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UT2004RPG.RPGWeaponPickup


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class RPGWeaponPickup extends UTWeaponPickup;

var MutUT2004RPG RPGMut;
var RPGWeapon DroppedWeapon;
var bool bRealWeaponStay; //hack for compatibility with Random Weapon Swap

function PostBeginPlay()
{
    Super(Pickup).PostBeginPlay();

    RPGMut = class'MutUT2004RPG'.static.GetRPGMutator(Level.Game);
}

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

    if (DrawType == DT_Mesh)
        bOrientOnSlope = false;
}

//Pickups don't get hooked up with xPickupBases like usual when you use ReplaceWith() on them
//so we use this to find it
function FindPickupBase()
{
    local xPickupBase PBase;

    foreach RadiusActors(class'xPickupBase', PBase, 100.f)
    {
        if (PBase.Location + PBase.SpawnHeight * vect(0,0,1) == Location)
            PickupBase = PBase;
        //Lack of break here is intentional - causes PickupBase to be set to the last one found
        //fixes mods that "replace" pickup bases by spawning another on top of the original (like ChaosUT)
    }

    if (PickupBase != None)
    {
        Event = PickupBase.Event;
        MyMarker = PickupBase.myMarker;
        GotoState('');
        SetTimer(0.1, false);
    }
}

function Timer()
{
    //hook up myMarker (need to delay because PickupBase will set it to None in its SpawnPickup())
    MyMarker.MarkedItem = self;
    PickupBase.myPickUp = self;

    //hack for ChaosUT - handle its special pickup-swapping pickupbases
    if (PickupBase.IsA('MultiPickupBase') && bool(PickupBase.GetPropertyText("bChangeOnlyOnPickup")))
    {
        bWeaponStay = false;
    }

    if (PickupBase.bDelayedSpawn)
    {
        GotoState('WaitingForMatch');
        myMarker.bSuperPickup = true;
    }
    else
        GotoState('Auto');
}

function SetWeaponStay()
{
    bWeaponStay = ( bRealWeaponStay && Level.Game.bWeaponStay );
}

function GetPropertiesFrom(class<WeaponPickup> PickupClass)
{
    bRealWeaponStay = PickupClass.default.bWeaponStay;
    SetWeaponStay();
    PickupMessage = PickupClass.default.PickupMessage;
    InventoryType = PickupClass.default.InventoryType;
    RespawnTime = PickupClass.default.RespawnTime;
    PickupSound = PickupClass.default.PickupSound;
    PickupForce = PickupClass.default.PickupForce;
    SetDrawType(PickupClass.default.DrawType);
    if (DrawType == DT_Mesh)
        LinkMesh(PickupClass.default.Mesh);
    else
        SetStaticMesh(PickupClass.default.StaticMesh);
    Skins = PickupClass.default.Skins;
    SetDrawScale(PickupClass.default.DrawScale);
    MaxDesireability = 1.2 * class<Weapon>(InventoryType).Default.AIRating;
}

function InitDroppedPickupFor(Inventory Inv)
{
    local RPGWeapon W;

    W = RPGWeapon(Inv);
    if (W != None)
    {
        Super.InitDroppedPickupFor(W.ModifiedWeapon);
        GetPropertiesFrom(class<WeaponPickup>(W.ModifiedWeapon.PickupClass));
        DroppedWeapon = W;
        //The engine doesn't support overlays on static meshes, so if we need an overlay, use the
        //weapon's 3rd person skeletal mesh instead.
        if (W.bIdentified && W.ModifierOverlay != None && W.ThirdPersonActor != None)
        {
            LinkMesh(W.ThirdPersonActor.Mesh);
            SetDrawType(W.ThirdPersonActor.DrawType);
            SetRotation(Rotation + rot(0,0,32768)); //because attachments are always imported upside down
            bOrientOnSlope = false;
            SetOverlayMaterial(W.ModifierOverlay, 1000000, true);
        }
    }
    else
        Super.InitDroppedPickupFor(Inv);
}

function inventory SpawnCopy( pawn Other )
{
    local inventory Copy;
    local RPGWeapon OldWeapon;
    local RPGStatsInv StatsInv;
    local class<RPGWeapon> NewWeaponClass;
    local int x;
    local bool bRemoveReference;

    if ( Inventory != None )
        Inventory.Destroy();

    //if already have a RPGWeapon, use it
    if (DroppedWeapon != None)
    {
        OldWeapon = DroppedWeapon;
        NewWeaponClass = OldWeapon.Class;
    }
    else if (bWeaponStay)
    {
        //if player previously had a weapon of class InventoryType, force modifier to be the same
        StatsInv = RPGStatsInv(Other.FindInventoryType(class'RPGStatsInv'));
        if (StatsInv != None)
            for (x = 0; x < StatsInv.OldRPGWeapons.length; x++)
                if (StatsInv.OldRPGWeapons[x].ModifiedClass == InventoryType)
                {
                    OldWeapon = StatsInv.OldRPGWeapons[x].Weapon;
                    if (OldWeapon == None)
                    {
                        StatsInv.OldRPGWeapons.Remove(x, 1);
                        x--;
                    }
                    else
                    {
                        NewWeaponClass = OldWeapon.Class;
                        StatsInv.OldRPGWeapons.Remove(x, 1);
                        bRemoveReference = true;
                        break;
                    }
                }
    }
    if (NewWeaponClass == None)
        NewWeaponClass = RPGMut.GetRandomWeaponModifier(class<Weapon>(InventoryType), Other);

    Copy = spawn(NewWeaponClass,Other,,,rot(0,0,0));
    RPGWeapon(Copy).Generate(OldWeapon);
    RPGWeapon(Copy).SetModifiedWeapon(Weapon(spawn(InventoryType,Other,,,rot(0,0,0))), ((bDropped && OldWeapon != None && OldWeapon.bIdentified) || RPGMut.bNoUnidentified));

    Copy.GiveTo(Other, self);

    if (bRemoveReference)
        OldWeapon.RemoveReference();

    return Copy;
}

function Destroyed()
{
    if (DroppedWeapon != None)
        DroppedWeapon.RemoveReference();

    Super.Destroyed();
}

function float DetourWeight(Pawn Other, float PathWeight)
{
    local Weapon AlreadyHas;
    local Inventory Inv;
    local int Count;

    for (Inv = Other.Inventory; Inv != None; Inv = Inv.Inventory)
    {
        if ( Inv.Class == InventoryType
             || (RPGWeapon(Inv) != None && RPGWeapon(Inv).ModifiedWeapon.Class == InventoryType) )
        {
            AlreadyHas = Weapon(Inv);
            break;
        }
        Count++;
        if (Count > 1000)
            break;
    }

    if ( (AlreadyHas != None)
        && (bWeaponStay || (AlreadyHas.AmmoAmount(0) > 0)) )
        return 0;
    if ( AIController(Other.Controller).PriorityObjective()
        && ((Other.Weapon.AIRating > 0.5) || (PathWeight > 400)) )
        return 0;
    return class<Weapon>(InventoryType).Default.AIRating/PathWeight;
}

function float BotDesireability(Pawn Bot)
{
    local Weapon AlreadyHas;
    local float desire;
    local Inventory Inv;
    local int Count;
    local class<Pickup> AmmoPickupClass;

    // bots adjust their desire for their favorite weapons
    desire = MaxDesireability + Bot.Controller.AdjustDesireFor(self);

    // see if bot already has a weapon of this type
    for (Inv = Bot.Inventory; Inv != None; Inv = Inv.Inventory)
    {
        if ( Inv.Class == InventoryType
             || (RPGWeapon(Inv) != None && RPGWeapon(Inv).ModifiedWeapon.Class == InventoryType) )
        {
            AlreadyHas = Weapon(Inv);
            break;
        }
        Count++;
        if (Count > 1000)
            break;
    }

    if ( AlreadyHas != None )
    {
        if ( Bot.Controller.bHuntPlayer )
            return 0;

        // can't pick it up if weapon stay is on
        if ( !AllowRepeatPickup() )
            return 0;
        if ( (RespawnTime < 10) && (bHidden || AlreadyHas.AmmoMaxed(0)) )
            return 0;

        if ( AlreadyHas.AmmoMaxed(0) )
            return 0.25 * desire;

        // bot wants this weapon for the ammo it holds
        if ( AlreadyHas.AmmoAmount(0) > 0 )
        {
            AmmoPickupClass = AlreadyHas.AmmoPickupClass(0);

            if ( AmmoPickupClass == None )
                return 0.05;
            else
                return FMax( 0.25 * desire,
                        AmmoPickupClass.Default.MaxDesireability
                        * FMin(1, 0.15 * AlreadyHas.MaxAmmo(0)/AlreadyHas.AmmoAmount(0)) );
        }
        else
            return 0.05;
    }
    if ( Bot.Controller.bHuntPlayer && (MaxDesireability * 0.833 < Bot.Weapon.AIRating - 0.1) )
        return 0;

    // incentivize bot to get this weapon if it doesn't have a good weapon already
    if ( (Bot.Weapon == None) || (Bot.Weapon.AIRating < 0.5) )
        return 2*desire;

    return desire;
}

defaultproperties
{
     bOnlyReplicateHidden=False
     bGameRelevant=True
     MessageClass=Class'UT2004RPG.EmptyMessage'
}

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Class file time: Sat 15/7/2006 17:15:14.000 - Creation time: Wed 7/2/2007 19:16:50.437 - Created with UnCodeX