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XGame.SpeciesType


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class SpeciesType extends Object
    abstract
    native;

#EXEC OBJ LOAD FILE=UT2004Weapons.utx

var string  MaleVoice;
var string  FemaleVoice;
var string  GibGroup;
var string  MaleRagSkelName;
var string  FemaleRagSkelName;
var string  FemaleSkeleton;
var string  MaleSkeleton;
var string  MaleSoundGroup;
var string  FemaleSoundGroup;
var string  PawnClassName;
var localized string SpeciesName;   // human readable name, for menus
var int RaceNum;
var int DMTeam;     // team color used in DM

var name TauntAnims[16];
var localized string TauntAnimNames[16];

var float AirControl, GroundSpeed, WaterSpeed, JumpZ, ReceivedDamageScaling, DamageScaling, AccelRate, WalkingPct,CrouchedPct,DodgeSpeedFactor, DodgeSpeedZ;

static function string GetVoiceType( bool bIsFemale, LevelInfo Level )
{
    if ( bIsFemale )
    {
        if ( Level.bLowSoundDetail )
            return "XGame.JuggFemaleVoice";
        else
            return Default.FemaleVoice;
    }

    if ( Level.bLowSoundDetail )
        return "XGame.JuggMaleVoice";
    else
        return Default.MaleVoice;
}

static function LoadResources( xUtil.PlayerRecord rec, LevelInfo Level, PlayerReplicationInfo PRI, int TeamNum )
{
    local string BodySkinName, VoiceType, SkelName, FaceSkinName;
    local Material NewBodySkin, NewFaceSkin, TeamFaceSkin;
    local class<VoicePack> VoiceClass;
    local class<xPawnGibGroup> GibGroupClass;
    local mesh customskel;

    if ( (Level.NetMode != NM_DedicatedServer) && class'DeathMatch'.default.bForceDefaultCharacter )
        return;
    DynamicLoadObject(rec.MeshName,class'Mesh');

    if ( (Level.NetMode != NM_DedicatedServer) && (rec.Skeleton != "") )
        customskel = mesh(DynamicLoadObject(rec.Skeleton,class'Mesh'));

    if ( rec.Sex ~= "Female" )
    {
        SkelName = Default.FemaleSkeleton;
        if ( Level.bLowSoundDetail )
            DynamicLoadObject("XGame.xJuggFemaleSoundGroup", class'Class');
        else
            DynamicLoadObject(Default.FemaleSoundGroup, class'Class');
    }
    else
    {
        SkelName = Default.MaleSkeleton;
        if ( Level.bLowSoundDetail )
            DynamicLoadObject("XGame.xJuggMaleSoundGroup", class'Class');
        else
            DynamicLoadObject(Default.MaleSoundGroup, class'Class');
    }
    if ( Level.NetMode == NM_DedicatedServer )
    {
        if ( rec.Sex ~= "Female" )
            VoiceClass = class<VoicePack>(DynamicLoadObject("XGame.JuggFemaleVoice",class'Class'));
        else
            VoiceClass = class<VoicePack>(DynamicLoadObject("XGame.JuggMaleVoice",class'Class'));
        if ( PRI != None )
            PRI.VoiceType = VoiceClass;
        return;
    }
    
    if ( !Level.bLowSoundDetail && (rec.VoiceClassName != "") )
    {
        VoiceType = rec.VoiceClassName;
        VoiceClass = class<VoicePack>(DynamicLoadObject(VoiceType,class'Class'));
    }
    if ( VoiceClass == None )
    {
        VoiceType = GetVoiceType(rec.Sex ~= "Female", Level);
        class<VoicePack>(DynamicLoadObject(VoiceType,class'Class'));
    }

    if ( (CustomSkel == None) && (SkelName != "") )
        DynamicLoadObject(SkelName,class'Mesh');

    NewFaceSkin = Material(DynamicLoadObject(rec.FaceSkinName, class'Material'));

    if ( (TeamNum == 255) && (Level.GRI != None) && Level.GRI.bForceTeamSkins )
        TeamNum = Default.DMTeam;
    if ( (TeamNum != 255) && ((Level.GRI == None) || !Level.GRI.bNoTeamSkins) )
    {
        if ( class'DMMutator'.Default.bBrightSkins && (Left(rec.BodySkinName,12) ~= "PlayerSkins.") )
        {
            BodySkinName = "Bright"$rec.BodySkinName$"_"$TeamNum$"B";
            NewBodySkin = Material(DynamicLoadObject(BodySkinName, class'Material',true));
        }
        if ( NewBodySkin == None )
        {
            BodySkinName = rec.BodySkinName$"_"$TeamNum;
            NewBodySkin = Material(DynamicLoadObject(BodySkinName, class'Material'));

            // allow team head skins with new skins
            if ( rec.TeamFace )
            {
                FaceSkinName = rec.FaceSkinName$"_"$TeamNum;
                TeamFaceSkin = Material(DynamicLoadObject(FaceSkinName, class'Material'));
                if ( TeamFaceSkin != None )
                    NewFaceSkin = TeamFaceSkin;
            }
        }
        if ( NewBodySkin == None )
        {
            log("TeamSkin not found "$NewBodySkin);
            NewBodySkin = Material(DynamicLoadObject(rec.BodySkinName, class'Material'));
        }
    }
    else
        NewBodySkin = Material(DynamicLoadObject(rec.BodySkinName, class'Material'));

    // Xan hack
    if ( Rec.BodySkinName ~= "UT2004PlayerSkins.XanMk3V2_Body" )
        DynamicLoadObject("UT2004PlayerSkins.XanMk3V2_abdomen", class'Material');

    Level.AddPrecacheMaterial(NewBodySkin);
    Level.AddPrecacheMaterial(NewFaceSkin);
    Level.AddPrecacheMaterial(rec.Portrait);
    GibGroupClass = class<xPawnGibGroup>(DynamicLoadObject(Default.GibGroup, class'Class'));
    GibGroupClass.static.PrecacheContent(Level);
}

static function int ModifyReceivedDamage( int Damage, pawn injured, pawn instigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType )
{
    return Damage * Default.ReceivedDamageScaling;
}

static function int ModifyImpartedDamage( int Damage, pawn injured, pawn instigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType )
{
    return Damage * Default.DamageScaling;
}

static function ModifyPawn(Pawn P)
{
    P.AirControl = P.Default.AirControl * Default.AirControl;
    P.GroundSpeed = P.Default.GroundSpeed * Default.GroundSpeed;
    P.WaterSpeed = P.Default.WaterSpeed * Default.WaterSpeed;
    P.JumpZ = P.Default.JumpZ * Default.JumpZ;
    P.AccelRate = P.Default.AccelRate * Default.AccelRate;
    P.WalkingPct = P.Default.WalkingPct * Default.WalkingPct;
    P.CrouchedPct = P.Default.CrouchedPct * Default.CrouchedPct;
    P.DodgeSpeedFactor = P.Default.DodgeSpeedFactor * Default.DodgeSpeedFactor;
    P.DodgeSpeedZ = P.Default.DodgeSpeedZ * Default.DodgeSpeedZ;
}

static function string GetRagSkelName(string MeshName)
{
    if(InStr(MeshName, "Female") >= 0)
        return Default.FemaleRagSkelName;

    return Default.MaleRagSkelName;
}

static function SetTeamSkin(xPawn P, xUtil.PlayerRecord rec, int TeamNum)
{
    local string BodySkinName, FaceSkinName;
    local Material NewBodySkin, TeamFaceSkin, NewFaceSkin;

    NewFaceSkin = Material(DynamicLoadObject(rec.FaceSkinName, class'Material'));
    P.TeamSkin = TeamNum;
    P.bClearWeaponOffsets = rec.ZeroWeaponOffsets;
    
    if ( TeamNum == 0 )
        P.Texture = Texture'RedMarker_t';
    else
        P.Texture = Texture'BlueMarker_t';
    
    if ( (TeamNum != 255) && ((P.Level.GRI == None) || !P.Level.GRI.bNoTeamSkins) )
    {
        if ( class'DMMutator'.Default.bBrightSkins && (Left(rec.BodySkinName,12) ~= "PlayerSkins.") )
        {
            BodySkinName = "Bright"$rec.BodySkinName$"_"$TeamNum$"B";
            NewBodySkin = Material(DynamicLoadObject(BodySkinName, class'Material',true));
            if ( NewBodySkin != None )
                P.AmbientGlow = 0.5 * P.Default.AmbientGlow;
        }
        if ( NewBodySkin == None )
        {
            BodySkinName = rec.BodySkinName$"_"$TeamNum;
            NewBodySkin = Material(DynamicLoadObject(BodySkinName, class'Material'));

            // allow team head skins with new skins
            if ( rec.TeamFace )
            {
                FaceSkinName = rec.FaceSkinName$"_"$TeamNum;
                TeamFaceSkin = Material(DynamicLoadObject(FaceSkinName, class'Material'));
                if ( TeamFaceSkin != None )
                    NewFaceSkin = TeamFaceSkin;
            }
        }
        if ( NewBodySkin == None )
        {
            log("TeamSkin not found "$NewBodySkin$" for "$P.Mesh);
            NewBodySkin = Material(DynamicLoadObject(rec.BodySkinName, class'Material'));
        }
        P.Skins[0] = NewBodySkin;
    }
    else
        P.Skins[0] = Material(DynamicLoadObject(rec.BodySkinName, class'Material'));
        
    P.Skins[1] = NewFaceSkin;
}

static function bool Setup(xPawn P, xUtil.PlayerRecord rec)
{
    local mesh NewMesh, customskel;
    local string VoiceType, SkelName;
    local class<VoicePack> VoiceClass;
    local int TeamNum, i,j;

    if ( P.bAlreadySetup )
    {
        // make sure correct teamskin
        if ( P.Level.NetMode == NM_Client )
        {
            if ( (P.PlayerReplicationInfo != None) && (P.PlayerReplicationInfo.Team != None) )
                TeamNum = P.PlayerReplicationInfo.Team.TeamIndex;
            else if ( (P.DrivenVehicle != None) && (P.DrivenVehicle.PlayerReplicationInfo != None) && (P.DrivenVehicle.PlayerReplicationInfo.Team != None) )
                TeamNum = P.DrivenVehicle.PlayerReplicationInfo.Team.TeamIndex;
            if ( P.TeamSkin == TeamNum )
                return true;
            
            SetTeamSkin(P,rec,TeamNum);
        }       
        return true;
    }
    NewMesh = Mesh(DynamicLoadObject(rec.MeshName,class'Mesh'));
    if ( NewMesh == None )
    {
        log("Failed to load player mesh "$rec.MeshName);
        return false;
    }

    P.bAlreadySetup = true;
    P.LinkMesh(NewMesh);
    P.AssignInitialPose();

    P.bIsFemale = ( rec.Sex ~= "Female" );
    if ( P.PlayerReplicationInfo != None )
        P.PlayerReplicationInfo.bIsFemale = P.bIsFemale;
    if ( (P.Level.NetMode != NM_DedicatedServer) && (rec.Skeleton != "") )
        customskel = mesh(DynamicLoadObject(rec.Skeleton,class'Mesh'));

    if ( P.bIsFemale )
    {
        SkelName = Default.FemaleSkeleton;
        if ( P.Level.bLowSoundDetail )
            P.SoundGroupClass = class<xPawnSoundGroup>(DynamicLoadObject("XGame.xJuggFemaleSoundGroup", class'Class'));
        else
            P.SoundGroupClass = class<xPawnSoundGroup>(DynamicLoadObject(Default.FemaleSoundGroup, class'Class'));
    }
    else
    {
        SkelName = Default.MaleSkeleton;
        if ( P.Level.bLowSoundDetail )
            P.SoundGroupClass = class<xPawnSoundGroup>(DynamicLoadObject("XGame.xJuggMaleSoundGroup", class'Class'));
        else
            P.SoundGroupClass = class<xPawnSoundGroup>(DynamicLoadObject(Default.MaleSoundGroup, class'Class'));
    }

    if ( P.Level.NetMode != NM_DedicatedServer )
    {
        if ( CustomSkel != None )
            P.SkeletonMesh = CustomSkel;
        else if ( SkelName != "" )
            P.SkeletonMesh = mesh(DynamicLoadObject(SkelName,class'Mesh'));

        TeamNum = 255;
        if ( (P.PlayerReplicationInfo != None) && (P.PlayerReplicationInfo.Team != None) )
            TeamNum = P.PlayerReplicationInfo.Team.TeamIndex;
        else if ( (P.DrivenVehicle != None) && (P.DrivenVehicle.PlayerReplicationInfo != None) && (P.DrivenVehicle.PlayerReplicationInfo.Team != None) )
            TeamNum = P.DrivenVehicle.PlayerReplicationInfo.Team.TeamIndex;
        else if ( (P.Level.GRI != None) && P.Level.GRI.bForceTeamSkins )
            TeamNum = Default.DMTeam;

        SetTeamSkin(P,rec,TeamNum);

        if ( rec.UseSpecular && (P.Level.DetailMode!=DM_Low) )
        {
            P.HighDetailOverlay = Material'UT2004Weapons.WeaponShader';
            // Xan hack
            if ( Rec.BodySkinName ~= "UT2004PlayerSkins.XanMk3V2_Body" )
                P.Skins[2] = Material(DynamicLoadObject("UT2004PlayerSkins.XanMk3V2_abdomen", class'Material'));
        }
    }
    P.GibGroupClass = class<xPawnGibGroup>(DynamicLoadObject(Default.GibGroup, class'Class'));

    if ( P.Level.NetMode == NM_DedicatedServer )
    {
        if ( rec.Sex ~= "Female" )
            VoiceType = "XGame.JuggFemaleVoice";
        else
            VoiceType = "XGame.JuggMaleVoice";
        VoiceClass = class<VoicePack>(DynamicLoadObject(VoiceType,class'Class'));
        P.VoiceType = VoiceType;
        if ( P.PlayerReplicationInfo != None )
            P.PlayerReplicationInfo.VoiceType = VoiceClass;
        P.VoiceClass = class<TeamVoicePack>(VoiceClass);
    }
    else 
    {
        if ( !P.Level.bLowSoundDetail )
        {
            if ( (P.PlayerReplicationInfo != None) && (P.PlayerReplicationInfo.VoiceTypeName != "") )
                VoiceType = P.PlayerReplicationInfo.VoiceTypeName;
            else
                VoiceType = rec.VoiceClassName;
            if ( VoiceType != "" )
                VoiceClass = class<VoicePack>(DynamicLoadObject(VoiceType,class'Class'));
        }
        if ( VoiceClass == None )
        {
            VoiceType = GetVoiceType(P.bIsFemale, P.Level);
            VoiceClass = class<VoicePack>(DynamicLoadObject(VoiceType,class'Class'));
        }
        P.VoiceType = VoiceType;
        if ( P.PlayerReplicationInfo != None )
            P.PlayerReplicationInfo.VoiceType = VoiceClass;
        P.VoiceClass = class<TeamVoicePack>(VoiceClass);
    }
    
    // add unique taunts
    for ( i=0; i<16; i++ )
        if ( Default.TauntAnims[i] != '' )
        {
            j = P.TauntAnims.Length;
            P.TauntAnims[j] = Default.TauntAnims[i];
            P.TauntAnimNames[j] = Default.TauntAnimNames[i];
            if ( j == 15 )
                break;
        }
    return true;
}

static function int GetOffsetForSequence(name Sequence)
{
    local int i;
    
    for ( i=0; i<16; i++ )
    {
        if ( Default.TauntAnims[i] == '' )
            return -1;
        if ( Default.TauntAnims[i] == Sequence )
            return i;
    }
    
    return -1;
}

defaultproperties
{
     PawnClassName="xGame.xPawn"
     SpeciesName="Human"
     TauntAnims(0)="gesture_point"
     TauntAnims(1)="gesture_beckon"
     TauntAnims(2)="gesture_halt"
     TauntAnims(3)="gesture_cheer"
     TauntAnims(4)="PThrust"
     TauntAnims(5)="AssSmack"
     TauntAnims(6)="ThroatCut"
     TauntAnims(7)="Specific_1"
     TauntAnims(8)="Gesture_Taunt01"
     TauntAnims(9)="Idle_Character01"
     TauntAnimNames(0)="Point"
     TauntAnimNames(1)="Beckon"
     TauntAnimNames(2)="Halt"
     TauntAnimNames(3)="Cheer"
     TauntAnimNames(4)="Pelvic Thrust"
     TauntAnimNames(5)="Ass Smack"
     TauntAnimNames(6)="Throat Cut"
     TauntAnimNames(7)="Unique"
     TauntAnimNames(8)="Team Taunt"
     TauntAnimNames(9)="Team Idle"
     AirControl=1.000000
     GroundSpeed=1.000000
     WaterSpeed=1.000000
     JumpZ=1.000000
     ReceivedDamageScaling=1.000000
     DamageScaling=1.000000
     AccelRate=1.000000
     WalkingPct=1.000000
     CrouchedPct=1.000000
     DodgeSpeedFactor=1.000000
     DodgeSpeedZ=1.000000
}

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Class file time: Mon 23/10/2006 20:35:08.000 - Creation time: Wed 7/2/2007 19:16:51.984 - Created with UnCodeX