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class ONSPlayerReplicationInfo extends xPlayerReplicationInfo config(user); var ONSPowerCore StartCore; //always try to spawn player here. None means auto-select, value ignored if TemporaryStartCore != None var ONSPowerCore TemporaryStartCore; //next time player respawns try to put him here (then this value is cleared) enum EMapPreference { MAP_Never, MAP_WhenBodyStill, MAP_Immediately }; var globalconfig EMapPreference ShowMapOnDeath; var bool bPendingMapDisplay; var globalconfig string LinkDesignerClass; //class of Link Designer menu var Material TransMaterials[2]; var float PendingHealBonus; //node healing score bonus that hasn't yet been added to Score replication { reliable if (bNetDirty && Role == ROLE_Authority) StartCore; reliable if (Role < ROLE_Authority) SetStartCore, ServerSendPowerLinks, ServerReceivePowerLink, ServerRemovePowerLink, ServerClearPowerLinks, ServerSendSetupNames, ServerSetPowerLinkSetup, ServerSavePowerLinkSetup, ServerDeletePowerLinkSetup, RequestLinkDesigner, TeleportTo; reliable if (Role == ROLE_Authority) ClientPrepareToReceivePowerLinks, ClientReceivePowerLink, ClientRemovePowerLink, ClientReceiveSetupName, ClientReceiveCurrentSetup, ClientShowMap; } //these are set by the link designer delegate OnReceiveLink( ONSPowerCore A, ONSPowerCore B ); delegate OnRemoveLink( ONSPowerCore A, ONSPowerCore B ); delegate ResetLinks(); delegate ProcessSetupName(string SetupName); delegate RemoveSetupName(string SetupName); delegate SetCurrentSetup(string SetupName); delegate UpdateGUIMapLists(); //listen/standalone servers only function SetStartCore(ONSPowerCore Core, bool bTemporary) { if ( Core == None || ONSOnslaughtGame(Level.Game).ValidSpawnPoint(Core, Team.TeamIndex)) { if (bTemporary) TemporaryStartCore = Core; else StartCore = Core; } } // returns the powecore/node the player is currently standing on or in the node teleport trigger radius of, // if that core/node is currently constructed for the same team as the player simulated function ONSPowerCore GetCurrentNode() { local ONSPowerCore Core; local ONSPCTeleportTrigger T; if (Controller(Owner).Pawn != None) { if (Controller(Owner).Pawn.Base != None) { Core = ONSPowerCore(Controller(Owner).Pawn.Base); if (Core == None) Core = ONSPowerCore(Controller(Owner).Pawn.Base.Owner); } if (Core == None) foreach Controller(Owner).Pawn.TouchingActors(class'ONSPCTeleportTrigger', T) { Core = ONSPowerCore(T.Owner); if (Core != None) break; } } if (Core != None && Core.CoreStage == 0 && Core.DefenderTeamIndex == Team.TeamIndex) return Core; return None; } function TeleportTo(ONSPowerCore Core) { local ONSPowerCore OldStartCore; local ONSPowerCore OwnerBase; OwnerBase = GetCurrentNode(); if (OwnerBase != None && ONSOnslaughtGame(Level.Game).ValidSpawnPoint(Core, Team.TeamIndex)) { OldStartCore = StartCore; StartCore = Core; if (!DoTeleport() && !DoTeleport()) //two tries { //FIXME error localmessage here! } StartCore = OldStartCore; } } function bool DoTeleport() { local NavigationPoint NewStart; local vector PrevLocation; PrevLocation = Controller(Owner).Pawn.Location; NewStart = Level.Game.FindPlayerStart(Controller(Owner)); if (NewStart != None && Controller(Owner).Pawn.SetLocation(NewStart.Location)) { Controller(Owner).ClientSetRotation(NewStart.Rotation); if (xPawn(Controller(Owner).Pawn) != None) xPawn(Controller(Owner).Pawn).DoTranslocateOut(PrevLocation); Controller(Owner).Pawn.SetOverlayMaterial(TransMaterials[Team.TeamIndex], 1.0, false); Controller(Owner).Pawn.PlayTeleportEffect(false, false); return true; } return false; } function OwnerDied() { if (PlayerController(Owner) != None ) ClientShowMap(); } simulated function ClientShowMap() { if (ShowMapOnDeath > MAP_Never) { bPendingMapDisplay = true; SetTimer(0.75, true); } } simulated event Timer() { local PlayerController PC; if (bPendingMapDisplay) { PC = Level.GetLocalPlayerController(); if (PC != None && !PC.bDemoOwner && PC.Player != None && GUIController(PC.Player.GUIController) != None && !GUIController(PC.Player.GUIController).bActive) { if (PC.Pawn != None && PC.Pawn.Health > 0) //never automatically pop up map while player is playing! { bPendingMapDisplay = false; SetTimer(0, false); } else if (ShowMapOnDeath == MAP_Immediately || PC.ViewTarget == None || PC.ViewTarget == PC || VSize(PC.ViewTarget.Velocity) < 100) { PC.bMenuBeforeRespawn = false; bPendingMapDisplay = false; SetTimer(0, false); PC.ShowMidGameMenu(false); } else PC.bMenuBeforeRespawn = true; } else { bPendingMapDisplay = False; SetTimer(0, false); } } Super.Timer(); } simulated function ClientPrepareToReceivePowerLinks() { ResetLinks(); } function ServerSendPowerLinks() { local int i; local ONSOnslaughtGame Game; Game = ONSOnslaughtGame(Level.Game); for ( i = 0; i < Game.PowerLinks.Length; i++ ) ClientReceivePowerLink(Game.PowerLinks[i].Nodes[0].Node, Game.PowerLinks[i].Nodes[1].Node); } simulated function ClientReceivePowerLink(ONSPowerCore From, ONSPowerCore To) { // log(Name@"ClientReceivePowerLink A:"$From.Name@"B:"$To.Name); OnReceiveLink(From,To); } simulated function ClientRemovePowerLink(ONSPowerCore From, ONSPowerCore To) { OnRemoveLink(From,To); } function ServerReceivePowerLink(ONSPowerCore From, ONSPowerCore To) { local int i; local GameReplicationInfo GRI; if (PlayerController(Owner) == None || (Owner != Level.GetLocalPlayerController() && !bAdmin) || From == To) return; if ( ONSOnslaughtGame(Level.Game).AddLink(From,To) ) { ONSOnslaughtGame(Level.Game).UpdateLinks(); GRI = Level.Game.GameReplicationInfo; for ( i = 0; i < GRI.PRIArray.Length; i++ ) { if ( PlayerController(GRI.PRIArray[i].Owner) == None || ONSPlayerReplicationInfo(GRI.PRIArray[i]) == None ) continue; ONSPlayerReplicationInfo(GRI.PRIArray[i]).ClientReceivePowerLink(From,To); } } } function ServerRemovePowerLink(ONSPowerCore From, ONSPowerCore To) { local int i; local GameReplicationInfo GRI; if (PlayerController(Owner) == None || (Owner != Level.GetLocalPlayerController() && !bAdmin) || From == To) return; if ( ONSOnslaughtGame(Level.Game).RemoveLink(From,To) ) { ONSOnslaughtGame(Level.Game).UpdateLinks(); GRI = Level.Game.GameReplicationInfo; for ( i = 0; i < GRI.PRIArray.Length; i++ ) { if ( PlayerController(GRI.PRIArray[i].Owner) == None || ONSPlayerReplicationInfo(GRI.PRIArray[i]) == None ) continue; ONSPlayerReplicationInfo(GRI.PRIArray[i]).ClientRemovePowerLink(From,To); } } } function ServerClearPowerLinks() { local int i; local ONSOnslaughtGame Game; Game = ONSOnslaughtGame(Level.Game); while (Game.PowerLinks.length > 0) ServerRemovePowerLink(Game.PowerLinks[i].Nodes[0].Node, Game.PowerLinks[i].Nodes[1].Node); } function ServerSendSetupNames() { local int x; for (x = 0; x < ONSOnslaughtGame(Level.Game).OfficialPowerLinkSetups.length && x < 1000; x++) ClientReceiveSetupName(ONSOnslaughtGame(Level.Game).OfficialPowerLinkSetups[x].SetupName); for (x = 0; x < ONSOnslaughtGame(Level.Game).CustomPowerLinkSetups.length && x < 1000; x++) ClientReceiveSetupName(string(ONSOnslaughtGame(Level.Game).CustomPowerLinkSetups[x].Name)); ClientReceiveSetupName(""); //Indicate end of setup names ClientReceiveCurrentSetup(ONSOnslaughtGame(Level.Game).CurrentSetupName); } simulated function ClientReceiveSetupName(string SetupName) { ProcessSetupName(SetupName); } simulated function ClientReceiveCurrentSetup(string SetupName) { SetCurrentSetup(SetupName); } function ServerSetPowerLinkSetup(string SetupName) { if (PlayerController(Owner) == None || (Owner != Level.GetLocalPlayerController() && !bAdmin)) return; ONSOnslaughtGame(Level.Game).SetPowerLinkSetup(SetupName, PlayerController(Owner)); } function ServerSavePowerLinkSetup(string SetupName) { local array<ONSPowerCore> Traveled; if (PlayerController(Owner) == None || (Owner != Level.GetLocalPlayerController() && !bAdmin)) return; if ( !ONSOnslaughtGame(Level.Game).ExistsLinkPathTo( ONSOnslaughtGame(Level.Game).PowerCores[ONSOnslaughtGame(Level.Game).FinalCore[0]], ONSOnslaughtGame(Level.Game).PowerCores[ONSOnslaughtGame(Level.Game).FinalCore[1]], Traveled ) ) { PlayerController(Owner).ReceiveLocalizedMessage(class'ONSLinkDesignMessage', 7); return; } if (ONSOnslaughtGame(Level.Game).SavePowerLinkSetup(SetupName, PlayerController(Owner))) { ClientReceiveSetupName(SetupName); UpdateGUIMapLists(); } } function ServerDeletePowerLinkSetup(string SetupName) { if (PlayerController(Owner) == None || (Owner != Level.GetLocalPlayerController() && !bAdmin)) return; if (ONSOnslaughtGame(Level.Game).DeletePowerLinkSetup(SetupName, PlayerController(Owner))) { ClientRemoveSetupName(SetupName); UpdateGUIMapLists(); } } simulated function ClientRemoveSetupName(string SetupName) { RemoveSetupName(SetupName); } function RequestLinkDesigner() { if (PlayerController(Owner) != None && (Owner == Level.GetLocalPlayerController() || bAdmin)) PlayerController(Owner).ClientOpenMenu(LinkDesignerClass); } //scoring bonus for healing powernodes //we wait until the healing bonus >= 1 point before adding to score to minimize ScoreEvent() calls function AddHealBonus(float Bonus) { PendingHealBonus += Bonus; if (PendingHealBonus >= 1.f) { Level.Game.ScoreObjective(self, PendingHealBonus); Level.Game.ScoreEvent(self, PendingHealBonus, "heal_powernode"); PendingHealBonus = 0; } } function Reset() { HasFlag = None; NumLives = 0; bOutOfLives = false; } defaultproperties { ShowMapOnDeath=MAP_WhenBodyStill LinkDesignerClass="GUI2K4.UT2K4OnslaughtPowerLinkDesigner" TransMaterials(0)=Shader'XGameShaders.PlayerShaders.PlayerTransRed' TransMaterials(1)=Shader'XGameShaders.PlayerShaders.PlayerTrans' } |
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