Always snap to grid

Difference between revisions of "Unreal Wiki:Sandbox"

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Line 255: Line 255:
 
}
 
}
  
 +
 +
/**
 +
* This function is only called if our weapon has a prefire delay.  CustomFire() is called to start the weapon's animations and
 +
* play the firing sound.  Meanwhile, a timer is ticking away (started by BeginFire()) for either DelayedFire() or DelayedAltFire()
 +
* which, when executed, takes care of actually consuming the ammo and applying dmg to the target.
 +
*/
 +
simulated function CustomFire()
 +
{
 +
local int i;
 +
local float FireRateScale;
 +
local DepthPawn DP;
 +
local float FireAnimRate;                                  // scaled by owner's remaining stamina.
 +
 +
//`log(`location @ `showvar(FireInterval[i]) @ `showvar(IsTimerActive(nameof(DelayedFire)),TimedFireActive));
 +
//ScriptTrace();
 +
DP = GetDP(true);
 +
 +
// do nothing here - this means that our weapon had a prefire delay and the actual
 +
// firing will be handled in DelayedFire/DelayedAltFire
 +
 +
// or weapons w/o prefire delay play their anims at speed 0!  (ie. not at all!)
 +
FireAnimRate = 1.0f;
 +
FireRateScale = GetScaledFireSpeed();
 +
 +
if ( bReqStamina )
 +
{
 +
// Change the animation playback speed.
 +
FireAnimRate = FClamp(FireRateScale,0.5,2.0);
 +
 +
// Change the min. time between refires.
 +
for ( i = 0; i < FireInterval.Length; i++ )
 +
{
 +
FireInterval[i] = FClamp(
 +
default.FireInterval[i] * (1.0f / FireRateScale),
 +
default.FireInterval[i]*0.5,
 +
default.FireInterval[i]*2
 +
);
 +
}
 +
 +
// Change the delay between the initial fire call and when damage is done.
 +
PreFireDelay[CurrentFireMode] = FClamp(
 +
default.PreFireDelay[CurrentFireMode] * (1.0f / FireRateScale),
 +
default.PreFireDelay[CurrentFireMode] * 0.5,
 +
default.PreFireDelay[CurrentFireMode] * 2
 +
);
 +
DP.WeaponStamina = Max(DP.WeaponStamina - StamCon, 0);
 +
}
 +
 +
PlayPrefire(FireAnimRate);
 +
 +
/*
 +
`log("FireAnim Playback rate is : "@FireAnimRate);
 +
`log("Fire Interval is : "@Fireinterval[0]);
 +
`log("Owner stamina is : "@P.SprintStamina);
 +
*/
 +
 +
LastFireTime = WorldInfo.TimeSeconds;
 +
}
 +
 +
/**
 +
* Begins the weapon's prefire animation and sound.
 +
*
 +
* @param AnimRate scales the speed of the animation
 +
*/
 +
simulated function PlayPrefire( float AnimRate )
 +
{
 +
//`log(`location);
 +
// Sharks need their fire anims blended to the fullbody slot -- probably need to move this to PlayFireEffects
 +
if ( WorldInfo.NetMode != NM_DedicatedServer )
 +
{
 +
<snip a bunch of code that calls custom functions for running game-specific animations>
 +
PlayPreFiringSound();
 +
ShakeView();
 +
}
 +
 +
}
  
 
/**
 
/**

Revision as of 16:32, 18 February 2012

Do not edit the area above the separator line, please.


Legacy:Actor Actor UE3:Actor (UT3) Project:Sandbox

// Extended to add support for weapon idle animations
//////////////////////////////////////////////////////
simulated state Active
{
	simulated function BeginState(name PreviousStateName)
	{
		local int i;
 
		// Cache a reference to the AI controller
		if (Role == ROLE_Authority)
		{
			CacheAIController();
		}
 
		if  ( SendToIdleState() )
		{
			if ( GetZoomedState() == ZST_Zoomed )
			{
				PushState('Zoomed');
			}
		}
 
		OnAnimEnd(none, 0.f, 0.f);
		if ( UTBot(Instigator.Controller) != None )
		{
			if ( PendingFire(0) )
			{
				StillFiring(0);
			}
			else if ( PendingFire(1) )
			{
				StillFiring(1);
			}
		}
 
		// Check to see if we need to go down
   		if( bWeaponPutDown )
		{
			`LogInv("Weapon put down requested during transition, put it down now");
			PutDownWeapon();
		}
		else if ( !HasAnyAmmo() )
		{
			WeaponEmpty();
		}
		else if ( bAutoFire )
		{
	        // if either of the fire modes are pending, perform them
			for( i=0; i<GetPendingFireLength(); i++ )
			{
				if ( PendingFire(i) )
				{
					BeginFire(i);
					break;
				}
			}
		}
 
		if (InvManager != none && InvManager.LastAttemptedSwitchToWeapon != none)
		{
			if (InvManager.LastAttemptedSwitchToWeapon != self)
			{
				InvManager.LastAttemptedSwitchToWeapon.ClientWeaponSet(true);
			}
			InvManager.LastAttemptedSwitchToWeapon = none;
		}
	}
 
	/**
	 * Override BeginFire to verify that the pawn isn't busy (performing other blocking animations, etc.) as well
	 * as handle starting the prefire sequence if this weapon has a prefire animation.
	 */
	simulated function BeginFire(byte FireModeNum)
	{
		// verify that our owning pawn isn't busy before calling Super.BeginFire(), which is where PendingFire is set
		if ( !IsFiringAllowed(FireModeNum) )
		{
			return;
		}
 
//	`log(`location @ `showvar(IsTimerActive(nameof(DelayedFire)),DelayedFire Active));
 
		// if this weapon uses a prefire animation
		if ( FireModeNum < PrefireDelay.Length && PreFireDelay[FireModeNum] > 0 )
		{
			PrefireCachedStartTrace = InstantFireStartTrace();
			if ( FireModeNum == 0 )
			{
				// if there is already a timer for this, it means that the user is spamming the fire button
				// and we are still performing the prefire sequence from the first time the user pressed the
				// fire button
				if ( IsTimerActive(nameof(DelayedFire)) )
				{
					return;
				}
 
				// do the actual firing of the weapon after the prefire sequence has been completed.
				SetTimer(PreFireDelay[FireModeNum], false, nameof(DelayedFire));
			}
			else if ( FireModeNum == 1 )
			{
				// if there is already a timer for this, it means that the user is spamming the fire button
				// and we are still performing the prefire sequence from the first time the user pressed the
				// fire button
				if ( IsTimerActive(nameof(DelayedAltFire)) )
				{
					return;
				}
 
				// do the actual firing of the weapon after the prefire sequence has been completed.
				SetTimer(PreFireDelay[FireModeNum], false, nameof(DelayedAltFire));
			}
			else
			{
				`log("Unhandled fire mode in" @ Name $ "." $ GetFuncName() @ "-" @ FireModeNum);
				ScriptTrace();
			}
 
			// ensure our weapon mode is custom so that CustomFire() is called right now.  CustomFire() will do the prefire stuff
			WeaponFireTypes[FireModeNum] = EWFT_Custom;
		}
 
		Super.BeginFire(FireModeNum);
	}
 
	/**
	 * Called when an animation ends.
	 *
	 * Always return to the weapon idle animation after our last played custom animation is finished, if it has one.
	 */
	simulated event OnAnimEnd( optional AnimNodeSequence SeqNode, optional float PlayedTime, optional float ExcessTime )
	{
		// we do NOTHING, very much on purpose, so that UT will stop triggering our idle animation while we're in the middle
		// of doing something else.
	}
 
	/**
	 * Starts a random idle animation.
	 */
	simulated function PlayWeaponIdleAnim( optional bool bLocalOnly )
	{
		Global.PlayWeaponIdleAnim(bLocalOnly);
	}
 
 
	/**
	 * Called when zooming starts.
	 *
	 * @param	WeaponOwner		value of Instigator.Controller, the player that is holding this weapon.w
	 */
	simulated function StartZoom(UTPlayerController WeaponOwner)
	{
		`wtrace_enter(Self,`showvar(WeaponOwner));
 
		// calling Global.StartZoom() will result in the PlayWeaponIdleAnimation() function being called.  Since we are transitioning into
		// a zoomed state, we want the idle animation that is played to be the one setup for the zoom mode.  Therefore, PushState() prior
		// to calling Global.StartZoom() so that Zoomed.PlayWeaponIdleAnim() is called rather than our version.
		PushState('Zoomed');
		Global.StartZoom(WeaponOwner);
 
		// and just to be on the safe side.
		PlayWeaponIdleAnim();
 
		`wtrace_exit(Self);
	}
}
 
simulated state WeaponEquipping
{
	/**
	 * Overridden to trigger our weapon equip animation and hide the carry attachment.
	 */
	simulated event BeginState(Name PreviousStateName)
	{
		Super.BeginState(PreviousStateName);
 
		if ( !bDisplayAmmoAttachment )
		{
			ToggleCarryAttachment(false);
		}
	}
}
 
simulated state WeaponFiring
{
ignores SwitchAmmoTypes;
	/**
	 * Timer event, call is set up in Weapon::TimeWeaponFiring().
	 * The weapon is given a chance to evaluate if another shot should be fired.
	 * This event defines the weapon's rate of fire.
	 */
	simulated function RefireCheckTimer()
	{
		if ( IsTimerActive(nameof(DelayedFire)) || IsTimerActive(nameof(DelayedAltFire)) )
		{
			return;
		}
		Super.RefireCheckTimer();
	}
 
	simulated event BeginState(name PreviousStateName)
	{
		// this call will result in WeaponFired() being called, which spawns our effects.
		// After returning from this function, the CheckRefire timer function will be active.
		Super.BeginState(PreviousStateName);
	}
 
	simulated event EndState(name NextStateName)
	{
		local int Idx;
 
		if ( NextStateName == 'Active' )
		{
			for ( Idx = 0; Idx < GetPendingFireLength(); Idx++ )
			{
				ClearPendingFire(Idx);
			}
		}
 
		Super.EndState(NextStateName);
	}
 
	simulated function StartZoom(UTPlayerController WeaponOwner)
	{
		// don't allow the player to switch zooming modes while reloading
	}
 
	simulated function EndZoom(UTPlayerController WeaponOwner)
	{
		// don't allow the player to switch zooming modes while reloading
	}
}
 
/** Override BeginFire so that it will enter the firing state right away. */
simulated function BeginFire(byte FireModeNum)
{
 
	// verify that our owning pawn isn't busy before calling Super.BeginFire(), which is where PendingFire is set
	if ( !IsFiringAllowed(FireModeNum) )
	{
		return;
	}
//`log(`location @ `showvar(IsTimerActive(nameof(DelayedFire)),DelayedFire Active));
 
	Super.BeginFire(FireModeNum);
 
}
 
 
/**
 * This function is only called if our weapon has a prefire delay.  CustomFire() is called to start the weapon's animations and
 * play the firing sound.  Meanwhile, a timer is ticking away (started by BeginFire()) for either DelayedFire() or DelayedAltFire()
 * which, when executed, takes care of actually consuming the ammo and applying dmg to the target.
 */
simulated function CustomFire()
{
	local int i;
	local float FireRateScale;
	local DepthPawn DP;
	local float FireAnimRate;                                  // scaled by owner's remaining stamina.
 
//`log(`location @ `showvar(FireInterval[i]) @ `showvar(IsTimerActive(nameof(DelayedFire)),TimedFireActive));
//ScriptTrace();
	DP = GetDP(true);
 
	// do nothing here - this means that our weapon had a prefire delay and the actual
	// firing will be handled in DelayedFire/DelayedAltFire
 
	// or weapons w/o prefire delay play their anims at speed 0!  (ie. not at all!)
	FireAnimRate = 1.0f;
	FireRateScale = GetScaledFireSpeed();
 
	if ( bReqStamina )
	{
		// Change the animation playback speed.
		FireAnimRate = FClamp(FireRateScale,0.5,2.0);
 
		// Change the min. time between refires.
		for ( i = 0; i < FireInterval.Length; i++ )
		{
			FireInterval[i] = FClamp(
				default.FireInterval[i] * (1.0f / FireRateScale),
				default.FireInterval[i]*0.5,
				default.FireInterval[i]*2
				);
		}
 
		// Change the delay between the initial fire call and when damage is done.
		PreFireDelay[CurrentFireMode] = FClamp(
			default.PreFireDelay[CurrentFireMode] * (1.0f / FireRateScale),
			default.PreFireDelay[CurrentFireMode] * 0.5,
			default.PreFireDelay[CurrentFireMode] * 2
			);
		DP.WeaponStamina = Max(DP.WeaponStamina - StamCon, 0);
	}
 
	PlayPrefire(FireAnimRate);
 
	/*
	`log("FireAnim Playback rate is : "@FireAnimRate);
	`log("Fire Interval is : "@Fireinterval[0]);
	`log("Owner stamina is : "@P.SprintStamina);
	*/
 
	LastFireTime = WorldInfo.TimeSeconds;
}
 
/**
 * Begins the weapon's prefire animation and sound.
 *
 * @param	AnimRate	scales the speed of the animation
 */
simulated function PlayPrefire( float AnimRate )
{
//`log(`location);
	// Sharks need their fire anims blended to the fullbody slot -- probably need to move this to PlayFireEffects
	if ( WorldInfo.NetMode != NM_DedicatedServer )
	{
<snip a bunch of code that calls custom functions for running game-specific animations>
		PlayPreFiringSound();
		ShakeView();
	}
 
}
 
/**
 * 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();
}

Testing UScript highlighter...

class X extends Y within Z
    implements(I)
    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
  VarName[0] = {(
    bCorrect = True,
    ActorClasses.Add(class'ReplicationInfo')
  )}
}