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/** * UTPlayerController * * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class UTPlayerController extends UDKPlayerController dependson(UTPawn) dependson(UTPlayerReplicationInfo) config(Game); `include(UTOnlineConstants.uci) `include(UTOnlineStats.uci) /** Vehicle controls. */ enum EUTVehicleControls { UTVC_Simple, UTVC_Normal, UTVC_Advanced }; var bool bLateComer; var bool bIsTyping; var globalconfig bool bAutoTaunt; /** Set to team this player has been identified (with announcement) as being on */ var byte IdentifiedTeam; /** If true, switch to vehicle's rotation when possessing it (except for roll) */ var globalconfig bool bUseVehicleRotationOnPossess; /** If true, HUD minimap is zoomed and rotates around player */ var bool bRotateMinimap; /** Used to keep spectator cameras from going out of world boundaries */ var bool bCameraOutOfWorld; var globalconfig enum EPawnShadowMode { SHADOW_None, SHADOW_Self, SHADOW_All } PawnShadowMode; var globalconfig bool bFirstPersonWeaponsSelfShadow; var bool bBehindView; /** if true, while in the spectating state, behindview will be forced on a player */ var bool bForceBehindView; var bool bFreeCamera; enum EWeaponHand { HAND_Right, HAND_Left, HAND_Centered, HAND_Hidden, }; var globalconfig EWeaponHand WeaponHandPreference; var EWeaponHand WeaponHand; var vector DesiredLocation; var UTAnnouncer Announcer; var UTMusicManager MusicManager; var globalconfig bool bNoTextToSpeechVoiceMessages; var globalconfig bool bTextToSpeechTeamMessagesOnly; var float LastTauntAnimTime; var float LastKickWarningTime; var localized string MsgPlayerNotFound; /** set when the last camera anim we played was caused by damage - we only let damage shakes override other damage shakes */ var bool bCurrentCamAnimIsDamageShake; /** set if camera anim modifies FOV - don't do any FOV interpolation while camera anim is playing */ var bool bCurrentCamAnimAffectsFOV; /** Vibration */ var ForceFeedbackWaveform CameraShakeShortWaveForm, CameraShakeLongWaveForm; /** camera anim played when hit (blend strength depends on damage taken) */ var CameraAnim DamageCameraAnim; var globalconfig bool bLandingShake; var float LastCameraTimeStamp; /** Used during matinee sequences */ var class<Camera> MatineeCameraClass; var config bool bCenteredWeaponFire; /** cached result of GetPlayerViewPoint() */ var Actor CalcViewActor; var vector CalcViewActorLocation; var rotator CalcViewActorRotation; var vector CalcViewLocation; var rotator CalcViewRotation; var float CalcEyeHeight; var vector CalcWalkBob; /** Last time a warning about a shot being fired at my pawn was accepted. */ var float LastWarningTime; /** How fast (degrees/sec) should a zoom occur */ var float FOVLinearZoomRate; /** If TRUE, FOV interpolation for zooming is nonlineear, using FInterpTo. If FALSE, use linear interp. */ var transient bool bNonlinearZoomInterpolation; /** Interp speed (as used in FInterpTo) for nonlinear FOV interpolation. */ var transient float FOVNonlinearZoomInterpSpeed; /** Used to scale changes in rotation when the FOV is zoomed */ var float ZoomRotationModifier; /** Whether or not we are quitting to the main menu. */ var transient bool bQuittingToMainMenu; /** vars for debug freecam, which allows camera to view player from all angles */ var transient bool bDebugFreeCam; var transient rotator DebugFreeCamRot; /** last time ServerShowPathToBase() was executed, to avoid spamming the world with path effects */ var float LastShowPathTime; /** enum for the various options for the game telling the player what to do next */ enum EAutoObjectivePreference { AOP_Disabled, // turned off AOP_NoPreference, AOP_Attack, // tell what to do to attack AOP_Defend, // tell what to do to defend AOP_OrbRunner, AOP_SpecialOps, }; var globalconfig EAutoObjectivePreference AutoObjectivePreference; /** last objective CheckAutoObjective() sent a notification about */ var Actor LastAutoObjective; /** Indicates what control mode is desired for vehicles. */ var EUTVehicleControls VehicleControlType; /** Set when use fails to enter nearby vehicle (to prevent smart use from also putting you on hoverboard) */ var bool bJustFoundVehicle; /** Struct to define values for different post processing presets. */ struct native PostProcessInfo { var float Shadows; var float MidTones; var float HighLights; var float Desaturation; }; /** Last bullseye announcement (hacky - don't want multiple close together) */ var float LastBullseyeTime; /** Last "use" time - used to limit "use" frequency */ var float LastUseTime; /** to limit frequency of voice messages */ var float OldMessageTime; /** To limit frequency of received "friendly fire" voice messages */ var float LastFriendlyFireTime; /** The data store that holds data needed to translate bound input events to strings for UI */ var UTUIDataStore_StringAliasBindingsMap BoundEventsStringDataStore; var config bool bNoCrosshair; var config bool bSimpleCrosshair; var bool bAlreadyReset; var float NextAdminCmdTime; var globalconfig float OnFootDefaultFOV; /** Last time "incoming" message was received by this player */ var float LastIncomingMessageTime; /** Last time combat update message was received by this player */ var float LastCombatUpdateTime; /** Used to prevent too frequent team changes */ var float LastTeamChangeTime; /** If true, the server has muted all text chat from this player */ var bool bServerMutedText; /** If true, don't show the path arrows to your objective */ var globalconfig bool bHideObjectivePaths; /** Class used for handling achievements */ var Class<UTAchievementsBase> AchievementHandlerClass; /** Object which handles achievement tracking/updates */ var transient UTAchievementsBase AchievementHandler; /** StatsRead object used for obtaining the current leaderboard score for this player */ var UTLeaderboardRead LeaderboardStatsRead; /** Cached OnlineStatsWrite class from ClientWriteLeaderboardStats */ var Class<OnlineStatsWrite> LeaderboardStatsWriteClass; /** * Change Camera mode - only in single player * * @param New camera mode to set */ exec function Camera( name NewMode ) { if ( WorldInfo.NetMode == NM_Standalone ) { ServerCamera(NewMode); } } reliable server function ServerThrowWeapon() { if ( Pawn.CanThrowWeapon() ) { Pawn.ThrowActiveWeapon(); } } exec function SwitchHud() { local class<HUD> NewHUDClass; `log("SWITCHEROO THE HUD "$WorldInfo.GRI.GameClass); NewHUDClass = WorldInfo.GRI.GameClass.Default.HUDType; if ( UTGFxHUDWrapper(myHUD) == None ) { NewHUDClass = WorldInfo.GRI.GameClass.Default.bTeamGame ? class'UTGFxTeamHudWrapper' : class'UTGFxHudWrapper'; } ClientSetHud(NewHUDClass); } event InitInputSystem() { local LocalPlayer LP; LP = LocalPlayer(Player); Super.InitInputSystem(); AddOnlineDelegates(true); // we do this here so that we only bother to create it for local players CameraAnimPlayer = new(self) class'CameraAnimInst'; // see if character processing was already completed // this can happen on clients if a PlayerController class switch is performed // and the GRI is received before the new PlayerController if (WorldInfo.NetMode != NM_DedicatedServer) { CharacterProcessingComplete(); } if (WorldInfo.NetMode == NM_ListenServer && PlayerReplicationInfo != none ) { PlayerReplicationInfo.IsInvalidName(); } if (bDedicatedServerSpectator) { LP.ViewportClient.bDisableWorldRendering = true; } // reset the post processing when we get a new PC LP.RemoveAllPostProcessingChains(); LP.InsertPostProcessingChain(LP.Outer.GetWorldPostProcessChain(), INDEX_NONE, true); } /** Called from the UTTeamGameMessage, this will cause all TeamColored Images on the hud to pulse. */ function PulseTeamColor() { PulseTimer = default.PulseTimer; bPulseTeamColor = true; } /** tells the server about the character this player is using */ reliable server function ServerSetCharacterClass(class<UTFamilyInfo> CharClass) { local UTTeamInfo Team; local UTPlayerReplicationInfo PRI; PRI = UTPlayerReplicationInfo(PlayerReplicationInfo); PRI.CharClassInfo = CharClass; // force bots on player's team to be same faction if ((WorldInfo.NetMode == NM_Standalone || WorldInfo.NetMode == NM_ListenServer) && IsLocalPlayerController()) { Team = UTTeamInfo(PlayerReplicationInfo.Team); if (Team != None) { Team.Faction = PRI.CharClassInfo.default.Faction; } } } /** Clear the contents of the command to bind key cache */ simulated function ClearStringAliasBindingMapCache() { BoundEventsStringDataStore.ClearBoundKeyCache(); } /** * Creates and initializes the "PlayerOwner" and "PlayerSettings" data stores. This function assumes that the PlayerReplicationInfo * for this player has not yet been created. * * Overloaded so we can initialize game specific player data stores. */ simulated protected function RegisterCustomPlayerDataStores() { local LocalPlayer LP; local DataStoreClient DataStoreManager; local class<UTUIDataStore_StringAliasBindingsMap> StringAliasBindingsMapDataStoreClass; `if(`notdefined(FINAL_RELEASE)) local string PlayerName; PlayerName = PlayerReplicationInfo != None ? PlayerReplicationInfo.PlayerName : "None"; `endif // only create player data store for local players LP = LocalPlayer(Player); `log(">>" @ `location @ "(" $ PlayerName $ ")" @ `showobj(LP),,'DevDataStore'); Super.RegisterCustomPlayerDataStores(); if ( LP != None ) { `log(">> UTPlayerController::RegisterCustomPlayerDataStores -" @ Self @ "(" $ PlayerName $ ")",,'DevDataStore'); // get a reference to the main data store client DataStoreManager = class'UIInteraction'.static.GetDataStoreClient(); if ( DataStoreManager != None ) { // find the "PlayerOwner" data store registered for this player; there shouldn't be one... BoundEventsStringDataStore = UTUIDataStore_StringAliasBindingsMap(DataStoreManager.FindDataStore('StringAliasBindings',LP)); if ( BoundEventsStringDataStore == None ) { // find the appropriate class to use for the PlayerSettings data store StringAliasBindingsMapDataStoreClass = class<UTUIDataStore_StringAliasBindingsMap>(DataStoreManager.FindDataStoreClass(class'UTUIDataStore_StringAliasBindingsMap')); if ( StringAliasBindingsMapDataStoreClass != None ) { // create the PlayerOwner data store BoundEventsStringDataStore = DataStoreManager.CreateDataStore(StringAliasBindingsMapDataStoreClass); if ( BoundEventsStringDataStore != None ) { // and register it if ( !DataStoreManager.RegisterDataStore(BoundEventsStringDataStore, LP) ) { `log("Failed to register 'StringAliasBindings' data store for player:"@ Self @ "(" $ PlayerName $ ")"); } } else { `log("Failed to create 'StringAliasBindings' data store for player:"@ Self @ "(" $ PlayerName $ ") using class" @ StringAliasBindingsMapDataStoreClass,,'DevDataStore'); } } } else { `log("'StringAliasBindings' data store already registered for player:"@ Self @ "(" $ PlayerName $ ")",,'DevDataStore'); } } } `log("<<" @ `location @ "(" $ PlayerName $ ")",,'DevDataStore'); } /** * Unregisters the "PlayerOwner" data store for this player. Called when this PlayerController is destroyed. * * Overloaded so we can unregister game specific player data stores. */ simulated function UnregisterPlayerDataStores() { local LocalPlayer LP; local DataStoreClient DataStoreManager; `if(`notdefined(FINAL_RELEASE)) local string PlayerName; PlayerName = PlayerReplicationInfo != None ? PlayerReplicationInfo.PlayerName : "None"; `endif // only execute for local players LP = LocalPlayer(Player); if ( LP != None ) { `log(">> UTPlayerController::UnregisterPlayerDataStores -" @ Self @ "(" $ PlayerName $ ")",,'DevDataStore'); // unregister it from the data store client and clear our reference // get a reference to the main data store client DataStoreManager = class'UIInteraction'.static.GetDataStoreClient(); if ( DataStoreManager != None ) { // unregister the bound events string data store if ( BoundEventsStringDataStore != None ) { if ( !DataStoreManager.UnregisterDataStore(BoundEventsStringDataStore) ) { `log("Failed to unregister 'StringAliasBindings' data store for player:"@ Self @ "(" $ PlayerName $ ")"); } // clear the reference BoundEventsStringDataStore = None; } else { `log("'StringAliasBindings' data store not registered for player:" @ Self @ "(" $ PlayerName $ ")",,'DevDataStore'); } } else { `log("Data store client not found!",,'DevDataStore'); } `log("<< UTPlayerController::UnregisterPlayerDataStores" @ "(" $ PlayerName $ ")",,'DevDataStore'); } Super.UnregisterPlayerDataStores(); } /** Sets online delegates to respond to for this PC. */ function AddOnlineDelegates(bool bRegisterVoice) { // this is done automatically in net games so only need to call it for standalone. if (bRegisterVoice && WorldInfo.NetMode == NM_Standalone && VoiceInterface != None) { VoiceInterface.RegisterLocalTalker(LocalPlayer(Player).ControllerId); VoiceInterface.AddRecognitionCompleteDelegate(LocalPlayer(Player).ControllerId, SpeechRecognitionComplete); } // Register a callback for when the profile finishes reading. if (OnlineSub != None) { if (OnlineSub.PlayerInterface != None) { OnlineSub.PlayerInterface.AddReadProfileSettingsCompleteDelegate(LocalPlayer(Player).ControllerId, OnReadProfileSettingsComplete); OnlineSub.PlayerInterface.AddFriendInviteReceivedDelegate(LocalPlayer(Player).ControllerId,OnFriendInviteReceived); OnlineSub.PlayerInterface.AddReceivedGameInviteDelegate(LocalPlayer(Player).ControllerId,OnGameInviteReceived); OnlineSub.PlayerInterface.AddFriendMessageReceivedDelegate(LocalPlayer(Player).ControllerId,OnFriendMessageReceived); } if(OnlineSub.SystemInterface != None) { OnlineSub.SystemInterface.AddConnectionStatusChangeDelegate(OnConnectionStatusChange); OnlineSub.SystemInterface.AddLinkStatusChangeDelegate(OnLinkStatusChanged); // Do an initial controller check if(OnlineSub.SystemInterface.IsControllerConnected(LocalPlayer(Player).ControllerId)==false) { OnControllerChanged(LocalPlayer(Player).ControllerId, false); } } } } /** Clears previously set online delegates. */ event ClearOnlineDelegates() { local LocalPlayer LP; Super.ClearOnlineDelegates(); LP = LocalPlayer(Player); if ( OnlineSub != None && (Role < ROLE_Authority || LP != None)) { if (LP != None) { if (VoiceInterface != None) { VoiceInterface.ClearRecognitionCompleteDelegate(LP.ControllerId, SpeechRecognitionComplete); // Only unregister voice support if we aren't traveling to a MP game if (OnlineSub.GameInterface == None || (OnlineSub.GameInterface != None && OnlineSub.GameInterface.GetGameSettings('Game') == None)) { VoiceInterface.UnregisterLocalTalker(LP.ControllerId); } } if (OnlineSub.PlayerInterface != None) { OnlineSub.PlayerInterface.ClearReadProfileSettingsCompleteDelegate(LP.ControllerId, OnReadProfileSettingsComplete); OnlineSub.PlayerInterface.ClearFriendInviteReceivedDelegate(LP.ControllerId,OnFriendInviteReceived); OnlineSub.PlayerInterface.ClearReceivedGameInviteDelegate(LP.ControllerId,OnGameInviteReceived); OnlineSub.PlayerInterface.ClearFriendMessageReceivedDelegate(LP.ControllerId,OnFriendMessageReceived); } } if(OnlineSub.SystemInterface != None) { OnlineSub.SystemInterface.ClearConnectionStatusChangeDelegate(OnConnectionStatusChange); OnlineSub.SystemInterface.ClearLinkStatusChangeDelegate(OnLinkStatusChanged); } } } /** * Looks at the current game state and uses that to set the * rich presence strings * * Licensees should override this in their player controller derived class */ reliable client function ClientSetOnlineStatus() { local LocalPlayer LP; local array<LocalizedStringSetting> StringSettings; local array<SettingsProperty> Properties; local OnlineGameSettings GameSettings; local string MapName; local string GameName; LP = LocalPlayer(Player); // If we are not a client, then set the game settings object info also. if( OnlineSub.GameInterface != None && WorldInfo.NetMode != NM_Client) { GameSettings=OnlineSub.GameInterface.GetGameSettings('Game'); if(GameSettings != None) { MapName = WorldInfo.GetMapName(); GameName = WorldInfo.GetGameClass().default.Outer.name$"."$WorldInfo.GetGameClass().name; GameSettings.SetPropertyFromStringByName('CustomMapName', MapName); GameSettings.SetPropertyFromStringByName('CustomGameMode', GameName); if(GameSettings.bIsLanMatch==false && OnlineSub.GameInterface.UpdateOnlineGame('Game',GameSettings)==false) { `Log("UTPlayerController::ClientSetOnlineStatus() - Error occured updating online game settings."); } } } //@todo: Hook this up properly. OnlineSub.PlayerInterface.SetOnlineStatus(LP.ControllerId, 0, StringSettings, Properties); } `if(`notdefined(ShippingPC)) `define debugexec exec `else `define debugexec `endif /** * Called when a system level connection change notification occurs. If we are * playing a Live match, we may need to notify and go back to the menu. Otherwise * silently ignore this. * * @param ConnectionStatus the new connection status. */ `{debugexec} function OnConnectionStatusChange(EOnlineServerConnectionStatus ConnectionStatus) { local OnlineGameSettings GameSettings; local bool bInvalidConnectionStatus; // We need to always bail in this case if (ConnectionStatus == OSCS_DuplicateLoginDetected) { // Two people can't play or badness will happen `Log("Detected another user logging-in with this profile."); SetFrontEndErrorMessage("<Strings:UTGameUI.Errors.DuplicateLogin_Title>", "<Strings:UTGameUI.Errors.DuplicateLogin_Message>"); bInvalidConnectionStatus = true; } else { // Only care about this if we aren't in a standalone netmode. if(WorldInfo.NetMode != NM_Standalone) { // We know we have an online subsystem or this delegate wouldn't be called GameSettings = OnlineSub.GameInterface.GetGameSettings('Game'); if (GameSettings != None) { // If we are a internet match, this really matters if (!GameSettings.bIsLanMatch) { // We are playing a internet match. Determine whether the connection // status change requires us to drop and go to the menu switch (ConnectionStatus) { case OSCS_ConnectionDropped: case OSCS_NoNetworkConnection: case OSCS_ServiceUnavailable: case OSCS_UpdateRequired: case OSCS_ServersTooBusy: case OSCS_NotConnected: SetFrontEndErrorMessage("<Strings:UTGameUI.Errors.ConnectionLost_Title>", "<Strings:UTGameUI.Errors.ConnectionLost_Message>"); bInvalidConnectionStatus = true; break; } } } } } `log(`location@`showenum(EOnlineServerConnectionStatus,ConnectionStatus)@`showvar(bInvalidConnectionStatus),,'DevOnline'); if ( bInvalidConnectionStatus ) { QuitToMainMenu(); } } /** * Called when the platform's network link status changes. If we are playing a match on a remote server, we need to go back * to the front end menus and notify the player. */ `{debugexec} function OnLinkStatusChanged( bool bConnected ) { local string ErrorDisplay; `log(`location@`showvar(bConnected),,'DevNet'); if ( !bConnected && WorldInfo != None && WorldInfo.Game != None) { // Don't quit to main menu if we are playing instant action if (WorldInfo.NetMode != NM_Standalone) { // if we're no longer connected to the network, check to see if another error message has been set // only display our message if none are currently set. if (!class'UIRoot'.static.GetDataStoreStringValue("<Registry:FrontEndError_Display>", ErrorDisplay) || int(ErrorDisplay) == 0 ) { SetFrontEndErrorMessage("<Strings:UTGameUI.Errors.Error_Title>", "<Strings:UTGameUI.Errors.NetworkLinkLost_Message>"); QuitToMainMenu(); } } } } /** Callback for when the profile finishes reading for this PC. */ function OnReadProfileSettingsComplete(byte LocalUserNum,bool bWasSuccessful) { } /** Callback for when a game invite has been received. */ function OnGameInviteReceived(byte LocalUserNum,string RequestingNick) { } /** Callback for when a friend request has been received. */ function OnFriendInviteReceived(byte LocalUserNum,UniqueNetId RequestingPlayer,string RequestingNick,string Message) { } /** * Called when a friend invite arrives for a local player * * @param LocalUserNum the user that is receiving the invite * @param SendingPlayer the player sending the friend request * @param SendingNick the nick of the player sending the friend request * @param Message the message to display to the recipient * * @return true if successful, false otherwise */ function OnFriendMessageReceived(byte LocalUserNum,UniqueNetId SendingPlayer,string SendingNick,string Message) { } /** Override to display a message to the user */ function NotifyInviteFailed() { Super.NotifyInviteFailed(); SetFrontEndErrorMessage("<Strings:UTGameUI.Errors.UnableToJoinInvite_Title>", "<Strings:UTGameUI.Errors.UnableToJoinInvite_Message>"); QuitToMainMenu(); } /** Override to display a message to the user */ function NotifyNotAllPlayersCanJoinInvite() { Super.NotifyNotAllPlayersCanJoinInvite(); SetFrontEndErrorMessage("<Strings:UTGameUI.Errors.NotAllPlayersCanJoin_Title>", "<Strings:UTGameUI.Errors.NotAllPlayersCanJoin_Message>"); QuitToMainMenu(); } /** Override to display a message to the user */ function NotifyNotEnoughSpaceInInvite() { Super.NotifyNotEnoughSpaceInInvite(); SetFrontEndErrorMessage("<Strings:UTGameUI.Errors.NotEnoughInviteSpace_Title>", "<Strings:UTGameUI.Errors.NotEnoughInviteSpace_Message>"); QuitToMainMenu(); } reliable client function ClientWasKicked() { ClientSetProgressMessage(PMT_ConnectionFailure, Localize("AccessControl", "KickedMsg", "Engine")); } /** * Sets a error message in the registry datastore that will display to the user the next time they are in the frontend. * * @param Title Title of the messagebox. * @param Message Message of the messagebox. */ static function SetFrontEndErrorMessage(string Title, string Message) { class'UIRoot'.static.SetDataStoreStringValue("<Registry:FrontEndError_Title>", Title); class'UIRoot'.static.SetDataStoreStringValue("<Registry:FrontEndError_Message>", Message); class'UIRoot'.static.SetDataStoreStringValue("<Registry:FrontEndError_Display>", "1"); } /** Called when returning to the main menu. */ function QuitToMainMenu() { bQuittingToMainMenu = true; if(CleanupOnlineSubsystemSession(true)==false) { `Log("UTPlayerController::QuitToMainMenu() - Online cleanup failed, finishing quit."); FinishQuitToMainMenu(); } } /** Called after onlinesubsystem game cleanup has completed. */ function FinishQuitToMainMenu() { // stop any movies currently playing before we quit out class'Engine'.static.StopMovie(true); // Call disconnect to force us back to the menu level ConsoleCommand("Disconnect"); `Log("------ QUIT TO MAIN MENU --------"); } /** Cleans up online subsystem game sessions and posts stats if the match is arbitrated. */ function bool CleanupOnlineSubsystemSession(bool bWasFromMenu) { //local int Item; if (WorldInfo.NetMode != NM_Standalone && OnlineSub != None && OnlineSub.GameInterface != None && OnlineSub.GameInterface.GetGameSettings('Game') != None) { // Set the end delegate so we can know when that is complete and call destroy OnlineSub.GameInterface.AddEndOnlineGameCompleteDelegate(OnEndOnlineGameComplete); OnlineSub.GameInterface.EndOnlineGame('Game'); return true; } return false; } /** * Called when the online game has finished ending. */ function OnEndOnlineGameComplete(name SessionName,bool bWasSuccessful) { OnlineSub.GameInterface.ClearEndOnlineGameCompleteDelegate(OnEndOnlineGameComplete); if(bQuittingToMainMenu) { // Set the destroy delegate so we can know when that is complete OnlineSub.GameInterface.AddDestroyOnlineGameCompleteDelegate(OnDestroyOnlineGameComplete); // Now we can destroy the game if ( !OnlineSub.GameInterface.DestroyOnlineGame('Game') ) { OnDestroyOnlineGameComplete('Game',true); } } } /** * Called when the destroy online game has completed. At this point it is safe * to travel back to the menus * * @param SessionName the name of the session the event is for * @param bWasSuccessful whether it worked ok or not */ function OnDestroyOnlineGameComplete(name SessionName,bool bWasSuccessful) { OnlineSub.GameInterface.ClearDestroyOnlineGameCompleteDelegate(OnDestroyOnlineGameComplete); FinishQuitToMainMenu(); } reliable client function ClientSetSpeechRecognitionObject(SpeechRecognition NewRecognitionData) { if (VoiceInterface != None) { VoiceInterface.SetSpeechRecognitionObject(LocalPlayer(Player).ControllerId, NewRecognitionData); } } /** set to VoiceInterface's speech recognition delegate; called when words are recognized */ function SpeechRecognitionComplete() { local array<SpeechRecognizedWord> Words; local SpeechRecognizedWord ReplicatedWords[3]; local int i; // local String DebugStr; VoiceInterface.GetRecognitionResults(LocalPlayer(Player).ControllerId, Words); if (Words.length > 0) { for (i = 0; i < 3 && i < Words.length; i++) { ReplicatedWords[i] = Words[i]; // DebugStr = DebugStr @ Words[i].WordText; // `log(WorldInfo.TimeSeconds@"recognized word"@Words[i].WordText); } // TeamMessage(PlayerReplicationInfo, DebugStr, 'Say', 8.f); ServerProcessSpeechRecognition(ReplicatedWords); } } reliable server function ServerProcessSpeechRecognition(SpeechRecognizedWord ReplicatedWords[3]) { local array<SpeechRecognizedWord> Words; local int i; local UTGame Game; Game = UTGame(WorldInfo.Game); if (Game != None) { for (i = 0; i < 3; i++) { if (ReplicatedWords[i].WordText != "") { Words[Words.length] = ReplicatedWords[i]; } } Game.ProcessSpeechRecognition(self, Words); } } /** turns on/off voice chat/recognition */ exec function ToggleSpeaking(bool bNowOn) { local LocalPlayer LP; if (VoiceInterface != None) { LP = LocalPlayer(Player); if (LP != None) { if (bNowOn) { VoiceInterface.StartNetworkedVoice(LP.ControllerId); if ( WorldInfo.NetMode != NM_Client ) { VoiceInterface.StartSpeechRecognition(LP.ControllerId); } } else { VoiceInterface.StopNetworkedVoice(LP.ControllerId); if ( WorldInfo.NetMode != NM_Client ) { VoiceInterface.StopSpeechRecognition(LP.ControllerId); } } } } } /* ClientHearSound() Replicated function from server for replicating audible sounds played on server UTPlayerController implementation considers sounds from its pawn as local, even if the pawn is not the viewtarget */ unreliable client event ClientHearSound(SoundCue ASound, Actor SourceActor, vector SourceLocation, bool bStopWhenOwnerDestroyed, optional bool bIsOccluded ) { local AudioComponent AC; if ( SourceActor == None ) { AC = GetPooledAudioComponent(ASound, SourceActor, bStopWhenOwnerDestroyed, true, SourceLocation); if (AC == None) { return; } AC.bUseOwnerLocation = false; AC.Location = SourceLocation; } else if ( (SourceActor == GetViewTarget()) || (SourceActor == self) || (SourceActor == Pawn) ) { AC = GetPooledAudioComponent(ASound, None, bStopWhenOwnerDestroyed); if (AC == None) { return; } AC.bAllowSpatialization = false; } else { AC = GetPooledAudioComponent(ASound, SourceActor, bStopWhenOwnerDestroyed); if (AC == None) { return; } if (!IsZero(SourceLocation) && SourceLocation != SourceActor.Location) { AC.bUseOwnerLocation = false; AC.Location = SourceLocation; } } if ( bIsOccluded ) { // if occluded reduce volume: @FIXME do something better AC.VolumeMultiplier *= 0.5; // AC.LowPassFilterApplied = true; } AC.Play(); } function bool AimingHelp(bool bInstantHit) { return bAimingHelp && ((WorldInfo.NetMode == NM_Standalone) || UTGameReplicationInfo(WorldInfo.GRI).bStoryMode) && (WorldInfo.Game.GameDifficulty < 4); } /** * @returns the a scaling factor for the distance from the collision box of the target to accept aiming help (for instant hit shots) */ function float AimHelpModifier() { local float AimingHelp; AimingHelp = FOVAngle < DefaultFOV - 8 ? 0.5 : 0.75; // reduce aiming help at higher difficulty levels if ( WorldInfo.Game.GameDifficulty > 2 ) AimingHelp *= 0.33 * (5 - WorldInfo.Game.GameDifficulty); return AimingHelp; } /** * Adjusts weapon aiming direction. * Gives controller a chance to modify the aiming of the pawn. For example aim error, auto aiming, adhesion, AI help... * Requested by weapon prior to firing. * UTPlayerController implementation doesn't adjust aim, but sets the shottarget (for warning enemies) * * @param W, weapon about to fire * @param StartFireLoc, world location of weapon fire start trace, or projectile spawn loc. * @param BaseAimRot, original aiming rotation without any modifications. */ function Rotator GetAdjustedAimFor( Weapon W, vector StartFireLoc ) { local vector FireDir, HitLocation, HitNormal; local actor BestTarget, HitActor; local float bestAim, bestDist, MaxRange; local rotator BaseAimRot; BaseAimRot = (Pawn != None) ? Pawn.GetBaseAimRotation() : Rotation; FireDir = vector(BaseAimRot); MaxRange = W.MaxRange(); HitActor = Trace(HitLocation, HitNormal, StartFireLoc + MaxRange * FireDir, StartFireLoc, true); if ( (HitActor != None) && HitActor.bProjTarget ) { BestTarget = HitActor; } else if ( ((WorldInfo.Game != None) &&(WorldInfo.Game.Numbots > 0)) || AimingHelp(true) ) { // guess who target is // @todo FIXMESTEVE bestAim = 0.95; BestTarget = PickTarget(class'Pawn', bestAim, bestDist, FireDir, StartFireLoc, MaxRange); if (W != None && W.GetProjectileClass() == None) { InstantWarnTarget(BestTarget, W, vector(BaseAimRot)); } } ShotTarget = Pawn(BestTarget); return BaseAimRot; } /** Tries to find a vehicle to drive within a limited radius. Returns true if successful */ function bool FindVehicleToDrive() { return ( CheckVehicleToDrive(true) != None ); } /** returns the Vehicle passed in if it can be driven */ function UTVehicle CheckPickedVehicle(UTVehicle V, bool bEnterVehicle) { local UTPlayerReplicationInfo PRI; if ( (V == None) || !bEnterVehicle ) { return V; } // check if I would drop my flag PRI = UTPlayerReplicationInfo(PlayerReplicationInfo); if ( PRI.bHasFlag && !V.bCanCarryFlag && (!V.bTeamLocked || WorldInfo.GRI.OnSameTeam(self,V)) ) { if ( V.bRequestedEntryWithFlag ) { V.bRequestedEntryWithFlag = false; ClientSetRequestedEntryWithFlag(V, false, 0); } else { V.bRequestedEntryWithFlag = true; ClientSetRequestedEntryWithFlag(V, true, 0); bJustFoundVehicle = true; return None; } } if ( V.TryToDrive(Pawn) ) { return V; } bJustFoundVehicle = true; return None; } /** sets bRequestedEntryWithFlag on the given vehicle to update the HUD */ reliable client function ClientSetRequestedEntryWithFlag(UTVehicle V, bool bNewValue, int MessageIndex) { if ( bNewValue ) { ReceiveLocalizedMessage(class'UTVehicleCantCarryFlagMessage', MessageIndex); } if (V != None) { V.bRequestedEntryWithFlag = bNewValue; } } /** Returns vehicle which can be driven * @PARAM bEnterVehicle if true then player enters the found vehicle */ function UTVehicle CheckVehicleToDrive(bool bEnterVehicle) { local UTVehicle V, PickedVehicle; local vector ViewDir, HitLocation, HitNormal, ViewPoint; local rotator ViewRotation; local Actor HitActor; local float CheckDist; bJustFoundVehicle = false; // first try to get in vehicle I'm standing on PickedVehicle = CheckPickedVehicle(UTVehicle(Pawn.Base), bEnterVehicle); if ( (PickedVehicle != None) || bJustFoundVehicle ) { return PickedVehicle; } // see if looking at vehicle ViewPoint = Pawn.GetPawnViewLocation(); ViewRotation = Rotation; CheckDist = Pawn.VehicleCheckRadius * VehicleCheckRadiusScaling; ViewDir = CheckDist * vector(ViewRotation); HitActor = Trace(HitLocation, HitNormal, ViewPoint + ViewDir, ViewPoint, true,,,TRACEFLAG_Blocking); PickedVehicle = CheckPickedVehicle(UTVehicle(HitActor), bEnterVehicle); if ( (PickedVehicle != None) || bJustFoundVehicle ) { return PickedVehicle; } // make sure not just looking above vehicle ViewRotation.Pitch = 0; ViewDir = CheckDist * vector(ViewRotation); HitActor = Trace(HitLocation, HitNormal, ViewPoint + ViewDir, ViewPoint, true,,,TRACEFLAG_Blocking); PickedVehicle = CheckPickedVehicle(UTVehicle(HitActor), bEnterVehicle); if ( (PickedVehicle != None) || bJustFoundVehicle ) { return PickedVehicle; } // make sure not just looking above vehicle ViewRotation.Pitch = -5000; ViewDir = CheckDist * vector(ViewRotation); HitActor = Trace(HitLocation, HitNormal, ViewPoint + ViewDir, ViewPoint, true,,,TRACEFLAG_Blocking); PickedVehicle = CheckPickedVehicle(UTVehicle(HitActor), bEnterVehicle); if ( (PickedVehicle != None) || bJustFoundVehicle ) { return PickedVehicle; } // special case for vehicles like Darkwalker if ( UTGame(WorldInfo.Game) != None ) { for ( V=UTGame(WorldInfo.Game).VehicleList; V!=None; V=V.NextVehicle ) { if ( V.bHasCustomEntryRadius && V.InCustomEntryRadius(Pawn) ) { V = CheckPickedVehicle(V, bEnterVehicle); if ( (V != None) || bJustFoundVehicle ) { return V; } } } } return None; } exec function ToggleMinimap() { bRotateMiniMap = !bRotateMiniMap; } exec function DropFlag() { ServerDropFlag(); } reliable server function ServerDropFlag() { if ( UTPawn(Pawn) != None ) { UTPawn(Pawn).DropFlag(); if (UTPawn(Pawn).bCanPickupInventory) { UTPawn(Pawn).bCanPickupInventory = false; SetTimer(0.2, false, 'EnableInventoryPickup', UTPawn(Pawn)); } } } /** LandingShake() returns true if controller wants landing view shake */ simulated function bool LandingShake() { return bLandingShake; } simulated function PlayBeepSound() { PlaySound(SoundCue'A_Gameplay.Gameplay.MessageBeepCue', true); } /* epic =============================================== * ::ReceiveWarning * * Notification that the pawn is about to be shot by a * trace hit weapon. * * ===================================================== */ event ReceiveWarning(Pawn shooter, float projSpeed, vector FireDir) { if ( WorldInfo.TimeSeconds - LastWarningTime < 1.0 ) return; LastWarningTime = WorldInfo.TimeSeconds; if ( (shooter != None) && !WorldInfo.GRI.OnSameTeam(shooter,self) ) ClientMusicEvent(0); } /* epic =============================================== * ::ReceiveProjectileWarning * * Notification that the pawn is about to be shot by a * projectile. * * ===================================================== */ function ReceiveProjectileWarning(Projectile proj) { if ( WorldInfo.TimeSeconds - LastWarningTime < 1.0 ) return; LastWarningTime = WorldInfo.TimeSeconds; if ( (proj.Instigator != None) && !WorldInfo.GRI.OnSameTeam(proj.Instigator,self) && (proj.Speed > 0) ) { SetTimer(VSize(proj.Location - Pawn.Location)/proj.Speed,false,'ProjectileWarningTimer'); } } function ProjectileWarningTimer() { ClientMusicEvent(0); } function PlayWinMessage(bool bWinner) { /* //@todo FIXMESTEVE if ( bWinner ) bDisplayWinner = true; else bDisplayLoser = true; */ } simulated function bool TriggerInteracted() { local UTGameObjective O, Best; local vector ViewDir, PawnLoc2D, VLoc2D; local float NewDot, BestDot; // check base UTGameObjective first if (UTGameObjective(Pawn.Base) != None) { return true; } // handle touched UTGameObjectives next ForEach Pawn.TouchingActors(class'UTGameObjective', O) { if ( O.UsedBy(Pawn) ) return true; } // now handle nearby UTGameObjectives ViewDir = vector(Rotation); PawnLoc2D = Pawn.Location; PawnLoc2D.Z = 0; ForEach Pawn.OverlappingActors(class'UTGameObjective', O, Pawn.VehicleCheckRadius) { if ( O.bAllowRemoteUse ) { // Pawn must be facing objective or overlapping it VLoc2D = O.Location; Vloc2D.Z = 0; NewDot = Normal(VLoc2D-PawnLoc2D) Dot ViewDir; if ( NewDot > BestDot ) { // check that objective is visible if ( FastTrace(O.Location,Pawn.Location) ) { Best = O; BestDot = NewDot; } } } } if ( Best != None && Best.UsedBy(Pawn) ) return true; // no UT specific triggers used, fall back to general case return super.TriggerInteracted(); } exec function PlayVehicleHorn() { local UTVehicle V; V = UTVehicle(Pawn); if ( (V != None) && (V.Health > 0) && (WorldInfo.TimeSeconds - LastTauntAnimTime > 0.3) ) { ServerPlayVehicleHorn(); LastTauntAnimTime = WorldInfo.TimeSeconds; } } unreliable server function ServerPlayVehicleHorn() { local UTVehicle V; V = UTVehicle(Pawn); if ( (V != None) && (V.Health > 0) ) { V.PlayHorn(); } } exec function Taunt(int TauntIndex) { local UTVehicle UTV; local UTPawn UTP; UTP = UTPawn(Pawn); if(UTP == None) { UTV = UTVehicle(Pawn); if(UTV != None) { UTP = UTPawn(UTV.Driver); } } if(UTP != None) { switch(TauntIndex) { case 0: UTP.PlayEmote('TauntA', -1); break; case 1: UTP.PlayEmote('TauntB', -1); break; case 2: UTP.PlayEmote('TauntC', -1); break; } } } function Typing( bool bTyping ) { bIsTyping = bTyping; } simulated event Destroyed() { if (LocalPlayer(Player) != None) { LocalPlayer(Player).ViewportClient.bDisableWorldRendering = false; } Super.Destroyed(); if (Announcer != None) { Announcer.Destroy(); } if (MusicManager != None) { MusicManager.Destroy(); } if (AchievementHandler != none) { AchievementHandler.Cleanup(); AchievementHandler = none; } } /** * Attempts to pause/unpause the game when a controller becomes * disconnected/connected * * @param ControllerId the id of the controller that changed * @param bIsConnected whether the controller is connected or not */ function OnControllerChanged(int ControllerId,bool bIsConnected) { local LocalPlayer LocPlayer; // Call parent implementation (this will pause/unpause the game if needed) super.OnControllerChanged( ControllerId, bIsConnected ); // Don't worry about remote players LocPlayer = LocalPlayer(Player); if (WorldInfo.IsConsoleBuild() && (WorldInfo.Game == None || !WorldInfo.Game.IsAutomatedPerfTesting())) { // If the controller that changed, is attached to the this playercontroller if (LocPlayer != None && LocPlayer.ControllerId == ControllerId) { bIsControllerConnected = bIsConnected; //@todo show appropriate warning message on console } } } event SoakPause(Pawn P) { `log("Soak pause by "$P); SetViewTarget(P); SetPause(true); bBehindView = true; myHud.bShowDebugInfo = true; } function DrawHUD( HUD H ) { // force scoreboard on if dedicated server spectator if (bDedicatedServerSpectator && !H.bShowScores) { H.ShowScores(); } if( (Pawn != None) && (UTWeapon(Pawn.Weapon) != None) ) { UTWeapon(Pawn.Weapon).ActiveRenderOverlays(H); } } event KickWarning() { if ( WorldInfo.TimeSeconds - LastKickWarningTime > 0.5 ) { ReceiveLocalizedMessage( class'UTIdleKickWarningMessage', 0, None, None, self ); LastKickWarningTime = WorldInfo.TimeSeconds; } } /* CheckJumpOrDuck() Called by ProcessMove() handle jump and duck buttons which are pressed */ function CheckJumpOrDuck() { if ( Pawn == None ) { return; } if ( bDoubleJump && (bUpdating || ((UTPawn(Pawn) != None) && UTPawn(Pawn).CanDoubleJump())) ) { UTPawn(Pawn).DoDoubleJump( bUpdating ); } else if ( bPressedJump ) { Pawn.DoJump( bUpdating ); } if ( Pawn.Physics != PHYS_Falling && Pawn.bCanCrouch ) { // crouch if pressing duck Pawn.ShouldCrouch(bDuck != 0); } } exec function FOV(float F) { if( (F >= 40.0) || (WorldInfo.NetMode==NM_Standalone) || PlayerReplicationInfo.bOnlySpectator ) { OnFootDefaultFOV = FClamp(F, 40, 120); if ( Vehicle(Pawn) == None ) { FixFOV(); } SaveConfig(); } } function FixFOV() { if ( OnFootDefaultFOV < 40 ) { OnFootDefaultFOV = 90.0; } OnFootDefaultFOV = FClamp(OnFootDefaultFOV, 40, 120); FOVAngle = OnFootDefaultFOV; DesiredFOV = OnFootDefaultFOV; DefaultFOV = OnFootDefaultFOV; } function Restart(bool bVehicleTransition) { Super.Restart(bVehicleTransition); // re-check auto objective every time the player respawns if (!bVehicleTransition) { // use timer to spread out spawn CPU cost a little SetTimer(0.1, false, 'CheckAutoObjective'); } } reliable client function ClientRestart(Pawn NewPawn) { local UTVehicle V; Super.ClientRestart(NewPawn); ServerPlayerPreferences(WeaponHandPreference, bAutoTaunt, bCenteredWeaponFire, AutoObjectivePreference, VehicleControlType); if (NewPawn != None) { // FIXMESTEVE - do this by calling simulated function in Pawn (in base PlayerController version) // apply vehicle FOV V = UTVehicle(NewPawn); if (V == None && NewPawn.IsA('UTWeaponPawn')) { V = UTVehicle(NewPawn.GetVehicleBase()); } if (V != None) { DefaultFOV = V.DefaultFOV; DesiredFOV = DefaultFOV; FOVAngle = DesiredFOV; } else { FixFOV(); } // if new pawn has empty weapon, autoswitch to new one // (happens when switching from Redeemer remote control, for example) if (NewPawn.Weapon != None && !NewPawn.Weapon.HasAnyAmmo()) { SwitchToBestWeapon(); } } else { FixFOV(); } } function SetViewTarget(Actor NewViewTarget, optional ViewTargetTransitionParams TransitionParams) { local UTVehicle V; local Pawn P; local EPawnShadowMode AdjustedShadowMode; ClearCameraEffect(); // FIXMESTEVE - do this by calling simulated function in Pawn (in base PlayerController version) if ( UTPawn(ViewTarget) != None ) { UTPawn(ViewTarget).AdjustPPEffects(self, true); } Super.SetViewTarget(NewViewTarget, TransitionParams); if ( UTPawn(ViewTarget) != None ) { UTPawn(ViewTarget).AdjustPPEffects(self, false); } // set sound pitch adjustment based on customtimedilation if ( ViewTarget.CustomTimeDilation < 1.0 ) { ConsoleCommand( "SETSOUNDMODE Slow", false ); } else { ConsoleCommand( "SETSOUNDMODE Default", false ); } // remove other players' shadows if viewing drop detail vehicle if (IsLocalPlayerController()) { if (class'Engine'.static.IsSplitScreen()) { AdjustedShadowMode = SHADOW_None; } else { V = UTVehicle(ViewTarget); if (V == None && Pawn(ViewTarget) != None) { V = UTVehicle(Pawn(ViewTarget).GetVehicleBase()); } if (PawnShadowMode > SHADOW_None && V != None && V.bDropDetailWhenDriving && WorldInfo.GetDetailMode() < DM_Medium) { AdjustedShadowMode = SHADOW_Self; } else { AdjustedShadowMode = PawnShadowMode; } } foreach WorldInfo.AllPawns(class'Pawn', P) { if (UTPawn(P) != None) { UTPawn(P).UpdateShadowSettings(AdjustedShadowMode == SHADOW_All || (AdjustedShadowMode == SHADOW_Self && ViewTarget == P)); } else if (UTVehicle(P) != None) { UTVehicle(P).UpdateShadowSettings(AdjustedShadowMode == SHADOW_All || (AdjustedShadowMode == SHADOW_Self && ViewTarget == P)); } } } } /** attempts to find an objective for the player to complete depending on their settings and tells the player about it * @note: needs to be called on the server, not the client (because that's where the AI is) * @param bOnlyNotifyDifferent - if true, only send messages to the player if the selected objective is different from the previous one */ function CheckAutoObjective(bool bOnlyNotifyDifferent) { local Actor ObjectiveActor; if (Pawn != None && PlayerReplicationInfo != None) { ObjectiveActor = UTGame(WorldInfo.Game).GetAutoObjectiveFor(self); if ( ObjectiveActor != None ) { SetAutoObjective(ObjectiveActor, bOnlyNotifyDifferent); } else { LastAutoObjective = None; ClientSetAutoObjective(LastAutoObjective); } } } function SetAutoObjective(Actor ObjectiveActor, bool bOnlyNotifyDifferent) { local UTGameObjective DesiredObjective; local int i; DesiredObjective = UTGameObjective(ObjectiveActor); if ( DesiredObjective != None ) { ObjectiveActor = DesiredObjective.GetAutoObjectiveActor(self); DesiredObjective = UTGameObjective(ObjectiveActor); } if (ObjectiveActor != LastAutoObjective || !bOnlyNotifyDifferent) { LastAutoObjective = ObjectiveActor; ClientSetAutoObjective(LastAutoObjective); if ( WorldInfo.TimeSeconds - LastShowPathTime > 0.5 ) { LastShowPathTime = WorldInfo.TimeSeconds; // spawn willow whisp if (DesiredObjective != None) { for (i = 0; i < DesiredObjective.ShootSpots.length; i++) { if (DesiredObjective.ShootSpots[i] != None) { DesiredObjective.ShootSpots[i].bTransientEndPoint = true; } } } if (FindPathToward(LastAutoObjective) != None) { Spawn(class'UTWillowWhisp', self,, Pawn.Location); } } } } /** client-side notification of the current auto objective */ reliable client function ClientSetAutoObjective(Actor NewAutoObjective) { LastAutoObjective = NewAutoObjective; ReceiveLocalizedMessage(class'UTObjectiveAnnouncement', AutoObjectivePreference,,, LastAutoObjective); } /* epic =============================================== * ::Possess * * Handles attaching this controller to the specified * pawn. * * ===================================================== */ event Possess(Pawn inPawn, bool bVehicleTransition) { Super.Possess(inPawn, bVehicleTransition); // force garbage collection when possessing pawn, to avoid GC during gameplay if ( bVehicleTransition ) { if ( (WorldInfo.NetMode == NM_Client) || (WorldInfo.NetMode == NM_Standalone) ) { WorldInfo.ForceGarbageCollection(); } } } function AcknowledgePossession(Pawn P) { local rotator NewViewRotation; Super.AcknowledgePossession(P); if ( LocalPlayer(Player) != None ) { ClientEndZoom(); if (bUseVehicleRotationOnPossess && Vehicle(P) != None && UTWeaponPawn(P) == None) { NewViewRotation = P.Rotation; NewViewRotation.Roll = 0; SetRotation(NewViewRotation); } ServerPlayerPreferences(WeaponHandPreference, bAutoTaunt, bCenteredWeaponFire, AutoObjectivePreference, VehicleControlType); if ( (PlayerReplicationInfo != None) && (PlayerReplicationInfo.Team != None) && (IdentifiedTeam != PlayerReplicationInfo.Team.TeamIndex) ) { // identify your team the first time you spawn on it IdentifiedTeam = PlayerReplicationInfo.Team.TeamIndex; if ( IdentifiedTeam < 2 ) { ReceiveLocalizedMessage( class'UTTeamGameMessage', IdentifiedTeam+1, PlayerReplicationInfo); } } } } simulated event ReceivedPlayer() { Super.ReceivedPlayer(); if (LocalPlayer(Player) != None) { ServerPlayerPreferences(WeaponHandPreference, bAutoTaunt, bCenteredWeaponFire, AutoObjectivePreference, VehicleControlType); } else { // default auto objective preference to None for non-local players so we don't send objective info // until we've received the client's preference AutoObjectivePreference = AOP_Disabled; } } reliable server function ServerPlayerPreferences(EWeaponHand NewWeaponHand, bool bNewAutoTaunt, bool bNewCenteredWeaponFire, EAutoObjectivePreference NewAutoObjectivePreference, EUTVehicleControls NewVehicleControls) { ServerSetHand(NewWeaponHand); ServerSetAutoTaunt(bNewAutoTaunt); bCenteredWeaponFire = bNewCenteredWeaponFire; VehicleControlType = NewVehicleControls; if (AutoObjectivePreference != NewAutoObjectivePreference) { AutoObjectivePreference = NewAutoObjectivePreference; CheckAutoObjective(false); } } reliable server function ServerSetHand(EWeaponHand NewWeaponHand) { WeaponHand = NewWeaponHand; } function SetHand(EWeaponHand NewWeaponHand) { WeaponHandPreference = NewWeaponHand; WeaponHand = WeaponHandPreference; SaveConfig(); ServerSetHand(NewWeaponHand); } event ResetCameraMode() {} /** * return whether viewing in first person mode */ function bool UsingFirstPersonCamera() { return !bBehindView; } // ------------------------------------------------------------------------ reliable server function ServerSetAutoTaunt(bool Value) { bAutoTaunt = Value; } exec function SetAutoTaunt(bool Value) { Default.bAutoTaunt = Value; StaticSaveConfig(); bAutoTaunt = Value; ServerSetAutoTaunt(Value); } exec function ToggleScreenShotMode() { if ( UTHUDBase(myHUD).bCrosshairShow ) { UTHUDBase(myHUD).bCrosshairShow = false; SetHand(HAND_Hidden); myHUD.bShowHUD = false; if ( UTPawn(Pawn) != None ) UTPawn(Pawn).TeamBeaconMaxDist = 0; } else { // return to normal UTHUDBase(myHUD).bCrosshairShow = true; SetHand(HAND_Right); myHUD.bShowHUD = true; if ( UTPawn(Pawn) != None ) UTPawn(Pawn).TeamBeaconMaxDist = UTPawn(Pawn).default.TeamBeaconMaxDist; } } reliable client function PlayStartupMessage(byte StartupStage) { if ( StartupStage == 7 ) { ReceiveLocalizedMessage( class'UTTimerMessage', 17, PlayerReplicationInfo ); } else { ReceiveLocalizedMessage( class'UTStartupMessage', StartupStage, PlayerReplicationInfo ); } } function NotifyTakeHit(Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) { local int iDam; Super.NotifyTakeHit(InstigatedBy,HitLocation,Damage,DamageType,Momentum); iDam = Clamp(Damage,0,250); if ( (iDam > 0 || bGodMode) && (Pawn != None) ) { ClientPlayTakeHit(hitLocation - Pawn.Location, iDam, damageType); } } unreliable client function ClientPlayTakeHit(vector HitLoc, byte Damage, class<DamageType> DamageType) { DamageShake(Damage, DamageType); HitLoc += Pawn.Location; if ( UTHUD(MyHUD) != None ) { UTHUD(MyHUD).DisplayHit(HitLoc, Damage, DamageType); } } /** * Limit use frequency */ unreliable server function ServerUse() { if ( (LastUseTime == WorldInfo.TimeSeconds) || ((Vehicle(Pawn) != None) && (WorldInfo.TimeSeconds - LastUseTime < 1.0)) ) { return; } LastUseTime = WorldInfo.TimeSeconds; PerformedUseAction(); } exec function Use() { if( Role < Role_Authority ) { PerformedUseAction(); } ServerUse(); } simulated function bool PerformedUseAction() { local UTCarriedObject Flag; bJustFoundVehicle = false; if (Pawn != None && Pawn.IsInState('FeigningDeath')) { // can't use things while feigning death return true; } else { if ( (Pawn != None) && (Vehicle(Pawn) == None) ) { ForEach Pawn.TouchingActors(class'UTCarriedObject', Flag) { if ( Flag.FlagUse(self) ) { return true; } } } //Stop flying if (Pawn.Physics == PHYS_Flying) { UTPawn(Pawn).StopFlying(); } return Super.PerformedUseAction(); } } function ClearDoubleClick() { if (PlayerInput != None) PlayerInput.DoubleClickTimer = 0.0; } // Player movement. // Player Standing, walking, running, falling. state PlayerWalking { ignores SeePlayer, HearNoise, Bump; event bool NotifyLanded(vector HitNormal, Actor FloorActor) { if (DoubleClickDir == DCLICK_Active) { DoubleClickDir = DCLICK_Done; ClearDoubleClick(); } else { DoubleClickDir = DCLICK_None; } if (Global.NotifyLanded(HitNormal, FloorActor)) { return true; } return false; } function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) { if ( (DoubleClickMove == DCLICK_Active) && (Pawn.Physics == PHYS_Falling) ) DoubleClickDir = DCLICK_Active; else if ( (DoubleClickMove != DCLICK_None) && (DoubleClickMove < DCLICK_Active) ) { if ( UTPawn(Pawn).Dodge(DoubleClickMove) ) DoubleClickDir = DCLICK_Active; } Super.ProcessMove(DeltaTime,NewAccel,DoubleClickMove,DeltaRot); } function PlayerMove( float DeltaTime ) { GroundPitch = 0; Super.PlayerMove(DeltaTime); } } state PlayerFlying { ignores SeePlayer, HearNoise, Bump; function PlayerMove(float DeltaTime) { Super.PlayerMove(DeltaTime); CheckJumpOrDuck(); } } function ServerSpectate() { GotoState('Spectating'); } state RoundEnded { ignores SeePlayer, HearNoise, KilledBy, NotifyBump, HitWall, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, Falling, TakeDamage, Suicide, DrawHud; exec function PrevWeapon() {} exec function NextWeapon() {} exec function SwitchWeapon(byte T) {} exec function ToggleMelee() {} /** * Limit the player's view rotation. (Pitch component). */ event Rotator LimitViewRotation( Rotator ViewRotation, float ViewPitchMin, float ViewPitchMax ) { ViewRotation.Pitch = ViewRotation.Pitch & 65535; if( ViewRotation.Pitch > 8192 && ViewRotation.Pitch < (65535+ViewPitchMin) ) { if( ViewRotation.Pitch < 32768 ) { ViewRotation.Pitch = 8192; } else { ViewRotation.Pitch = 65535 + ViewPitchMin; } } return ViewRotation; } unreliable client function LongClientAdjustPosition ( float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ ) { if ( newState == 'PlayerWaiting' ) GotoState( newState ); } function PlayerMove(float DeltaTime) { local vector X,Y,Z; local Rotator DeltaRot, ViewRotation; GetAxes(Rotation,X,Y,Z); // Update view rotation. ViewRotation = Rotation; // Calculate Delta to be applied on ViewRotation DeltaRot.Yaw = PlayerInput.aTurn; DeltaRot.Pitch = PlayerInput.aLookUp; ProcessViewRotation( DeltaTime, ViewRotation, DeltaRot ); SetRotation(ViewRotation); ViewShake(DeltaTime); if ( Role < ROLE_Authority ) // then save this move and replicate it ReplicateMove(DeltaTime, vect(0,0,0), DCLICK_None, rot(0,0,0)); bPressedJump = false; } function ShowScoreboard() { local UTGameReplicationInfo GRI; GRI = UTGameReplicationInfo(WorldInfo.GRI); if (GRI != None && GRI.bMatchIsOver && !GRI.bStoryMode) { ShowMidGameMenu('ScoreTab',true); } else if (myHUD != None) { myHUD.SetShowScores(true); } AutoContinueToNextRound(); } /** This will auto continue to the next round. Very useful doing soak testing and testing traveling to next level **/ function AutoContinueToNextRound() { if ( Role == ROLE_Authority && WorldInfo.Game.ShouldAutoContinueToNextRound() ) { myHUD.SetShowScores(false); StartFire( 0 ); } } function BeginState(Name PreviousStateName) { Super.BeginState(PreviousStateName); // this is a good stop gap measure for any cases that we miss / other code getting turned on / called // there is never a case where we want the tilt to be on at this point SetOnlyUseControllerTiltInput( FALSE ); SetUseTiltForwardAndBack( TRUE ); SetControllerTiltActive( FALSE ); if (UTGame(WorldInfo.Game) != None) { // don't let player restart the game until the end game sequence is complete SetTimer(FMax(GetTimerRate(), UTGame(WorldInfo.Game).ResetTimeDelay), false); } bAlreadyReset = false; if ( myHUD != None ) { myHUD.SetShowScores(false); // the power core explosion is 15 seconds so we wait 1 additional for the awe factor (the total time of the matinee is 18-20 seconds to avoid popping back to start) // so for DM/CTF will get to see the winner in GLORIOUS detail and listen to the smack talking SetTimer(16, false, 'ShowScoreboard'); } } function EndState(name NextStateName) { Super.EndState(NextStateName); SetBehindView(false); StopViewShaking(); StopCameraAnim(true); if (myHUD != None) { myHUD.SetShowScores(false); } } } function ShowScoreboard(); state Dead { ignores SeePlayer, HearNoise, KilledBy, NextWeapon, PrevWeapon; exec function SwitchWeapon(byte T){} exec function ToggleMelee() {} exec function StartFire( optional byte FireModeNum ) { if ( bFrozen ) { if ( !IsTimerActive() || GetTimerCount() > MinRespawnDelay ) bFrozen = false; return; } if ( PlayerReplicationInfo.bOutOfLives ) ServerSpectate(); else super.StartFire( FireModeNum ); } function Timer() { if (!bFrozen) return; // force garbage collection while dead, to avoid GC during gameplay if ( (WorldInfo.NetMode == NM_Client) || (WorldInfo.NetMode == NM_Standalone) ) { WorldInfo.ForceGarbageCollection(); } bFrozen = false; bUsePhysicsRotation = false; bPressedJump = false; } reliable client event ClientSetViewTarget( Actor A, optional ViewTargetTransitionParams TransitionParams ) { if( A == None ) { ServerVerifyViewTarget(); return; } // don't force view to self while dead (since server may be doing it having destroyed the pawn) if ( A == self ) return; SetViewTarget( A, TransitionParams ); } function FindGoodView() { local vector cameraLoc; local rotator cameraRot, ViewRotation, RealRotation; local int tries, besttry; local float bestdist, newdist, RealCameraScale; local int startYaw; local UTPawn P; if ( UTVehicle(ViewTarget) != None ) { if (Pawn!=none) { Pawn.SetDesiredRotation(Rotation); } bUsePhysicsRotation = true; return; } ViewRotation = Rotation; RealRotation = ViewRotation; ViewRotation.Pitch = 56000; SetRotation(ViewRotation); P = UTPawn(ViewTarget); if ( P != None ) { RealCameraScale = P.CurrentCameraScale; P.CurrentCameraScale = P.CameraScale; } // use current rotation if possible CalcViewActor = None; cameraLoc = ViewTarget.Location; GetPlayerViewPoint( cameraLoc, cameraRot ); if ( P != None ) { newdist = VSize(cameraLoc - ViewTarget.Location); if (newdist < P.CylinderComponent.CollisionRadius + P.CylinderComponent.CollisionHeight ) { // find alternate camera rotation tries = 0; besttry = 0; bestdist = 0.0; startYaw = ViewRotation.Yaw; for (tries=1; tries<16; tries++) { CalcViewActor = None; cameraLoc = ViewTarget.Location; ViewRotation.Yaw += 4096; SetRotation(ViewRotation); GetPlayerViewPoint( cameraLoc, cameraRot ); newdist = VSize(cameraLoc - ViewTarget.Location); if (newdist > bestdist) { bestdist = newdist; besttry = tries; } } ViewRotation.Yaw = startYaw + besttry * 4096; } P.CurrentCameraScale = RealCameraScale; } SetRotation(RealRotation); if (Pawn!=none) { Pawn.SetDesiredRotation (MakeRotator(ViewRotation.Pitch, ViewRotation.Yaw, 0)); } bUsePhysicsRotation = true; } function BeginState(Name PreviousStateName) { local UTWeaponLocker WL; local UTWeaponPickupFactory WF; LastAutoObjective = None; if ( Pawn(Viewtarget) != None ) { SetBehindView(true); } Super.BeginState(PreviousStateName); if ( LocalPlayer(Player) != None ) { ForEach WorldInfo.AllNavigationPoints(class'UTWeaponLocker',WL) WL.NotifyLocalPlayerDead(self); ForEach WorldInfo.AllNavigationPoints(class'UTWeaponPickupFactory',WF) WF.NotifyLocalPlayerDead(self); } if (Role == ROLE_Authority && UTGame(WorldInfo.Game) != None && UTGame(WorldInfo.Game).ForceRespawn()) { SetTimer(MinRespawnDelay, true, 'DoForcedRespawn'); } } /** forces player to respawn if it is enabled */ function DoForcedRespawn() { if (PlayerReplicationInfo.bOnlySpectator) { ClearTimer('DoForcedRespawn'); } else { ServerRestartPlayer(); } } function EndState(name NextStateName) { bUsePhysicsRotation = false; Super.EndState(NextStateName); SetBehindView(false); StopViewShaking(); ClearTimer('DoForcedRespawn'); } Begin: Sleep(5.0); if ( (ViewTarget == None) || (ViewTarget == self) || (VSize(ViewTarget.Velocity) < 1.0) ) { Sleep(1.0); if (myHUD != None) { //@FIXME: disabled temporarily for E3 due to scoreboard stealing input //myHUD.SetShowScores(true); } } else Goto('Begin'); } /** * list important UTPlayerController variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when * the ShowDebug exec is used * * @param HUD - HUD with canvas to draw on * @input out_YL - Height of the current font * @input out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line. */ simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos) { local Canvas Canvas; Canvas = HUD.Canvas; Canvas.SetDrawColor(255,255,255,255); Canvas.DrawText("CONTROLLER "$GetItemName(string(self))$" Physics "$GetPhysicsName()$" Pawn "$GetItemName(string(Pawn))$" Yaw "$Rotation.Yaw); out_YPos += out_YL; Canvas.SetPos(4, out_YPos); if ( Pawn == None ) { if ( PlayerReplicationInfo == None ) Canvas.DrawText("NO PLAYERREPLICATIONINFO", false); else PlayerReplicationInfo.DisplayDebug(HUD, out_YL, out_YPos); out_YPos += out_YL; Canvas.SetPos(4, out_YPos); super(Actor).DisplayDebug(HUD, out_YL, out_YPos); } else if (HUD.ShouldDisplayDebug('AI')) { if ( Enemy != None ) Canvas.DrawText(" STATE: "$GetStateName()$" Timer: "$GetTimerCount()$" Enemy "$Enemy.GetHumanReadableName(), false); else Canvas.DrawText(" STATE: "$GetStateName()$" Timer: "$GetTimerCount()$" NO Enemy ", false); out_YPos += out_YL; Canvas.SetPos(4, out_YPos); } if (PlayerCamera != None && HUD.ShouldDisplayDebug('camera')) { PlayerCamera.DisplayDebug( HUD, out_YL, out_YPos ); } } function Reset() { Super.Reset(); if ( PlayerCamera != None ) { PlayerCamera.Destroy(); } } reliable client function ClientReset() { local UTGameObjective O; Super.ClientReset(); if ( PlayerCamera != None ) { PlayerCamera.Destroy(); } foreach WorldInfo.AllNavigationPoints(class'UTGameObjective', O) { O.ClientReset(); } } exec function BehindView() { if ( WorldInfo.NetMode == NM_Standalone ) SetBehindView(!bBehindView); } function SetBehindView(bool bNewBehindView) { bBehindView = bNewBehindView; if ( !bBehindView ) { bFreeCamera = false; } if (LocalPlayer(Player) == None) { ClientSetBehindView(bNewBehindView); } else if (UTPawn(ViewTarget) != None) { UTPawn(ViewTarget).SetThirdPersonCamera(bNewBehindView); } // make sure we recalculate camera position for this frame LastCameraTimeStamp = WorldInfo.TimeSeconds - 1.0; } reliable client function ClientSetBehindView(bool bNewBehindView) { if (LocalPlayer(Player) != None) { SetBehindView(bNewBehindView); } // make sure we recalculate camera position for this frame LastCameraTimeStamp = WorldInfo.TimeSeconds - 1.0; } /** * Set new camera mode * * @param NewCamMode, new camera mode. */ function SetCameraMode( name NewCamMode ) { // will get set back to true below, if necessary bDebugFreeCam = FALSE; if ( PlayerCamera != None ) { Super.SetCameraMode(NewCamMode); } else if ( NewCamMode == 'ThirdPerson' ) { if ( !bBehindView ) SetBehindView(true); } else if ( NewCamMode == 'FreeCam' ) { if ( !bBehindView ) { SetBehindView(true); } bDebugFreeCam = TRUE; DebugFreeCamRot = Rotation; } else { if ( bBehindView ) SetBehindView(false); } } function SpawnCamera() { local Actor OldViewTarget; // Associate Camera with PlayerController PlayerCamera = Spawn(MatineeCameraClass, self); if (PlayerCamera != None) { OldViewTarget = ViewTarget; PlayerCamera.InitializeFor(self); PlayerCamera.SetViewTarget(OldViewTarget); } else { `Log("Couldn't Spawn Camera Actor for Player!!"); } } /* GetPlayerViewPoint: Returns Player's Point of View For the AI this means the Pawn's Eyes ViewPoint For a Human player, this means the Camera's ViewPoint */ simulated event GetPlayerViewPoint( out vector POVLocation, out Rotator POVRotation ) { local float DeltaTime; local UTPawn P; P = IsLocalPlayerController() ? UTPawn(CalcViewActor) : None; if (LastCameraTimeStamp == WorldInfo.TimeSeconds && CalcViewActor == ViewTarget && CalcViewActor != None && CalcViewActor.Location == CalcViewActorLocation && CalcViewActor.Rotation == CalcViewActorRotation ) { if ( (P == None) || ((P.EyeHeight == CalcEyeHeight) && (P.WalkBob == CalcWalkBob)) ) { // use cached result POVLocation = CalcViewLocation; POVRotation = CalcViewRotation; return; } } DeltaTime = WorldInfo.TimeSeconds - LastCameraTimeStamp; LastCameraTimeStamp = WorldInfo.TimeSeconds; // support for using CameraActor views if ( CameraActor(ViewTarget) != None ) { if ( PlayerCamera == None ) { super.ResetCameraMode(); SpawnCamera(); } super.GetPlayerViewPoint( POVLocation, POVRotation ); } else { if ( PlayerCamera != None ) { PlayerCamera.Destroy(); PlayerCamera = None; } if ( ViewTarget != None ) { POVRotation = Rotation; if ( (PlayerReplicationInfo != None) && PlayerReplicationInfo.bOnlySpectator && (UTVehicle(ViewTarget) != None) ) { UTVehicle(ViewTarget).bSpectatedView = true; ViewTarget.CalcCamera( DeltaTime, POVLocation, POVRotation, FOVAngle ); UTVehicle(ViewTarget).bSpectatedView = false; } else { ViewTarget.CalcCamera( DeltaTime, POVLocation, POVRotation, FOVAngle ); } if ( bFreeCamera ) { POVRotation = Rotation; } } else { CalcCamera( DeltaTime, POVLocation, POVRotation, FOVAngle ); return; } } // apply view shake POVRotation = Normalize(POVRotation + ShakeRot); POVLocation += ShakeOffset >> Rotation; if( CameraEffect != none ) { CameraEffect.UpdateLocation(POVLocation, POVRotation, GetFOVAngle()); } // cache result CalcViewActor = ViewTarget; CalcViewActorLocation = ViewTarget.Location; CalcViewActorRotation = ViewTarget.Rotation; CalcViewLocation = POVLocation; CalcViewRotation = POVRotation; if ( P != None ) { CalcEyeHeight = P.EyeHeight; CalcWalkBob = P.WalkBob; } } unreliable client function ClientMusicEvent(int EventIndex) { if ( MusicManager != None ) MusicManager.MusicEvent(EventIndex); } /** * return true if music manager is already playing action track * return true if no music manager (no need to tell non-existent music manager to change tracks */ function bool AlreadyInActionMusic() { return (MusicManager != None) ? MusicManager.AlreadyInActionMusic() : true; } exec function Music(int EventIndex) { MusicManager.MusicEvent(EventIndex); } reliable client function ClientPlayAnnouncement(class<UTLocalMessage> InMessageClass, int MessageIndex, optional PlayerReplicationInfo PRI, optional Object OptionalObject) { PlayAnnouncement(InMessageClass, MessageIndex, PRI, OptionalObject); } function PlayAnnouncement(class<UTLocalMessage> InMessageClass, int MessageIndex, optional PlayerReplicationInfo PRI, optional Object OptionalObject) { // Wait for player to be up to date with replication when joining a server, before stacking up messages if ( WorldInfo.GRI == None || Announcer == None || (UTGameReplicationInfo(WorldInfo.GRI) != None && UTGameReplicationInfo(WorldInfo.GRI).bAnnouncementsDisabled) ) { return; } Announcer.PlayAnnouncement(InMessageClass, MessageIndex, PRI, OptionalObject); } /** Causes a view shake based on the amount of damage Should only be called on the owning client */ function DamageShake(int Damage, class<DamageType> DamageType) { local float BlendWeight; local class<UTDamageType> UTDamage; local CameraAnim AnimToPlay; UTDamage = class<UTDamageType>(DamageType); if (UTDamage != None && UTDamage.default.DamageCameraAnim != None) { AnimToPlay = UTDamage.default.DamageCameraAnim; } else { AnimToPlay = DamageCameraAnim; } if (AnimToPlay != None) { // don't override other anims unless it's another, weaker damage anim BlendWeight = FClamp(Damage / 200.0, 0.0, 1.0); if ( CameraAnimPlayer != None && ( CameraAnimPlayer.bFinished || (bCurrentCamAnimIsDamageShake && CameraAnimPlayer.CurrentBlendWeight < BlendWeight) ) ) { PlayCameraAnim(AnimToPlay, BlendWeight,,,,, true); } } } /** Turns off any view shaking */ function StopViewShaking() { if (CameraAnimPlayer != None) { CameraAnimPlayer.Stop(); } } /** plays the specified camera animation with the specified weight (0 to 1) * local client only */ function PlayCameraAnim( CameraAnim AnimToPlay, optional float Scale=1.f, optional float Rate=1.f, optional float BlendInTime, optional float BlendOutTime, optional bool bLoop, optional bool bIsDamageShake ) { local Camera MatineeAnimatedCam; bCurrentCamAnimAffectsFOV = false; // if we have a real camera, e.g we're watching through a matinee camera, // send the CameraAnim to be played there MatineeAnimatedCam = PlayerCamera; if (MatineeAnimatedCam != None) { MatineeAnimatedCam.PlayCameraAnim(AnimToPlay, Rate, Scale, BlendInTime, BlendOutTime, bLoop, FALSE); } else if (CameraAnimPlayer != None) { // play through normal UT camera CamOverridePostProcess = class'CameraActor'.default.CamOverridePostProcess; CameraAnimPlayer.Play(AnimToPlay, self, Rate, Scale, BlendInTime, BlendOutTime, bLoop, false); } // Play controller vibration - don't do this if damage, as that has its own handling if( !bIsDamageShake && !bLoop && WorldInfo.NetMode != NM_DedicatedServer ) { if( AnimToPlay.AnimLength <= 1 ) { ClientPlayForceFeedbackWaveform(CameraShakeShortWaveForm); } else { ClientPlayForceFeedbackWaveform(CameraShakeLongWaveForm); } } bCurrentCamAnimIsDamageShake = bIsDamageShake; } /** Stops the currently playing camera animation. */ function StopCameraAnim(optional bool bImmediate) { if (CameraAnimPlayer != None) { CameraAnimPlayer.Stop(bImmediate); } } /** Allows changing camera anim strength on the fly */ function SetCameraAnimStrength(float NewStrength) { if ( CameraAnimPlayer != None ) { CameraAnimPlayer.BasePlayScale = NewStrength; } } unreliable client event ClientPlayCameraAnim( CameraAnim AnimToPlay, optional float Scale=1.f, optional float Rate=1.f, optional float BlendInTime, optional float BlendOutTime, optional bool bLoop, optional bool bRandomStartTime, optional ECameraAnimPlaySpace Space=CAPS_CameraLocal, optional rotator CustomPlaySpace ) { PlayCameraAnim(AnimToPlay, Scale, Rate, BlendInTime, BlendOutTime, bLoop); } reliable client event ClientStopCameraAnim(CameraAnim AnimToStop) { StopCameraAnim(true); } function OnPlayCameraAnim(UTSeqAct_PlayCameraAnim InAction) { ClientPlayCameraAnim(InAction.AnimToPlay, InAction.IntensityScale, InAction.Rate, InAction.BlendInTime, InAction.BlendOutTime); } function OnStopCameraAnim(UTSeqAct_StopCameraAnim InAction) { ClientStopCameraAnim(CameraAnimPlayer.CamAnim); } /** Sets ShakeOffset and ShakeRot to the current view shake that should be applied to the camera */ function ViewShake(float DeltaTime) { if (CameraAnimPlayer != None && !CameraAnimPlayer.bFinished) { // advance the camera anim - the native code will set ShakeOffset/ShakeRot appropriately CamOverridePostProcess = class'CameraActor'.default.CamOverridePostProcess; CameraAnimPlayer.AdvanceAnim(DeltaTime, false); } else { ShakeOffset = vect(0,0,0); ShakeRot = rot(0,0,0); } } simulated exec function ToggleMelee() { if ( (Pawn != None) && (Pawn.Weapon != None) && Vehicle(Pawn) == none) { if ( Pawn.Weapon.bMeleeWeapon ) { UTInventoryManager(Pawn.InvManager).SwitchToPreviousWeapon(); } else { SwitchWeapon(1); } } } simulated exec function ToggleTranslocator() { if ( (Pawn != None) && !IsMoveInputIgnored() ) { SwitchWeapon(0); } } //===================================================================== // UT specific implementation of networked player movement functions // function CallServerMove ( SavedMove NewMove, vector ClientLoc, byte ClientRoll, int View, SavedMove OldMove ) { local vector BuildAccel; local byte OldAccelX, OldAccelY, OldAccelZ; // compress old move if it exists if ( OldMove != None ) { // old move important to replicate redundantly BuildAccel = 0.05 * OldMove.Acceleration + vect(0.5, 0.5, 0.5); OldAccelX = CompressAccel(BuildAccel.X); OldAccelY = CompressAccel(BuildAccel.Y); OldAccelZ = CompressAccel(BuildAccel.Z); OldServerMove(OldMove.TimeStamp,OldAccelX, OldAccelY, OldAccelZ, OldMove.CompressedFlags()); } if ( PendingMove != None ) { DualServerMove ( PendingMove.TimeStamp, PendingMove.Acceleration * 10, PendingMove.CompressedFlags(), ((PendingMove.Rotation.Yaw & 65535) << 16) + (PendingMove.Rotation.Pitch & 65535), NewMove.TimeStamp, NewMove.Acceleration * 10, ClientLoc, NewMove.CompressedFlags(), ClientRoll, View ); } else if ( (NewMove.Acceleration * 10 == vect(0,0,0)) && (NewMove.DoubleClickMove == DCLICK_None) && !NewMove.bDoubleJump ) { ShortServerMove ( NewMove.TimeStamp, ClientLoc, NewMove.CompressedFlags(), ClientRoll, View ); } else ServerMove ( NewMove.TimeStamp, NewMove.Acceleration * 10, ClientLoc, NewMove.CompressedFlags(), ClientRoll, View ); } /* ShortServerMove() compressed version of server move for bandwidth saving */ unreliable server function ShortServerMove ( float TimeStamp, vector ClientLoc, byte NewFlags, byte ClientRoll, int View ) { ServerMove(TimeStamp,vect(0,0,0),ClientLoc,NewFlags,ClientRoll,View); } unreliable client function LongClientAdjustPosition( float TimeStamp, name NewState, EPhysics NewPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ ) { local UTPawn P; local vector OldPos, NewPos; P = UTPawn(Pawn); if (P != None) { OldPos = P.Mesh.GetPosition(); } Super.LongClientAdjustPosition( TimeStamp, NewState, NewPhysics, NewLocX, NewLocY, NewLocZ, NewVelX, NewVelY, NewVelZ, NewBase, NewFloorX, NewFloorY, NewFloorZ ); // allow changing location of rigid body pawn if feigning death if (P != None && P.bFeigningDeath && P.Physics == PHYS_RigidBody) { // the actor's location (and thus the mesh) were moved in the Super call, so we just need // to tell the physics system to do the same NewPos = P.Mesh.GetPosition(); if (VSizeSq(NewPos - OldPos) > REP_RBLOCATION_ERROR_TOLERANCE_SQ) { P.Mesh.SetRBPosition(P.Mesh.GetPosition()); } } } auto state PlayerWaiting { exec function SwitchWeapon(byte F){} /** called when the actor falls out of the world 'safely' (below KillZ and such) */ simulated event FellOutOfWorld(class<DamageType> dmgType) { bCameraOutOfWorld = true; } function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) { local vector OldLocation; OldLocation = Location; super.ProcessMove(DeltaTime, NewAccel, DoubleClickMove, DeltaRot); if ( bCameraOutOfWorld ) { bCameraOutOfWorld = false; SetLocation(OldLocation); } } exec function StartFire( optional byte FireModeNum ) { ServerReStartPlayer(); } reliable server function ServerRestartPlayer() { Super.ServerRestartPlayer(); if (WorldInfo.Game.bWaitingToStartMatch && UTGame(WorldInfo.Game).bWarmupRound && UTGame(WorldInfo.Game).WarmupTime > 1.0) { WorldInfo.Game.RestartPlayer(self); } } } function ViewNextBot() { if ( CheatManager != None ) CheatManager.ViewBot(); } exec function SwitchWeapon(byte T) { if (UTPawn(Pawn) != None) UTPawn(Pawn).SwitchWeapon(t); else if (UDKVehicleBase(Pawn) != none) UDKVehicleBase(Pawn).SwitchWeapon(t); } unreliable server function ServerViewSelf(optional ViewTargetTransitionParams TransitionParams) { local rotator POVRotation; local vector POVLocation; GetPlayerViewPoint( POVLocation, POVRotation ); SetLocation(POVLocation); SetRotation(POVRotation); SetBehindView(false); SetViewTarget( Self, TransitionParams ); } exec function ViewPlayerByName(string PlayerName); unreliable server function ServerViewPlayerByName(string PlayerName) { local int i; for (i=0;i<WorldInfo.GRI.PRIArray.Length;i++) { if (WorldInfo.GRI.PRIArray[i].PlayerName ~= PlayerName) { if ( WorldInfo.Game.CanSpectate(self, WorldInfo.GRI.PRIArray[i]) ) { SetViewTarget(WorldInfo.GRI.PRIArray[i]); } return; } } ClientMessage(MsgPlayerNotFound); } exec function ViewObjective() { ServerViewObjective(); } unreliable server function ServerViewObjective() { if ( (UTGame(WorldInfo.Game) != none) && (WorldInfo.NetMode == NM_Standalone) ) UTGame(WorldInfo.Game).ViewObjective(self); } exec function PrevWeapon() { if ( (Vehicle(Pawn) != None) || (Pawn == None) ) { AdjustCameraScale(true); } else if (!Pawn.IsInState('FeigningDeath')) { Super.PrevWeapon(); } } exec function NextWeapon() { if ( (Vehicle(Pawn) != None) || (Pawn == None) ) { AdjustCameraScale(false); } else if (!Pawn.IsInState('FeigningDeath')) { Super.NextWeapon(); } } /** moves the camera in or out */ exec function AdjustCameraScale(bool bIn) { if (UTPawn(ViewTarget) != None) { UTPawn(ViewTarget).AdjustCameraScale(bIn); } else if (UTVehicle(ViewTarget) != None) { UTVehicle(ViewTarget).AdjustCameraScale(bIn); } } state WaitingForPawn { exec function SwitchWeapon(byte F){} /** called when the actor falls out of the world 'safely' (below KillZ and such) */ simulated event FellOutOfWorld(class<DamageType> dmgType) { bCameraOutOfWorld = true; } function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) { local vector OldLocation; OldLocation = Location; super.ProcessMove(DeltaTime, NewAccel, DoubleClickMove, DeltaRot); if ( bCameraOutOfWorld ) { bCameraOutOfWorld = false; SetLocation(OldLocation); } } simulated event GetPlayerViewPoint( out vector out_Location, out Rotator out_Rotation ) { if ( PlayerCamera == None ) { out_Location = Location; out_Rotation = BlendedTargetViewRotation; } else Global.GetPlayerViewPoint(out_Location, out_Rotation); } } state Spectating { exec function SwitchWeapon(byte F){} function BeginState(Name PreviousStateName) { super.BeginState(PreviousStateName); // Ugly hack to change to follow bots around after they are spawned if automated perf testing is enabled. // This should be replaced with a more robust solution. if( WorldInfo.Game!=None && WorldInfo.Game.IsAutomatedPerfTesting() ) { SetTimer( 5.0f, FALSE, 'SetServerViewNextPlayer' ); // get the spectating going asap instead of waiting for 30secs. need to wait some as the player will not be spawned yet SetTimer( 30.0f, TRUE, 'ServerViewNextPlayer'); } } function EndState(Name NextStateName) { super.EndState(NextStateName); // Reset timer set in BeginState. ClearTimer( 'ServerViewNextPlayer' ); } function SetServerViewNextPlayer() { ServerViewNextPlayer(); } /** called when the actor falls out of the world 'safely' (below KillZ and such) */ simulated event FellOutOfWorld(class<DamageType> dmgType) { bCameraOutOfWorld = true; } function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot) { local vector OldLocation; OldLocation = Location; super.ProcessMove(DeltaTime, NewAccel, DoubleClickMove, DeltaRot); if ( bCameraOutOfWorld ) { bCameraOutOfWorld = false; SetLocation(OldLocation); } } exec function ViewPlayerByName(string PlayerName) { ServerViewPlayerByName(PlayerName); } exec function BehindView() { bForceBehindView = !bForceBehindview; } /** * The Prev/Next weapon functions are used to move forward and backwards through the player list */ exec function PrevWeapon() { ServerViewPrevPlayer(); } exec function NextWeapon() { ServerViewNextPlayer(); } /** * Fire will select the next/prev objective */ exec function StartFire( optional byte FireModeNum ) { ServerViewObjective(); } unreliable server function ServerViewObjective() { if ( UTGame(WorldInfo.Game) != none ) UTGame(WorldInfo.Game).ViewObjective(self); } /** * AltFire - Resets to Free Camera Mode */ exec function StartAltFire( optional byte FireModeNum ) { ServerViewSelf(); } /** * Handle forcing behindview/etc */ simulated event GetPlayerViewPoint( out vector out_Location, out Rotator out_Rotation ) { // Force first person mode if we're performing automated perf testing. if( WorldInfo.Game!=None && WorldInfo.Game.IsAutomatedPerfTesting() ) { SetBehindView(false); } else if (bBehindview != bForceBehindView && UTPawn(ViewTarget)!=None) { SetBehindView(bForceBehindView); } Global.GetPlayerViewPoint(out_Location, out_Rotation); } } /** * This state is used when the player is out of the match waiting to be brought back in */ state InQueue extends Spectating { function BeginState(Name PreviousStateName) { Super.BeginState(PreviousStateName); PlayerReplicationInfo.bIsSpectator = true; } function EndState(Name NextStateName) { Super.EndState(NextStateName); SetBehindView(false); } } exec function ShowMap() { local byte DesiredBase; local UTPlayerReplicationInfo UTPRI; UTPRI = UTPlayerReplicationInfo(PlayerReplicationInfo); if ( (UTCTFHUD(myHUD) != None) && (UTPRI != None) && (UTPRI.Team != None) ) { DesiredBase = UTPRI.bHasFlag ? UTPRI.Team.TeamIndex : (1 - UTPRI.Team.TeamIndex); BasePath(DesiredBase); } } function ShowMidGameMenu(optional name TabTag,optional bool bEnableInput) { local UTGameReplicationInfo GRI; GRI = UTGameReplicationInfo(WorldInfo.GRI); if ( GRI != none ) { GRI.ShowMidGameMenu(self, TabTag, bEnableInput); } } /* epic =============================================== * ::ClientGameEnded * * Replicated equivalent to GameHasEnded(). * * @param EndGameFocus - actor to view with camera * @param bIsWinner - true if this controller is on winning team * ===================================================== */ reliable client function ClientGameEnded(optional Actor EndGameFocus, optional bool bIsWinner) { if( EndGameFocus == None ) ServerVerifyViewTarget(); else { SetViewTarget(EndGameFocus); } if ( (PlayerReplicationInfo != None) && !PlayerReplicationInfo.bOnlySpectator ) PlayWinMessage( bIsWinner ); ClientEndZoom(); GotoState('RoundEnded'); SetBehindView(true); } /* epic =============================================== * ::RoundHasEnded * * @param EndRoundFocus - actor to view with camera * ===================================================== */ function RoundHasEnded(optional Actor EndRoundFocus) { SetViewTarget(EndRoundFocus); ClientRoundEnded(EndRoundFocus); GotoState('RoundEnded'); } /* epic =============================================== * ::ClientRoundEnded * * @param EndRoundFocus - actor to view with camera * ===================================================== */ reliable client function ClientRoundEnded(Actor EndRoundFocus) { if( EndRoundFocus == None ) ServerVerifyViewTarget(); else { SetViewTarget(EndRoundFocus); } ClientEndZoom(); GotoState('RoundEnded'); SetBehindView(true); } /* epic =============================================== * ::CheckBulletWhip * * @param BulletWhip - whip sound to play * @param FireLocation - where shot was fired * @param FireDir - direction shot was fired * @param HitLocation - impact location of shot * ===================================================== */ function CheckBulletWhip(soundcue BulletWhip, vector FireLocation, vector FireDir, vector HitLocation) { local vector PlayerDir; local float Dist, PawnDist; if ( ViewTarget != None ) { // if bullet passed by close enough, play sound // first check if bullet passed by at all PlayerDir = ViewTarget.Location - FireLocation; Dist = PlayerDir Dot FireDir; if ( (Dist > 0) && ((FireDir Dot (HitLocation - ViewTarget.Location)) > 0) ) { // check distance from bullet to vector PawnDist = VSize(PlayerDir); if ( Square(PawnDist) - Square(Dist) < 40000 ) { // check line of sight if ( FastTrace(ViewTarget.Location + class'UTPawn'.default.BaseEyeheight*vect(0,0,1), FireLocation + Dist*FireDir) ) { PlaySound(BulletWhip, true,,, HitLocation); } } } } } /* epic =============================================== * ::PawnDied - Called when a pawn dies * * @param P - The pawn that died * ===================================================== */ function PawnDied(Pawn P) { LastAutoObjective = None; Super.PawnDied(P); ClientPawnDied(); } /** * Client-side notification that the pawn has died. */ reliable client simulated function ClientPawnDied() { // Unduck if ducking bDuck = 0; // End Zooming EndZoom(); } /** shows the path to the specified team's base or other main objective */ exec function BasePath(byte Num) { if (PlayerReplicationInfo.Team != None) { ServerShowPathToBase(num); } } reliable server function ServerShowPathToBase(byte TeamNum) { if (Pawn != None && WorldInfo.TimeSeconds - LastShowPathTime > 0.5) { LastShowPathTime = WorldInfo.TimeSeconds; UTGame(WorldInfo.Game).ShowPathTo(self, TeamNum); } } exec function BecomeActive() { if (PlayerReplicationInfo.bOnlySpectator) { ServerBecomeActivePlayer(); } } //spectating player wants to become active and join the game reliable server function ServerBecomeActivePlayer() { local UTGame Game; Game = UTGame(WorldInfo.Game); if ( PlayerReplicationInfo.bOnlySpectator && !WorldInfo.IsInSeamlessTravel() && HasClientLoadedCurrentWorld() && Game != None && Game.AllowBecomeActivePlayer(self) ) { SetBehindView(false); FixFOV(); ServerViewSelf(); PlayerReplicationInfo.bOnlySpectator = false; Game.NumSpectators--; Game.NumPlayers++; PlayerReplicationInfo.Reset(); BroadcastLocalizedMessage(Game.GameMessageClass, 1, PlayerReplicationInfo); if (Game.bTeamGame) { //@FIXME: get team preference! Game.ChangeTeam(self, Game.PickTeam(0, None), false); } if (!Game.bDelayedStart) { // start match, or let player enter, immediately Game.bRestartLevel = false; // let player spawn once in levels that must be restarted after every death if (Game.bWaitingToStartMatch) { Game.StartMatch(); } else { Game.RestartPlayer(self); } Game.bRestartLevel = Game.Default.bRestartLevel; } else { GotoState('PlayerWaiting'); ClientGotoState('PlayerWaiting'); } ClientBecameActivePlayer(); } } reliable client function ClientBecameActivePlayer() { UpdateURL("SpectatorOnly", "", false); } exec function FlushDebug() { FlushPersistentDebugLines(); } /********************************************************************************************* * Zooming Functions *********************************************************************************************/ /** called through camera anim code when it modifies FOVAngle */ function OnUpdatePropertyFOVAngle() { bCurrentCamAnimAffectsFOV = true; // adjust the anim's FOV so that it is relative to our desired FOV FOVAngle = DesiredFOV + (FOVAngle - 90.0); } /** * Called each frame from PlayerTick this function is used to transition towards the DesiredFOV * if not already at it. * * @Param DeltaTime - Time since last update */ function AdjustFOV(float DeltaTime) { local float DeltaFOV; if (FOVAngle != DesiredFOV && (!bCurrentCamAnimAffectsFOV || CameraAnimPlayer.bFinished)) { if (bNonlinearZoomInterpolation) { // do nonlinear interpolation FOVAngle = FInterpTo(FOVAngle, DesiredFOV, DeltaTime, FOVNonlinearZoomInterpSpeed); } else { // do linear interpolation if ( FOVLinearZoomRate > 0.0 ) { DeltaFOV = FOVLinearZoomRate * DeltaTime; if (FOVAngle > DesiredFOV) { FOVAngle = FMax( DesiredFOV, (FOVAngle - DeltaFOV) ); } else { FOVAngle = FMin( DesiredFOV, (FOVAngle + DeltaFOV) ); } } else { FOVAngle = DesiredFOV; } } } } /** * This function will cause the PlayerController to begin zooming to a new FOV Level. * * @Param NewDesiredFOV - The new FOV Value to head towards * @Param NewZoomRate - The rate of transition in degrees per second */ simulated function StartZoom(float NewDesiredFOV, float NewZoomRate) { FOVLinearZoomRate = NewZoomRate; DesiredFOV = NewDesiredFOV; // clear out any nonlinear zoom info bNonlinearZoomInterpolation = FALSE; FOVNonlinearZoomInterpSpeed = 0.f; } /* * @Param bNonlinearInterp - TRUE to use FInterpTo, which provides for a nonlinear interpolation with a decelerating arrival characteristic. * FALSE for Linear interpolation. */ simulated function StartZoomNonlinear(float NewDesiredFOV, float NewZoomInterpSpeed) { DesiredFOV = NewDesiredFOV; FOVNonlinearZoomInterpSpeed = NewZoomInterpSpeed; // clear out any linear zoom info bNonlinearZoomInterpolation = TRUE; FOVLinearZoomRate = 0.f; } /** * This function will stop the zooming process keeping the current FOV Angle */ simulated function StopZoom() { DesiredFOV = FOVAngle; FOVLinearZoomRate = 0.0f; } /** * This function will end a zoom and reset the FOV to the default value */ simulated function EndZoom() { DesiredFOV = DefaultFOV; FOVAngle = DefaultFOV; FOVLinearZoomRate = 0.0f; FOVNonlinearZoomInterpSpeed = 0.f; } /** Ends a zoom, but interpolates nonlinearly back to the default value. */ simulated function EndZoomNonlinear(float ZoomInterpSpeed) { DesiredFOV = DefaultFOV; FOVNonlinearZoomInterpSpeed = ZoomInterpSpeed; // clear out any linear zoom info bNonlinearZoomInterpolation = TRUE; FOVLinearZoomRate = 0.f; } /** * Allows the server to tell the client to end zoom */ reliable simulated client function ClientEndZoom() { EndZoom(); } function UpdateRotation( float DeltaTime ) { local rotator DeltaRot; if (bDebugFreeCam) { // Calculate Delta to be applied on ViewRotation DeltaRot.Yaw = PlayerInput.aTurn; DeltaRot.Pitch = PlayerInput.aLookUp; ProcessViewRotation( DeltaTime, DebugFreeCamRot, DeltaRot ); } else { super.UpdateRotation(DeltaTime); } } /** debug command for bug reports */ exec function GetPlayerLoc() { `Log("Location:" @ Location,, 'PlayerLoc'); `Log("Rotation:" @ Rotation,, 'PlayerLoc'); } /** called when the GRI finishes processing custom character meshes */ function CharacterProcessingComplete() { local string LastMovie; local LocalPlayer LP; LastMovie = class'Engine'.Static.GetLastMovieName(); if(InStr(LastMovie, "UT_loadmovie") != -1) { // stop the loading movie that was up during precaching class'Engine'.static.StopMovie(true); } // if the controller was yanked while we were loading, we couldn't pause the game because that would cause character construction // to never complete, so check for a missing controller now // don't check for None so that we know if we don't have a valid OnlineSub at this point. LP = LocalPlayer(Player); if ( LP != None ) { if ( OnlineSub != None && OnlineSub.SystemInterface != None && !OnlineSub.SystemInterface.IsControllerConnected(LP.ControllerId) ) { OnControllerChanged(LP.ControllerId, false); } } } function bool CanRestartPlayer() { //local UTGame Game; //Game = UTGame(WorldInfo.Game); //return ((bInitialProcessingComplete || (Game != None && Game.bQuickStart)) && Super.CanRestartPlayer()); return Super.CanRestartPlayer(); } function SendMessage(PlayerReplicationInfo Recipient, name MessageType, float Wait, optional class<DamageType> DamageType) { if ( (MessageType == 'TAUNT') && (Recipient != None) && (UTPlayerController(Recipient.Owner) != None) && !UTPlayerController(Recipient.Owner).bAutoTaunt ) { // don't autotaunt people who don't want it return; } UTPlayerReplicationInfo(PlayerReplicationInfo).VoiceClass.static.SendVoiceMessage(self, Recipient, MessageType, DamageType); } /** * Receive a voice message from a bot - process locally, since character may be different on client */ unreliable client function ReceiveBotVoiceMessage(UTPlayerReplicationInfo SenderPRI, int MessageIndex, object LocationObject) { if ( SenderPRI.VoiceClass != None ) { ReceiveLocalizedMessage( SenderPRI.VoiceClass, MessageIndex, SenderPRI,, LocationObject ); } } /** sets NetSpeed on the server, so it won't send the client more than this many bytes */ reliable server function ServerSetNetSpeed(int NewSpeed) { if ( (WorldInfo.Game != None) && (WorldInfo.NetMode == NM_ListenServer) ) { NewSpeed = Min(NewSpeed, WorldInfo.Game.AdjustedNetSpeed); } SetNetSpeed(NewSpeed); } function BullseyeMessage() { if ( WorldInfo.TimeSeconds - LastBullseyeTime > 2.0 ) { ReceiveLocalizedMessage( class'UTWeaponKillRewardMessage', 1 ); LastBullseyeTime = WorldInfo.TimeSeconds; UTPlayerReplicationInfo(PlayerReplicationInfo).IncrementEventStat('EVENT_BULLSEYE'); } } /** * Don't allow team changes if we are in single player, or too frequently */ reliable server function ServerChangeTeam(int N) { if ( (WorldInfo.TimeSeconds > LastTeamChangeTime + 1.0) && !UTGameReplicationInfo(WorldInfo.GRI).bStoryMode) { LastTeamChangeTime = WorldInfo.TimeSeconds; Super.ServerChangeTeam(N); } } event GetSeamlessTravelActorList(bool bToEntry, out array<Actor> ActorList) { ShowScoreboard(); Super.GetSeamlessTravelActorList(bToEntry, ActorList); } /** Allows the local player or admin to kick a player */ reliable server function ServerKickBan(string PlayerToKick, bool bBan) { if (PlayerReplicationInfo.bAdmin || LocalPlayer(Player) != none ) { if (bBan) { WorldInfo.Game.AccessControl.KickBan(PlayerToKick); } else { WorldInfo.Game.AccessControl.Kick(PlayerToKick); } } } unreliable server function ServerSay( string Msg ) { if ( !bServerMutedText ) { super.ServerSay(Msg); } } unreliable server function ServerTeamSay( string Msg ) { if ( !bServerMutedText ) { Super.ServerTeamSay(Msg); } } /****************************************** Admin functions ******************************************/ function bool AdminCmdOk() { //If we are the server then commands are ok if (WorldInfo.NetMode == NM_ListenServer && LocalPlayer(Player) != None) { return true; } if (WorldInfo.TimeSeconds < NextAdminCmdTime) { return false; } NextAdminCmdTime = WorldInfo.TimeSeconds + 5.0; return true; } exec function AdminLogin(string Password) { if (Password != "" && AdminCmdOk() ) { ServerAdminLogin(Password); } } reliable server function ServerAdminLogin(string Password) { if ( (WorldInfo.Game.AccessControl != none) && AdminCmdOk() ) { if ( WorldInfo.Game.AccessControl.AdminLogin(self, Password) ) { WorldInfo.Game.AccessControl.AdminEntered(Self); } } } exec function AdminLogOut() { if ( AdminCmdOk() ) { ServerAdminLogOut(); } } reliable server function ServerAdminLogOut() { if ( WorldInfo.Game.AccessControl != none ) { if ( WorldInfo.Game.AccessControl.AdminLogOut(self) ) { WorldInfo.Game.AccessControl.AdminExited(Self); } } } // Execute an administrative console command on the server. exec function Admin( string CommandLine ) { if (PlayerReplicationInfo.bAdmin) { ServerAdmin(CommandLine); } } reliable server function ServerAdmin( string CommandLine ) { local string Result; if ( PlayerReplicationInfo.bAdmin ) { Result = ConsoleCommand( CommandLine ); if( Result!="" ) ClientMessage( Result ); } } exec function AdminKickBan( string S ) { if (PlayerReplicationInfo.bAdmin) { ServerKickBan(S,true); } } exec function AdminKick( string S ) { if ( PlayerReplicationInfo.bAdmin ) { ServerKickBan(S,false); } } exec function AdminPlayerList() { local PlayerReplicationInfo PRI; if (PlayerReplicationInfo.bAdmin) { ClientMessage("Player List:"); foreach DynamicActors(class'PlayerReplicationInfo', PRI) { ClientMessage(PRI.PlayerID$"."@PRI.PlayerName @ "Ping:" @ INT((float(PRI.Ping) / 250.0 * 1000.0)) $ "ms)"); } } } exec function AdminRestartMap() { if (PlayerReplicationInfo.bAdmin) { ServerRestartMap(); } } reliable server function ServerRestartMap() { if ( PlayerReplicationInfo.bAdmin ) { WorldInfo.ServerTravel("?restart", false); } } exec function AdminChangeMap( string URL ) { if (PlayerReplicationInfo.bAdmin) { ServerChangeMap(URL); } } reliable server function ServerChangeMap(string URL) { if ( PlayerReplicationInfo.bAdmin ) { WorldInfo.ServerTravel(URL); } } exec function AdminForceVoiceMute(string TargetPlayer) { if ( PlayerReplicationInfo.bAdmin ) { ServerForceVoiceMute(TargetPlayer); } } reliable server function ServerForceVoiceMute(string TargetPlayer) { local PlayerController PC; local PlayerController TargetPlayerPC; if ( PlayerReplicationInfo.bAdmin ) { TargetPlayerPC = UTPlayerController(WorldInfo.Game.AccessControl.GetControllerFromString(TargetPlayer)); if ( TargetPlayerPC != none ) { ClientMessage("Muting (Voice):"@TargetPlayerPC.PlayerReplicationInfo.PlayerName); foreach WorldInfo.AllControllers(class'PlayerController', PC) { PC.ServerMutePlayer(TargetPlayerPC.PlayerReplicationInfo.UniqueId); } } } } exec function AdminForceVoiceUnMute(string TargetPlayer) { if ( PlayerReplicationInfo.bAdmin ) { ServerForceVoiceUnMute(TargetPlayer); } } reliable server function ServerForceVoiceUnMute(string TargetPlayer) { local PlayerController PC; local PlayerController TargetPlayerPC; if ( PlayerReplicationInfo.bAdmin ) { TargetPlayerPC = UTPlayerController(WorldInfo.Game.AccessControl.GetControllerFromString(TargetPlayer)); ClientMessage("UnMuting (Voice):"@TargetPlayerPC.PlayerReplicationInfo.PlayerName); if ( TargetPlayerPC != none ) { foreach WorldInfo.AllControllers(class'PlayerController', PC) { PC.ServerUnMutePlayer(TargetPlayerPC.PlayerReplicationInfo.UniqueId); } } } } exec function AdminForceTextMute(string TargetPlayer) { if ( PlayerReplicationInfo.bAdmin ) { ServerForceTextMute(TargetPlayer); } } reliable server function ServerForceTextMute(string TargetPlayer) { local UTPlayerController TargetPlayerPC; if ( PlayerReplicationInfo.bAdmin ) { TargetPlayerPC = UTPlayerController(WorldInfo.Game.AccessControl.GetControllerFromString(TargetPlayer)); if ( TargetPlayerPC != none ) { ClientMessage("Muting (Text):"@TargetPlayerPC.PlayerReplicationInfo.PlayerName); TargetPlayerPC.bServerMutedText = true; } } } exec function AdminForceTextUnMute(string TargetPlayer) { if ( PlayerReplicationInfo.bAdmin ) { ServerForceTextUnMute(TargetPlayer); } } reliable server function ServerForceTextUnMute(string TargetPlayer) { local UTPlayerController TargetPlayerPC; if ( PlayerReplicationInfo.bAdmin ) { TargetPlayerPC = UTPlayerController(WorldInfo.Game.AccessControl.GetControllerFromString(TargetPlayer)); if ( TargetPlayerPC != none ) { ClientMessage("UnMuting (Text):"@TargetPlayerPC.PlayerReplicationInfo.PlayerName); TargetPlayerPC.bServerMutedText = false; } } } exec function Disconnect() { QuitToMainMenu(); } // Achievements /** * Initializes the object responsible for handling/tracking achievements */ function InitAchievementHandler() { if (AchievementHandler != none) return; AchievementHandler = new(Self) AchievementHandlerClass; if (AchievementHandler != none) AchievementHandler.Initialize(); } /** * Unlocks the achievement on the client (can only be done clientside) * * @param AchievementId The achievement to update (and possibly unlock) */ reliable client function ClientUpdateAchievement(int AchievementId, optional int Count=1) { // Spectators don't get any if (PlayerReplicationInfo.bOnlySpectator) return; if (AchievementHandler == none) InitAchievementHandler(); if (AchievementHandler != none) AchievementHandler.UpdateAchievement(AchievementId, Count); } /** * Updates the bitmask value for the 'Spice of Life' achievement * * @param MutatorBitMask The bitmask update value */ reliable client function ClientUpdateSpiceOfLife(int MutatorBitMask) { // Spectators don't get any if (PlayerReplicationInfo.bOnlySpectator) return; if (AchievementHandler == none) InitAchievementHandler(); if (UTAchievements(AchievementHandler) != none) UTAchievements(AchievementHandler).UpdateSpiceOfLife(MutatorBitMask); } // Leaderboards /** * Tells the clients to write the stats using the specified stats object * * @param OnlineStatsWriteClass the stats class to write with * @param bIsIncomplete TRUE if the match wasn't finished at the time of the write */ reliable client function ClientWriteLeaderboardStats(class<OnlineStatsWrite> OnlineStatsWriteClass, optional bool bIsIncomplete=false) { local array<UniqueNetId> UIDList; `log("ClientWriteLeaderboardStats: Score:"@PlayerReplicationInfo.Score$", StatsWriteClass:"@OnlineStatsWriteClass,,'DevOnline'); // First read the existing stat value, to make sure we're not setting a leaderboard score lower than the current value if (OnlineSub != none && OnlineSub.StatsInterface != none) { LeaderboardStatsWriteClass = OnlineStatsWriteClass; LeaderboardStatsRead = new Class'UTLeaderboardRead'; LeaderboardStatsRead.ViewId = OnlineStatsWriteClass.default.ViewIds[0]; UIDList.AddItem(PlayerReplicationInfo.UniqueID); OnlineSub.StatsInterface.AddReadOnlineStatsCompleteDelegate(ReadLeaderboardStatsComplete); OnlineSub.StatsInterface.ReadOnlineStats(UIDList, LeaderboardStatsRead); } } function ReadLeaderboardStatsComplete(bool bWasSuccessful) { local OnlineStatsWrite StatsObj; local int OldScore, CurScore; OnlineSub.StatsInterface.ClearReadOnlineStatsCompleteDelegate(ReadLeaderboardStatsComplete); OldScore = LeaderboardStatsRead.GetScore(PlayerReplicationInfo.UniqueID); CurScore = PlayerReplicationInfo.Score + OldScore; if (bWasSuccessful && OnlineSub != none && OnlineSub.StatsInterface != none && CurScore > OldScore) { StatsObj = new LeaderboardStatsWriteClass; StatsObj.SetIntStat(`LEADERBOARDS_SCORE, CurScore); // Don't setup any callbacks, as the map is about to change and there is no error handling needed if updating fails OnlineSub.StatsInterface.WriteOnlineStats('Game', PlayerReplicationInfo.UniqueID, StatsObj); OnlineSub.StatsInterface.FlushOnlineStats('Game'); } LeaderboardStatsRead = none; } defaultproperties { DesiredFOV=90.000000 DefaultFOV=90.000000 FOVAngle=90.000 CameraClass=None CheatClass=class'UTCheatManager' InputClass=class'UTGame.UTPlayerInput' LastKickWarningTime=-1000.0 bForceBehindview=true DamageCameraAnim=CameraAnim'FX_HitEffects.DamageViewShake' MatineeCameraClass=class'Engine.Camera' bCheckSoundOcclusion=true ZoomRotationModifier=0.5 VehicleCheckRadiusScaling=1.0 bRotateMiniMap=false PulseTimer=5.0; MinRespawnDelay=1.5 IdentifiedTeam=255 OldMessageTime=-100.0 LastTeamChangeTime=-1000.0 Begin Object Class=ForceFeedbackWaveform Name=ForceFeedbackWaveform7 Samples(0)=(LeftAmplitude=60,RightAmplitude=50,LeftFunction=WF_LinearDecreasing,RightFunction=WF_LinearDecreasing,Duration=0.200) End Object CameraShakeShortWaveForm=ForceFeedbackWaveform7 Begin Object Class=ForceFeedbackWaveform Name=ForceFeedbackWaveform8 Samples(0)=(LeftAmplitude=60,RightAmplitude=50,LeftFunction=WF_LinearDecreasing,RightFunction=WF_LinearDecreasing,Duration=0.400) End Object CameraShakeLongWaveForm=ForceFeedbackWaveform8 AchievementHandlerClass=Class'UTAchievements' } |
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