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Difference between revisions of "Unreal Wiki:Sandbox"
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} | } | ||
+ | |||
+ | /** | ||
+ | * 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') )} }