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OnslaughtBP.ONSDualAttackCraft


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//-----------------------------------------------------------
//
//-----------------------------------------------------------
class ONSDualAttackCraft extends ONSAttackCraft;

#exec OBJ LOAD FILE=ONSBPTextures.utx
#exec OBJ LOAD FILE=CicadaTex.utx
#exec OBJ LOAD FILE=CicadaSnds.uax

var bool    bHeatSeeker;
var byte    LastThrust;         // The last throttle position
var float   DesiredPitch;
var float   CurrentPitch;
var float   PitchTime;

var rotator FanYaw,TailYaw;
var float   FanYawRate;

var int     LastYaw, DesiredYaw;
var float   YawTime;

var array<ONSDecoy> Decoys;

var             Material    LockedTexture;
var             Material    LockedEffect;
var localized   string      LockedMsg;

var() HudBase.SpriteWidget HudMissileCount, HudMissileIcon;
var() HudBase.NumericWidget HudMissileDigits;
var() HudBase.DigitSet DigitsBig;

var vector OldLockedTarget;

// Hud Elements

var float LastHudRenderTime;    // Needed for animations
var bool  bLastLockType;

var localized string CoPilotLabel;

// --- All this for a cool crosshair ;)

// Animation Data.

struct AnimData
{
    var int          key;       // Current Key-Frame
    var array<float> Value;     // Value being worked with
    var array<float> Dest;      // Dest for this value to head towards
    var array<float> Time;      // How fast should it get there
    var array<float> Delay;     // Should there be a delay before this frame begins
    var array<name>  Tags;      // Tag for the "event" when the frame is done
};

// The 2 circles

var AnimData SpinScale[2];      // Handles the Circle's scaling
var AnimData SpinFade[2];       // Hanldes the Circle's Fading
var AnimData SpinRot[2];        // Handles the Circle's Rotation

// The Brackets

var AnimData BracketScale;      // Handles the Brackets Scaling
var AnimData BracketFade;       // Handles the Brackets Fading

// The Missiles

var AnimData MissileFade;       // How bright is the missile count

//     Textures

var TexRotator SpinCircles[2];
var texture Brackets;
var texture MissileTick;

var int LastMissileCnt;
var bool bFreelanceStart;

// AI hint
function bool ImportantVehicle()
{
    return !bFreelanceStart;
}

simulated function ClientKDriverEnter(PlayerController PC)
{
    bHeadingInitialized = False;

    Super.ClientKDriverEnter(PC);
}

function KDriverEnter(Pawn P)
{
    Super.KDriverEnter(P);

    bHeadingInitialized = False;
    Weapons[1].bActive = True;
    bFreelanceStart = ( (Bot(Controller) != None) && (Bot(Controller).Squad != None) && Bot(Controller).Squad.bFreelance && !ONSTeamAI(Bot(Controller).Squad.Team.AI).bAllNodesTaken );
}

simulated function SpecialCalcBehindView(PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )
{
    local vector CamLookAt, HitLocation, HitNormal, OffsetVector;
    local Actor HitActor;
    local vector x, y, z;

    if (DesiredTPCamDistance < TPCamDistance)
        TPCamDistance = FMax(DesiredTPCamDistance, TPCamDistance - CameraSpeed * (Level.TimeSeconds - LastCameraCalcTime));
    else if (DesiredTPCamDistance > TPCamDistance)
        TPCamDistance = FMin(DesiredTPCamDistance, TPCamDistance + CameraSpeed * (Level.TimeSeconds - LastCameraCalcTime));

    GetAxes(PC.Rotation, x, y, z);
    ViewActor = self;
    CamLookAt = GetCameraLocationStart() + (TPCamLookat >> Rotation) + TPCamWorldOffset;

    OffsetVector = vect(0, 0, 0);
    OffsetVector.X = -1.0 * TPCamDistance;

    CameraLocation = CamLookAt + (OffsetVector >> PC.Rotation);

    HitActor = Trace(HitLocation, HitNormal, CameraLocation, Location, true, vect(40, 40, 40));
    if ( HitActor != None
         && (HitActor.bWorldGeometry || HitActor == GetVehicleBase() || Trace(HitLocation, HitNormal, CameraLocation, Location, false, vect(40, 40, 40)) != None) )
            CameraLocation = HitLocation;

    CameraRotation = Normalize(PC.Rotation + PC.ShakeRot);
    CameraLocation = CameraLocation + PC.ShakeOffset.X * x + PC.ShakeOffset.Y * y + PC.ShakeOffset.Z * z;
}

// - CenterDraw - Draws an images centered around a point.  Optionally, it can stretch the image.
simulated function CenterDraw(Canvas Canvas, Material Mat, float x, float y, float UScale, float VScale, optional bool bStretched)
{
    local float u,v,w,h;

    u = Mat.MaterialUSize(); w = u * UScale;
    v = Mat.MaterialVSize(); h = v * VScale;
    Canvas.SetPos(x - (w/2), y - (h/2) );
    if (!bStretched)
        Canvas.DrawTile(Mat,w,h,0,0,u,v);
    else
        Canvas.DrawTileStretched(Mat,w,h);
}

// - Update the data for a single animdata object.
simulated function UpdateAnimData(out AnimData Data, float Deltatime)
{

    local float key;
    if (Data.key >= Data.Value.Length)
        return;

    Key = Data.Key;

    if ( Data.Delay[Key] <= 0 )     // Make sure we aren't delaying this object
    {
        if ( Data.Time[Key] > 0 )       // Current keyframe
        {

            // Prefigure the constraint check for later on (ie: are we increasing or decreasing towards the Dest.
            // The constraint is critical for fades.

            if ( Data.Value[Key] < Data.Dest[Key] )
            {
                // Interpolate

                Data.Value[Key] += (Data.Dest[Key] - Data.Value[Key]) * (DeltaTime / Data.Time[Key]);
                if (Data.Value[Key] > Data.Dest[Key])
                    Data.Value[Key] = Data.Dest[Key];
            }
            else
            {
                // Interpolate

                Data.Value[Key] += (Data.Dest[Key] - Data.Value[Key]) * (DeltaTime / Data.Time[Key]);
                if (Data.Value[Key] < Data.Dest[Key])
                    Data.Value[Key] = Data.Dest[Key];
            }

            Data.Time[Key] -= Deltatime;
        }
        else
        {
            // Trigger an event if the frame changes

            AnimFrameChange(Data.Tags[Key]);
            Data.Key++;
        }

    }
    else
        Data.Delay[Key]-= DeltaTime;        // Count down the delay

}

// ClearAnimData - Scrubs the various arrays inside the struct
simulated function ClearAnimData(out AnimData Data)
{
    Data.Value.Remove(0,Data.Value.Length);
    Data.Dest.Remove(0,Data.Dest.Length);
    Data.Time.Remove(0,Data.Time.Length);
    Data.Delay.Remove(0,Data.Delay.Length);
    Data.Tags.Remove(0,Data.Tags.Length);
    Data.Key=0;
}

// AddAnimData - Adds data to the array.  Have to do it here since object creation in defprops doesn't
// support arrays within a struct
simulated function AddAnimData(out AnimData Data, float NewValue, float NewDest, float NewTime, optional float NewDelay, optional name NewTag)
{
    local int key;

    Key = Data.Value.Length + 1;
    Data.Value.Length   = Key;  Data.Value[Key-1]   = NewValue;
    Data.Dest.Length    = Key;  Data.Dest[Key-1]    = NewDest;
    Data.Time.Length    = Key;  Data.Time[Key-1]    = NewTime;
    Data.Delay.Length   = Key;  Data.Delay[Key-1]   = NewDelay;
    Data.Tags.Length    = Key;  Data.Tags[Key-1]    = NewTag;
}

// Value - Returns the current value of the AnimStruct.  If it's past the final key-frame,
// it returns the final values.
simulated function float Value(AnimData Data)
{
    if (Data.Key<Data.Value.Length)
        return Data.Value[Data.Key];
    else
        return Data.Value[Data.Value.Length-1];
}

// AnimFrameChange - Called when a the fame of a AnimData struc in incremented.

simulated function AnimFrameChange(name Tag)
{
    if (Tag=='Circ0Done')
    {
        SpinCircles[0].TexRotationType= TR_ConstantlyRotating;
        SpinCircles[0].Rotation.Yaw = 24000;
    }
    else if (Tag=='Circ1Done')
    {
        SpinCircles[1].TexRotationType= TR_ConstantlyRotating;
        SpinCircles[1].Rotation.Yaw = -24000;
    }
}

// Animate - Animate the various components of the crosshair
simulated function Animate(Canvas Canvas, float DeltaTime)
{
    local int i;

    for (i=0;i<2;i++)
    {
        UpdateAnimData(SpinScale[i],DeltaTime);
        UpdateAnimData(SpinFade[i],DeltaTime);
        UpdateAnimData(SpinRot[i],DeltaTime);

        if ( SpinCircles[i].TexRotationType == TR_FixedRotation )
            SpinCircles[i].Rotation.Yaw = Value(SpinRot[i]);
    }

    UpdateAnimData(BracketScale,DeltaTime);
    UpdateAnimData(BracketFade,DeltaTime);
    UpdateAnimData(MissileFade,DeltaTime);
}



simulated function ResetAnimation()
{

    ClearAnimData(SpinScale[0]);
    ClearAnimData(SpinScale[1]);
    ClearAnimData(SpinFade[0]);
    ClearAnimData(SpinFade[1]);
    ClearAnimData(SpinRot[0]);
    ClearAnimData(SpinRot[1]);

    SpinCircles[0].TexRotationType = TR_FixedRotation;
    SpinCircles[1].TexRotationType = TR_FixedRotation;

    ClearAnimData(BracketScale);
    ClearAnimData(BracketFade);

    // Circile 0

    AddAnimData(SpinScale[0], 2.25, 0.65, 0.75,0.0);
    AddAnimData(SpinFade[0],1.0,255,0.5,0.0);
    AddAnimData(SpinRot[0],65535,49152,0.75,0.0,'Circ0Done');

    // Circle 1

    AddAnimData(SpinScale[1],2.25,1.3,0.75,0.25);
    AddAnimData(SpinFade[1],1.0,200,0.5,0.25);
    AddAnimData(SpinFade[1],255,150,0.25,0.0);
    AddAnimData(SpinRot[1],0.0,16384,0.75,0.25,'Circ1Done');

    // Circle 2

    AddAnimData(BracketScale, 0.1, 0.0, 0.35, 0.5);
    AddAnimData(BracketFade,1.0,255,0.15,0.5);

    LastMissileCnt=0;

}

simulated function DrawBrackets(Canvas Canvas, float CX, float CY, float Scale)
{
    local float x,y;

    X = CX - (16*Scale) - (19*Scale) - ( Canvas.ClipX * Value(BracketScale) );
    Y = CY - (30*Scale);

    Canvas.SetPos(X,Y);
    Canvas.DrawTile(Brackets,19*Scale,64*Scale,19,30,19,64);
    X = CX + (16*Scale) + ( Canvas.ClipX * Value(BracketScale) );
    Canvas.SetPos(X,Y);
    Canvas.DrawTile(Brackets,19*Scale,60*Scale,88,30,19,64);

}

simulated function DrawMissiles(Canvas Canvas, float CX, float CY, float scale)
{

    local int h,MissileCnt;
    local float x1,x2,y;

    MissileCnt = ONSDualACSideGun(Weapons[0]).LoadedShotCount;
    h = (MissileCnt / 2) * 8;
    if (h>0)
    {
        if (LastMissileCnt!=h)
        {
            ClearAnimData(MissileFade);
            AddAnimData(MissileFade,0,255,0.33,0.10);
        }

        y  = (CY + (32*Scale) - (h*Scale) );
        x1 = (CX - (51*Scale));
        x2 = (CX + (18*Scale));

        Canvas.SetPos(x1,y);
        Canvas.DrawTile(MissileTick,32*Scale,h*Scale,0,64-h,32,h);
        Canvas.SetPos(x2,y);
        Canvas.DrawTile(MissileTick,32*Scale,h*Scale,32,64-h,-32,h);

        Canvas.SetDrawColor(255,255,255,Value(MissileFade));

        Canvas.SetPos(x1,y);
        Canvas.DrawTile(MissileTick,32*Scale,8*Scale,0,64-h,32,8);
        Canvas.SetPos(x2,y);
        Canvas.DrawTile(MissileTick,32*Scale,8*Scale,32,64-h,-32,8);
    }
    LastMissileCnt = h;
}

simulated function DrawHUD(Canvas Canvas)
{
    local vector X,Y,Z, Dir, LockedTarget;
    local float Dist,scale,xl,yl,posy;
    local PlayerController PC;
//	local ONSHudOnslaught H;
    local HudCDeathmatch H;

    local bool bIsLocked;
    local float DeltaTime;

    local string CoPilot;

    if ( !ONSDualACSideGun(Weapons[0]).bLocked )
        super.DrawHud(Canvas);

    DeltaTime = Level.TimeSeconds - LastHudRenderTime;
    LastHudRenderTime = Level.TimeSeconds;

    bIsLocked = ONSDualACSideGun(Weapons[0]).bLocked;

    PC = PlayerController(Owner);
    if (PC==None)
        return;

//	H = ONSHudOnslaught(PC.MyHud);
    H = HudCDeathmatch(PC.MyHud);
    if (H==None)
        return;

    if ( ONSDualACSideGun(Weapons[0]).bLocked )
    {
        if (bIsLocked != bLastLockType) // Initialize the Crosshair
            ResetAnimation();

        Animate(Canvas,DeltaTime);

        GetAxes(PC.GetViewRotation(), X,Y,Z);

        LockedTarget = ONSDualACSideGun(Weapons[0]).LockedTarget;
        if (OldLockedTarget != LockedTarget)
            PlaySound(Sound'CicadaSnds.Hud.TargetLock', SLOT_None, 2.0);

        OldLockedTarget = LockedTarget;

        Dir = LockedTarget - Location;
        Dist = VSize(Dir);
        Dir = Dir/Dist;

        if ( (Dir dot X) > 0.4 )
        {
            // Draw the Locked on Symbol
            Dir = Canvas.WorldToScreen( LockedTarget );
            scale = float(Canvas.SizeX) / 1600;

            // new Stuff

            Canvas.SetDrawColor( 64,255,64,Value(SpinFade[0]) );
            CenterDraw(Canvas, SpinCircles[0], Dir.X, Dir.Y, Value(SpinScale[0])*Scale, Value(SpinScale[0])*Scale );
            Canvas.SetDrawColor(64,255,64,Value(SpinFade[1]) );
            CenterDraw(Canvas, SpinCircles[1], Dir.X, Dir.Y, Value(SpinScale[1])*Scale, Value(SpinScale[1])*Scale );

            Canvas.SetDrawColor(128,255,128,Value(BracketFade));
            DrawBrackets(Canvas,Dir.X,Dir.Y,Scale);
            DrawMissiles(Canvas,Dir.X,Dir.Y,Scale);

        }
    }

    bLastLockType = bIsLocked;

    HudMissileCount.Tints[0] = H.HudColorRed;
    HudMissileCount.Tints[1] = H.HudColorBlue;

    H.DrawSpriteWidget( Canvas, HudMissileCount );
    H.DrawSpriteWidget( Canvas, HudMissileIcon );
    HudMissileDigits.Value = ONSDualACSideGun(Weapons[0]).LoadedShotCount;
    H.DrawNumericWidget(Canvas, HudMissileDigits, DigitsBig);

    if (WeaponPawns[0]!=none && WeaponPawns[0].PlayerReplicationInfo!=None)
    {
        CoPilot = WeaponPawns[0].PlayerReplicationInfo.PlayerName;
        Canvas.Font = H.GetMediumFontFor(Canvas);
        Canvas.Strlen(CoPilot,xl,yl);
        posy = Canvas.ClipY*0.7;
        Canvas.SetPos(Canvas.ClipX-xl-5, posy);//(Canvas.ClipY/2) - (YL/2));
        Canvas.SetDrawColor(255,255,255,255);
        Canvas.DrawText(CoPilot);

        Canvas.Font = H.GetConsoleFont(Canvas);
        Canvas.StrLen(CoPilotLabel,xl,yl);
        Canvas.SetPos(Canvas.ClipX-xl-5,posy-5-yl);
        Canvas.SetDrawColor(160,160,160,255);
        Canvas.DrawText(CoPilotLabel);
    }

}

simulated function PostNetBeginPlay()
{
    Super.PostNetBeginPlay();

    if (Role == ROLE_Authority)
    {
        if (WeaponPawns[0]!=None)
            WeaponPawns[0].Gun.SetOwner(self);

        if (Weapons.Length == 2 && ONSLinkableWeapon(Weapons[0]) != None)
    {
        ONSLinkableWeapon(Weapons[0]).ChildWeapon = Weapons[1];
        if (ONSDualACSideGun(Weapons[1]) != None)
            ONSDualACSideGun(Weapons[1]).bSkipFire = True;

            if (ONSDualACSideGun(Weapons[0]) != None)
                ONSDualACSideGun(Weapons[0]).bFiresRight = true;
        }

    }
}

function DriverLeft()
{
    Super.DriverLeft();
    Weapons[1].bActive = False;
}

simulated function Tick(float DeltaTime)
{
    local rotator   Adjusted,EnginePitch;
    local int       Yaw;
    local actor     HitActor;
    local vector    HitLocation, HitNormal;
    local float GroundDist;

    super.Tick(DeltaTime);

    if ( !IsVehicleEmpty() )
        Enable('tick');

    if ( (Bot(Controller) != None) && !Controller.InLatentExecution(Controller.LATENT_MOVETOWARD)  )
    {
        if ( Rise < 0 )
        {
            if ( Velocity.Z < 0 )
            {
                if ( Velocity.Z < -2000 )
                    Rise = -0.1;

                // FIX - use dist to adjust down as get closer
                HitActor = Trace(HitLocation, HitNormal, Location - vect(0,0,2000), Location, false);
                if ( HitActor != None )
                {
                    GroundDist = Location.Z - HitLocation.Z;
                    if ( GroundDist/(-1*Velocity.Z) < 0.85 )
                        Rise = 1.0;
                }
            }
        }
        else if ( Rise == 0 )
        {
            if ( !FastTrace(Location - vect(0,0,300),Location) )
                Rise = FClamp((-1 * Velocity.Z)/MaxRiseForce,0.f,1.f);
        }
    }
    // Adjust the various effects

    if (Level.NetMode != NM_DedicatedServer)
    {
        if (LastThrust != CopState.ServerThrust)
        {
            if (CopState.ServerThrust<128)
                DesiredPitch = -10240;
            else if (CopState.ServerThrust>128)
                DesiredPitch = 10240;
            else
                DesiredPitch = 0;

            PitchTime = 1.0;
            LastThrust = CopState.ServerThrust;
        }
        if (CurrentPitch != DesiredPitch)
        {

            CurrentPitch += (DesiredPitch - CurrentPitch) * (DeltaTime / PitchTime);
            PitchTime -= DeltaTime;

            if (PitchTime<=0 || DesiredPitch == CurrentPitch)
            {
                PitchTime = 0.0;
                DesiredPitch = CurrentPitch;
            }
        }

        FanYaw.Yaw += FanYawRate * DeltaTime;

        EnginePitch.Pitch = CurrentPitch;
        SetBoneRotation('Engines',   EnginePitch);
        SetBoneRotation('Fans_Left', FanYaw);
        SetBoneRotation('Fans_Right',FanYaw);

        Yaw = Rotation.Yaw; // Give some deadzone
        if (Yaw != LastYaw)
        {
            if ( (Yaw>0 && LastYaw>0) || (Yaw<0 && LastYaw<0) ) // Skip sign changes
            {
                if (LastYaw>Yaw)
                    DesiredYaw=-6144;
                else
                    DesiredYaw=6144;

                YawTime = 1.0;
            }
        }
        else
        {
            DesiredYaw=0;
            YawTime = 1.0;
        }

        LastYaw = Yaw;
        if (DesiredYaw != TailYaw.Yaw)
        {
            TailYaw.Yaw += (DesiredYaw-TailYaw.Yaw) * (DeltaTime/YawTime);
            YawTime-= DeltaTime;

            if (YawTime<=0 || DesiredYaw == TailYaw.Yaw)
            {
                YawTime = 0.0;
                TailYaw.Yaw = DesiredYaw;
            }
        }

        Adjusted = TailYaw;

        if (Adjusted.Yaw < -2048)
            Adjusted.Yaw += 2048;

        else if (Adjusted.Yaw > 2048)
            Adjusted.Yaw -= 2048;

        else
            Adjusted.Yaw = 0;

        SetBoneRotation('Rudder',Adjusted);
    }
}

simulated event DrivingStatusChanged()
{
    local vector RotX, RotY, RotZ;
    local int i;

    super(ONSChopperCraft).DrivingStatusChanged();

    if (bDriving && Level.NetMode != NM_DedicatedServer && !bDropDetail)
    {
        GetAxes(Rotation,RotX,RotY,RotZ);

        if (TrailEffects.Length == 0)
        {
            TrailEffects.Length = TrailEffectPositions.Length;

            for(i=0;i<TrailEffects.Length;i++)
                if (TrailEffects[i] == None)
                {
                    TrailEffects[i] = spawn(TrailEffectClass, self,, Location + (TrailEffectPositions[i] >> Rotation) );
                    TrailEffects[i].SetBase(self);
                    TrailEffects[i].SetRelativeRotation( rot(-16384,32768,0) );
                }
        }
    }
    else
    {
        if (Level.NetMode != NM_DedicatedServer)
        {
            for(i=0;i<TrailEffects.Length;i++)
               TrailEffects[i].Destroy();

            TrailEffects.Length = 0;
        }
    }
}

// Check all of the active decoys and see if any take effect.

event bool VerifyLock(actor Aggressor, out actor NewTarget)
{
    local int i;

    for (i=0;i<Decoys.Length;i++)
    {
        if ( Decoys[i].CheckRange(Aggressor) )
        {
            NewTarget = Decoys[i];
            return false;
        }
    }

    return true;
}

function Vehicle FindEntryVehicle(Pawn P)
{
    local Bot B, S;

    B = Bot(P.Controller);
    if ( (B == None) || !IsVehicleEmpty() || (WeaponPawns[0].Driver != None) )
        return Super.FindEntryVehicle(P);

    for ( S=B.Squad.SquadMembers; S!=None; S=S.NextSquadMember )
    {
        if ( (S != B) && (S.RouteGoal == self) && S.InLatentExecution(S.LATENT_MOVETOWARD)
            && ((S.MoveTarget == self) || (Pawn(S.MoveTarget) == None)) )
            return WeaponPawns[0];
    }
    return Super.FindEntryVehicle(P);
}

function bool RecommendLongRangedAttack()
{
    return true;
}

function float RangedAttackTime()
{
    local ONSDualACSideGun G;

    G = ONSDualACSideGun(Weapons[0]);
    if ( G.LoadedShotCount > 0 )
        return (0.05 + (G.MaxShotCount - G.LoadedShotCount) * G.FireInterval);
    return 1;
}

function ShouldTargetMissile(Projectile P)
{
}

// LockOnWarning() called every LockWarningInterval when bEnemyLockedOn is true (on server/standalone)
event LockOnWarning()
{
    local   class<LocalMessage> LockOnClass;
    local   PlayerController PC;
    local  byte LockNum;

    if ( bHeatSeeker )
    {
        LockNum = 31;
        bHeatSeeker = false;
    }
    else
        LockNum = 12;

    LockOnClass = class<LocalMessage>(DynamicLoadObject(LockOnClassString, class'class'));

    PC = PlayerController(Controller);
    if (PC!=None)
        PC.ReceiveLocalizedMessage(LockOnClass, LockNum);

    if (WeaponPawns[0]!=None)
    {
        PC = PlayerController(WeaponPawns[0].Controller);
        if (PC!=None)
            PC.ReceiveLocalizedMessage(LockOnClass, LockNum);
    }

    LastLockWarningTime = Level.TimeSeconds;
}

function IncomingMissile(Projectile P)
{
    bHeatSeeker = true;
    if ( WeaponPawns.Length > 0 )
        ONSDualACGatlingGunPawn(WeaponPawns[0]).IncomingMissile(P);
}

function Died(Controller Killer, class<DamageType> damageType, vector HitLocation)
{
    bDriving = False;
    Super.Died(Killer, damageType, HitLocation);
}

static function StaticPrecache(LevelInfo L)
{
    Super.StaticPrecache(L);

    L.AddPrecacheStaticMesh(StaticMesh'VMWeaponsSM.PlayerWeaponsGroup.bomberBomb');

    L.AddPrecacheMaterial(Material'ONSBPTextures.Skins.CicadaGreen');
    L.AddPrecacheMaterial(Material'ONSBPTextures.Skins.CicadaTan');
    L.AddPrecacheMaterial(Material'ONSInterface-TX.tankBarrelAligned');
    L.AddPrecacheMaterial(Material'CicadaTex.HUD.RocketIcon');
    L.AddPrecacheMaterial(Material'VMWeaponsTX.PlayerWeaponsGroup.bomberBomb');
    L.AddPrecacheMaterial(Material'AW-2k4XP.Weapons.ShockTankEffectCore2Ga');
    L.AddPrecacheMaterial(Material'AW-2k4XP.Cicada.MissileTrail1a');
    L.AddPrecacheMaterial(Material'CicadaTex.HUD.ONS_Cic_Circle');
    L.AddPrecacheMaterial(Material'CicadaTex.HUD.ONS_Cic_Brackets');
    L.AddPrecacheMaterial(Material'XEffectMat.Ion.painter_beam');
    L.AddPrecacheMaterial(Material'CicadaTex.HUD.ONS_Cic_Missles');
    L.AddPrecacheMaterial(Material'XGameTextures.SuperPickups.DOMpointLINESg');
    L.AddPrecacheMaterial(Material'Turrets.Huds.TurretHud2');
    L.AddPrecacheMaterial(Material'AW-2k4XP.Cicada.LongSpark');
    L.AddPrecacheMaterial(Material'AW-2004Particles.Weapons.PlasmaFlare');
}

simulated function UpdatePrecacheStaticMeshes()
{
    Level.AddPrecacheStaticMesh(StaticMesh'VMWeaponsSM.PlayerWeaponsGroup.bomberBomb');

    Super.UpdatePrecacheStaticMeshes();
}

simulated function UpdatePrecacheMaterials()
{
    Level.AddPrecacheMaterial(Material'ONSBPTextures.Skins.CicadaGreen');
    Level.AddPrecacheMaterial(Material'ONSBPTextures.Skins.CicadaTan');
    Level.AddPrecacheMaterial(Material'ONSInterface-TX.tankBarrelAligned');
    Level.AddPrecacheMaterial(Material'CicadaTex.HUD.RocketIcon');
    Level.AddPrecacheMaterial(Material'VMWeaponsTX.PlayerWeaponsGroup.bomberBomb');
    Level.AddPrecacheMaterial(Material'AW-2k4XP.Weapons.ShockTankEffectCore2Ga');
    Level.AddPrecacheMaterial(Material'AW-2k4XP.Cicada.MissileTrail1a');
    Level.AddPrecacheMaterial(Material'CicadaTex.HUD.ONS_Cic_Circle');
    Level.AddPrecacheMaterial(Material'CicadaTex.HUD.ONS_Cic_Brackets');
    Level.AddPrecacheMaterial(Material'XEffectMat.Ion.painter_beam');
    Level.AddPrecacheMaterial(Material'CicadaTex.HUD.ONS_Cic_Missles');
    Level.AddPrecacheMaterial(Material'XGameTextures.SuperPickups.DOMpointLINESg');
    Level.AddPrecacheMaterial(Material'Turrets.Huds.TurretHud2');
    Level.AddPrecacheMaterial(Material'AW-2k4XP.Cicada.LongSpark');
    Level.AddPrecacheMaterial(Material'AW-2004Particles.Weapons.PlasmaFlare');

    Super.UpdatePrecacheMaterials();
}

defaultproperties
{
     FanYawRate=98000.000000
     LockedTexture=Texture'CicadaTex.HUD.CicadaLockOn'
     LockedEffect=TexRotator'HUDContent.Reticles.rotDomRing'
     LockedMsg=" Locked "
     HudMissileCount=(WidgetTexture=Texture'HUDContent.Generic.HUD',RenderStyle=STY_Alpha,TextureCoords=(Y1=110,X2=166,Y2=163),TextureScale=0.530000,DrawPivot=DP_LowerRight,PosX=1.000000,PosY=1.000000,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=200),Tints[1]=(B=255,G=255,R=255,A=200))
     HudMissileIcon=(WidgetTexture=Texture'CicadaTex.HUD.RocketIcon',RenderStyle=STY_Alpha,TextureCoords=(X2=32,Y2=64),TextureScale=0.530000,DrawPivot=DP_LowerRight,PosX=1.000000,PosY=1.000000,OffsetX=-15,ScaleMode=SM_Right,Scale=1.000000,Tints[0]=(B=255,G=255,R=255,A=200),Tints[1]=(B=255,G=255,R=255,A=200))
     HudMissileDigits=(RenderStyle=STY_Alpha,TextureScale=0.490000,DrawPivot=DP_MiddleLeft,PosX=0.861000,PosY=1.000000,OffsetX=20,OffsetY=-29,Tints[0]=(B=255,G=255,R=255,A=255),Tints[1]=(B=255,G=255,R=255,A=255))
     DigitsBig=(DigitTexture=Texture'HUDContent.Generic.HUD',TextureCoords[0]=(X2=38,Y2=38),TextureCoords[1]=(X1=39,X2=77,Y2=38),TextureCoords[2]=(X1=78,X2=116,Y2=38),TextureCoords[3]=(X1=117,X2=155,Y2=38),TextureCoords[4]=(X1=156,X2=194,Y2=38),TextureCoords[5]=(X1=195,X2=233,Y2=38),TextureCoords[6]=(X1=234,X2=272,Y2=38),TextureCoords[7]=(X1=273,X2=311,Y2=38),TextureCoords[8]=(X1=312,X2=350,Y2=38),TextureCoords[9]=(X1=351,X2=389,Y2=38),TextureCoords[10]=(X1=390,X2=428,Y2=38))
     CoPilotLabel="Gunner"
     SpinCircles(0)=TexRotator'OnslaughtBP.ONSDualAttackCraft.CicCircle0'
     SpinCircles(1)=TexRotator'OnslaughtBP.ONSDualAttackCraft.CicCircle1'
     Brackets=Texture'CicadaTex.HUD.ONS_Cic_Brackets'
     MissileTick=Texture'CicadaTex.HUD.ONS_Cic_Missles'
     TrailEffectPositions(0)=(X=250.000000,Y=-20.000000,Z=10.000000)
     TrailEffectPositions(1)=(X=250.000000,Y=20.000000,Z=10.000000)
     MaxThrustForce=80.000000
     LongDamping=0.300000
     MaxStrafeForce=65.000000
     MaxRiseForce=200.000000
     RollTorqueTurnFactor=750.000000
     RollTorqueStrafeFactor=100.000000
     RollTorqueMax=100.000000
     PushForce=200000.000000
     DriverWeapons(0)=(WeaponClass=Class'OnslaughtBP.ONSDualACSideGun',WeaponBone="RightRLAttach")
     DriverWeapons(1)=(WeaponClass=Class'OnslaughtBP.ONSDualACSideGun',WeaponBone="LeftRLAttach")
     PassengerWeapons(0)=(WeaponPawnClass=Class'OnslaughtBP.ONSDualACGatlingGunPawn',WeaponBone="GatlingGunAttach")
     RedSkin=Texture'ONSBPTextures.Skins.CicadaTan'
     BlueSkin=Texture'ONSBPTextures.Skins.CicadaGreen'
     IdleSound=Sound'CicadaSnds.Flight.CicadaIdle'
     StartUpSound=Sound'CicadaSnds.Flight.CicadaStartUp'
     ShutDownSound=Sound'CicadaSnds.Flight.CicadaShutdown'
     DestroyedVehicleMesh=StaticMesh'ONSBP_DestroyedVehicles.Cicada.DestroyedCicada'
     DisintegrationEffectClass=Class'OnslaughtBP.ONSDualACDeathExp'
     DisintegrationHealth=-100.000000
     DestructionLinearMomentum=(Min=250000.000000,Max=400000.000000)
     DestructionAngularMomentum=(Max=150.000000)
     ExitPositions(0)=(Y=-400.000000)
     ExitPositions(1)=(Y=400.000000)
     ExitPositions(2)=(X=-600.000000,Z=100.000000)
     EntryPosition=(X=0.000000,Z=-20.000000)
     EntryRadius=300.000000
     TPCamWorldOffset=(Z=350.000000)
     VehiclePositionString="in a Cicada"
     VehicleNameString="Cicada"
     HealthMax=500.000000
     Health=500
     Mesh=SkeletalMesh'ONSBPAnimations.DualAttackCraftMesh'
     SoundVolume=255
     SoundRadius=300.000000
     CollisionRadius=240.000000
}

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Class file time: Wed 7/2/2007 19:12:36.000 - Creation time: Wed 7/2/2007 19:16:46.515 - Created with UnCodeX