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Engine.KVehicle


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// Generic 'Karma Vehicle' base class that can be controlled by a Pawn.

class KVehicle extends Vehicle
    native
    abstract;

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// 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
{
     bHistoryWarmup=True
     bSpecialCalcView=True
     bAlwaysRelevant=True
     bNetInitialRotation=True
     Physics=PHYS_Karma
     bCollideWorld=False
     bBlockKarma=True
     bEdShouldSnap=True
}

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Class file time: Mon 23/10/2006 20:25:18.000 - Creation time: Wed 7/2/2007 19:16:42.968 - Created with UnCodeX