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//============================================================================= // ASVehicle_SpaceFighter //============================================================================= // Created by Laurent Delayen // © 2003, Epic Games, Inc. All Rights Reserved //============================================================================= class ASVehicle_SpaceFighter extends ASVehicle abstract config(User); // Movement var Quat SpaceFighterRotation; // Space Fighter actual rotation (using quaternions instead of rotators) var float YawAccel, PitchAccel, RollAccel; var float DesiredVelocity; // Range: EngineMinVelocity -> 1000 var() const float EngineMinVelocity; // minimum forward velocity var() const float VehicleRotationSpeed; var() const float RotationInertia; var() float StrafeAccel, StrafeAccelRate, MaxStrafe; var() float RollAutoCorrectSpeed; var bool bInitialized; // this to catch first tick when match is started and velocity reset (so ship would always have a rotation==(0,0,0)) var bool bPostNetCalled; var bool bGearUp; // Once flying animation is played var bool bSpeedFilterWarmup; var bool bAutoTarget; // automatically target closest Vehicle var bool bTargetClosestToCrosshair; var bool bRocketLoaded; var bool bHumanShip; var Rotator ShotDownRotation; var int TopGunCount; var name FlyingAnim; // Camera var Rotator LastCamRot; var float myDeltaTime; var float LastTimeSeconds; var float CamRotationInertia; // HUD var string DelayedDebugString; var localized string Text_Speed; // FX var Emitter TrailEmitter; var float TrailOffset; var Emitter SmokeTrail; var class<Emitter> ShotDownFXClass; // Engine Speed smooth filter (for velocity jerkyness on low and jerky FPS) const SpeedFilterFrames = 20; var float SpeedFilter[SpeedFilterFrames]; var int NextSpeedFilterSlot; var float SmoothedSpeedRatio; // Rockets var Vector RocketOffset; // Shield effect actors var class<Actor> GenericShieldEffect[2]; var float NextShieldTime; // Target locking var Vehicle CurrentTarget; var float MaxTargetingRange; var float LastAutoTargetTime; var Vector CrosshairPos; var Sound TargetAcquiredSound; var Texture WeaponInfoTexture, SpeedInfoTexture; var Sound RocketLoadedSound; replication { reliable if ( bNetDirty && bNetOwner && Role==ROLE_Authority ) CurrentTarget; reliable if ( Role < ROLE_Authority ) ServerPrevTarget, ServerNextTarget, ServerSetTarget; } function BlowUp( vector HitNormal ); // Blow up space ship simulated function PostNetBeginPlay() { super.PostNetBeginPlay(); bPostNetCalled = true; PlayTakeOff(); if ( ASGameInfo(Level.Game) != None ) bThumped = ASGameInfo(Level.Game).DivertSpaceFighter(); } simulated function PlayTakeOff(); simulated event TeamChanged() { // Add Trail FX if ( Level.NetMode != NM_DedicatedServer ) { SetTrailFX(); AdjustFX(); } } simulated function SetTrailFX(); simulated function Destroyed() { if ( TrailEmitter != None ) TrailEmitter.Destroy(); if ( SmokeTrail != None ) SmokeTrail.Destroy(); super.Destroyed(); } function PossessedBy(Controller C) { super.PossessedBy(C); // Don't start at full speed Velocity = EngineMinVelocity * Vector(Rotation); Acceleration = Velocity; } function vector GetBotError(vector StartLocation) { local vector ErrorDir, VelDir; Controller.ShotTarget = Pawn(Controller.Target); ErrorDir = Normal((Controller.Target.Location - Location) Cross vect(0,0,1)); if ( Controller.Target != OldTarget ) { BotError = (1500 - 100 * Level.Game.GameDifficulty) * ErrorDir; OldTarget = Controller.Target; } VelDir = Normal(Controller.Target.Velocity); BotError += (100 - 200 *FRand()) * (ErrorDir + VelDir); if ( (Level.Game.GameDifficulty < 6) && (VSize(BotError) < 120) ) { if ( (BotError Dot VelDir) < 0 ) BotError += 10 * VelDir; else BotError -= 10 * VelDir; } 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; } simulated function ClientKDriverEnter(PlayerController PC) { super.ClientKDriverEnter( PC ); // Don't start at full speed Velocity = EngineMinVelocity * Vector(Rotation); Acceleration = Velocity; } // Called from the PlayerController when player wants to get out. function bool KDriverLeave( bool bForceLeave ) { if ( bForceLeave ) // Hack so you can't exit SpaceFighters with the "Use" Key. { if ( super.KDriverLeave( bForceLeave ) ) { if ( !bDeleteMe && !IsInState('Dying') ) Destroy(); } else return false; } else { TargetUnSet(); return false; } } function DriverDied() { TakeDamage(default.Health*2, Self, Location, vect(0,0,0), None); } // return false if out of range, can't see target, etc. function bool CanAttack(Actor Other) { // check that can see target if ( Controller != None ) return Controller.LineOfSightTo(Other); return false; } //============================================================================= // Movement //============================================================================= simulated function UpdateRocketAcceleration(float DeltaTime, float YawChange, float PitchChange) { local vector X,Y,Z; local float CurrentSpeed; local float EngineAccel; local float RotationSmoothFactor; local float RollChange; local Rotator NewRotation; if ( !bPostNetCalled || Controller == None ) return; if ( !bInitialized ) { // Laurent -- Velocity Override // When Player Spawns with the spaceship as Pawn, velocity is reset at start match // since Rotation is overwritten later by Rotator(Velocity), it gets reset to Rotation(0,0,0) // And therefore not using the one set in PlayerStart.Rotation Acceleration = EngineMinVelocity * Vector(Rotation); SpaceFighterRotation = QuatFromRotator( Rotation ); bInitialized = true; } // Only allow space fighter to change gear once landing gear is up. // (small hack for fins animations) if ( bGearUp ) DesiredVelocity = FClamp( DesiredVelocity+PlayerController(Controller).aForward*DeltaTime/15.f, EngineMinVelocity, 1000.f); else DesiredVelocity = EngineMinVelocity; CurrentSpeed = FClamp( (Velocity Dot Vector(Rotation)) * 1000.f / AirSpeed, 0.f, 1000.f); EngineAccel = (DesiredVelocity - CurrentSpeed) * 100.f; RotationSmoothFactor = FClamp(1.f - RotationInertia * DeltaTime, 0.f, 1.f); if ( PlayerController(Controller).bDuck > 0 && Abs(Rotation.Roll) > 500 ) { // Auto Correct Roll if ( Rotation.Roll < 0 ) RollChange = RollAutoCorrectSpeed; else RollChange = -RollAutoCorrectSpeed; } else if ( PlayerController(Controller).aUp > 0 ) // Rolling RollChange = PlayerController(Controller).aStrafe * 0.66; // Rotation Acceleration YawAccel = RotationSmoothFactor*YawAccel + DeltaTime*VehicleRotationSpeed*YawChange; PitchAccel = RotationSmoothFactor*PitchAccel + DeltaTime*VehicleRotationSpeed*PitchChange; RollAccel = RotationSmoothFactor*RollAccel + DeltaTime*VehicleRotationSpeed*RollChange; YawAccel = FClamp( YawAccel, -AirSpeed, AirSpeed ); PitchAccel = FClamp( PitchAccel, -AirSpeed, AirSpeed ); RollAccel = FClamp( RollAccel, -AirSpeed, AirSpeed ); // Perform new rotation GetAxes( QuatToRotator(SpaceFighterRotation), X, Y, Z ); SpaceFighterRotation = QuatProduct(SpaceFighterRotation, QuatProduct(QuatFromAxisAndAngle(Y, DeltaTime*PitchAccel), QuatProduct(QuatFromAxisAndAngle(Z, -1.0 * DeltaTime * YawAccel), QuatFromAxisAndAngle(X, DeltaTime * RollAccel)))); NewRotation = QuatToRotator( SpaceFighterRotation ); // If autoadjusting roll, clamp to 0 if ( PlayerController(Controller).bDuck > 0 && ((NewRotation.Roll < 0 && Rotation.Roll > 0) || (NewRotation.Roll > 0 && Rotation.Roll < 0)) ) { NewRotation.Roll = 0; RollAccel = 0; } Acceleration = Vector(NewRotation) * DesiredVelocity; // strafing StrafeAccel = RotationSmoothFactor*StrafeAccel; if ( PlayerController(Controller).aUp == 0 ) StrafeAccel += DeltaTime*StrafeAccelRate*PlayerController(Controller).aStrafe; StrafeAccel = FClamp( StrafeAccel, -MaxStrafe, MaxStrafe); GetAxes( NewRotation, X, Y, Z ); Acceleration += StrafeAccel * Y; // Adjust Rolling based on Stafing NewRotation.Roll += StrafeAccel * 15; DelayedDebugString = "NewRotation.Roll:" @ NewRotation.Roll @ "StrafeAccel:" @ StrafeAccel; // Take complete control on Rotation bRotateToDesired = true; bRollToDesired = true; DesiredRotation = NewRotation; SetRotation( NewRotation ); } function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) { if ( Role == Role_Authority ) { if ( !bPostNetCalled ) return; UpdateAutoTargetting(); // Hack when spacefighter gets stuck... kill!! if ( VSize(Velocity) < 100 ) TakeDamage(default.Health*2, Self, Location, vect(0,0,0), None); } } function DisplayDebug(Canvas Canvas, out float YL, out float YPos) { local vector X,Y,Z; local float ForwardVelocity; local Controller C; super.DisplayDebug(Canvas, YL, YPos); if ( Controller == None ) { Canvas.SetDrawColor(255,0,0); Canvas.DrawText("LOCAL CONTROLLER"); YPos += YL; Canvas.SetPos(4,YPos); C = Level.GetLocalPlayerController(); C.DisplayDebug(Canvas,YL,YPos); } Canvas.DrawText("-- SPACEFIGHTER"); YPos += YL; Canvas.SetPos(4,YPos); GetAxes(Rotation, X, Y, Z); Canvas.DrawText("-- GetAxes, X:"@String(X)$", Y:"@String(Y)$", Z:"@String(Z)); YPos += YL; Canvas.SetPos(4,YPos); Canvas.DrawText("-- Acceleration:"@String(Acceleration)); YPos += YL; Canvas.SetPos(4,YPos); // Debug stuffs ForwardVelocity = Velocity Dot Vector(Rotation); Canvas.DrawText("-- Gear:"@DesiredVelocity/10.0$"% Forward Velocity:"@String(ForwardVelocity)); YPos += YL; Canvas.SetPos(4,YPos); Canvas.DrawText("-- DDS"@DelayedDebugString); YPos += YL; Canvas.SetPos(4,YPos); } simulated function rotator GetViewRotation() { if ( IsLocallyControlled() && Health > 0 ) return QuatToRotator(SpaceFighterRotation); // true rotation else return Rotation; } simulated function SpecialCalcFirstPersonView(PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) { local vector x, y, z; local rotator R; CameraLocation = Location; ViewActor = Self; R = GetViewRotation(); GetAxes(R, x, y, z); // First-person view. CameraRotation = Normalize(R + PC.ShakeRot); // amb CameraLocation = CameraLocation + PC.ShakeOffset.X * x + PC.ShakeOffset.Y * y + PC.ShakeOffset.Z * z; // Camera position is locked to vehicle CameraLocation = CameraLocation + (FPCamPos >> GetViewRotation()); } // Special calc-view for vehicles simulated function bool SpecialCalcView(out actor ViewActor, out vector CameraLocation, out rotator CameraRotation ) { local vector CamLookAt, HitLocation, HitNormal; local PlayerController PC; local float CamDistFactor; local vector CamDistance; local Rotator CamRotationRate; local Rotator TargetRotation; PC = PlayerController(Controller); // Only do this mode if we have a playercontroller viewing this vehicle if ( PC == None || PC.ViewTarget == None ) return false; ViewActor = Self; if ( !PC.bBehindView ) // First Person View { SpecialCalcFirstPersonView( PC, ViewActor, CameraLocation, CameraRotation); return true; } // 3rd person view myDeltaTime = Level.TimeSeconds - LastTimeSeconds; LastTimeSeconds = Level.TimeSeconds; CamLookAt = ViewActor.Location + (Vect(60, 0, 0) >> ViewActor.Rotation); // Camera Rotation if ( ViewActor == Self ) // Client Hack to camera roll is not affected by strafing TargetRotation = GetViewRotation(); else TargetRotation = ViewActor.Rotation; if ( IsInState('ShotDown') ) // shotdown { TargetRotation.Yaw += 32768; Normalize( TargetRotation ); CamRotationInertia = default.CamRotationInertia * 10.f; CamDistFactor = 2.0; } else if ( IsInState('Dying') ) // dead { CamRotationInertia = default.CamRotationInertia * 50.f; CamDistFactor = 3.0; } else { CamDistFactor = 1 - (DesiredVelocity / AirSpeed); } CamRotationRate = Normalize(TargetRotation - LastCamRot); CameraRotation.Yaw = CalcInertia(myDeltaTime, CamRotationInertia, CamRotationRate.Yaw, LastCamRot.Yaw); CameraRotation.Pitch = CalcInertia(myDeltaTime, CamRotationInertia, CamRotationRate.Pitch, LastCamRot.Pitch); CameraRotation.Roll = CalcInertia(myDeltaTime, CamRotationInertia, CamRotationRate.Roll, LastCamRot.Roll); LastCamRot = CameraRotation; // Camera Location CamDistance = Vect(-180, 0, 80); CamDistance.X -= CamDistFactor * 200.0; // Adjust Camera location based on ship's velocity CameraLocation = CamLookAt + (CamDistance >> CameraRotation); if ( Trace( HitLocation, HitNormal, CameraLocation, ViewActor.Location, false, vect(10, 10, 10) ) != None ) CameraLocation = HitLocation + HitNormal * 10; return true; } // // Targeting // simulated function bool IsTargetRelevant( Vehicle Target ) { if ( Target == None ) return false; if ( Target.Team == Team || Target.Health < 1 || Target.bDeleteMe || VSize(Location - Target.Location) > MaxTargetingRange ) return false; // Target is located behind spacefighter if ( (Target.Location - Location) Dot vector(Rotation) < 0 ) return false; return true; } simulated function PrevWeapon() { ServerPrevTarget( false ); } simulated function NextWeapon() { ServerNextTarget( false ); } exec function TargetClosestToCrosshair() { bTargetClosestToCrosshair = true; //Flag it to be done next time we have a Canvas } function ServerNextTarget( bool bTryOnce ) { local float CurrentTargetDist, BestDist, Dist; local Controller C; local Vehicle V, BestV; local int numtargets; BestDist = MaxTargetingRange; if ( !IsTargetRelevant( CurrentTarget ) ) CurrentTarget = None; if ( CurrentTarget != None ) CurrentTargetDist = VSize(Location - CurrentTarget.Location); else CurrentTargetDist = 0; for (C = Level.ControllerList; C != None; C = C.NextController) { V = Vehicle(C.Pawn); if ( V != None && V != CurrentTarget && IsTargetRelevant( V ) ) { Dist = VSize(Location - V.Location); numtargets++; if ( Dist > CurrentTargetDist && Dist < BestDist && LineOfSightTo( V ) ) { BestV = V; BestDist = Dist; } } } if ( BestV != None ) ServerSetTarget( BestV ); else if ( !bTryOnce && CurrentTarget != None && numtargets>0 ) { CurrentTarget = None; ServerNextTarget( true ); } } function ServerPrevTarget( bool bTryOnce ) { local float CurrentTargetDist, BestDist, Dist; local Controller C; local Vehicle V, BestV; local int numtargets; if ( !IsTargetRelevant( CurrentTarget ) ) CurrentTarget = None; if ( CurrentTarget != None ) CurrentTargetDist = VSize(Location - CurrentTarget.Location); else CurrentTargetDist = MaxTargetingRange; for (C = Level.ControllerList; C != None; C = C.NextController) { V = Vehicle(C.Pawn); if ( V != None && V != CurrentTarget && IsTargetRelevant( V ) ) { numtargets++; Dist = VSize(Location - V.Location); if ( Dist < CurrentTargetDist && Dist > BestDist && LineOfSightTo( V ) ) { BestV = V; BestDist = Dist; } } } if ( BestV != None ) ServerSetTarget( BestV ); else if ( !bTryOnce && CurrentTarget != None && numtargets>0 ) { CurrentTarget = None; ServerPrevTarget( true ); } } /* Acquired a new Target */ function ServerSetTarget(Vehicle NewTarget) { if ( PlayerController(Controller) != None ) PlayerController(Controller).ClientPlaySound( TargetAcquiredSound ); CurrentTarget = NewTarget; bAutoTarget = false; } /* Erase current target, and turns on auto targetting */ function TargetUnSet() { CurrentTarget = None; bAutoTarget = true; } /* Lock closest visible enemy */ function UpdateAutoTargetting() { local float BestDist, Dist; local Controller C; local Vehicle V, BestV; if ( Role != ROLE_Authority ) return; // If player chosen target destroyed, begin autotargeting again if ( CurrentTarget == None || CurrentTarget.Health < 1 || CurrentTarget.bDeleteMe || VSize(CurrentTarget.Location - Location) > MaxTargetingRange ) { if ( CurrentTarget != None ) { PlayerController(Controller).ClientPlaySound( LockedOnSound ); CurrentTarget = None; } bAutoTarget = true; } // Only check target once per second to save CPU if ( !bAutoTarget || LastAutoTargetTime + 1 > Level.TimeSeconds ) return; LastAutoTargetTime = Level.TimeSeconds; if ( CurrentTarget == None ) BestDist = MaxTargetingRange; else BestDist = VSize(Location - CurrentTarget.Location); // Automatically target closest visible enemy vehicle for (C = Level.ControllerList; C != None; C = C.NextController) { V = Vehicle(C.Pawn); if ( V != None && V != CurrentTarget && IsTargetRelevant( V ) ) { Dist = VSize(Location - V.Location); if ( V.IsA('ASVehicle_SpaceFighter') ) // Target SpaceFighters first over turrets. Dist = Dist * 0.67; if ( (BestV == None || Dist < BestDist) && LineOfSightTo( V ) ) { BestV = V; BestDist = Dist; } } } if ( BestV != None ) ServerSetTarget( BestV ); } //============================================================================= // Collision //============================================================================= // dealing damage based on impact normal and vehicle velocity simulated function VehicleCollision(Vector HitNormal, Actor Other) { local float Damage; local float NormalSpeed; local Pawn Inst; if ( Role < Role_Authority ) return; NormalSpeed = Abs( Velocity Dot HitNormal ); Damage = (NormalSpeed-200) / 100.0; if ( Damage > 1.f ) { Damage *= Damage; Inst = Pawn(Other); // Force death with other Pawn's collision if ( Instigator != None ) Damage += HealthMax; TakeDamage(Damage, Inst, Location-HitNormal*CollisionRadius, HitNormal*Damage*100.f, None); } else if ( VSize(Velocity) < 100 ) TakeDamage(default.Health*2, Self, Location, vect(0,0,0), None); } simulated function Landed( vector HitNormal ) { VehicleCollision(HitNormal, None); } simulated function HitWall(vector HitNormal, actor Wall) { VehicleCollision(HitNormal, Wall); } simulated singular function Touch(Actor Other) { local Vector HitNormal; if ( Other!=None && !Other.IsA('Projectile') && Other.bBlockActors ) { HitNormal = Normal(Location - Other.Location); VehicleCollision(HitNormal, Other); } } simulated function Bump( Actor Other ) { local Vector HitNormal; if ( Other != None && !Other.IsA('Projectile') && Other.bBlockActors ) { HitNormal = Normal(Location - Other.Location); VehicleCollision(HitNormal, Other); } } function TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) { if ( bHumanShip && (Level.NetMode != NM_Client) ) { if ( Level.NetMode == NM_Standalone ) { if ( (InstigatedBy != None) && (InstigatedBy != self) && (!bThumped || InstigatedBy.bStationary) && (PlayerController(Instigator.Controller) == None) && (PlayerReplicationInfo != None) && (Level.GetLocalPlayerController().PlayerReplicationInfo.Team != PlayerReplicationInfo.Team) ) Damage *= 0.3; } else if ( Deathmatch(Level.Game).bPlayersVsBots ) { if ( (InstigatedBy != None) && (InstigatedBy != self) && (PlayerController(Instigator.Controller) == None) ) Damage *= 0.7; } } // Using HitFxTicker to play various client side deaths... if ( instigatedBy == None ) HitFxTicker = 0; //TearOffDeath = Death_Geometry; // geometry collision else if ( instigatedBy == Self ) HitFxTicker = 1; //TearOffDeath = Death_Self; // suicide else HitFxTicker = 2; //TearOffDeath = Death_Pawn; // killed by player if ( Role == Role_Authority ) DoShieldEffect(HitLocation, Normal(Location - HitLocation) ); super.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType); } //============================================================================= // FX //============================================================================= function DoShieldEffect(vector HitLocation, vector HitNormal) { local Actor ShieldEffect; if ( Team > 1 ) return; if ( EffectIsRelevant(HitLocation, true) && NextShieldTime < Level.TimeSeconds ) { NextShieldTime = Level.TimeSeconds + 0.1; ShieldEffect = Spawn(GenericShieldEffect[Team], Self,, HitLocation, rotator(-HitNormal)); if ( ShieldEffect != None ) ShieldEffect.SetBase( Self ); } } event AnimEnd( int Channel ) { Disable('AnimEnd'); bGearUp = true; if ( Level.NetMode != NM_DedicatedServer ) { if ( HasAnim(FlyingAnim) ) PlayAnim( FlyingAnim, 0.0001 ); StopAnimating(); Timer(); // Call Timer to adjust FX } } simulated function AdjustFX(); simulated function Timer() { local float NewTimerRate; // Adjust FX AdjustFX(); // Update Frequency (for Super High details) if ( IsLocallyControlled() ) NewTimerRate = 0.02; else if ( EffectIsRelevant(Location, false) ) // if this pawn is relevant to local player NewTimerRate = 0.04; else NewTimerRate = 0.08; // Not relevant if ( Level.DetailMode == DM_High ) // High details NewTimerRate += 0.02; else if ( Level.DetailMode == DM_Low ) // Low details NewTimerRate += 0.04; SetTimer(NewTimerRate, false); } simulated function Vector GetRocketSpawnLocation() { return RocketOffset; } simulated final function MyRandSpin(float spinRate) { DesiredRotation = RotRand(true); RotationRate.Yaw = 0; RotationRate.Pitch = Max( FRand()*SpinRate/8, SpinRate / 30 ); RotationRate.Roll = Max( FRand()*SpinRate, SpinRate / 8 ); if ( FRand() > 0.5 ) RotationRate.Pitch = -RotationRate.Pitch; if ( FRand() > 0.5 ) RotationRate.Roll = -RotationRate.Roll; } // Spawn Explosion FX simulated function Explode( vector HitLocation, vector HitNormal ) { if ( SmokeTrail != None ) { SmokeTrail.Kill(); SmokeTrail = None; } if ( TrailEmitter != None ) { TrailEmitter.Kill(); TrailEmitter = None; } bDynamicLight = false; LightType = LT_None; //if ( HitNormal != vect(0,0,0) ) // SetRotation( Rotator(-HitNormal) ); // Hack to position camera well.. if ( Level.NetMode != NM_DedicatedServer ) ExplosionEffect = Spawn(class'FX_SpaceFighter_Explosion', Self,, HitLocation, Rotation); } simulated event PlayDying(class<DamageType> DamageType, vector HitLoc) { local vector HitNormal; 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 ) { PlayerController(Controller).SetViewTarget( Self ); DestroyPrevController = Controller; } bCanTeleport = false; bReplicateMovement = false; bTearOff = true; bPlayedDeath = true; if ( HitFxTicker == 2 ) { ShotDownRotation = Rotation; if ( Level.NetMode != NM_DedicatedServer ) { SmokeTrail = Spawn(ShotDownFXClass, Self,, Location); if ( SmokeTrail != None ) SmokeTrail.SetBase( Self ); } GotoState('ShotDown'); } else { if ( HitFxTicker == 0 ) HitNormal = Normal( TearOffMomentum ); // Set Directional explosion based on HitNormal Explode( Location, HitNormal ); GotoState('Dying'); } } // // Shot down in flames // state ShotDown { ignores Trigger, HeadVolumeChange, PhysicsVolumeChange, Falling, BreathTimer; 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 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 VehicleSwitchView(bool bUpdating) {} function DriverDied(); function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot); function UpdateRocketAcceleration(float DeltaTime, float YawChange, float PitchChange); simulated function Timer() { BlowUp( vect(0,0,0) ); } simulated function VehicleCollision(Vector HitNormal, Actor Other) { BlowUp( HitNormal ); } // Blow up Space Fighter simulated function BlowUp( vector HitNormal ) { Explode( Location, HitNormal ); GotoState('Dying'); } simulated function BeginState() { local PlayerController PC; // Set random spin rate... bRotateToDesired = true; bRollToDesired = true; MyRandSpin( 200000 ); Acceleration.Z -= VSize(Velocity)*0.67; //SetPhysics( PHYS_Falling ); PC = PlayerController(Controller); if ( PC != None && !PC.bBehindView ) PC.bBehindView = true;// Force Behindview if ( Driver != None && bDrawDriverInTP ) Destroyed_HandleDriver(); if ( Controller != None ) Controller.PawnDied( Self ); } simulated function EndState() { AmbientSound = None; bDynamicLight = false; LightType = LT_None; } Begin: SetTimer(4.0, false); } //============================================================================= // defaultproperties //============================================================================= defaultproperties { EngineMinVelocity=600.000000 VehicleRotationSpeed=0.009000 RotationInertia=10.000000 StrafeAccelRate=0.500000 MaxStrafe=300.000000 RollAutoCorrectSpeed=3000.000000 bSpeedFilterWarmup=True bAutoTarget=True bHumanShip=True CamRotationInertia=0.330000 Text_Speed="Speed:" TrailOffset=80.000000 MaxTargetingRange=20000.000000 TargetAcquiredSound=Sound'AssaultSounds.HumanShip.TargetCycle01' RocketLoadedSound=Sound'AssaultSounds.HumanShip.HnShipFireReadyl01' DefaultCrosshair=Texture'Crosshairs.HUD.Crosshair_Circle1' CrosshairScale=0.500000 bCHZeroYOffset=True bHasRadar=True CenterSpringForce="SpringSpaceFighter" CenterSpringRangePitch=0 CenterSpringRangeRoll=0 DriverDamageMult=0.000000 bCanFly=True bCanStrafe=True bSimulateGravity=False bDirectHitWall=True bServerMoveSetPawnRot=False bSpecialHUD=True bSpecialCalcView=True SightRadius=25000.000000 AirSpeed=2000.000000 AccelRate=2000.000000 HealthMax=250.000000 Health=250 LandMovementState="PlayerSpaceFlying" MinFlySpeed=1100.000000 MaxRotation=0.850000 Physics=PHYS_Flying CollisionRadius=60.000000 CollisionHeight=30.000000 RotationRate=(Pitch=32768,Yaw=32768,Roll=32768) ForceType=FT_DragAlong ForceRadius=100.000000 ForceScale=5.000000 } |
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