129 lines
3.4 KiB
Ucode
129 lines
3.4 KiB
Ucode
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Class MS_PC extends KFPlayerController;
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var MS_PendingData TravelData;
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var byte ConnectionCounter;
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var bool bConnectionFailed;
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simulated event ReceivedPlayer();
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simulated function ReceivedGameClass(class<GameInfo> GameClass);
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simulated function HandleNetworkError( bool bConnectionLost )
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{
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ConsoleCommand("Disconnect");
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}
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event PlayerTick( float DeltaTime )
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{
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if( ConnectionCounter<3 && ++ConnectionCounter==3 )
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{
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if( TravelData.PendingURL!="" )
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{
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MS_HUD(myHUD).ShowProgressMsg("Connecting to "$TravelData.PendingURL);
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ConsoleCommand("Open "$TravelData.PendingURL);
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}
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if( TravelData.PendingSong!=None )
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StartMusicTrack(TravelData.PendingSong);
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// Reset all cached data.
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TravelData.Reset();
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}
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PlayerInput.PlayerInput(DeltaTime);
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MS_HUD(myHUD).ActiveGame.UpdateMouse(PlayerInput.aTurn,PlayerInput.aLookUp);
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}
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simulated final function StartMusicTrack( SoundCue Music )
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{
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local AudioComponent A;
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if( WorldInfo.MusicComp!=None )
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{
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WorldInfo.MusicComp.FadeOut(WorldInfo.CurrentMusicTrack.FadeOutTime,WorldInfo.CurrentMusicTrack.FadeOutVolumeLevel);
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WorldInfo.MusicComp = None;
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}
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Music.SoundClass = 'Music'; // Force music group for this.
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A = WorldInfo.CreateAudioComponent(Music,false,false,false,,false);
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if( A!=None )
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{
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// update the new component with the correct settings
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A.bAutoDestroy = true;
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A.bShouldRemainActiveIfDropped = true;
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A.bIsMusic = true;
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A.bAutoPlay = true;
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A.bIgnoreForFlushing = false;
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A.FadeIn( 0.25, 1.f );
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}
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WorldInfo.MusicComp = A;
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WorldInfo.CurrentMusicTrack.TheSoundCue = Music;
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WorldInfo.CurrentMusicTrack.FadeInTime = 1;
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WorldInfo.CurrentMusicTrack.FadeOutTime = 1;
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}
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final function AbortConnection()
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{
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if( bConnectionFailed )
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HandleNetworkError(false);
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else
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{
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ShowConnectionProgressPopup(PMT_ConnectionFailure,"Connection aborted","User aborted connection...",true);
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ConsoleCommand("Cancel");
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}
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}
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reliable client event TeamMessage( PlayerReplicationInfo PRI, coerce string S, name Type, optional float MsgLifeTime );
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reliable client event bool ShowConnectionProgressPopup( EProgressMessageType ProgressType, string ProgressTitle, string ProgressDescription, bool SuppressPasswordRetry = false)
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{
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if( bConnectionFailed )
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return false;
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switch(ProgressType)
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{
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case PMT_ConnectionFailure:
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case PMT_PeerConnectionFailure:
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bConnectionFailed = true;
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MS_HUD(myHUD).ShowProgressMsg("Connection Error: "$ProgressTitle$"|"$ProgressDescription$"|Disconnecting...",true);
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SetTimer(4,false,'HandleNetworkError');
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return true;
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case PMT_DownloadProgress:
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case PMT_AdminMessage:
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MS_HUD(myHUD).ShowProgressMsg(ProgressTitle$"|"$ProgressDescription);
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return true;
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}
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return false;
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}
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exec function CustomStartFire( optional byte FireModeNum )
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{
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if( !MS_HUD(myHUD).ActiveGame.bGameStarted )
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MS_HUD(myHUD).ActiveGame.StartGame();
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}
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exec function SelectNextWeapon()
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{
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MS_HUD(myHUD).ActiveGame.AdjustSensitivity(true);
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}
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exec function SelectPrevWeapon()
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{
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MS_HUD(myHUD).ActiveGame.AdjustSensitivity(false);
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}
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auto state PlayerWaiting
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{
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ignores SeePlayer, HearNoise, NotifyBump, TakeDamage, PhysicsVolumeChange, NextWeapon, PrevWeapon, SwitchToBestWeapon;
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reliable server function ServerChangeTeam( int N );
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reliable server function ServerRestartPlayer();
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function PlayerMove(float DeltaTime)
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{
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}
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}
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defaultproperties
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{
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InputClass=class'MS_Input'
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Begin Object Class=MS_PendingData Name=UserPendingData
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End Object
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TravelData=UserPendingData
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}
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