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/****************************************************************************** BetrayalUnlaggedCollision Creation date: 2011-03-09 23:35 Last change: $Id$ Copyright © 2011, Wormbo Website: http://www.koehler-homepage.de/Wormbo/ Feel free to reuse this code. Send me a note if you found it helpful or want to report bugs/provide improvements. Please ask for permission first, if you intend to make money off reused code. ******************************************************************************/ class BetrayalUnlaggedCollision extends Actor notplaceable; //============================================================================= // Structs //============================================================================= struct TUnlagData { var float TimeSeconds; var vector Location; var float CollisionRadius, CollisionHeight; var bool bJustTeleported; }; //============================================================================= // Variables //============================================================================= var bool bUnlagged; var private array<TUnlagData> UnlagData; var BetrayalGame Game; var BetrayalUnlaggedCollision PrevCollision, NextCollision; /** Associate with the owner pawn. */ function PostBeginPlay() { Game = BetrayalGame(Level.Game); if (Game == None || BetrayalPawn(Owner) == None) { Destroy(); return; } NextCollision = Game.FirstCollision; Game.FirstCollision = Self; if (NextCollision != None) NextCollision.PrevCollision = Self; } function Destroyed() { if (PrevCollision != None && PrevCollision.NextCollision == Self) { PrevCollision.NextCollision = NextCollision; } if (NextCollision != None && NextCollision.PrevCollision == Self) { NextCollision.PrevCollision = PrevCollision; } if (Game != None && Game.FirstCollision == Self) { Game.FirstCollision = NextCollision; } } /** Delegate damage to unlagged pawn. */ function TakeDamage(int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType) { if (bUnlagged && Owner != None) { Owner.SetLocation(Location); Owner.TakeDamage(Damage, EventInstigator, HitLocation + (Owner.Location - Location), Momentum, DamageType); } } /** Remember the last ticks' locations for serverside ping compensation. */ function UpdateUnlagLocation() { local int i; if (Owner == None || Pawn(Owner) != None && Pawn(Owner).Health <= 0) { Destroy(); return; } Assert(!bUnlagged); // is there any outdated unlag data? if (UnlagData.Length > 1 && UnlagData[1].TimeSeconds + Game.MaxUnlagTime < Level.TimeSeconds) { // determine amount of outdated unlag data do {} until (++i == UnlagData.Length-1 || UnlagData[i+1].TimeSeconds + Game.MaxUnlagTime >= Level.TimeSeconds); // remove outdated unlag data UnlagData.Remove(0, i); } i = UnlagData.Length; UnlagData.Length = i + 1; UnlagData[i].TimeSeconds = Level.TimeSeconds; UnlagData[i].Location = Owner.Location; UnlagData[i].CollisionHeight = Owner.CollisionHeight; UnlagData[i].CollisionRadius = Owner.CollisionRadius; UnlagData[i].bJustTeleported = (VSize(Owner.Location - UnlagData[i].Location) / (Level.TimeSeconds - UnlagData[i].TimeSeconds) > 10000.0); } /** Spawn and enable the unlagged collision cylinder. */ function EnableUnlag(float PingTime, vector ShotStart, vector ShotDir) { local int Low, High, Middle; local vector UnlaggedLocation, CurrentLocation; local float UnlagTime, Alpha; local float CurrentRadius, CurrentHeight; local float UnlaggedRadius, UnlaggedHeight; if (Level.NetMode == NM_Standalone || Owner == None || !bUnlagged && !Owner.bCollideActors || Pawn(Owner) != None && Pawn(Owner).Health <= 0 || UnlagData.Length == 0) { return; } if (bUnlagged) { CurrentLocation = Location; CurrentRadius = CollisionRadius; CurrentHeight = CollisionHeight; } else { CurrentLocation = Owner.Location; CurrentRadius = Owner.CollisionRadius; CurrentHeight = Owner.CollisionHeight; } UnlagTime = Level.TimeSeconds - FClamp(PingTime, 0, Game.MaxUnlagTime); High = UnlagData.Length; while (Low < High) { Middle = (High + Low) / 2; if (UnlagData[Middle].TimeSeconds < UnlagTime) Low = Middle + 1; else High = Middle; } if (Low == 0) { // past end of data, just use oldest entry UnlaggedLocation = UnlagData[0].Location; UnlaggedRadius = UnlagData[0].CollisionRadius; UnlaggedHeight = UnlagData[0].CollisionHeight; //log(Owner@"max. unlagging"); } else if (!UnlagData[Low].bJustTeleported) { // unlag time between entries Low and Low-1 Alpha = (UnlagData[Low].TimeSeconds - UnlagTime) / (UnlagData[Low].TimeSeconds - UnlagData[Low-1].TimeSeconds); UnlaggedLocation = Alpha * UnlagData[Low].Location + (1 - Alpha) * UnlagData[Low-1].Location; UnlaggedRadius = Lerp(Alpha, UnlagData[Low-1].CollisionRadius, UnlagData[Low].CollisionRadius); UnlaggedHeight = Lerp(Alpha, UnlagData[Low-1].CollisionHeight, UnlagData[Low].CollisionHeight); //log(Owner@"unlagging to"@UnlagTime*100@Alpha*100@Low@"between"@UnlagData[Low-1].TimeSeconds*100@"and"@UnlagData[Low].TimeSeconds*100); } else { // teleported between entries, use the one closer to the unlag time if (UnlagData[Low].TimeSeconds - UnlagTime > UnlagTime - UnlagData[Low-1].TimeSeconds) { // newer entry is closer UnlaggedLocation = UnlagData[Low].Location; UnlaggedRadius = UnlagData[Low].CollisionRadius; UnlaggedHeight = UnlagData[Low].CollisionHeight; } else { // older entry is closer UnlaggedLocation = UnlagData[Low-1].Location; UnlaggedRadius = UnlagData[Low-1].CollisionRadius; UnlaggedHeight = UnlagData[Low-1].CollisionHeight; } } // only actually enable unlagging if relevant (pawn or unlagged collision in line of shot) //if (ShotDir dot (UnlaggedLocation - ShotStart) > 0 && VSize(ShotDir cross (UnlaggedLocation - ShotStart)) < UnlaggedRadius + UnlaggedHeight || ShotDir dot (Owner.Location - ShotStart) > 0 && VSize(ShotDir cross (CurrentLocation - ShotStart)) < CurrentRadius + CurrentHeight) { //log("...really!"); SetLocation(UnlaggedLocation); SetCollisionSize(UnlaggedRadius, UnlaggedHeight); if (!bUnlagged) { SetCollision(Owner.bCollideActors, Owner.bBlockActors, Owner.bBlockPlayers); Owner.SetCollision(false, false, false); } bUnlagged = True; //} } /** Disable the unlagged collision cylinder for the UnlaggedPawn. */ function DisableUnlag() { if (!bUnlagged || Level.NetMode == NM_Standalone || Owner == None || Owner.bCollideActors) return; Owner.SetCollision(bCollideActors, bBlockActors, bBlockPlayers); SetCollision(false, false, false); bUnlagged = False; } //============================================================================= // Default properties //============================================================================= defaultproperties { bHidden = True RemoteRole = ROLE_None bCollideWorld = False bCollideActors = False bBlockActors = False bProjTarget = True } |
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