unrealwiki:Sandbox

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 16:32, 18 February 2012 by Evolution (talk | contribs)

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


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

<uscript> // 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(); }

</uscript>

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>