93 lines
2.3 KiB
Ucode
93 lines
2.3 KiB
Ucode
/**
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* GamePawn
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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 GamePawn extends Pawn
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config(Game)
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native
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abstract
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notplaceable
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nativereplication;
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/** Was the last hit considered a head shot? Used to see if we need to pop off helmet/head */ // @TODO FIXMESTEVE SHOULD NOT BE HERE!
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var transient bool bLastHitWasHeadShot;
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/** Whether pawn responds to explosions or not (ie knocked down from explosions) */
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var bool bRespondToExplosions;
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cpptext
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{
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// Networking
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INT* GetOptimizedRepList( BYTE* Recent, FPropertyRetirement* Retire, INT* Ptr, UPackageMap* Map, UActorChannel* Channel );
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}
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replication
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{
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// Replicated to ALL
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if( Role == Role_Authority )
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bLastHitWasHeadShot;
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}
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/** This will update the shadow settings for this pawn's mesh **/
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simulated event UpdateShadowSettings( bool bInWantShadow )
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{
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local bool bNewCastShadow;
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local bool bNewCastDynamicShadow;
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if( Mesh != None )
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{
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bNewCastShadow = default.Mesh.CastShadow && bInWantShadow;
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bNewCastDynamicShadow = default.Mesh.bCastDynamicShadow && bInWantShadow;
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if( (bNewCastShadow != Mesh.CastShadow) || (bNewCastDynamicShadow != Mesh.bCastDynamicShadow) )
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{
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// if there is a pending Attach then this will set the shadow immediately as the flags have changed an a reattached has occurred
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Mesh.CastShadow = bNewCastShadow;
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Mesh.bCastDynamicShadow = bNewCastDynamicShadow;
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// if we are in a poor framerate situation just change the settings even if people are looking at it
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if( WorldInfo.bAggressiveLOD == TRUE )
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{
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ReattachMesh();
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}
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else
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{
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ReattachMeshWithoutBeingSeen();
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}
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}
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}
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}
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/** reattaches the mesh component **/
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simulated function ReattachMesh()
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{
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ClearTimer( nameof(ReattachMeshWithoutBeingSeen) );
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ReattachComponent(Mesh);
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}
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/** reattaches the mesh component without being seen **/
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simulated function ReattachMeshWithoutBeingSeen()
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{
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// defer so we do not pop from any settings we have changed (e.g. shadow settings)
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if( LastRenderTime > WorldInfo.TimeSeconds - 1.0 )
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{
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SetTimer( 0.5 + FRand() * 0.5, FALSE, nameof(ReattachMeshWithoutBeingSeen) );
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}
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// we have not been rendered for a bit so go ahead and reattach
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else
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{
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ReattachMesh();
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}
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}
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defaultproperties
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{
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bCanBeAdheredTo=TRUE
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bCanBeFrictionedTo=TRUE
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}
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