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# TribesTVStudio.TribesTVStudioTestController

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    //-----------------------------------------------------------
    //
    //-----------------------------------------------------------
    class TribesTVStudioTestController extends xPlayer;

    var TribesTVStudioMenuInteraction tvi;
    var TribesTVStudioHudAugmentation tvh;

    var TribesTVStudioViewSelector curViewSelector;
    var TribesTVStudioMutator TVMutator;
    var string vsNames[10];          	//replicated from the server, list of viewselectors
    var texture vsIcons[10];			//ditto
    var int vsActive[10];            	//client-side list of active selectors
    var string mcNames[64];			 	//replicated from the server, list of metacameras
    var int mcActive;					//client-side nr of current metacamera active
    var texture watermark;				//Replicated from the server

    struct RailNode
    {
    	var Vector location;
    	var float maxDistance;
    	var float viewAngle;
    	var float minZoomDist;
    	var float maxZoomDist;
    	var float Priority;
    };
    struct FixedCam
    {
    	var Vector location;
    	var float maxDistance;
    	var float viewAngle;
    	var float minZoomDist;
    	var float maxZoomDist;
    	var rotator rotation;
    	var float maxRotation;
    	var float Priority;
    };

    var string sysNames[6];
    var float sysDists[6];
    var int attractCamSys;
    var int pathNodeCamSys;

    var RailNode railNodes[2000];
    var FixedCam fixedCams[2000];
    var int numRail,numFixed;
    var int curcam2;
    var int curCamType; // 0=none,1=fixed,2=rail,3=spline

    var Vector curCamSpeed;
    var bool inViewLastTimer;
    var float wantedDist;
    var float lastHurry;
    var float zoomSpeed;
    var int camSysMode;
    var bool redoCamera;
    var float lastServerPosSet;

    var Actor camTarget,camTargetOld;
    var Vector camTargetPos;
    var string camTargetName;   //don't access this directly, rather use getcamtargetname ()

    var int myCamNum; //our number in the camera list kept by the mutator
    var bool isWatched; //if a meta camera is currently watching us
    var string oldTarget; //used to see when target has changed

    var float zoomModifier;

    struct ViewPriority
    {
    	var int id;                 //ID of the viewselector
    	var float priority;         //and the priority that it wants
    };

    struct TargetPriority
    {
    	var string name;
    	var array<ViewPriority> prios;
    };

    var array<TargetPriority> camTargets;       //Use the one with the hightest prio
    var string forcedTarget;                    //Can be set from the menu

    var TribesTVStudioSplineHandler splines;

    //var float camTargetPriority;
    //var float camTargetPriorityDecay;

    replication
    {
    	//mirror camera stuff
    	reliable if ( Role==ROLE_Authority)
    		WatcherJoined,myCamNum,isWatched;

    	reliable if ( Role<ROLE_Authority )
    		ServerBeginWatch, ServerEndWatch;

    	reliable if ( Role==ROLE_Authority)
    		SetTargetAndMode,SetPosAndRot,SetDistAndZoom;

    	reliable if ( Role<ROLE_Authority )
    		SendTargetAndMode,SendPosAndRot,SendDistAndZoom;

    	//
    	//Things the server sends to the client
    	reliable if ( Role==ROLE_Authority)
    		vsNames, vsIcons, mcNames, watermark;

    	//Things the server calls
    	reliable if (Role==ROLE_Authority)
    		SetCamTarget, SetCamMode;

    	unreliable if( Role==ROLE_Authority)
    		SetClientObjectPos;

    	//Things we can call on the server
    	unreliable if( Role<ROLE_Authority )
    		GetObjectPosFromServer,SetLocationServer;

    	reliable if ( Role<ROLE_Authority )
    		ServerSetViewSelector, ServerSetMetaCamera;
    }

    simulated function PostBeginPlay()
    {
    	local TribesTVStudioMutator tvm;
    	local int i;

    	LoadSettings();
    	Super.PostBeginPlay();

    	mcActive = -1;

    	//Update the list of available viewselectors so they can be replicated
    	//This runs on the server
    	if (Role == ROLE_Authority) {
    		foreach Allactors (class'TribesTVStudioMutator', tvm) {
    			TVMutator = tvm;
    			break;      //should be only one anyway..
    		}

    		if (tvm == none)
    			Log ("TribesTVStudio: no mutator found(??)");

    		for (i = 0; i < tvm.vsCount; ++i) {
    			vsNames[i] = tvm.vsList[i].description;
    			vsIcons[i] = tvm.vsList[i].icon;
    			Log ("TribesTVStudio: Adding viewcontroller " $ vsnames[i]);
    		}

    		watermark = tvm.watermark;
    	}

    	//Only run this on the client in netgames, or in standalone games
    	if ((Level.NetMode == NM_StandAlone) || (Role < ROLE_Authority)) {
    	  	ConsoleCommand("SET INPUT F8 TVMENU");
    	}
    	clientmessage("post begin play run");
    }

    //Only exists as placeholder
    exec function tvmenu ()
    {
    	clientmessage ("Sorry, this command is for spectators only");
    }

    simulated function destroyed ()
    {
    	if (tvi != none) {
    		player.interactionmaster.removeinteraction (tvi);
    		tvi = none;
    	}
    	if (tvh != none) {
    		player.interactionmaster.removeinteraction (tvh);
    		tvh = none;
    	}
    	super.destroyed ();
    }

    //Allows us to inject a proxy hud class
    simulated function ClientSetHUD(class<HUD> newHUDClass, class<Scoreboard> newScoringClass )
    {
    	local HUD realhud;

        if ( myHUD != none )
            myHUD.Destroy();

        if (newHUDClass == None)
            myHUD = None;
        else
        {
        	log ("TribesTVStudio: trying to spawn our hud.. " $ getstatename ());

        	//Only use this proxy hud when we are an TribesTribesTVStudiotudio spectator
        	if (GetStateName() == 'AttractMode2') {
    //		if (PlayerReplicationInfo.bOnlySpectator) {
    	        myHUD = spawn (class'TribesTVStudioProxyHud', self);
    			realhud = spawn (newHUDClass, self);
    			TribesTVStudioProxyHud(myhud).real = realhud;
    //			TribesTVStudioProxyHud(myhud).SetControllerOwner (self);
    		}
    		else {
    			myHUD = spawn (newHUDClass, self);
    		}

            if (myHUD == None)
                log ("PlayerController::ClientSetHUD(): Could not spawn a proxy HUD of class "$newHUDClass, 'Error');
            else
                myHUD.SetScoreBoardClass( newScoringClass );
        }
    }

    //Only call this when switching is actually wanted
    function SwitchHud ()
    {
    	local HUD realhud;

    	if ((myHud != none) && (!myHud.IsA ('TribesTVStudioProxyHud'))) {
    		Log ("TribesTVStudio: Hud needed switching");
    		realhud = myhud;
    		myhud = spawn (class'TribesTVStudioProxyHud', self);
    		TribesTVStudioProxyHud(myhud).real = realhud;
    //		TribesTVStudioProxyHud(myhud).SetControllerOwner (self);

    		myhud.playerowner = realhud.playerowner;
    		myhud.pawnowner = realhud.pawnowner;
    	}
    }

    state Spectating
    {
    	function BeginState ()
    	{
    		Log ("TribesTVStudio: moving to our attractmode from spectating");
    		clientmessage("switching to attract2 from spectating");
    		GotoState ('AttractMode2');
    	}
    }

    state AttractMode
    {
    	function BeginState ()
    	{
    		Log ("TribesTVStudio: moving to our attractmode from attractmode");
    		GotoState ('AttractMode2');
    	}

    /*	exec function Fire( optional float F )
    	{
    		GotoState ('AttractMode2');
    		clientmessage("Switching to attract2 mode");
    		Log ("TribesTVStudio: tried attractmode2");
    	}
    	exec function AltFire( optional float F )
    	{
    		attracttarget = PickNextBot(attracttarget);
    		targettime = 0;
    	} */
    }

    state AttractMode2 extends Spectating
    {
    	ignores SwitchWeapon, RestartLevel, ClientRestart, Suicide,
    		ThrowWeapon, NotifyPhysicsVolumeChange, NotifyHeadVolumeChange,
    		Say, TeamSay;

    	//Only performs init if needed
    	function initTribesTVStudio ()
    	{
    		if (tvi != none)
    			return;

    		//Check if init can be performed at this time
    		if ((player != none) && (player.interactionmaster != none)) {
    			tvi = TribesTVStudioMenuInteraction (player.InteractionMaster.AddInteraction("TribesTribesTVStudiotudio.TribesTVStudioMenuInteraction", player));
    			tvi.SetControllerOwner (self);
    			tvh = TribesTVStudioHudAugmentation (player.InteractionMaster.AddInteraction ("TribesTribesTVStudiotudio.TribesTVStudioHudAugmentation", player));
    			tvh.SetControllerOwner (self);
    		}
    	}

    	//By placing it here it is only available when we actually are in allowed state
    	exec function tvmenu ()
    	{
    		if( tvi.GetStateName() == 'MenuVisible' )
    		{
    			tvi.GotoState('');
    			return;
    		}

    		tvi.GotoState('MenuVisible');
    	}

    	function bool IsSpectating()
    	{
    		return true;
    	}

    	function ProcessMove(float DeltaTime, vector NewAccel, eDoubleClickDir DoubleClickMove, rotator DeltaRot)
    	{
    	}

    	function PlayerMove(float DeltaTime)
    	{
    		local float deltayaw, destyaw;
    		local float deltapitch, destpitch;
    		local Rotator newrot;
    		local Vector newPos;
    		local Vector target;
    		local Vector wantedSpeed,speedDif;
    		local float inHurry;

    		initTribesTVStudio ();
    		FindCameraTarget();

    		if(camTarget!=none)
    			camTargetPos=camTarget.location;

    		if(aForward!=0 && curCamType!=9){
    			if(aForward>0){
    				zoomModifier*=1+deltaTime/2;
    				if(isWatched)
    					SendDistAndZoom(wantedDist,zoomModifier);
    			} else {
    				zoomModifier/=1+deltaTime/2;
    				if(isWatched)
    					SendDistAndZoom(wantedDist,zoomModifier);
    			}
    		}
    		switch( curCamType ){
    		case 0:
    			if(camTarget==none && camSysMode!=9)
    				return;
    			FovAngle = default.FovAngle/zoomModifier;
    			if(bBehindView){
    				CameraDist = wantedDist/40;
    				if(camSysMode<7){	//chase from behind
    					newRot = camTarget.Rotation;
    					destyaw = NewRot.Yaw;
    					deltayaw = (destyaw & 65535) - (rotation.yaw & 65535);
    					if (deltayaw < -32768) deltayaw += 65536;
    					else if (deltayaw > 32768) deltayaw -= 65536;
    					destpitch = NewRot.pitch;
    					deltapitch = destpitch - rotation.pitch;

    					newrot = rotation;
    					newrot.roll=0;
    					// updates camera yaw to smoothly rotate to the pawn facing
    					newrot.yaw += deltayaw * DeltaTime*2;
    					newrot.pitch += deltapitch * DeltaTime*2;
    					if(getcamtargetname()=="The Bomb"){  //the bomb rotates madly so set pitch to zero and lower yaw speed
    						newRot.pitch=0;
    						newRot.yaw*=0.2;
    					}
    					SetRotation(newrot);
    				} else {	//user rotate chase
    					newRot=rotation;
    					newrot.roll=0;
    					UpdateRotation(DeltaTime, 1);
    					if(rotation!=newRot && isWatched)
    						SendPosAndRot(location,rotation);
    				}
    			} else {
    				if(camSysMode==8){	//pov
    					SetRotation(camTarget.rotation);
    				} else {		//free flight
    					newRot=rotation;
    					UpdateRotation(DeltaTime, 1);
    					FovAngle = default.FovAngle;
    					newPos=location;
    					newPos+=aForward*deltaTime*0.15*Vector(rotation);
    					newPos-=aStrafe*deltaTime*0.15*Vector(rotation) Cross Vect(0,0,1);
    					if(isWatched && (newPos!=location || newRot!=rotation))
    						SendPosAndRot(newPos,rotation);
    					SetPosition(newPos);
    				}
    			}
    			break;
    		case 1:
    			if(fixedCams[curcam2].maxRotation<32000){
    				newrot = LimitedCameraTrack(DeltaTime);
    				SetRotation(newrot);
    			} else {
    				newrot = CameraTrack2(DeltaTime);
    				SetRotation(newrot);
    			}
    			break;
    		case 2:
    			target=camTargetPos;
    			if(camTarget!=none)
    				target+=camTarget.Velocity*0.5;
    			if(curCam2==-1 || !WantedCamPos(target, railNodes[curcam2].location, wantedDist, newPos))
    				newPos=location;

    			inHurry=1;
    			lastHurry-=DeltaTime;
    			if(!inViewLastTimer){
    				inHurry=2;
    				lastHurry=2;
    			} else if (lastHurry<1) lastHurry=1;

    			wantedSpeed=(newPos-location)*1.3*inHurry;
    			curCamSpeed*=1-(DeltaTime*(1.3-Normal(curCamSpeed) Dot Normal(wantedSpeed))*lastHurry);
    			speedDif=wantedSpeed-curCamSpeed;
    			curCamSpeed+=Normal(speedDif)*500*inHurry*DeltaTime;

    			newPos=location+curCamSpeed*DeltaTime;
    			SetPosition(newPos);

    			newrot = CameraTrack2(DeltaTime);
    			SetRotation(newrot);
    			break;
    		case 3:
    			splines.Move(deltaTime);
    			break;
    		}
    	}

    	exec function NextWeapon()
    	{
    		wantedDist*=1.1;
    		clientmessage("dist=" $wantedDist);
    		if(isWatched)
    			SendDistAndZoom(wantedDist,zoomModifier);
    	}

    	exec function PrevWeapon()
    	{
    		wantedDist/=1.1;
    		clientmessage("dist=" $wantedDist);
    		if(isWatched)
    			SendDistAndZoom(wantedDist,zoomModifier);
    	}

    	exec function Fire( optional float F )
    	{
    		forcedTarget = tvi.GetNextTarget(GetCamTargetName());
    		FindCameraTarget();
    		if(camTarget!=none)
    			camTargetPos=camTarget.location;
    		Timer();
    	}

    	exec function AltFire( optional float F )
    	{
    		//clientmessage("Showing the menu");
    		tvmenu ();
    	/*      camTarget = FindCameraTarget(camTarget);
    	redoCamera=true;
    		Timer();*/
    	}

    	function BeginState()
    	{

    		local Pawn tempPawn;

    		if ( Pawn != None )
    		{
    			SetPosition(Pawn.Location);
    		}
    		foreach AllActors(class'Pawn',tempPawn){
    			if(tempPawn.PlayerReplicationInfo!=none){
    				camTargetName=tempPawn.PlayerReplicationInfo.PlayerName;
    				break;
    			}
    		}
    		zoomModifier=1;
    		bCollideWorld = true;
    		autozoom = true;
    		inViewLastTimer=false;
    		wantedDist=400;
    		camSysMode = 9;	//default to free flight
    		SetCamMode(camSysMode);
    		SetTimer(0.3, true);
    		splines=new class'TribesTVStudioSplineHandler';
    		splines.controller=self;
    		ServerBeginWatch();

    		SwitchHud ();
    		clientmessage("attract2 mode begin state");
    	}

    	function EndState()
    	{
    		PlayerReplicationInfo.bIsSpectator = false;
    		bCollideWorld = false;
        	curcam2 = -1;
    		FovAngle = default.FovAngle;
    		splines=none;
    		ServerEndWatch();
    	}

    	function Timer()
    	{
    		//local Vector newloc;
    		local int newcam,newType;
    		local bool inView;
    		local float temp;

    		camtime += 0.3;
    		lastServerPosSet-=0.3;

    		//The menu interaction needs to be reminded to update..
    		if (tvi != none)
    			tvi.Timer ();

    		//UpdateCamTarget(0.3);

    		bFrozen = false;

    		/*      // keep watching a target for a few seconds after it dies
    		if (gibwatchtime > 0)
    		{
    		gibwatchtime -= 0.3;
    		if (gibwatchtime <= 0)
    		camTarget = None;

    			if(gibwatchtime<4){     //reset camera quicker if player respawns
    			if(camTarget!=none){
    			camTarget=tempPawn;
    			gibwatchtime=0;
    			redoCamera=true;
    			}
    			}
    			}
    			else if ( camTarget != None && camTarget.Health <= 0)
    			{
    			gibwatchtime = 6;
    			//Log("attract: watching gib");
    			}
    		*/
    		// switch targets //
    		if (camTarget != camTargetOld)
    		{
    			camTargetOld=camTarget;
    			inViewLastTimer=false;
    			if(curCamType==2){
    				if(FindMoveCam(newcam,true))
    					curCam2=newcam;
    				else
    					curCam2=-1;
    			} else if(curCamType==3){
    				splines.FindBestSplineNode(temp,camTargetPos);
    				splines.SplineSelected();
    			} else if(curCamType==0){
    				redoCamera=true;
    			}

    		}

    		if(camTarget==none && role < role_authority)
    			GetObjectPosFromServer(GetCamTargetName ());

    		if(curCamType==1 && curcam2!=-1 && fixedCams[curcam2].maxRotation<32000 && !TestLimitedRotCam(camTargetPos,curcam2))
    			redoCamera=true;

    		inView=TargetLOS(location,true);

    		// switch views //
    		if (redoCamera ||
    			camtime > 1000 ||
    			(curCamType==1 && curcam2!=-1 && VSize(location-camTargetPos)>fixedCams[curcam2].maxDistance) ||
    			(curCamType==2 && curcam2==-1) ||
    			(curCamType!=0 && (curcam2==-1 || curCamType==1) && !inView && (curCamType!=1 || !inViewLastTimer)))
    		{
    			bCollideWorld = true;
    			camtime = 0;
    			redoCamera=false;
    			curCamSpeed=Vect(0,0,0);
    			lastHurry=1;
    			zoomSpeed=0;
    			CameraDist = 0;
    			CameraDeltaRotation.Pitch = 0;

    			// look for a placed camera
    			if (camSysMode<6 && FindBestCam(newcam,newType))
    			{
    				bBehindView = false;
    				SetViewTarget(self);
    				curcam2 = newcam;
    				curCamType=newType;
    				switch(curCamType){
    				case 1:
    					bCollideWorld = false;
    					SetPosition(fixedCams[newcam].Location,true);
    					FovAngle = fixedCams[newcam].ViewAngle;
    					focuspoint = camTargetPos;
    					if(fixedCams[newcam].maxRotation<32000){
    						SetRotation(fixedCams[newcam].rotation);
    					} else {
    						SetRotation(CameraTrack2(0));
    					}
    					break;
    				case 2:
    //					if(VSize(camTargetPos-location)>3000 || !FindMoveCam(tempCam)){
    						SetPosition(railNodes[newcam].Location,true);
    						FovAngle = railNodes[newcam].ViewAngle;
    						focuspoint = camTargetPos;
    						SetRotation(CameraTrack2(0));
    //					}
    					break;
    				case 3:
    					bCollideWorld = false;
    					splines.SplineSelected();
    					break;
    				}
    				inView=TargetLOS(location);
    			}
    			// none placed camera mode
    			else
    			{
    				if(camTarget!=none || camSysMode==9){
    					FovAngle = default.FovAngle;
    					curcam2 = -1;
    					curCamType=0;
    					switch(camSysMode){
    					case 6:		//chase from behind
    						SetRotation(camTarget.rotation);
    						CameraDeltaRotation.Pitch = -3000;
    						if(!bBehindView)
    							SetRotation(camTarget.rotation);
    						//no break
    					case 7:		//user rotate chase
    						SetViewTarget(camTarget);
    						bBehindView = true;
    						CameraDist = 6;
    						break;
    					case 8:		//pov
    						SetViewTarget(camTarget);
    						bBehindView = false;
    						CameraDist = 0;
    						CameraDeltaRotation.Pitch = 0;
    						SetRotation(camTarget.rotation);
    						break;
    					case 9:	//free flight
    						SetViewTarget(self);
    						bBehindView = false;
    						break;
    					default:	//placed camera but cant find camera -> time limited chase
    						SetViewTarget(camTarget);
    						if(!bBehindView){
    							SetRotation(camTarget.rotation);
    							bBehindView = true;
    						}
    						CameraDist = 6;
    						CameraDeltaRotation.Pitch = -3000;
    						camtime = 998;
    					}
    				} else {
    					redoCamera=true;
    				}
    			}
    		}
    		inViewLastTimer=inView;

    		//switch rail node
    		if(curCamType==2){
    			if(FindMoveCam(newcam))
    				curCam2=newcam;
    			else
    				curCam2=-1;
    		} else if(curCamType==3){
    			splines.UpdateGoalNode();
    		}
      }
    }

    function SetTargetAndMode(string target,int mode)
    {
    	forcedTarget=target;
    	if(mode!=camSysMode)
    		SetCamMode(mode);
    }

    function SetPosAndRot(Vector pos,rotator rot)
    {
    	SetPosition(pos);
    	SetRotation(rot);
    }

    function SetDistAndZoom(float dist,float zoom)
    {
    	wantedDist=dist;
    	zoomModifier=zoom;
    }

    function WatcherJoined()
    {
    	SendPosAndRot(location,rotation);
    	SendTargetAndMode(GetCamTargetName(),camSysMode);
    	SendDistAndZoom(wantedDist,zoomModifier);
    }

    function SendTargetAndMode(string target,int mode)
    {
    	TVMutator.UpdateCameraVars(myCamNum,target,mode);
    }

    function SendPosAndRot(Vector pos,Rotator rot)
    {
    	TVMutator.UpdateCameraPosRot(myCamNum,pos,rot);
    }

    function SendDistAndZoom(float dist,float zoom)
    {
    	TVMutator.UpdateCameraDistZoom(myCamNum,dist,zoom);
    }

    function SetCamMode(int mode)
    {
    	zoomModifier=1;
    	curcam2=-1;
    	camSysMode=mode;
    	if(mode<6)
    		FillCameraList2();
    	else
    		wantedDist=300;
    	redoCamera=true;
    	Timer();
    	if(isWatched)
    		SendTargetAndMode(GetCamTargetName(),camSysMode);
    }

    function string GetCamTargetName ()
    {
    	local string ret;

    	if (forcedTarget != "")
    		ret=forcedTarget;
    	else
    		ret=camTargetName;

    	if(ret!=oldTarget){
    		oldTarget=ret;
    		if(isWatched)
    			SendTargetAndMode(ret,camSysMode);
    	}
    	return ret;
    }

    //Called from the server on the client when a viewcontroller wants a
    //new target
    function SetCamTarget(string name)
    {
    	camTargetName = name;
    	FindCameraTarget ();
    	if(camTarget!=none)
    		camTargetPos=camTarget.location;

    	Timer ();

    	/*
    	if(camTargetPriority>prio)
    	return;
    	camTargetPriority=prio;
    	camTargetPriorityDecay=decay;
    	camTargetName=name;
    	FindCameraTarget();
    	Timer(); */
    }

    //Calculates the total priority for the targets and uses the highest
    //runs on the server
    function UpdateCamTarget ()
    {
    	local int i, j;
    	local float highest;
    	local float highestindex;
    	local float curtot;

    	highestindex = -1;
    	for (i = 0; i < camtargets.length; ++i) {
    		curtot = 0;
    		for (j = 0; j < camtargets[i].prios.length; ++j) {
    			curtot += camtargets[i].prios[j].priority;
    		}
    		if (curtot >= highest) {
    			highest = curtot;
    			highestindex = i;
    		}
    	}

    	if (highestindex == -1)
    		return;

    	if (camtargetname != camTargets[highestindex].name) {
    		camTargetName = camTargets[highestindex].name;
    		SetCamTarget (camTargetName);
    	}

    	/*log ("TribesTVStudio: updatecamtarget");
    	for (i = 0; i < camtargets.length; ++i) {
    	curtot = 0;
    	for (j = 0; j < camtargets[i].prios.length; ++j) {
    	curtot += camtargets[i].prios[j].priority;
    	}

    		log ("TribesTVStudio: name: " $ camtargets[i].name $ " prio: " $ curtot);
    }*/
    }

    //Sets priority on a target, called by a viewselector
    function SetTargetPriority (string target, float prio, int id)
    {
    	local int curtarget, curprio, i;

    	//log ("TribesTVStudio: calling settargetpriority " $ target $ " - " $ prio $ " - " $ id);

    	//Find it in the list
    	for (curtarget = 0; curtarget < camtargets.length; ++curtarget) {
    		if (camtargets[curtarget].name == target)
    			break;
    	}

    	//Not found?
    	if (curtarget == camTargets.length) {
    		camTargets.length = camTargets.length + 1;
    		camTargets[curtarget].name = target;
    	}

    	//Check if/where this id has set a priority
    	for (curprio = 0; curprio < camtargets[curtarget].prios.length; ++curprio) {
    		if (id == camtargets[curtarget].prios[curprio].id)
    			break;
    	}

    	//Remove from the list
    	if (prio == 0.0) {

    		//Not found
    		if (curprio == camtargets[curtarget].prios.length)
    			return;

    		//Remove it
    		for (i = curprio + 1; i < camtargets[curtarget].prios.length; ++i) {
    			camtargets[curtarget].prios[i - 1] = camtargets[curtarget].prios[i];
    		}
    		camtargets[curtarget].prios.length = camtargets[curtarget].prios.length - 1;

    		//Last priority? Remove this target from list
    		if (camtargets[curtarget].prios.length == 0) {
    			for (i = curtarget + 1; i < camtargets.length; i++) {
    				camtargets[i-1] = camtargets[i];
    			}
    			camtargets.length = camtargets.length - 1;
    		}
    	}

    	//Add or update the currently set priority
    	else {

    		//Not found
    		if (curprio == camtargets[curtarget].prios.length) {
    			camtargets[curtarget].prios.length = camtargets[curtarget].prios.length + 1;
    		}

    		camtargets[curtarget].prios[curprio].id = id;
    		camtargets[curtarget].prios[curprio].priority = prio;
    	}

    	//Inefficient to call here, make users call it themselves
    	//    UpdateCamTarget ();
    }

    //Use or don't use this automatic view selector
    function ServerSetViewSelector(int vs, bool use)
    {
    	if (!use) {
    		TVMutator.vsList[vs].RemoveController(self);

    		//Recalculate what to view from
    		UpdateCamTarget ();
    	}
    	else {
    		TVMutator.vsList[vs].AddController(self);
    	}
    }

    //Called clientside, updates current active list (which is clientside)
    function SetViewSelector (int vs, bool use)
    {
    	if (!use)
    		vsActive[vs] = 0;
    	else
    		vsActive[vs] = 1;
    	ServerSetViewSelector (vs, use);
    }

    function ServerSetMetaCamera (int cam)
    {
    	if (cam != -1)
    		tvmutator.watchother (mycamnum, cam);
    	else
    		tvmutator.stopwatchother (mycamnum);
    }

    function SetMetaCamera (string mcname)
    {
    	local int i;

    	if (mcname == "")
    		i = -1;
    	else {
    		for (i = 0; i < 64; i++) {
    			if (mcNames[i] == mcname)
    				break;
    		}
    	}

    	if (i < 64) {
    		mcActive = i;
    		ServerSetMetaCamera (i);
    	}
    }

    function LoadSettings()
    {
    	local TribesTVStudioSettings settings;
    	local int a;

    	foreach AllActors(class'TribesTVStudioSettings', settings){
    		for(a=0;a<6;++a){
    			sysNames[a]=settings.camSystemName[a];
    			sysDists[a]=settings.DesiredRailCamDistance[a];
    		}
    		attractCamSys=settings.attract2CamSystem;
    		pathNodeCamSys=settings.pathNode2CamSystem;
    	}
    }

    function FillCameraList2()
    {
    	local PathNode mapPath;
    	local AttractCamera mapAttract;
    	local TribesTVStudioRailNode mapRail;
    	local TribesTVStudioFixedCam mapFixed;
    	local RailNode rail;
    	local FixedCam tempFixed;
    	local Vector loc,loc2;
    	local Vector hitloc, hitnormal;

    	numRail = 0;
    	numFixed = 0;

    	wantedDist=sysDists[camSysMode];

    	if(camSysMode==pathNodeCamSys){
    		foreach AllActors(class'PathNode', mapPath)
    		{
    			loc=mapPath.location;
    			loc2=loc;
    			loc2.z+=250;
    			if(Trace(hitloc, hitnormal, loc, loc2, false)==None){
    				loc.z+=150;
    			} else {
    				loc=hitloc;
    				loc.z-=100;
    			}

    			rail.location=loc;
    			rail.maxDistance=5000;
    			rail.viewAngle=100;
    			rail.minZoomDist=600;
    			rail.maxZoomDist=600;
    			rail.Priority=1;
    			railNodes[numRail++] = rail;
    			if (numRail == 2000) break;
    		}
    	}

    	if(camSysMode==attractCamSys){
    		foreach AllActors(class'AttractCamera', mapAttract)
    		{
    			tempFixed.location=mapAttract.location;
    			tempFixed.maxDistance=5000;
    			tempFixed.viewAngle=mapAttract.viewAngle;
    			tempFixed.minZoomDist=mapAttract.minZoomDist;
    			tempFixed.maxZoomDist=mapAttract.maxZoomDist;
    			tempFixed.maxRotation=32000;
    			tempFixed.Priority=1;
    			fixedCams[numFixed++] = tempFixed;
    			if (numFixed == 2000) break;
    		}
    	}

    	foreach AllActors(class'TribesTVStudioRailNode', mapRail)
    	{
    		if(mapRail.SystemNum==camSysMode){
    			rail.location=mapRail.location;
    			rail.maxDistance=mapRail.MaxDistance;
    			rail.viewAngle=mapRail.viewAngle;
    			rail.minZoomDist=mapRail.minZoomDist;
    			rail.maxZoomDist=mapRail.maxZoomDist;
    			rail.Priority=mapRail.Priority;
    			railNodes[numRail++] = rail;
    			if (numRail == 2000) break;
    		}
    	}
    	foreach AllActors(class'TribesTVStudioFixedCam', mapFixed)
    	{
    		if(mapFixed.SystemNum==camSysMode){
    			tempFixed.location=mapFixed.location;
    			tempFixed.maxDistance=mapFixed.MaxDistance;
    			tempFixed.viewAngle=mapFixed.viewAngle;
    			tempFixed.minZoomDist=mapFixed.minZoomDist;
    			tempFixed.maxZoomDist=mapFixed.maxZoomDist;
    			tempFixed.rotation=mapFixed.rotation;
    			tempFixed.maxRotation=mapFixed.maxRotation;
    			tempFixed.Priority=mapFixed.Priority;
    			fixedCams[numFixed++] = tempFixed;
    			if (numFixed == 2000) break;
    		}
    	}
    	splines.FillSplineList(camSysMode);
    }

    function bool FindBestCam(out int newcam,out int newType)
    {
    	local int c, bestc,bestType;
    	local float dist, bestdist;
    	local Vector targetPos;

    	bestc = -1;
    	bestType=0;

    	if(camTarget!=none){
    		targetPos=camTarget.location;
    		targetPos.z+=30;//camTarget.eyeheight;
    	} else {
    		targetPos=camTargetPos;
    		targetPos.z+=30;
    	}

    	if(splines.FindBestSplineNode(bestdist,targetPos)){
    		bestc=1;
    		bestType=3;
    	}

    	for (c = 0; c < numRail; c++){
    		dist = VSize(targetPos - railNodes[c].location);

    		if ((bestc == -1 || dist/railNodes[c].Priority < bestdist) && dist < railNodes[c].maxDistance && TargetLOS(railNodes[c].location)){
    			bestc = c;
    			bestdist = dist/railNodes[c].Priority;
    			bestType=2;
    		}
    	}
    	for (c = 0; c < numFixed; c++){
    		dist = VSize(targetPos - fixedCams[c].location);

    		if ((bestc == -1 || dist/fixedCams[c].priority < bestdist) && dist < fixedCams[c].maxDistance && TargetLOS(fixedCams[c].location)){
    			if(fixedCams[c].maxRotation<32000 && !TestLimitedRotCam(targetPos,c))
    				continue;
    			bestc = c;
    			bestdist = dist/fixedCams[c].priority;
    			bestType=1;
    		}
    	}

    	if (bestc == -1) return false;

    	newcam = bestc;
    	newType=bestType;
    	return true;
    }

    function bool TestLimitedRotCam(vector targetPos,int c)
    {
    	local Rotator targRot;
    	local int dif;
    	targRot=rotator(targetPos - fixedCams[c].location);

    	dif=abs(targRot.yaw-fixedCams[c].rotation.yaw);
    	dif=dif%0xffff;
    	if(dif>0x7fff)
    		dif-=0xffff;
    	if(abs(dif)>fixedCams[c].maxRotation+fixedCams[c].viewAngle*0x7fff/180/2.2)
    		return false;
    	dif=abs(targRot.pitch-fixedCams[c].rotation.pitch);
    	dif=dif%0xffff;
    	if(dif>0x7fff)
    		dif-=0xffff;
    	if(abs(dif)>fixedCams[c].maxRotation+fixedCams[c].viewAngle*0x7fff/180/3.5)
    		return false;

    	return true;
    }

    function bool FindMoveCam(out int newcam,optional bool restrictiveSearch)
    {
    	local int c, bestc;
    	local float dist, modDist,bestdist, dist2;
    	local Vector hitloc, hitnormal;
    	local Vector targetDir;
    	local Vector targetPos;

    	bestc = -1;

    	if(camTarget!=none){
    		targetPos=camTarget.location;
    		targetPos.z+=30;//camTarget.eyeheight;
    	} else {
    		targetPos=camTargetPos;
    		targetPos.z+=30;
    	}
    	targetDir=targetPos-location;

    	if(restrictiveSearch && (!TargetLos(location) || VSize(location - targetPos)>3000))
    		return false;

    	for (c = 0; c < numRail; c++){
    		dist2= VSize(location - railNodes[c].location);	//keep the camera more stable
    		dist = VSize(targetPos - railNodes[c].location)+dist2*0.2;
    		modDist=dist/railNodes[c].Priority;
    		if((targetDir Dot (railNodes[c].location-location))<=0)
    			modDist*=1000;

    		if ((bestc == -1 || modDist < bestdist)
    			&& dist < railNodes[c].maxDistance
    			&& TargetLOS(railNodes[c].location)
    			&& (Trace(hitloc, hitnormal, location, railNodes[c].location, false) == None)){
    			bestc = c;
    			bestdist = modDist;
    		}
    	}
    	if (bestc == -1) return false;

    	newcam = bestc;
    	return true;
    }

    function bool TargetLOS(Vector pos, optional bool testFuture)
    {
    	local vector v1, v2;
    	local Vector hitloc, hitnormal;

    	v1=pos;
    	if(camTarget!=none){
    		v2 = camTarget.location;
    		v2.z += 30;//camTarget.eyeheight;
    	}else{
    		v2 = camTargetPos;
    		v2.z += 30;
    	}

    	v2 += Normal(v1 - v2) * 80;
    	if (Trace(hitloc, hitnormal, v1, v2, false) == None)
    		return true;

    	if(testFuture && camTarget!=none){
    		v2 = camTarget.location+camTarget.velocity*0.5;
    		v2.z += 30;//camTarget.eyeheight;
    		v2 += Normal(v1 - v2) * 80;
    		if (Trace(hitloc, hitnormal, v1, v2, false) == None)
    			return true;
    	}
    	return false;
    }

    function Rotator CameraTrack2(float DeltaTime)
    {
    	local float dist;
    	local Vector lead;
    	local float minzoomdist, maxzoomdist, viewangle, viewwidth,wantedFov;
    	local Vector targetPos;

    	// update focuspoint
    	if(camTarget!=none){
    		targetPos=camTarget.location + Vect(0,0,2) * camTarget.CollisionHeight;
    		lead = targetPos + camTarget.Velocity*0.5;
    	} else {
    		targetPos=camTargetPos;
    		lead = targetPos; // + target.Velocity*0.5;
    	}

    	dist = VSize(lead - focuspoint);
    	if (dist > 20)
    	{
    		focuspoint += Normal(lead - focuspoint) * dist * DeltaTime * 2.0;
    	}

    	// adjust zoom within bounds set by active camera (max 150)
    	if (autozoom)
    	{
    		dist = VSize(Location - targetPos);
    		if (curcam2 >= 0)
    		{
    			switch(curCamType){
    			case 1:
    				minzoomdist = fixedCams[curcam2].minzoomdist;
    				maxzoomdist = fixedCams[curcam2].maxzoomdist;
    				viewangle = fixedCams[curcam2].ViewAngle;
    				break;
    			case 2:
    				minzoomdist = railNodes[curcam2].minzoomdist;
    				maxzoomdist = railNodes[curcam2].maxzoomdist;
    				viewangle = railNodes[curcam2].ViewAngle;
    				break;
    			case 3:
    				splines.SetFovValues(minzoomdist,maxzoomdist,viewAngle);
    				break;
    			}
    		}
    		else
    		{
    			minzoomdist = 600;
    			maxzoomdist = 1200;
    			viewangle = default.FovAngle;
    		}
    		viewAngle/=zoomModifier;
    		if(viewAngle>150)
    			viewAngle=150;

    		if (dist < minzoomdist || !inViewLastTimer)
    		{
    			wantedFov = viewangle;
    		}
    		else
    		{
    			if (dist > maxzoomdist)
    				dist=maxzoomdist;
    			viewwidth = minzoomdist*Tan(viewangle*PI/180 / 2);
    			wantedFov = Atan(viewwidth, dist) * 180/PI * 2;
    		}
    		if(wantedFov<fovAngle){
    			if(zoomSpeed<0)
    				zoomSpeed=0;
    			zoomSpeed+=DeltaTime;
    			if(zoomSpeed > (fovAngle/wantedFov-1)/(DeltaTime*0.5))
    				zoomSpeed=(fovAngle/wantedFov-1)/(DeltaTime*0.5);

    			fovAngle/=1+DeltaTime*zoomSpeed*0.5;

    		} else {
    			if(zoomSpeed>0)
    				zoomSpeed=0;
    			zoomSpeed-=DeltaTime;
    			if(zoomSpeed < -(wantedFov/fovAngle-1)/(DeltaTime*0.5))
    				zoomSpeed=-(wantedFov/fovAngle-1)/(DeltaTime*0.5);

    			fovAngle*=1-DeltaTime*zoomSpeed*0.5;
    		}
    		DesiredFOV=fovAngle;
    	}
    	return Rotator(focuspoint - location);
    }

    //Tracking function with a limited max rotation
    //Doesnt do any zooming
    function Rotator LimitedCameraTrack(float DeltaTime)
    {
    	local float dist;
    	local Vector lead;
    	local Rotator tempRot;
    	local int dif;
    	local Vector targetPos;

    	if(camTarget!=none){
    		targetPos=camTarget.location + Vect(0,0,2) * camTarget.CollisionHeight;
    	} else {
    		targetPos=camTargetPos;
    	}

    	if(fixedCams[curcam2].maxRotation==0)
    		return fixedCams[curcam2].Rotation;

    	// update focuspoint
    	lead = targetPos ; // + target.Velocity*0.5;
    	dist = VSize(lead - focuspoint);
    	if (dist > 20)
    	{
    		focuspoint += Normal(lead - focuspoint) * dist * DeltaTime * 2.0;
    	}

    	tempRot=Rotator(focuspoint - location);

    	dif=fixedCams[curcam2].rotation.yaw-tempRot.yaw;
    	if(dif>0x7fff)
    		dif-=0xffff;
    	if(dif<-0x7fff)
    		dif+=0xffff;

    	if(dif>fixedCams[curcam2].maxRotation)
    		tempRot.yaw+=dif-fixedCams[curcam2].maxRotation;
    	else if(dif<-fixedCams[curcam2].maxRotation)
    		tempRot.yaw+=dif+fixedCams[curcam2].maxRotation;

    	dif=fixedCams[curcam2].rotation.pitch-tempRot.pitch;
    	if(dif>0x7fff)
    		dif-=0xffff;
    	if(dif<-0x7fff)
    		dif+=0xffff;

    	if(dif>fixedCams[curcam2].maxRotation)
    		tempRot.pitch+=dif-fixedCams[curcam2].maxRotation;
    	else if(dif<-fixedCams[curcam2].maxRotation)
    		tempRot.pitch+=dif+fixedCams[curcam2].maxRotation;

    	return tempRot;
    }

    function bool WantedCamPos(Vector target, Vector railNode, float size, out Vector pos)
    {
    	local Vector targVec,railVec;
    	local float cDist,closeDistSqr,t;

    	if(!inViewLastTimer){
    		pos=railNode;
    		return true;
    	}
    	targVec=target-location;
    	railVec=Normal(railNode-location);

    	cDist=railVec Dot targVec;

    	if(cDist<0)
    		return false;

    	closeDistSqr=targVec Dot targVec-cDist*cDist;

    	if(closeDistSqr>size*size){
    		t=cDist;
    	} else {
    		t=cDist-Sqrt(size*size-closeDistSqr);
    	}

    	pos=location+railVec*t;
    	return true;
    }

    function GetObjectPosFromServer(string name)
    {
    	local Controller C;
    	local xRedFlag rflag;
    	local xBlueFlag bflag;
    	local xBombFlag bomb;

    	if(name=="Red Flag"){
    		foreach AllActors(class'xRedFlag',rflag)
    		{
    			SetClientObjectPos(rflag.Location);
    			SetLocation(rflag.Location);
    			return;
    		}
    	}
    	if(name=="Blue Flag"){
    		foreach AllActors(class'xBlueFlag',bflag)
    		{
    			SetClientObjectPos(bflag.Location);
    			SetLocation(bflag.Location);
    			return;
    		}
    	}
    	if(camTargetName=="The Bomb"){
    		foreach AllActors(class'xBombFlag',bomb)
    		{
    			SetClientObjectPos(bomb.Location);
    			SetLocation(bomb.Location);
    			return;
    		}
    	}
    	for ( C=Level.ControllerList; C!=None; C=C.NextController )
    	{
    		if ( (C.Pawn != None) && C.Pawn.PlayerReplicationInfo.PlayerName==name)
    		{
    			SetClientObjectPos(C.Pawn.Location);
    			SetLocation(C.Pawn.Location);
    			break;
    		}
    	}
    }

    function SetPosition(vector pos,optional bool importantChange)
    {
    	SetLocation(pos);
    	if(role<role_authority && (lastServerPosSet<0 || importantChange)){
    		SetLocationServer(pos);
    		lastServerPosSet=1;
    	}
    }

    function SetClientObjectPos(Vector pos)
    {
    	camTargetPos=pos;
    }

    //If local game it can use a faster version
    function FindCameraTarget()
    {
    	if (role < role_authority)
    		FindCameraTargetClient();
    	else
    		FindCameraTargetServer();
    }

    //This one is used in a network game
    function FindCameraTargetClient()
    {
    	local Pawn tempPawn;
    	local xRedFlag rflag;
    	local xBlueFlag bflag;
    	local xBombFlag bomb;
    	local string targetName;

    	targetname = getcamtargetname ();

    	camTarget=none;

    	if(TargetName=="Red Flag"){
    		foreach AllActors(class'xRedFlag',rflag)
    		{
    			camTarget=rflag;
    			return;
    		}
    	}
    	if(TargetName=="Blue Flag"){
    		foreach AllActors(class'xBlueFlag',bflag)
    		{
    			camTarget=bflag;
    			return;
    		}
    	}
    	if(TargetName=="The Bomb"){
    		foreach AllActors(class'xBombFlag',bomb)
    		{
    			camTarget=bomb;
    			return;
    		}
    	}
    	foreach AllActors(class'Pawn',tempPawn){
    		if(tempPawn.PlayerReplicationInfo!=none && tempPawn.PlayerReplicationInfo.PlayerName==TargetName){
    			camTarget=tempPawn;
    			break;
    		}
    	}
    }

    //This is only used in a local game
    function FindCameraTargetServer()
    {
    	local Controller C;
    	local xRedFlag rflag;
    	local xBlueFlag bflag;
    	local xBombFlag bomb;
    	local string targetName;

    	targetname = getcamtargetname ();

    	camTarget=none;

    	if(TargetName=="Red Flag"){
    		foreach AllActors(class'xRedFlag',rflag)
    		{
    			camTarget=rflag;
    			return;
    		}
    	}
    	if(TargetName=="Blue Flag"){
    		foreach AllActors(class'xBlueFlag',bflag)
    		{
    			camTarget=bflag;
    			return;
    		}
    	}
    	if(TargetName=="The Bomb"){
    		foreach AllActors(class'xBombFlag',bomb)
    		{
    			camTarget=bomb;
    			return;
    		}
    	}
    	for ( C=Level.ControllerList; C!=None; C=C.NextController )
    	{
    		if ( (C.Pawn != None) && C.Pawn.PlayerReplicationInfo.PlayerName==TargetName)
    		{
    			camTarget=c.pawn;
    			break;
    		}
    	}
    }

    function SetLocationServer(Vector pos)
    {
    	SetLocation(pos);
    	if (pawn != none)					//fix: borde inte detta gå alltid?
    		pawn.SetLocation (pos);
    }

    function ServerBeginWatch()
    {
    	if( Role==ROLE_Authority){
    		TVMutator.AddActiveCam(self);
    	}
    }

    function ServerEndWatch()
    {
    	if( Role==ROLE_Authority){
    		TVMutator.DeleteActiveCam(self);
    	}
    }

    DefaultProperties
    {
    	curcam2=-1
      camSysMode=0
      sysNames[4]="Attract cameras"
      sysNames[5]="PathNodes"
      sysDists[0]=400
      sysDists[1]=400
      sysDists[2]=400
      sysDists[3]=400
      sysDists[4]=400
      sysDists[5]=400
      attractCamSys=4
      pathNodeCamSys=5
    }

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Class file time: ne 5.9.2004 15:53:56.000 - Creation time: st 23.5.2018 00:10:49.038 - Created with UnCodeX