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UT2k4Assault.ASVehicle


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//=============================================================================
// ASVehicle
//=============================================================================
// Base class for non Karma vehicles
//=============================================================================
// Created by Laurent Delayen
// © 2003, Epic Games, Inc.  All Rights Reserved
//=============================================================================

class ASVehicle extends Vehicle
    Abstract;

#exec OBJ LOAD FILE=ONSInterface-TX.utx

var()   String  DefaultWeaponClassName;     // Default vehicle weapon class
                                            // This applies when players start game in vehicle without the "standard" possess procedure
// FX
var()   Vector      VehicleProjSpawnOffset;     // Projectile Spawn Offset

var Pawn    DamLastInstigator;
var float   DamLastDamageTime;

var Material    DefaultCrosshair, CrosshairHitFeedbackTex;
var float       CrosshairScale;
var bool        bCHZeroYOffset;     // For dual cannons, just trace from the center.
var bool    bCustomHealthDisplay;

var float       LastCalcWeaponFire; // avoid multiple traces the same tick
var Actor       LastCalcHA;
var vector      LastCalcHL, LastCalcHN;

var()   Sound   LockedOnSound;

var Controller  DestroyPrevController;
var Emitter     ExplosionEffect, DebugFX;

var vector BotError;
var Actor OldTarget;

// Function override
function PlayHit(float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum) {}
function ClientDying(class<DamageType> DamageType, vector HitLocation) {}
simulated function Tick(float DeltaTime);

simulated event PostBeginPlay()
{
    super.PostBeginPlay();

    if ( Level.Game != None )
        BotError = (1000 - 50 * Level.Game.GameDifficulty) * VRand();

    // Hack to instance correctly the skeletal collision boxes
    GetBoneCoords('');
    SetCollision(false, false);
    SetCollision(true, true);
}

simulated event Destroyed()
{
    if ( Level.Game != None )
        Level.Game.DiscardInventory( Self );

    super.Destroyed();
}

function AddDefaultInventory()
{
    GiveWeapon( DefaultWeaponClassName );
    if ( Controller != None )
        Controller.ClientSwitchToBestWeapon();
}

function PossessedBy(Controller C)
{
    Level.Game.DiscardInventory( Self );

    super.PossessedBy( C );

    NetUpdateTime = Level.TimeSeconds - 1;
    bStasis = false;
    C.Pawn  = Self;
    AddDefaultInventory();
    if ( Weapon != None )
    {
        Weapon.NetUpdateTime = Level.TimeSeconds - 1;
        Weapon.Instigator = Self;
        PendingWeapon = None;
        Weapon.BringUp();
    }
}

function UnPossessed()
{
    if ( Weapon != None )
    {
        Weapon.PawnUnpossessed();
        Weapon.ImmediateStopFire();
        Weapon.ServerStopFire( 0 );
        Weapon.ServerStopFire( 1 );
    }
    NetUpdateTime = Level.TimeSeconds - 1;
    super.UnPossessed();
}

event bool KDriverLeave( bool bForceLeave )
{
    local bool          bLeft;
    local Pawn          ExDriver;
    local Controller    ExController;

    if ( Controller != None )
        Controller.StopFiring();
    ExController    = Controller;
    ExDriver        = Driver;

    bLeft = super.KDriverLeave( bForceLeave );
    if ( bLeft && ExDriver != None && ExDriver.Weapon == None && ExController != None && ExController.Pawn == ExDriver )
        ExController.SwitchToBestWeapon();
    
    return bLeft;
}

simulated function ClientKDriverEnter( PlayerController PC )
{
    super.ClientKDriverEnter( PC );

    // force controller here, because it's not replicated yet...
    PC.Pawn = Self;
    Controller = PC;
    SetOwner( PC );
    if ( Weapon != None )
    {
        PendingWeapon = None;
        Weapon.BringUp();
    }
    else
        PC.SwitchToBestWeapon();
}

simulated function ClientKDriverLeave(PlayerController PC)
{
    if ( PC != None && Weapon != None )
        Weapon.PawnUnpossessed();

    super.ClientKDriverLeave( PC );
}

simulated function bool StopWeaponFiring()
{
    if ( Weapon == None )
        return false;

    Weapon.PawnUnpossessed();

    if ( Weapon.IsFiring() )
    {
        if ( Controller != None )
        {
            if ( !Controller.IsA('PlayerController') )
                Weapon.ServerStopFire( Weapon.BotMode );
            else
            {
                Controller.StopFiring();
                Weapon.ServerStopFire( 0 );
                Weapon.ServerStopFire( 1 );
            }
        }
        else
        {
            Weapon.ServerStopFire( 0 );
            Weapon.ServerStopFire( 1 );
        }
        return true;
    }

    return false;
}

function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
                        Vector momentum, class<DamageType> damageType)
{
    local int           actualDamage;
    local bool          bAlreadyDead;
    local Controller    Killer;

    if ( Role < ROLE_Authority )
    {
        log(self$" client damage type "$damageType$" by "$instigatedBy);
        return;
    }

    if ( Level.Game == None )
        return;

    // Spawn Protection: Cannot be destroyed by a player until possessed
    if ( bSpawnProtected && instigatedBy != None && instigatedBy != Self )
        return;

    // Prevent multiple damage the same tick (for splash damage deferred by turret bases for example)
    if ( Level.TimeSeconds == DamLastDamageTime && instigatedBy == DamLastInstigator )
        return;

    DamLastInstigator = instigatedBy;
    DamLastDamageTime = Level.TimeSeconds;

    if ( damagetype == None )
        DamageType = class'DamageType';

    Damage      *= DamageType.default.VehicleDamageScaling;
    momentum    *= DamageType.default.VehicleMomentumScaling * MomentumMult;
    bAlreadyDead = (Health <= 0);
    NetUpdateTime = Level.TimeSeconds - 1; // force quick net update

    if ( Weapon != None )
        Weapon.AdjustPlayerDamage( Damage, InstigatedBy, HitLocation, Momentum, DamageType );
    if ( (InstigatedBy != None) && InstigatedBy.HasUDamage() )
        Damage *= 2;

    actualDamage = Level.Game.ReduceDamage(Damage, self, instigatedBy, HitLocation, Momentum, DamageType);

    if ( DamageType.default.bArmorStops && (actualDamage > 0) )
        actualDamage = ShieldAbsorb( actualDamage );

    if ( bShowDamageOverlay && DamageType.default.DamageOverlayMaterial != None && actualDamage > 0 )
        SetOverlayMaterial( DamageType.default.DamageOverlayMaterial, DamageType.default.DamageOverlayTime, true );

    Health -= actualDamage;

    if ( HitLocation == vect(0,0,0) )
        HitLocation = Location;
    if ( bAlreadyDead )
        return;

    PlayHit(actualDamage,InstigatedBy, hitLocation, damageType, Momentum);
    if ( Health <= 0 )
    {

        if ( bRemoteControlled && Driver != None )
            KDriverLeave( false );

        // pawn died
        if ( instigatedBy != None )
            Killer = instigatedBy.GetKillerController();
        else if ( (DamageType != None) && DamageType.default.bDelayedDamage )
            Killer = DelayedDamageInstigatorController;

        Health = 0;

        TearOffMomentum = momentum;

        Died(Killer, damageType, HitLocation);
    }
    else
    {
        if ( Controller != None )
            Controller.NotifyTakeHit(instigatedBy, HitLocation, actualDamage, DamageType, Momentum);
    }

    MakeNoise(1.0);
}


// Spawn Explosion FX
simulated function Explode( vector HitLocation, vector HitNormal )
{
    if ( Level.NetMode != NM_DedicatedServer )
        ExplosionEffect = Spawn(class'FX_SpaceFighter_Explosion', Self,, HitLocation, Rotation);
}

simulated final function float  CalcInertia(float DeltaTime, float FrictionFactor, float OldValue, float NewValue)
{
    local float Friction;

    Friction = 1.f - FClamp( (0.02*FrictionFactor) ** DeltaTime, 0.f, 1.f);
    return  OldValue*Friction + NewValue;
}


simulated event PlayDying(class<DamageType> DamageType, vector HitLoc)
{
    Explode( Location, vect(0,0,1) );

    if ( Level.Game != None )
        Level.Game.DiscardInventory( Self );

    // Make sure player controller is actually possessing the vehicle.. (since we forced it in ClientKDriverEnter)
    if ( PlayerController(Controller) != None && PlayerController(Controller).Pawn != Self )
        Controller = None;

    if ( PlayerController(Controller) != None )
    {
        if ( bDrawDriverInTP && Driver != None )    // view driver dying
            PlayerController(Controller).SetViewTarget( Driver );
        else
            PlayerController(Controller).SetViewTarget( Self );
    }
    
    bCanTeleport = false;
    bReplicateMovement = false;
    bTearOff = true;
    bPlayedDeath = true;

    GotoState('Dying');
}

function name GetWeaponBoneFor(Inventory I)
{
    return '';
}

// explode
state Dying
{
ignores Trigger, Bump, HitWall, HeadVolumeChange, PhysicsVolumeChange, Falling, BreathTimer;

    //simulated function PlayDying(class<DamageType> DamageType, vector HitLoc) {}
    event ChangeAnimation() {}
    event StopPlayFiring() {}
    function PlayFiring(float Rate, name FiringMode) {}
    function PlayWeaponSwitch(Weapon NewWeapon) {}
    function PlayTakeHit(vector HitLoc, int Damage, class<DamageType> damageType) {}
    simulated function PlayNextAnimation() {}
    event FellOutOfWorld(eKillZType KillType) { }
    function Landed(vector HitNormal) { }
    function ReduceCylinder() { }
    function LandThump() {  }
    event AnimEnd(int Channel) {    }
    function LieStill() {}
    singular function BaseChange() {    }
    function Died(Controller Killer, class<DamageType> damageType, vector HitLocation) {}
    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
                            Vector momentum, class<DamageType> damageType) {}

    function UpdateRocketAcceleration(float DeltaTime, float YawChange, float PitchChange)  { }
    function VehicleSwitchView(bool bUpdating) {}
    function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot);
    function DriverDied();

    simulated function Timer()
    {
        if ( !bDeleteMe )
            Destroy();
    }

    function BeginState()
    {
        local PlayerController  PC, LocalPlayer;
        
        LocalPlayer     = Level.GetLocalPlayerController();
        AmbientSound    = None;
        Velocity        = vect(0,0,0);
        Acceleration    = Velocity;
        bHidden         = true;

        SetPhysics( PHYS_None );
        SetCollision(false, false, false);

        // Make sure player controller is actually possessing the vehicle.. (since we forced it in ClientKDriverEnter)
        if ( PlayerController(Controller) != None && PlayerController(Controller).Pawn != Self )
            Controller = None;

        // Clear previous controller if not currently viewing this vehicle.
        if ( PlayerController(DestroyPrevController) != None && PlayerController(DestroyPrevController).ViewTarget != Self )
            DestroyPrevController = None;

        if ( PlayerController(Controller) != None )
            PC = PlayerController(Controller);
        else if ( PlayerController(DestroyPrevController) != None )
            PC = PlayerController(DestroyPrevController);

        // Force behind view
        if ( PC != None && !PC.bBehindView )
            PC.bBehindView = true;

        if ( Driver != None && bDrawDriverInTP )
            Destroyed_HandleDriver();

        // If server, wait a second for replication
        if ( Level.NetMode == NM_DedicatedServer || Level.NetMode == NM_ListenServer )  
            SetTimer(1.f, false);
        else if ( (Driver == None || !bDrawDriverInTP) && 
            ( (PC != None ) || (LocalPlayer != None && LocalPlayer.ViewTarget == Self) ) )
        {
            // If owned by player, or spectated wait a bit so explosion can be viewed
            // (if there viewtarget is not already set on driver's dead body)
            if ( Controller != None )
            {
                DestroyPrevController = Controller;
                Controller.SetRotation( Rotation );
                Controller.PawnDied( Self );
                DestroyPrevController.SetRotation( Rotation );
            }
            else if ( DestroyPrevController != None )
            {
                DestroyPrevController.SetRotation( Rotation );
                DestroyPrevController.SetLocation( Location );
            }

            SetTimer(5.f, false);
        }
        else
        {
            // if not owned and not spectated then destroy right away
            if ( Controller != None )
                Controller.PawnDied( Self );

            Destroy();
        }

    }
}

//
// HUD
//

simulated function DrawHUD(Canvas C)
{
    local PlayerController  PC;

    // Don't draw if player is dead...
    if ( Health < 1 || Controller == None || PlayerController(Controller) == None )
        return;

    PC = PlayerController(Controller);
    DrawVehicleHUD( C, PC );
    if ( !PC.MyHUD.bShowScoreboard )
    {
        DrawWeaponInfo( C, PC.myHUD );
        if ( bCustomHealthDisplay )
            DrawHealthInfo( C, PC );
    }
}

simulated function SpecialDrawCrosshair( Canvas C )
{
    local vector            ScreenPos;
    local PlayerController  PC;

    PC = PlayerController(Controller);
    
    // Don't draw if player is dead...
    if ( Health < 1 || PC == None  || PC.MyHUD.bShowScoreboard )
        return;

    DrawCrosshair( C, ScreenPos );
    if ( WeaponHitsCrosshairsHL() )
        DrawCrosshairAlignment( C, ScreenPos );
    DrawEnemyName( C, HUDCDeathMatch(PC.myHUD) );
}

simulated function DrawVehicleHUD( Canvas C, PlayerController PC );
simulated function DrawWeaponInfo( Canvas C, HUD H );
simulated function DrawHealthInfo( Canvas C, PlayerController PC );

simulated function bool DrawCrosshair( Canvas C, out vector ScreenPos )
{
    local vector    HitLocation;
    local float     RatioX, RatioY;
    local float     tileX, tileY;
    local float     SizeX, SizeY;

    HitLocation = GetCrosshairWorldLocation();
    ScreenPos = C.WorldToScreen( HitLocation );

    SizeX = DefaultCrosshair.MaterialUSize();
    SizeY = DefaultCrosshair.MaterialVSize();

    RatioX = C.SizeX / 640.0;
    RatioY = C.SizeY / 480.0;

    tileX = CrosshairScale * SizeX * RatioX;
    tileY = CrosshairScale * SizeY * RatioX;

    // Clip Crosshair position
    class'HUD_Assault'.static.ClipScreenCoords( C, ScreenPos.X, ScreenPos.Y, TileX*0.5, TileY*0.5 );

    C.Style = ERenderStyle.STY_Alpha;
    C.DrawColor = class'Canvas'.static.MakeColor(255, 255, 255, 255);
    C.SetPos(ScreenPos.X - tileX*0.5, ScreenPos.Y - tileY*0.5);
    C.DrawTile( DefaultCrosshair, tileX, tileY, 0.0, 0.0, SizeX, SizeY);

    return true;
}

/* Check if weapon fires where crosshair is aiming at 
(because of offset between VehicleProjSpawnOffset and POV in 3rd person view) */
simulated function bool WeaponHitsCrosshairsHL()
{
    local vector    DesiredHL, DesiredHN, HL, HN;
    local Actor     DesiredHitActor, HitActor;

    DesiredHitActor = CalcWeaponFire( DesiredHL, DesiredHN );
    if ( DesiredHitActor == None )
        return true;

    HitActor = PerformTrace( HL, HN, DesiredHL, GetFireStart() );
    if ( HL == DesiredHL )
        return true;

    return false;
}

/* Visual feedback that weapon will hit where crosshair is aiming at */
simulated function DrawCrosshairAlignment( Canvas C, Vector ScreenPos )
{
    local float     RatioX, RatioY;

    RatioX = C.SizeX / 640.0;
    RatioY = C.SizeY / 480.0;

    C.DrawColor = C.MakeColor(0,255,0,192);
    C.Style     = ERenderStyle.STY_Alpha;
    C.SetPos( ScreenPos.X - 16*RatioX, ScreenPos.Y - 16*RatioY );
    C.DrawTile(CrosshairHitFeedbackTex, 32*RatioX, 32*RatioY, 0.0, 0.0, CrosshairHitFeedbackTex.MaterialUSize(), CrosshairHitFeedbackTex.MaterialVSize() );
}

simulated function DrawEnemyName( Canvas C, HUDCDeathMatch H )
{
    local actor     HitActor;
    local vector    HitLocation, HitNormal;

    if ( H.bNoEnemyNames || (Controller == None) )
        return;

    HitActor = CalcWeaponFire( HitLocation, HitNormal );

    if ( Pawn(HitActor) != None && HitActor != Self && Pawn(HitActor).PlayerReplicationInfo != None 
        && Team != Pawn(HitActor).GetTeamNum() )
    {
        if ( (H.NamedPlayer != Pawn(HitActor).PlayerReplicationInfo) || (Level.TimeSeconds - H.NameTime > 0.5) )
        {
            H.DisplayEnemyName(C, Pawn(HitActor).PlayerReplicationInfo);
            H.NameTime = Level.TimeSeconds;
        }
        H.NamedPlayer = Pawn(HitActor).PlayerReplicationInfo;
    }
}

//Notify vehicle that an enemy has locked on to it
event NotifyEnemyLockedOn()
{
    super.NotifyEnemyLockedOn();

    if ( PlayerController(Controller) != None && LockedOnSound != None )
        PlayerController(Controller).ClientPlaySound( LockedOnSound );
}

/* Return world location of crosshair's == vehicle's focus point */
simulated function vector GetCrosshairWorldLocation()
{
    return GetFireStart( 65536 );   // far focus point to ensure trace hit
}

/* Returns world location of vehicle fire start */
simulated function vector GetFireStart( optional float XOffset )
{
    local Vector StartOffset, X, Y, Z;

    GetAxes(Rotation, X, Y, Z);
    StartOffset = VehicleProjSpawnOffset;
    if ( bCHZeroYOffset )
        StartOffset.Y = 0;
    return Location + X*(StartOffset.X+XOffset) + Y*StartOffset.Y + Z*StartOffset.Z;
}

function vector GetBotError(vector StartLocation)
{
    Controller.ShotTarget = Pawn(Controller.Target);
    if ( Controller.Target != OldTarget )
    {
        BotError = (1500 - 100 * Level.Game.GameDifficulty) * VRand();
        OldTarget = Controller.Target;
    }
    BotError += 100 * VRand() + (100 - 200 *FRand()) * Normal(Controller.Target.Velocity);
    if ( (Pawn(OldTarget) != None) && Pawn(OldTarget).bStationary )
        BotError *= 0.6;
    BotError = Normal(BotError) * FMin(VSize(BotError), FMin(1500 - 100*Level.Game.GameDifficulty,0.2 * VSize(Controller.Target.Location - StartLocation)));
    return BotError;
}

/* Trace from View to CrossHair, and return HitActor, HitLocation and HitNormal */
simulated function Actor CalcWeaponFire( out vector HitLocation, out Vector HitNormal )
{
    local vector    Target, StartLocation, CannonLocation;
    local Actor     A;
    local Rotator   Rot;
    local vector    X, Y, Z;
    local float     Angle;
    
    // Avoid multiple traces the same tick
    if ( LastCalcWeaponFire == Level.TimeSeconds )
    {
        //log("ASVehicle::CalcWeaponFire" @ Level.TimeSeconds );
        HitLocation = LastCalcHL;
        HitNormal   = LastCalcHN;
        return LastCalcHA;
    }

    CannonLocation = GetFireStart();
    if ( PlayerController(Controller) != None )
    {
        PlayerController(Controller).PlayerCalcView(A, StartLocation, Rot );
    }
    else 
    {
        StartLocation = CannonLocation;
        Rot = Rotation;
    }
    
    Target = GetCrosshairWorldLocation();

    if ( Controller != None )
    {
        if ( Controller.Target == None )
            Controller.Target = Controller.Enemy;
        if ( Controller.Target != None )
            Target += GetBotError(StartLocation);
    }
    
    A = PerformTrace( HitLocation, HitNormal, Target, StartLocation );
    
    // Make sure Turret cannot hit something located behind it's Cannon.
    GetAxes(Rot, X, Y, Z);
    Angle = (HitLocation - CannonLocation) Dot X; 

    if ( A == None || Angle < 0 )
    {
        HitLocation = Target;
        HitNormal   = vect(0,0,0);
    }

    // Save results, because can be called several times per tick
    LastCalcWeaponFire  = Level.TimeSeconds;
    LastCalcHA          = A;
    LastCalcHL          = HitLocation;
    LastCalcHN          = HitNormal;

    return A;
}

simulated function Actor PerformTrace( out vector HitLocation, out Vector HitNormal, vector End, vector Start )
{
    local Actor     A;
    local bool      bDriverBlockZeroExtent;

    // Trace through vehicle or driver
    bBlockZeroExtentTraces = false;
    if ( Driver != None )
    {
        bDriverBlockZeroExtent          = Driver.bBlockZeroExtentTraces;
        Driver.bBlockZeroExtentTraces   = false;
    }

    A = Trace(HitLocation, HitNormal, End, Start, true);

    if ( A == None )
    {
        HitLocation = End;
        HitNormal   = vect(0,0,0);
    }

    bBlockZeroExtentTraces = true;
    if ( Driver != None )
        Driver.bBlockZeroExtentTraces = bDriverBlockZeroExtent;

    return A;
}

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

    L.AddPrecacheMaterial( default.NoEntryTexture );
    L.AddPrecacheMaterial( default.TeamBeaconTexture );
    L.AddPrecacheMaterial( default.TeamBeaconBorderMaterial );
    L.AddPrecacheMaterial( default.CrosshairHitFeedbackTex );
    L.AddPrecacheMaterial( default.DefaultCrosshair );
    L.AddPrecacheMaterial( default.VehicleIcon.Material );
}

simulated function UpdatePrecacheMaterials()
{
    Level.AddPrecacheMaterial( default.NoEntryTexture );
    Level.AddPrecacheMaterial( default.TeamBeaconTexture );
    Level.AddPrecacheMaterial( default.TeamBeaconBorderMaterial );
    Level.AddPrecacheMaterial( default.CrosshairHitFeedbackTex );
    Level.AddPrecacheMaterial( default.DefaultCrosshair );
    Level.AddPrecacheMaterial( VehicleIcon.Material );

    super.UpdatePrecacheMaterials();
}

//=============================================================================
// defaultproperties
//=============================================================================

defaultproperties
{
     DefaultWeaponClassName="XWeapons.ShockRifle"
     DefaultCrosshair=FinalBlend'InterfaceContent.HUD.fbBombFocus'
     CrosshairHitFeedbackTex=Texture'ONSInterface-TX.tankBarrelAligned'
     CrosshairScale=0.125000
     LockedOnSound=Sound'WeaponSounds.BaseGunTech.BSeekLost1'
     bDrawVehicleShadow=False
     bShowDamageOverlay=True
     bAdjustDriversHead=False
     bDesiredBehindView=False
     TeamBeaconTexture=Texture'ONSInterface-TX.HealthBar'
     NoEntryTexture=Texture'HUDContent.Generic.NoEntry'
     TeamBeaconBorderMaterial=Texture'InterfaceContent.Menu.BorderBoxD'
     VehicleIcon=(Material=Texture'AS_FX_TX.HUD.TrackedVehicleIcon',SizeX=64.000000,SizeY=64.000000)
     bSpecialCrosshair=True
     BaseEyeHeight=0.000000
     EyeHeight=0.000000
     bStasis=False
     bNetInitialRotation=True
     bCanTeleport=False
     bBlockKarma=True
}

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Class file time: Tue 24/10/2006 17:00:14.000 - Creation time: Wed 7/2/2007 19:16:34.265 - Created with UnCodeX