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

130 lines
3.4 KiB
Ucode

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