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class WeaponLocker extends Pickup; #exec OBJ LOAD FILE=..\staticmeshes\industrial_static struct WeaponEntry { var() class<Weapon> WeaponClass; var() int ExtraAmmo; }; var() bool bSentinelProtected; var() array<WeaponEntry> Weapons; var localized string LockerString; var FX_WeaponLocker Effect; struct PawnToucher { var Pawn P; var float NextTouchTime; }; var array<PawnToucher> Customers; function bool AddCustomer(Pawn P) { local int i; local PawnToucher PT; if ( Customers.Length > 0 ) for ( i=0; i<Customers.Length; i++ ) { if ( Customers[i].NextTouchTime < Level.TimeSeconds ) { if ( Customers[i].P == P ) { Customers[i].NextTouchTime = Level.TimeSeconds + 30; return true; } Customers.Remove(i,1); i--; } else if ( Customers[i].P == P ) return false; } PT.P = P; PT.NextTouchTime = Level.TimeSeconds + 30; Customers[Customers.Length] = PT; return true; } function bool HasCustomer(Pawn P) { local int i; if ( Customers.Length > 0 ) for ( i=0; i<Customers.Length; i++ ) { if ( Customers[i].NextTouchTime < Level.TimeSeconds ) { if ( Customers[i].P == P ) return false; Customers.Remove(i,1); i--; } else if ( Customers[i].P == P ) return true; } return false; } simulated function PostNetBeginPlay() { local int i; Super.PostNetBeginPlay(); MaxDesireability = 0; if ( bHidden ) return; for ( i=0; i<Weapons.Length; i++ ) MaxDesireability += Weapons[i].WeaponClass.Default.AIRating; SpawnLockerWeapon(); if ( Level.NetMode != NM_DedicatedServer ) Effect = Spawn(class'FX_WeaponLocker', Self,, Location, Rotation ); } simulated function destroyed() { if ( Effect != None ) Effect.Destroy(); super.Destroyed(); } simulated static function UpdateHUD(HUD H) { H.LastPickupTime = H.Level.TimeSeconds; H.LastWeaponPickupTime = H.LastPickupTime; } function Reset() { } simulated function SpawnLockerWeapon() { local LockerWeapon L; local Rotator WeaponDir; local class<UTWeaponPickup> P; local int i; local float Interval; if ( (Level.NetMode == NM_DedicatedServer) || (Level.DetailMode == DM_Low) ) return; L = spawn(class'LockerWeapon'); Interval = 65536.0/Weapons.Length; for ( i=0; i<8; i++ ) { if ( i >= Weapons.Length ) L.Emitters[i].Disabled = true; else { P = class<UTWeaponPickup>(Weapons[i].WeaponClass.Default.PickupClass); if ( (P == None) || (P.Default.StaticMesh == None) ) L.Emitters[i].Disabled = true; else { MeshEmitter(L.Emitters[i]).StaticMesh = P.Default.StaticMesh; L.Emitters[i].StartLocationOffset = P.default.LockerOffset * vector(WeaponDir); WeaponDir.Yaw += Interval; MeshEmitter(L.Emitters[i]).StartSpinRange.X.Min = P.Default.Standup.X; MeshEmitter(L.Emitters[i]).StartSpinRange.X.Max = P.Default.Standup.X; MeshEmitter(L.Emitters[i]).StartSpinRange.Y.Min = P.Default.Standup.Y; MeshEmitter(L.Emitters[i]).StartSpinRange.Y.Max = P.Default.Standup.Y; MeshEmitter(L.Emitters[i]).StartSpinRange.Z.Min = P.Default.Standup.Z; MeshEmitter(L.Emitters[i]).StartSpinRange.Z.Max = P.Default.Standup.Z; MeshEmitter(L.Emitters[i]).StartSizeRange.X.Min = 0.9 * P.default.DrawScale; MeshEmitter(L.Emitters[i]).StartSizeRange.X.Max = 0.9 * P.default.DrawScale; MeshEmitter(L.Emitters[i]).StartSizeRange.Y.Min = 0.9 * P.default.DrawScale; MeshEmitter(L.Emitters[i]).StartSizeRange.Y.Max = 0.9 * P.default.DrawScale; MeshEmitter(L.Emitters[i]).StartSizeRange.Z.Min = 0.9 * P.default.DrawScale; MeshEmitter(L.Emitters[i]).StartSizeRange.Z.Max = 0.9 * P.default.DrawScale; } } } } simulated function String GetHumanReadableName() { return LockerString; } // tell the bot how much it wants this weapon pickup // called when the bot is trying to decide which inventory pickup to go after next function float BotDesireability(Pawn Bot) { local Weapon AlreadyHas; local float desire; local int i; if ( bHidden || HasCustomer(Bot) ) return 0; if ( bSentinelProtected && (Bot(Bot.Controller) != None) && !Bot(Bot.Controller).NeedWeapon() ) return 0; // see if bot already has a weapon of this type for ( i=0; i<Weapons.Length; i++ ) if ( Weapons[i].WeaponClass != None ) { AlreadyHas = Weapon(Bot.FindInventoryType(Weapons[i].WeaponClass)); if ( AlreadyHas == None ) desire += Weapons[i].WeaponClass.Default.AIRating; else if ( AlreadyHas.NeedAmmo(0) ) desire += 0.15; } if ( Bot.Controller.bHuntPlayer && (desire * 0.833 < Bot.Weapon.AIRating - 0.1) ) return 0; // incentivize bot to get this weapon if it doesn't have a good weapon already if ( (Bot.Weapon == None) || (Bot.Weapon.AIRating < 0.5) ) return 2*desire; return desire; } /* DetourWeight() value of this path to take a quick detour (usually 0, used when on route to distant objective, but want to grab inventory for example) */ function float DetourWeight(Pawn Other,float PathWeight) { local Weapon AlreadyHas; local float desire; local int i; if ( bHidden || HasCustomer(Other) ) return 0; // see if bot already has a weapon of this type for ( i=0; i<Weapons.Length; i++ ) { AlreadyHas = Weapon(Other.FindInventoryType(Weapons[i].WeaponClass)); if ( AlreadyHas == None ) desire += Weapons[i].WeaponClass.Default.AIRating; else if ( AlreadyHas.NeedAmmo(0) ) desire += 0.15; } if ( AIController(Other.Controller).PriorityObjective() && ((Other.Weapon.AIRating > 0.5) || (PathWeight > 400)) ) return 0.2/PathWeight; return desire/PathWeight; } simulated function UpdatePrecacheMaterials() { local int i; for ( i=0; i<Weapons.Length; i++ ) Weapons[i].WeaponClass.Default.PickupClass.static.StaticPrecache(Level); super.UpdatePrecacheMaterials(); } auto state LockerPickup { function bool ReadyToPickup(float MaxWait) { return true; } /* ValidTouch() Validate touch (if valid return true to let other pick me up and trigger event). */ simulated function bool ValidTouch( actor Other ) { // make sure its a live player if ( (Pawn(Other) == None) || !Pawn(Other).bCanPickupInventory || (Pawn(Other).DrivenVehicle == None && Pawn(Other).Controller == None) ) return false; // make sure not touching through wall if ( !FastTrace(Other.Location, Location) ) return false; return true; } // When touched by an actor. simulated function Touch( actor Other ) { local Weapon Copy; local int i; // If touched by a player pawn, let him pick this up. if( ValidTouch(Other) ) { if ( (PlayerController(Pawn(Other).Controller) != None) && (Viewport(PlayerController(Pawn(Other).Controller).Player) != None) ) { if ( (Effect != None) && !Effect.bHidden ) Effect.TurnOff(30); } if ( Role < ROLE_Authority ) return; if ( !AddCustomer(Pawn(Other)) ) return; TriggerEvent(Event, self, Pawn(Other)); for ( i=0; i<Weapons.Length; i++ ) { InventoryType = Weapons[i].WeaponClass; Copy = Weapon(Pawn(Other).FindInventoryType(Weapons[i].WeaponClass)); if ( Copy != None ) Copy.FillToInitialAmmo(); else if ( Level.Game.PickupQuery(Pawn(Other), self) ) { Copy = Weapon(SpawnCopy(Pawn(Other))); if ( Copy != None ) { Copy.PickupFunction(Pawn(Other)); if ( Weapons[i].ExtraAmmo > 0 ) Copy.AddAmmo(Weapons[i].ExtraAmmo, 0); } } } AnnouncePickup( Pawn(Other) ); } } } State Disabled { simulated function BeginState() { local LockerWeapon W; Super.BeginState(); ForEach DynamicActors(class'LockerWeapon', W) W.Destroy(); if ( Effect != None ) Effect.Destroy(); } } defaultproperties { PickupSound=Sound'NewWeaponSounds.WeaponsLocker_01' NetUpdateFrequency=1 bStatic=true bUseCylinderCollision=true LockerString="Weapon Locker" MessageClass=class'PickupMessagePlus' PickupMessage="You loaded up at a weapon locker." RotationRate=(Yaw=0) DesiredRotation=(Yaw=0) Physics=PHYS_None DrawType=DT_StaticMesh StaticMesh=StaticMesh'NewWeaponStatic.WeaponLockerM' CollisionRadius=+80.0 CollisionHeight=+50.0 DrawScale=+0.5 DrawScale3D=(X=1.25,Y=1.25,Z=1.0) PrePivot=(X=0,Y=0,Z=105.0) CullDistance=+8000.0 } |
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