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# Engine.KVehicle

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    // Generic 'Karma Vehicle' base class that can be controlled by a Pawn.

    class KVehicle extends Pawn
        native
        abstract;

    //cpptext
    //{
    //#ifdef WITH_KARMA
    //	virtual void PostNetReceive();
    //    virtual void PostEditChange();
    //	virtual void setPhysics(BYTE NewPhysics, AActor *NewFloor, FVector NewFloorV);
    //	virtual void TickSimulated( FLOAT DeltaSeconds );
    //	virtual void TickAuthoritative( FLOAT DeltaSeconds );
    //#endif
    //
    //}
    //
    //// generic controls (set by controller, used by concrete derived classes)
    //var (KVehicle) float    Steering; // between -1 and 1
    //var (KVehicle) float    Throttle; // between -1 and 1
    //
    //var			   Pawn     Driver;
    //
    //var (KVehicle) array<vector>	ExitPositions;		// Positions (rel to vehicle) to try putting the player when exiting.
    //
    //var (KVehicle) vector	DrivePos;		// Position (rel to vehicle) to put player while driving.
    //var (KVehicle) rotator	DriveRot;		// Rotation (rel to vehicle) to put driver while driving.
    //
    //// Effect spawned when vehicle is destroyed
    //var (KVehicle) class<Actor>	DestroyEffectClass;
    //
    //// Simple 'driving-in-rings' logic.
    //var (KVehicle) bool		bAutoDrive;
    //
    //var			   bool     bGetOut;
    //
    //// The factory that created this vehicle.
    //var			   KVehicleFactory	ParentFactory;
    //
    //// Weapon system
    //var				bool	bVehicleIsFiring, bVehicleIsAltFiring;
    //
    //const					FilterFrames = 5;
    //var				vector	CameraHistory[FilterFrames];
    //var				int		NextHistorySlot;
    //var				bool	bHistoryWarmup;
    //
    //// Useful function for plotting data to real-time graph on screen.
    //native final function GraphData(string DataName, float DataValue);
    //
    //replication
    //{
    //	reliable if(Role==ROLE_Authority)
    //		ClientKDriverEnter, ClientKDriverLeave;
    //
    //	reliable if(Role < ROLE_Authority)
    //		VehicleFire, VehicleCeaseFire;
    //}
    //
    //// Really simple at the moment!
    //#if IG_SHARED    //tcohen: hooked, used by effects system and reactive world objects
    //function PostTakeDamage(float Damage, Pawn instigatedBy, Vector hitlocation,
    //						Vector momentum, class<DamageType> damageType)
    //#else
    //function TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation,
    //						Vector momentum, class<DamageType> damageType)
    //#endif
    //{
    //	local PlayerController pc;
    //
    //	Health -= Damage;
    //
    //	//Log("Ouch! "$Health);
    //
    //	// The vehicle is dead!
    //	if(Health <= 0)
    //	{
    //		if ( Controller != None )
    //		{
    //			pc = PlayerController(Controller);
    //
    //			if( Controller.bIsPlayer && pc != None )
    //			{
    //				ClientKDriverLeave(pc); // Just to reset HUD etc.
    //
    //				// THIS WAS HOW IT WAS IN UT2003, DONT KNOW ABOUT WARFARE...
    //				// pc.PawnDied(self); // This should unpossess the controller and let the player respawn
    //			}
    //			else
    //#if IG_TRIBES3
    //				Controller.PawnDied(self);
    //#else
    //				Controller.Destroy();
    //#endif
    //		}
    //
    //		Destroy(); // Destroy the vehicle itself (see Destroyed below)
    //	}
    //
    //    //KAddImpulse(momentum, hitlocation);
    //}
    //
    //// Vehicles dont get telefragged.
    //event EncroachedBy( actor Other )
    //{
    //	Log("KVehicle("$self$") Encroached By: "$Other$".");
    //}
    //
    //// You got some new info from the server (ie. VehicleState has some new info).
    //event VehicleStateReceived();
    //
    //// Called when a parameter of the overall articulated actor has changed (like PostEditChange)
    //// The script must then call KUpdateConstraintParams or Actor Karma mutators as appropriate.
    //simulated event KVehicleUpdateParams();
    //
    //// Do some server-side vehicle firing stuff
    //function VehicleFire(bool bWasAltFire)
    //{
    //	if(bWasAltFire)
    //		bVehicleIsAltFiring = true;
    //	else
    //		bVehicleIsFiring = true;
    //}
    //
    //function VehicleCeaseFire(bool bWasAltFire)
    //{
    //	if(bWasAltFire)
    //		bVehicleIsAltFiring = false;
    //	else
    //		bVehicleIsFiring = false;
    //}
    //
    //
    //// The pawn Driver has tried to take control of this vehicle
    //function TryToDrive(Pawn p)
    //{
    //	local Controller C;
    //	C = p.Controller;
    //
    //    if ( (Driver == None) && (C != None) && C.bIsPlayer && !C.IsInState('PlayerDriving') && p.IsHumanControlled() )
    //	{
    //		KDriverEnter(p);
    //    }
    //}
    //
    //// Events called on driver entering/leaving vehicle
    //
    //simulated function ClientKDriverEnter(PlayerController pc)
    //{
    //	//log("Enter: "$pc.Pawn);
    //
    //	//pc.myHUD.bCrosshairShow = false;
    //	//pc.myHUD.bShowWeaponInfo = false;
    //	//pc.myHUD.bShowPersonalInfo = false;
    //	//pc.myHUD.bShowPoints = false;
    //
    //	pc.bBehindView = true;
    //	pc.bFixedCamera = false;
    //	pc.bFreeCamera = true;
    //
    //    pc.SetRotation(rotator( vect(-1, 0, 0) >> Rotation ));
    //}
    //
    //function KDriverEnter(Pawn p)
    //{
    //	local PlayerController pc;
    //
    //    //log("KVehicle KDriverEnter");
    //
    //	// Set pawns current controller to control the vehicle pawn instead
    //	Driver = p;
    //
    //	// Move the driver into position, and attach to car.
    //	Driver.SetCollision(false, false, false);
    //	Driver.bCollideWorld = false;
    //	Driver.bPhysicsAnimUpdate = false;
    //	Driver.Velocity = vect(0,0,0);
    //	Driver.SetPhysics(PHYS_None);
    //	Driver.SetBase(self);
    //
    //	pc = PlayerController(p.Controller);
    //	//pc.ClientSetBehindView(true);
    //	//pc.ClientSetFixedCamera(false);
    //
    //	// Disconnect PlyaerController from Driver and connect to KVehicle.
    //	pc.Unpossess();
    //	Driver.SetOwner(pc); // This keeps the driver relevant.
    //	pc.Possess(self);
    //
    //	pc.ClientSetViewTarget(self); // Set playercontroller to view the vehicle
    //
    //	// Change controller state to driver
    //    pc.GotoState('PlayerDriving');
    //
    //	ClientKDriverEnter(pc);
    //}
    //
    //simulated function ClientKDriverLeave(PlayerController pc)
    //{
    //	//local vector exitLookDir;
    //
    //	//log("Leave: "$pc.Pawn);
    //
    //	pc.bBehindView = false;
    //	pc.bFixedCamera = true;
    //	pc.bFreeCamera = false;
    //	// This removes any 'roll' from the look direction.
    //	//exitLookDir = Vector(pc.Rotation);
    //	//pc.SetRotation(Rotator(exitLookDir));
    //
    //    //pc.myHUD.bCrosshairShow = pc.myHUD.default.bCrosshairShow;
    //	//pc.myHUD.bShowWeaponInfo = pc.myHUD.default.bShowWeaponInfo;
    //	//pc.myHUD.bShowPersonalInfo = pc.myHUD.default.bShowPersonalInfo;
    //	//pc.myHUD.bShowPoints = pc.myHUD.default.bShowPoints;
    //
    //	// Reset the view-smoothing
    //	NextHistorySlot = 0;
    //	bHistoryWarmup = true;
    //}
    //
    //// Called from the PlayerController when player wants to get out.
    //function bool KDriverLeave(bool bForceLeave)
    //{
    //	local PlayerController pc;
    //	local int i;
    //	local bool havePlaced;
    //	local vector HitLocation, HitNormal, tryPlace;
    //
    //    //log("KVehicle KDriverLeave");
    //
    //	// Do nothing if we're not being driven
    //	if(Driver == None)
    //		return false;
    //
    //	// Before we can exit, we need to find a place to put the driver.
    //	// Iterate over array of possible exit locations.
    //
    //	Driver.bCollideWorld = true;
    //	Driver.SetCollision(true, true, true);
    //
    //	havePlaced = false;
    //	for(i=0; i < ExitPositions.Length && havePlaced == false; i++)
    //	{
    //		//Log("Trying Exit:"$i);
    //
    //		tryPlace = Location + (ExitPositions[i] >> Rotation);
    //
    //		// First, do a line check (stops us passing through things on exit).
    //		if( Trace(HitLocation, HitNormal, tryPlace, Location, false) != None )
    //			continue;
    //
    //		// Then see if we can place the player there.
    //		if( !Driver.SetLocation(tryPlace) )
    //			continue;
    //
    //		havePlaced = true;
    //
    //		//Log("SUCCESS!");
    //	}
    //
    //	// If we could not find a place to put the driver, leave driver inside as before.
    //	if(!havePlaced && !bForceLeave)
    //	{
    //		Log("Could not place driver.");
    //
    //		Driver.bCollideWorld = false;
    //		Driver.SetCollision(false, false, false);
    //
    //		return false;
    //	}
    //
    //	pc = PlayerController(Controller);
    //
    //	//Log("Pre ClientKDriverLeave");
    //	ClientKDriverLeave(pc);
    //	//Log("Post ClientKDriverLeave");
    //
    //	// Reconnect PlayerController to Driver.
    //	pc.Unpossess();
    //	pc.Possess(Driver);
    //
    //	pc.ClientSetViewTarget(Driver); // Set playercontroller to view the persone that got out
    //
    //	Controller = None;
    //
    //	Driver.PlayWaiting();
    //	Driver.bPhysicsAnimUpdate = Driver.Default.bPhysicsAnimUpdate;
    //
    //	// Do stuff on client
    //	//pc.ClientSetBehindView(false);
    //	//pc.ClientSetFixedCamera(true);
    //
    //    Driver.Acceleration = vect(0, 0, 24000);
    //	Driver.SetPhysics(PHYS_Falling);
    //	Driver.SetBase(None);
    //
    //	// Car now has no driver
    //	Driver = None;
    //
    //	// Put brakes on before you get out :)
    //    Throttle=0;
    //    Steering=0;
    //
    //	// Stop firing when you get out!
    //	bVehicleIsFiring = false;
    //	bVehicleIsAltFiring = false;
    //
    //    return true;
    //}
    //
    //// Special calc-view for vehicles
    //simulated function bool SpecialCalcView(out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )
    //{
    //	local vector CamLookAt, HitLocation, HitNormal;
    //	local PlayerController pc;
    //	local int i, averageOver;
    //
    //	pc = PlayerController(Controller);
    //
    //	// Only do this mode we have a playercontroller viewing this vehicle
    //	if(pc == None || pc.ViewTarget != self)
    //		return false;
    //
    //	ViewActor = self;
    //	CamLookAt = Location + (vect(-100, 0, 100) >> Rotation);
    //
    //	//////////////////////////////////////////////////////
    //	// Smooth lookat position over a few frames.
    //	CameraHistory[NextHistorySlot] = CamLookAt;
    //	NextHistorySlot++;
    //
    //	if(bHistoryWarmup)
    //		averageOver = NextHistorySlot;
    //	else
    //		averageOver = FilterFrames;
    //
    //	CamLookAt = vect(0, 0, 0);
    //	for(i=0; i<averageOver; i++)
    //		CamLookAt += CameraHistory[i];
    //
    //	CamLookAt /= float(averageOver);
    //
    //	if(NextHistorySlot == FilterFrames)
    //	{
    //		NextHistorySlot = 0;
    //		bHistoryWarmup=false;
    //	}
    //	//////////////////////////////////////////////////////
    //
    //	CameraLocation = CamLookAt + (vect(-600, 0, 0) >> CameraRotation);
    //
    //	if( Trace( HitLocation, HitNormal, CameraLocation, CamLookAt, false, vect(10, 10, 10) ) != None )
    //	{
    //		CameraLocation = HitLocation;
    //	}
    //
    //	return true;
    //}
    //
    //simulated function Destroyed()
    //{
    //	//Log("KVehicle Destroyed");
    //
    //	// If there was a driver in the vehicle, destroy him too
    //	if(Driver != None)
    //		Driver.Destroy();
    //
    //	// Decrease number of cars active out of parent factory
    //	if(ParentFactory != None)
    //		ParentFactory.VehicleCount--;
    //
    //	// Trigger any effects for destruction
    //	if(DestroyEffectClass != None)
    //		spawn(DestroyEffectClass, , , Location, Rotation);
    //
    //	Super.Destroyed();
    //}
    //
    //// Just to intercept 'getting out' request.
    //simulated event Tick(float deltaSeconds)
    //{
    //	local bool gotOut;
    //	if(bGetOut && ROLE==Role_Authority)
    //	{
    //		gotOut = KDriverLeave(false);
    //		if(!gotOut )
    //		{
    //			Log("Couldn't Leave - staying in!");
    //		}
    //	}
    //	bGetOut = false;
    //}
    //
    //// Includes properties from KActor
    //defaultproperties
    //{
    //    Steering=0
    //    Throttle=0
    //
    //	ExitPositions(0)=(X=0,Y=0,Z=0)
    //
    //	DrivePos=(X=0,Y=0,Z=0)
    //	DriveRot=()
    //
    //	bHistoryWarmup = true;
    //
    //
    //    Physics=PHYS_Karma
    //	bEdShouldSnap=True
    //	bStatic=False
    //	bShadowCast=False
    //	bCollideActors=True
    //	bCollideWorld=False
    //    bProjTarget=True
    //	bBlockActors=True
    //	bBlockNonZeroExtentTraces=True
    //	bBlockZeroExtentTraces=True
    //	bBlockPlayers=True
    //	bWorldGeometry=False
    //	bBlockKarma=True
    //    CollisionHeight=+000001.000000
    //	CollisionRadius=+000001.000000
    //	bAcceptsProjectors=True
    //	bCanBeBaseForPawns=True
    //	bAlwaysRelevant=True
    //	RemoteRole=ROLE_SimulatedProxy
    //	bNetInitialRotation=True
    //	bSpecialCalcView=True
    //	//bSpecialHUD=true
    //}

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Class file time: ne 5.9.2004 16:01:26.000 - Creation time: st 23.5.2018 00:10:44.948 - Created with UnCodeX