565 lines
14 KiB
Ucode
565 lines
14 KiB
Ucode
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//=============================================================================
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// KFMapObjective_RepairActors
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//=============================================================================
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// Objective type for the repair panels. Player must weld n number of actors in
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// order to repair them. After one actor is repaired, another will break.
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2018 Tripwire Interactive LLC
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//=============================================================================
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class KFMapObjective_RepairActors extends KFMapObjective_ActorBase;
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/** How many actors needs to be repaired for the objective to be completed, per number of players */
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var() const int ActivationsRequiredForPlayerCount[6];
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/** A delay from the the start of an objective, so the player can't automatically repair the first actor */
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var() float ActivationDelay;
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/** A sound to play when each repair actor is activated */
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var() array<AkEvent> ActorActivationSoundEvents;
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/** A sound to play when each repair actor is repaired */
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var() array<AkEvent> ActorRepairedSoundEvents;
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/** How many actors needs to be repaired for the objective to be completed. */
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var int ActivationsRequired;
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/** How many actors have been repaired. */
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var repnotify int ActorsRepaired;
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/** List of all the actors that must be repaired by the user. */
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var() array<KFRepairableActor> RepairableActors;
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/** List of Repairable Actors we haven't repaired yet. This will ensure we cycle through all actors before repeating. */
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var array<KFRepairableActor> UnusedRepairableActors;
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/** Reference to last actor repaired so we don't fix the same actor one after the other. */
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var KFRepairableActor LastRepairedActor;
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/** Current Actor that needs to be repaired. */
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var repnotify KFRepairableActor CurrentActorToRepair;
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/** How long until the next repairable actor can be activated. */
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var() float TimeUntilNextActivation;
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/** A sound to play when the objective is fully complete */
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var() AkEvent SuccessSoundEvent100pct;
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/** A sound to play when the objective is mostly complete */
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var() AkEvent SuccessSoundEvent85pct;
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/** A sound to play when the objective is adequately complete */
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var() AkEvent SuccessSoundEvent50pct;
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/** A sound to play when the objective is barely complete */
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var() AkEvent SuccessSoundEvent25pct;
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/** Win thresholds - Named to match the VO tracks*/
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var float JustWinThreshold;
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var float StandardWinThreshold;
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var float GoodWinThreshold;
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/** Whether the sequence of repairables should be randomized */
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var() bool bRandomSequence;
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replication
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{
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if(bNetDirty)
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CurrentActorToRepair, ActorsRepaired, ActivationsRequired;
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}
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simulated event ReplicatedEvent(name VarName)
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{
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if (VarName == nameof(CurrentActorToRepair))
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{
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UpdateTrailActor();
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}
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else if (VarName == nameof(ActorsRepaired))
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{
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if (ActorsRepaired != 0)
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{
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TriggerObjectiveProgressEvent(, float(ActorsRepaired)/float(ActivationsRequired));
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}
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}
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else
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{
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super.ReplicatedEvent(VarName);
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}
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}
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simulated function ActivateObjective()
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{
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local int PlayerCount;
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local KFRepairableActor CurrActor;
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super.ActivateObjective();
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foreach RepairableActors(CurrActor)
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{
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CurrActor.OnRepairCompelete = OnActorRepaired;
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}
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if (WorldInfo.NetMode != NM_DedicatedServer)
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{
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if (bUseTrailToObjective)
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{
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TrailActor = class'WorldInfo'.static.GetWorldInfo().Spawn(class'KFReplicatedShowPathActor', none);
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TrailActor.SetEmitterTemplate(ParticleSystem'FX_Gameplay_EMIT.FX_Objective_White_Trail');
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}
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}
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if (Role == ROLE_Authority)
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{
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PlayerCount = Clamp(KFGameInfo(WorldInfo.Game).GetLivingPlayerCount(), 1, 6) - 1;
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ActivationsRequired = ActivationsRequiredForPlayerCount[PlayerCount];
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ActorsRepaired = 0;
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bIsActive = true;
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if (ActivationDelay > 0.f)
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{
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SetTimer(ActivationDelay, false, 'ActivateNextRepairableActor');
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}
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else
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{
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ActivateNextRepairableActor();
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}
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}
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}
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simulated function DeactivateObjective()
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{
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local KFPlayerController KFPC;
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local KFPawn_Human KFPH;
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local KFRepairableActor CurrActor;
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super.DeactivateObjective();
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if(Role == ROLE_Authority)
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{
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bIsActive = false;
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if (!HasFailedObjective())
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{
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foreach WorldInfo.AllPawns(class'KFPawn_Human', KFPH)
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{
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GrantReward(KFPlayerReplicationInfo(KFPH.PlayerReplicationInfo), KFPlayerController(KFPH.Controller));
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if (KFPlayerController(KFPH.Controller) != none)
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{
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if (GetTotalProgress() >= 1.0f)
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{
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// @todo: hook up seasonal event here if/when desired
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}
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}
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}
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}
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else
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{
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`log("objective failed");
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}
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PlayDeactivationDialog();
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ClearTimer(nameof(ActivateNextRepairableActor));
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}
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foreach RepairableActors(CurrActor)
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{
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CurrActor.Reset();
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}
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if(WorldInfo.NetMode != NM_DedicatedServer)
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{
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if (TrailActor != none)
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{
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TrailActor.Destroy();
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TrailActor = none;
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}
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}
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KFPC = KFPlayerController(GetALocalPlayerController());
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if (KFPC != none && KFPC.MyGFxHUD != none)
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{
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KFPC.MyGFxHUD.WaveInfoWidget.ObjectiveContainer.SetFailState(HasFailedObjective());
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}
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}
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function PlayDeactivationDialog()
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{
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if (GetTotalProgress() <= 0.0f)
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{
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PlaySoundBase(FailureSoundEvent, false, WorldInfo.NetMode == NM_DedicatedServer);
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BroadcastLocalizedMessage(class'KFLocalMessage_Priority', GMT_ObjectiveLost);
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}
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else
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{
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if (GetTotalProgress() <= JustWinThreshold)
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{
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PlaySoundBase(SuccessSoundEvent25pct, false, WorldInfo.NetMode == NM_DedicatedServer);
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}
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else if (GetTotalProgress() <= StandardWinThreshold)
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{
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PlaySoundBase(SuccessSoundEvent50pct, false, WorldInfo.NetMode == NM_DedicatedServer);
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}
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else if (GetTotalProgress() <= GoodWinThreshold)
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{
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PlaySoundBase(SuccessSoundEvent85pct, false, WorldInfo.NetMode == NM_DedicatedServer);
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}
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else
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{
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PlaySoundBase(SuccessSoundEvent100pct, false, WorldInfo.NetMode == NM_DedicatedServer);
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}
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}
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}
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function ActivateNextRepairableActor()
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{
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if(Role == ROLE_Authority)
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{
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LastRepairedActor = CurrentActorToRepair;
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CurrentActorToRepair = ChooseNextActorToRepair();
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if (CurrentActorToRepair != none)
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{
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CurrentActorToRepair.PlayDestroyed();
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}
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if (ActorsRepaired < ActorActivationSoundEvents.Length)
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{
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PlaySoundBase(ActorActivationSoundEvents[ActorsRepaired], false, WorldInfo.NetMode == NM_DedicatedServer);
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}
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}
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UpdateTrailActor();
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}
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simulated function UpdateTrailActor()
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{
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if (WorldInfo.NetMode != NM_DedicatedServer)
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{
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if (TrailActor != none)
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{
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TrailActor.SetPathTarget(CurrentActorToRepair.RepairTrigger);
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}
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}
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}
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function KFRepairableActor ChooseNextActorToRepair()
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{
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local int ChosenActorIndex;
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local KFRepairableActor ChosenActor;
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local array<KFRepairableActor> ValidActors;
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if (RepairableActors.length == 0)
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{
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return none;
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}
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if (UnusedRepairableActors.length == 0)
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{
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UnusedRepairableActors = RepairableActors;
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}
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ValidActors = UnusedRepairableActors;
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if(ValidActors.length > 1)
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{
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ValidActors.RemoveItem(LastRepairedActor);
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}
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if (bRandomSequence)
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{
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ChosenActorIndex = RandRange(0, ValidActors.length - 1);
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}
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else
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{
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// if not random choose the next actor in the sequence
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ChosenActorIndex = 0;
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}
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ChosenActor = ValidActors[ChosenActorIndex];
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UnusedRepairableActors.Remove(ChosenActorIndex, 1);
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return ChosenActor;
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}
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function OnActorRepaired(KFRepairableActor RepairedActor)
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{
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local KFGameReplicationInfo KFGRI;
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if (!bIsActive)
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{
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return;
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}
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if (Role == ROLE_Authority)
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{
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if (ActorsRepaired < ActorRepairedSoundEvents.Length)
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{
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PlaySoundBase(ActorRepairedSoundEvents[ActorsRepaired], false, WorldInfo.NetMode == NM_DedicatedServer);
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}
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}
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ActorsRepaired++;
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TriggerObjectiveProgressEvent(, float(ActorsRepaired) / float(ActivationsRequired));
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if (GetTotalProgress() >= 1.f)
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{
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KFGRI = KFGameReplicationInfo(WorldInfo.GRI);
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if (KFGRI != none)
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{
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KFGRI.DeactivateObjective();
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}
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}
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else
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{
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if (TimeUntilNextActivation > 0.f)
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{
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SetTimer(TimeUntilNextActivation, false, nameof(ActivateNextRepairableActor));
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CurrentActorToRepair = none;
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UpdateTrailActor();
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}
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else
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{
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ActivateNextRepairableActor();
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}
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}
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}
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simulated function bool IsActive()
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{
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return bIsActive;
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}
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simulated function bool IsBonus()
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{
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return true;
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}
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function bool CanActivateObjective()
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{
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return !IsCurrentGameModeBlacklisted();
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}
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function bool IsCurrentGameModeBlacklisted()
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{
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local class<KFGameInfo> CurrGameClass;
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foreach GameModeBlacklist(CurrGameClass)
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{
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if (CurrGameClass == WorldInfo.GRI.GameClass)
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{
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return true;
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}
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}
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return false;
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}
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simulated function bool UsesProgress()
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{
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return false;
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}
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simulated function bool ShouldShowObjectiveHUD()
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{
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return false;
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}
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simulated function float GetProgress()
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{
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if (!HasFailedObjective())
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{
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return float(ActorsRepaired) / float(ActivationsRequired);
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}
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return 0.f;
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}
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simulated function bool IsComplete()
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{
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return GetProgress() >= 1.f;
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}
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simulated function float GetTotalProgress()
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{
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if (ActivationsRequired == 0)
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{
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return 0.f;
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}
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return float(ActorsRepaired) / float(ActivationsRequired);
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}
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simulated function float GetActivationPctChance()
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{
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return 1.f;
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}
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simulated function string GetLocalizedRequirements()
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{
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return Localize("Objectives", default.RequirementsLocKey, "KFGame") @ ActivationsRequired;
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}
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simulated function bool ShouldDrawIcon()
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{
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return CurrentActorToRepair != none;
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}
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simulated function Vector GetIconLocation()
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{
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if (CurrentActorToRepair != none)
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{
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return CurrentActorToRepair.Location + CurrentActorToRepair.IconLocationOffset;
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}
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return Location;
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}
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simulated function int GetVoshReward()
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{
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local int MaxDosh;
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MaxDosh = GetMaxVoshReward();
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if (MaxDosh == 0)
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{
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return MaxDosh;
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}
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return int(MaxDosh * GetTotalProgress());
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}
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simulated function int GetXPReward()
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{
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local int MaxXP;
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MaxXP = GetMaxXPReward();
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if (MaxXP == 0)
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{
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return MaxXP;
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}
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return int(MaxXP * GetTotalProgress());
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}
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simulated function string GetProgressText()
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{
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if (!bIsActive)
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{
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return "";
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}
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return ActorsRepaired $ "/" $ ActivationsRequired;
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}
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simulated function bool GetIsMissionCritical()
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{
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return bIsMissionCriticalObjective;
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}
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// this is currently a copy of DrawObjectiveHUD,
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// except it uses the individual repairable weld completion instead of the overall objective completion
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simulated function DrawHUD(KFHUDBase hud, Canvas drawCanvas)
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{
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local float Percentage;
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local float BarHeight, BarLength;
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local vector ScreenPos, TargetLocation;
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local float ResModifier;
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local float ThisDot;
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local KFGameReplicationInfo KFGRI;
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local vector ViewLocation, ViewVector;
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local rotator ViewRotation;
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local KFPlayerController KFPC;
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ResModifier = WorldInfo.static.GetResolutionBasedHUDScale() * hud.FriendlyHudScale;
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KFGRI = KFGameReplicationInfo(WorldInfo.GRI);
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KFPC = KFPlayerController(GetALocalPlayerController());
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if (!ShouldDrawIcon() || KFGRI.bHidePawnIcons)
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{
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return;
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}
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if (KFPC != none)
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{
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KFPC.GetPlayerViewPoint(ViewLocation, ViewRotation);
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}
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ViewVector = vector(ViewRotation);
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ThisDot = Normal(GetIconLocation() - ViewLocation) dot ViewVector;
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if (ThisDot <= 0)
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{
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return;
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}
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BarLength = FMin(hud.PlayerStatusBarLengthMax * (drawCanvas.ClipX / 1024.f), hud.PlayerStatusBarLengthMax) * ResModifier;
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|
BarHeight = FMin(8.f * (drawCanvas.ClipX / 1024.f), 8.f) * ResModifier;
|
||
|
TargetLocation = GetIconLocation();
|
||
|
ScreenPos = drawCanvas.Project(TargetLocation);
|
||
|
|
||
|
// Make sure that the entire health bar is on screen
|
||
|
ScreenPos.X = FClamp(ScreenPos.X, BarLength * 0.5f + hud.PlayerStatusIconSize, drawCanvas.ClipX - BarLength * 0.5f);
|
||
|
ScreenPos.Y = FClamp(ScreenPos.Y, hud.PlayerStatusIconSize * 0.5f, drawCanvas.ClipY - hud.PlayerStatusIconSize * 0.5f);
|
||
|
|
||
|
//Draw progress bar
|
||
|
Percentage = FMin(FClamp(float(CurrentActorToRepair.WeldIntegrity) / float(CurrentActorToRepair.MaxWeldIntegrity), 0.f, 1.f), 1);
|
||
|
hud.DrawKFBar(Percentage, BarLength, BarHeight, ScreenPos.X - (BarLength * 0.5f), ScreenPos.Y, hud.NonPlayerHealth);
|
||
|
|
||
|
//draw objective icon
|
||
|
if (GetIcon() != none)
|
||
|
{
|
||
|
drawCanvas.SetDrawColorStruct(hud.PlayerBarShadowColor);
|
||
|
drawCanvas.SetPos((ScreenPos.X - (BarLength * 0.75)) + 1, (ScreenPos.Y - BarHeight * 2.0) + 1);
|
||
|
drawCanvas.DrawTile(GetIcon(), hud.PlayerStatusIconSize * ResModifier, hud.PlayerStatusIconSize * ResModifier, 0, 0, 256, 256);
|
||
|
|
||
|
drawCanvas.SetDrawColorStruct(GetIconColor());
|
||
|
drawCanvas.SetPos(ScreenPos.X - (BarLength * 0.75), ScreenPos.Y - BarHeight * 2.0);
|
||
|
drawCanvas.DrawTile(GetIcon(), hud.PlayerStatusIconSize * ResModifier, hud.PlayerStatusIconSize * ResModifier, 0, 0, 256, 256);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
defaultproperties
|
||
|
{
|
||
|
LocalizationKey="RepairObjective"
|
||
|
DescriptionLocKey="UseWelderToRepair"
|
||
|
NameShortLocKey="RepairObjective"
|
||
|
DescriptionShortLocKey="UseWelderToRepairShort"
|
||
|
RequirementsLocKey="RepairObjectiveRequired"
|
||
|
bAlwaysRelevant=true
|
||
|
RemoteRole=ROLE_SimulatedProxy
|
||
|
|
||
|
TimeUntilNextActivation=5.f
|
||
|
|
||
|
SupportedEvents.Add(class'KFSeqEvent_ObjectiveProgress')
|
||
|
|
||
|
GameModeBlacklist.Add(class'KFGameInfo_Endless')
|
||
|
GameModeBlacklist.Add(class'KFGameInfo_WeeklySurvival')
|
||
|
|
||
|
Begin Object Class=SpriteComponent Name=Sprite
|
||
|
Sprite=Texture2D'EditorResources.S_Actor'
|
||
|
HiddenGame=True
|
||
|
AlwaysLoadOnClient=False
|
||
|
AlwaysLoadOnServer=False
|
||
|
End Object
|
||
|
Components.Add(Sprite)
|
||
|
|
||
|
ActivationsRequired=6
|
||
|
bUseTrailToObjective=true
|
||
|
|
||
|
PerPlayerSpawnRateMod=(1.f, 1.f, 1.f, 1.f, 1.f, 1.f)
|
||
|
|
||
|
ObjectiveIcon=Texture2D'Objectives_UI.UI_Objectives_ObjectiveMode'
|
||
|
|
||
|
//These are basically range caps. For example:
|
||
|
// Just win would be 0% - 25%
|
||
|
// Standard win would be 25% - 50%
|
||
|
// Good win would be 50% - 85%
|
||
|
// Perfect win then assumes everything above good win
|
||
|
JustWinThreshold=0.25
|
||
|
StandardWinThreshold=0.5
|
||
|
GoodWinThreshold=0.85
|
||
|
LocalizationPackageName="KFGame"
|
||
|
|
||
|
bRandomSequence=true
|
||
|
}
|