309 lines
8.7 KiB
Ucode
309 lines
8.7 KiB
Ucode
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//=============================================================================
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// KFPlayerZedWaitingCamera
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//=============================================================================
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// Camera class for waiting zed players
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// Matt "Squirrlz" Farber
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//=============================================================================
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class KFPlayerZedWaitingCamera extends GameFixedCamera;
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/** Actor we're currently using as an anchor for our fixed camera */
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var Actor FocalPoint;
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/** Array of player starts, filled when the camera goes live */
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var array<Actor> AvailableFocalPoints;
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/** Location offset from focal point base */
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var vector CameraOffset;
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/** Angle to pitch the camera at */
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var int CameraPitchAngle;
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/** How long the camera should linger on a focal point */
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var float CameraLingerDuration;
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/** Last time we changed camera focal points */
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var float LastCameraChangeTime;
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/** FOV angle used for this camera mode */
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var float CameraFOV;
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/** Interpolated camera yaw value */
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var float CameraYaw;
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/** Multiplier used to control how fast the camera pans */
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var float CameraPanSpeed;
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/** Color to use when fading between camera points */
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var color FadeColor;
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/** Fade time */
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var float FadeTime;
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/** Whether we've played a camera fade out before swapping focal points or not */
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var bool bPlayedCameraFade;
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/** Color to fade out with when switching away from this camera mode */
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var color ExitFadeColor;
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/** Whether we've played our camera swap fade */
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var bool bPlayedExitFade;
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/** Light component for our focal point */
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var PointLightComponent CameraLightTemplate;
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var transient PointLightComponent CameraLight;
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/** Called when the camera becomes active */
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function OnBecomeActive( GameCameraBase OldCamera )
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{
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super.OnBecomeActive( OldCamera );
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// Fade in
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if( PlayerCamera != none && PlayerCamera.PCOwner != none )
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{
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PlayerCamera.PCOwner.ClientSetCameraFade( true, FadeColor, vect2d(1.f, 0.f), FadeTime, true );
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}
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CameraOffset = default.CameraOffset;
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bPlayedCameraFade = false;
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bPlayedExitFade = false;
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// Create our light
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if( CameraLight == none && CameraLightTemplate != none )
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{
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CameraLight = new(self) class'PointLightComponent'( CameraLightTemplate );
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}
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// Pick a focal point
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UpdateCameraFocalPoint();
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}
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/** Fills our array of focal points */
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function PopulateFocalPoints()
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{
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local KFPlayerStart KFPS;
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local KFTraderTrigger KFTT;
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local KFPathnode KFPN;
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local bool bHostileGroundsHackFix;
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// @TODO: HACK FIXME! REMOVE WHEN RENDERER CRASH HAS BEEN SOLVED
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bHostileGroundsHackFix = InStr( class'WorldInfo'.static.GetWorldInfo().GetMapName(), "hostilegrounds",, true ) != INDEX_NONE;
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`if(`notdefined(ShippingPC) )
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if( `TimeSinceEx(PlayerCamera, PlayerCamera.CreationTime) < 5.f )
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{
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`log( "[DEBUGVERSUS] KF-HostileGrounds hack fix applied in KFPlayerZedWaitingCamera! FIXME!" );
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}
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`endif
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// Fill out focal points array with player starts
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foreach PlayerCamera.WorldInfo.AllNavigationPoints( class'KFPlayerStart', KFPS )
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{
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if( bHostileGroundsHackFix && (KFPS.Name == 'KFPlayerStart_44' || KFPS.Name == 'KFPlayerStart_37') )
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{
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AvailableFocalPoints[AvailableFocalPoints.Length] = KFPS;
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}
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}
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if( bHostileGroundsHackFix )
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{
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return;
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}
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// Fill out focal points array with path nodes near trader triggers
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foreach PlayerCamera.WorldInfo.AllNavigationPoints( class'KFPathnode', KFPN )
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{
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foreach PlayerCamera.DynamicActors( class'KFTraderTrigger', KFTT )
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{
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if( VSizeSQ(KFTT.Location - KFPN.Location) <= 160000.f )
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{
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AvailableFocalPoints[AvailableFocalPoints.Length] = KFPN;
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break;
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}
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}
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}
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}
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/** Gets a new focal point for the camera */
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function UpdateCameraFocalPoint()
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{
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local int FocalPointNum;
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local vector HitLocation, HitNormal;
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local vector Projection;
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local KFTraderTrigger KFTT;
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if( PlayerCamera != none && PlayerCamera.PCOwner != none && PlayerCamera.WorldInfo.NetMode != NM_DedicatedServer )
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{
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if( AvailableFocalPoints.Length == 0 )
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{
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PopulateFocalPoints();
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}
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if( FocalPoint != none )
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{
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// Make sure our current focal point is not the next one chosen
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FocalPointNum = AvailableFocalPoints.Find( FocalPoint );
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if( FocalPointNum != INDEX_NONE )
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{
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AvailableFocalPoints.Remove( FocalPointNum, 1 );
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}
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// In case we just cleared focal points, repopulate the list
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if( AvailableFocalPoints.Length == 0 )
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{
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PopulateFocalPoints();
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}
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// Detach our ambient light
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FocalPoint.DetachComponent( CameraLight );
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}
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LastCameraChangeTime = PlayerCamera.WorldInfo.TimeSeconds;
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FocalPoint = AvailableFocalPoints[Rand(AvailableFocalPoints.Length)];
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// Set our initial rotation to face away from the trader (if we're a pathnode)
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foreach FocalPoint.AllActors( class'KFTraderTrigger', KFTT )
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{
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Projection = FocalPoint.Location - KFTT.Location;
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if( VSizeSQ(Projection) <= 160000.f )
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{
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CameraYaw = ( rotator(Projection).Yaw + (8192 - Rand(16384)) ) & 65535;
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break;
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}
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}
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PlayerCamera.PCOwner.SetViewTarget( FocalPoint );
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if( FocalPoint != none )
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{
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// Make sure the camera is in a valid location
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FocalPoint.Trace( HitLocation, HitNormal, FocalPoint.Location + (vect(0,0,1) * (default.CameraOffset.Z + 30.f)), FocalPoint.Location, false,,, FocalPoint.TRACEFLAG_Bullet );
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// Offset it if we would have been inside geometry
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if( !IsZero(HitLocation) )
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{
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CameraOffset.Z = VSize( HitLocation - FocalPoint.Location ) - 30.f;
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}
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else
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{
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CameraOffset = default.CameraOffset;
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}
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// Attach our ambient light
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FocalPoint.AttachComponent( CameraLight );
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CameraLight.SetEnabled( true );
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}
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// Play a camera fade
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PlayerCamera.PCOwner.ClientSetCameraFade( true, FadeColor, vect2d(1.f, 0.f), FadeTime, true );
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bPlayedCameraFade = false;
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}
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else if( FocalPoint != none )
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{
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FocalPoint.DetachComponent( CameraLight );
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FocalPoint = none;
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}
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}
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/** Expected to fill in OutVT with new camera pos/loc/fov. */
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simulated function UpdateCamera( Pawn P, GamePlayerCamera CameraActor, float DeltaTime, out TViewTarget OutVT )
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{
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if( PlayerCamera != none
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&& (PlayerCamera.WorldInfo.TimeSeconds - LastCameraChangeTime) >= (CameraLingerDuration - FadeTime) )
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{
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if( !bPlayedCameraFade )
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{
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// Play a camera fade
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PlayerCamera.PCOwner.ClientSetCameraFade( true, FadeColor, vect2d(0.f, 1.f), FadeTime, true );
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bPlayedCameraFade = true;
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}
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if( PlayerCamera.WorldInfo.TimeSeconds - LastCameraChangeTime >= CameraLingerDuration )
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{
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UpdateCameraFocalPoint();
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}
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}
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if( FocalPoint != none )
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{
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// Set location and rotation
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OutVT.POV.Location = FocalPoint.Location + CameraOffset;
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OutVT.POV.Rotation.Pitch = CameraPitchAngle;
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CameraYaw = ( CameraYaw + (CameraPanSpeed * DeltaTime) ) & 65535;
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OutVT.POV.Rotation.Yaw = CameraYaw;
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// Set FOV
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OutVT.POV.FOV = CameraFOV;
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// cameraanims, fades, etc
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PlayerCamera.ApplyCameraModifiers( DeltaTime, OutVT.POV );
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}
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// if we had to reset camera interpolation, then turn off flag once it's been processed.
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bResetCameraInterpolation = false;
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super(GameCameraBase).UpdateCamera( P, CameraActor, DeltaTime, OutVT );
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}
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/** Fades out when leaving this camera mode */
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function PlayExitFade()
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{
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if( !bPlayedExitFade )
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{
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PlayerCamera.PCOwner.ClientSetCameraFade( true, ExitFadeColor, vect2d(1.f, 0.f), FadeTime, true );
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bPlayedExitFade = true;
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}
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}
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/** Called when the camera becomes inactive */
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function OnBecomeInActive( GameCameraBase NewCamera )
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{
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super.OnBecomeInActive( NewCamera );
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// Detach and de-reference our light
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if( CameraLight != none )
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{
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if( FocalPoint != none )
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{
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FocalPoint.DetachComponent( CameraLight );
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}
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CameraLight.SetEnabled( false );
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CameraLight = none;
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}
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// Fade out our camera transition
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PlayExitFade();
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// Restore defaults
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CameraOffset = default.CameraOffset;
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FocalPoint = none;
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bPlayedCameraFade = false;
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}
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DefaultProperties
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{
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CameraOffset=(X=0,Y=0,Z=300.f)
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CameraPitchAngle=-3072
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CameraLingerDuration=12.f
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CameraFOV=160.f
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CameraPanSpeed=256.f
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FadeColor=(R=0,G=0,B=0)
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FadeTime=1.f
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ExitFadeColor=(R=255,G=255,B=255)
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Begin Object Class=PointLightComponent Name=PointLightTemplate_0
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LightColor=(R=230,G=255,B=235,A=255)
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Brightness=0.2f
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Radius=2000.f
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FalloffExponent=10.f
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CastShadows=false
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CastStaticShadows=false
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CastDynamicShadows=false
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bCastPerObjectShadows=false
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bEnabled=false
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LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
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End Object
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CameraLightTemplate=PointLightTemplate_0
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}
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