2020-12-13 15:01:13 +00:00
|
|
|
//=============================================================================
|
|
|
|
// Vehicle: The base class of all vehicles.
|
|
|
|
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
class Vehicle extends Pawn
|
|
|
|
ClassGroup(Vehicles)
|
|
|
|
native(Pawn)
|
|
|
|
nativereplication
|
|
|
|
abstract;
|
|
|
|
|
|
|
|
/** Pawn driving this vehicle. */
|
|
|
|
var repnotify Pawn Driver;
|
|
|
|
|
|
|
|
/** true if vehicle is being driven. */
|
|
|
|
var repnotify bool bDriving;
|
|
|
|
|
|
|
|
/** Positions (relative to vehicle) to try putting the player when exiting. Optional -
|
|
|
|
automatic system for determining exitpositions if none is specified. */
|
|
|
|
var() Array<Vector> ExitPositions;
|
|
|
|
|
|
|
|
/** Radius for automatic exit positions. */
|
|
|
|
var float ExitRadius;
|
|
|
|
|
|
|
|
/** Offset from center for Exit test circle. */
|
|
|
|
var vector ExitOffset;
|
|
|
|
|
|
|
|
/** whether to render driver seated in vehicle */
|
|
|
|
var bool bDriverIsVisible;
|
|
|
|
|
|
|
|
// generic controls (set by controller, used by concrete derived classes)
|
|
|
|
var () float Steering; // between -1 and 1
|
|
|
|
var () float Throttle; // between -1 and 1
|
|
|
|
var () float Rise; // between -1 and 1
|
|
|
|
|
|
|
|
/** If true, attach the driver to the vehicle when he starts using it. */
|
|
|
|
var bool bAttachDriver;
|
|
|
|
|
|
|
|
|
|
|
|
/** Adjust position that NPCs should aim at when firing at this vehicle */
|
|
|
|
var vector TargetLocationAdjustment;
|
|
|
|
|
|
|
|
/** damage to the driver is multiplied by this value */
|
|
|
|
var float DriverDamageMult;
|
|
|
|
|
|
|
|
/** damage momentum multiplied by this value before being applied to vehicle */
|
|
|
|
var() float MomentumMult;
|
|
|
|
|
|
|
|
var class<DamageType> CrushedDamageType;
|
|
|
|
|
|
|
|
/** If going less than this speed, don't crush the pawn. */
|
|
|
|
var float MinCrushSpeed;
|
|
|
|
|
|
|
|
/** If this vehicle penetrates more than this, even if going less than MinCrushSpeed, crush the pawn. */
|
|
|
|
var float ForceCrushPenetration;
|
|
|
|
|
|
|
|
/** AI control */
|
|
|
|
var bool bTurnInPlace; // whether vehicle can turn in place
|
|
|
|
var bool bSeparateTurretFocus; // hint for AI (for tank type turreted vehicles)
|
|
|
|
var bool bFollowLookDir; // used by AI to know that controller's rotation determines vehicle rotation
|
|
|
|
var bool bHasHandbrake; // hint for AI
|
|
|
|
var bool bScriptedRise; // hint for AI
|
|
|
|
var bool bDuckObstacles; // checks for and ducks under obstacles
|
|
|
|
|
|
|
|
/** if set, AI avoids going in reverse unless it has to */
|
|
|
|
var bool bAvoidReversing;
|
|
|
|
|
|
|
|
var byte StuckCount; // used by AI
|
|
|
|
|
|
|
|
var float ThrottleTime; /** last time at which throttle was 0 (used by AI) */
|
|
|
|
var float StuckTime;
|
|
|
|
/** steering value used last tick */
|
|
|
|
var float OldSteering;
|
|
|
|
/** when AI started using only steering (so it doesn't get stuck doing that when it isn't working) */
|
|
|
|
var float OnlySteeringStartTime;
|
|
|
|
|
|
|
|
/** Used by AI during three point turns, to make sure it doesn't get into a state where the throttle is reversed every tick */
|
|
|
|
var float OldThrottle;
|
|
|
|
|
|
|
|
var const float AIMoveCheckTime;
|
|
|
|
var float VehicleMovingTime; // used by AI C++
|
|
|
|
var float TurnTime; /** AI hint - how long it takes to turn vehicle 180 degrees (for setting MoveTimer) */
|
|
|
|
|
|
|
|
/** if set and pathfinding fails, retry with vehicle driver - ContinueOnFoot() will be called when AI can't go any further in vehicle */
|
|
|
|
var bool bRetryPathfindingWithDriver;
|
|
|
|
|
|
|
|
/** TRUE for vehicle to ignore the StallZ value, FALSE to respect it normally */
|
|
|
|
var() bool bIgnoreStallZ;
|
|
|
|
|
|
|
|
/** If true, do extra traces to vehicle extremities for net relevancy checks */
|
|
|
|
var bool bDoExtraNetRelevancyTraces;
|
|
|
|
|
|
|
|
cpptext
|
|
|
|
{
|
|
|
|
virtual INT* GetOptimizedRepList(BYTE* Recent, FPropertyRetirement* Retire, INT* Ptr, UPackageMap* Map, UActorChannel* Channel);
|
|
|
|
virtual UBOOL IsNetRelevantFor(APlayerController* RealViewer, AActor* Viewer, const FVector& SrcLocation);
|
|
|
|
virtual UBOOL ReachedBy(APawn* P, const FVector& TestPosition, const FVector& Dest);
|
|
|
|
virtual ANavigationPoint* CheckDetour(ANavigationPoint* BestDest, ANavigationPoint* Start, UBOOL bWeightDetours);
|
|
|
|
virtual void performPhysics(FLOAT DeltaSeconds);
|
|
|
|
virtual UBOOL HasRelevantDriver();
|
|
|
|
virtual AVehicle* GetAVehicle() { return this; }
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Check if this actor is the owner when doing relevancy checks for actors marked bOnlyRelevantToOwner
|
|
|
|
*
|
|
|
|
* @param ReplicatedActor - the actor we're doing a relevancy test on
|
|
|
|
*
|
|
|
|
* @param ActorOwner - the owner of ReplicatedActor
|
|
|
|
*
|
|
|
|
* @param ConnectionActor - the controller of the connection that we're doing relevancy checks for
|
|
|
|
*
|
|
|
|
* @return TRUE if this actor should be considered the owner
|
|
|
|
*/
|
|
|
|
virtual UBOOL IsRelevancyOwnerFor(AActor* ReplicatedActor, AActor* ActorOwner, AActor* ConnectionActor);
|
|
|
|
|
|
|
|
// AI Interface
|
|
|
|
virtual void setMoveTimer(FVector MoveDir);
|
|
|
|
virtual UBOOL IsStuck();
|
|
|
|
virtual UBOOL AdjustFlight(FLOAT ZDiff, UBOOL bFlyingDown, FLOAT Distance, AActor* GoalActor);
|
|
|
|
virtual void SteerVehicle(FVector Direction);
|
|
|
|
virtual void AdjustThrottle( FLOAT Distance );
|
|
|
|
virtual UBOOL moveToward(const FVector &Dest, AActor *GoalActor);
|
|
|
|
virtual void rotateToward(FVector FocalPoint);
|
|
|
|
virtual UBOOL JumpOutCheck(AActor *GoalActor, FLOAT Distance, FLOAT ZDiff);
|
|
|
|
virtual void MarkEndPoints(ANavigationPoint* EndAnchor, AActor* Goal, const FVector& GoalLocation);
|
|
|
|
virtual FLOAT SecondRouteAttempt(ANavigationPoint* Anchor, ANavigationPoint* EndAnchor, NodeEvaluator NodeEval, FLOAT BestWeight, AActor *goal, const FVector& GoalLocation, FLOAT StartDist, FLOAT EndDist, INT MaxPathLength, INT SoftMaxNodes);
|
|
|
|
virtual UBOOL IsGlider();
|
|
|
|
}
|
|
|
|
|
|
|
|
replication
|
|
|
|
{
|
|
|
|
if (bNetDirty && Role == ROLE_Authority)
|
|
|
|
bDriving;
|
|
|
|
if (bNetDirty && (bNetOwner || Driver == None || !Driver.bHidden) && Role == ROLE_Authority)
|
|
|
|
Driver;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** NotifyTeamChanged()
|
|
|
|
Called when PlayerReplicationInfo is replicated to this pawn, or PlayerReplicationInfo team property changes.
|
|
|
|
|
|
|
|
Network: client
|
|
|
|
*/
|
|
|
|
simulated function NotifyTeamChanged()
|
|
|
|
{
|
|
|
|
// notify driver as well
|
|
|
|
if ( (PlayerReplicationInfo != None) && (Driver != None) )
|
|
|
|
Driver.NotifyTeamChanged();
|
|
|
|
}
|
|
|
|
|
|
|
|
/** @See Actor::DisplayDebug */
|
|
|
|
simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos)
|
|
|
|
{
|
|
|
|
local string DriverText;
|
|
|
|
|
|
|
|
super.DisplayDebug(HUD, out_YL, out_YPos );
|
|
|
|
|
|
|
|
HUD.Canvas.SetDrawColor(255,255,255);
|
|
|
|
HUD.Canvas.DrawText("Steering "$Steering$" throttle "$Throttle$" rise "$Rise);
|
|
|
|
out_YPos += out_YL;
|
|
|
|
HUD.Canvas.SetPos(4,out_YPos);
|
|
|
|
|
|
|
|
HUD.Canvas.SetDrawColor(255,0,0);
|
|
|
|
|
|
|
|
|
|
|
|
out_YPos += out_YL;
|
|
|
|
HUD.Canvas.SetPos(4,out_YPos);
|
|
|
|
if ( Driver == None )
|
|
|
|
{
|
|
|
|
DriverText = "NO DRIVER";
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DriverText = "Driver Mesh "$Driver.Mesh$" hidden "$Driver.bHidden;
|
|
|
|
}
|
|
|
|
HUD.Canvas.DrawText(DriverText);
|
|
|
|
out_YPos += out_YL;
|
|
|
|
HUD.Canvas.SetPos(4,out_YPos);
|
|
|
|
}
|
|
|
|
|
|
|
|
function Suicide()
|
|
|
|
{
|
|
|
|
if ( Driver != None )
|
|
|
|
Driver.KilledBy(Driver);
|
|
|
|
else
|
|
|
|
KilledBy(self);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @RETURNS max rise force for this vehicle (used by AI)
|
|
|
|
*/
|
|
|
|
native function float GetMaxRiseForce();
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @returns Figure out who we are targetting.
|
|
|
|
*/
|
|
|
|
simulated native function vector GetTargetLocation(optional Actor RequestedBy, optional bool bRequestAlternateLoc) const;
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Take Radius Damage
|
|
|
|
* by default scales damage based on distance from HurtOrigin to Actor's location.
|
|
|
|
* This can be overriden by the actor receiving the damage for special conditions (see KAsset.uc).
|
|
|
|
*
|
|
|
|
* @param InstigatedBy, instigator of the damage
|
|
|
|
* @param Base Damage
|
|
|
|
* @param Damage Radius (from Origin)
|
|
|
|
* @param DamageType class
|
|
|
|
* @param Momentum (float)
|
|
|
|
* @param HurtOrigin, origin of the damage radius.
|
|
|
|
* @param DamageCauser the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
|
|
|
|
*/
|
|
|
|
simulated function TakeRadiusDamage
|
|
|
|
(
|
|
|
|
Controller InstigatedBy,
|
|
|
|
float BaseDamage,
|
|
|
|
float DamageRadius,
|
|
|
|
class<DamageType> DamageType,
|
|
|
|
float Momentum,
|
|
|
|
vector HurtOrigin,
|
|
|
|
bool bFullDamage,
|
|
|
|
Actor DamageCauser,
|
2023-05-11 15:55:04 +00:00
|
|
|
optional float DamageFalloffExponent=1.f,
|
|
|
|
optional bool bAdjustRadiusDamage=true
|
2020-12-13 15:01:13 +00:00
|
|
|
)
|
|
|
|
{
|
|
|
|
if ( Role == ROLE_Authority )
|
|
|
|
{
|
2023-05-11 15:55:04 +00:00
|
|
|
Super.TakeRadiusDamage(InstigatedBy, BaseDamage, DamageRadius, DamageType, Momentum, HurtOrigin, bFullDamage, DamageCauser, DamageFalloffExponent, bAdjustRadiusDamage);
|
2020-12-13 15:01:13 +00:00
|
|
|
|
|
|
|
if (Health > 0)
|
|
|
|
{
|
|
|
|
DriverRadiusDamage(BaseDamage, DamageRadius, InstigatedBy, DamageType, Momentum, HurtOrigin, DamageCauser);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/** DriverRadiusDamage()
|
|
|
|
determine if radius damage that hit the vehicle should damage the driver
|
|
|
|
*/
|
|
|
|
function DriverRadiusDamage(float DamageAmount, float DamageRadius, Controller EventInstigator, class<DamageType> DamageType, float Momentum, vector HitLocation, Actor DamageCauser, optional float DamageFalloffExponent=1.f)
|
|
|
|
{
|
|
|
|
//if driver has collision, whatever is causing the radius damage will hit the driver by itself
|
|
|
|
if (EventInstigator != None && Driver != None && bAttachDriver && !Driver.bCollideActors && !Driver.bBlockActors)
|
|
|
|
{
|
|
|
|
Driver.TakeRadiusDamage(EventInstigator, DamageAmount, DamageRadius, DamageType, Momentum, HitLocation, false, DamageCauser, DamageFalloffExponent);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function PlayerChangedTeam()
|
|
|
|
{
|
|
|
|
if ( Driver != None )
|
|
|
|
Driver.KilledBy(Driver);
|
|
|
|
else
|
|
|
|
Super.PlayerChangedTeam();
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function SetBaseEyeheight()
|
|
|
|
{
|
|
|
|
BaseEyeheight = Default.BaseEyeheight;
|
|
|
|
Eyeheight = BaseEyeheight;
|
|
|
|
}
|
|
|
|
|
|
|
|
event PostBeginPlay()
|
|
|
|
{
|
|
|
|
super.PostBeginPlay();
|
|
|
|
|
|
|
|
if ( !bDeleteMe )
|
|
|
|
{
|
|
|
|
AddDefaultInventory();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function bool CheatWalk()
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
function bool CheatGhost()
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
function bool CheatFly()
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated event Destroyed()
|
|
|
|
{
|
|
|
|
if ( Driver != None )
|
|
|
|
Destroyed_HandleDriver();
|
|
|
|
|
|
|
|
super.Destroyed();
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function Destroyed_HandleDriver()
|
|
|
|
{
|
|
|
|
local Pawn OldDriver;
|
|
|
|
|
|
|
|
Driver.LastRenderTime = LastRenderTime;
|
|
|
|
if ( Role == ROLE_Authority )
|
|
|
|
{
|
|
|
|
OldDriver = Driver;
|
|
|
|
Driver = None;
|
|
|
|
OldDriver.DrivenVehicle = None;
|
|
|
|
OldDriver.Destroy();
|
|
|
|
}
|
|
|
|
else if ( Driver.DrivenVehicle == self )
|
|
|
|
Driver.StopDriving(self);
|
|
|
|
}
|
|
|
|
|
|
|
|
/** CanEnterVehicle()
|
|
|
|
return true if Pawn P is allowed to enter this vehicle
|
|
|
|
*/
|
|
|
|
function bool CanEnterVehicle(Pawn P)
|
|
|
|
{
|
|
|
|
return ( !bDeleteMe && AnySeatAvailable() && (!bAttachDriver || !P.bIsCrouched) && P.DrivenVehicle == None &&
|
|
|
|
P.Controller != None && P.Controller.bIsPlayer && !P.IsA('Vehicle') && Health > 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
/** SeatAvailable()
|
|
|
|
returns true if a seat is available for a pawn
|
|
|
|
*/
|
|
|
|
function bool AnySeatAvailable()
|
|
|
|
{
|
|
|
|
return (Driver == none);
|
|
|
|
}
|
|
|
|
|
|
|
|
/** TryToDrive()
|
|
|
|
returns true if Pawn P successfully became driver of this vehicle
|
|
|
|
*/
|
|
|
|
function bool TryToDrive(Pawn P)
|
|
|
|
{
|
|
|
|
if( !CanEnterVehicle( P ) )
|
|
|
|
{
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
return DriverEnter( P );
|
|
|
|
}
|
|
|
|
|
|
|
|
/** DriverEnter()
|
|
|
|
* Make Pawn P the new driver of this vehicle
|
|
|
|
* Changes controller ownership across pawns
|
|
|
|
*/
|
|
|
|
function bool DriverEnter(Pawn P)
|
|
|
|
{
|
|
|
|
local Controller C;
|
|
|
|
|
|
|
|
// Set pawns current controller to control the vehicle pawn instead
|
|
|
|
C = P.Controller;
|
|
|
|
Driver = P;
|
|
|
|
Driver.StartDriving( self );
|
|
|
|
if ( Driver.Health <= 0 )
|
|
|
|
{
|
|
|
|
Driver = None;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
SetDriving(true);
|
|
|
|
|
|
|
|
// Disconnect PlayerController from Driver and connect to Vehicle.
|
|
|
|
C.Unpossess();
|
|
|
|
Driver.SetOwner( Self ); // This keeps the driver relevant.
|
|
|
|
C.Possess( Self, true );
|
|
|
|
|
|
|
|
if( PlayerController(C) != None && !C.IsChildState(C.GetStateName(), LandMovementState) )
|
|
|
|
{
|
|
|
|
PlayerController(C).GotoState( LandMovementState );
|
|
|
|
}
|
|
|
|
|
|
|
|
WorldInfo.Game.DriverEnteredVehicle(self, P);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
function PossessedBy(Controller C, bool bVehicleTransition)
|
|
|
|
{
|
|
|
|
super.PossessedBy( C, bVehicleTransition );
|
|
|
|
|
|
|
|
EntryAnnouncement(C);
|
|
|
|
NetPriority = 3;
|
|
|
|
NetUpdateFrequency = 100;
|
|
|
|
ThrottleTime = WorldInfo.TimeSeconds;
|
|
|
|
OnlySteeringStartTime = WorldInfo.TimeSeconds;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* EntryAnnouncement() - Called when Controller possesses vehicle, for any visual/audio effects
|
|
|
|
*/
|
|
|
|
function EntryAnnouncement(Controller C);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Attach driver to vehicle.
|
|
|
|
* Sets up the Pawn to drive the vehicle (rendering, physics, collision..).
|
|
|
|
* Called only if bAttachDriver is true.
|
|
|
|
* Network : ALL
|
|
|
|
*/
|
|
|
|
simulated function AttachDriver( Pawn P )
|
|
|
|
{
|
|
|
|
if( !bAttachDriver )
|
|
|
|
return;
|
|
|
|
|
|
|
|
P.SetCollision( false, false);
|
|
|
|
P.bCollideWorld = false;
|
|
|
|
P.SetBase(none);
|
|
|
|
P.SetHardAttach(true);
|
|
|
|
P.SetPhysics( PHYS_None );
|
|
|
|
|
|
|
|
if ( (P.Mesh != None) && (Mesh != None) )
|
|
|
|
P.Mesh.SetShadowParent(Mesh);
|
|
|
|
|
|
|
|
if ( !bDriverIsVisible )
|
|
|
|
{
|
|
|
|
P.SetHidden(True);
|
|
|
|
P.SetLocation( Location );
|
|
|
|
}
|
|
|
|
P.SetBase(self);
|
|
|
|
// need to set PHYS_None again, because SetBase() changes physics to PHYS_Falling
|
|
|
|
P.SetPhysics( PHYS_None );
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Detach Driver from vehicle.
|
|
|
|
* Network : ALL
|
|
|
|
*/
|
|
|
|
simulated function DetachDriver( Pawn P )
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
ContinueOnFoot() - used by AI
|
|
|
|
Called from route finding if route can only be continued on foot.
|
|
|
|
Returns true if driver left vehicle */
|
|
|
|
event bool ContinueOnFoot()
|
|
|
|
{
|
|
|
|
if (AIController(Controller) != None)
|
|
|
|
{
|
|
|
|
return DriverLeave(false);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function rotator GetExitRotation(Controller C)
|
|
|
|
{
|
|
|
|
local rotator rot;
|
|
|
|
rot.Yaw = C.Rotation.Yaw;
|
|
|
|
return rot;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
Called from the Controller when player wants to get out. */
|
|
|
|
event bool DriverLeave( bool bForceLeave )
|
|
|
|
{
|
|
|
|
local Controller C;
|
|
|
|
local PlayerController PC;
|
|
|
|
local Rotator ExitRotation;
|
|
|
|
|
|
|
|
if (Role < ROLE_Authority)
|
|
|
|
{
|
|
|
|
`Warn("DriverLeave() called on client");
|
|
|
|
ScriptTrace();
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( !bForceLeave && !WorldInfo.Game.CanLeaveVehicle(self, Driver) )
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Do nothing if we're not being driven
|
|
|
|
if ( Controller == None )
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Before we can exit, we need to find a place to put the driver.
|
|
|
|
// Iterate over array of possible exit locations.
|
|
|
|
if ( Driver != None )
|
|
|
|
{
|
|
|
|
Driver.SetHardAttach(false);
|
|
|
|
Driver.bCollideWorld = true;
|
|
|
|
Driver.SetCollision(true, true);
|
|
|
|
|
|
|
|
if ( !PlaceExitingDriver() )
|
|
|
|
{
|
|
|
|
if ( !bForceLeave )
|
|
|
|
{
|
|
|
|
// If we could not find a place to put the driver, leave driver inside as before.
|
|
|
|
Driver.SetHardAttach(true);
|
|
|
|
Driver.bCollideWorld = false;
|
|
|
|
Driver.SetCollision(false, false);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Driver.SetLocation(GetTargetLocation());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
ExitRotation = GetExitRotation(Controller);
|
|
|
|
SetDriving(False);
|
|
|
|
|
|
|
|
// Reconnect Controller to Driver.
|
|
|
|
C = Controller;
|
|
|
|
if (C.RouteGoal == self)
|
|
|
|
{
|
|
|
|
C.RouteGoal = None;
|
|
|
|
}
|
|
|
|
if (C.MoveTarget == self)
|
|
|
|
{
|
|
|
|
C.MoveTarget = None;
|
|
|
|
}
|
|
|
|
Controller.UnPossess();
|
|
|
|
|
|
|
|
if ( (Driver != None) && (Driver.Health > 0) )
|
|
|
|
{
|
|
|
|
Driver.SetRotation(ExitRotation);
|
|
|
|
Driver.SetOwner( C );
|
|
|
|
C.Possess( Driver, true );
|
|
|
|
|
|
|
|
PC = PlayerController(C);
|
|
|
|
if ( PC != None )
|
|
|
|
{
|
|
|
|
PC.ClientSetViewTarget( Driver ); // Set playercontroller to view the person that got out
|
|
|
|
}
|
|
|
|
|
|
|
|
Driver.StopDriving( Self );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( C == Controller ) // If controller didn't change, clear it...
|
|
|
|
{
|
|
|
|
Controller = None;
|
|
|
|
}
|
|
|
|
|
|
|
|
WorldInfo.Game.DriverLeftVehicle(self, Driver);
|
|
|
|
|
|
|
|
// Vehicle now has no driver
|
|
|
|
DriverLeft();
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function SetInputs(float InForward, float InStrafe, float InUp)
|
|
|
|
{
|
|
|
|
Throttle = InForward;
|
|
|
|
Steering = InStrafe;
|
|
|
|
Rise = InUp;
|
|
|
|
}
|
|
|
|
|
|
|
|
// DriverLeft() called by DriverLeave()
|
|
|
|
function DriverLeft()
|
|
|
|
{
|
|
|
|
Driver = None;
|
|
|
|
SetDriving(false);
|
|
|
|
}
|
|
|
|
|
|
|
|
/** PlaceExitingDriver()
|
|
|
|
Find an acceptable position to place the exiting driver pawn, and move it there.
|
|
|
|
Returns true if pawn was successfully placed.
|
|
|
|
*/
|
|
|
|
function bool PlaceExitingDriver(optional Pawn ExitingDriver)
|
|
|
|
{
|
|
|
|
local int i;
|
|
|
|
local vector tryPlace, Extent, HitLocation, HitNormal, ZOffset;
|
|
|
|
|
|
|
|
if ( ExitingDriver == None )
|
|
|
|
ExitingDriver = Driver;
|
|
|
|
|
|
|
|
if ( ExitingDriver == None )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
Extent = ExitingDriver.GetCollisionRadius() * vect(1,1,0);
|
|
|
|
Extent.Z = ExitingDriver.GetCollisionHeight();
|
|
|
|
ZOffset = Extent.Z * vect(0,0,1);
|
|
|
|
|
|
|
|
if ( ExitPositions.Length > 0 )
|
|
|
|
{
|
|
|
|
// specific exit positions specified
|
|
|
|
for( i=0; i<ExitPositions.Length; i++)
|
|
|
|
{
|
|
|
|
if ( ExitPositions[0].Z != 0 )
|
|
|
|
ZOffset = Vect(0,0,1) * ExitPositions[0].Z;
|
|
|
|
else
|
|
|
|
ZOffset = ExitingDriver.CylinderComponent.default.CollisionHeight * vect(0,0,2);
|
|
|
|
|
|
|
|
tryPlace = Location + ( (ExitPositions[i]-ZOffset) >> Rotation) + ZOffset;
|
|
|
|
|
|
|
|
// First, do a line check (stops us passing through things on exit).
|
|
|
|
if( Trace(HitLocation, HitNormal, tryPlace, Location + ZOffset, false, Extent) != None )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// Then see if we can place the player there.
|
|
|
|
if ( !ExitingDriver.SetLocation(tryPlace) )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return FindAutoExit(ExitingDriver);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** FindAutoExit(Pawn ExitingDriver)
|
|
|
|
Tries to find exit position on either side of vehicle, in back, or in front
|
|
|
|
returns true if driver successfully exited. */
|
|
|
|
function bool FindAutoExit(Pawn ExitingDriver)
|
|
|
|
{
|
|
|
|
local vector FacingDir, CrossProduct;
|
|
|
|
local float PlaceDist;
|
|
|
|
|
|
|
|
FacingDir = vector(Rotation);
|
|
|
|
CrossProduct = Normal(FacingDir cross vect(0,0,1));
|
|
|
|
|
|
|
|
if ( ExitRadius == 0 )
|
|
|
|
{
|
|
|
|
ExitRadius = GetCollisionRadius() + ExitingDriver.VehicleCheckRadius;
|
|
|
|
}
|
|
|
|
PlaceDist = ExitRadius + ExitingDriver.GetCollisionRadius();
|
|
|
|
|
|
|
|
return ( TryExitPos(ExitingDriver, GetTargetLocation() + ExitOffset + PlaceDist * CrossProduct, false)
|
|
|
|
|| TryExitPos(ExitingDriver, GetTargetLocation() + ExitOffset - PlaceDist * CrossProduct, false)
|
|
|
|
|| TryExitPos(ExitingDriver, GetTargetLocation() + ExitOffset - PlaceDist * FacingDir, false)
|
|
|
|
|| TryExitPos(ExitingDriver, GetTargetLocation() + ExitOffset + PlaceDist * FacingDir, false) );
|
|
|
|
}
|
|
|
|
|
|
|
|
/* TryExitPos()
|
|
|
|
Used by PlaceExitingDriver() to evaluate automatically generated exit positions
|
|
|
|
*/
|
|
|
|
function bool TryExitPos(Pawn ExitingDriver, vector ExitPos, bool bMustFindGround)
|
|
|
|
{
|
|
|
|
local vector Slice, HitLocation, HitNormal, StartLocation, NewActorPos;
|
|
|
|
local actor HitActor;
|
|
|
|
|
|
|
|
//DrawDebugBox(ExitPos, ExitingDriver.GetCollisionExtent(), 255,255,0, TRUE);
|
|
|
|
|
|
|
|
Slice = ExitingDriver.GetCollisionRadius() * vect(1,1,0);
|
|
|
|
Slice.Z = 2;
|
|
|
|
|
|
|
|
// First, do a line check (stops us passing through things on exit).
|
|
|
|
StartLocation = GetTargetLocation();
|
|
|
|
if( Trace(HitLocation, HitNormal, ExitPos, StartLocation, false, Slice) != None )
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Now trace down, to find floor
|
|
|
|
HitActor = Trace(HitLocation, HitNormal, ExitPos - ExitingDriver.GetCollisionHeight()*vect(0,0,5), ExitPos, true, Slice);
|
|
|
|
|
|
|
|
if ( HitActor == None )
|
|
|
|
{
|
|
|
|
if ( bMustFindGround )
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
HitLocation = ExitPos;
|
|
|
|
}
|
|
|
|
|
|
|
|
NewActorPos = HitLocation + (ExitingDriver.GetCollisionHeight()+ExitingDriver.MaxStepHeight)*vect(0,0,1);
|
|
|
|
|
|
|
|
// Check this wont overlap this vehicle.
|
|
|
|
if( PointCheckComponent(Mesh, NewActorPos, ExitingDriver.GetCollisionExtent()) )
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// try placing driver on floor
|
|
|
|
return ExitingDriver.SetLocation(NewActorPos);
|
|
|
|
}
|
|
|
|
|
|
|
|
function UnPossessed()
|
|
|
|
{
|
|
|
|
NetPriority = default.NetPriority; // restore original netpriority changed when possessing
|
|
|
|
bForceNetUpdate = TRUE;
|
|
|
|
NetUpdateFrequency = 8;
|
|
|
|
|
|
|
|
super.UnPossessed();
|
|
|
|
}
|
|
|
|
|
|
|
|
function controller SetKillInstigator(Controller InstigatedBy, class<DamageType> DamageType)
|
|
|
|
{
|
|
|
|
return InstigatedBy;
|
|
|
|
}
|
|
|
|
|
|
|
|
event TakeDamage(int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
|
|
|
|
{
|
|
|
|
bForceNetUpdate = TRUE; // force quick net update
|
|
|
|
|
|
|
|
if ( DamageType != None )
|
|
|
|
{
|
|
|
|
Damage *= DamageType.static.VehicleDamageScalingFor(self);
|
|
|
|
momentum *= DamageType.default.VehicleMomentumScaling * MomentumMult;
|
|
|
|
}
|
|
|
|
|
|
|
|
super.TakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType, HitInfo, DamageCauser);
|
|
|
|
}
|
|
|
|
|
|
|
|
function AdjustDriverDamage(out int Damage, Controller InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType)
|
|
|
|
{
|
|
|
|
if ( InGodMode() )
|
|
|
|
{
|
|
|
|
Damage = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Damage *= DriverDamageMult;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function ThrowActiveWeapon( optional bool bDestroyWeap );
|
|
|
|
|
|
|
|
function bool Died(Controller Killer, class<DamageType> DamageType, vector HitLocation)
|
|
|
|
{
|
|
|
|
if (Super.Died(Killer, DamageType, HitLocation))
|
|
|
|
{
|
|
|
|
SetDriving(false);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
function DriverDied(class<DamageType> DamageType)
|
|
|
|
{
|
|
|
|
local Controller C;
|
|
|
|
local PlayerReplicationInfo RealPRI;
|
|
|
|
|
|
|
|
if ( Driver == None )
|
|
|
|
return;
|
|
|
|
|
|
|
|
WorldInfo.Game.DiscardInventory( Driver );
|
|
|
|
|
|
|
|
C = Controller;
|
|
|
|
Driver.StopDriving( Self );
|
|
|
|
Driver.Controller = C;
|
|
|
|
Driver.DrivenVehicle = Self; //for in game stats, so it knows pawn was killed inside a vehicle
|
|
|
|
|
|
|
|
if ( Controller == None )
|
|
|
|
return;
|
|
|
|
|
|
|
|
if ( PlayerController(Controller) != None )
|
|
|
|
{
|
|
|
|
Controller.SetLocation( Location );
|
|
|
|
PlayerController(Controller).SetViewTarget( Driver );
|
|
|
|
PlayerController(Controller).ClientSetViewTarget( Driver );
|
|
|
|
}
|
|
|
|
|
|
|
|
Controller.Unpossess();
|
|
|
|
if ( Controller == C )
|
|
|
|
Controller = None;
|
|
|
|
C.Pawn = Driver;
|
|
|
|
|
|
|
|
// make sure driver has PRI temporarily
|
|
|
|
RealPRI = Driver.PlayerReplicationInfo;
|
|
|
|
if ( RealPRI == None )
|
|
|
|
{
|
|
|
|
Driver.PlayerReplicationInfo = C.PlayerReplicationInfo;
|
|
|
|
}
|
|
|
|
WorldInfo.Game.DriverLeftVehicle(self, Driver);
|
|
|
|
Driver.PlayerReplicationInfo = RealPRI;
|
|
|
|
|
|
|
|
// Car now has no driver
|
|
|
|
DriverLeft();
|
|
|
|
}
|
|
|
|
|
|
|
|
/* PlayDying() is called on server/standalone game when killed
|
|
|
|
and also on net client when pawn gets bTearOff set to true (and bPlayedDeath is false)
|
|
|
|
*/
|
|
|
|
simulated function PlayDying(class<DamageType> DamageType, vector HitLoc)
|
|
|
|
{}
|
|
|
|
|
|
|
|
simulated function name GetDefaultCameraMode( PlayerController RequestedBy )
|
|
|
|
{
|
|
|
|
if ( (RequestedBy != None) && (RequestedBy.PlayerCamera != None) && (RequestedBy.PlayerCamera.CameraStyle == 'Fixed') )
|
|
|
|
return 'Fixed';
|
|
|
|
|
|
|
|
return 'ThirdPerson';
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Vehicles ignore 'face rotation'. */
|
|
|
|
simulated function FaceRotation( rotator NewRotation, float DeltaTime ) {}
|
|
|
|
|
|
|
|
/** Vehicles dont get telefragged. */
|
|
|
|
event EncroachedBy(Actor Other) {}
|
|
|
|
|
|
|
|
/** @return the Controller that should receive credit for damage caused by this vehicle colliding with others */
|
|
|
|
function Controller GetCollisionDamageInstigator()
|
|
|
|
{
|
|
|
|
if (Controller != None)
|
|
|
|
{
|
|
|
|
return Controller;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return (Instigator != None) ? Instigator.Controller : None;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/** called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to
|
|
|
|
* @return true to abort the move, false to allow it
|
|
|
|
* @warning do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch
|
|
|
|
*/
|
|
|
|
event bool EncroachingOn(Actor Other)
|
|
|
|
{
|
|
|
|
local Pawn P;
|
|
|
|
local vector PushVelocity, CheckExtent;
|
|
|
|
local bool bSlowEncroach;
|
|
|
|
local bool bDeepEncroach;
|
|
|
|
|
|
|
|
P = Pawn(Other);
|
|
|
|
if ( P == None )
|
|
|
|
return false;
|
|
|
|
|
|
|
|
// See if we are moving slowly
|
|
|
|
bSlowEncroach = (VSize(Velocity) < MinCrushSpeed);
|
|
|
|
|
|
|
|
// If we are moving slowly, see how 'deeply' we are penetrating
|
|
|
|
if(bSlowEncroach)
|
|
|
|
{
|
|
|
|
CheckExtent.X = P.CylinderComponent.CollisionRadius - ForceCrushPenetration;
|
|
|
|
CheckExtent.Y = CheckExtent.X;
|
|
|
|
CheckExtent.Z = P.CylinderComponent.CollisionHeight - ForceCrushPenetration;
|
|
|
|
|
|
|
|
bDeepEncroach = PointCheckComponent(CollisionComponent, P.Location, CheckExtent);
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( ((Other == Instigator) && !bDeepEncroach) || (Vehicle(Other) != None) || Other.Role != ROLE_Authority || (!Other.bCollideActors && !Other.bBlockActors) || (bSlowEncroach && !bDeepEncroach))
|
|
|
|
{
|
|
|
|
if ( (P.Velocity Dot (Location - P.Location)) > 0 )
|
|
|
|
{
|
|
|
|
// push away other pawn
|
|
|
|
PushVelocity = Normal(P.Location - Location) * 200;
|
|
|
|
PushVelocity.Z = 100;
|
|
|
|
P.AddVelocity(PushVelocity, Location, CrushedDamageType);
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (P.Base == self)
|
|
|
|
{
|
|
|
|
// try pushing pawn off first
|
|
|
|
RanInto(P);
|
|
|
|
if (P.Base != None)
|
|
|
|
{
|
|
|
|
P.JumpOffPawn();
|
|
|
|
}
|
|
|
|
if (P.Base == None)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// If its a non-vehicle pawn, do lots of damage.
|
|
|
|
PancakeOther(P);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Crush the pawn vehicle is encroaching */
|
|
|
|
function PancakeOther(Pawn Other)
|
|
|
|
{
|
|
|
|
Other.TakeDamage(10000, GetCollisionDamageInstigator(), Other.Location, Velocity * Other.Mass, CrushedDamageType);
|
|
|
|
}
|
|
|
|
|
|
|
|
/** CrushedBy()
|
|
|
|
Called for pawns that have bCanBeBaseForPawns=false when another pawn becomes based on them
|
|
|
|
*/
|
|
|
|
function CrushedBy(Pawn OtherPawn) {}
|
|
|
|
|
|
|
|
simulated event vector GetEntryLocation()
|
|
|
|
{
|
|
|
|
return Location;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Change the driving status of the vehicle
|
|
|
|
* replicates to clients and notifies via DrivingStatusChanged()
|
|
|
|
* @param b - TRUE for actively driving the vehicle, FALSE otherwise
|
|
|
|
*/
|
|
|
|
simulated function SetDriving(bool b)
|
|
|
|
{
|
|
|
|
if (bDriving != b)
|
|
|
|
{
|
|
|
|
bDriving = b;
|
|
|
|
DrivingStatusChanged();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated function DrivingStatusChanged()
|
|
|
|
{
|
|
|
|
if (!bDriving)
|
|
|
|
{
|
|
|
|
// Put brakes on before driver gets out! :)
|
|
|
|
Throttle = 0;
|
|
|
|
Steering = 0;
|
|
|
|
Rise = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
simulated event ReplicatedEvent(name VarName)
|
|
|
|
{
|
|
|
|
if (VarName == 'bDriving')
|
|
|
|
{
|
|
|
|
DrivingStatusChanged();
|
|
|
|
}
|
|
|
|
else if (VarName == 'Driver')
|
|
|
|
{
|
|
|
|
if ( (PlayerReplicationInfo != None) && (Driver != None) )
|
|
|
|
Driver.NotifyTeamChanged();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Super.ReplicatedEvent(VarName);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/** called when the driver of this vehicle takes damage */
|
|
|
|
function NotifyDriverTakeHit(Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum);
|
|
|
|
|
|
|
|
simulated function ZeroMovementVariables()
|
|
|
|
{
|
|
|
|
Super.ZeroMovementVariables();
|
|
|
|
|
|
|
|
Steering = 0.f;
|
|
|
|
Rise = 0.f;
|
|
|
|
Throttle = 0.f;
|
|
|
|
}
|
|
|
|
|
|
|
|
defaultproperties
|
|
|
|
{
|
|
|
|
Components.Remove(Arrow)
|
|
|
|
Components.Remove(Sprite)
|
|
|
|
|
|
|
|
LandMovementState=PlayerDriving
|
|
|
|
bDontPossess=true
|
|
|
|
|
|
|
|
bCanBeBaseForPawns=true
|
|
|
|
MomentumMult=1.0
|
|
|
|
bAttachDriver=true
|
|
|
|
CrushedDamageType=class'DmgType_Crushed'
|
|
|
|
TurnTime=2.0
|
|
|
|
|
|
|
|
MinCrushSpeed=20.0
|
|
|
|
ForceCrushPenetration=10.0
|
|
|
|
bDoExtraNetRelevancyTraces=true
|
|
|
|
bRetryPathfindingWithDriver=true
|
|
|
|
bPathfindsAsVehicle=true
|
|
|
|
bReplicateHealthToAll=true
|
|
|
|
}
|