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| [[Project:Sandbox]] | | [[Project:Sandbox]] |
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| <uscript>
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| // Extended to add support for weapon idle animations
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| //////////////////////////////////////////////////////
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| simulated state Active
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| {
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| simulated function BeginState(name PreviousStateName)
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| {
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| local int i;
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|
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| // Cache a reference to the AI controller
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| if (Role == ROLE_Authority)
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| {
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| CacheAIController();
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| }
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|
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| if ( SendToIdleState() )
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| {
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| if ( GetZoomedState() == ZST_Zoomed )
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| {
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| PushState('Zoomed');
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| }
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| }
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|
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| OnAnimEnd(none, 0.f, 0.f);
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| if ( UTBot(Instigator.Controller) != None )
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| {
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| if ( PendingFire(0) )
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| {
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| StillFiring(0);
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| }
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| else if ( PendingFire(1) )
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| {
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| StillFiring(1);
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| }
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| }
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|
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| // Check to see if we need to go down
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| if( bWeaponPutDown )
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| {
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| `LogInv("Weapon put down requested during transition, put it down now");
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| PutDownWeapon();
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| }
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| else if ( !HasAnyAmmo() )
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| {
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| WeaponEmpty();
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| }
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| else if ( bAutoFire )
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| {
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| // if either of the fire modes are pending, perform them
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| for( i=0; i<GetPendingFireLength(); i++ )
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| {
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| if ( PendingFire(i) )
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| {
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| BeginFire(i);
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| break;
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| }
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| }
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| }
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|
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| if (InvManager != none && InvManager.LastAttemptedSwitchToWeapon != none)
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| {
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| if (InvManager.LastAttemptedSwitchToWeapon != self)
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| {
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| InvManager.LastAttemptedSwitchToWeapon.ClientWeaponSet(true);
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| }
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| InvManager.LastAttemptedSwitchToWeapon = none;
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| }
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| }
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|
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| /**
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| * Override BeginFire to verify that the pawn isn't busy (performing other blocking animations, etc.) as well
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| * as handle starting the prefire sequence if this weapon has a prefire animation.
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| */
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| simulated function BeginFire(byte FireModeNum)
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| {
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| // verify that our owning pawn isn't busy before calling Super.BeginFire(), which is where PendingFire is set
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| if ( !IsFiringAllowed(FireModeNum) )
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| {
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| return;
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| }
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|
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| // `log(`location @ `showvar(IsTimerActive(nameof(DelayedFire)),DelayedFire Active));
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|
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| // if this weapon uses a prefire animation
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| if ( FireModeNum < PrefireDelay.Length && PreFireDelay[FireModeNum] > 0 )
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| {
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| PrefireCachedStartTrace = InstantFireStartTrace();
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| if ( FireModeNum == 0 )
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| {
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| // if there is already a timer for this, it means that the user is spamming the fire button
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| // and we are still performing the prefire sequence from the first time the user pressed the
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| // fire button
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| if ( IsTimerActive(nameof(DelayedFire)) )
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| {
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| return;
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| }
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|
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| // do the actual firing of the weapon after the prefire sequence has been completed.
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| SetTimer(PreFireDelay[FireModeNum], false, nameof(DelayedFire));
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| }
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| else if ( FireModeNum == 1 )
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| {
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| // if there is already a timer for this, it means that the user is spamming the fire button
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| // and we are still performing the prefire sequence from the first time the user pressed the
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| // fire button
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| if ( IsTimerActive(nameof(DelayedAltFire)) )
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| {
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| return;
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| }
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|
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| // do the actual firing of the weapon after the prefire sequence has been completed.
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| SetTimer(PreFireDelay[FireModeNum], false, nameof(DelayedAltFire));
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| }
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| else
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| {
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| `log("Unhandled fire mode in" @ Name $ "." $ GetFuncName() @ "-" @ FireModeNum);
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| ScriptTrace();
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| }
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|
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| // ensure our weapon mode is custom so that CustomFire() is called right now. CustomFire() will do the prefire stuff
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| WeaponFireTypes[FireModeNum] = EWFT_Custom;
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| }
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|
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| Super.BeginFire(FireModeNum);
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| }
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|
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| /**
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| * Called when an animation ends.
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| *
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| * Always return to the weapon idle animation after our last played custom animation is finished, if it has one.
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| */
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| simulated event OnAnimEnd( optional AnimNodeSequence SeqNode, optional float PlayedTime, optional float ExcessTime )
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| {
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| // we do NOTHING, very much on purpose, so that UT will stop triggering our idle animation while we're in the middle
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| // of doing something else.
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| }
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|
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| /**
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| * Starts a random idle animation.
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| */
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| simulated function PlayWeaponIdleAnim( optional bool bLocalOnly )
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| {
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| Global.PlayWeaponIdleAnim(bLocalOnly);
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| }
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|
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|
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| /**
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| * Called when zooming starts.
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| *
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| * @param WeaponOwner value of Instigator.Controller, the player that is holding this weapon.w
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| */
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| simulated function StartZoom(UTPlayerController WeaponOwner)
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| {
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| `wtrace_enter(Self,`showvar(WeaponOwner));
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|
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| // calling Global.StartZoom() will result in the PlayWeaponIdleAnimation() function being called. Since we are transitioning into
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| // a zoomed state, we want the idle animation that is played to be the one setup for the zoom mode. Therefore, PushState() prior
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| // to calling Global.StartZoom() so that Zoomed.PlayWeaponIdleAnim() is called rather than our version.
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| PushState('Zoomed');
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| Global.StartZoom(WeaponOwner);
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|
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| // and just to be on the safe side.
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| PlayWeaponIdleAnim();
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|
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| `wtrace_exit(Self);
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| }
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| }
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|
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| simulated state WeaponEquipping
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| {
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| /**
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| * Overridden to trigger our weapon equip animation and hide the carry attachment.
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| */
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| simulated event BeginState(Name PreviousStateName)
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| {
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| Super.BeginState(PreviousStateName);
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|
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| if ( !bDisplayAmmoAttachment )
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| {
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| ToggleCarryAttachment(false);
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| }
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| }
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| }
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|
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| simulated state WeaponFiring
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| {
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| ignores SwitchAmmoTypes;
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| /**
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| * Timer event, call is set up in Weapon::TimeWeaponFiring().
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| * The weapon is given a chance to evaluate if another shot should be fired.
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| * This event defines the weapon's rate of fire.
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| */
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| simulated function RefireCheckTimer()
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| {
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| if ( IsTimerActive(nameof(DelayedFire)) || IsTimerActive(nameof(DelayedAltFire)) )
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| {
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| return;
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| }
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| Super.RefireCheckTimer();
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| }
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|
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| simulated event BeginState(name PreviousStateName)
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| {
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| // this call will result in WeaponFired() being called, which spawns our effects.
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| // After returning from this function, the CheckRefire timer function will be active.
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| Super.BeginState(PreviousStateName);
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| }
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|
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| simulated event EndState(name NextStateName)
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| {
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| local int Idx;
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|
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| if ( NextStateName == 'Active' )
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| {
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| for ( Idx = 0; Idx < GetPendingFireLength(); Idx++ )
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| {
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| ClearPendingFire(Idx);
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| }
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| }
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|
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| Super.EndState(NextStateName);
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| }
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|
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| simulated function StartZoom(UTPlayerController WeaponOwner)
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| {
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| // don't allow the player to switch zooming modes while reloading
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| }
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|
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| simulated function EndZoom(UTPlayerController WeaponOwner)
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| {
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| // don't allow the player to switch zooming modes while reloading
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| }
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| }
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|
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| /** Override BeginFire so that it will enter the firing state right away. */
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| simulated function BeginFire(byte FireModeNum)
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| {
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|
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| // verify that our owning pawn isn't busy before calling Super.BeginFire(), which is where PendingFire is set
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| if ( !IsFiringAllowed(FireModeNum) )
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| {
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| return;
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| }
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| //`log(`location @ `showvar(IsTimerActive(nameof(DelayedFire)),DelayedFire Active));
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|
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| Super.BeginFire(FireModeNum);
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|
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| }
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|
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|
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| /**
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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
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| * play the firing sound. Meanwhile, a timer is ticking away (started by BeginFire()) for either DelayedFire() or DelayedAltFire()
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| * which, when executed, takes care of actually consuming the ammo and applying dmg to the target.
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| */
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| simulated function CustomFire()
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| {
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| local int i;
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| local float FireRateScale;
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| local DepthPawn DP;
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| local float FireAnimRate; // scaled by owner's remaining stamina.
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|
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| //`log(`location @ `showvar(FireInterval[i]) @ `showvar(IsTimerActive(nameof(DelayedFire)),TimedFireActive));
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| //ScriptTrace();
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| DP = GetDP(true);
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|
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| // do nothing here - this means that our weapon had a prefire delay and the actual
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| // firing will be handled in DelayedFire/DelayedAltFire
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|
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| // or weapons w/o prefire delay play their anims at speed 0! (ie. not at all!)
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| FireAnimRate = 1.0f;
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| FireRateScale = GetScaledFireSpeed();
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|
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| if ( bReqStamina )
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| {
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| // Change the animation playback speed.
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| FireAnimRate = FClamp(FireRateScale,0.5,2.0);
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|
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| // Change the min. time between refires.
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| for ( i = 0; i < FireInterval.Length; i++ )
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| {
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| FireInterval[i] = FClamp(
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| default.FireInterval[i] * (1.0f / FireRateScale),
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| default.FireInterval[i]*0.5,
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| default.FireInterval[i]*2
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| );
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| }
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|
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| // Change the delay between the initial fire call and when damage is done.
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| PreFireDelay[CurrentFireMode] = FClamp(
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| default.PreFireDelay[CurrentFireMode] * (1.0f / FireRateScale),
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| default.PreFireDelay[CurrentFireMode] * 0.5,
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| default.PreFireDelay[CurrentFireMode] * 2
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| );
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| DP.WeaponStamina = Max(DP.WeaponStamina - StamCon, 0);
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| }
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|
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| PlayPrefire(FireAnimRate);
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|
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| /*
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| `log("FireAnim Playback rate is : "@FireAnimRate);
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| `log("Fire Interval is : "@Fireinterval[0]);
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| `log("Owner stamina is : "@P.SprintStamina);
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| */
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|
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| LastFireTime = WorldInfo.TimeSeconds;
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| }
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|
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| /**
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| * Begins the weapon's prefire animation and sound.
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| *
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| * @param AnimRate scales the speed of the animation
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| */
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| simulated function PlayPrefire( float AnimRate )
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| {
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| //`log(`location);
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| // Sharks need their fire anims blended to the fullbody slot -- probably need to move this to PlayFireEffects
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| if ( WorldInfo.NetMode != NM_DedicatedServer )
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| {
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| <snip a bunch of code that calls custom functions for running game-specific animations>
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| PlayPreFiringSound();
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| ShakeView();
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| }
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|
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| }
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|
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| /**
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| * For tracehit weapons with no prefire delay, handles firing the weapon.
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| */
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| simulated function InstantFire()
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| {
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| //`log(`location);
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| CustomFire();
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| PerformInstantFire();
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| }
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|
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| /**
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| * For weapons using projectiles, which have no prefire delay - fires the weapon.
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| */
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| simulated function Projectile ProjectileFire()
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| {
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| //`log(`location);
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| CustomFire();
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| return Super.ProjectileFire();
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|
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| }
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|
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| simulated function Delayed_CustomFire( byte FireModeNum );
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|
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| /**
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| * Called on a timer (set in BeginFire()), this is called only for weapons which have a prefire delay.
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| */
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| simulated function DelayedFire()
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| {
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| DelayedWeaponFire(0);
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| }
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|
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| /**
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| * Called on a timer (set in BeginFire()), this is called only for weapons which have a prefire delay.
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| */
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| simulated function DelayedAltFire()
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| {
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| DelayedWeaponFire(1);
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| }
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|
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| simulated function DelayedWeaponFire( byte FireModeNum )
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| {
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| //`log(`location);
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| // restore our WeaponFireType, since we switched it to EWFT_Custom in BeginFire()
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| WeaponFireTypes[FireModeNum] = default.WeaponFireTypes[FireModeNum];
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| if ( WeaponFireTypes[FireModeNum] == EWFT_InstantHit )
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| {
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| // our own version of InstantFire() is only called for weapons that do not have a prefire
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| // delay, so go directly to our parent class/state version
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| PerformInstantFire();
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| }
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| else if ( WeaponFireTypes[FireModeNum] == EWFT_Projectile )
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| {
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| // our own version of ProjectileFire() is only called for weapons that do not have a prefire
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| // delay, so go directly to our parent class/state version
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| Super.ProjectileFire();
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| }
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| else if ( WeaponFireTypes[FireModeNum] == EWFT_Custom )
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| {
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| Delayed_CustomFire(FireModeNum);
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| }
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|
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| PrefireCachedStartTrace = vect(0,0,0);
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| }
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|
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| /**
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| * Utility function to allow me to inject some debugging code prior to passing control to our parent classes.
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| */
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| protected simulated function PerformInstantFire()
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| {
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| Super.InstantFire();
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| }
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|
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| </uscript>
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|
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|
| Testing UScript highlighter... | | Testing UScript highlighter... |
Do not edit the area above the separator line, please.
Legacy:Actor
Actor
UE3:Actor (UT3)
Project:Sandbox
Testing UScript highlighter...
<uscript>
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')
)}
}
</uscript>