SpatialFear.SFJaelPlayer1

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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
}

class file time: 12/7/2003 3:58:24 PM - creation time: 12/7/2003 4:03:44 PM
Created with UnCodeX