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UnrealShare.UnrealIPlayer


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//=============================================================================
// UnrealIPlayer.
//=============================================================================
class UnrealIPlayer extends PlayerPawn
    config(user)
    abstract;

#exec AUDIO IMPORT FILE="Sounds\Generic\land1.WAV" NAME="Land1" GROUP="Generic"
#exec AUDIO IMPORT FILE="Sounds\Generic\lsplash.WAV" NAME="LSplash" GROUP="Generic"
#exec AUDIO IMPORT FILE="Sounds\Generic\Say3A.WAV" NAME="Beep" GROUP="Generic"

var(Sounds) sound   drown;
var(Sounds) sound   breathagain;
var(Sounds) sound   Footstep1;
var(Sounds) sound   Footstep2;
var(Sounds) sound   Footstep3;
var(Sounds) sound   HitSound3;
var(Sounds) sound   HitSound4;
var(Sounds) sound   Die2;
var(Sounds) sound   Die3;
var(Sounds) sound   Die4;
var(Sounds) sound   GaspSound;
var(Sounds) sound   UWHit1;
var(Sounds) sound   UWHit2;
var(Sounds) sound   LandGrunt;

var class<VoicePack> VoiceType;

replication
{
    // Functions server can call.
    unreliable if( Role==ROLE_Authority )
        ClientPlayTakeHit;
}

event Possess()
{
    local UnrealMeshMenu M;

    Super.Possess();

    if ( Level.Netmode == NM_Client )
    {
        M = spawn(class'UnrealMeshMenu');
        M.LoadAllMeshes();
        M.Destroy();
    }
}

simulated function PlayBeepSound()
{
    PlaySound(sound'Beep',SLOT_Interface, 2.0);
}

exec event ShowUpgradeMenu()
{
    bSpecialMenu = true;
    SpecialMenu = class'UpgradeMenu';
    ShowMenu();
}

exec function ShowLoadMenu()
{
    bSpecialMenu = true;
    SpecialMenu = class'UnrealLoadMenu';
    ShowMenu();
}

exec function Summon( string ClassName )
{
    local class<actor> NewClass;
    if( !bAdmin && (Level.Netmode != NM_Standalone) )
        return;
    if( instr(ClassName,".")==-1 )
        ClassName = "UnrealI." $ ClassName;
    Super.Summon( ClassName );
}

simulated function PlayFootStep()
{
    local sound step;
    local float decision;

    if ( !bIsWalking && (Level.Game != None) && (Level.Game.Difficulty > 1) && ((Weapon == None) || !Weapon.bPointing) )
        MakeNoise(0.05 * Level.Game.Difficulty);
    if ( FootRegion.Zone.bWaterZone )
    {
        PlaySound(WaterStep, SLOT_Interact, 1, false, 1000.0, 1.0);
        return;
    }

    decision = FRand();
    if ( decision < 0.34 )
        step = Footstep1;
    else if (decision < 0.67 )
        step = Footstep2;
    else
        step = Footstep3;

    if ( bIsWalking )
        PlaySound(step, SLOT_Interact, 0.5, false, 400.0, 1.0);
    else 
        PlaySound(step, SLOT_Interact, 2, false, 800.0, 1.0);
}

function PlayHit(float Damage, vector HitLocation, name damageType, float MomentumZ)
{
    local float rnd;
    local Bubble1 bub;
    local bool bServerGuessWeapon;
    local class<DamageType> DamageClass;
    local vector BloodOffset;

    if ( (Damage <= 0) && (ReducedDamageType != 'All') )
        return;

    //DamageClass = class(damageType);
    if ( ReducedDamageType != 'All' ) //spawn some blood
    {
        if (damageType == 'Drowned')
        {
            bub = spawn(class 'Bubble1',,, Location 
                + 0.7 * CollisionRadius * vector(ViewRotation) + 0.3 * EyeHeight * vect(0,0,1));
            if (bub != None)
                bub.DrawScale = FRand()*0.06+0.04; 
        }
        else if ( (damageType != 'Burned') && (damageType != 'Corroded') 
                    && (damageType != 'Fell') )
        {
            BloodOffset = 0.2 * CollisionRadius * Normal(HitLocation - Location);
            BloodOffset.Z = BloodOffset.Z * 0.5;
            if ( (Level.Game != None) && Level.Game.bVeryLowGore )
                spawn(class 'BloodBurst',self,,hitLocation + BloodOffset, rotator(BloodOffset));
            else
                spawn(class 'BloodSpray',self,,hitLocation + BloodOffset, rotator(BloodOffset));
        }
    }   

    rnd = FClamp(Damage, 20, 60);
    if ( damageType == 'Burned' )
        ClientFlash( -0.009375 * rnd, rnd * vect(16.41, 11.719, 4.6875));
    else if ( damageType == 'corroded' )
        ClientFlash( -0.01171875 * rnd, rnd * vect(9.375, 14.0625, 4.6875));
    else if ( damageType == 'Drowned' )
        ClientFlash(-0.390, vect(312.5,468.75,468.75));
    else 
        ClientFlash( -0.019 * rnd, rnd * vect(26.5, 4.5, 4.5));

    ShakeView(0.15 + 0.005 * Damage, Damage * 30, 0.3 * Damage); 
    PlayTakeHitSound(Damage, damageType, 1);
    bServerGuessWeapon = ( ((Weapon != None) && Weapon.bPointing) || (GetAnimGroup(AnimSequence) == 'Dodge') );
    ClientPlayTakeHit(0.1, hitLocation, Damage, bServerGuessWeapon ); 
    if ( !bServerGuessWeapon 
        && ((Level.NetMode == NM_DedicatedServer) || (Level.NetMode == NM_ListenServer)) )
    {
        Enable('AnimEnd');
        BaseEyeHeight = Default.BaseEyeHeight;
        bAnimTransition = true;
        PlayTakeHit(0.1, hitLocation, Damage);
    }
}

function PlayDeathHit(float Damage, vector HitLocation, name damageType)
{
    local Bubble1 bub;

    if ( Region.Zone.bDestructive && (Region.Zone.ExitActor != None) )
        Spawn(Region.Zone.ExitActor);
    if (HeadRegion.Zone.bWaterZone)
    {
        bub = spawn(class 'Bubble1',,, Location 
            + 0.3 * CollisionRadius * vector(Rotation) + 0.8 * EyeHeight * vect(0,0,1));
        if (bub != None)
            bub.DrawScale = FRand()*0.08+0.03; 
        bub = spawn(class 'Bubble1',,, Location 
            + 0.2 * CollisionRadius * VRand() + 0.7 * EyeHeight * vect(0,0,1));
        if (bub != None)
            bub.DrawScale = FRand()*0.08+0.03; 
        bub = spawn(class 'Bubble1',,, Location 
            + 0.3 * CollisionRadius * VRand() + 0.6 * EyeHeight * vect(0,0,1));
        if (bub != None)
            bub.DrawScale = FRand()*0.08+0.03; 
    }

    if ( (damageType != 'Drowned') && (damageType != 'Corroded') )
        spawn(class 'BloodSpray',self,'', hitLocation);
}

//-----------------------------------------------------------------------------
// Sound functions

function PlayDyingSound()
{
    local float rnd;

    if ( HeadRegion.Zone.bWaterZone )
    {
        if ( FRand() < 0.5 )
            PlaySound(UWHit1, SLOT_Pain,,,,Frand()*0.2+0.9);
        else
            PlaySound(UWHit2, SLOT_Pain,,,,Frand()*0.2+0.9);
        return;
    }

    rnd = FRand();
    if (rnd < 0.25)
        PlaySound(Die, SLOT_Talk);
    else if (rnd < 0.5)
        PlaySound(Die2, SLOT_Talk);
    else if (rnd < 0.75)
        PlaySound(Die3, SLOT_Talk);
    else 
        PlaySound(Die4, SLOT_Talk);
}

function PlayTakeHitSound(int damage, name damageType, int Mult)
{
    if ( Level.TimeSeconds - LastPainSound < 0.3 )
        return;
    LastPainSound = Level.TimeSeconds;

    if ( HeadRegion.Zone.bWaterZone )
    {
        if ( damageType == 'Drowned' )
            PlaySound(drown, SLOT_Pain, 1.5);
        else if ( FRand() < 0.5 )
            PlaySound(UWHit1, SLOT_Pain,2.0,,,Frand()*0.15+0.9);
        else
            PlaySound(UWHit2, SLOT_Pain,2.0,,,Frand()*0.15+0.9);
        return;
    }
    damage *= FRand();

    if (damage < 8) 
        PlaySound(HitSound1, SLOT_Pain,2.0,,,Frand()*0.15+0.9);
    else if (damage < 25)
    {
        if (FRand() < 0.5) PlaySound(HitSound2, SLOT_Pain,2.0,,,Frand()*0.15+0.9);          
        else PlaySound(HitSound3, SLOT_Pain,2.0,,,Frand()*0.15+0.9);
    }
    else
        PlaySound(HitSound4, SLOT_Pain,2.0,,,Frand()*0.15+0.9);         
}

function ClientPlayTakeHit(float tweentime, vector HitLoc, int Damage, bool bServerGuessWeapon)
{
    if ( bServerGuessWeapon && ((GetAnimGroup(AnimSequence) == 'Dodge') || ((Weapon != None) && Weapon.bPointing)) )
        return;
    Enable('AnimEnd');
    bAnimTransition = true;
    BaseEyeHeight = Default.BaseEyeHeight;
    PlayTakeHit(tweentime, HitLoc, Damage);
}   

function Gasp()
{
    if ( Role != ROLE_Authority )
        return;
    if ( PainTime < 2 )
        PlaySound(GaspSound, SLOT_Talk, 2.0);
    else
        PlaySound(BreathAgain, SLOT_Talk, 2.0);
}

static function SetMultiSkin( Actor SkinActor, string SkinName, string FaceName, byte TeamNum )
{
    local Texture NewSkin;
    local string MeshName;
    local int i;
    local string TeamColor[4];

    TeamColor[0]="Red";
    TeamColor[1]="Blue";
    TeamColor[2]="Green";
    TeamColor[3]="Gold";


    MeshName = SkinActor.GetItemName(string(SkinActor.Mesh));

    if( InStr(SkinName, ".") == -1 )
        SkinName = MeshName$"Skins."$SkinName;

    if(TeamNum >=0 && TeamNum <= 3)
        NewSkin = texture(DynamicLoadObject(MeshName$"Skins.T_"$TeamColor[TeamNum], class'Texture'));
    else if( Left(SkinName, Len(MeshName)) ~= MeshName )
        NewSkin = texture(DynamicLoadObject(SkinName, class'Texture'));

    // Set skin
    if ( NewSkin != None )
        SkinActor.Skin = NewSkin;
}

defaultproperties
{
     bSinglePlayer=True
     WeaponPriority(0)=DispersionPistol
     WeaponPriority(1)=AutoMag
     WeaponPriority(2)=Stinger
     WeaponPriority(3)=ASMD
     WeaponPriority(4)=Eightball
     WeaponPriority(5)=FlakCannon
     WeaponPriority(6)=GESBioRifle
     WeaponPriority(7)=Razorjack
     WeaponPriority(8)=Rifle
     WeaponPriority(9)=Minigun
     bCanStrafe=True
     MeleeRange=50.000000
     GroundSpeed=400.000000
     AirSpeed=400.000000
     AccelRate=2048.000000
     UnderWaterTime=20.000000
     Intelligence=BRAINS_HUMAN
     Land=Sound'UnrealShare.Generic.Land1'
     WaterStep=Sound'UnrealShare.Generic.LSplash'
     AnimSequence=WalkSm
     DrawType=DT_Mesh
     LightBrightness=70
     LightHue=40
     LightSaturation=128
     LightRadius=6
     RotationRate=(Pitch=3072,Yaw=65000,Roll=2048)
}

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Class file time: za 22-4-2006 13:00:12.000 - Creation time: za 22-4-2006 13:01:34.859 - Created with UnCodeX