
    
    //L.AddPrecacheMaterial( Material'AS_FX_TX.WhiteShield_FB' );		// Shield Effect
    //L.AddPrecacheStaticMesh( StaticMesh'LinkTurretShield' );
    L.AddPrecacheStaticMesh( StaticMesh'WeaponStaticMesh.Shield' );
    L.AddPrecacheMaterial( Material'XEffectMat.RedShell' );
    L.AddPrecacheMaterial( Material'XEffectMat.BlueShell' );
}

simulated function UpdatePrecacheStaticMeshes()
{
    Level.AddPrecacheStaticMesh( StaticMesh'AS_Weapons_SM.Turret.LinkBase' );
    //Level.AddPrecacheStaticMesh( StaticMesh'LinkTurretShield' );
    Level.AddPrecacheStaticMesh( StaticMesh'AS_Weapons_SM.Projectiles.Skaarj_Energy' );
    Level.AddPrecacheStaticMesh( StaticMesh'WeaponStaticMesh.Shield' );

    super.UpdatePrecacheStaticMeshes();
}


simulated function UpdatePrecacheMaterials()
{
    Level.AddPrecacheMaterial( Material'AS_Weapons_TX.LinkTurret.LinkTurret_skin1' );       // Skins
    Level.AddPrecacheMaterial( Material'AS_Weapons_TX.LinkTurret.LinkTurret_skin2' );
    Level.AddPrecacheMaterial( material'PowerPulseShader' );
    Level.AddPrecacheMaterial( material'PowerPulseShaderRed' );
    Level.AddPrecacheMaterial( material'PowerPulseShaderBlue' );
    Level.AddPrecacheMaterial( material'PowerPulseShaderYellow' );
    
    //Level.AddPrecacheMaterial( Material'AS_FX_TX.WhiteShield_FB' );	
    Level.AddPrecacheMaterial( Material'XEffectMat.RedShell' );
    Level.AddPrecacheMaterial( Material'XEffectMat.BlueShell' );

    Level.AddPrecacheMaterial( Material'Turrets.TurretHud2' );  // HUD
    Level.AddPrecacheMaterial( Texture'AS_FX_TX.HUD.SpaceHUD_Weapon_Grey' );
    Level.AddPrecacheMaterial( Texture'InterfaceContent.WhileSquare' );

    Level.AddPrecacheMaterial( Material'ExplosionTex.Framed.exp7_frames' );         // Explosion Effect
    Level.AddPrecacheMaterial( Material'EpicParticles.Flares.SoftFlare' );
    Level.AddPrecacheMaterial( Material'AW-2004Particles.Fire.MuchSmoke2t' );
    Level.AddPrecacheMaterial( Material'AS_FX_TX.Trails.Trail_red' );
    Level.AddPrecacheMaterial( Material'ExplosionTex.Framed.exp1_frames' );
    Level.AddPrecacheMaterial( Material'EmitterTextures.MultiFrame.rockchunks02' );

    Level.AddPrecacheMaterial( Texture'AS_FX_TX.Flares.Laser_Flare' );  // Fire Effect
    Level.AddPrecacheMaterial( Texture'EpicParticles.Smoke.StellarFog1aw' );

    super.UpdatePrecacheMaterials();
}

defaultproperties
{
     Energy=1500.000000
     GenericShieldEffect(0)=Class'UT2k4AssaultFull.FX_SpaceFighter_Shield_Red'
     GenericShieldEffect(1)=Class'UT2k4AssaultFull.FX_SpaceFighter_Shield'
     RechargeWait=4.000000
     RechargeSpeed=10.000000
     TurretBaseClass=Class'UT2k4AssaultFull.ASTurret_LinkTurret_Base'
     TurretSwivelClass=Class'UT2k4AssaultFull.ASTurret_LinkTurret_Swivel'
     RotationInertia=0.500000
     RotPitchConstraint=(Min=8000.000000,Max=5000.000000)
     RotationSpeed=5.000000
     CamRelLocation=(X=250.000000,Z=150.000000)
     CamDistance=(Z=0.000000)
     ZoomWeaponOffsetAdjust=275.000000
     WeaponInfoTexture=Texture'AS_FX_TX.HUD.SpaceHUD_Weapon_Solid_Skaarj'
     DefaultWeaponClassName="UT2k4AssaultFull.Weapon_LinkTurret"
     VehicleProjSpawnOffset=(X=220.000000,Y=0.000000,Z=15.000000)
     bCHZeroYOffset=Falsch
     bRelativeExitPos=Falsch
     bHideRemoteDriver=Wahr
     AutoTurretControllerClass=Class'UT2k4AssaultFull.LinkTurretController'
     DriveAnim="Biggun_Aimed"
     VehiclePositionString="manning a Link Turret"
     VehicleNameString="Link Turret"
     HealthMax=400.000000
     Health=400
     Mesh=SkeletalMesh'AS_VehiclesFull_M.LinkBody'
     DrawScale=0.300000
     CollisionHeight=116.000000
     bNetNotify=Wahr
}

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Class file time: Fr 30.3.2007 08:44:00.000 - Creation time: Mo 16.4.2007 11:20:44.546 - Created with UnCodeX