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UnrealGame.GameObject


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class GameObject extends Decoration
    abstract notplaceable;

var bool            bHome;
var bool            bHeld;
var bool            bDisabled;
var bool            bLastSecondSave;

var UnrealPawn      Holder;
var TeamPlayerReplicationInfo HolderPRI;
var GameObjective   HomeBase;
var float           TakenTime;
var float           MaxDropTime;
var Controller FirstTouch;          // Who touched this objective first
var array<Controller> Assists;      // Who tocuhes it after

var name    GameObjBone;
var vector  GameObjOffset;
var rotator GameObjRot;

var TeamInfo OldTeam;

replication
{
    reliable if (Role == ROLE_Authority)
        bHome, bHeld, HolderPRI;
}

// Initialization
function PostBeginPlay()
{
    //log(self$" PostBeginPlay owner="$owner, 'GameObject');

    HomeBase = GameObjective(Owner);
    SetOwner(None);

    Super.PostBeginPlay();
}

function bool CanBeThrownBy(Pawn P)
{
    return true;
}

function bool CanBePickedUpBy(Pawn P)
{
    return true;
}

// State transitions
function SetHolder(Controller C)
{
    local int i;

    //log(self$" setholder c="$c, 'GameObject');
    LogTaken(c);
    Holder = UnrealPawn(C.Pawn);
    Holder.DeactivateSpawnProtection();
    HolderPRI = TeamPlayerReplicationInfo(Holder.PlayerReplicationInfo);
    C.PlayerReplicationInfo.HasFlag = self;
    C.PlayerReplicationInfo.NetUpdateTime = Level.TimeSeconds - 1;

    GotoState('Held');

    // AI Related
    C.MoveTimer = -1;
    Holder.MakeNoise(2.0);

    // Track First Touch

    if (FirstTouch == None)
        FirstTouch = C;

    // Track Assists

    for (i=0;i<Assists.Length;i++)
        if (Assists[i] == C)
          return;

    Assists.Length = Assists.Length+1;
    Assists[Assists.Length-1] = C;

}

function Score()
{
    //log(self$" score holder="$holder, 'GameObject');
    Disable('Touch');
    SetLocation(HomeBase.Location);
    SetRotation(HomeBase.Rotation);
    CalcSetHome();
    GotoState('Home');
}

function Drop(vector newVel)
{
    //log(self$" drop holder="$holder, 'GameObject');

    SetLocation(Holder.Location);
    LogDropped();
    Velocity = newVel;
    GotoState('Dropped');
}

function SendHome()
{
    CalcSetHome();
    GotoState('Home');
}

function SendHomeDisabled(float TimeOut);

// Helper funcs
protected function CalcSetHome()
{
    local Controller c;

    // AI Related
    for (c = Level.ControllerList; c!=None; c=c.nextController)
        if (c.MoveTarget == self)
            c.MoveTimer = -1.0;


    LogReturned();

    // Reset the assists and First Touch

    FirstTouch = None;

    while (Assists.Length!=0)
      Assists.Remove(0,1);
}

function ClearHolder()
{
    local int i;
    local GameReplicationInfo GRI;

    if (Holder == None)
        return;

    if ( Holder.PlayerReplicationInfo == None )
    {
        GRI = Level.Game.GameReplicationInfo;
        for (i=0; i<GRI.PRIArray.Length; i++)
            if ( GRI.PRIArray[i].HasFlag == self )
            {
                GRI.PRIArray[i].HasFlag = None;
                GRI.PRIArray[i].NetUpdateTime = Level.TimeSeconds - 1;
            }
    }
    else
    {
        Holder.PlayerReplicationInfo.HasFlag = None;
        Holder.PlayerReplicationInfo.NetUpdateTime = Level.TimeSeconds - 1;
    }
    Holder = None;
    HolderPRI = None;
}

protected function SetDisable(bool disable)
{
    bDisabled = disable;
    bHidden = disable;
}

function Actor Position()
{
    if (bHeld)
        return Holder;

    if (bHome)
        return HomeBase;

    return self;
}

function bool IsHome()
{
    return false;
}

function bool ValidHolder(Actor other)
{
    local Pawn p;

    if( bDisabled )
        return false;
    //log(self$" ValidHolder other="$other, 'GameObject');

    p = Pawn(other);
    if (p == None || p.Health <= 0 || !p.bCanPickupInventory || !p.IsPlayerPawn())
        return false;

    if ( (Bot(P.Controller) != None) && (Bot(P.Controller).FormerVehicle != None)
        && (Bot(P.Controller).FormerVehicle.TeamUseTime > Level.TimeSeconds) )
        Bot(P.Controller).FormerVehicle.TeamUseTime = 0;
    return true;
}

// Events
singular function Touch(Actor Other)
{
    //log(self$" Touch other="$other, 'GameObject');

    if (!ValidHolder(Other))
        return;

    SetHolder(Pawn(Other).Controller);
}

event FellOutOfWorld(eKillZType KillType)
{
    // log(self$" FellOutOfWorld");
    SendHome();
}

event NotReachableBy(Pawn P)
{
    if ( (Physics != PHYS_Falling) && (Physics != PHYS_Projectile) && (Level.Game.NumBots > 0)
        && (!DeathMatch(Level.Game).AllowTransloc() || (Bot(P.Controller) == None) || Bot(P.Controller).CanUseTranslocator()) )
        SendHome();
}

function Landed(vector HitNormall)
{
    local Controller C;

    //log(self$" landed", 'GameObject');

    // tell nearby bots about this
    for (C=Level.ControllerList; C!=None; C=C.NextController)
    {
        if ((C.Pawn != None) && (Bot(C) != None)
            && (C.RouteGoal != self) && (C.Movetarget != self)
            && (VSize(C.Pawn.Location - Location) < 1600)
            && C.LineOfSightTo(self) )
        {
            Bot(C).Squad.Retask(Bot(C));
        }
    }
}

singular simulated function BaseChange()
{
    //log(self$" basechange", 'GameObject');
}

// Logging
function LogTaken(Controller c);
function LogDropped();
function LogReturned();

// States
auto state Home
{
    ignores SendHome, Score, Drop;

    function CheckTouching()
    {
        local int i;

        for ( i=0; i<Touching.Length; i++ )
            if ( ValidHolder(Touching[i]) )
            {
                SetHolder(Pawn(Touching[i]).Controller);
                return;
            }
    }

    function bool IsHome()
    {
        return true;
    }

    function BeginState()
    {
        Disable('Touch');
        bHome = true;
        SetLocation(HomeBase.Location);
        SetRotation(HomeBase.Rotation);
        Enable('Touch');
    }

    function EndState()
    {
        bHome = false;
        TakenTime = Level.TimeSeconds;
    }

Begin:
    // check if an enemy was standing on the base
    Sleep(0.05);
    CheckTouching();
}

state Held
{
    ignores SetHolder, SendHome;

    function BeginState()
    {
        bOnlyDrawIfAttached = true;
        bHeld = true;
        bCollideWorld = false;
        SetCollision(false, false, false);
        SetLocation(Holder.Location);
        Holder.HoldGameObject(self,GameObjBone);
    }

    function EndState()
    {
        //log(self$" held.endstate", 'GameObject');
        bOnlyDrawIfAttached = false;
        ClearHolder();
        bHeld = false;
        bCollideWorld = true;
        SetCollision(true, false, false);
        SetBase(None);
        SetRelativeLocation(vect(0,0,0));
        SetRelativeRotation(rot(0,0,0));
    }
}

state Dropped
{
    ignores Drop;

    function BeginState()
    {
        SetPhysics(PHYS_Falling);
        SetTimer(MaxDropTime, false);
    }

    function EndState()
    {
        //log(self$" dropped.endstate", 'GameObject');
        SetPhysics(PHYS_None);
    }

    function Timer()
    {
        SendHome();
    }
}

defaultproperties
{
     MaxDropTime=25.000000
     GameObjBone="FlagHand"
     bAlwaysZeroBoneOffset=True
     bIgnoreVehicles=True
     bUseCylinderCollision=True
}

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Class file time: Mon 23/10/2006 20:38:46.000 - Creation time: Wed 7/2/2007 19:16:40.140 - Created with UnCodeX