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class xPawn extends UnrealPawn config(User) dependsOn(xUtil) dependsOn(xPawnSoundGroup) dependsOn(xPawnGibGroup); #exec OBJ LOAD FILE=GameSounds.uax #exec OBJ LOAD FILE=PlayerSounds.uax #exec OBJ LOAD FILE=PlayerFootSteps.uax #exec OBJ LOAD FILE=DanFX.utx #exec OBJ LOAD FILE=GeneralAmbience.uax #exec OBJ LOAD FILE=GeneralImpacts.uax #exec OBJ LOAD FILE=DeRez.utx #exec OBJ LOAD FILE=WeaponSounds.uax var int RepeaterDeathCount; var Combo CurrentCombo; var bool bBerserk; var bool bInvis; var bool bOldInvis; var bool bGibbed; var bool bCanDodgeDoubleJump; var bool bCanBoostDodge; var bool bAlreadySetup; var bool bSpawnIn; var bool bSpawnDone; var bool bFrozenBody; var bool bFlaming; var bool bRubbery; var bool bClearWeaponOffsets; // for certain custom player models var(UDamage) Material UDamageWeaponMaterial; // Weapon overlay material var(UDamage) Sound UDamageSound; var UDamageTimer UDamageTimer; var float UDamageTime; var float LastUDamageSoundTime; var Material InvisMaterial; var(Shield) float ShieldStrengthMax; // max strength var float SmallShieldStrength; // for preventing shieldstacking var(Shield) Material ShieldHitMat; var(Shield) float ShieldHitMatTime; var class<SpeciesType> Species; var(Sounds) float GruntVolume; var(Sounds) float FootstepVolume; var transient int SimHitFxTicker; var(Gib) class<xPawnGibGroup> GibGroupClass; var(Gib) int GibCountCalf; var(Gib) int GibCountForearm; var(Gib) int GibCountHead; var(Gib) int GibCountTorso; var(Gib) int GibCountUpperArm; var float MinTimeBetweenPainSounds; var localized string HeadShotMessage; // Common sounds var(Sounds) Sound SoundFootsteps[11]; // Indexed by ESurfaceTypes (sorry about the literal). var(Sounds) class<xPawnSoundGroup> SoundGroupClass; var class<Actor> TeleportFXClass; var class<Actor> TransEffects[2]; var xWeaponAttachment WeaponAttachment; var ShadowProjector PlayerShadow; var int MultiJumpRemaining; var int MaxMultiJump; var int MultiJumpBoost; // depends on the tolerance (100) var name WallDodgeAnims[4]; var name IdleHeavyAnim; var name IdleRifleAnim; var name FireHeavyRapidAnim; var name FireHeavyBurstAnim; var name FireRifleRapidAnim; var name FireRifleBurstAnim; var name FireRootBone; var enum EFireAnimState { FS_None, FS_PlayOnce, FS_Looping, FS_Ready } FireState; var Mesh SkeletonMesh; var bool bSkeletized; var bool bDeRes; var float DeResTime; var Emitter DeResFX; var Material DeResMat0, DeResMat1; var(DeRes) InterpCurve DeResLiftVel; // speed (over time) at which body rises var(DeRes) InterpCurve DeResLiftSoftness; // vertical 'sprinyness' (over time) of bone lifters var(DeRes) float DeResGravScale; // reduce gravity on corpse during de-res var(DeRes) float DeResLateralFriction; // sideways friction while lifting var(Karma) float RagdollLifeSpan; // MAXIMUM time the ragdoll will be around. De-res's early if it comes to rest. var(Karma) float RagInvInertia; // Use to work out how much 'spin' ragdoll gets on death. var(Karma) float RagDeathVel; // How fast ragdoll moves upon death var(Karma) float RagShootStrength; // How much effect shooting ragdolls has. Be careful! var(Karma) float RagSpinScale; // Increase propensity to spin around Z (up). var(Karma) float RagDeathUpKick; // Amount of upwards kick ragdolls get when they die var(Karma) float RagGravScale; var(Karma) material RagConvulseMaterial; // Ragdoll impact sounds. var(Karma) array<sound> RagImpactSounds; var(Karma) float RagImpactSoundInterval; var(Karma) float RagImpactVolume; var transient float RagLastSoundTime; var string RagdollOverride; // translocate effect var class<Actor> TransOutEffect[2]; var Controller OldController; var Material RealSkins[4]; var class<TeamVoicePack> VoiceClass; var(AI) globalconfig string PlacedCharacterName; var globalconfig string PlacedFemaleCharacterName; var byte TeamSkin; // what team's skin is currently set replication { reliable if( Role==ROLE_Authority ) bInvis; reliable if( bNetOwner && (Role==ROLE_Authority) ) bBerserk, MaxMultiJump, MultiJumpBoost, bCanDodgeDoubleJump, bCanBoostDodge; reliable if( Role==ROLE_Authority ) ClientSetUDamageTime; } simulated function Fire( optional float F ) { if ( (Weapon != None) && (Weapon.bBerserk != bBerserk) ) { if ( bBerserk ) Weapon.StartBerserk(); else Weapon.StopBerserk(); } Super.Fire(F); } simulated function AltFire( optional float F ) { if ( (Weapon != None) && (Weapon.bBerserk != bBerserk) ) { if ( bBerserk ) Weapon.StartBerserk(); else Weapon.StopBerserk(); } Super.AltFire(F); } simulated function PlayWaiting() {} function RosterEntry GetPlacedRoster() { PlayerReplicationInfo.CharacterName = PlacedCharacterName; return class'xRosterEntry'.static.CreateRosterEntryCharacter(PlacedCharacterName); } function PossessedBy(Controller C) { Super.PossessedBy(C); if ( Controller != None ) OldController = Controller; } // return true if was controlled by a Player (AI or human) simulated function bool WasPlayerPawn() { return ( (OldController != None) && OldController.bIsPlayer ); } function DoTranslocateOut(Vector PrevLocation) { if ( (PlayerReplicationInfo == None) || (PlayerReplicationInfo.Team == None) || (PlayerReplicationInfo.Team.TeamIndex == 0) ) Spawn(TransOutEffect[0], self,, PrevLocation, rotator(Location - PrevLocation)); else Spawn(TransOutEffect[1], self,, PrevLocation, rotator(Location - PrevLocation)); } // Set up default blending parameters and pose. Ensures the mesh doesn't have only a T-pose whenever it first springs into view. simulated function AssignInitialPose() { if ( DrivenVehicle != None ) { if ( HasAnim(DrivenVehicle.DriveAnim) ) LoopAnim(DrivenVehicle.DriveAnim,, 0.1); else LoopAnim('Vehicle_Driving',, 0.1); } else TweenAnim(MovementAnims[0],0.0); AnimBlendParams(1, 1.0, 0.2, 0.2, 'Bip01 Spine1'); BoneRefresh(); } simulated function Destroyed() { if( PlayerShadow != None ) PlayerShadow.Destroy(); if( DeResFX != None ) { DeResFX.Emitters[0].SkeletalMeshActor = None; DeResFX.Kill(); } Super.Destroyed(); } simulated function RemoveFlamingEffects() { local int i; if( Level.NetMode == NM_DedicatedServer ) return; for( i=0; i<Attached.length; i++ ) { if( Attached[i].IsA('xEmitter') && !Attached[i].IsA('BloodJet')) { xEmitter(Attached[i]).mRegen = false; } } } simulated event PhysicsVolumeChange( PhysicsVolume NewVolume ) { if ( NewVolume.bWaterVolume ) RemoveFlamingEffects(); Super.PhysicsVolumeChange(NewVolume); } /* return a value (typically 0 to 1) adjusting pawn's perceived strength if under some special influence (like berserk) */ function float AdjustedStrength() { if ( bBerserk ) return 1.0; return 0; } function DeactivateSpawnProtection() { if ( bSpawnDone ) return; bSpawnDone = true; if ( Level.TimeSeconds - SpawnTime < DeathMatch(Level.Game).SpawnProtectionTime ) { bSpawnIn = true; if ( OverlayMaterial == ShieldHitMat ) SetOverlayMaterial(None,0,true); SpawnTime = Level.TimeSeconds - DeathMatch(Level.Game).SpawnProtectionTime - 1; } } function PlayTeleportEffect( bool bOut, bool bSound) { if ( !bSpawnIn && (Level.TimeSeconds - SpawnTime < DeathMatch(Level.Game).SpawnProtectionTime) ) { bSpawnIn = true; SetOverlayMaterial( ShieldHitMat, DeathMatch(Level.Game).SpawnProtectionTime, false ); if ( (PlayerReplicationInfo == None) || (PlayerReplicationInfo.Team == None) || (PlayerReplicationInfo.Team.TeamIndex == 0) ) Spawn(TransEffects[0],,,Location + CollisionHeight * vect(0,0,0.75)); else Spawn(TransEffects[1],,,Location + CollisionHeight * vect(0,0,0.75)); } else if ( bOut ) DoTranslocateOut(Location); else if ( (PlayerReplicationInfo == None) || (PlayerReplicationInfo.Team == None) || (PlayerReplicationInfo.Team.TeamIndex == 0) ) Spawn(TransEffects[0],self,,Location + CollisionHeight * vect(0,0,0.75)); else Spawn(TransEffects[1],self,,Location + CollisionHeight * vect(0,0,0.75)); Super.PlayTeleportEffect( bOut, bSound ); } function PlayMoverHitSound() { PlaySound(SoundGroupClass.static.GetHitSound(), SLOT_Interact); } function PlayDyingSound() { // Dont play dying sound if a skeleton. Tricky without vocal chords. if ( bSkeletized ) return; if ( bGibbed ) { PlaySound(GibGroupClass.static.GibSound(), SLOT_Pain,3.5*TransientSoundVolume,true,500); return; } if ( HeadVolume.bWaterVolume ) { PlaySound(GetSound(EST_Drown), SLOT_Pain,2.5*TransientSoundVolume,true,500); return; } PlaySound(SoundGroupClass.static.GetDeathSound(), SLOT_Pain,2.5*TransientSoundVolume, true,500); } function Gasp() { if ( Role != ROLE_Authority ) return; if ( BreathTime < 2 ) PlaySound(GetSound(EST_Gasp), SLOT_Interact); else PlaySound(GetSound(EST_BreatheAgain), SLOT_Interact); } function Controller GetKillerController() { if ( Controller != None ) return Controller; if ( OldController != None ) return OldController; return None; } simulated function int GetTeamNum() { if ( Controller != None ) return Controller.GetTeamNum(); if ( (DrivenVehicle != None) && (DrivenVehicle.Controller != None) ) return DrivenVehicle.Controller.GetTeamNum(); if ( OldController != None ) return OldController.GetTeamNum(); if ( (PlayerReplicationInfo == None) || (PlayerReplicationInfo.Team == None) ) return 255; return PlayerReplicationInfo.Team.TeamIndex; } function TeamInfo GetTeam() { if ( PlayerReplicationInfo != None ) return PlayerReplicationInfo.Team; if ( (DrivenVehicle != None) && (DrivenVehicle.PlayerReplicationInfo != None) ) return DrivenVehicle.PlayerReplicationInfo.Team; if ( (OldController != None) && (OldController.PlayerReplicationInfo != None) ) return OldController.PlayerReplicationInfo.Team; return None; } function RemovePowerups() { if (CurrentCombo != None) { CurrentCombo.Destroy(); if ( Controller != None ) Controller.Adrenaline = 0; } if ( UDamageTimer != None ) { UDamageTimer.Destroy(); DisableUDamage(); } Super.RemovePowerups(); } simulated function TickFX(float DeltaTime) { local int i,NumSkins; if ( SimHitFxTicker != HitFxTicker ) { ProcessHitFX(); } if(bInvis && !bOldInvis) // Going invisible { if ( Left(string(Skins[0]),21) ~= "UT2004PlayerSkins.Xan" ) Skins[2] = Material(DynamicLoadObject("UT2004PlayerSkins.XanMk3V2_abdomen", class'Material')); // Save the 'real' non-invis skin NumSkins = Clamp(Skins.Length,2,4); for ( i=0; i<NumSkins; i++ ) { RealSkins[i] = Skins[i]; Skins[i] = InvisMaterial; } // Remove/disallow projectors on invisible people Projectors.Remove(0, Projectors.Length); bAcceptsProjectors = false; // Invisible - no shadow if(PlayerShadow != None) PlayerShadow.bShadowActive = false; // No giveaway flames either RemoveFlamingEffects(); } else if(!bInvis && bOldInvis) // Going visible { NumSkins = Clamp(Skins.Length,2,4); for ( i=0; i<NumSkins; i++ ) Skins[i] = RealSkins[i]; bAcceptsProjectors = Default.bAcceptsProjectors; if(PlayerShadow != None) PlayerShadow.bShadowActive = true; } bOldInvis = bInvis; bDrawCorona = ( !bNoCoronas && !bInvis && (Level.NetMode != NM_DedicatedServer) && !bPlayedDeath && (Level.GRI != None) && Level.GRI.bAllowPlayerLights && (PlayerReplicationInfo != None) ); if ( bDrawCorona && (PlayerReplicationInfo.Team != None) ) { if ( PlayerReplicationInfo.Team.TeamIndex == 0 ) Texture = Texture'RedMarker_t'; else Texture = Texture'BlueMarker_t'; } } simulated function StartDriving(Vehicle V) { local int i; Super.StartDriving(V); if( PlayerShadow != None ) PlayerShadow.bShadowActive = false; if ( WeaponAttachment != None ) WeaponAttachment.Hide(true); //hack for sticky grenades for (i = 0; i < Attached.Length; i++) if (Projectile(Attached[i]) != None) Attached[i].SetBase(None); } simulated function StopDriving(Vehicle V) { Super.StopDriving(V); if( PlayerShadow != None ) PlayerShadow.bShadowActive = !bInvis; if ( WeaponAttachment != None ) WeaponAttachment.Hide(false); } simulated function AttachEffect( class<xEmitter> EmitterClass, Name BoneName, Vector Location, Rotator Rotation ) { local Actor a; local int i; if( bSkeletized || (BoneName == 'None') ) return; for( i = 0; i < Attached.Length; i++ ) { if( Attached[i] == None ) continue; if( Attached[i].AttachmentBone != BoneName ) continue; if( ClassIsChildOf( EmitterClass, Attached[i].Class ) ) return; } a = Spawn( EmitterClass,,, Location, Rotation ); if( !AttachToBone( a, BoneName ) ) { log( "Couldn't attach "$EmitterClass$" to "$BoneName, 'Error' ); a.Destroy(); return; } for( i = 0; i < Attached.length; i++ ) { if( Attached[i] == a ) break; } a.SetRelativeRotation( Rotation ); } simulated event SetHeadScale(float NewScale) { HeadScale = NewScale; SetBoneScale(4,HeadScale,'head'); } simulated function SpawnGiblet( class<Gib> GibClass, Vector Location, Rotator Rotation, float GibPerterbation ) { local Gib Giblet; local Vector Direction, Dummy; if( (GibClass == None) || class'GameInfo'.static.UseLowGore() ) return; Instigator = self; Giblet = Spawn( GibClass,,, Location, Rotation ); if( Giblet == None ) return; Giblet.bFlaming = bFlaming; Giblet.SpawnTrail(); GibPerterbation *= 32768.0; Rotation.Pitch += ( FRand() * 2.0 * GibPerterbation ) - GibPerterbation; Rotation.Yaw += ( FRand() * 2.0 * GibPerterbation ) - GibPerterbation; Rotation.Roll += ( FRand() * 2.0 * GibPerterbation ) - GibPerterbation; GetAxes( Rotation, Dummy, Dummy, Direction ); Giblet.Velocity = Velocity + Normal(Direction) * (250 + 260 * FRand()); Giblet.LifeSpan = Giblet.LifeSpan + 2 * FRand() - 1; } simulated function ProcessHitFX() { local Coords boneCoords; local class<xEmitter> HitEffects[4]; local int i,j; local float GibPerterbation; if( (Level.NetMode == NM_DedicatedServer) || bSkeletized || (Mesh == SkeletonMesh) ) { SimHitFxTicker = HitFxTicker; return; } for ( SimHitFxTicker = SimHitFxTicker; SimHitFxTicker != HitFxTicker; SimHitFxTicker = (SimHitFxTicker + 1) % ArrayCount(HitFX) ) { j++; if ( j > 30 ) { SimHitFxTicker = HitFxTicker; return; } if( (HitFX[SimHitFxTicker].damtype == None) || (Level.bDropDetail && (Level.TimeSeconds - LastRenderTime > 3) && !IsHumanControlled()) ) continue; boneCoords = GetBoneCoords( HitFX[SimHitFxTicker].bone ); if ( !Level.bDropDetail && !bSkeletized ) { AttachEffect( GibGroupClass.static.GetBloodEmitClass(), HitFX[SimHitFxTicker].bone, boneCoords.Origin, HitFX[SimHitFxTicker].rotDir ); HitFX[SimHitFxTicker].damtype.static.GetHitEffects( HitEffects, Health ); if( !PhysicsVolume.bWaterVolume ) // don't attach effects under water { for( i = 0; i < ArrayCount(HitEffects); i++ ) { if( HitEffects[i] == None ) continue; AttachEffect( HitEffects[i], HitFX[SimHitFxTicker].bone, boneCoords.Origin, HitFX[SimHitFxTicker].rotDir ); } } } if ( class'GameInfo'.static.UseLowGore() ) HitFX[SimHitFxTicker].bSever = false; if( HitFX[SimHitFxTicker].bSever ) { GibPerterbation = HitFX[SimHitFxTicker].damtype.default.GibPerterbation; bFlaming = HitFX[SimHitFxTicker].DamType.Default.bFlaming; switch( HitFX[SimHitFxTicker].bone ) { case 'lthigh': case 'rthigh': SpawnGiblet( GetGibClass(EGT_Calf), boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation ); SpawnGiblet( GetGibClass(EGT_Calf), boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation ); GibCountCalf -= 2; break; case 'rfarm': case 'lfarm': SpawnGiblet( GetGibClass(EGT_UpperArm), boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation ); SpawnGiblet( GetGibClass(EGT_Forearm), boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation ); GibCountForearm--; GibCountUpperArm--; break; case 'head': SpawnGiblet( GetGibClass(EGT_Head), boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation ); GibCountTorso--; break; case 'spine': case 'none': SpawnGiblet( GetGibClass(EGT_Torso), boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation ); GibCountTorso--; bGibbed = true; while( GibCountHead-- > 0 ) SpawnGiblet( GetGibClass(EGT_Head), boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation ); while( GibCountForearm-- > 0 ) SpawnGiblet( GetGibClass(EGT_UpperArm), boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation ); while( GibCountUpperArm-- > 0 ) SpawnGiblet( GetGibClass(EGT_Forearm), boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation ); if ( !bFlaming && !Level.bDropDetail && (Level.DetailMode != DM_Low) && PlayerCanSeeMe() ) { // extra gibs!!! GibPerterbation = FMin(1.0, 1.5 * GibPerterbation); SpawnGiblet( GetGibClass(EGT_Calf), boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation ); SpawnGiblet( GetGibClass(EGT_Calf), boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation ); SpawnGiblet( GetGibClass(EGT_UpperArm), boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation ); SpawnGiblet( GetGibClass(EGT_Forearm), boneCoords.Origin, HitFX[SimHitFxTicker].rotDir, GibPerterbation ); } break; } HideBone(HitFX[SimHitFxTicker].bone); } } } simulated function HideBone(name boneName) { local int BoneScaleSlot; if( boneName == 'lthigh' ) boneScaleSlot = 0; else if ( boneName == 'rthigh' ) boneScaleSlot = 1; else if( boneName == 'rfarm' ) boneScaleSlot = 2; else if ( boneName == 'lfarm' ) boneScaleSlot = 3; else if ( boneName == 'head' ) boneScaleSlot = 4; else if ( boneName == 'spine' ) boneScaleSlot = 5; SetBoneScale(BoneScaleSlot, 0.0, BoneName); } function CalcHitLoc( Vector hitLoc, Vector hitRay, out Name boneName, out float dist ) { boneName = GetClosestBone( hitLoc, hitRay, dist ); } function DoDamageFX( Name boneName, int Damage, class<DamageType> DamageType, Rotator r ) { local float DismemberProbability; local bool bExtraGib; if ( FRand() > 0.3f || Damage > 30 || Health <= 0 ) { HitFX[HitFxTicker].damtype = DamageType; if( Health <= 0 ) { switch( boneName ) { case 'lfoot': boneName = 'lthigh'; break; case 'rfoot': boneName = 'rthigh'; break; case 'rhand': boneName = 'rfarm'; break; case 'lhand': boneName = 'lfarm'; break; case 'rshoulder': case 'lshoulder': boneName = 'spine'; break; } if( DamageType.default.bAlwaysSevers || (Damage == 1000) ) { HitFX[HitFxTicker].bSever = true; if ( boneName == 'None' ) { boneName = 'spine'; bExtraGib = true; } } else if( (Damage*DamageType.Default.GibModifier > 50+120*FRand()) && (Damage + Health > 0) ) // total gib prob { HitFX[HitFxTicker].bSever = true; boneName = 'spine'; bExtraGib = true; } else { DismemberProbability = Abs( (Health - Damage*DamageType.Default.GibModifier) / 130.0f ); switch( boneName ) { case 'lthigh': case 'rthigh': case 'rfarm': case 'lfarm': case 'head': if( FRand() < DismemberProbability ) HitFX[HitFxTicker].bSever = true; break; case 'None': boneName = 'spine'; case 'spine': if( FRand() < DismemberProbability * 0.3 ) { HitFX[HitFxTicker].bSever = true; if ( FRand() < 0.65 ) bExtraGib = true; } break; } } } if ( DamageType.default.bNeverSevers || class'GameInfo'.static.UseLowGore() || (Level.Game != None && Level.Game.PreventSever(self, boneName, Damage, DamageType)) ) { HitFX[HitFxTicker].bSever = false; bExtraGib = false; } HitFX[HitFxTicker].bone = boneName; HitFX[HitFxTicker].rotDir = r; HitFxTicker = HitFxTicker + 1; if( HitFxTicker > ArrayCount(HitFX)-1 ) HitFxTicker = 0; if ( bExtraGib ) { if ( FRand() < 0.25 ) { DoDamageFX('lthigh',1000,DamageType,r); DoDamageFX('rthigh',1000,DamageType,r); } else if ( FRand() < 0.35 ) DoDamageFX('lthigh',1000,DamageType,r); else if ( FRand() < 0.5 ) DoDamageFX('rthigh',1000,DamageType,r); } } } simulated function StartDeRes() { local KarmaParamsSkel skelParams; local int i; if( Level.NetMode == NM_DedicatedServer ) return; AmbientGlow=254; MaxLights=0; DeResFX = Spawn(class'DeResPart', self, , Location); if ( DeResFX != None ) { DeResFX.Emitters[0].SkeletalMeshActor = self; DeResFX.SetBase(self); } Skins[0] = DeResMat0; Skins[1] = DeResMat1; if ( Skins.Length > 2 ) { for ( i=2; i<Skins.Length; i++ ) Skins[i] = DeResMat0; } if( Physics == PHYS_KarmaRagdoll ) { // Attach bone lifter to raise body KAddBoneLifter('bip01 Spine', DeResLiftVel, DeResLateralFriction, DeResLiftSoftness); KAddBoneLifter('bip01 Spine2', DeResLiftVel, DeResLateralFriction, DeResLiftSoftness); // Turn off gravity while de-res-ing KSetActorGravScale(DeResGravScale); // Turn off collision with the world for the ragdoll. KSetBlockKarma(false); // Turn off convulsions during de-res skelParams = KarmaParamsSkel(KParams); skelParams.bKDoConvulsions = false; } AmbientSound = Sound'GeneralAmbience.Texture19'; SoundRadius = 40.0; // Turn off collision when we de-res (avoids rockets etc. hitting corpse!) SetCollision(false, false, false); // Remove/disallow projectors Projectors.Remove(0, Projectors.Length); bAcceptsProjectors = false; // Remove shadow if(PlayerShadow != None) PlayerShadow.bShadowActive = false; // Remove flames RemoveFlamingEffects(); // Turn off any overlays SetOverlayMaterial(None, 0.0f, true); bDeRes = true; } simulated function SetOverlayMaterial( Material mat, float time, bool bOverride ) { if ( Level.bDropDetail || Level.DetailMode == DM_Low ) time *= 0.75; Super.SetOverlayMaterial(mat,time,bOverride); } simulated function TickDeRes(float DeltaTime) { if(LifeSpan < 3.0) { AmbientGlow = BYTE(254.0 * (LifeSpan / 3.0)); // Scale down over time. //ScaleGlow = 1.0 * (LifeSpan / 3.0); // Scale down over time. //Log("SG:"$ScaleGlow$" AG:"$AmbientGlow); } } simulated function Tick(float DeltaTime) { if ( Level.NetMode == NM_DedicatedServer ) return; if ( Controller != None ) OldController = Controller; TickFX(DeltaTime); if ( bDeRes ) TickDeRes(DeltaTime); } simulated function PostBeginPlay() { Super.PostBeginPlay(); AssignInitialPose(); if(bActorShadows && bPlayerShadows && (Level.NetMode != NM_DedicatedServer)) { PlayerShadow = Spawn(class'ShadowProjector',Self,'',Location); PlayerShadow.ShadowActor = self; PlayerShadow.bBlobShadow = bBlobShadow; PlayerShadow.LightDirection = Normal(vect(1,1,3)); PlayerShadow.LightDistance = 320; PlayerShadow.MaxTraceDistance = 350; PlayerShadow.InitShadow(); } } simulated function PostNetBeginPlay() { Super.PostNetBeginPlay(); MultiJumpRemaining = MaxMultiJump; bCanDoubleJump = CanMultiJump(); } function int ShieldAbsorb( int dam ) { local float Interval, damage, Remaining; damage = dam; if ( ShieldStrength == 0 ) { return damage; } SetOverlayMaterial( ShieldHitMat, ShieldHitMatTime, false ); PlaySound(sound'WeaponSounds.ArmorHit', SLOT_Pain,2*TransientSoundVolume,,400); if ( ShieldStrength > 100 ) { Interval = ShieldStrength - 100; if ( Interval >= damage ) { ShieldStrength -= damage; return 0; } else { ShieldStrength = 100; damage -= Interval; } } if ( ShieldStrength > SmallShieldStrength ) { Interval = ShieldStrength - SmallShieldStrength; if ( Interval >= 0.75 * damage ) { ShieldStrength -= 0.75 * damage; if ( ShieldStrength < SmallShieldStrength ) SmallShieldStrength = ShieldStrength; return (0.25 * Damage); } else { ShieldStrength = SmallShieldStrength; damage -= Interval; Remaining = 0.33 * Interval; if ( Remaining <= damage ) return damage; damage -= Remaining; } } if ( ShieldStrength >= 0.5 * damage ) { ShieldStrength -= 0.5 * damage; SmallShieldStrength = ShieldStrength; return Remaining + (0.5 * damage); } else { damage -= ShieldStrength; ShieldStrength = 0; SmallShieldStrength = 0; } return damage + Remaining; } function PlayHit(float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum) { local Vector HitNormal; local Vector HitRay; local Name HitBone; local float HitBoneDist; local PlayerController PC; local bool bShowEffects, bRecentHit; local BloodSpurt BloodHit; bRecentHit = Level.TimeSeconds - LastPainTime < 0.5; Super.PlayHit(Damage,InstigatedBy,HitLocation,DamageType,Momentum); if ( Damage <= 0 ) return; PC = PlayerController(Controller); bShowEffects = ( (Level.NetMode != NM_Standalone) || (Level.TimeSeconds - LastRenderTime < 2.5) || ((InstigatedBy != None) && (PlayerController(InstigatedBy.Controller) != None)) || (PC != None) ); if ( !bShowEffects ) return; HitRay = vect(0,0,0); if( InstigatedBy != None ) HitRay = Normal(HitLocation-(InstigatedBy.Location+(vect(0,0,1)*InstigatedBy.EyeHeight))); if( DamageType.default.bLocationalHit ) CalcHitLoc( HitLocation, HitRay, HitBone, HitBoneDist ); else { HitLocation = Location; HitBone = 'None'; HitBoneDist = 0.0f; } if( DamageType.default.bAlwaysSevers && DamageType.default.bSpecial ) HitBone = 'head'; if( InstigatedBy != None ) HitNormal = Normal( Normal(InstigatedBy.Location-HitLocation) + VRand() * 0.2 + vect(0,0,2.8) ); else HitNormal = Normal( Vect(0,0,1) + VRand() * 0.2 + vect(0,0,2.8) ); if ( DamageType.Default.bCausesBlood ) { if ( class'GameInfo'.static.UseLowGore() ) { if ( class'GameInfo'.static.NoBlood() ) BloodHit = BloodSpurt(Spawn( GibGroupClass.default.NoBloodHitClass,InstigatedBy,, HitLocation )); else BloodHit = BloodSpurt(Spawn( GibGroupClass.default.LowGoreBloodHitClass,InstigatedBy,, HitLocation )); } else BloodHit = BloodSpurt(Spawn(GibGroupClass.default.BloodHitClass,InstigatedBy,, HitLocation, Rotator(HitNormal))); if ( BloodHit != None ) { BloodHit.bMustShow = !bRecentHit; if ( Momentum != vect(0,0,0) ) BloodHit.HitDir = Momentum; else { if ( InstigatedBy != None ) BloodHit.HitDir = Location - InstigatedBy.Location; else BloodHit.HitDir = Location - HitLocation; BloodHit.HitDir.Z = 0; } } } // hack for flak cannon gibbing if ( (DamageType.name == 'DamTypeFlakChunk') && (Health < 0) && (InstigatedBy != None) && (VSize(InstigatedBy.Location - Location) < 350) ) DoDamageFX( HitBone, 8*Damage, DamageType, Rotator(HitNormal) ); else DoDamageFX( HitBone, Damage, DamageType, Rotator(HitNormal) ); if (DamageType.default.DamageOverlayMaterial != None && Damage > 0 ) // additional check in case shield absorbed SetOverlayMaterial( DamageType.default.DamageOverlayMaterial, DamageType.default.DamageOverlayTime, false ); } function bool CheckReflect( Vector HitLocation, out Vector RefNormal, int Damage ) { if (Weapon != None) return Weapon.CheckReflect( HitLocation, RefNormal, Damage ); else return false; } function name GetWeaponBoneFor(Inventory I) { return 'righthand'; } function name GetOffhandBoneFor(Inventory I) { return 'bip01 l hand'; } event Landed(vector HitNormal) { super.Landed( HitNormal ); MultiJumpRemaining = MaxMultiJump; if ( (Health > 0) && !bHidden && (Level.TimeSeconds - SplashTime > 0.25) ) PlayOwnedSound(GetSound(EST_Land), SLOT_Interact, FMin(1,-0.3 * Velocity.Z/JumpZ)); } // ----- animation ----- // simulated function name GetAnimSequence() { local name anim; local float frame, rate; GetAnimParams(0, anim, frame, rate); return anim; } simulated function PlayDoubleJump() { local name Anim; Anim = DoubleJumpAnims[Get4WayDirection()]; if ( PlayAnim(Anim, 1.0, 0.1) ) bWaitForAnim = true; AnimAction = Anim; } simulated function bool FindValidTaunt( out name Sequence ) { local int i,j; for( i=0; i<TauntAnims.Length; i++ ) { if( Sequence == TauntAnims[i] ) return true; } // see if a valid alias exists j = class'SpeciesType'.static.GetOffsetForSequence(Sequence); if ( (j < 0) || (j >= TauntAnims.Length) ) return false; Sequence = TauntAnims[j]; return (Sequence != '' ); } simulated event SetAnimAction(name NewAction) { if (!bWaitForAnim) { AnimAction = NewAction; if ( AnimAction == 'Weapon_Switch' ) { AnimBlendParams(1, 1.0, 0.0, 0.2, FireRootBone); PlayAnim(NewAction,, 0.0, 1); } else if ( ((Physics == PHYS_None)|| ((Level.Game != None) && Level.Game.IsInState('MatchOver'))) && (DrivenVehicle == None) ) { PlayAnim(AnimAction,,0.1); AnimBlendToAlpha(1,0.0,0.05); } else if ( (DrivenVehicle != None) || (Physics == PHYS_Falling) || ((Physics == PHYS_Walking) && (Velocity.Z != 0)) ) { if ( CheckTauntValid(AnimAction) ) { if (FireState == FS_None || FireState == FS_Ready) { AnimBlendParams(1, 1.0, 0.0, 0.2, FireRootBone); PlayAnim(NewAction,, 0.1, 1); FireState = FS_Ready; } } else if ( PlayAnim(AnimAction) ) { if ( Physics != PHYS_None ) bWaitForAnim = true; } else AnimAction = ''; } else if (bIsIdle && !bIsCrouched && (Bot(Controller) == None) ) // standing taunt { PlayAnim(AnimAction,,0.1); AnimBlendToAlpha(1,0.0,0.05); } else // running taunt { if (FireState == FS_None || FireState == FS_Ready) { AnimBlendParams(1, 1.0, 0.0, 0.2, FireRootBone); PlayAnim(NewAction,, 0.1, 1); FireState = FS_Ready; } } } } simulated function StartFiring(bool bHeavy, bool bRapid) { local name FireAnim; if ( HasUDamage() && (Level.TimeSeconds - LastUDamageSoundTime > 0.25) ) { LastUDamageSoundTime = Level.TimeSeconds; PlaySound(UDamageSound, SLOT_None, 1.5*TransientSoundVolume,,700); } if (Physics == PHYS_Swimming) return; if (bHeavy) { if (bRapid) FireAnim = FireHeavyRapidAnim; else FireAnim = FireHeavyBurstAnim; } else { if (bRapid) FireAnim = FireRifleRapidAnim; else FireAnim = FireRifleBurstAnim; } AnimBlendParams(1, 1.0, 0.0, 0.2, FireRootBone); if (bRapid) { if (FireState != FS_Looping) { LoopAnim(FireAnim,, 0.0, 1); FireState = FS_Looping; } } else { PlayAnim(FireAnim,, 0.0, 1); FireState = FS_PlayOnce; } IdleTime = Level.TimeSeconds; } simulated function StopFiring() { if (FireState == FS_Looping) { FireState = FS_PlayOnce; } IdleTime = Level.TimeSeconds; } simulated function AnimEnd(int Channel) { if (Channel == 1) { if (FireState == FS_Ready) { AnimBlendToAlpha(1, 0.0, 0.12); FireState = FS_None; } else if (FireState == FS_PlayOnce) { PlayAnim(IdleWeaponAnim,, 0.2, 1); FireState = FS_Ready; IdleTime = Level.TimeSeconds; } else AnimBlendToAlpha(1, 0.0, 0.12); } else if ( bKeepTaunting && (Channel == 0) ) PlayVictoryAnimation(); } function PlayWeaponSwitch(Weapon NewWeapon) { SetAnimAction('Weapon_Switch'); } function PlayVictoryAnimation() { local int tauntNum; // First 4 taunts are 'order' anims. Don't pick them. tauntNum = Rand(TauntAnims.Length - 3); SetAnimAction(TauntAnims[3 + tauntNum]); } simulated function SetWeaponAttachment(xWeaponAttachment NewAtt) { WeaponAttachment = NewAtt; if (WeaponAttachment.bHeavy) IdleWeaponAnim = IdleHeavyAnim; else IdleWeaponAnim = IdleRifleAnim; } // Event called whenever ragdoll convulses event KSkelConvulse() { if(RagConvulseMaterial != None) SetOverlayMaterial(RagConvulseMaterial, 0.4, true); } simulated final function RandSpin(float spinRate) { DesiredRotation = RotRand(true); RotationRate.Yaw = spinRate * 2 *FRand() - spinRate; RotationRate.Pitch = spinRate * 2 *FRand() - spinRate; RotationRate.Roll = spinRate * 2 *FRand() - spinRate; bFixedRotationDir = true; bRotateToDesired = false; } simulated function PlayDying(class<DamageType> DamageType, vector HitLoc) { local float frame, rate; local name seq; local LavaDeath LD; local BodyEffect BE; AmbientSound = None; bCanTeleport = false; // sjs - fix karma going crazy when corpses land on teleporters bReplicateMovement = false; bTearOff = true; bPlayedDeath = true; if (CurrentCombo != None) CurrentCombo.Destroy(); HitDamageType = DamageType; // these are replicated to other clients TakeHitLocation = HitLoc; if ( DamageType != None ) { if ( DamageType.default.bSkeletize ) { SetOverlayMaterial(DamageType.Default.DamageOverlayMaterial, 4.0, true); if (!bSkeletized) { if ( (Level.NetMode != NM_DedicatedServer) && (SkeletonMesh != None) ) { if ( DamageType.default.bLeaveBodyEffect ) { BE = spawn(class'BodyEffect',self); if ( BE != None ) { BE.DamageType = DamageType; BE.HitLoc = HitLoc; bFrozenBody = true; } } GetAnimParams( 0, seq, frame, rate ); LinkMesh(SkeletonMesh, true); Skins.Length = 0; PlayAnim(seq, 0, 0); SetAnimFrame(frame); } if (Physics == PHYS_Walking) Velocity = Vect(0,0,0); TearOffMomentum *= 0.25; bSkeletized = true; if ( (Level.NetMode != NM_DedicatedServer) && (DamageType == class'FellLava') ) { LD = spawn(class'LavaDeath', , , Location + vect(0, 0, 10), Rotation ); if ( LD != None ) LD.SetBase(self); PlaySound( sound'WeaponSounds.BExplosion5', SLOT_None, 1.5*TransientSoundVolume ); } } } else if ( DamageType.Default.DeathOverlayMaterial != None ) SetOverlayMaterial(DamageType.Default.DeathOverlayMaterial, DamageType.default.DeathOverlayTime, true); else if ( (DamageType.Default.DamageOverlayMaterial != None) && (Level.DetailMode != DM_Low) && !Level.bDropDetail ) SetOverlayMaterial(DamageType.Default.DamageOverlayMaterial, 2*DamageType.default.DamageOverlayTime, true); } // stop shooting AnimBlendParams(1, 0.0); FireState = FS_None; LifeSpan = RagdollLifeSpan; GotoState('Dying'); if ( BE != None ) return; PlayDyingAnimation(DamageType, HitLoc); } function PlayDyingAnimation(class<DamageType> DamageType, vector HitLoc) { local vector shotDir, hitLocRel, deathAngVel, shotStrength; local float maxDim; local string RagSkelName; local KarmaParamsSkel skelParams; local bool PlayersRagdoll; local PlayerController pc; if ( Level.NetMode != NM_DedicatedServer ) { // Is this the local player's ragdoll? if(OldController != None) pc = PlayerController(OldController); if( pc != None && pc.ViewTarget == self ) PlayersRagdoll = true; // In low physics detail, if we were not just controlling this pawn, // and it has not been rendered in 3 seconds, just destroy it. if( (Level.PhysicsDetailLevel != PDL_High) && !PlayersRagdoll && (Level.TimeSeconds - LastRenderTime > 3) ) { Destroy(); return; } // Try and obtain a rag-doll setup. Use optional 'override' one out of player record first, then use the species one. if( RagdollOverride != "") RagSkelName = RagdollOverride; else if(Species != None) RagSkelName = Species.static.GetRagSkelName( GetMeshName() ); else Log("xPawn.PlayDying: No Species"); // If we managed to find a name, try and make a rag-doll slot availbale. if( RagSkelName != "" ) { KMakeRagdollAvailable(); } if( KIsRagdollAvailable() && RagSkelName != "" ) { skelParams = KarmaParamsSkel(KParams); skelParams.KSkeleton = RagSkelName; // Stop animation playing. StopAnimating(true); if( DamageType != None ) { if ( DamageType.default.bLeaveBodyEffect ) TearOffMomentum = vect(0,0,0); if( DamageType.default.bKUseOwnDeathVel ) { RagDeathVel = DamageType.default.KDeathVel; RagDeathUpKick = DamageType.default.KDeathUpKick; } } // Set the dude moving in direction he was shot in general shotDir = Normal(TearOffMomentum); shotStrength = RagDeathVel * shotDir; // Calculate angular velocity to impart, based on shot location. hitLocRel = TakeHitLocation - Location; // We scale the hit location out sideways a bit, to get more spin around Z. hitLocRel.X *= RagSpinScale; hitLocRel.Y *= RagSpinScale; // If the tear off momentum was very small for some reason, make up some angular velocity for the pawn if( VSize(TearOffMomentum) < 0.01 ) { //Log("TearOffMomentum magnitude of Zero"); deathAngVel = VRand() * 18000.0; } else { deathAngVel = RagInvInertia * (hitLocRel Cross shotStrength); } // Set initial angular and linear velocity for ragdoll. // Scale horizontal velocity for characters - they run really fast! if ( DamageType.Default.bRubbery ) skelParams.KStartLinVel = vect(0,0,0); if ( Damagetype.default.bKUseTearOffMomentum ) skelParams.KStartLinVel = TearOffMomentum + Velocity; else { skelParams.KStartLinVel.X = 0.6 * Velocity.X; skelParams.KStartLinVel.Y = 0.6 * Velocity.Y; skelParams.KStartLinVel.Z = 1.0 * Velocity.Z; skelParams.KStartLinVel += shotStrength; } // If not moving downwards - give extra upward kick if( !DamageType.default.bLeaveBodyEffect && !DamageType.Default.bRubbery && (Velocity.Z > -10) ) skelParams.KStartLinVel.Z += RagDeathUpKick; if ( DamageType.Default.bRubbery ) { Velocity = vect(0,0,0); skelParams.KStartAngVel = vect(0,0,0); } else { skelParams.KStartAngVel = deathAngVel; // Set up deferred shot-bone impulse maxDim = Max(CollisionRadius, CollisionHeight); skelParams.KShotStart = TakeHitLocation - (1 * shotDir); skelParams.KShotEnd = TakeHitLocation + (2*maxDim*shotDir); skelParams.KShotStrength = RagShootStrength; } // If this damage type causes convulsions, turn them on here. if(DamageType != None && DamageType.default.bCauseConvulsions) { RagConvulseMaterial=DamageType.default.DamageOverlayMaterial; skelParams.bKDoConvulsions = true; } // Turn on Karma collision for ragdoll. KSetBlockKarma(true); // Set physics mode to ragdoll. // This doesn't actaully start it straight away, it's deferred to the first tick. SetPhysics(PHYS_KarmaRagdoll); // If viewing this ragdoll, set the flag to indicate that it is 'important' if( PlayersRagdoll ) skelParams.bKImportantRagdoll = true; skelParams.bRubbery = DamageType.Default.bRubbery; bRubbery = DamageType.Default.bRubbery; skelParams.KActorGravScale = RagGravScale; return; } // jag } // non-ragdoll death fallback Velocity += TearOffMomentum; BaseEyeHeight = Default.BaseEyeHeight; SetTwistLook(0, 0); SetInvisibility(0.0); PlayDirectionalDeath(HitLoc); SetPhysics(PHYS_Falling); } simulated function SpawnGibs(Rotator HitRotation, float ChunkPerterbation) { bGibbed = true; PlayDyingSound(); if( GibCountTorso+GibCountHead+GibCountForearm+GibCountUpperArm > 3 ) { if ( class'GameInfo'.static.UseLowGore() ) { if ( !class'GameInfo'.static.NoBlood() ) Spawn( GibGroupClass.default.LowGoreBloodGibClass,,,Location ); } else Spawn( GibGroupClass.default.BloodGibClass,,,Location ); } if ( class'GameInfo'.static.UseLowGore() ) return; SpawnGiblet( GetGibClass(EGT_Torso), Location, HitRotation, ChunkPerterbation ); GibCountTorso--; while( GibCountTorso-- > 0 ) SpawnGiblet( GetGibClass(EGT_Torso), Location, HitRotation, ChunkPerterbation ); while( GibCountHead-- > 0 ) SpawnGiblet( GetGibClass(EGT_Head), Location, HitRotation, ChunkPerterbation ); while( GibCountForearm-- > 0 ) SpawnGiblet( GetGibClass(EGT_UpperArm), Location, HitRotation, ChunkPerterbation ); while( GibCountUpperArm-- > 0 ) SpawnGiblet( GetGibClass(EGT_Forearm), Location, HitRotation, ChunkPerterbation ); } function ClientDying(class<DamageType> DamageType, vector HitLocation) { } function PlayTakeHit(vector HitLocation, int Damage, class<DamageType> DamageType) { PlayDirectionalHit(HitLocation); if( Level.TimeSeconds - LastPainSound < MinTimeBetweenPainSounds ) return; LastPainSound = Level.TimeSeconds; if( HeadVolume.bWaterVolume ) { if( DamageType.IsA('Drowned') ) PlaySound( GetSound(EST_Drown), SLOT_Pain,1.5*TransientSoundVolume ); else PlaySound( GetSound(EST_HitUnderwater), SLOT_Pain,1.5*TransientSoundVolume ); return; } PlaySound(SoundGroupClass.static.GetHitSound(), SLOT_Pain,2*TransientSoundVolume,,200); } // jag // Called when in Ragdoll when we hit something over a certain threshold velocity // Used to play impact sounds. event KImpact(actor other, vector pos, vector impactVel, vector impactNorm) { local int numSounds, soundNum; numSounds = RagImpactSounds.Length; //log("ouch! iv:"$VSize(impactVel)); if(numSounds > 0 && Level.TimeSeconds > RagLastSoundTime + RagImpactSoundInterval) { soundNum = Rand(numSounds); //Log("Play Sound:"$soundNum); PlaySound(RagImpactSounds[soundNum], SLOT_Pain, RagImpactVolume); RagLastSoundTime = Level.TimeSeconds; } } //jag simulated function PlayDirectionalDeath(Vector HitLoc) { local Vector X,Y,Z, Dir; GetAxes(Rotation, X,Y,Z); HitLoc.Z = Location.Z; // random if ( VSize(Velocity) < 10.0 && VSize(Location - HitLoc) < 1.0 ) { Dir = VRand(); } // velocity based else if ( VSize(Velocity) > 0.0 ) { Dir = Normal(Velocity*Vect(1,1,0)); } // hit location based else { Dir = -Normal(Location - HitLoc); } if ( Dir Dot X > 0.7 || Dir == vect(0,0,0)) PlayAnim('DeathB',, 0.2); else if ( Dir Dot X < -0.7 ) PlayAnim('DeathF',, 0.2); else if ( Dir Dot Y > 0 ) PlayAnim('DeathL',, 0.2); else if ( HasAnim('DeathR') ) PlayAnim('DeathR',, 0.2); else PlayAnim('DeathF',, 0.2); } simulated function PlayDirectionalHit(Vector HitLoc) { local Vector X,Y,Z, Dir; if ( DrivenVehicle != None ) return; GetAxes(Rotation, X,Y,Z); HitLoc.Z = Location.Z; // random if ( VSize(Location - HitLoc) < 1.0 ) { Dir = VRand(); } // hit location based else { Dir = -Normal(Location - HitLoc); } if ( Dir Dot X > 0.7 || Dir == vect(0,0,0)) { PlayAnim('HitF',, 0.1); } else if ( Dir Dot X < -0.7 ) { PlayAnim('HitB',, 0.1); } else if ( Dir Dot Y > 0 ) { PlayAnim('HitR',, 0.1); } else { PlayAnim('HitL',, 0.1); } } simulated function FootStepping(int Side) { local int SurfaceNum, i; local actor A; local material FloorMat; local vector HL,HN,Start,End,HitLocation,HitNormal; SurfaceNum = 0; for ( i=0; i<Touching.Length; i++ ) if ( ((PhysicsVolume(Touching[i]) != None) && PhysicsVolume(Touching[i]).bWaterVolume) || (FluidSurfaceInfo(Touching[i]) != None) ) { if ( FRand() < 0.5 ) PlaySound(sound'PlayerSounds.FootStepWater2', SLOT_Interact, FootstepVolume ); else PlaySound(sound'PlayerSounds.FootStepWater1', SLOT_Interact, FootstepVolume ); if ( !Level.bDropDetail && (Level.DetailMode != DM_Low) && (Level.NetMode != NM_DedicatedServer) && !Touching[i].TraceThisActor(HitLocation, HitNormal,Location - CollisionHeight*vect(0,0,1.1), Location) ) Spawn(class'WaterRing',,,HitLocation,rot(16384,0,0)); return; } if ( bIsCrouched || bIsWalking ) return; if ( (Base!=None) && (!Base.IsA('LevelInfo')) && (Base.SurfaceType!=0) ) { SurfaceNum = Base.SurfaceType; } else { Start = Location - Vect(0,0,1)*CollisionHeight; End = Start - Vect(0,0,16); A = Trace(hl,hn,End,Start,false,,FloorMat); if (FloorMat !=None) SurfaceNum = FloorMat.SurfaceType; } PlaySound(SoundFootsteps[SurfaceNum], SLOT_Interact, FootstepVolume,,400 ); } simulated function PlayFootStepLeft() { PlayFootStep(-1); } simulated function PlayFootStepRight() { PlayFootStep(1); } // ----- shield control ----- // function float GetShieldStrengthMax() { return ShieldStrengthMax; } function float GetShieldStrength() { // could return max if it's active right now, which make it unable to be recharged while it's on... return ShieldStrength; } function int CanUseShield(int ShieldAmount) { ShieldStrength = Max(ShieldStrength,0); if ( ShieldStrength < ShieldStrengthMax ) { if ( ShieldAmount == 50 ) ShieldAmount = 50 - SmallShieldStrength; return (Min(ShieldStrengthMax, ShieldStrength + ShieldAmount) - ShieldStrength); } return 0; } function bool AddShieldStrength(int ShieldAmount) { local int OldShieldStrength; OldShieldStrength = ShieldStrength; ShieldStrength += CanUseShield(ShieldAmount); if ( ShieldAmount == 50 ) { SmallShieldStrength = 50; if ( ShieldStrength < 50 ) ShieldStrength = 50; } return (ShieldStrength != OldShieldStrength); } function bool InCurrentCombo() { return (CurrentCombo != None); } // used by bots doing combos function DoComboName( string ComboClassName ) { local class<Combo> ComboClass; ComboClass = class<Combo>( DynamicLoadObject( ComboClassName, class'Class' ) ); if ( ComboClass != None ) DoCombo( ComboClass ); else log("WARNING - Couldn't create combo "$ComboClassName); } function DoCombo( class<Combo> ComboClass ) { local int i; if ( ComboClass != None ) { if (CurrentCombo == None) { CurrentCombo = Spawn( ComboClass, self ); // Record stats for using the combo UnrealMPGameInfo(Level.Game).SpecialEvent(PlayerReplicationInfo,""$CurrentCombo.Class); if ( ComboClass.Name == 'ComboSpeed' ) i = 0; else if ( ComboClass.Name == 'ComboBerserk' ) i = 1; else if ( ComboClass.Name == 'ComboDefensive' ) i = 2; else if ( ComboClass.Name == 'ComboInvis' ) i = 3; else i = 4; TeamPlayerReplicationInfo(PlayerReplicationInfo).Combos[i] += 1; } } } simulated function bool HasUDamage() { return (UDamageTime > Level.TimeSeconds); } function ClientSetUDamageTime(float NewUDam) { UDamageTime = Level.TimeSeconds + NewUDam; } function EnableUDamage(float amount) { UDamageTime = FMax(UDamageTime, Level.TimeSeconds+amount); ClientSetUDamageTime(UDamageTime - Level.TimeSeconds); if ( UDamageTimer == None ) UDamageTimer = Spawn(class'UDamageTimer',self); UDamageTimer.SetTimer(UDamageTime - Level.TimeSeconds - 3,false); LightType = LT_Steady; bDynamicLight = true; SetWeaponOverlay(UDamageWeaponMaterial, UDamageTime - Level.TimeSeconds, false); } function DisableUDamage() { LightType = LT_None; bDynamicLight = false; UDamageTime = Level.TimeSeconds - 1; ClientSetUDamageTime(-1); SetWeaponOverlay(UDamageWeaponMaterial, UDamageTime - Level.TimeSeconds, false); } function SetWeaponOverlay(Material mat, float time, bool override) { if (Weapon != None) { Weapon.SetOverlayMaterial(mat, time, override); if (WeaponAttachment(Weapon.ThirdPersonActor) != None) WeaponAttachment(Weapon.ThirdPersonActor).SetOverlayMaterial(mat, time, override); } } function ChangedWeapon() { Super.ChangedWeapon(); if (Weapon != None && Role < ROLE_Authority) { if (bBerserk) Weapon.StartBerserk(); else if ( Weapon.bBerserk ) Weapon.StopBerserk(); } } function ServerChangedWeapon(Weapon OldWeapon, Weapon NewWeapon) { local float InvisTime; if ( bInvis ) { if ( (OldWeapon != None) && (OldWeapon.OverlayMaterial == InvisMaterial) ) InvisTime = OldWeapon.ClientOverlayCounter; else InvisTime = 20000; } if (HasUDamage() || bInvis) SetWeaponOverlay(None, 0.f, true); Super.ServerChangedWeapon(OldWeapon, NewWeapon); if (bInvis) SetWeaponOverlay(InvisMaterial, InvisTime, true); else if (HasUDamage()) SetWeaponOverlay(UDamageWeaponMaterial, UDamageTime - Level.TimeSeconds, false); if (bBerserk) Weapon.StartBerserk(); else if ( Weapon.bBerserk ) Weapon.StopBerserk(); } function SetInvisibility(float time) { bInvis = (time > 0.0); if (Role == ROLE_Authority) { if (bInvis) { if ( (time == 2000000.0) && Level.Game.IsA('xMutantGame') ) // for mutant game Visibility = Default.Visibility; else Visibility = 1; SetWeaponOverlay(InvisMaterial, time, true); } else { Visibility = Default.Visibility; if (HasUDamage()) SetWeaponOverlay(UDamageWeaponMaterial, UDamageTime - Level.TimeSeconds, true); else SetWeaponOverlay(None, 0.0, true); } } } /* BotDodge() returns appropriate vector for dodge in direction Dir (which should be normalized) */ function vector BotDodge(Vector Dir) { local vector Vel; Vel = DodgeSpeedFactor*GroundSpeed*Dir; Vel.Z = DodgeSpeedZ; return Vel; } function bool Dodge(eDoubleClickDir DoubleClickMove) { local vector X,Y,Z, TraceStart, TraceEnd, Dir, Cross, HitLocation, HitNormal; local Actor HitActor; local rotator TurnRot; if ( bIsCrouched || bWantsToCrouch || (Physics != PHYS_Walking && Physics != PHYS_Falling) ) return false; TurnRot.Yaw = Rotation.Yaw; GetAxes(TurnRot,X,Y,Z); if ( Physics == PHYS_Falling ) { if ( !bCanWallDodge ) return false; if (DoubleClickMove == DCLICK_Forward) TraceEnd = -X; else if (DoubleClickMove == DCLICK_Back) TraceEnd = X; else if (DoubleClickMove == DCLICK_Left) TraceEnd = Y; else if (DoubleClickMove == DCLICK_Right) TraceEnd = -Y; TraceStart = Location - CollisionHeight*Vect(0,0,1) + TraceEnd*CollisionRadius; TraceEnd = TraceStart + TraceEnd*32.0; HitActor = Trace(HitLocation, HitNormal, TraceEnd, TraceStart, false, vect(1,1,1)); if ( (HitActor == None) || (!HitActor.bWorldGeometry && (Mover(HitActor) == None)) ) return false; } if (DoubleClickMove == DCLICK_Forward) { Dir = X; Cross = Y; } else if (DoubleClickMove == DCLICK_Back) { Dir = -1 * X; Cross = Y; } else if (DoubleClickMove == DCLICK_Left) { Dir = -1 * Y; Cross = X; } else if (DoubleClickMove == DCLICK_Right) { Dir = Y; Cross = X; } if ( AIController(Controller) != None ) Cross = vect(0,0,0); return PerformDodge(DoubleClickMove, Dir,Cross); } function bool PerformDodge(eDoubleClickDir DoubleClickMove, vector Dir, vector Cross) { local float VelocityZ; local name Anim; if ( Physics == PHYS_Falling ) { if (DoubleClickMove == DCLICK_Forward) Anim = WallDodgeAnims[0]; else if (DoubleClickMove == DCLICK_Back) Anim = WallDodgeAnims[1]; else if (DoubleClickMove == DCLICK_Left) Anim = WallDodgeAnims[2]; else if (DoubleClickMove == DCLICK_Right) Anim = WallDodgeAnims[3]; if ( PlayAnim(Anim, 1.0, 0.1) ) bWaitForAnim = true; AnimAction = Anim; TakeFallingDamage(); if (Velocity.Z < -DodgeSpeedZ*0.5) Velocity.Z += DodgeSpeedZ*0.5; } VelocityZ = Velocity.Z; Velocity = DodgeSpeedFactor*GroundSpeed*Dir + (Velocity Dot Cross)*Cross; if ( !bCanDodgeDoubleJump ) MultiJumpRemaining = 0; if ( bCanBoostDodge || (Velocity.Z < -100) ) Velocity.Z = VelocityZ + DodgeSpeedZ; else Velocity.Z = DodgeSpeedZ; CurrentDir = DoubleClickMove; SetPhysics(PHYS_Falling); PlayOwnedSound(GetSound(EST_Dodge), SLOT_Pain, GruntVolume,,80); return true; } function DoDoubleJump( bool bUpdating ) { PlayDoubleJump(); if ( !bIsCrouched && !bWantsToCrouch ) { if ( !IsLocallyControlled() || (AIController(Controller) != None) ) MultiJumpRemaining -= 1; Velocity.Z = JumpZ + MultiJumpBoost; SetPhysics(PHYS_Falling); if ( !bUpdating ) PlayOwnedSound(GetSound(EST_DoubleJump), SLOT_Pain, GruntVolume,,80); } } function bool CanDoubleJump() { return ( (MultiJumpRemaining > 0) && (Physics == PHYS_Falling) ); } function bool CanMultiJump() { return ( MaxMultiJump > 0 ); } function bool DoJump( bool bUpdating ) { // This extra jump allows a jumping or dodging pawn to jump again mid-air // (via thrusters). The pawn must be within +/- 100 velocity units of the // apex of the jump to do this special move. if ( !bUpdating && CanDoubleJump()&& (Abs(Velocity.Z) < 100) && IsLocallyControlled() ) { if ( PlayerController(Controller) != None ) PlayerController(Controller).bDoubleJump = true; DoDoubleJump(bUpdating); MultiJumpRemaining -= 1; return true; } if ( Super.DoJump(bUpdating) ) { if ( !bUpdating ) PlayOwnedSound(GetSound(EST_Jump), SLOT_Pain, GruntVolume,,80); return true; } return false; } simulated function NotifyTeamChanged() { // my PRI now has a new team PostNetReceive(); } simulated event PostNetReceive() { if ( ForceDefaultCharacter() ) { Setup(class'xUtil'.static.FindPlayerRecord(GetDefaultCharacter())); bNetNotify = false; } else if ( PlayerReplicationInfo != None ) { Setup(class'xUtil'.static.FindPlayerRecord(PlayerReplicationInfo.CharacterName)); bNetNotify = false; } else if ( (DrivenVehicle != None) && (DrivenVehicle.PlayerReplicationInfo != None) ) { Setup(class'xUtil'.static.FindPlayerRecord(DrivenVehicle.PlayerReplicationInfo.CharacterName)); bNetNotify = false; } } simulated function ClientRestart() { Super.ClientRestart(); if ( Controller != None ) OldController = Controller; } simulated function bool CheckValidFemaleDefault() { return ( (PlacedFemaleCharacterName ~= "Tamika") || (PlacedFemaleCharacterName ~= "Sapphire") || (PlacedFemaleCharacterName ~= "Enigma") || (PlacedFemaleCharacterName ~= "Cathode") || (PlacedFemaleCharacterName ~= "Rylisa") || (PlacedFemaleCharacterName ~= "Ophelia") || (PlacedFemaleCharacterName ~= "Zarina") ); } simulated function bool CheckValidMaleDefault() { return ( (PlacedCharacterName ~= "Jakob") || (PlacedCharacterName ~= "Gorge") || (PlacedCharacterName ~= "Malcolm") || (PlacedCharacterName ~= "Xan") || (PlacedCharacterName ~= "Brock") || (PlacedCharacterName ~= "Gaargod") || (PlacedCharacterName ~= "Axon") ); } simulated function bool ForceDefaultCharacter() { local PlayerController P; if ( !class'DeathMatch'.default.bForceDefaultCharacter ) return false; // validate and use player's model for enemies of same sex P = Level.GetLocalPlayerController(); if ( (P != None) && (P.PlayerReplicationInfo != None) ) { if ( P.PlayerReplicationInfo.bIsFemale ) { PlacedFemaleCharacterName = P.PlayerReplicationInfo.CharacterName; if ( !CheckValidFemaleDefault() ) { PlacedFemaleCharacterName = "Tamika"; return false; } } else { PlacedCharacterName = P.PlayerReplicationInfo.CharacterName; if ( !CheckValidMaleDefault() ) { PlacedCharacterName = "Jakob"; return false; } } } return true; } simulated function string GetDefaultCharacter() { if ( Level.IsDemoBuild() ) { PlacedFemaleCharacterName = "Tamika"; PlacedCharacterName = "Jakob"; } else { // make sure picking from valid default characters if ( !CheckValidFemaleDefault() ) PlacedFemaleCharacterName = "Tamika"; if ( !CheckValidMaleDefault() ) PlacedCharacterName = "Jakob"; } // return appropriate character based on this pawn's sex if ( (PlayerReplicationInfo != None) && PlayerReplicationInfo.bIsFemale ) return PlacedFemaleCharacterName; else return PlacedCharacterName; } simulated function Setup(xUtil.PlayerRecord rec, optional bool bLoadNow) { if ( (rec.Species == None) || ForceDefaultCharacter() ) rec = class'xUtil'.static.FindPlayerRecord(GetDefaultCharacter()); Species = rec.Species; RagdollOverride = rec.Ragdoll; if ( !Species.static.Setup(self,rec) ) { rec = class'xUtil'.static.FindPlayerRecord(GetDefaultCharacter()); if ( !Species.static.Setup(self,rec) ) return; } ResetPhysicsBasedAnim(); } simulated function ResetPhysicsBasedAnim() { bIsIdle = false; bWaitForAnim = false; } function Sound GetSound(xPawnSoundGroup.ESoundType soundType) { return SoundGroupClass.static.GetSound(soundType); } function class<Gib> GetGibClass(xPawnGibGroup.EGibType gibType) { return GibGroupClass.static.GetGibClass(gibType); } simulated function DoDerezEffect() { Spawn(TeleportFXClass); } State Dying { simulated function AnimEnd( int Channel ) { ReduceCylinder(); } event FellOutOfWorld(eKillZType KillType) { local LavaDeath LD; // If we fall past a lava killz while dead- burn off skin. if( KillType == KILLZ_Lava ) { if ( !bSkeletized ) { if ( SkeletonMesh != None ) { LinkMesh(SkeletonMesh, true); Skins.Length = 0; } bSkeletized = true; LD = spawn(class'LavaDeath', , , Location + vect(0, 0, 10), Rotation ); if ( LD != None ) LD.SetBase(self); // This should destroy itself once its finished. PlaySound( sound'WeaponSounds.BExplosion5', SLOT_None, 1.5*TransientSoundVolume ); } return; } Super.FellOutOfWorld(KillType); } function LandThump() { // animation notify - play sound if actually landed, and animation also shows it if ( Physics == PHYS_None) { bThumped = true; PlaySound(GetSound(EST_CorpseLanded)); } } simulated function TakeDamage( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType) { local Vector SelfToHit, SelfToInstigator, CrossPlaneNormal; local float W; local float YawDir; local Vector HitNormal, shotDir; local Vector PushLinVel, PushAngVel; local Name HitBone; local float HitBoneDist; local int MaxCorpseYawRate; if ( bFrozenBody || bRubbery ) return; if( Physics == PHYS_KarmaRagdoll ) { // Can't shoot corpses during de-res if( bDeRes || bRubbery ) return; // Throw the body if its a rocket explosion or shock combo if( damageType.Default.bThrowRagdoll ) { shotDir = Normal(Momentum); PushLinVel = (RagDeathVel * shotDir) + vect(0, 0, 250); PushAngVel = Normal(shotDir Cross vect(0, 0, 1)) * -18000; KSetSkelVel( PushLinVel, PushAngVel ); } else if( damageType.Default.bRagdollBullet ) { if ( Momentum == vect(0,0,0) ) Momentum = HitLocation - InstigatedBy.Location; if ( FRand() < 0.65 ) { if ( Velocity.Z <= 0 ) PushLinVel = vect(0,0,40); PushAngVel = Normal(Normal(Momentum) Cross vect(0, 0, 1)) * -8000 ; PushAngVel.X *= 0.5; PushAngVel.Y *= 0.5; PushAngVel.Z *= 4; KSetSkelVel( PushLinVel, PushAngVel ); } PushLinVel = RagShootStrength*Normal(Momentum); KAddImpulse(PushLinVel, HitLocation); if ( (LifeSpan > 0) && (LifeSpan < DeResTime + 2) ) LifeSpan += 0.2; } else { PushLinVel = RagShootStrength*Normal(Momentum); KAddImpulse(PushLinVel, HitLocation); } if ( (DamageType.Default.DamageOverlayMaterial != None) && (Level.DetailMode != DM_Low) && !Level.bDropDetail ) SetOverlayMaterial(DamageType.Default.DamageOverlayMaterial, DamageType.default.DamageOverlayTime, true); return; } if ( DamageType.default.bFastInstantHit && GetAnimSequence() == 'Death_Spasm' && RepeaterDeathCount < 6) { PlayAnim('Death_Spasm',, 0.2); RepeaterDeathCount++; } else if (Damage > 0) { if ( InstigatedBy != None ) { if ( InstigatedBy.IsA('xPawn') && xPawn(InstigatedBy).bBerserk ) Damage *= 2; // Figure out which direction to spin: if( InstigatedBy.Location != Location ) { SelfToInstigator = InstigatedBy.Location - Location; SelfToHit = HitLocation - Location; CrossPlaneNormal = Normal( SelfToInstigator cross Vect(0,0,1) ); W = CrossPlaneNormal dot Location; if( HitLocation dot CrossPlaneNormal < W ) YawDir = -1.0; else YawDir = 1.0; } } if( VSize(Momentum) < 10 ) { Momentum = - Normal(SelfToInstigator) * Damage * 1000.0; Momentum.Z = Abs( Momentum.Z ); } SetPhysics(PHYS_Falling); Momentum = Momentum / Mass; AddVelocity( Momentum ); bBounce = true; RotationRate.Pitch = 0; RotationRate.Yaw += VSize(Momentum) * YawDir; MaxCorpseYawRate = 150000; RotationRate.Yaw = Clamp( RotationRate.Yaw, -MaxCorpseYawRate, MaxCorpseYawRate ); RotationRate.Roll = 0; bFixedRotationDir = true; bRotateToDesired = false; Health -= Damage; CalcHitLoc( HitLocation, vect(0,0,0), HitBone, HitBoneDist ); if( InstigatedBy != None ) HitNormal = Normal( Normal(InstigatedBy.Location-HitLocation) + VRand() * 0.2 + vect(0,0,2.8) ); else HitNormal = Normal( Vect(0,0,1) + VRand() * 0.2 + vect(0,0,2.8) ); DoDamageFX( HitBone, Damage, DamageType, Rotator(HitNormal) ); } } simulated function BeginState() { Super.BeginState(); AmbientSound = None; } simulated function Timer() { local KarmaParamsSkel skelParams; if ( !PlayerCanSeeMe() ) { Destroy(); } // If we are running out of life, bute we still haven't come to rest, force the de-res. // unless pawn is the viewtarget of a player who used to own it else if ( LifeSpan <= DeResTime && bDeRes == false ) { skelParams = KarmaParamsSkel(KParams); // check not viewtarget if ( (PlayerController(OldController) != None) && (PlayerController(OldController).ViewTarget == self) && (Viewport(PlayerController(OldController).Player) != None) ) { skelParams.bKImportantRagdoll = true; LifeSpan = FMax(LifeSpan,DeResTime + 2.0); SetTimer(1.0, false); return; } else { skelParams.bKImportantRagdoll = false; } // spawn derez StartDeRes(); } else { SetTimer(1.0, false); } } // We shorten the lifetime when the guys comes to rest. event KVelDropBelow() { local float NewLifeSpan; if(bDeRes == false) { //Log("Low Vel - Reducing LifeSpan!"); NewLifeSpan = DeResTime + 3.5; if(NewLifeSpan < LifeSpan) LifeSpan = NewLifeSpan; } } } defaultproperties { bCanDodgeDoubleJump=Wahr UDamageWeaponMaterial=Shader'XGameShaders.PlayerShaders.WeaponUDamageShader' UDamageSound=Sound'GameSounds.UDamageFire' InvisMaterial=FinalBlend'XEffectMat.Combos.InvisOverlayFB' ShieldStrengthMax=150.000000 ShieldHitMat=Shader'XGameShaders.PlayerShaders.PlayerShieldSh' ShieldHitMatTime=1.000000 Species=Class'XGame.SPECIES_Merc' GruntVolume=0.180000 FootstepVolume=0.150000 GibGroupClass=Class'XEffects.xPawnGibGroup' GibCountCalf=4 GibCountForearm=2 GibCountHead=2 GibCountTorso=2 GibCountUpperArm=2 MinTimeBetweenPainSounds=0.350000 SoundFootsteps(0)=SoundGroup'PlayerSounds.Final.FootstepDefault' SoundFootsteps(1)=SoundGroup'PlayerSounds.Final.FootstepRock' SoundFootsteps(2)=SoundGroup'PlayerSounds.Final.FootstepDirt' SoundFootsteps(3)=SoundGroup'PlayerSounds.Final.FootstepMetal' SoundFootsteps(4)=SoundGroup'PlayerSounds.Final.FootstepWood' SoundFootsteps(5)=SoundGroup'PlayerSounds.Final.FootstepPlant' SoundFootsteps(6)=SoundGroup'PlayerSounds.Final.FootstepFlesh' SoundFootsteps(7)=SoundGroup'PlayerSounds.Final.FootstepIce' SoundFootsteps(8)=SoundGroup'PlayerSounds.Final.FootstepSnow' SoundFootsteps(9)=SoundGroup'PlayerSounds.Final.FootstepWater' SoundFootsteps(10)=SoundGroup'PlayerSounds.Final.FootstepGlass' SoundGroupClass=Class'XGame.xMercMaleSoundGroup' TeleportFXClass=Class'XEffects.TransEffect' TransEffects(0)=Class'XEffects.NewTransEffect' TransEffects(1)=Class'XEffects.NewTransEffectBlue' MultiJumpRemaining=1 MaxMultiJump=1 MultiJumpBoost=25 WallDodgeAnims(0)="WallDodgeF" WallDodgeAnims(1)="WallDodgeB" WallDodgeAnims(2)="WallDodgeL" WallDodgeAnims(3)="WallDodgeR" IdleHeavyAnim="Idle_Biggun" IdleRifleAnim="Idle_Rifle" FireHeavyRapidAnim="Biggun_Burst" FireHeavyBurstAnim="Biggun_Aimed" FireRifleRapidAnim="Rifle_Burst" FireRifleBurstAnim="Rifle_Aimed" FireRootBone="bip01 Spine" DeResTime=6.000000 DeResMat0=FinalBlend'DeRez.Shaders.DeRezFinalBody' DeResMat1=FinalBlend'DeRez.Shaders.DeRezFinalHead' DeResLiftVel=(Points=(,(InVal=2.500000,OutVal=32.000000),(InVal=100.000000,OutVal=32.000000))) DeResLiftSoftness=(Points=((OutVal=0.300000),(InVal=2.500000,OutVal=0.050000),(InVal=100.000000,OutVal=0.050000))) DeResLateralFriction=0.300000 RagdollLifeSpan=13.000000 RagInvInertia=4.000000 RagDeathVel=200.000000 RagShootStrength=8000.000000 RagSpinScale=2.500000 RagDeathUpKick=150.000000 RagGravScale=1.000000 RagImpactSounds(0)=Sound'GeneralImpacts.Wet.Breakbone_01' RagImpactSounds(1)=Sound'GeneralImpacts.Wet.Breakbone_02' RagImpactSounds(2)=Sound'GeneralImpacts.Wet.Breakbone_03' RagImpactSoundInterval=0.500000 RagImpactVolume=2.500000 TransOutEffect(0)=Class'XEffects.NewTransDeresRed' TransOutEffect(1)=Class'XEffects.NewTransDeresBlue' PlacedCharacterName="Jakob" PlacedFemaleCharacterName="Tamika" RequiredEquipment(0)="XWeapons.AssaultRifle" RequiredEquipment(1)="XWeapons.ShieldGun" VoiceType="xGame.MercMaleVoice" bCanWallDodge=Wahr bNoCoronas=Falsch GroundSpeed=440.000000 WaterSpeed=220.000000 AirSpeed=440.000000 JumpZ=340.000000 WalkingPct=0.400000 CrouchedPct=0.400000 BaseEyeHeight=38.000000 EyeHeight=38.000000 CrouchHeight=29.000000 CrouchRadius=25.000000 ControllerClass=Class'XGame.xBot' bPhysicsAnimUpdate=Wahr bDoTorsoTwist=Wahr MovementAnims(0)="RunF" MovementAnims(1)="RunB" MovementAnims(2)="RunL" MovementAnims(3)="RunR" TurnLeftAnim="TurnL" TurnRightAnim="TurnR" DodgeSpeedFactor=1.500000 DodgeSpeedZ=210.000000 SwimAnims(0)="SwimF" SwimAnims(1)="SwimB" SwimAnims(2)="SwimL" SwimAnims(3)="SwimR" CrouchAnims(0)="CrouchF" CrouchAnims(1)="CrouchB" CrouchAnims(2)="CrouchL" CrouchAnims(3)="CrouchR" WalkAnims(0)="WalkF" WalkAnims(1)="WalkB" WalkAnims(2)="WalkL" WalkAnims(3)="WalkR" AirAnims(0)="JumpF_Mid" AirAnims(1)="JumpB_Mid" AirAnims(2)="JumpL_Mid" AirAnims(3)="JumpR_Mid" TakeoffAnims(0)="JumpF_Takeoff" TakeoffAnims(1)="JumpB_Takeoff" TakeoffAnims(2)="JumpL_Takeoff" TakeoffAnims(3)="JumpR_Takeoff" LandAnims(0)="JumpF_Land" LandAnims(1)="JumpB_Land" LandAnims(2)="JumpL_Land" LandAnims(3)="JumpR_Land" DoubleJumpAnims(0)="DoubleJumpF" DoubleJumpAnims(1)="DoubleJumpB" DoubleJumpAnims(2)="DoubleJumpL" DoubleJumpAnims(3)="DoubleJumpR" DodgeAnims(0)="DodgeF" DodgeAnims(1)="DodgeB" DodgeAnims(2)="DodgeL" DodgeAnims(3)="DodgeR" AirStillAnim="Jump_Mid" TakeoffStillAnim="Jump_Takeoff" CrouchTurnRightAnim="Crouch_TurnR" CrouchTurnLeftAnim="Crouch_TurnL" IdleCrouchAnim="Crouch" IdleSwimAnim="Swim_Tread" IdleWeaponAnim="Idle_Rifle" IdleRestAnim="Idle_Rest" IdleChatAnim="idle_chat" RootBone="Bip01" HeadBone="Bip01 Head" SpineBone1="Bip01 Spine1" SpineBone2="bip01 Spine2" LightHue=204 LightSaturation=0 LightBrightness=255.000000 LightRadius=3.000000 bActorShadows=Wahr bDramaticLighting=Wahr Mesh=SkeletalMesh'ThunderCrash.JakobM' LODBias=1.800000 Texture=Texture'XEffects.RedMarker_t' PrePivot=(Z=-5.000000) Skins(0)=Texture'DemoPlayerSkins.Jakob_Body' Skins(1)=Texture'DemoPlayerSkins.Jakob_NewHead' MaxLights=8 CollisionRadius=25.000000 CollisionHeight=44.000000 bNetNotify=Wahr RotationRate=(Pitch=3072) Begin Object Class=KarmaParamsSkel Name=PawnKParams KConvulseSpacing=(Max=2.200000) KLinearDamping=0.150000 KAngularDamping=0.050000 KBuoyancy=1.000000 KStartEnabled=Wahr KVelDropBelowThreshold=50.000000 bHighDetailOnly=Falsch KFriction=0.600000 KRestitution=0.300000 KImpactThreshold=500.000000 End Object KParams=KarmaParamsSkel'XGame.xPawn.PawnKParams' } |
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