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// Written by .:..: // A jump pad with bot support. // The jumper itself (starting point). Class UJumpPad extends UJumpPadEnd; var() sound JumpSound; var() vector JumpVelocityModifier; var() float JumpZHeightModifier; var() const bool bForceFullAccurancy; // Always jump perfectly into the Dest point, but is a little bit more CPU intensive and may variate the velocity a little bit. var vector BackUp_Velocity,JumpVelocity; var Pawn PendingTouch; var UJumpDest MyDest; replication { // Replace Jump velocity to client to keep them better in sync with server. reliable if ( Role==ROLE_Authority ) JumpVelocity; } function PostBeginPlay() { local byte i; local Actor St,En; local int RF,D; local float ZHgh; For( i=0; i<16; i++ ) { if ( Paths[i]==-1 ) Continue; describeSpec(Paths[i],St,En,RF,D); if ( UJumpDest(En)!=None ) { MyDest = UJumpDest(En); if ( !bForceFullAccurancy ) { ZHgh = CalcRequiredZHeight(En.Location.Z,Location.Z,Region.Zone.ZoneGravity.Z)+JumpZHeightModifier; JumpVelocity = SuggestFallVelocity(Location,En.Location,6000,ZHgh); } else JumpVelocity = MyDest.Location; Break; } } JumpVelocity+=JumpVelocityModifier; BackUp_Velocity = JumpVelocity; } function Reset() { JumpVelocity = BackUp_Velocity; } simulated function Touch( Actor Other ) { if ( !Other.bIsPawn || Pawn(Other).Health<=0 ) Return; PendingTouch = Pawn(Other); Enable('Tick'); } simulated function Tick( float Delta ) { local float ZH; if ( PendingTouch!=None && !PendingTouch.bDeleteMe ) { if ( PlayerPawn(PendingTouch)==None ) { PendingTouch.PlayInAir(); // Make sure this pawn plays falling animation. PendingTouch.Acceleration = vect(0,0,0); if ( MyDest!=None ) PendingTouch.MoveTarget = MyDest.SpecialHandling(PendingTouch); } // Only set the physics on server OR net owner. if ( Level.NetMode!=NM_Client || (PlayerPawn(PendingTouch)!=None && PlayerPawn(PendingTouch).Player!=None) ) { if ( PendingTouch.Physics!=PHYS_Falling ) PendingTouch.SetPhysics(PHYS_Falling); } if ( !bForceFullAccurancy ) PendingTouch.Velocity = JumpVelocity; else { ZH = CalcRequiredZHeight(JumpVelocity.Z,PendingTouch.Location.Z,Region.Zone.ZoneGravity.Z)+JumpZHeightModifier; PendingTouch.Velocity = SuggestFallVelocity(PendingTouch.Location,JumpVelocity,6000,ZH)+JumpVelocityModifier; } if ( JumpSound!=None && Level.NetMode!=NM_Client ) MakeJumpNoise(); PendingTouch = None; } Disable('Tick'); } function MakeJumpNoise() { PlaySound(JumpSound); } simulated function float CalcRequiredZHeight( float DestZ, float StartZ, float GravZ ) { local int LCount; if ( GravZ>=0 ) GravZ = -100; DestZ-=StartZ; StartZ = 0; while ( DestZ>0 && LCount<8000 ) // Due to the inaccurate Unreal Engine physics code we need to do this. { StartZ+=GravZ*0.05f; DestZ+=StartZ*0.05f; LCount++; } Return Abs(StartZ); } // Modified from Epic's SuggestJumpVelocity: simulated final function vector SuggestFallVelocity( vector Start, vector Dest, float MaxXYSpeed, float ZSpeed ) { local float gravZ,currentZ,ticks,Floor,velsize; local vector Vel; local int LCount; gravZ = Region.Zone.ZoneGravity.Z; if ( gravZ >= 0 ) // negative gravity - pretend its low gravity gravZ = -100.f; Floor = Dest.Z - Location.Z; Vel.Z = ZSpeed; while ( (currentZ>floor || Vel.Z>0) && LCount<8000 ) { Vel.Z = Vel.Z + gravZ * 0.05f; ticks += 0.05f; currentZ = currentZ + Vel.Z * 0.05f; LCount++; } if (Abs(Vel.Z) > 1.f) ticks-=(currentZ - floor)/vel.Z; //correct overshoot vel = Dest - Start; vel.Z = 0.f; if (ticks > 0.f) { velsize = VSize(Vel); if ( velsize > 0.f ) Vel = Vel/velsize; Vel*=FMin(MaxXYSpeed, velsize/ticks); } else Vel = Normal(Vel)*MaxXYSpeed; Vel.Z = ZSpeed; Return Vel; } // Use original behaviour. function bool CanBindWith( NavigationPoint Start ) { return true; } function PathBuildingType EdPathBuildExec( NavigationPoint End, out int ForcedDistance ) { return Super(LiftExit).EdPathBuildExec(End,ForcedDistance); } // Draw trajectory. function DrawEditorSelection( Canvas C ) { local color Color; local vector V,P,G; local byte i; local UJumpDest Dest; foreach AllActors(Class'UJumpDest',Dest) if( Dest.LiftTag==LiftTag ) break; if( Dest==None ) return; Color = MakeColor(255,255,0); V = SuggestFallVelocity(Location,Dest.Location,6000 ,CalcRequiredZHeight(Dest.Location.Z,Location.Z,Region.Zone.ZoneGravity.Z) +JumpZHeightModifier)+JumpVelocityModifier; G = Region.Zone.ZoneGravity*Square(0.05f); V*=0.05f; P = Location; for( i=0; i<200; ++i ) { V+=G; C.Draw3DLine(Color,P,P+V); if( !FastTrace(P+V,P) ) break; P+=V; } } defaultproperties { bStatic=False bNoDelete=True bEditorSelectRender=True RemoteRole=ROLE_SimulatedProxy bAlwaysRelevant=True bCarriedItem=True bCollideActors=True NetPriority=7.000000 } |
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