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// Generic 'Karma Vehicle' base class that can be controlled by a Pawn. class KVehicle extends Vehicle native abstract; cpptext { #ifdef WITH_KARMA virtual void PostNetReceive(); virtual void PostEditChange(); virtual void setPhysics(BYTE NewPhysics, AActor *NewFloor, FVector NewFloorV); virtual void TickSimulated( FLOAT DeltaSeconds ); virtual void TickAuthoritative( FLOAT DeltaSeconds ); #endif } // Effect spawned when vehicle is destroyed var (KVehicle) class<Actor> DestroyEffectClass; // Simple 'driving-in-rings' logic. var (KVehicle) bool bAutoDrive; // The factory that created this vehicle. //var KVehicleFactory ParentFactory; // Weapon system var bool bVehicleIsFiring, bVehicleIsAltFiring; const FilterFrames = 5; var vector CameraHistory[FilterFrames]; var int NextHistorySlot; var bool bHistoryWarmup; // Useful function for plotting data to real-time graph on screen. native final function GraphData(string DataName, float DataValue); function TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) { Super.TakeDamage(Damage,instigatedBy,HitLocation,Momentum,DamageType); } // You got some new info from the server (ie. VehicleState has some new info). event VehicleStateReceived(); // Called when a parameter of the overall articulated actor has changed (like PostEditChange) // The script must then call KUpdateConstraintParams or Actor Karma mutators as appropriate. simulated event KVehicleUpdateParams(); // The pawn Driver has tried to take control of this vehicle function bool TryToDrive(Pawn P) { if ( P.bIsCrouched || (P.Controller == None) || (Driver != None) || !P.Controller.bIsPlayer ) return false; if ( !P.IsHumanControlled() || !P.Controller.IsInState('PlayerDriving') ) { KDriverEnter(P); return true; } return false; } // Events called on driver entering/leaving vehicle simulated function ClientKDriverEnter(PlayerController pc) { pc.myHUD.bCrosshairShow = false; pc.myHUD.bShowWeaponInfo = false; pc.myHUD.bShowPoints = false; pc.bBehindView = true; pc.bFreeCamera = true; pc.SetRotation(rotator( vect(-1, 0, 0) >> Rotation )); } function KDriverEnter(Pawn P) { local PlayerController PC; local Controller C; // Set pawns current controller to control the vehicle pawn instead Driver = P; // Move the driver into position, and attach to car. Driver.SetCollision(false, false); Driver.bCollideWorld = false; Driver.bPhysicsAnimUpdate = false; Driver.Velocity = vect(0,0,0); Driver.SetPhysics(PHYS_None); Driver.SetBase(self); // Disconnect PlayerController from Driver and connect to KVehicle. C = P.Controller; p.Controller.Unpossess(); Driver.SetOwner(C); // This keeps the driver relevant. C.Possess(self); PC = PlayerController(C); if ( PC != None ) { PC.ClientSetViewTarget(self); // Set playercontroller to view the vehicle // Change controller state to driver PC.GotoState('PlayerDriving'); ClientKDriverEnter(PC); } } simulated function ClientKDriverLeave(PlayerController pc) { pc.bBehindView = false; pc.bFreeCamera = false; // This removes any 'roll' from the look direction. //exitLookDir = Vector(pc.Rotation); //pc.SetRotation(Rotator(exitLookDir)); pc.myHUD.bCrosshairShow = pc.myHUD.default.bCrosshairShow; pc.myHUD.bShowWeaponInfo = pc.myHUD.default.bShowWeaponInfo; pc.myHUD.bShowPoints = pc.myHUD.default.bShowPoints; // Reset the view-smoothing NextHistorySlot = 0; bHistoryWarmup = true; } // Called from the PlayerController when player wants to get out. function bool KDriverLeave(bool bForceLeave) { local PlayerController pc; local int i; local bool havePlaced; local vector HitLocation, HitNormal, tryPlace; // Do nothing if we're not being driven if(Driver == None) return false; // Before we can exit, we need to find a place to put the driver. // Iterate over array of possible exit locations. if (!bRemoteControlled) { Driver.bCollideWorld = true; Driver.SetCollision(true, true); havePlaced = false; for(i=0; i < ExitPositions.Length && havePlaced == false; i++) { //Log("Trying Exit:"$i); tryPlace = Location + (ExitPositions[i] >> Rotation); // First, do a line check (stops us passing through things on exit). if( Trace(HitLocation, HitNormal, tryPlace, Location, false) != None ) continue; // Then see if we can place the player there. if( !Driver.SetLocation(tryPlace) ) continue; havePlaced = true; } // If we could not find a place to put the driver, leave driver inside as before. if(!havePlaced && !bForceLeave) { Log("Could not place driver."); Driver.bCollideWorld = false; Driver.SetCollision(false, false); return false; } } pc = PlayerController(Controller); ClientKDriverLeave(pc); // Reconnect PlayerController to Driver. pc.Unpossess(); pc.Possess(Driver); pc.ClientSetViewTarget(Driver); // Set playercontroller to view the persone that got out Controller = None; Driver.PlayWaiting(); Driver.bPhysicsAnimUpdate = Driver.Default.bPhysicsAnimUpdate; // Do stuff on client //pc.ClientSetBehindView(false); //pc.ClientSetFixedCamera(true); if (!bRemoteControlled) { Driver.Acceleration = vect(0, 0, 24000); Driver.SetPhysics(PHYS_Falling); Driver.SetBase(None); } // Car now has no driver Driver = None; // Put brakes on before you get out :) Throttle=0; Steering=0; // Stop firing when you get out! bVehicleIsFiring = false; bVehicleIsAltFiring = false; return true; } // 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 int i, averageOver; pc = PlayerController(Controller); // Only do this mode we have a playercontroller viewing this vehicle if(pc == None || pc.ViewTarget != self) return false; ViewActor = self; CamLookAt = Location + (vect(-100, 0, 100) >> Rotation); ////////////////////////////////////////////////////// // Smooth lookat position over a few frames. CameraHistory[NextHistorySlot] = CamLookAt; NextHistorySlot++; if(bHistoryWarmup) averageOver = NextHistorySlot; else averageOver = FilterFrames; CamLookAt = vect(0, 0, 0); for(i=0; i<averageOver; i++) CamLookAt += CameraHistory[i]; CamLookAt /= float(averageOver); if(NextHistorySlot == FilterFrames) { NextHistorySlot = 0; bHistoryWarmup=false; } ////////////////////////////////////////////////////// CameraLocation = CamLookAt + (vect(-600, 0, 0) >> CameraRotation); if( Trace( HitLocation, HitNormal, CameraLocation, CamLookAt, false, vect(10, 10, 10) ) != None ) { CameraLocation = HitLocation; } return true; } simulated function Destroyed() { // If there was a driver in the vehicle, destroy him too if ( Driver != None ) Driver.Destroy(); // Trigger any effects for destruction if(DestroyEffectClass != None) spawn(DestroyEffectClass, , , Location, Rotation); Super.Destroyed(); } simulated event Tick(float deltaSeconds) { } // Includes properties from KActor defaultproperties { Steering=0 Throttle=0 ExitPositions(0)=(X=0,Y=0,Z=0) DrivePos=(X=0,Y=0,Z=0) DriveRot=() bHistoryWarmup = true; Physics=PHYS_Karma bEdShouldSnap=True bStatic=False bShadowCast=False bCollideActors=True bCollideWorld=False bProjTarget=True bBlockActors=True bBlockNonZeroExtentTraces=True bBlockZeroExtentTraces=True bWorldGeometry=False bBlockKarma=True bAcceptsProjectors=True bCanBeBaseForPawns=True bAlwaysRelevant=True RemoteRole=ROLE_SimulatedProxy bNetInitialRotation=True bSpecialCalcView=True //bSpecialHUD=true } |
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