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//============================================================================= // DodgeHandler // Copyright (c) 2003-2004 by Wormbo <wormbo@onlinehome.de> // // Re-enables dodging after player performed a dodging move. //============================================================================= class DodgeHandler extends HudOverlay; //============================================================================= // Variables //============================================================================= // movement modifications // configured values var int MaxDodgesPerJump; var bool bAlwaysAllowDodgeDoubleJump; var bool bFastDodging; var bool bGatherJumpStats; var int NumDodgesPerJump; var PlayerController Controller; var PlayerInput PlayerInput; var xPawn Pawn; var Vehicle Vehicle; var EDoubleClickDir LastDoubleClickDir; var EPhysics LastPhysics; // stats var bool bShowStats; var float TopOffset; var color TextColor, LastColor, MaxColor, LastDiffColor, DiffColor, ActiveGraphColor; var float MinTeleportDist; // maximum values var float MaxSpeed, MaxSpeedXY; // speed, horizontal speed var rangevector MaxSpeedAxes; // highest/lowest speed component values var float MaxJumpDist, MaxJumpHeightDiff; // horizontal jump distance, actual height difference var float MaxPathLength; // length of path traveled (path can be made visible with player trails) var range MaxJumpHeight; // highest/lowest point of the jump relative to height of the jump spot var float MaxAirTime; // longest time in air // values from last jump var float LastSpeed, LastSpeedXY; var rangevector LastSpeedAxes; var float LastJumpDist, LastJumpHeightDiff; var float LastPathLength; var range LastJumpHeight; var float LastAirTime; // current values var float CurSpeed, CurSpeedXY; var vector CurSpeedAxes; var float CurJumpDist, CurJumpHeight; var float CurPathLength; var float CurHeight; // height above ground var float CurAirTime; var EPhysics CurPhysics; var float CurGravity; var vector JumpStart, LastTickLocation; var float JumpStartTime; var bool bJumping; //============================================================================= // Replication //============================================================================= replication { reliable if ( Role == ROLE_Authority && bNetOwner ) Controller, Pawn, MaxDodgesPerJump, bAlwaysAllowDodgeDoubleJump, bFastDodging, bGatherJumpStats, bShowStats; reliable if ( bNetDirty && bNetOwner && bGatherJumpStats && Role == ROLE_Authority ) MaxSpeed, MaxSpeedXY, MaxSpeedAxes, MaxAirTime, MaxJumpDist, MaxJumpHeight, MaxJumpHeightDiff, LastSpeed, LastSpeedXY, LastSpeedAxes, LastAirTime, LastJumpDist, LastJumpHeight, LastJumpHeightDiff; } //============================================================================= // PostBeginPlay // // Initializes the Controller variable. //============================================================================= function PostBeginPlay() { Controller = PlayerController(Owner); Super.PostBeginPlay(); } //============================================================================= // PostNetBeginPlay // // Registers the HUD display. //============================================================================= simulated function PostNetBeginPlay() { if ( Controller != None ) { foreach AllObjects(class'PlayerInput', PlayerInput) if ( PlayerInput.Outer == Controller ) break; if ( PlayerInput != None && PlayerInput.Outer != Controller ) PlayerInput = None; if ( bGatherJumpStats && Controller.MyHud != None ) { Controller.MyHud.AddHudOverlay(Self); SetOwner(Controller); } } Super.PostNetBeginPlay(); } //============================================================================= // Destroyed // // Unregister the HudOverlay. //============================================================================= simulated function Destroyed() { if ( Controller != None && Controller.MyHud != None ) Controller.MyHud.RemoveHudOverlay(self); } //============================================================================= // PostRender // // Draws jump stats. //============================================================================= simulated function Render(Canvas C) { local float XL1, XL2, YL; if ( !bShowStats || Controller == None || Pawn == None && Vehicle == None || Controller.ViewTarget != Pawn && Controller.ViewTarget != Vehicle ) return; C.Reset(); C.Style = 1; C.Font = C.SmallFont; C.TextSize("-00000", XL1, YL); C.TextSize(" -00000.00", XL2, YL); //----------------------------------------------------------------------------- C.DrawColor = TextColor; C.SetPos(0, C.ClipY * TopOffset + 0); C.DrawText("Speed"); DrawDecimalNumberAt(C, CurSpeed, XL1, C.ClipY * TopOffset + 20,, 1); if (Pawn != None) { C.DrawColor = TextColor; C.SetPos(0, C.ClipY * TopOffset + 10); C.DrawText("current/last jump's max/prev. max"); C.DrawColor = LastColor; DrawDecimalNumberAt(C, LastSpeed, XL1 + XL2, C.ClipY * TopOffset + 20,, 1); C.DrawColor = MaxColor; DrawDecimalNumberAt(C, MaxSpeed, XL1 + XL2 * 2, C.ClipY * TopOffset + 20,, 1); } C.DrawColor = TextColor; C.SetPos(0, C.ClipY * TopOffset + 35); C.DrawText("Horizontal Speed"); DrawDecimalNumberAt(C, CurSpeedXY, XL1, C.ClipY * TopOffset + 55,, 1); if (Pawn != None) { C.DrawColor = TextColor; C.SetPos(0, C.ClipY * TopOffset + 45); C.DrawText("current/last jump's max/prev. max"); C.DrawColor = LastColor; DrawDecimalNumberAt(C, LastSpeedXY, XL1 + XL2, C.ClipY * TopOffset + 55,, 1); C.DrawColor = MaxColor; DrawDecimalNumberAt(C, MaxSpeedXY, XL1 + XL2 * 2, C.ClipY * TopOffset + 55,, 1); } C.DrawColor = TextColor; C.SetPos(0, C.ClipY * TopOffset + 70); C.DrawText("Vertical Speed"); DrawDecimalNumberAt(C, CurSpeedAxes.Z, XL1, C.ClipY * TopOffset + 90,, 1); if (Pawn != None) { C.DrawColor = TextColor; C.SetPos(0, C.ClipY * TopOffset + 80); C.DrawText("current/prev. min/prev. max"); C.DrawColor = MaxColor; DrawDecimalNumberAt(C, MaxSpeedAxes.Z.Min, XL1 + XL2, C.ClipY * TopOffset + 90,, 1); DrawDecimalNumberAt(C, MaxSpeedAxes.Z.Max, XL1 + XL2 * 2, C.ClipY * TopOffset + 90,, 1); C.DrawColor = TextColor; C.SetPos(0, C.ClipY * TopOffset + 100); C.DrawText("last jump's min/max"); C.DrawColor = LastColor; DrawDecimalNumberAt(C, LastSpeedAxes.Z.Min, XL1 + XL2, C.ClipY * TopOffset + 110,, 1); DrawDecimalNumberAt(C, LastSpeedAxes.Z.Max, XL1 + XL2 * 2, C.ClipY * TopOffset + 110,, 1); //----------------------------------------------------------------------------- C.DrawColor = TextColor; C.SetPos(0, C.ClipY * TopOffset + 145); C.DrawText("Jump Horizontal Distance"); C.SetPos(0, C.ClipY * TopOffset + 155); C.DrawText("current/last jump's max/prev. max"); DrawDecimalNumberAt(C, CurJumpDist, XL1, C.ClipY * TopOffset + 165,, 1); C.DrawColor = LastColor; DrawDecimalNumberAt(C, LastJumpDist, XL1 + XL2, C.ClipY * TopOffset + 165,, 1); C.DrawColor = MaxColor; DrawDecimalNumberAt(C, MaxJumpDist, XL1 + XL2 * 2, C.ClipY * TopOffset + 165,, 1); C.DrawColor = TextColor; C.SetPos(0, C.ClipY * TopOffset + 180); C.DrawText("Jump Travel Distance"); C.SetPos(0, C.ClipY * TopOffset + 190); C.DrawText("current/last jump's max/prev. max"); DrawDecimalNumberAt(C, CurPathLength, XL1, C.ClipY * TopOffset + 200,, 1); C.DrawColor = LastColor; DrawDecimalNumberAt(C, LastPathLength, XL1 + XL2, C.ClipY * TopOffset + 200,, 1); C.DrawColor = MaxColor; DrawDecimalNumberAt(C, MaxPathLength, XL1 + XL2 * 2, C.ClipY * TopOffset + 200,, 1); C.DrawColor = TextColor; C.SetPos(0, C.ClipY * TopOffset + 215); C.DrawText("Jump Height"); DrawDecimalNumberAt(C, CurJumpHeight, XL1, C.ClipY * TopOffset + 235,, 1); C.DrawColor = TextColor; C.SetPos(0, C.ClipY * TopOffset + 225); C.DrawText("current"); C.SetPos(0, C.ClipY * TopOffset + 245); C.DrawText("last jump's min / max / diff"); C.DrawColor = LastColor; DrawDecimalNumberAt(C, LastJumpHeight.Min, XL1, C.ClipY * TopOffset + 255,, 1); DrawDecimalNumberAt(C, LastJumpHeight.Max, XL1 + XL2, C.ClipY * TopOffset + 255,, 1); C.DrawColor = LastDiffColor; DrawDecimalNumberAt(C, LastJumpHeightDiff, XL1 + XL2 * 2, C.ClipY * TopOffset + 255,, 1); C.DrawColor = TextColor; C.SetPos(0, C.ClipY * TopOffset + 265); C.DrawText("prev. min / prev. max / prev. max diff"); C.DrawColor = MaxColor; DrawDecimalNumberAt(C, MaxJumpHeight.Min, XL1, C.ClipY * TopOffset + 275,, 1); DrawDecimalNumberAt(C, MaxJumpHeight.Max, XL1 + XL2, C.ClipY * TopOffset + 275,, 1); C.DrawColor = DiffColor; DrawDecimalNumberAt(C, MaxJumpHeightDiff, XL1 + XL2 * 2, C.ClipY * TopOffset + 275,, 1); //----------------------------------------------------------------------------- C.DrawColor = TextColor; C.SetPos(0, C.ClipY * TopOffset + 300); C.DrawText("Air Time"); C.SetPos(0, C.ClipY * TopOffset + 310); C.DrawText("current/last jump's max/prev. max"); DrawDecimalNumberAt(C, CurAirTime, XL1, C.ClipY * TopOffset + 320,, 3); C.DrawColor = LastColor; DrawDecimalNumberAt(C, LastAirTime, XL1 + XL2, C.ClipY * TopOffset + 320,, 3); C.DrawColor = MaxColor; DrawDecimalNumberAt(C, MaxAirTime, XL1 + XL2 * 2, C.ClipY * TopOffset + 320,, 3); } C.DrawColor = TextColor; C.SetPos(0, C.ClipY * TopOffset + 335); C.DrawText("Height Above Ground"); DrawDecimalNumberAt(C, CurHeight, XL1, C.ClipY * TopOffset + 345,, 1); C.SetPos(0, C.ClipY * TopOffset + 355); C.DrawText("Gravity"); DrawDecimalNumberAt(C, CurGravity, XL1, C.ClipY * TopOffset + 365,, 1); C.DrawScreenText(" ("$string(CurGravity / -class'PhysicsVolume'.default.Gravity.Z)@"g)", XL1 / C.SizeX, (C.ClipY * TopOffset + 365) / C.SizeY, DP_UpperLeft); } //============================================================================= // DrawDecimalNumberAt // // Draws a decimal number with the decimal point at the specified position. //============================================================================= static final function DrawDecimalNumberAt(Canvas C, float Value, float X, float Y, optional bool bClipped, optional int Precision) { local int IntPart; local float FloatPart; local float XL, YL, OldX, OldY; local string IntString, FloatString; OldX = C.CurX; OldY = C.CurY; if ( Precision == 0 ) Precision = 2; // default UT2k3 setting else Precision = Max(Precision, 1); // otherwise Canvas.DrawScreenText should be used if ( Value < 0 ) { IntString = "-"; Value *= -1; } IntPart = int(Value); FloatPart = Value - IntPart; IntString = IntString $ string(IntPart); FloatString = string(int(FloatPart * 10 ** Precision)); while (Len(FloatString) < Precision) FloatString = "0" $ FloatString; C.TextSize(IntString, XL, YL); C.SetPos(X - XL, Y); if ( !bClipped ) C.DrawText(IntString$"."$FloatString); else C.DrawTextClipped(IntString$"."$FloatString); C.SetPos(OldX, OldY); // reset draw position } //============================================================================= // ResetAll // // Reset all stats. //============================================================================= function ResetAll() { ResetSpeed(); ResetJump(); } //============================================================================= // ResetSpeed // // Reset speed stats. //============================================================================= function ResetSpeed() { local rangevector ZeroRangeVector; MaxSpeed = 0; MaxSpeedXY = 0; MaxSpeedAxes = ZeroRangeVector; LastSpeed = 0; LastSpeedXY = 0; LastSpeedAxes = ZeroRangeVector; } //============================================================================= // ResetJump // // Reset jump stats. //============================================================================= function ResetJump() { local range ZeroRange; MaxAirTime = 0; MaxJumpDist = 0; MaxJumpHeight = ZeroRange; MaxJumpHeightDiff = 0; MaxPathLength = 0; LastAirTime = 0; LastJumpDist = 0; LastJumpHeight = ZeroRange; LastJumpHeightDiff = 0; LastPathLength = 0; } //============================================================================= // Tick // // Re-enables dodging if it's disabled after a previous dodge. //============================================================================= simulated function Tick(float DeltaTime) { local vector HitLocation, HitNormal; // for Trace() local bool bTeleported, bWasActive; if ( Controller == None ) { // player left the game if ( Level.NetMode != NM_Client ) Destroy(); return; } if ( xPawn(Controller.Pawn) != None && Controller.Pawn != Pawn ) { // player respawned, reinitialize current stats Pawn = xPawn(Controller.Pawn); CurPhysics = Pawn.Physics; } else if (Vehicle(Controller.Pawn) != None && Controller.Pawn != Vehicle) { Vehicle = Vehicle(Controller.Pawn); CurPhysics = Pawn.Physics; } if ( bGatherJumpStats ) { if ( Controller.Pawn == Pawn ) { if ( VSize(LastTickLocation - Controller.Pawn.Location) > MinTeleportDist ) bTeleported = True; // check for start of jump if ( Pawn.Physics == PHYS_Falling && CurPhysics != PHYS_Falling ) { JumpStart = PawnLocation(); JumpStartTime = Level.TimeSeconds; LastTickLocation = Controller.Pawn.Location; CurPhysics = PHYS_Falling; } // check for end of jump if ( Pawn.Physics != PHYS_Falling && CurPhysics == PHYS_Falling ) { CurPhysics = Pawn.Physics; } // current speed values CurSpeedAxes = Pawn.Velocity; CurSpeed = VSize(CurSpeedAxes); CurSpeedXY = VSize(CurSpeedAxes * vect(1,1,0)); // current jump values if ( CurPhysics == PHYS_Falling && !bTeleported ) { CurJumpDist = VSize(vect(1,1,0) * (PawnLocation() - JumpStart)); CurJumpHeight = PawnLocation().Z - JumpStart.Z; CurAirTime = Level.TimeSeconds - JumpStartTime; CurPathLength += VSize(Controller.Pawn.Location - LastTickLocation); } else { CurJumpDist = 0; CurJumpHeight = 0; CurPathLength = 0; CurAirTime = 0; } // current height above ground Trace(HitLocation, HitNormal, Pawn.Location - 10000 * vect(0,0,1), Pawn.Location, True); CurHeight = Abs(PawnLocation().Z - HitLocation.Z); CurGravity = -Pawn.PhysicsVolume.Gravity.Z; LastTickLocation = Controller.Pawn.Location; } else if (Controller.Pawn == Vehicle) { CurSpeedAxes = Vehicle.Velocity; CurSpeed = VSize(CurSpeedAxes); CurSpeedXY = VSize(CurSpeedAxes * vect(1,1,0)); // current height above ground Trace(HitLocation, HitNormal, Vehicle.Location - 10000 * vect(0,0,1), Vehicle.Location, True); CurHeight = Abs(PawnLocation().Z - HitLocation.Z); CurGravity = -Vehicle.PhysicsVolume.Gravity.Z; } if ( Role == ROLE_Authority ) { // compare best speeds if ( MaxSpeed < CurSpeed ) MaxSpeed = CurSpeed; if ( MaxSpeedXY < CurSpeedXY ) MaxSpeedXY = CurSpeedXY; if ( MaxSpeedAxes.X.Max < CurSpeedAxes.X ) MaxSpeedAxes.X.Max = CurSpeedAxes.X; if ( MaxSpeedAxes.Y.Max < CurSpeedAxes.Y ) MaxSpeedAxes.Y.Max = CurSpeedAxes.Y; if ( MaxSpeedAxes.Z.Max < CurSpeedAxes.Z ) MaxSpeedAxes.Z.Max = CurSpeedAxes.Z; if ( MaxSpeedAxes.X.Min > CurSpeedAxes.X ) MaxSpeedAxes.X.Min = CurSpeedAxes.X; if ( MaxSpeedAxes.Y.Min > CurSpeedAxes.Y ) MaxSpeedAxes.Y.Min = CurSpeedAxes.Y; if ( MaxSpeedAxes.Z.Min > CurSpeedAxes.Z ) MaxSpeedAxes.Z.Min = CurSpeedAxes.Z; // check for start of jump if ( !bJumping && CurPhysics == PHYS_Falling ) { bJumping = True; // compare last jump's values to best values if ( MaxJumpDist < LastJumpDist ) MaxJumpDist = LastJumpDist; if ( MaxJumpHeightDiff < LastJumpHeightDiff ) MaxJumpHeightDiff = LastJumpHeightDiff; if ( MaxJumpHeight.Max < LastJumpHeight.Max ) MaxJumpHeight.Max = LastJumpHeight.Max; if ( MaxJumpHeight.Min > LastJumpHeight.Min ) MaxJumpHeight.Min = LastJumpHeight.Min; if ( MaxPathLength < LastPathLength ) MaxPathLength = LastPathLength; if ( MaxAirTime < LastAirTime ) MaxAirTime = LastAirTime; ResetLastJumpValues(); } else if ( bJumping ) { if ( CurPhysics != PHYS_Falling ) bJumping = False; else { if ( LastSpeed < CurSpeed ) LastSpeed = CurSpeed; if ( LastSpeedXY < CurSpeedXY ) LastSpeedXY = CurSpeedXY; if ( LastSpeedAxes.X.Max < CurSpeedAxes.X ) LastSpeedAxes.X.Max = CurSpeedAxes.X; if ( LastSpeedAxes.Y.Max < CurSpeedAxes.Y ) LastSpeedAxes.Y.Max = CurSpeedAxes.Y; if ( LastSpeedAxes.Z.Max < CurSpeedAxes.Z ) LastSpeedAxes.Z.Max = CurSpeedAxes.Z; if ( LastSpeedAxes.X.Min > CurSpeedAxes.X ) LastSpeedAxes.X.Min = CurSpeedAxes.X; if ( LastSpeedAxes.Y.Min > CurSpeedAxes.Y ) LastSpeedAxes.Y.Min = CurSpeedAxes.Y; if ( LastSpeedAxes.Z.Min > CurSpeedAxes.Z ) LastSpeedAxes.Z.Min = CurSpeedAxes.Z; } } // compare this jump's current values to this jump's best values if ( LastJumpDist < CurJumpDist ) LastJumpDist = CurJumpDist; if ( LastPathLength < CurPathLength ) LastPathLength = CurPathLength; if ( LastJumpHeight.Max < CurJumpHeight ) LastJumpHeight.Max = CurJumpHeight; if ( LastJumpHeight.Min > CurJumpHeight ) LastJumpHeight.Min = CurJumpHeight; LastJumpHeightDiff = LastJumpHeight.Max - LastJumpHeight.Min; if ( LastAirTime < CurAirTime ) LastAirTime = CurAirTime; } } if ( Pawn != None && Pawn.Physics == PHYS_Walking ) NumDodgesPerJump = MaxDodgesPerJump; //log(PlayerInput.DoubleClickTimer @ PlayerInput.DoubleClickTime @ Controller.DoubleClickDir @ LastDoubleClickDir @ CurPhysics); if ( bFastDodging && PlayerInput != None && PlayerInput.DoubleClickTimer < PlayerInput.DoubleClickTime && Controller.DoubleClickDir == DCLICK_None && LastDoubleClickDir > DCLICK_None && LastDoubleClickDir < DCLICK_Active ) { if ( Controller.DoubleClickDir == DCLICK_Active ) bWasActive = True; PlayerInput.DoubleClickTimer = PlayerInput.DoubleClickTime; Controller.DoubleClickDir = LastDoubleClickDir; } if ( bWasActive || Controller.DoubleClickDir == DCLICK_Active ) { if ( NumDodgesPerJump != 0 ) { NumDodgesPerJump--; if ( !bFastDodging || !bWasActive ) Controller.ClearDoubleClick(); Controller.DoubleClickDir = DCLICK_None; } if ( bAlwaysAllowDodgeDoubleJump && Pawn != None && Pawn.MultiJumpRemaining == 0 ) Pawn.MultiJumpRemaining = 1; } LastDoubleClickDir = Controller.DoubleClickDir; } //============================================================================= // PawnLocation // // Calculates the player's foot location. //============================================================================= simulated function vector PawnLocation() { return Pawn.Location - vect(0,0,1) * Pawn.CollisionHeight; } //============================================================================= // ResetLastJumpValues // // Resets the last jump's statistics. //============================================================================= function ResetLastJumpValues() { local rangevector ZeroRangeVector; local range ZeroRange; LastSpeed = 0; LastSpeedXY = 0; LastSpeedAxes = ZeroRangeVector; LastJumpDist = 0; LastJumpHeightDiff = 0; LastPathLength = 0; LastJumpHeight = ZeroRange; LastAirTime = 0; } //============================================================================= // Default properties //============================================================================= defaultproperties { bShowStats=True TopOffset=0.150000 TextColor=(B=255,G=255,R=255,A=255) LastColor=(B=255,G=255,R=128,A=255) MaxColor=(B=128,G=255,R=255,A=255) LastDiffColor=(B=255,G=192,R=128,A=255) DiffColor=(B=128,G=192,R=255,A=255) ActiveGraphColor=(G=128,R=255,A=255) MinTeleportDist=150.000000 bOnlyRelevantToOwner=True bReplicateMovement=False bSkipActorPropertyReplication=True RemoteRole=ROLE_SimulatedProxy bAlwaysTick=True } |
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