206 lines
4.6 KiB
Ucode
206 lines
4.6 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class SimplePawn extends GamePawn;
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var bool bFixedView;
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var vector FixedViewLoc;
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var rotator FixedViewRot;
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/** view bob properties */
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var float Bob;
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var float AppliedBob;
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var float BobTime;
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var vector WalkBob;
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var float OldZ;
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/** Speed modifier for castle pawn */
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var config float CastlePawnSpeed;
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var config float CastlePawnAccel;
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simulated function PostBeginPlay()
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{
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Super.PostBeginPlay();
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OldZ = Location.Z;
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}
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exec function FixedView()
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{
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if (!bFixedView)
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{
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FixedViewLoc = Location;
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FixedViewRot = Controller.Rotation;
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}
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bFixedView = !bFixedView;
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}
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simulated function bool CalcCamera( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )
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{
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local float Radius, Height;
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// Override camera FOV for first person castle player
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out_FOV = 65.0;
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// Handle the fixed camera
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if (bFixedView)
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{
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out_CamLoc = FixedViewLoc;
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out_CamRot = FixedViewRot;
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return true;
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}
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GetBoundingCylinder(Radius, Height);
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out_CamLoc = Location - vector(out_CamRot) * Radius * 20;
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return false;
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}
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/**
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* Updates the player's eye height using BaseEyeHeight and (head) Bob settings; called every tick
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*/
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event TickSpecial( float DeltaTime )
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{
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// NOTE: The following was pulled from UT's head bobbing features
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local bool bAllowBob;
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local float smooth, Speed2D;
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local vector X, Y, Z;
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// Set ground speed
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GroundSpeed = CastlePawnSpeed;
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AccelRate = CastlePawnAccel;
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bAllowBob = true;
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if ( abs(Location.Z - OldZ) > 15 )
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{
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// if position difference too great, don't do head bob
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bAllowBob = false;
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BobTime = 0;
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WalkBob = Vect(0,0,0);
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}
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if ( bAllowBob )
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{
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// normal walking around
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// smooth eye position changes while going up/down stairs
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smooth = FMin(0.9, 10.0 * DeltaTime/CustomTimeDilation);
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if( Physics == PHYS_Walking || Controller.IsInState('PlayerClickToMove') )
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{
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EyeHeight = FMax((EyeHeight - Location.Z + OldZ) * (1 - smooth) + BaseEyeHeight * smooth,
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-0.5 * CylinderComponent.CollisionHeight);
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}
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else
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{
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EyeHeight = EyeHeight * ( 1 - smooth) + BaseEyeHeight * smooth;
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}
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// Add walk bob to movement
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Bob = FClamp(Bob, -0.15, 0.15);
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if (Physics == PHYS_Walking )
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{
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GetAxes(Rotation,X,Y,Z);
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Speed2D = VSize(Velocity);
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if ( Speed2D < 10 )
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{
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BobTime += 0.2 * DeltaTime;
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}
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else
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{
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BobTime += DeltaTime * (0.3 + 0.7 * Speed2D/GroundSpeed);
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}
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WalkBob = Y * Bob * Speed2D * sin(8 * BobTime);
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AppliedBob = AppliedBob * (1 - FMin(1, 16 * deltatime));
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WalkBob.Z = AppliedBob;
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if ( Speed2D > 10 )
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{
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WalkBob.Z = WalkBob.Z + 0.75 * Bob * Speed2D * sin(16 * BobTime);
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}
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}
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else if ( Physics == PHYS_Swimming )
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{
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GetAxes(Rotation,X,Y,Z);
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BobTime += DeltaTime;
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Speed2D = Sqrt(Velocity.X * Velocity.X + Velocity.Y * Velocity.Y);
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WalkBob = Y * Bob * 0.5 * Speed2D * sin(4.0 * BobTime);
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WalkBob.Z = Bob * 1.5 * Speed2D * sin(8.0 * BobTime);
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}
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else
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{
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BobTime = 0;
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WalkBob = WalkBob * (1 - FMin(1, 8 * deltatime));
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}
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WalkBob *= 0.1;
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}
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OldZ = Location.Z;
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}
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/**
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* GetPawnViewLocation()
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*
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* Called by PlayerController to determine camera position in first person view. Returns
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* the location at which to place the camera
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*/
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simulated function Vector GetPawnViewLocation()
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{
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return Location + EyeHeight * vect(0,0,1) + WalkBob;
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}
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defaultproperties
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{
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Components.Remove(Sprite)
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Begin Object Name=CollisionCylinder
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CollisionRadius=+0021.000000
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CollisionHeight=+0044.000000
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End Object
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CylinderComponent=CollisionCylinder
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ViewPitchMin=-10000
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ViewPitchMax=12000
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// How much to bob the camera when walking
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Bob=0.12
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// @todo: When touching to move while already moving, walking physics may be applied for a single frame.
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// This means that if WalkingPct is not 1.0, brakes will be applied and movement will appear to stutter.
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// Until we can figure out how to avoid the state transition glitch, we're forcing WalkingPct to 1.0
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WalkingPct=+1.0
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CrouchedPct=+0.4
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BaseEyeHeight=60.0 // 38.0
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EyeHeight=60.0 // 38.0
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GroundSpeed=440.0
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AirSpeed=440.0
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WaterSpeed=220.0
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AccelRate=2048.0
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JumpZ=322.0
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CrouchHeight=29.0
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CrouchRadius=21.0
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WalkableFloorZ=0.78
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AlwaysRelevantDistanceSquared=+1960000.0
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RotationRate=(Pitch=20000,Yaw=20000,Roll=20000)
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AirControl=+0.35
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bCanCrouch=true
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bCanClimbLadders=True
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bCanPickupInventory=True
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SightRadius=+12000.0
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MaxStepHeight=26.0
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MaxJumpHeight=49.0
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bScriptTickSpecial=true
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}
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