Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

# Gameplay.ClientSideCharacter

00001 00002 00003 00004 00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
00299
00300
00301
00302
00303
00304
00305
00306
00307
00308
00309
00310
00311
00312
00313
00314
00315
00316
00317
00318
00319
00320
00321
00322
00323
00324
00325
00326
00327
00328
00329
00330
00331
00332
00333
00334
00335
00336
00337
00338
00339
00340
00341
00342
00343
00344
00345
00346
00347
00348
00349
00350
00351
00352
00353
00354
00355
00356
00357
00358
00359
00360
00361
00362
00363
00364
00365
00366
00367
00368
00369
00370
00371
00372
00373
00374
00375
00376
00377
00378
00379
00380
00381
00382
00383
00384
00385
00386
00387
00388
00389
00390
00391
00392
00393
00394
00395
00396
00397
00398
00399
00400
00401
00402
00403
00404
00405
00406
00407
00408
00409
00410
00411
00412
00413
00414
00415
00416
00417
00418
00419
00420
00421
00422
00423
00424
00425
00426
00427
00428
00429
00430
00431
00432
00433
00434
00435
00436
00437
00438
00439
00440
00441
00442

    class ClientSideCharacter extends Core.RefCount
    	dependsOn(ObjectiveInfo)
    	dependsOn(Deployable)
    	dependsOn(RadarInfo)
    	native;

    import enum EObjectiveStatus from ObjectiveInfo;
    import enum EObjectiveType from ObjectiveInfo;
    import enum EAllyType from ObjectiveInfo;
    import enum EStateType from ObjectiveInfo;
    import enum EInputKey from Interactions;
    import enum EColorType from RadarInfo;

    enum ETeamAlignment
    {
    	TA_Neutral,
    	TA_Friendly,
    	TA_Enemy
    };

    // Mouse pointer position
    var int						MouseX;
    var int						MouseY;

    // user pref values
    var EColorType				UserPrefColorType;

    // Level time
    var float					levelTimeSeconds;

    var bool					bNeedCountDownTimer;
    var bool					bRoundCountingDown;
    var float					countDown;
    var float					respawnTime;

    // character location
    var Vector					charLocation;
    var Rotator					charRotation;

    // movement stats
    var float					Velocity;

    // prompt window text & useable object marker
    var string					promptText;
    var Vector					useableObjectLocation;
    var bool					bUseableObjectSwitch;
    var bool					bCanBeUsed;		// true when the player can actually use the object (ie: in the zone)
    var bool					bEnabledForUse;	// true if the object is enabled for use
    var bool					bUseableObjectPowered;

    // health and energy
    var float					health;
    var float					healthMaximum;
    var float					energy;
    var float					energyMaximum;
    var bool					bShowEnergyBar;

    var float					energyWeaponDepleted;
    var float					healthInjectionAmount;

    var bool					bHotkeysUpdated;

    var float					throwForceMax;
    var float					throwForce;

    var bool					bZoomed;
    var float					zoomMagnificationLevel;

    // equipment
    struct native HUDWeaponInfo
    {
    	var class<Weapon>		type;
    	var int					ammo;
    	var string				hotkey;
    	var bool				bCanFire;
    	var float				refireTime;
    	var float				timeSinceLastFire;
    	var float				Spread;
    };

    // index of the currently equipped weapon
    var int						activeWeaponIdx;
    // WeaponInfo of the current USED weapon: this is set for vehicles & turrets
    var HUDWeaponInfo			activeWeapon;

    var HUDWeaponInfo			fallbackWeapon;
    var HUDWeaponInfo			weapons[3];
    var HUDWeaponInfo			grenades;
    var class<MPCarryable>		carryable;
    var int						numCarryables;
    var class<Deployable>		deployable;
    var class<Equipment>		questItem;
    var class<Pack>				pack;
    var class<HealthKit>		healthKit;
    var int						healthKitQuantity;

    var string					deployableHotkey;
    var string					healthKitHotkey;
    var string					packHotkey;
    var string					carryableHotkey;

    // deployable state data
    var Deployable.eDeployableInfo deployableState;
    var bool bDeployableActive;
    var float deployableUseTime;

    // pack state data
    var enum ePackState
    {
    	PS_Recharging,
    	PS_Active,
    	PS_Ready
    } packState;
    var float					packProgressRatio;

    // team/base data
    struct native SpawnPointData
    {
    	var bool bValid;
    	var String SpawnPointName;
    	var Vector SpawnPointLocation;

    };
    const MAX_SPAWN_AREAS = 20;
    var SpawnPointData	spawnAreas[MAX_SPAWN_AREAS];	// length is max respawn bases + max respawn vehicles
    var bool			bShowRespawnMap;				// set when the respawn screen should show a map (after timeout)
    var bool			bInstantRespawnMode;			// whether the respawn screen should show in instant respawn mode

    // game data
    var class<GameInfo>			gameClass;
    var bool					bAwaitingTournamentStart;
    var int						ownTeamScore;
    var int						otherTeamScore;
    var string					ownTeam;
    var string					otherTeam;
    var Material				ownTeamIcon;
    var Material				otherTeamIcon;
    var Color					ownTeamColor;
    var Color					ownTeamHighlightColor;
    var Color					otherTeamColor;
    var Color					otherTeamHighlightColor;
    var bool					bNoMoreCarryables;

    var Color					relativeFriendlyTeamColor;
    var Color					relativeFriendlyHighlightColor;
    var Color					relativeEnemyTeamColor;
    var Color					relativeEnemyHighlightColor;

    var Color					neutralColor;
    var Color					neutralHighlightColor;

    // whether the player hit an object last tick
    var bool					bHitObject;
    var float					lastHitObjectTime;

    // whether the player was hit by an enemy, and from what direction
    enum EDirectionType
    {
    	DAMAGE_Front,
    	DAMAGE_Rear,
    	DAMAGE_Left,
    	DAMAGE_Right,
    	DAMAGE_Top,
    	DAMAGE_Bottom,
    	MAX_DAMAGE_DIRECTIONS
    };
    var int	DamageAmounts[7];

    // Target data
    var class					targetType;
    var	String					targetLabel;
    var float					targetHealth;
    var float					targetHealthMax;
    var float					targetShield;
    var float					targetShieldMax;
    var float					targetDistance;
    var float					targetFunctionalHealthThreshold;
    var ETeamAlignment			targetTeamAlignment;
    var class<TeamInfo>			targetTeam;
    var bool					targetCanBeDamaged;

    // Vehicle specific information
    struct native HUDPositionData
    {
    	var int posX;
    	var int posY;
    	var bool bOccupiedByPlayer;
    	var bool bOccupied;
    	var bool bNotLabelled;
    	var String SwitchHotKey;
    };
    var Array<HUDPositionData>	vehiclePositionData;
    var Material				vehicleManifestSchematic;
    var float					vehicleHealth;
    var float					vehicleHealthMaximum;

    // Turret health
    var float					turretHealth;
    var float					turretHealthMaximum;

    // player UI flags
    var bool					bCanExitRespawnHUD;		// whether the player should be able to exit the respawn HUD
    var String					ExitRespawnKeyText;
    var int						ExitRespawnKeyBinding;
    var String					ShowCommandMapKeyText;

    // Game and round data
    var int						livesLeft;
    var bool					bWaitingForRoundEnd;
    var int						matchScoreLimit;
    var String					watchedPlayerName;
    var int						ping;

    // Player Score data
    var int						OffenseScore;
    var int						DefenseScore;
    var int						StyleScore;

    // Level description
    var String					levelDescription;

    ////////////////////////////////////////////////////////////
    // Radar/Sensor data
    var Vector		mapOrigin;
    var float		mapExtent;
    var Material	radarUnderlayMaterial;
    var float		zoomFactor;
    var bool		bSensorGridFunctional;

    // Points of interest
    struct native POIInfo
    {
    	var class<RadarInfo>	RadarInfoClass;
    	var Vector				Location;
    	var String				LabelText;
    };
    var Array<POIInfo>			POIData;

    // Detected allies data
    var Array<class>			detectedAlliesClass;
    var Array<float>			detectedAlliesXPosition;
    var Array<float>			detectedAlliesYPosition;
    var Array<int>				detectedAlliesHeight;
    var Array<byte>				detectedAlliesState;

    // Detected enemies data
    var Array<class<TeamInfo> >	detectedEnemiesTeam;
    var Array<class>			detectedEnemiesClass;
    var Array<float>			detectedEnemiesXPosition;
    var Array<float>			detectedEnemiesYPosition;
    var Array<int>				detectedEnemiesHeight;
    var Array<int>				detectedEnemiesScreenX;
    var Array<int>				detectedEnemiesScreenY;
    var Array<byte>				detectedEnemiesState;

    struct native ClientObjectiveInfo
    {
    	var class				radarInfoClass;
    	var string				description;
    	var EObjectiveStatus	status;
    	var EObjectiveType		type;
    	var bool				bFlashing;
    	var byte				state;
    	var bool				isFriendly;
    	var class<TeamInfo>		TeamInfoClass;
    };

    struct native ClientObjectiveActorInfo
    {
    	var byte			objectiveDataIndex;
    	var bool			IsFriendly;
    	var class<TeamInfo>	TeamInfoClass;
    	var float			XPosition;
    	var float			YPosition;
    	var float			Distance;
    	var int				Height;
    	var int				ScreenX;
    	var int				ScreenY;
    	var bool			bFlashing;
    };

    // Objectives
    var Array<ClientObjectiveInfo>		ObjectiveData;
    var Array<ClientObjectiveActorInfo>	ObjectiveActorData;

    // Local sensed data
    struct native MarkerData
    {
    	var class<RadarInfo>	Type;
    	var int					ScreenX;
    	var int					ScreenY;
    	var byte				State;
    	var bool				Friendly;
    	var class<TeamInfo>		Team;
    };
    var Array<MarkerData>	markers;

    ////////////////////////////////////////////////////////////
    // Chat & general messaging data

    var bool	bDisplayChatWindow;

    // Chat window sizes
    var int		CurrentChatWindowSize;
    var int		ChatScrollDelta;

    enum EMessageType
    {
    	MessageType_Global,
    	MessageType_Ally,
    	MessageType_Enemy,
    	MessageType_Subtitle,
    	MessageType_System,
    	MessageType_StatHigh,
    	MessageType_StatMedium,
    	MessageType_StatLow,
    	MessageType_StatPenalty,
    	MAX_MESSAGE_TYPES
    };

    struct native HUDMessage
    {
    	var String Text;
    	var EMessageType Type;
    };

    // messages
    var Array<HUDMessage>	Messages;

    // announcer messages
    var Array<String>		Announcements;

    // personal messages
    var Array<HUDMessage>	PersonalMessages;

    // event messages
    struct native EventMessage
    {
    	var String StringOne;
    	var EMessageType StringOneType;
    	var String StringTwo;
    	var EMessageType StringTwoType;
    	var Material IconMaterial;
    };
    var Array<EventMessage>		EventMessages;

    var bool bTalk;				// set by the controller when the player wants to talk (global)
    var bool bTeamTalk;			// set by the controller when the player wants to talk (team only)
    var bool bQuickChat;		// set by the controller when the player wants to use quick chat
    var bool aHeadIsTalking;

    var Array<String>	loadoutNames;
    var Array<byte>		loadoutEnabled;
    var bool			bLoadoutSelection;	// set to true when the user is in the loadout selection menu

    event ETeamAlignment GetTeamAlignment(PlayerCharacterController localController, PlayerReplicationInfo PRI)
    {
    	if(TribesReplicationInfo(PRI).team == None)
    		return TA_Neutral;
    	else if(localController.IsFriendly(PRI))
    		return TA_Friendly;
    	else
    		return TA_Enemy;
    }

    event Color GetTeamColor(ETeamAlignment alignment, optional bool bHighlight, optional class<TeamInfo> ObjectTeam)
    {
    	// neutral colours are the same regardless of preference
    	if(alignment == TA_Neutral)
    	{
    		if(bHighlight)
    			return neutralHighlightColor;
    		else
    			return neutralColor;
    	}
    	else if(UserPrefColorType == COLOR_Relative)
    	{
    		if(alignment == TA_Friendly)
    		{
    			if(bHighlight)
    				return relativeFriendlyHighlightColor;
    			else
    				return relativeFriendlyTeamColor;
    		}
    		else if(alignment == TA_Enemy)
    		{
    			if(bHighlight)
    				return relativeEnemyHighlightColor;
    			else
    				return relativeEnemyTeamColor;
    		}
    	}
    	else if(UserPrefColorType == COLOR_Team)
    	{
    		if(ObjectTeam != None)
    		{
    			if(bHighlight)
    				return ObjectTeam.default.TeamHighlightColor;
    			else
    				return ObjectTeam.default.TeamColor;
    		}
    		else if(alignment == TA_Friendly)
    		{
    			if(bHighlight)
    				return ownTeamHighlightColor;
    			else
    				return ownTeamColor;
    		}
    		else if(alignment == TA_Enemy)
    		{
    			if(bHighlight)
    				return otherTeamHighlightColor;
    			else
    				return otherTeamColor;
    		}
    	}
    }

    // have to have this accessor function because UCC chokes
    // if you try to externally access an array bigger than 19
    function SpawnPointData GetSpawnArea(int index)
    {
    	return spawnAreas[index];
    }

    // have to have this accessor function because UCC chokes
    // if you try to externally access an array bigger than 19
    function SetSpawnArea(int index, SpawnPointData data)
    {
    	spawnAreas[index] = data;
    }

    defaultproperties
    {
    	relativeFriendlyTeamColor=(R=20,G=220,B=20,A=255)
    	relativeFriendlyHighlightColor=(R=0,B=0,G=255,A=255)
    	relativeEnemyTeamColor=(R=220,G=20,B=20,A=255)
    	relativeEnemyHighlightColor=(R=255,G=0,B=0,A=255)

    	neutralColor=(R=128,G=128,B=128,A=255)
    	neutralHighlightColor=(R=196,G=196,B=196,A=255)
    }

Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

Class file time: ne 5.9.2004 15:53:08.000 - Creation time: st 23.5.2018 00:10:42.825 - Created with UnCodeX