KF2-Server-Extension/ServerExt/Classes/MX_MiniGameBase.uc
2017-10-19 21:00:49 -05:00

138 lines
2.4 KiB
Ucode

// 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()
{
if( Sensitivity==0 )
{
Sensitivity = 1;
SaveConfig();
}
}
function AdjustSensitivity( bool bUp )
{
if( bUp )
Sensitivity = FMin(Sensitivity+0.05,3.f);
else Sensitivity = FMax(Sensitivity-0.05,0.05f);
SetTimer(2,false,'DelayedSaveConfig',Self);
}
final function DelayedSaveConfig()
{
SaveConfig();
}
function SetFXTrack( Object O );
function StartGame()
{
bGameStarted = true;
}
function Render( float XPos, float YPos, float XSize, float YSize );
function SetMouse( float X, float Y );
function UpdateMouse( float X, float Y );
function Tick( float Delta );
final function bool Box8DirTrace( vector Start, vector Dir, vector HitTest, vector Ext, vector ExtB, out vector HitNorm, out float HitTime ) // free movement trace.
{
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.
if( Abs(V.X)<Ext.X && Abs(V.Y)<Ext.Y )
{
if( (V Dot Dir)<0.f ) // Moving out from origin.
return false;
V = Normal2D(V);
// Check which normal axis to use.
if( Abs(V.X)>Normal2D(ExtB).Y )
{
if( V.X<0 )
HitNorm = vect(1,0,0);
else HitNorm = vect(-1,0,0);
}
else if( V.Y<0 )
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;
if( tmin > tmax )
{
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.
if( (tmin > tymax) || (tymin > tmax) )
return false;
if (tymin > tmin)
{
bMinY = true;
tmin = tymin;
}
if (tymax < tmax)
{
bMaxY = true;
tmax = tymax;
}
if( tmin<tmax )
{
bMaxY = bMinY;
tmax = tmin;
}
if( tmax<0.f || tmax>1.f ) // Too far away
return false;
if( bMaxY )
{
if( Dir.Y>0.f )
HitNorm = vect(0,-1,0);
else HitNorm = vect(0,1,0);
}
else if( Dir.X>0.f )
HitNorm = vect(-1,0,0);
else HitNorm = vect(1,0,0);
HitTime = tmax;
return true;
}