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//============================================================================= // xDomPoint. // For Double Domination (xDoubleDom) matches. //============================================================================= class xDomPoint extends DominationPoint; #exec OBJ LOAD FILE=UCGeneric.utx var() localized String PointName; // display name of this control point var() Sound ControlSound; // sound played when this control point changes hands var() Name ControlEvent; // any actors with tags matching this will be triggered when activity occurs on the control point var(Material) Material DomCombiner[2]; var(Material) Material CRedState[2]; var(Material) Material CBlueState[2]; var(Material) Material CNeutralState[2]; var(Material) Material CDisableState[2]; var(Material) Shader DomShader; var(Material) Material SRedState; var(Material) Material SBlueState; var(Material) Material SNeutralState; var(Material) Material SDisableState; var(Material) float PulseSpeed; var xDOMLetter DomLetter; var xDOMRing DOMRing; var transient byte NoPulseAlpha; var vector EffectOffset; delegate ResetCount(); simulated function PostBeginPlay() { Super.PostBeginPlay(); if ( (Level.NetMode != NM_Client) && !Level.Game.IsA('xDoubleDom') ) bHidden = true; } function string GetHumanName() { return PointName; } function Touch(Actor Other) { if ( (Pawn(Other) == None) || !Pawn(Other).IsPlayerPawn() ) return; // is this domination point controllable right now? if ( bControllable && (ControllingTeam != Pawn(Other).PlayerReplicationInfo.Team) ) { // touching pawn is now the controlling pawn for this domination point ControllingPawn = Pawn(Other); // update the domination point's status UpdateStatus(); } } function UnTouch(Actor Other) { local Pawn NewControl; if ( Other == ControllingPawn ) ForEach TouchingActors(class'Pawn', NewControl) { if ( NewControl.IsPlayerPawn() ) { ControllingPawn = NewControl; UpdateStatus(); break; } } } simulated function float Pulse( float x ) { if ( x < 0.5 ) return 2.0 * ( x * x * (3.0 - 2.0 * x) ); else return 2.0 * (1.0 - ( x * x * (3.0 - 2.0 * x) )); } simulated function Tick( float t ) { local float f; local float alpha; Super.Tick(t); if ( DomShader != None && PulseSpeed != 0.0) { if (bControllable) { f = Level.TimeSeconds * PulseSpeed; f = f - int(f); alpha = 255.0; ConstantColor(DomShader.SpecularityMask).Color.A = Pulse(f) * alpha; } else { ConstantColor(DomShader.SpecularityMask).Color.A = NoPulseAlpha; } } } simulated function PostNetReceive() { local xDomMonitor M; local byte NewTeam; if( !bControllable ) { SetShaderStatus(CDisableState[0],SDisableState,CDisableState[1]); NewTeam = 254; } else if ( ControllingTeam == None ) { SetShaderStatus(CNeutralState[0],SNeutralState,CNeutralState[1]); NewTeam = 255; } else { if ( ControllingTeam.TeamIndex == 0 ) SetShaderStatus(CRedState[0],SRedState,CRedState[1]); else SetShaderStatus(CBlueState[0],SBlueState,CBlueState[1]); NewTeam = ControllingTeam.TeamIndex; } // send the event to trigger related actors ForEach DynamicActors(class'xDomMonitor', M, ControlEvent) { M.NewTeam = NewTeam; M.UpdateForTeam(); } } simulated function SetShaderStatus( Material mat1, Material mat2, Material mat3 ) { if( DomCombiner[0] != None ) Combiner(DomCombiner[0]).Material1 = mat1; if( DomCombiner[1] != None ) Combiner(DomCombiner[1]).Material1 = mat3; if( DomShader != None ) { if (PulseSpeed != 0.0) DomShader.Specular = mat2; else DomShader.Diffuse = mat2; } } function UpdateStatus() { local Actor A; local TeamInfo NewTeam; local int OldIndex; if ( bControllable && ((ControllingPawn == None) || !ControllingPawn.IsPlayerPawn()) ) { ControllingPawn = None; // check if any pawn currently touching ForEach TouchingActors(class'Pawn', ControllingPawn) { if ( ControllingPawn.IsPlayerPawn() ) break; else ControllingPawn = None; } } // nothing to do if there is already a controlling team but no controlling pawn if (ControllingTeam != None && ControllingPawn == None) return; // who is the current controlling team of this domination point? if (ControllingPawn == None) NewTeam = None; else NewTeam = ControllingPawn.Controller.PlayerReplicationInfo.Team; // do nothing if there is no change in the controlling team (and there is a controlling team) if ((NewTeam == ControllingTeam) && (NewTeam != None)) return; // for AI, update DefenderTeamIndex NetUpdateTime = Level.TimeSeconds - 1; OldIndex = DefenderTeamIndex; if ( NewTeam == None ) DefenderTeamIndex = 255; // ie. "no team" since 0 is a valid team else DefenderTeamIndex = NewTeam.TeamIndex; if ( bControllable && (OldIndex != DefenderTeamIndex) ) UnrealMPGameInfo(Level.Game).FindNewObjectives(self); // otherwise we have a new controlling team, or the domination point is being re-enabled ControllingTeam = NewTeam; if (ControllingTeam != None) { PlayAlarm(); } ResetCount(); if (ControllingTeam == None) { // goes dark while untouchable (disabled) after a score if (!bControllable) { LightType = LT_None; SetShaderStatus(CDisableState[0],SDisableState,CDisableState[1]); if (DomLetter != None) DomLetter.bHidden = true; if (DomRing != None) DomRing.bHidden = true; } // goes back to white when neutral again else if (bControllable) { // change light emission properties LightHue = 255; LightBrightness = 128; LightSaturation = 255; LightType = LT_SubtlePulse; SetShaderStatus(CNeutralState[0],SNeutralState,CNeutralState[1]); if (DomLetter != None) { DomLetter.bHidden = false; DomLetter.Skins[0] = class'xDomLetter'.Default.NeutralShader; DomLetter.RepSkin = class'xDomLetter'.Default.NeutralShader; } if (DomRing != None) { DomRing.bHidden = false; DomRing.Skins[0] = class'xDomRing'.Default.NeutralShader; DomRing.RepSkin = class'xDomRing'.Default.NeutralShader; } } } else if (ControllingPawn.Controller.PlayerReplicationInfo.Team.TeamIndex == 0) { // red team controls it now LightType = LT_SubtlePulse; LightHue = 0; LightBrightness = 255; LightSaturation = 128; SetShaderStatus(CRedState[0],SRedState,CRedState[1]); if (DomLetter != None) { DomLetter.bHidden = false; DomLetter.Skins[0] = class'xDomLetter'.Default.RedTeamShader; DomLetter.RepSkin = class'xDomLetter'.Default.RedTeamShader; } if (DomRing != None) { DomRing.bHidden = false; DomRing.Skins[0] = class'xDomRing'.Default.RedTeamShader; DomRing.RepSkin = class'xDomRing'.Default.RedTeamShader; } } else { // blue team controls it now LightType = LT_SubtlePulse; LightHue = 170; LightBrightness = 255; LightSaturation = 128; SetShaderStatus(CBlueState[0],SBlueState,CBlueState[1]); if (DomLetter != None) { DomLetter.bHidden = false; DomLetter.Skins[0] = class'xDomLetter'.Default.BlueTeamShader; DomLetter.RepSkin = class'xDomLetter'.Default.BlueTeamShader; } if (DomRing != None) { DomRing.bHidden = false; DomRing.Skins[0] = class'xDomRing'.Default.BlueTeamShader; DomRing.RepSkin = class'xDomRing'.Default.BlueTeamShader; } } // send the event to trigger related actors foreach DynamicActors(class'Actor', A, ControlEvent) A.Trigger(self, ControllingPawn); } function ResetPoint(bool enabled) { if ( !bControllable && enabled ) UnrealMPGameInfo(Level.Game).FindNewObjectives(self); NetUpdateTime = Level.TimeSeconds - 1; bControllable = enabled; ControllingPawn = None; ControllingTeam = None; UpdateStatus(); } function PlayAlarm() { SetTimer(5.0, false); AmbientSound = ControlSound; } function Timer() { AmbientSound = None; // don't call super here since we don't want it incrementing score! } function bool BetterObjectiveThan(GameObjective Best, byte DesiredTeamNum, byte RequesterTeamNum) { if ( (Best == None) || (DefenderTeamIndex == DesiredTeamNum) ) return true; return false; } defaultproperties { ControlSound=Sound'GameSounds.DDAlarm' DomCombiner(0)=Combiner'XGameShaders.DomShaders.DomACombiner' CRedState(0)=Texture'UCGeneric.SolidColours.Red' CBlueState(0)=Texture'UCGeneric.SolidColours.Blue' CNeutralState(0)=Texture'UCGeneric.SolidColours.White' CDisableState(0)=Texture'UCGeneric.SolidColours.Black' DomShader=Shader'XGameShaders.DomShaders.PulseAShader' SRedState=Texture'XGameShaders.DomShaders.redgrid' SBlueState=Texture'XGameShaders.DomShaders.bluegrid' SNeutralState=Texture'XGameShaders.DomShaders.greygrid' SDisableState=Texture'XGameShaders.DomShaders.greygrid' PulseSpeed=1.000000 EffectOffset=(Z=60.000000) bControllable=Wahr bTeamControlled=Wahr DefenderTeamIndex=255 DestructionMessage= LightType=LT_SubtlePulse LightEffect=LE_QuadraticNonIncidence LightHue=255 LightSaturation=255 LightBrightness=128.000000 LightRadius=6.000000 DrawType=DT_StaticMesh StaticMesh=StaticMesh'XGame_rc.DominationPointMesh' bStatic=Falsch bHidden=Falsch bDynamicLight=Wahr bAlwaysRelevant=Wahr RemoteRole=ROLE_SimulatedProxy DrawScale=0.600000 PrePivot=(Z=70.000000) Skins(0)=Texture'XGameTextures.DominationPointTex' Skins(1)=Combiner'XGameShaders.DomShaders.DomPointACombiner' SoundRadius=255.000000 CollisionRadius=60.000000 CollisionHeight=40.000000 bCollideActors=Wahr bUseCylinderCollision=Wahr bNetNotify=Wahr } |
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