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| Do not edit the area above the separator line, please. | | Do not edit the area above the separator line, please. |
| ---- | | ---- |
| [[Legacy:Actor]]
| | UIComp_DrawImage custom subclasses: |
| [[Actor]]
| | {{#dpl: |
| [[UE3:Actor (UT3)]]
| | |category=Subclasses of UIComp_DrawImage{{!}}Subclasses of UIComp_DrawImage (UE3)}{{!}}Subclasses of UIComp_DrawImage (UT3) |
| [[Project:Sandbox]]
| | |category=Custom classes{{!}}Custom UE3-specific classes{{!}}Custom UT3-specific classes |
| | | |namespace={{#if:UE3|{{!}}UE3}}{{!}}User |
| <uscript>
| | |format=,[[%PAGE%|%TITLE%]],, |
| /** Override BeginFire so that it will enter the firing state right away. */
| | |inlinetext=,  |
| simulated function BeginFire(byte FireModeNum)
| | |shownamespace=false |
| { | | |replaceintitle=/ (?!\()/,_ |
| | | |resultsheader=\n;Known custom subclasses:: |
| // verify that our owning pawn isn't busy before calling Super.BeginFire(), which is where PendingFire is set
| | |oneresultheader=\n;Known custom subclass:: |
| if ( !IsFiringAllowed(FireModeNum) )
| | |noresultsheader=<nowiki></nowiki> |
| {
| | |allowcachedresults=true |
| return;
| | }} |
| }
| |
| //`log(`location @ `showvar(IsTimerActive(nameof(DelayedFire)),DelayedFire Active));
| |
| | |
| Super.BeginFire(FireModeNum);
| |
| | |
| } | |
| | |
| | |
| /**
| |
| * For tracehit weapons with no prefire delay, handles firing the weapon.
| |
| */
| |
| simulated function InstantFire()
| |
| { | |
| //`log(`location);
| |
| CustomFire();
| |
| PerformInstantFire();
| |
| } | |
| | |
| /**
| |
| * For weapons using projectiles, which have no prefire delay - fires the weapon.
| |
| */
| |
| simulated function Projectile ProjectileFire()
| |
| { | |
| //`log(`location);
| |
| CustomFire();
| |
| return Super.ProjectileFire();
| |
| | |
| } | |
| | |
| simulated function Delayed_CustomFire( byte FireModeNum );
| |
| | |
| /**
| |
| * Called on a timer (set in BeginFire()), this is called only for weapons which have a prefire delay.
| |
| */
| |
| simulated function DelayedFire()
| |
| { | |
| DelayedWeaponFire(0);
| |
| } | |
| | |
| /**
| |
| * Called on a timer (set in BeginFire()), this is called only for weapons which have a prefire delay.
| |
| */
| |
| simulated function DelayedAltFire()
| |
| { | |
| DelayedWeaponFire(1);
| |
| } | |
| | |
| simulated function DelayedWeaponFire( byte FireModeNum )
| |
| {
| |
| //`log(`location);
| |
| // restore our WeaponFireType, since we switched it to EWFT_Custom in BeginFire()
| |
| WeaponFireTypes[FireModeNum] = default.WeaponFireTypes[FireModeNum];
| |
| if ( WeaponFireTypes[FireModeNum] == EWFT_InstantHit )
| |
| {
| |
| // our own version of InstantFire() is only called for weapons that do not have a prefire
| |
| // delay, so go directly to our parent class/state version
| |
| PerformInstantFire();
| |
| }
| |
| else if ( WeaponFireTypes[FireModeNum] == EWFT_Projectile )
| |
| {
| |
| // our own version of ProjectileFire() is only called for weapons that do not have a prefire
| |
| // delay, so go directly to our parent class/state version
| |
| Super.ProjectileFire();
| |
| }
| |
| else if ( WeaponFireTypes[FireModeNum] == EWFT_Custom )
| |
| {
| |
| Delayed_CustomFire(FireModeNum);
| |
| }
| |
| | |
| PrefireCachedStartTrace = vect(0,0,0);
| |
| }
| |
| | |
| /** | |
| * Utility function to allow me to inject some debugging code prior to passing control to our parent classes.
| |
| */
| |
| protected simulated function PerformInstantFire()
| |
| {
| |
| Super.InstantFire();
| |
| }
| |
| | |
| </uscript>
| |
| | |
| Testing UScript highlighter...
| |
| <uscript>
| |
| class X extends Y within Z
| |
| implements(I)
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| nottransient;
| |
| | |
| `include(SomeFile.uci)
| |
| | |
| | |
| var(Group) interp struct Type {
| |
| var() bool bCorrect;
| |
| var array<class<Actor> > ActorClasses;
| |
| } VarName;
| |
| | |
| reliable client function CheckType(optional class<Actor> ActorClass)
| |
| {
| |
| local int i;
| |
| | |
| for (i = 0; i < VarName.ActorClasses.Length; ++i) {
| |
| if (ActorClass == None || ClassIsChildOf(VarName.ActorClasses[i], ActorClass)) {
| |
| VarName.ActorClasses[i].static.StaticSaveConfig();
| |
| continue;
| |
| }
| |
| VarName.ActorClasses.Remove(i--, 1);
| |
| }
| |
| VarName.bCorrect = True;
| |
| }
| |
| | |
| static function byte GetHash(int Value)
| |
| {
| |
| switch (Value) {
| |
| case -1:
| |
| return 0;
| |
| case 0xCAFE:
| |
| return 1
| |
| default:
| |
| return (Value >= 0 && Value < 10) ? class'Hasher'.default.Hash[Value] : (Value & 0xff);
| |
| }
| |
| }
| |
| | |
| defaultproperties
| |
| {
| |
| VarName.Empty
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| VarName[0] = {(
| |
| bCorrect = True,
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| ActorClasses.Add(class'ReplicationInfo')
| |
| )}
| |
| } | |
| </uscript>
| |
Do not edit the area above the separator line, please.
UIComp_DrawImage custom subclasses: