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//============================================================================= // HackableDevices. //============================================================================= class HackableDevices extends ElectronicDevices abstract; var() bool bHackable; // can this device be hacked? var() float hackStrength; // "toughness" of the hack on this device - 0.0 is easy, 1.0 is hard var() float initialhackStrength; // for multiplayer hack resets, this is the initial value var() name UnTriggerEvent[4]; // event to UnTrigger when hacked var bool bHacking; // a multitool is currently being used var float hackValue; // how much this multitool is currently hacking var float hackTime; // how much time it takes to use a single multitool var int numHacks; // how many times to reduce hack strength var float TicksSinceLastHack; // num 0.1 second ticks done since last hackstrength update(includes partials) var float TicksPerHack; // num 0.1 second ticks needed for a hackstrength update(includes partials) var float LastTickTime; // time last tick occurred. var DeusExPlayer hackPlayer; // the player that is hacking var Multitool curTool; // the multitool that is being used var float TimeSinceReset; // time since the hackstate was last reset. var float TimeToReset; // how long between resets var localized string msgMultitoolSuccess; // message when the device is hacked var localized string msgNotHacked; // message when the device is not hacked var localized string msgHacking; // message when the device is being hacked var localized string msgAlreadyHacked; // message when the device is already hacked // --------------------------------------------------------------------------------------- // Networking Replication // --------------------------------------------------------------------------------------- replication { //server to client variables reliable if (Role == ROLE_Authority) bHackable, hackStrength, hackValue; } function PostBeginPlay() { Super.PostBeginPlay(); // keep this within limits hackStrength = FClamp(hackStrength, 0.0, 1.0); if (!bHackable) hackStrength = 1.0; initialhackStrength = hackStrength; TimeSinceReset = 0.0; } // // HackAction() - called when the device is successfully hacked // function HackAction(Actor Hacker, bool bHacked) { local Actor A; local int i; if (bHacked) { for (i=0; i<ArrayCount(UnTriggerEvent); i++) if (UnTriggerEvent[i] != '') foreach AllActors(class'Actor', A, UnTriggerEvent[i]) A.UnTrigger(Hacker, Pawn(Hacker)); } } // // Called every 0.1 seconds while the multitool is actually hacking // function Timer() { if (bHacking) { curTool.PlayUseAnim(); TicksSinceLastHack += (Level.TimeSeconds - LastTickTime) * 10; LastTickTime = Level.TimeSeconds; //TicksSinceLastHack = TicksSinceLastHack + 1; while (TicksSinceLastHack > TicksPerHack) { numHacks--; hackStrength -= 0.01; TicksSinceLastHack = TicksSinceLastHack - TicksPerHack; hackStrength = FClamp(hackStrength, 0.0, 1.0); } // did we hack it? if (hackStrength ~= 0.0) { hackStrength = 0.0; hackPlayer.ClientMessage(msgMultitoolSuccess); // Start reset counter from the time you finish hacking it. TimeSinceReset = 0; StopHacking(); HackAction(hackPlayer, True); } // are we done with this tool? else if (numHacks <= 0) StopHacking(); // check to see if we've moved too far away from the device to continue else if (hackPlayer.frobTarget != Self) StopHacking(); // check to see if we've put the multitool away else if (hackPlayer.inHand != curTool) StopHacking(); } } // // Called to deal with resetting the device // function Tick(float deltaTime) { TimeSinceReset = TimeSinceReset + deltaTime; //only reset in multiplayer, if we aren't hacking it, and if it has been completely hacked. if ((!bHacking) && (Level.NetMode != NM_Standalone) && (hackStrength == 0.0)) { if (TimeSinceReset > TimeToReset) { hackStrength = initialHackStrength; TimeSinceReset = 0.0; } } Super.Tick(deltaTime); } // // Stops the current hack-in-progress // function StopHacking() { // alert NPCs that I'm not messing with stuff anymore AIEndEvent('MegaFutz', EAITYPE_Visual); bHacking = False; if (curTool != None) { curTool.StopUseAnim(); curTool.bBeingUsed = False; curTool.UseOnce(); } curTool = None; SetTimer(0.1, False); } // // The main logic function for control panels // function Frob(Actor Frobber, Inventory frobWith) { local Pawn P; local DeusExPlayer Player; local bool bHackIt, bDone; local string msg; local Vector X, Y, Z; local float dotp; P = Pawn(Frobber); Player = DeusExPlayer(P); bHackIt = False; bDone = False; msg = msgNotHacked; // make sure someone is trying to hack the device if (P == None) return; // Let any non-player pawn hack the device for now if (Player == None) { bHackIt = True; msg = ""; bDone = True; } // If we are already trying to hack it, print a message if (bHacking) { msg = msgHacking; bDone = True; } if (!bDone) { // Get what's in the player's hand if (frobWith != None) { // check for the use of multitools if (bHackable && frobWith.IsA('Multitool') && (Player.SkillSystem != None)) { if (hackStrength > 0.0) { // alert NPCs that I'm messing with stuff AIStartEvent('MegaFutz', EAITYPE_Visual); hackValue = Player.SkillSystem.GetSkillLevelValue(class'SkillTech'); hackPlayer = Player; curTool = Multitool(frobWith); curTool.bBeingUsed = True; curTool.PlayUseAnim(); bHacking = True; //Number of percentage points to remove numHacks = hackValue * 100; if (Level.Netmode != NM_Standalone) hackTime = default.hackTime / (hackValue * hackValue); TicksPerHack = (hackTime * 10.0) / numHacks; LastTickTime = Level.TimeSeconds; TicksSinceLastHack = 0; SetTimer(0.1, True); msg = msgHacking; } else { bHackIt = True; msg = msgAlreadyHacked; } } } else if (hackStrength == 0.0) { // if it's open bHackIt = True; msg = ""; } } // give the player a message if ((Player != None) && (msg != "")) Player.ClientMessage(msg); // if our hands are empty, call HackAction() if ((Player != None) && (frobWith == None)) HackAction(Frobber, (hackStrength == 0.0)); // trigger the device! if (bHackIt) Super.Frob(Frobber, frobWith); } defaultproperties { bHackable=True hackStrength=0.200000 HackTime=4.000000 TimeToReset=28.000000 msgMultitoolSuccess="You bypassed the device" msgNotHacked="It's secure" msgHacking="Bypassing the device..." msgAlreadyHacked="It's already bypassed" Physics=PHYS_None bCollideWorld=False } |
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