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Onslaught.ONSWheeledCraft


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//-----------------------------------------------------------
//
//-----------------------------------------------------------
class ONSWheeledCraft extends ONSVehicle
    abstract
    native
    nativereplication;

#exec OBJ LOAD FILE=..\textures\InterfaceContent.utx
#exec OBJ LOAD FILE=..\textures\HudContent.utx

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// wheel params
var()   float           WheelSoftness;
var()   float           WheelPenScale;
var()   float           WheelPenOffset;
var()   float           WheelRestitution;
var()   float           WheelAdhesion;
var()   float           WheelInertia;
var()   InterpCurve     WheelLongFrictionFunc;
var()   float           WheelLongSlip;
var()   InterpCurve     WheelLatSlipFunc;
var()   float           WheelLongFrictionScale;
var()   float           WheelLatFrictionScale;
var()   float           WheelHandbrakeSlip;
var()   float           WheelHandbrakeFriction;
var()   float           WheelSuspensionTravel;
var()   float           WheelSuspensionOffset;
var()   float           WheelSuspensionMaxRenderTravel;

var()   float           FTScale;
var()   float           ChassisTorqueScale;
var()   float           MinBrakeFriction;

var()   InterpCurve     MaxSteerAngleCurve; // degrees based on velocity
var()   InterpCurve     TorqueCurve; // Engine output torque
var()   float           GearRatios[5]; // 0 is reverse, 1-4 are forward
var()   int             NumForwardGears;
var()   float           TransRatio; // Other (constant) gearing
var()   float           ChangeUpPoint;
var()   float           ChangeDownPoint;
var()   float           LSDFactor;

var()   float           EngineBrakeFactor;
var()   float           EngineBrakeRPMScale;

var()   float           MaxBrakeTorque;
var()   float           SteerSpeed; // degrees per second
var()   float           TurnDamping;

var()   float           StopThreshold;
var()   float           HandbrakeThresh;

var()   float           EngineInertia; // Pre-gear box engine inertia (racing flywheel etc.)

var()   float           IdleRPM;
var()   float           EngineRPMSoundRange;

var()   name            SteerBoneName;
var()   EAxis           SteerBoneAxis;
var()   float           SteerBoneMaxAngle; // degrees

// Wheel dirt emitter
var     array<ONSDirtSlipEffect>    Dust; // FL, FR, RL, RR
var()   float                       DustSlipRate; // Ratio between dust kicked up and amount wheels are slipping
var()   float                       DustSlipThresh;

// Internal
var     float           OutputBrake;
var     float           OutputGas;
var     bool            OutputHandbrake;
var     int             Gear;

var     float           ForwardVel;
var     bool            bIsInverted;
var     bool            bIsDriving;
var     float           NumPoweredWheels;

var     float           TotalSpinVel;
var     float           EngineRPM;
var     float           CarMPH;
var     float           ActualSteering;

// Rev meter
var     material        RevMeterMaterial;
var()   float           RevMeterPosX;
var()   float           RevMeterPosY;
var()   float           RevMeterScale;
var()   float           RevMeterSizeY;

// Brake lights
var()   bool                bMakeBrakeLights;
var()   vector              BrakeLightOffset[2];
var     ONSBrakelightCorona BrakeLight[2];
var()   Material            BrakeLightMaterial;

// Stunts
var     rotator             OldRotation;
var     vector              LastOnGroundLocation;
var     float               LastOnGroundTime;

var     float               InAirSpin; // Degrees
var     float               InAirPitch; // Degrees
var     float               InAirRoll; // Degrees
var     float               InAirTime; // Seconds
var     float               InAirDistance; // Meters

var     int                 DaredevilPoints;

var()   float               DaredevilThreshInAirSpin;
var()   float               DaredevilThreshInAirPitch;
var()   float               DaredevilThreshInAirRoll;
var()   float               DaredevilThreshInAirTime;
var()   float               DaredevilThreshInAirDistance;
var()   class<LocalMessage> DaredevilMessageClass;

struct native SCarState
{
    var vector              ChassisPosition;
    var Quat                ChassisQuaternion;
    var vector              ChassisLinVel;
    var vector              ChassisAngVel;

    var byte                ServerHandbrake;
    var byte                ServerBrake;
    var byte                ServerGas;
    var byte                ServerGear;
    var byte                ServerSteering;
    var int                 ServerViewPitch;
    var int                 ServerViewYaw;
};

var     SCarState           CarState, OldCarState;
var     KRigidBodyState     ChassisState;
var     bool                bNewCarState;

var     bool                bOldVehicleOnGround;
var()   bool                bDoStuntInfo;
var()   bool                bAllowAirControl;
var()   bool                bAllowChargingJump;
var     bool                bAllowBigWheels;

// Jumping
var bool                    bPushDown; //jump is being charged

var()   float               MaxJumpForce;
var     float               JumpForce;

var()   float               MaxJumpSpin;
var     float               JumpSpin;

var()   float               JumpChargeTime;
var     float               DesiredJumpForce; //used by AI
var     string              JumpFeedbackForce;

var     sound               JumpSound;

var()   float               JumpMeterOriginX, JumpMeterOriginY;
var()   float               JumpMeterWidth, JumpMeterHeight, JumpMeterSpacing;
var()   color               JumpMeterColor, SpinMeterColor;
var     Texture             JumpMeterTexture;

// Air control
var     float               OutputPitch;
var()   float               AirTurnTorque;
var()   float               AirPitchTorque;
var()   float               AirPitchDamping; // This is on even if bAllowAirControl is false.
var()   float               AirRollTorque;
var()   float               AirRollDamping;
var()   float               MinAirControlDamping; // To limit max speed you can spin/flip at.

var     float               FenderBenderSpeed;

replication
{
    reliable if (Role == ROLE_Authority)
        CarState;
    reliable if (bNetInitial && Role == ROLE_Authority)
        bAllowAirControl, bAllowChargingJump;
    reliable if (bNetInitial && bAllowChargingJump && Role == ROLE_Authority)
        JumpChargeTime, MaxJumpForce, MaxJumpSpin;
    reliable if (bNetInitial && bDoStuntInfo && Role == ROLE_Authority)
        DaredevilThreshInAirDistance, DaredevilThreshInAirTime, DaredevilThreshInAirSpin, DaredevilThreshInAirPitch, DaredevilThreshInAirRoll;
}
///////////////////////////////////////////
/////////////// CREATION //////////////////
///////////////////////////////////////////

simulated function PostBeginPlay()
{
    LastOnGroundTime = Level.TimeSeconds;
    LastOnGroundLocation = Location;

    Super.PostBeginPlay();
}

simulated function PostNetBeginPlay()
{
    local int i;

    // Count the number of powered wheels on the car
    NumPoweredWheels = 0.0;
    for(i=0; i<Wheels.Length; i++)
    {
        NumPoweredWheels += 1.0;
    }

    Super.PostNetBeginPlay();
}

simulated function PrecacheAnnouncer(AnnouncerVoice V, bool bRewardSounds)
{
    if (bRewardSounds && !bSoundsPrecached)
        V.PrecacheSound('fender_bender');

    Super.PrecacheAnnouncer(V, bRewardSounds);
}

simulated function Destroyed()
{
    local int i;

    if(Level.NetMode != NM_DedicatedServer)
    {
        for(i=0; i<Dust.Length; i++)
            Dust[i].Destroy();

       if(bMakeBrakeLights)
       {
            if (BrakeLight[0] != None)
                BrakeLight[0].Destroy();

            if (BrakeLight[1] != None)
                BrakeLight[1].Destroy();
       }
    }

    Super.Destroyed();
}

///////////////////////////////////////////
/////////////// NETWORKING ////////////////
///////////////////////////////////////////


simulated event bool KUpdateState(out KRigidBodyState newState)
{
    // This should never get called on the server - but just in case!
    if(Role == ROLE_Authority || !bNewCarState)
        return false;

    newState = ChassisState;
    bNewCarState = false;

    return true;
    //return false;
}

///////////////////////////////////////////
////////////////// OTHER //////////////////
///////////////////////////////////////////

simulated event SVehicleUpdateParams()
{
    local int i;

    Super.SVehicleUpdateParams();

    for(i=0; i<Wheels.Length; i++)
    {
        Wheels[i].Softness = WheelSoftness;
        Wheels[i].PenScale = WheelPenScale;
        Wheels[i].PenOffset = WheelPenOffset;
        Wheels[i].LongSlip = WheelLongSlip;
        Wheels[i].LatSlipFunc = WheelLatSlipFunc;
        Wheels[i].Restitution = WheelRestitution;
        Wheels[i].Adhesion = WheelAdhesion;
        Wheels[i].WheelInertia = WheelInertia;
        Wheels[i].LongFrictionFunc = WheelLongFrictionFunc;
        Wheels[i].HandbrakeFrictionFactor = WheelHandbrakeFriction;
        Wheels[i].HandbrakeSlipFactor = WheelHandbrakeSlip;
        Wheels[i].SuspensionTravel = WheelSuspensionTravel;
        Wheels[i].SuspensionOffset = WheelSuspensionOffset;
        Wheels[i].SuspensionMaxRenderTravel = WheelSuspensionMaxRenderTravel;
    }

    if(Level.NetMode != NM_DedicatedServer && bMakeBrakeLights)
    {
        for(i=0; i<2; i++)
        {
            if (BrakeLight[i] != None)
            {
                BrakeLight[i].SetBase(None);
                BrakeLight[i].SetLocation( Location + (BrakelightOffset[i] >> Rotation) );
                BrakeLight[i].SetBase(self);
                BrakeLight[i].SetRelativeRotation( rot(0,32768,0) );
                BrakeLight[i].Skins[0] = BrakeLightMaterial;
            }
        }
    }
}

simulated event DrivingStatusChanged()
{
    local int i;
    local Coords WheelCoords;

    Super.DrivingStatusChanged();

    if (bDriving && Level.NetMode != NM_DedicatedServer && !bDropDetail)
    {
        Dust.length = Wheels.length;
        for(i=0; i<Wheels.Length; i++)
            if (Dust[i] == None)
            {
                // Create wheel dust emitters.
                WheelCoords = GetBoneCoords(Wheels[i].BoneName);
                Dust[i] = spawn(class'ONSDirtSlipEffect', self,, WheelCoords.Origin + ((vect(0,0,-1) * Wheels[i].WheelRadius) >> Rotation));
                Dust[i].SetBase(self);
                Dust[i].SetDirtColor( Level.DustColor );
            }

        if(bMakeBrakeLights)
        {
            for(i=0; i<2; i++)
                if (BrakeLight[i] == None)
                {
                    BrakeLight[i] = spawn(class'ONSBrakelightCorona', self,, Location + (BrakeLightOffset[i] >> Rotation) );
                    BrakeLight[i].SetBase(self);
                    BrakeLight[i].SetRelativeRotation( rot(0,32768,0) ); // Point lights backwards.
                    BrakeLight[i].Skins[0] = BrakeLightMaterial;
                }
        }
    }
    else
    {
        if (Level.NetMode != NM_DedicatedServer)
        {
            for(i=0; i<Dust.Length; i++)
                Dust[i].Destroy();

            Dust.Length = 0;

            if(bMakeBrakeLights)
            {
                for(i=0; i<2; i++)
                    if (BrakeLight[i] != None)
                        BrakeLight[i].Destroy();
            }
        }

        TurnDamping = 0.0;
    }
}

simulated function Tick(float dt)
{
    local int i;
    local bool lostTraction;

    Super.Tick(dt);

    // Dont bother doing effects on dedicated server.
    if(Level.NetMode != NM_DedicatedServer && !bDropDetail)
    {
        lostTraction = true;

        // Update dust kicked up by wheels.
        for(i=0; i<Dust.Length; i++)
           Dust[i].UpdateDust(Wheels[i], DustSlipRate, DustSlipThresh);

        if(bMakeBrakeLights)
        {
            for(i=0; i<2; i++)
                if (BrakeLight[i] != None)
                    BrakeLight[i].bCorona = True;

            for(i=0; i<2; i++)
                if (BrakeLight[i] != None)
                    BrakeLight[i].UpdateBrakelightState(OutputBrake, Gear);
        }
    }

    TurnDamping = default.TurnDamping;
}

function float ImpactDamageModifier()
{
    local float Multiplier;
    local vector X, Y, Z;

    GetAxes(Rotation, X, Y, Z);
    if (ImpactInfo.ImpactNorm Dot Z > 0)
        Multiplier = 1-(ImpactInfo.ImpactNorm Dot Z);
    else
        Multiplier = 1.0;

    return Super.ImpactDamageModifier() * Multiplier;
}

//function bool Dodge(eDoubleClickDir DoubleClickMove)
//{
//	if (bAllowChargingJump)
//	{
//		Rise = -1;
//		return true;
//	}
//
//	return false;
//}

simulated event KImpact(Actor Other, vector Pos, vector ImpactVel, vector ImpactNorm)
{
    Super.KImpact(Other, Pos, ImpactVel, ImpactNorm);

    if ( ONSWheeledCraft(Other) != None && ONSWheeledCraft(Other).bDriving && PlayerController(Controller) != None
         && ONSWheeledCraft(Other).GetTeamNum() != Controller.GetTeamNum()
         && VSize(ImpactVel) > FenderBenderSpeed && (vector(Rotation) Dot vector(Other.Rotation)) < 0 )
        PlayerController(Controller).ReceiveLocalizedMessage(class'ONSVehicleKillMessage', 7);
}

simulated function DrawHUD(Canvas C)
{
    local float JumpChargeAmount, SpinChargeAmount, BarHeight;
    local PlayerController PC;

    Super.DrawHUD(C);

    // Don't draw if we are dead, scoreboard is visible, etc
    PC = PlayerController(Controller);
    if (!bAllowChargingJump || Health < 1 || PC == None || PC.myHUD == None || PC.MyHUD.bShowScoreboard)
        return;

    // Draw background box
    C.Style = ERenderStyle.STY_Alpha;

    C.SetPos( JumpMeterOriginX * C.ClipX, JumpMeterOriginY * C.ClipY );

    //C.DrawColor = C.MakeColor(255,255,255,255);
    //C.DrawTile( Texture'HudContent.Generic.HUD', JumpMeterWidth * C.ClipX, JumpMeterHeight * C.ClipY, 125, 458, 166, 53);
    C.DrawColor = C.MakeColor(0,0,0,150);
    //C.DrawTile( Texture'HudContent.Generic.HUD', JumpMeterWidth * C.ClipX, JumpMeterHeight * C.ClipY, 168, 211, 166, 44);
    C.DrawTile( Texture'HudContent.Generic.HUD', JumpMeterWidth * C.ClipX, JumpMeterHeight * C.ClipY, 251, 211, 83, 44);

    // Draw charge bars
    C.Style = ERenderStyle.STY_Normal;

    BarHeight = 0.5 * (JumpMeterHeight - (3*JumpMeterSpacing));

    JumpChargeAmount = FClamp( JumpForce/MaxJumpForce, 0.0, 1.0 );
    C.DrawColor = JumpMeterColor;
    C.SetPos( (JumpMeterOriginX+JumpMeterSpacing) * C.ClipX, (JumpMeterOriginY+JumpMeterSpacing) * C.ClipY );
    C.DrawTile(JumpMeterTexture, (JumpMeterWidth-(2*JumpMeterSpacing)) * C.ClipX * JumpChargeAmount, BarHeight * C.ClipY, 0, 0, JumpMeterTexture.USize, JumpMeterTexture.VSize*JumpChargeAmount);

    SpinChargeAmount = FClamp( Abs(JumpSpin)/MaxJumpSpin, 0.0, 1.0 );
    C.DrawColor = SpinMeterColor;
    C.SetPos( (JumpMeterOriginX+JumpMeterSpacing) * C.ClipX, (JumpMeterOriginY+(2*JumpMeterSpacing)+BarHeight) * C.ClipY );
    C.DrawTile(JumpMeterTexture, (JumpMeterWidth-(2*JumpMeterSpacing)) * C.ClipX * SpinChargeAmount, BarHeight * C.ClipY, 0, 0, JumpMeterTexture.USize, JumpMeterTexture.VSize*SpinChargeAmount);
}

//if bAllowChargingJump is true, this will be called just BEFORE the vehicle does a jump
simulated event Jumping()
{
    ClientPlayForceFeedback(JumpFeedbackForce);

    if( JumpSound != None )
        PlaySound( JumpSound,, 2.5*TransientSoundVolume );
}

simulated event SetWheelsScale(float NewScale)
{
    local int i;

    Super.SetWheelsScale(NewScale);

    if(!bAllowBigWheels)
        return;

    for(i=0; i<Wheels.Length; i++)
    {
        SetBoneScale(i, NewScale, Wheels[i].BoneName);
    }
}

simulated event OnDaredevil()
{
    local PlayerController PC;
    local TeamPlayerReplicationInfo PRI;

    PC = PlayerController(Controller);
    if (PC != None)
    {
        if (Level.NetMode != NM_DedicatedServer)
        {
            PC.ReceiveLocalizedMessage(DaredevilMessageClass, 0, None, None, self);
            PC.ReceiveLocalizedMessage(DaredevilMessageClass, 1, None, None, self);
        }

        if (Role == ROLE_Authority)
        {
            PRI = TeamPlayerReplicationInfo(PC.PlayerReplicationInfo);
            if(PRI != None)
            {
                PRI.DaredevilPoints += DaredevilPoints;
            }
        }
    }
}

function int LimitPitch(int pitch)
{
    if (bAllowAirControl && !bVehicleOnGround)
        return pitch;

    return Super.LimitPitch(pitch);
}

defaultproperties
{
     NumForwardGears=4
     DustSlipRate=2.800000
     DustSlipThresh=50.000000
     DaredevilThreshInAirSpin=100.000000
     DaredevilThreshInAirPitch=300.000000
     DaredevilThreshInAirRoll=300.000000
     DaredevilThreshInAirTime=1.500000
     DaredevilThreshInAirDistance=17.000000
     DaredevilMessageClass=Class'Onslaught.ONSDaredevilMessage'
     bOldVehicleOnGround=True
     MaxJumpForce=200000.000000
     MaxJumpSpin=30000.000000
     JumpChargeTime=1.000000
     JumpFeedbackForce="HoverBikeJump"
     JumpSound=Sound'ONSVehicleSounds-S.Hydraulics.Hydraulic10'
     JumpMeterOriginX=0.275000
     JumpMeterOriginY=0.943000
     JumpMeterWidth=0.136000
     JumpMeterHeight=0.057000
     JumpMeterSpacing=0.010000
     JumpMeterColor=(R=215,A=255)
     SpinMeterColor=(B=215,G=100,A=255)
     JumpMeterTexture=Texture'Engine.WhiteTexture'
     MinAirControlDamping=0.100000
     FenderBenderSpeed=750.000000
     bCanFlip=True
     CenterSpringRangePitch=5000
     CenterSpringRangeRoll=5000
     StolenAnnouncement="Car_jacked"
}

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Class file time: Wed 7/2/2007 19:12:22.000 - Creation time: Wed 7/2/2007 19:16:48.656 - Created with UnCodeX