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// ============================================================================ // JBTagPlayer // Copyright 2002 by Mychaeel <mychaeel@planetjailbreak.com> // $Id: JBTagPlayer.uc,v 1.76 2011-03-03 18:44:14 wormbo Exp $ // // Replicated information for a single player. // ============================================================================ class JBTagPlayer extends JBTag notplaceable; // ============================================================================ // Replication // ============================================================================ replication { reliable if (Role == ROLE_Authority) Arena, ArenaPending, Jail, Pawn, Controller, Health, bReceivedPing, bCanBeBaseForPawns, ScorePartialAttack, ScorePartialDefense, ScorePartialRelease, LocationPawn, VelocityPawn, ObjectiveGuessed, PawnObjectiveGuessed; reliable if (Role == ROLE_Authority) ClientSetArena, ClientSetJail; } // ============================================================================ // Types // ============================================================================ enum ERestart { Restart_Jail, Restart_Freedom, Restart_Arena, }; struct TInfoScore { var float Score; var float Deaths; var int GoalsScored; var int Kills; var int Suicides; var int FlakCount; var int ComboCount; var int HeadCount; }; struct TInfoLocation { var NavigationPoint NavigationPoint; var float Probability; }; // ============================================================================ // Variables // ============================================================================ var name OrderNameFixed; // bot should stick to these orders var int ScorePartialAttack; // score earned through attack frags var int ScorePartialDefense; // score earned through defense frags var int ScorePartialRelease; // score earned through releases var private string HashIdPlayer; // key hash for later recognition var private bool bIsLlama; // player disconnected in jail var private int TimeElapsedConnect; // elapsed time at player connect var private int TimeElapsedDisconnect; // elapsed time at player disconnect var private TInfoScore InfoScore; // persistent score over reconnects var float TimeRestart; // time of next restart var private ERestart Restart; // restart location for this player var private transient name TagRestart; // tag of preferred starting spots var private bool bRestartedBefore; // whether this player ever restarted var private JBInfoArena Arena; // arena player is currently in var private JBInfoArena ArenaRestart; // arena player will be restarted in var private JBInfoArena ArenaPending; // arena player is scheduled for var private JBInfoArena ArenaRequest; // arena player has requested var private float TimeArenaRequest; // time of the arena request var private bool bAdrenalineEnabledPrev; // adrenaline state before arena var private float AdrenalinePrev; // adrenaline amount before arena var private JBInfoJail Jail; // jail the player is currently in var private float TimeRelease; // time of last release from jail var private Pawn Pawn; // pawn used by this player var private Controller Controller; // controller used by this player var private int Health; // current health and armor var private int Spree; // used to carry sprees over rounds var private bool bReceivedPing; // whether player completed loading var private bool bRecoverSpree; // recover spree after a round var private bool bCanBeBaseForPawns; // can be base for other players var private bool bCreatedJailFightGun; // used to remove the gun again var private float TimeUpdateLocation; // client-side location update time var private float VelocityPawn; // replicated velocity of pawn var private float VelocityPawnBase; // client-side extrapolation velocity var private vector LocationPawn[2]; // last two replicated pawn locations var private vector LocationPawnPrev[2]; // client-side acknowledged locations var private vector LocationPawnBase; // client-side extrapolation base var private vector LocationPawnLast; // server-side last known location var private vector DeviationPawn; // deviation of extrapolated location var private vector DirectionPawn; // client-side movement direction var private float TimeInfoLocation; // last known location time var private array<TInfoLocation> ListInfoLocation; // location probabilities var private float TimeObjectiveGuessed; // time of last guess var private Pawn PawnObjectiveGuessed; // pawn used at last guess var private GameObjective ObjectiveGuessed; // last guessed objective var private array<float> ListDistanceObjective; // distances to objectives var transient bool bIsInScoreboard; // scores listed; used by scoreboard // ============================================================================ // Caches // ============================================================================ struct TCacheGetRestart { var float Time; var ERestart Result; }; struct TCacheRateViewOnPlayer { var float Time; var float Result; var vector LocationViewpoint; }; var private transient TCacheGetRestart CacheGetRestart; var private transient TCacheRateViewOnPlayer CacheRateViewOnPlayer; // ============================================================================ // Internal // ============================================================================ var JBTagPlayer nextTag; static function JBTagPlayer FindFor(PlayerReplicationInfo Keeper) { return JBTagPlayer(InternalFindFor(Keeper)); } static function JBTagPlayer SpawnFor(PlayerReplicationInfo Keeper) { return JBTagPlayer(InternalSpawnFor(Keeper)); } protected simulated function JBTag InternalGetFirst() { return JBGameReplicationInfo(GetGameReplicationInfo()).firstTagPlayer; } protected simulated function InternalSetFirst(JBTag TagFirst) { JBGameReplicationInfo(GetGameReplicationInfo()).firstTagPlayer = JBTagPlayer(TagFirst); } protected simulated function JBTag InternalGetNext() { return nextTag; } protected simulated function InternalSetNext(JBTag TagNext) { nextTag = JBTagPlayer(TagNext); } // ============================================================================ // BelongsTo // // Checks and returns whether this tag belongs to the given player after a // reconnect. // ============================================================================ function bool BelongsTo(Controller Controller) { return (PlayerController(Controller) != None && PlayerController(Controller).GetPlayerIDHash() == HashIdPlayer); } // ============================================================================ // Register // // Initializes variables relating to the owning player and starts the timer // with a short interval. Restores the saved values in PlayerReplicationInfo. // ============================================================================ function Register() { local JBGameRules firstJBGameRules; Super.Register(); Controller = Controller(PlayerReplicationInfo(Keeper).Owner); bRestartedBefore = False; PlayerReplicationInfo(Keeper).Score = InfoScore.Score; PlayerReplicationInfo(Keeper).Deaths = InfoScore.Deaths; PlayerReplicationInfo(Keeper).GoalsScored = InfoScore.GoalsScored; PlayerReplicationInfo(Keeper).Kills = InfoScore.Kills; TeamPlayerReplicationInfo(Keeper).Suicides = InfoScore.Suicides; TeamPlayerReplicationInfo(Keeper).FlakCount = InfoScore.FlakCount; TeamPlayerReplicationInfo(Keeper).ComboCount = InfoScore.ComboCount; TeamPlayerReplicationInfo(Keeper).HeadCount = InfoScore.HeadCount; TimeElapsedConnect += Level.Game.GameReplicationInfo.ElapsedTime - TimeElapsedDisconnect; PlayerReplicationInfo(Keeper).StartTime = TimeElapsedConnect; firstJBGameRules = Jailbreak(Level.Game).GetFirstJBGameRules(); if (TimeElapsedDisconnect > 0 && firstJBGameRules != None) firstJBGameRules.NotifyPlayerReconnect(PlayerController(Controller), bIsLlama); if (PlayerController(Controller) != None) HashIdPlayer = PlayerController(Controller).GetPlayerIDHash(); Enable('Tick'); SetTimer(RandRange(0.18, 0.22), True); } // ============================================================================ // RegisterLocal // // Fixes the location displayed in player talk messages during the execution // sequence. This goes at the expense of displaying them as dead in the brief // period between a frag and the subsequent respawn. // Spawns the JBSpeechManager for precaching purposes. // ============================================================================ protected simulated function RegisterLocal() { PlayerReplicationInfo(Keeper).StringDead = PlayerReplicationInfo(Keeper).StringSpectating; if (Level.NetMode != NM_DedicatedServer) class'JBSpeechManager'.static.SpawnFor(Level); } // ============================================================================ // Unregister // // Saves persistent information for later restoration and stops the timer. // ============================================================================ function Unregister() { local byte bIsLlamaByte; local JBGameRules firstJBGameRules; bIsLlama = !IsFree(); bIsLlamaByte = byte(bIsLlama); // out parameters cannot be bool firstJBGameRules = Jailbreak(Level.Game).GetFirstJBGameRules(); if (PlayerController(Controller) != None && firstJBGameRules != None) firstJBGameRules.NotifyPlayerDisconnect(PlayerController(Controller), bIsLlamaByte); bIsLlama = bool(bIsLlamaByte); Arena = None; ArenaRestart = None; ArenaPending = None; ArenaRequest = None; Jail = None; InfoScore.Score = PlayerReplicationInfo(Keeper).Score; InfoScore.Deaths = PlayerReplicationInfo(Keeper).Deaths; InfoScore.GoalsScored = PlayerReplicationInfo(Keeper).GoalsScored; InfoScore.Kills = PlayerReplicationInfo(Keeper).Kills; InfoScore.Suicides = TeamPlayerReplicationInfo(Keeper).Suicides + 1; InfoScore.FlakCount = TeamPlayerReplicationInfo(Keeper).FlakCount; InfoScore.ComboCount = TeamPlayerReplicationInfo(Keeper).ComboCount; InfoScore.HeadCount = TeamPlayerReplicationInfo(Keeper).HeadCount; TimeElapsedDisconnect = Level.Game.GameReplicationInfo.ElapsedTime; Disable('Tick'); SetTimer(0.0, False); // stop timer Super.Unregister(); } // ============================================================================ // Timer // // Updates jail status, replicated location and health. // ============================================================================ event Timer() { bReceivedPing = PlayerReplicationInfo(Keeper).bReceivedPing; UpdateJail(); UpdateLocation(); GetHealth(); // update Health variable } // ============================================================================ // Tick // // Disallows the player spawning a pawn if he's not able to control it yet. // Updates the Pawn and LocationPawnLast variables. Configures the Pawn to be // a base for a human ladder if the player is crouching and replicates this // information to all clients. // ============================================================================ event Tick(float TimeDelta) { local xPawn thisPawn; Pawn = Controller.Pawn; // fixes replicating over and over when referenced actor has been destroyed if (PawnObjectiveGuessed == None) PawnObjectiveGuessed = None; if (Pawn != None) { LocationPawnLast = Pawn.Location; if (xPawn(Pawn) != None) { if (Pawn.bCanBeBaseForPawns && !Pawn.bIsCrouched) foreach DynamicActors(Class'xPawn', thisPawn) if (Pawn != thisPawn && Pawn.TouchingActor(thisPawn)) thisPawn.JumpOffPawn(); Pawn.bCanBeBaseForPawns = Pawn.bIsCrouched; bCanBeBaseForPawns = Pawn.bCanBeBaseForPawns; if(bRecoverSpree) RecoverSpree(); } // hack to fix the hack that fixes a hack if (ASTurret(Pawn) != None && Pawn.Controller == None && PlayerController(Controller) != None && PlayerController(Controller).ViewTarget == Pawn) Pawn.Controller = Controller; // As the player has now restarted, make sure that the next game-induced // restart sends him to a random starting spot in jail. Restart = default.Restart; TagRestart = Default.TagRestart; } } // ============================================================================ // UpdateJail // // Checks whether the player has entered or left jail meanwhile and updates // the Jail variable accordingly, giving all necessary notifications. // ============================================================================ private function UpdateJail() { local JBInfoJail JailPrev; if (Arena == None && Controller.Pawn != None && Controller.Pawn.IsPlayerPawn()) { JailPrev = Jail; Jail = FindJail(); if (JailPrev != None && Jail == None) NotifyJailLeft(JailPrev); if (JailPrev == None && Jail != None) NotifyJailEntered(); if (JailPrev != Jail) ClientSetJail(Jail); } } // ============================================================================ // UpdateLocation // // Replicates information about the player's movement to all clients. Does not // apply in standalone games. // ============================================================================ private function UpdateLocation() { local int iLocationPawn; local vector DirectionPawnActual; local vector DirectionPawnPrev; local vector LocationPawnActual; local vector LocationPawnExtrapolated; local vector VelocityPawnActual; if (Level.NetMode == NM_Standalone) return; if (Controller.Pawn == None) { VelocityPawn = 0.0; LocationPawn[0] = LocationPawnLast; LocationPawn[1] = LocationPawnLast; } else { DirectionPawnPrev = LocationPawn[1] - LocationPawn[0]; if (CalcOrientation(DirectionPawnPrev) * VelocityPawn < 0) iLocationPawn = 1; VelocityPawnActual = Controller.Pawn.Velocity; if (Controller.Pawn.Base != None) VelocityPawnActual += Controller.Pawn.Base.Velocity; // quantize and round velocity to minimize replication VelocityPawn = int(VSize(VelocityPawnActual) * 32.0 + 0.5) / 32.0; VelocityPawnBase = VelocityPawn; // used for server-side extrapolation LocationPawnActual = Controller.Pawn.Location; if (VelocityPawn == 0.0) { LocationPawn[0] = LocationPawnActual; LocationPawn[1] = LocationPawnActual; } else { LocationPawnExtrapolated = ExtrapolateLocationPawn(); DirectionPawnActual = Normal(LocationPawnActual - LocationPawnBase); if (CalcOrientation(DirectionPawnActual) < 0) VelocityPawn = -VelocityPawn; // resolve orientation ambiguity if (VSize(LocationPawnExtrapolated - LocationPawnActual) > 16.0) { LocationPawn[ iLocationPawn] = LocationPawnActual; LocationPawn[1 - iLocationPawn] = LocationPawnBase; // used for server-side extrapolation DirectionPawn = DirectionPawnActual; LocationPawnBase = LocationPawnActual; TimeUpdateLocation = Level.TimeSeconds; } } } } // ============================================================================ // PostNetReceive // // If new information about the Pawn's whereabouts is received, derives the // player's current movement direction from the last two location updates. // Calculates the deviation between the extrapolated and the actual location. // // Also sets the bCanBeBaseForPawns flag client-side. // ============================================================================ simulated event PostNetReceive() { local vector LocationPawnSmoothed; Super.PostNetReceive(); if (LocationPawn[0] != LocationPawnPrev[0] || LocationPawn[1] != LocationPawnPrev[1]) { LocationPawnSmoothed = GetLocationPawn(); LocationPawnBase = LocationPawn[1]; DirectionPawn = Normal(LocationPawn[1] - LocationPawn[0]); if (CalcOrientation(DirectionPawn) * VelocityPawn < 0) { DirectionPawn = -DirectionPawn; // switch orientation LocationPawnBase = LocationPawn[0]; } TimeUpdateLocation = Level.TimeSeconds; DeviationPawn = LocationPawnSmoothed - LocationPawnBase; if (VSize(DeviationPawn) > 1024.0) DeviationPawn = vect(0, 0, 0); // apparently sudden relocation LocationPawnPrev[0] = LocationPawn[0]; LocationPawnPrev[1] = LocationPawn[1]; } VelocityPawnBase = Abs(VelocityPawn); if (Pawn != None) // for human ladder Pawn.bCanBeBaseForPawns = bCanBeBaseForPawns; } // ============================================================================ // CalcOrientation // // Calculates and returns an artificial value representing the orientation of // a vector. The returned value has the following properties: // // * Non-zero for any non-zero vector. Zero for the zero vector. // * Negating the argument yields the negative result. // // Those properties allow to use this function to make any difference between // two given points in space unambiguous by passing a single additional binary // bit of information. // ============================================================================ simulated function float CalcOrientation(vector VectorInput) { local vector VectorTranslated; VectorTranslated.X = VectorInput dot vect(1, 1, 0); if (VectorTranslated.X != 0.0) return VectorTranslated.X; VectorTranslated.Y = VectorInput dot vect(1,-1, 0); if (VectorTranslated.Y != 0.0) return VectorTranslated.Y; VectorTranslated.Z = VectorInput dot vect(0, 0, 1); if (VectorTranslated.Z != 0.0) return VectorTranslated.Z; return 0.0; } // ============================================================================ // FindJail // // Determines the jail the player is currently in. Returns None if the player // is in freedom. Expects the player to possess a valid Pawn when called. // ============================================================================ function JBInfoJail FindJail() { local JBInfoJail firstJail; local JBInfoJail thisJail; firstJail = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstJail; for (thisJail = firstJail; thisJail != None; thisJail = thisJail.nextJail) if (thisJail.ContainsActor(Controller.Pawn)) return thisJail; return None; } // ============================================================================ // IsFree // // Returns whether this player is in freedom at the moment. // ============================================================================ simulated function bool IsFree() { return (Arena == None && Jail == None); } // ============================================================================ // IsInArena // // Returns whether this player is fighting in an arena at the moment. // ============================================================================ simulated function bool IsInArena() { return (Arena != None); } // ============================================================================ // IsInJail // // Returns whether this player is in jail at the moment. // ============================================================================ simulated function bool IsInJail() { return (Jail != None); } // ============================================================================ // NotifyRound // // Called when a new round starts. Resets the player's llama state and allow a // previously saved spree to be recovered. // ============================================================================ function NotifyRound() { bIsLlama = False; if (Spree > 0) bRecoverSpree = true; } // ============================================================================ // NotifyRestarted // // Called by class Jailbreak directly after a player has been respawned. // Updates the values of the Arena and Jail variables depending on the value // stored in the Restart variable. Enables the timer unless the player went to // the arena or disables it otherwise. // ============================================================================ function NotifyRestarted() { local JBInfoArena ArenaPrev; local JBInfoJail JailPrev; ArenaPrev = Arena; JailPrev = Jail; switch (GetRestart()) { case Restart_Freedom: Arena = None; Jail = None; break; case Restart_Jail: Arena = None; Jail = FindJail(); break; case Restart_Arena: Arena = ArenaRestart; Jail = None; break; } bRestartedBefore = True; CacheGetRestart.Time = 0.0; // reset GetRestart cache if (ArenaPrev != None && Arena == None) NotifyArenaLeft(ArenaPrev); if (JailPrev != None && Jail == None) NotifyJailLeft(JailPrev); if (ArenaPrev == None && Arena != None) NotifyArenaEntered(); if (JailPrev == None && Jail != None) NotifyJailEntered(); if (ArenaPrev != Arena) ClientSetArena(Arena); if (JailPrev != Jail) ClientSetJail(Jail); } // ============================================================================ // NotifyArenaEntered // // Called when the player entered an arena. Puts bots on the arena squad. // ============================================================================ function NotifyArenaEntered() { if (Bot(Controller) != None) JBBotTeam(UnrealTeamInfo(GetTeam()).AI).PutOnSquadArena(Bot(Controller)); bAdrenalineEnabledPrev = Controller.bAdrenalineEnabled; AdrenalinePrev = Controller.Adrenaline; Controller.bAdrenalineEnabled = False; Controller.Adrenaline = Controller.AdrenalineMax; UnsetJailInventory(); } // ============================================================================ // NotifyArenaLeft // // Called when the player left the arena for jail or for freedom. // ============================================================================ function NotifyArenaLeft(JBInfoArena ArenaPrev) { Controller.bAdrenalineEnabled = bAdrenalineEnabledPrev; Controller.Adrenaline = AdrenalinePrev; if (IsInJail()) return; JBBotTeam(TeamGame(Level.Game).Teams[0].AI).NotifySpawn(Controller); JBBotTeam(TeamGame(Level.Game).Teams[1].AI).NotifySpawn(Controller); } // ============================================================================ // NotifyJailEntered // // Called when the player walks into or respawns inside a jail. Notifies the // jail of that. Puts bots on the jail squad. Modifies the player's inventory. // ============================================================================ function NotifyJailEntered() { if (Bot(Controller) != None) JBBotTeam(UnrealTeamInfo(GetTeam()).AI).PutOnSquadJail(Bot(Controller)); SetJailInventory(); Jail.NotifyJailEntered(Self); } // ============================================================================ // NotifyJailLeft // // Called when the player escapes from a jail. Resets all arena-related // information and scores points for the releaser. Checks if the player is // allowed to leave the jail. Modifies the player's inventory. // ============================================================================ function NotifyJailLeft(JBInfoJail JailPrev) { local Controller ControllerInstigator; local JBInfoArena firstArena; local JBInfoArena thisArena; if (ArenaPending != None && ArenaPending != Arena) ArenaPending.MatchCancel(); ArenaPending = None; ArenaRequest = None; if (IsInArena()) return; // Prevent leaving jail. if (Jailbreak(Level.Game).bDisallowEscaping && !Jailbreak(Level.Game).IsInState('Executing') && JailPrev.IsReleaseMoverClosed(GetTeam()) && Restart != Restart_Freedom) { if (PlayerController(Controller) != None) Level.Game.BroadcastHandler.BroadcastLocalized(Level.Game, PlayerController(Controller), MessageClass, 800); RestartInJail(); return; } firstArena = JBGameReplicationInfo(GetGameReplicationInfo()).firstArena; for (thisArena = firstArena; thisArena != None; thisArena = thisArena.nextArena) thisArena.ExcludeRemove(Controller); if (JailPrev.GetReleaseTime(GetTeam()) != TimeRelease) { ControllerInstigator = JailPrev.GetReleaseInstigator(GetTeam()); if (ControllerInstigator != None && ControllerInstigator != Controller) Jailbreak(Level.Game).ScorePlayer(ControllerInstigator, 'Release'); TimeRelease = JailPrev.GetReleaseTime(GetTeam()); } UnsetJailInventory(); JBBotTeam(TeamGame(Level.Game).Teams[0].AI).NotifyReleasePlayer(JailPrev.Tag, Controller); JBBotTeam(TeamGame(Level.Game).Teams[1].AI).NotifyReleasePlayer(JailPrev.Tag, Controller); JailPrev.NotifyJailLeft(Self); } // ============================================================================ // NotifyJailOpening // // Called when the doors of the jail this player is in start opening. Resets // the player's health and viewpoint and cancels an upcoming arena match. // ============================================================================ function NotifyJailOpening() { local Pawn P; P = Controller.Pawn; if (P != None) { if (Vehicle(P) != None && Vehicle(P).Driver != None) P = Vehicle(P).Driver; if (P.Health < P.Default.Health) P.Health = P.Default.Health; } if (PlayerController(Controller) != None) Jailbreak(Level.Game).ResetViewTarget(PlayerController(Controller)); if (ArenaPending != None) ArenaPending.MatchCancel(); } // ============================================================================ // NotifyJailOpened // // Called when the doors of the jail this player is in have fully opened. // Gives bots new orders to make them leave the jail. // ============================================================================ function NotifyJailOpened() { if (Bot(Controller) != None) JBBotTeam(UnrealTeamInfo(GetTeam()).AI).ResumeBotOrders(Bot(Controller)); } // ============================================================================ // NotifyJailClosed // // Called when the jail closes while this player is in jail. Sets bots back on // the jail squad. // ============================================================================ function NotifyJailClosed() { if (Bot(Controller) != None) JBBotTeam(UnrealTeamInfo(GetTeam()).AI).PutOnSquadJail(Bot(Controller)); } // ============================================================================ // SetJailInventory // // Removes the player's translocator, adds the shieldgun if an arena mutator // is active. // ============================================================================ function SetJailInventory() { local Pawn P; local Inventory thisInventory; local Inventory nextInventory; if (Vehicle(Controller.Pawn) != None) P = Vehicle(Controller.Pawn).Driver; else P = Controller.Pawn; if (P != None) { for (thisInventory = P.Inventory; thisInventory != None; thisInventory = nextInventory) { nextInventory = thisInventory.Inventory; if (TransLauncher(thisInventory) != None) thisInventory.Destroy(); } if (P.Weapon == None) Controller.ClientSwitchToBestWeapon(); if (Jailbreak(Level.Game).bArenaMutatorActive && Jailbreak(Level.Game).bEnableJailFights && (class'JBBotSquadJail'.static.CountWeaponsFor(P) == 1 || class'JBBotSquadJail'.static.GetPrimaryWeaponFor(P) == None)) { bCreatedJailFightGun = True; P.CreateInventory("XWeapons.ShieldGun"); } } } // ============================================================================ // UnsetJailInventory // // Gives back a translocator to the player if it is enabled in the game. // Removes the ShieldGun from the player if an Arena mutator is active. // ============================================================================ function UnsetJailInventory() { local Pawn P; local Inventory thisInventory; local Inventory nextInventory; if (Vehicle(Controller.Pawn) != None) P = Vehicle(Controller.Pawn).Driver; else P = Controller.Pawn; if (P != None) { if (DeathMatch(Level.Game).bAllowTrans) P.CreateInventory("XWeapons.TransLauncher"); if (bCreatedJailFightGun) { if (class'JBBotSquadJail'.static.CountWeaponsFor(P) > 1) for (thisInventory = P.Inventory; thisInventory != None; thisInventory = nextInventory) { nextInventory = thisInventory.Inventory; if (thisInventory == class'JBBotSquadJail'.static.GetPrimaryWeaponFor(P)) { Weapon(thisInventory).StopFire(0); Weapon(thisInventory).StopFire(1); thisInventory.Destroy(); break; } } if (P.Weapon == None) Controller.ClientSwitchToBestWeapon(); } } } // ============================================================================ // RestartPlayer // // Restarts the player, making sure everything is properly cleaned up before // doing so. Plays a teleport effect at the place where the player teleports // away from. Prefers starting spots with a given Tag if specified. // ============================================================================ private function RestartPlayer(ERestart RestartCurrent, optional name TagPreferred) { local Pawn P; local xPawn xPawn; P = Controller.Pawn; if (Vehicle(P) != None && Vehicle(P).Driver != None) P = Vehicle(P).Driver; if (P != None) { if (P.DrivenVehicle != None) P.DrivenVehicle.KDriverLeave(True); P.PlayTeleportEffect(True, True); } while (P != None) { xPawn = xPawn(P); if (xPawn != None) { if (xPawn.CurrentCombo != None) xPawn.CurrentCombo.Destroy(); if (xPawn.UDamageTimer != None) { xPawn.UDamageTimer.Destroy(); xPawn.DisableUDamage(); } } P.Destroy(); } Restart = RestartCurrent; TagRestart = TagPreferred; TimeRestart = Level.TimeSeconds; Level.Game.RestartPlayer(Controller); // The values of Restart and TagRestart are reset in the Tick event as soon // as the player has a Pawn. Works around problems when a player is unable to // spawn because there are not enough PlayerStarts available in the map. } // ============================================================================ // RestartInFreedom // RestartInJail // // Restarts the player in freedom or in jail, respectively. Prefers starting // spots with a given tag, if specified. // ============================================================================ function RestartInFreedom(optional name TagPreferred) { RestartPlayer(Restart_Freedom, TagPreferred); } function RestartInJail (optional name TagPreferred) { RestartPlayer(Restart_Jail, TagPreferred); } // ============================================================================ // RestartInArena // // Restarts the player in a specified arena. // ============================================================================ function RestartInArena(JBInfoArena Arena) { ArenaRestart = Arena; RestartPlayer(Restart_Arena); } // ============================================================================ // ClientSetArena // ClientSetJail // // Replicated functions. Set the Arena and Jail property client-side. Used // in addition to replicating the variables themselves for timing reasons. // ============================================================================ simulated function ClientSetArena(JBInfoArena ArenaNew) { Arena = ArenaNew; } simulated function ClientSetJail (JBInfoJail JailNew) { Jail = JailNew; } // ============================================================================ // GetRestart // // Returns where this player ought to be restarted next, taking world spawn // and game rules into accound. Caches its result within a tick. // ============================================================================ private function ERestart GetRestart() { local JBGameRules firstJBGameRules; if (CacheGetRestart.Time == Level.TimeSeconds) return CacheGetRestart.Result; CacheGetRestart.Result = Restart; CacheGetRestart.Time = Level.TimeSeconds; // Initial world spawn. if (!bRestartedBefore && !bIsLlama && !(Jailbreak(Level.Game).bJailNewcomers && Level.Game.GameReplicationInfo.bMatchHasBegun && PlayerController(Controller) != None)) CacheGetRestart.Result = Restart_Freedom; firstJBGameRules = Jailbreak(Level.Game).GetFirstJBGameRules(); if (Restart == Restart_Jail && firstJBGameRules != None && !firstJBGameRules.CanSendToJail(Self)) CacheGetRestart.Result = Restart_Freedom; return CacheGetRestart.Result; } // ============================================================================ // IsStartValid // // Checks and returns whether the given NavigationPoint is a valid start for // this player in the current situation, regardless of the player's team. // ============================================================================ function bool IsStartValid(NavigationPoint NavigationPoint) { local JBInfoArena firstArena; local JBInfoArena thisArena; local JBInfoJail firstJail; local JBInfoJail thisJail; switch (GetRestart()) { case Restart_Freedom: firstJail = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstJail; for (thisJail = firstJail; thisJail != None; thisJail = thisJail.nextJail) if (thisJail.ContainsActor(NavigationPoint)) return False; firstArena = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstArena; for (thisArena = firstArena; thisArena != None; thisArena = thisArena.nextArena) if (thisArena.ContainsActor(NavigationPoint)) return False; return True; case Restart_Jail: firstJail = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstJail; for (thisJail = firstJail; thisJail != None; thisJail = thisJail.nextJail) if (thisJail.ContainsActor(NavigationPoint)) return True; return False; case Restart_Arena: return ArenaRestart.ContainsActor(NavigationPoint); } } // ============================================================================ // IsStartPreferred // // Checks and returns whether this NavigationPoint is currently a preferred // start for this player, regardless of the player's team. Returns False for // all starts if no particular start is preferred. // ============================================================================ function bool IsStartPreferred(NavigationPoint NavigationPoint) { if (TagRestart == '' || TagRestart == 'None') return False; return (NavigationPoint.Tag == TagRestart); } // ============================================================================ // SetArenaPending // // Sets ArenaPending if the player can actually fight in the given arena. // ============================================================================ function SetArenaPending(JBInfoArena NewArenaPending) { if (NewArenaPending == None || NewArenaPending.CanFight(Controller)) ArenaPending = NewArenaPending; } // ============================================================================ // SetArenaRequest // // Sets ArenaRequest and TimeArenaRequest if the player can actually fight in // the given arena. // ============================================================================ function SetArenaRequest(JBInfoArena NewArenaRequest) { if (NewArenaRequest != None) { if (ArenaPending != None) return; if (!NewArenaRequest.CanFight(Controller)) return; } ArenaRequest = NewArenaRequest; TimeArenaRequest = Level.TimeSeconds; } // ============================================================================ // GetHealth // // Calculates and returns the player's current health and armor, that is, the // total number of hitpoints the player can take before dying. // ============================================================================ simulated function int GetHealth(optional bool bCached) { local Inventory thisInventory; if (bCached || Role < ROLE_Authority) return Health; Health = 0; if (Controller.Pawn != None) { Health = Controller.Pawn.Health; for (thisInventory = Controller.Pawn.Inventory; thisInventory != None; thisInventory = thisInventory.Inventory) if (Armor(thisInventory) != None) Health += (Armor(thisInventory).Charge * Armor(thisInventory).ArmorAbsorption) / 100; if (xPawn(Controller.Pawn) != None) Health += xPawn(Controller.Pawn).ShieldStrength; } return Health; } // ============================================================================ // SaveSpree // // Saves the current killing spree. Called from Jailbreak.ExecutionCommit // ============================================================================ function SaveSpree() { if (Pawn != None) Spree = Pawn.GetSpree(); } // ============================================================================ // RecoverSpree // // Recovers a previously saved killing spree. // ============================================================================ function RecoverSpree() { if (Pawn == None) { Spree = 0; } else { while (Spree > 0) { Pawn.IncrementSpree(); // deals with custom Pawns/Vehicles Spree--; } } bRecoverSpree = False; } // ============================================================================ // ExtrapolateLocationPawn // // Extrapolates and returns the current location of the player's pawn based on // the information sent by the server. Does not attempt to smooth the pawn's // movement in any other way. // ============================================================================ private simulated function vector ExtrapolateLocationPawn() { return LocationPawnBase + DirectionPawn * VelocityPawnBase * (Level.TimeSeconds - TimeUpdateLocation); } // ============================================================================ // GetLocationPawn // // Gets the last known location of the player's pawn. If the pawn is not // replicated to this client, uses the client-side extrapolated location and // applies time-based smoothing on it. // ============================================================================ simulated function vector GetLocationPawn() { if (Role == ROLE_Authority) return LocationPawnLast; return ExtrapolateLocationPawn() + DeviationPawn * FMax(0.0, 1.0 - (Level.TimeSeconds - TimeUpdateLocation) / 2.0); } // ============================================================================ // RecordLocation // // Records a known location of this player. Later calls of GuessLocation will // use this location as the player's assumed starting point. // ============================================================================ function RecordLocation(optional NavigationPoint NavigationPoint) { if (NavigationPoint == None) { ListInfoLocation.Length = 0; } else { ListInfoLocation.Length = 1; ListInfoLocation[0].NavigationPoint = NavigationPoint; ListInfoLocation[0].Probability = 1.0; } TimeInfoLocation = Level.TimeSeconds; } // ============================================================================ // RecordLocationList // // Records a list of possible location this player could be at with equal // probabilities. If no argument is given, resets the list. // ============================================================================ function RecordLocationList(optional array<NavigationPoint> ListNavigationPoint) { local int iNavigationPoint; ListInfoLocation.Length = ListNavigationPoint.Length; for (iNavigationPoint = 0; iNavigationPoint < ListNavigationPoint.Length; iNavigationPoint++) { ListInfoLocation[iNavigationPoint].NavigationPoint = ListNavigationPoint[iNavigationPoint]; ListInfoLocation[iNavigationPoint].Probability = 1.0 / ListNavigationPoint.Length; } TimeInfoLocation = Level.TimeSeconds; } // ============================================================================ // GuessLocation // // Takes a guess which location of a given set of possible location this // player is currently at. Takes into account the previously recorded possible // locations of this player and their respective probabilities. Updates the // list of possible locations. // ============================================================================ function NavigationPoint GuessLocation(array<NavigationPoint> ListNavigationPoint) { local int iNavigationPointStart; local int iNavigationPointTarget; local float Distance; local float DistanceMax; local float ProbabilityPath; local float ProbabilitySelected; local float ProbabilityTotal; local array<TInfoLocation> ListInfoLocationTarget; if (Controller.Pawn == None) return None; if (TimeInfoLocation != Level.TimeSeconds) { DistanceMax = Controller.Pawn.GroundSpeed * (Level.TimeSeconds - TimeInfoLocation) * 1.1; for (iNavigationPointTarget = 0; iNavigationPointTarget < ListNavigationPoint.Length; iNavigationPointTarget++) { ListInfoLocationTarget.Insert(iNavigationPointTarget, 1); ListInfoLocationTarget[iNavigationPointTarget].NavigationPoint = ListNavigationPoint[iNavigationPointTarget]; for (iNavigationPointStart = 0; iNavigationPointStart < ListInfoLocation.Length; iNavigationPointStart++) { Distance = Class'JBTagNavigation'.Static.CalcDistance( ListInfoLocation[iNavigationPointStart].NavigationPoint, ListNavigationPoint[iNavigationPointTarget]); ProbabilityPath = Exp(-Square(2.0 * (Distance / DistanceMax - 1.0))) * (1.0 - Distance / DistanceMax); if (ProbabilityPath > 0.0) ListInfoLocationTarget[iNavigationPointTarget].Probability += ProbabilityPath * ListInfoLocation[iNavigationPointStart].Probability; } ProbabilityTotal += ListInfoLocationTarget[iNavigationPointTarget].Probability; } if (ProbabilityTotal > 0.0) { for (iNavigationPointTarget = 0; iNavigationPointTarget < ListInfoLocationTarget.Length; iNavigationPointTarget++) ListInfoLocationTarget[iNavigationPointTarget].Probability /= ProbabilityTotal; // normalize ListInfoLocation.Length = ListInfoLocationTarget.Length; for (iNavigationPointTarget = 0; iNavigationPointTarget < ListInfoLocationTarget.Length; iNavigationPointTarget++) ListInfoLocation[iNavigationPointTarget] = ListInfoLocationTarget[iNavigationPointTarget]; TimeInfoLocation = Level.TimeSeconds; } else { RecordLocationList(ListNavigationPoint); // unknown, could be anywhere } } ProbabilitySelected = FRand(); for (iNavigationPointTarget = 0; iNavigationPointTarget < ListInfoLocationTarget.Length; iNavigationPointTarget++) { ProbabilitySelected -= ListInfoLocation[iNavigationPointTarget].Probability; if (ProbabilitySelected < 0.0) return ListInfoLocation[iNavigationPointTarget].NavigationPoint; } return None; // should never happen } // ============================================================================ // GuessObjective // // Takes a guess which objective this player is currently attacking or // defending based on the players location and recent movement in relation to // the available objectives. All calls within a three-second interval will // yield the same result; then the function evaluates its guess again. // ============================================================================ function GameObjective GuessObjective() { local int iObjective; local float Distance; local float DistanceApproached; local float DistanceApproachedMax; local float DistanceClosest; local float DistanceClosestPrev; local float DistanceTravelledMax; local GameObjective thisObjective; local GameObjective ObjectiveApproachedMax; local GameObjective ObjectiveClosest; if (Controller.Pawn == None) return None; if (TimeObjectiveGuessed + 3.0 > Level.TimeSeconds && Controller.Pawn == PawnObjectiveGuessed) return ObjectiveGuessed; if (Controller.Pawn != PawnObjectiveGuessed) { ListDistanceObjective.Length = 0; // clear list after respawn PawnObjectiveGuessed = Controller.Pawn; } for (thisObjective = UnrealTeamInfo(GetTeam()).AI.Objectives; thisObjective != None; thisObjective = thisObjective.NextObjective) { Distance = Class'JBBotTeam'.Static.CalcDistance(Controller, thisObjective); if (ObjectiveClosest == None || Distance < DistanceClosest) { ObjectiveClosest = thisObjective; DistanceClosestPrev = DistanceClosest; DistanceClosest = Distance; } else if (DistanceClosestPrev == 0.0 || DistanceClosestPrev > Distance) { DistanceClosestPrev = Distance; } // assumes that number and order of objectives never change if (iObjective < ListDistanceObjective.Length) { DistanceApproached = ListDistanceObjective[iObjective] - Distance; if (ObjectiveApproachedMax == None || DistanceApproached > DistanceApproachedMax) { ObjectiveApproachedMax = thisObjective; DistanceApproachedMax = DistanceApproached; } } ListDistanceObjective[iObjective] = Distance; iObjective++; } DistanceTravelledMax = Controller.Pawn.GroundSpeed * (Level.TimeSeconds - TimeObjectiveGuessed); if (DistanceApproachedMax > DistanceTravelledMax * 0.8) ObjectiveGuessed = ObjectiveApproachedMax; // moving towards objective else if (DistanceClosestPrev == 0.0 || DistanceClosestPrev > DistanceClosest * 2.0) ObjectiveGuessed = ObjectiveClosest; // located in vicinity of objective else ObjectiveGuessed = None; // located between objectives, freelancing TimeObjectiveGuessed = Level.TimeSeconds; return ObjectiveGuessed; } // ============================================================================ // RateViewOnPlayer // // Calculates and returns a rating for the view from the given location on // this player, not taking into account the viewer's field of view, if any. // The higher the return value, the better the view. Results are cached. // ============================================================================ simulated function float RateViewOnPlayer(vector LocationViewpoint) { if (CacheRateViewOnPlayer.Time == Level.TimeSeconds && CacheRateViewOnPlayer.LocationViewpoint == LocationViewpoint) return CacheRateViewOnPlayer.Result; CacheRateViewOnPlayer.Time = Level.TimeSeconds; CacheRateViewOnPlayer.Result = 0.0; CacheRateViewOnPlayer.LocationViewpoint = LocationViewpoint; if (Pawn != None && FastTrace(Pawn.Location, LocationViewpoint)) CacheRateViewOnPlayer.Result = Exp(-Square((VSize(Pawn.Location - LocationViewpoint) - 64.0) / 1024.0)); return CacheRateViewOnPlayer.Result; } // ============================================================================ // Accessors // ============================================================================ simulated function PlayerReplicationInfo GetPlayerReplicationInfo() { return PlayerReplicationInfo(Keeper); } simulated function Pawn GetPawn() { if (Pawn == None && Controller != None) Pawn = Controller.Pawn; return Pawn; } simulated function Controller GetController() { return Controller; } simulated function TeamInfo GetTeam() { if (Keeper == None) return None; return PlayerReplicationInfo(Keeper).Team; } simulated function bool HasReceivedPing() { return bReceivedPing; } simulated function JBInfoJail GetJail() { return Jail; } simulated function JBInfoArena GetArena() { return Arena; } simulated function JBInfoArena GetArenaPending() { return ArenaPending; } function JBInfoArena GetArenaRequest() { return ArenaRequest; } function float GetArenaRequestTime() { return TimeArenaRequest; } simulated function GameObjective GetObjectiveGuessed() { return ObjectiveGuessed; } // ============================================================================ // Defaults // ============================================================================ defaultproperties { Restart = Restart_Jail; MessageClass = class'JBLocalMessage'; RemoteRole = ROLE_SimulatedProxy; } |
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