KF2-Server-Extension/ServerExt/Classes/MX_MiniGameBase.uc

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// HUD minigame base.
Class MX_MiniGameBase extends Object within PlayerController
config(Game)
abstract;
var config int Data;
var config float Sensitivity;
var transient Canvas Canvas;
var bool bGameStarted;
function Init()
{
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if (Sensitivity==0)
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{
Sensitivity = 1;
SaveConfig();
}
}
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function AdjustSensitivity(bool bUp)
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{
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if (bUp)
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Sensitivity = FMin(Sensitivity+0.05,3.f);
else Sensitivity = FMax(Sensitivity-0.05,0.05f);
SetTimer(2,false,'DelayedSaveConfig',Self);
}
final function DelayedSaveConfig()
{
SaveConfig();
}
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function SetFXTrack(Object O);
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function StartGame()
{
bGameStarted = true;
}
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function Render(float XPos, float YPos, float XSize, float YSize);
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function SetMouse(float X, float Y);
function UpdateMouse(float X, float Y);
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function Tick(float Delta);
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final function bool Box8DirTrace(vector Start, vector Dir, vector HitTest, vector Ext, vector ExtB, out vector HitNorm, out float HitTime) // free movement trace.
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{
local vector V;
local float tmin,tmax,tymin,tymax,tmp;
local bool bMaxY,bMinY;
V = HitTest-Start;
Ext+=ExtB;
// AABB check if start inside box.
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if (Abs(V.X)<Ext.X && Abs(V.Y)<Ext.Y)
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{
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if ((V Dot Dir)<0.f) // Moving out from origin.
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return false;
V = Normal2D(V);
// Check which normal axis to use.
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if (Abs(V.X)>Normal2D(ExtB).Y)
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{
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if (V.X<0)
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HitNorm = vect(1,0,0);
else HitNorm = vect(-1,0,0);
}
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else if (V.Y<0)
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HitNorm = vect(0,1,0);
else HitNorm = vect(0,-1,0);
HitTime = 0.f;
return true;
}
// Actually perform the trace check.
tmp = Dir.X==0.f ? 0.00001 : (1.f / Dir.X);
tmin = (V.X - Ext.X) * tmp;
tmax = (V.X + Ext.X) * tmp;
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if (tmin > tmax)
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{
tmp = tmax;
tmax = tmin;
tmin = tmp;
}
tmp = Dir.Y==0.f ? 0.00001 : (1.f / Dir.Y);
tymin = (V.Y - Ext.Y) * tmp;
tymax = (V.Y + Ext.Y) * tmp;
if (tymin > tymax)
{
tmp = tymax;
tymax = tymin;
tymin = tmp;
}
// Fully missed.
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if ((tmin > tymax) || (tymin > tmax))
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return false;
if (tymin > tmin)
{
bMinY = true;
tmin = tymin;
}
if (tymax < tmax)
{
bMaxY = true;
tmax = tymax;
}
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if (tmin<tmax)
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{
bMaxY = bMinY;
tmax = tmin;
}
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if (tmax<0.f || tmax>1.f) // Too far away
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return false;
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if (bMaxY)
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{
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if (Dir.Y>0.f)
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HitNorm = vect(0,-1,0);
else HitNorm = vect(0,1,0);
}
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else if (Dir.X>0.f)
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HitNorm = vect(-1,0,0);
else HitNorm = vect(1,0,0);
HitTime = tmax;
return true;
}