142 lines
5.0 KiB
Ucode
142 lines
5.0 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 UDKPlayerController extends GamePlayerController
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native;
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/** plays camera animations (mostly used for viewshakes) */
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var CameraAnimInst CameraAnimPlayer;
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/** The effect to play on the camera **/
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var UDKEmitCameraEffect CameraEffect;
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/** indicates whether this player is a dedicated server spectator (so disable rendering and don't allow it to participate at all) */
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var bool bDedicatedServerSpectator;
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/** makes playercontroller hear much better (used to magnify hit sounds caused by player) */
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var bool bAcuteHearing;
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/** current offsets applied to the camera due to camera anims, etc */
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var vector ShakeOffset; // current magnitude to offset camera position from shake
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var rotator ShakeRot; // current magnitude to offset camera rotation from shake
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/** stores post processing settings applied by the camera animation
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* applied additively to the default post processing whenever a camera anim is playing
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*/
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var PostProcessSettings CamOverridePostProcess;
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/** additional post processing settings modifier that can be applied
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* @note: defaultproperties for this are hardcoded to zeroes in C++
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*/
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var PostProcessSettings PostProcessModifier;
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/** Actors which may be hidden dynamically when rendering (by adding to PlayerController.HiddenActors array) */
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var array<Actor> PotentiallyHiddenActors;
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/** If true, player is on a console (used by C++) */
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var bool bConsolePlayer;
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/** Custom scaling for vehicle check radius. Used by UTConsolePlayerController for example */
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var float VehicleCheckRadiusScaling;
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var float PulseTimer;
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var bool bPulseTeamColor;
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/** if true, rotate smoothly to desiredrotation */
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var bool bUsePhysicsRotation;
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struct native ObjectiveAnnouncementInfo
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{
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/** the default announcement sound to play (can be None) */
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var() SoundNodeWave AnnouncementSound;
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/** text displayed onscreen for this announcement */
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var() localized string AnnouncementText;
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};
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cpptext
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{
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virtual UBOOL Tick( FLOAT DeltaSeconds, ELevelTick TickType );
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// WWISEMODIF_START
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virtual UBOOL HearSound(UAkBaseSoundObject* InSoundCue, AActor* SoundPlayer, const FVector& SoundLocation, UBOOL bStopWhenOwnerDestroyed);
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// WWISEMODIF_END
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virtual UBOOL MoveWithInterpMoveTrack(UInterpTrackMove* MoveTrack, UInterpTrackInstMove* MoveInst, FLOAT CurTime, FLOAT DeltaTime);
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virtual void BlendPostProcessSettings(FPostProcessSettings& PPSettings, const FPostProcessSettings& PPSettingsA, const FPostProcessSettings& PPSettingsB, const FLOAT BlendWeight) const;
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virtual void AddPostProcessSettings(FPostProcessSettings& PPSettings, const FPostProcessSettings& PPSettingsA) const;
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virtual void ModifyPostProcessSettings(FPostProcessSettings& PPSettings) const;
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virtual void UpdateHiddenActors(const FVector& ViewLocation);
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virtual void PreSave();
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/**
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* This will score both Adhesion and Friction targets. We want the same scoring function as we
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* don't want the two different systems fighting over targets that are close.
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**/
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virtual FLOAT ScoreTargetAdhesionFrictionTarget( const APawn* P, FLOAT MaxDistance, const FVector& CamLoc, const FRotator& CamRot ) const;
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/** Determines whether this Pawn can be used for TargetAdhesion **/
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virtual UBOOL IsValidTargetAdhesionFrictionTarget( APawn* P, FLOAT MaxDistance );
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}
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/**
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* Sets the current gamma value.
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*
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* @param New Gamma Value, must be between 0.0 and 1.0
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*/
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native function SetGamma(float GammaValue);
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// NVCHANGE_BEGIN_TURB: TSC - can't change this at runtime
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/**
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* Sets whether or not hardware physics are enabled.
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*
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* @param bEnabled Whether to enable the physics or not.
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*/
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//native function SetHardwarePhysicsEnabled(bool bEnabled);
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// NVCHANGE_BEGIN_TURB: TSC - can't change this at runtime
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/** @return Whether or not the user has a keyboard plugged-in. */
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native simulated function bool IsKeyboardAvailable() const;
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/** @return Whether or not the user has a mouse plugged-in. */
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native simulated function bool IsMouseAvailable() const;
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/** @param CamEmitter Clear the CameraEffect if it is the one passed in */
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function RemoveCameraEffect( UDKEmitCameraEffect CamEmitter )
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{
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if (CameraEffect == CamEmitter)
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{
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CameraEffect = None;
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}
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}
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/** Spawn ClientSide Camera Effects **/
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unreliable client function ClientSpawnCameraEffect(class<UDKEmitCameraEffect> CameraEffectClass)
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{
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local vector CamLoc;
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local rotator CamRot;
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if (CameraEffectClass != None && CameraEffect == None)
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{
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CameraEffect = Spawn(CameraEffectClass, self);
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if (CameraEffect != None)
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{
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GetPlayerViewPoint(CamLoc, CamRot);
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CameraEffect.RegisterCamera(self);
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CameraEffect.UpdateLocation(CamLoc, CamRot, FOVAngle);
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}
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}
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}
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function ClearCameraEffect()
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{
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if( CameraEffect != None )
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{
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CameraEffect.Destroy();
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CameraEffect = none;
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}
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}
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/**
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* This will find the best AdhesionFriction target based on the params passed in.
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**/
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native function Pawn GetTargetAdhesionFrictionTarget( FLOAT MaxDistance, const out vector CamLoc, const out Rotator CamRot );
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