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//============================================================================= // Spatial Fear // Class: SFJaelPlayer1 // Description: Player class for a Jael model; can interpret vehicles // // Author: Dean Stamp // Modified by: Markus Nuebel // Vehicle Functions by: Gert Jen Peltenburg //============================================================================= class SFJaelPlayer1 expands SFFemale; #exec MESH IMPORT MESH=SFJaelPlayer ANIVFILE=MODELS\SFJaelPlayer_a.3d DATAFILE=MODELS\SFJaelPlayer_d.3d #exec MESH ORIGIN MESH=SFJaelPlayer X=0 Y=0 Z=-35 YAW=64 ROLL=0 PITCH=0 #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=All STARTFRAME=0 NUMFRAMES=399 #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Breath1 STARTFRAME=21 NUMFRAMES=10 RATE=10 Group=Waiting #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Breath2 STARTFRAME=220 NUMFRAMES=15 RATE=5 Group=Waiting #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Breath3 STARTFRAME=21 NUMFRAMES=10 RATE=10 Group=Waiting #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=CockGun STARTFRAME=275 NUMFRAMES=10 RATE=20 Group=Waiting #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Breath1L STARTFRAME=21 NUMFRAMES=10 RATE=10 Group=Waiting #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Breath2L STARTFRAME=220 NUMFRAMES=15 RATE=5 Group=Waiting #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=CockGunL STARTFRAME=275 NUMFRAMES=10 RATE=20 Group=Waiting #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=LookL STARTFRAME=363 NUMFRAMES=17 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Chat1 STARTFRAME=261 NUMFRAMES=14 RATE=10 Group=Waiting #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Chat2 STARTFRAME=261 NUMFRAMES=14 RATE=10 Group=Waiting #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Look STARTFRAME=124 NUMFRAMES=30 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Look2 STARTFRAME=363 NUMFRAMES=17 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Fighter STARTFRAME=25 NUMFRAMES=1 #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=RunLg STARTFRAME=64 NUMFRAMES=20 RATE=30 #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=RunLgFr STARTFRAME=84 NUMFRAMES=20 RATE=30 Group=MovingFire #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=RunSm STARTFRAME=64 NUMFRAMES=20 RATE=30 #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=RunSmFr STARTFRAME=84 NUMFRAMES=20 RATE=30 Group=MovingFire #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=WalkLg STARTFRAME=44 NUMFRAMES=20 RATE=20 #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=WalkLgFr STARTFRAME=104 NUMFRAMES=20 RATE=20 Group=MovingFire #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=WalkSm STARTFRAME=44 NUMFRAMES=20 RATE=20 #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=WalkSmFr STARTFRAME=104 NUMFRAMES=20 RATE=20 Group=MovingFire #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Walk STARTFRAME=44 NUMFRAMES=20 RATE=20 #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=TurnLg STARTFRAME=44 NUMFRAMES=2 RATE=15 //2 frames of walklgfr #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=TurnSm STARTFRAME=44 NUMFRAMES=2 RATE=15 //2 frames of walksmfr #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=DuckWlkL STARTFRAME=285 NUMFRAMES=15 RATE=15 Group=Ducking #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=DuckWlkS STARTFRAME=285 NUMFRAMES=15 RATE=15 Group=Ducking #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=SwimLg STARTFRAME=1 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=SwimSm STARTFRAME=1 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=TreadLg STARTFRAME=1 NUMFRAMES=10 RATE=10 Group=Waiting #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=TreadSm STARTFRAME=1 NUMFRAMES=10 RATE=10 Group=Waiting #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=BackRun STARTFRAME=342 NUMFRAMES=20 RATE=30 Group=MovingFire #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=StrafeL STARTFRAME=321 NUMFRAMES=20 RATE=30 Group=MovingFire #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=StrafeR STARTFRAME=301 NUMFRAMES=20 RATE=30 Group=MovingFire #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=StillFrRp STARTFRAME=275 NUMFRAMES=10 RATE=40 Group=Waiting #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=StillLgFr STARTFRAME=275 NUMFRAMES=10 RATE=20 Group=Waiting #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=StillSmFr STARTFRAME=275 NUMFRAMES=10 RATE=20 Group=Waiting #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=AimDnLg STARTFRAME=33 NUMFRAMES=1 Group=Waiting #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=AimDnSm STARTFRAME=36 NUMFRAMES=1 Group=Waiting #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=AimUpLg STARTFRAME=34 NUMFRAMES=1 Group=Waiting #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=AimUpSm STARTFRAME=35 NUMFRAMES=1 Group=Waiting #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=DodgeB STARTFRAME=355 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=DodgeF STARTFRAME=197 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=DodgeR STARTFRAME=302 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=DodgeL STARTFRAME=323 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=HeadHit STARTFRAME=37 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=GutHit STARTFRAME=32 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=LeftHit STARTFRAME=38 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=RightHit STARTFRAME=39 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=JumpLgFr STARTFRAME=40 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=JumpSmFr STARTFRAME=41 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=LandLgFr STARTFRAME=43 NUMFRAMES=1 Group=Landing #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=LandSmFr STARTFRAME=42 NUMFRAMES=1 Group=Landing #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Taunt1 STARTFRAME=21 NUMFRAMES=10 RATE=10 Group=Gesture #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Wave STARTFRAME=21 NUMFRAMES=10 RATE=10 Group=Gesture #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=WaveL STARTFRAME=250 NUMFRAMES=10 RATE=10 Group=Gesture #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Thrust STARTFRAME=21 NUMFRAMES=10 RATE=10 Group=Gesture #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Victory1 STARTFRAME=21 NUMFRAMES=10 RATE=10 Group=Gesture #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Flip STARTFRAME=16 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Dead1 STARTFRAME=154 NUMFRAMES=20 RATE=20 Group=TakeHit #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Dead2 STARTFRAME=175 NUMFRAMES=20 RATE=20 #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Dead3 STARTFRAME=195 NUMFRAMES=25 RATE=20 #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Dead4 STARTFRAME=235 NUMFRAMES=15 RATE=20 #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Dead5 STARTFRAME=380 NUMFRAMES=20 RATE=20 #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Dead6 STARTFRAME=175 NUMFRAMES=20 RATE=20 #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Dead7 STARTFRAME=154 NUMFRAMES=20 RATE=20 Group=TakeHit #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Dead8 STARTFRAME=154 NUMFRAMES=20 RATE=20 Group=TakeHit #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Dead9 STARTFRAME=195 NUMFRAMES=5 RATE=20 Group=TakeHit #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Dead9B STARTFRAME=195 NUMFRAMES=25 RATE=20 #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Dead11 STARTFRAME=235 NUMFRAMES=15 RATE=20 #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=DeathEnd STARTFRAME=174 NUMFRAMES=1 #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=DeathEnd2 STARTFRAME=194 NUMFRAMES=1 #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=DeathEnd3 STARTFRAME=219 NUMFRAMES=1 #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=Crawl STARTFRAME=1 NUMFRAMES=10 RATE=10 #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=CrawlStand STARTFRAME=10 NUMFRAMES=7 RATE=10 #exec MESH SEQUENCE MESH=SFJaelPlayer SEQ=HandScan STARTFRAME=250 NUMFRAMES=11 RATE=10 #exec MESH NOTIFY MESH=SFJaelPlayer SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=SFJaelPlayer SEQ=RunLG TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=SFJaelPlayer SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=SFJaelPlayer SEQ=RunLGFR TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=SFJaelPlayer SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=SFJaelPlayer SEQ=RunSM TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=SFJaelPlayer SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=SFJaelPlayer SEQ=RunSMFR TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=SFJaelPlayer SEQ=StrafeL TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=SFJaelPlayer SEQ=StrafeL TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=SFJaelPlayer SEQ=StrafeR TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=SFJaelPlayer SEQ=StrafeR TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=SFJaelPlayer SEQ=BackRun TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=SFJaelPlayer SEQ=BackRun TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=SFJaelPlayer SEQ=Dead1 TIME=0.7 FUNCTION=LandThump #exec MESH NOTIFY MESH=SFJaelPlayer SEQ=Dead2 TIME=0.9 FUNCTION=LandThump #exec MESH NOTIFY MESH=SFJaelPlayer SEQ=Dead3 TIME=0.45 FUNCTION=LandThump #exec MESH NOTIFY MESH=SFJaelPlayer SEQ=Dead4 TIME=0.6 FUNCTION=LandThump #exec MESH NOTIFY MESH=SFJaelPlayer SEQ=Dead7 TIME=0.7 FUNCTION=LandThump #exec MESH NOTIFY MESH=SFJaelPlayer SEQ=Dead8 TIME=0.7 FUNCTION=LandThump #exec MESH NOTIFY MESH=SFJaelPlayer SEQ=Dead9B TIME=0.8 FUNCTION=LandThump #exec MESH NOTIFY MESH=SFJaelPlayer SEQ=Dead11 TIME=0.57 FUNCTION=LandThump #exec MESHMAP NEW MESHMAP=SFJaelPlayer MESH=SFJaelPlayer #exec MESHMAP SCALE MESHMAP=SFJaelPlayer X=0.045 Y=0.045 Z=0.09 #exec TEXTURE IMPORT NAME=Jael1 FILE=Textures\jaelchest.pcx GROUP=Skins FLAGS=2 LODSET=0 #exec TEXTURE IMPORT NAME=Jael1 FILE=Textures\jaelchest.pcx GROUP=Skins PALETTE=Jael1 #exec MESHMAP SETTEXTURE MESHMAP=SFJaelPlayer NUM=1 TEXTURE=Jael1 #exec TEXTURE IMPORT NAME=Jael2 FILE=Textures\jaelface.pcx GROUP=Skins FLAGS=2 LODSET=0 #exec TEXTURE IMPORT NAME=Jael2 FILE=Textures\jaelface.pcx GROUP=Skins PALETTE=Jael2 #exec MESHMAP SETTEXTURE MESHMAP=SFJaelPlayer NUM=2 TEXTURE=Jael2 #exec TEXTURE IMPORT NAME=Jael3 FILE=Textures\jaelhair.pcx GROUP=Skins FLAGS=2 LODSET=0 #exec TEXTURE IMPORT NAME=Jael3 FILE=Textures\jaelhair.pcx GROUP=Skins PALETTE=Jael3 #exec MESHMAP SETTEXTURE MESHMAP=SFJaelPlayer NUM=3 TEXTURE=Jael3 #exec TEXTURE IMPORT NAME=Jael4 FILE=Textures\jaellegs.pcx GROUP=Skins FLAGS=2 LODSET=0 #exec TEXTURE IMPORT NAME=Jael4 FILE=Textures\jaellegs.pcx GROUP=Skins PALETTE=Jael4 #exec MESHMAP SETTEXTURE MESHMAP=SFJaelPlayer NUM=4 TEXTURE=Jael4 var bool bDriving; var SFVehicleControl activecontroller; var float BobDefault; var float MaxStepHeightDefault; var float altitude,latitude,longitude; var bool previousbFire,previousbAltFire,previousbjump,previousbduck; var bool CtlbJustFired,CtlbFire,CtlbJustAltFired,CtlbAltFire; var float CtlaForward,CtlaTurn; var float CtlaStrafe,CtlaUp,CtlaLookUp; var bool CtlbDuck,CtlbJump,CtlbJustDucked,CtlbJustJumped; var bool bPreviousDriving; replication { unreliable if(Role==ROLE_Authority) bDriving,activecontroller; unreliable if(Role==ROLE_Authority) DrClientLocationUpdate; reliable if(Role<ROLE_Authority) DropItem; } simulated function DrClientLocationUpdate() { if(activecontroller.bStationaryController) { SetLocation(activecontroller.currentlocation); } if(!activecontroller.bPlayerCanLook) { SetRotation(activecontroller.currentrotation); if(viewtarget!=None) { // bBehindview=true; ViewRotation=viewtarget.rotation; } } } function Touch(actor other) { if(SFVehicleControl(other)!=None) if(FindInventoryType(class'SFDriversLicense')==None) SpawnLicense(); Super.Touch(other); } function PlayerTick(float DeltaTime) { if(activecontroller!=None) { DrClientLocationUpdate(); } super.PlayerTick(DeltaTime); } // modified playerinput must prevent player movement while driving, // and still supply as many inputs to the vehiclecontrol as possible event PlayerInput( float DeltaTime ) { local float SmoothTime, FOVScale, MouseScale, KbdScale, AbsSmooth, AbsInput; local Inventory inv; local SFvehiclecontrol v; Super.PlayerInput(DeltaTime); if(bDriving) { // send input to vehicle control Bob=0; CtlbJustAltFired=false; CtlbJustFired=false; if(bFire==0) CtlbFire=false; if(bAltFire==0) CtlbAltFire=false; if(CtlbFire && !previousbFire) CtlbJustFired=true; if(CtlbAltFire && !previousbAltFire) CtlbJustAltFired=true; previousbFire=CtlbFire; previousbAltFire=CtlbAltFire; if(aUp>0) CtlbJump=true; else CtlbJump=false; if(aUp<0) CtlbDuck=true; else CtlbDuck=false; previousbJump=CtlbJump; previousbDuck=CtlbDuck; CtlaForward=aForward; CtlaTurn=aTurn; CtlaStrafe=aStrafe; CtlaUp=aUp; CtlaLookUp=aLookUp; aBaseX=0; aBaseY=0; aBaseZ=0; aForward=0; if(activecontroller.bPlayerCrouch) { bDuck = 1; bIsCrouching=true; } else { bIsCrouching=false; bDuck=0; } activecontroller.ControlVehicle(CtlbFire,CtlbAltFire, CtlaForward,CtlaTurn,CtlaStrafe,CtlaUp,CtlaLookUp); bPressedJump=false; bWasForward = false; bWasLeft = false; bWasRight = false; bWasBack = false; if(!activecontroller.bPlayerCanLook) { aMouseX=0; aMouseY=0; aLookup=0; aTurn=0; } aStrafe=0; aUp=0; } else { Bob=BobDefault; if(bPreviousDriving) { bIsCrouching=false; bDuck=0; } } bPreviousDriving=bDriving; } simulated function PostRender( canvas Canvas ) { Super.PostRender(Canvas); if (!bShowMenu && bDriving) { // i.e. if we're controlling a vehicle and are not in any menus if(activecontroller!=None) activecontroller.PostRender( Canvas ); } } function HideWeapon() { PendingWeapon = Weapon; if ( Weapon != None ) Weapon.PutDown(); Weapon = None; } function ShowWeapon() { Weapon = PendingWeapon; if(Weapon!=None) Weapon.BringUp(); PendingWeapon = None; // Inventory.ChangedWeapon(); } //Player Jumped function DoJump( optional float F ) { if(bDriving) { CtlbJump=true; } else super.DoJump(F); } function dropallvehiclecontrols() { local inventory inv; local SFvehiclecontrol v; // drop all controllers if(activecontroller!=none) activecontroller.Activate(); // deactivate controller bDriving=false; Activecontroller=none; for (inv=Inventory; inv!=None; inv=inv.Inventory) { v = SFvehiclecontrol(inv); if ( v != None ) { Bob=BobDefault; v.DropFrom(location); } } } function Died(pawn instigatedBy, name damageType, vector HitLocation) { dropallvehiclecontrols(); Super.Died(instigatedBy, damageType, HitLocation); } event Destroyed() { dropallvehiclecontrols(); Super.Destroyed(); } simulated function ChangedWeapon() { if(bDriving) { if(activecontroller!=None) if(activecontroller.bPlayerHasWeapons==false) { return; } } super.ChangedWeapon(); } function ServerRestartPlayer() // implemented here because GameInfo tends to throw away the inventory { super.ServerRestartPlayer(); bDriving=false; // if(FindInventoryType(class'DriversLicense')==None) // SpawnLicense(); } exec function SpawnLicense() { local SFdriverslicense lic; lic=spawn(class'SFDriversLicense'); if(lic==None) log(tag $ "Failed to spawn Driver's License!"); else { lic.bUnderstandsRemotes=true; AddInventory(lic); } } event spawned() { super.spawned(); // SpawnLicense(); // SetTimer(1.0,true); // Needed because some game types (among which, the UT game types) throw away all inventory } function OnBeginPlay() { previousbFire=false; previousbAltFire=false; BobDefault=Bob; } exec function TX(float x) { latitude = x; Clientmessage("Target grid location: (TX)" $ latitude $ ",(TY)" $ longitude $ " (TZ): " $ altitude); } exec function TY(float x) { longitude = x; Clientmessage("Target grid location: (TX)" $ latitude $ ",(TY)" $ longitude $ " (TZ): " $ altitude); } exec function TZ(float x) { altitude = x; Clientmessage("Target grid location: (TX)" $ latitude $ ",(TY)" $ longitude $ " (TZ): " $ altitude); } exec function Targ() { Clientmessage("Target grid location: (TX)" $ latitude $ ",(TY)" $ longitude $ " (TZ): " $ altitude); } exec function CalcBall() { local float Yaw,HighTraj,flighttime; if(bDriving) { if(activecontroller!=None) { Clientmessage("Target grid location: (TX)" $ latitude $ ",(TY)" $ longitude $ " (TZ): " $ altitude); activecontroller.BallisticCalculation(latitude*10000+level.location.X,longitude*10000+level.location.Y,altitude*100+level.location.Z,Yaw,hightraj,flighttime); ClientMessage("Bearing : " $ Yaw); ClientMessage("Elevation: " $ HighTraj); ClientMessage("Estimated flight time: " $ flighttime); } } else Clientmessage("Use CalcBall when controlling something"); } // The player wants to activate/deactivate selected item simulated exec function UseKey() { super.UseKey(); if( bShowMenu || Level.Pauser!="" ) return; if (SFvehiclecontrol(SelectedItem)!=None) { if(activecontroller!=None && activecontroller!=selecteditem) { activecontroller.Activate(); DeactivateController(); } SelectedItem.Activate(); if(selecteditem.bActive) ActivateController(SFvehiclecontrol(selecteditem)); else DeactivateController(); return; } } // The player wants to fire. exec function Fire( optional float F ) { if(bDriving) if(activecontroller!=None) if(!activecontroller.bPlayerHasWeapons) { CtlbFire=true; return; } super.Fire(F); } // The player wants to alternate-fire. exec function AltFire( optional float F ) { if(bDriving) if(activecontroller!=None) if(!activecontroller.bPlayerHasWeapons) { CtlbAltFire=true; return; } super.AltFire(F); } simulated function ActivateController(SFvehiclecontrol vc) { if(vc.bPlayerCrouch) { bIsCrouching=true; bDuck=1; } bJustFired=false; // to prevent the drivable from firing until the player actually fires again bJustAltFired=false; bDriving = true; activecontroller=vc; if(!vc.bPlayerHasWeapons) HideWeapon(); if(vc.bStationaryController) { // SetCollision(false,true,true); SetPhysics(PHYS_None); // bCollideWorld=false; // GotoState('Driving'); } } simulated function DeactivateController() { local SFvehiclecontrol vc; vc=activecontroller; bDriving=false; bRotateToDesired = true; SetDefaultDisplayProperties(); if(!activecontroller.bPlayerHasWeapons) ShowWeapon(); if(activecontroller.bPlayerCrouch) { bIsCrouching=false; bDuck=0; } activecontroller=None; if(vc.bStationaryController) { // bCollideWorld=true; // SetCollision(true,true,true); SetPhysics(PHYS_Walking); // StartWalk(); } } exec function DropItem() { local Inventory Inv; if( Level.NetMode == NM_Client ) return; if( SelectedItem==None || !SelectedItem.bDisplayableInv || !SelectedItem.bActivatable ) return; Inv=selecteditem; if(selecteditem.bActive) ActivateItem(); selecteditem.Velocity = Vector(ViewRotation) * 500 + vect(0,0,220); inv.DropFrom(Location); } function Timer() { if(FindInventoryType(class'SFDriversLicense')==None) SpawnLicense(); } state Driving // basically the same stuff as the ghost cheat { ignores Bump; function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) { super.TakeDamage(damage,instigatedby,hitlocation,momentum,damagetype); SetPhysics(PHYS_None); } function ProcessMove(float DeltaTime, vector NewAccel, vector" class="source">eDodgeDir DodgeMove, rotator DeltaRot) { } function PlayerMove(float DeltaTime) { local rotator newRotation; local vector X,Y,Z; Acceleration = vect(0,0,0); // UpdateRotation(DeltaTime, 1); if ( Role < ROLE_Authority ) // then save this move and replicate it ReplicateMove(DeltaTime, Acceleration, DODGE_None, rot(0,0,0)); else ProcessMove(DeltaTime, Acceleration, DODGE_None, rot(0,0,0)); } event PlayerTick( float DeltaTime ) { if ( bUpdatePosition ) ClientUpdatePosition(); PlayerMove(DeltaTime); } function BeginState() { EyeHeight = BaseEyeHeight; SetPhysics(PHYS_None); log("Player entered driving state"); LoopAnim('DuckWlkS', 0.7, 0.4, 0.4); } } function PlayWaiting() { local float decision; local float animspeed; local name NextAnim; animspeed = 0.4 + 0.6 * FRand(); decision = FRand(); if ( decision < 0.90 ) //pick first waiting animation NextAnim = 'Breath1'; else if (decision < 0.93) NextAnim = 'Breath2'; else if (decision < 0.95) NextAnim = 'Look'; else if (decision < 0.98) NextAnim = 'Look2'; else NextAnim = 'Chat1'; LoopAnim(NextAnim, animspeed, 0.4, 0.4); } state PlayerChat { ignores SeePlayer, HearNoise, Bump, TakeDamage, Died, ZoneChange, FootZoneChange; function PlayWaiting() { Global.PlayWaiting(); } Begin: FinishAnim(); } state Scouting { ignores Fire, AltFire; function PlayWaiting() { Global.PlayWaiting(); } Begin: FinishAnim(); } defaultproperties { JumpAccuracyPenalty=0.200000 RunAccuracyPenalty=0.200000 StrafeAccuracyPenalty=0.200000 m_fPenaltyUpgrade=0.200000 bIsMultiSkinned=False SelectionMesh="SpatialFear.SFJaelPlayer" MenuName="Jael" Mesh=LodMesh'SpatialFear.SFJaelPlayer' AmbientGlow=1 } |