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//============================================================================= // Actor: The base class of all actors. // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class Actor extends Object abstract native nativereplication; // Imported data (during full rebuild). #exec Texture Import File=Textures\S_Actor.pcx Name=S_Actor Mips=Off Flags=2 // DEUS_EX STM enum EAIEventState { EAISTATE_Begin, EAISTATE_End, EAISTATE_Pulse, EAISTATE_ChangeBest }; enum EAIEventType { EAITYPE_Visual, EAITYPE_Audio, EAITYPE_Olifactory }; struct XAIParams { var actor BestActor; var float Score; var float Visibility; var float Volume; var float Smell; }; // DEUS_EX AJY enum EBarkModes { BM_Idle, BM_CriticalDamage, BM_AreaSecure, BM_TargetAcquired, BM_TargetLost, BM_GoingForAlarm, BM_OutOfAmmo, BM_Scanning, BM_Futz, BM_OnFire, BM_TearGas, BM_Gore, BM_Surprise, BM_PreAttackSearching, BM_PreAttackSighting, BM_PostAttackSearching, BM_SearchGiveUp, BM_AllianceHostile, BM_AllianceFriendly }; // Flags. var(Advanced) const bool bStatic; // Does not move or change over time. var(Advanced) bool bHidden; // Is hidden during gameplay. var(Advanced) const bool bNoDelete; // Cannot be deleted during play. var bool bAnimFinished; // Unlooped animation sequence has finished. var bool bAnimLoop; // Whether animation is looping. var bool bAnimNotify; // Whether a notify is applied to the current sequence. var bool bAnimByOwner; // Animation dictated by owner. var const bool bDeleteMe; // About to be deleted. var transient const bool bAssimilated; // Actor dynamics are assimilated in world geometry. var transient const bool bTicked; // Actor has been updated. var transient bool bLightChanged; // Recalculate this light's lighting now. var bool bDynamicLight; // Temporarily treat this as a dynamic light. var bool bTimerLoop; // Timer loops (else is one-shot). // Other flags. var(Advanced) bool bCanTeleport; // This actor can be teleported. var(Advanced) bool bIsSecretGoal; // This actor counts in the "secret" total. var(Advanced) bool bIsKillGoal; // This actor counts in the "death" toll. var(Advanced) bool bIsItemGoal; // This actor counts in the "item" count. var(Advanced) bool bCollideWhenPlacing; // This actor collides with the world when placing. var(Advanced) bool bTravel; // Actor is capable of travelling among servers. var(Advanced) bool bMovable; // Actor is capable of travelling among servers. var(Advanced) bool bHighDetail; // Only show up on high-detail. var(Advanced) bool bStasis; // In StandAlone games, turn off if not in a recently rendered zone turned off if bCanStasis and physics = PHYS_None or PHYS_Rotating. var(Advanced) bool bForceStasis; // Force stasis when not recently rendered, even if physics not none or rotating. var const bool bIsPawn; // True only for pawns. var(Advanced) const bool bNetTemporary; // Tear-off simulation in network play. var(Advanced) const bool bNetOptional; // Actor should only be replicated if bandwidth available. var bool bReplicateInstigator; // Replicate instigator to client (used by bNetTemporary projectiles). var bool bTrailerSameRotation; // If PHYS_Trailer and true, have same rotation as owner. var bool bTrailerPrePivot; // If PHYS_Trailer and true, offset from owner by PrePivot. var bool bClientAnim; var bool bSimFall; // dumb proxy should simulate fall // DEUS_EX STM - added new flags var(Advanced) bool bBlockSight; // True if pawns can't see through this actor. var(Advanced) bool bDetectable; // True if this actor can be detected (by sight, sound, etc). var(Advanced) bool bTransient; // True if this actor should be destroyed when it goes into stasis var bool bIgnore; // True if this actor should be generally ignored; compliance is voluntary // Priority Parameters // Actor's current physics mode. var(Movement) const enum EPhysics { PHYS_None, PHYS_Walking, PHYS_Falling, PHYS_Swimming, PHYS_Flying, PHYS_Rotating, PHYS_Projectile, PHYS_Rolling, PHYS_Interpolating, PHYS_MovingBrush, PHYS_Spider, PHYS_Trailer } Physics; // Net variables. enum ENetRole { ROLE_None, // No role at all. ROLE_DumbProxy, // Dumb proxy of this actor. ROLE_SimulatedProxy, // Locally simulated proxy of this actor. ROLE_AutonomousProxy, // Locally autonomous proxy of this actor. ROLE_Authority, // Authoritative control over the actor. }; var ENetRole Role; var(Networking) ENetRole RemoteRole; // DEUS_EX STM - added for stasis var float LastRenderTime; var float DistanceFromPlayer; // Owner. var const Actor Owner; // Owner actor. var(Object) name InitialState; var(Object) name Group; // Execution and timer variables. var float TimerRate; // Timer event, 0=no timer. var const float TimerCounter; // Counts up until it reaches TimerRate. var(Advanced) float LifeSpan; // How old the object lives before dying, 0=forever. // Animation variables. var(Display) name AnimSequence; // Animation sequence we're playing. var(Display) float AnimFrame; // Current animation frame, 0.0 to 1.0. var(Display) float AnimRate; // Animation rate in frames per second, 0=none, negative=velocity scaled. var float TweenRate; // Tween-into rate. var(Display) float LODBias; // Blending animation variables - DEUS_EX CNN var name BlendAnimSequence[4]; var float BlendAnimFrame[4]; var float BlendAnimRate[4]; var float BlendTweenRate[4]; //----------------------------------------------------------------------------- // Structures. // Identifies a unique convex volume in the world. struct PointRegion { var zoneinfo Zone; // Zone. var int iLeaf; // Bsp leaf. var byte ZoneNumber; // Zone number. }; //----------------------------------------------------------------------------- // Major actor properties. // Scriptable. var const LevelInfo Level; // Level this actor is on. var transient const Level XLevel; // Level object. var(Events) name Tag; // Actor's tag name. var(Events) name Event; // The event this actor causes. var Actor Target; // Actor we're aiming at (other uses as well). var Pawn Instigator; // Pawn responsible for damage. var travel Inventory Inventory; // Inventory chain. (DEUS_EX STM - added "travel") var const Actor Base; // Moving brush actor we're standing on. var const PointRegion Region; // Region this actor is in. var(Movement) name AttachTag; // Internal. var const byte StandingCount; // Count of actors standing on this actor. var const byte MiscNumber; // Internal use. var const byte LatentByte; // Internal latent function use. var const int LatentInt; // Internal latent function use. var const float LatentFloat; // Internal latent function use. var const actor LatentActor; // Internal latent function use. var const actor Touching[4]; // List of touching actors. var const actor Deleted; // Next actor in just-deleted chain. // Internal tags. var const transient int CollisionTag, LightingTag, NetTag, OtherTag, ExtraTag, SpecialTag; // The actor's position and rotation. var(Movement) const vector Location; // Actor's location; use Move to set. var(Movement) const rotator Rotation; // Rotation. var const vector OldLocation; // Actor's old location one tick ago. var const vector ColLocation; // Actor's old location one move ago. var(Movement) vector Velocity; // Velocity. var vector Acceleration; // Acceleration. //Editing flags var(Advanced) bool bHiddenEd; // Is hidden during editing. var(Advanced) bool bDirectional; // Actor shows direction arrow during editing. var const bool bSelected; // Selected in UnrealEd. var const bool bMemorized; // Remembered in UnrealEd. var const bool bHighlighted; // Highlighted in UnrealEd. var bool bEdLocked; // Locked in editor (no movement or rotation). var(Advanced) bool bEdShouldSnap; // Snap to grid in editor. var transient bool bEdSnap; // Should snap to grid in UnrealEd. var transient const bool bTempEditor; // Internal UnrealEd. // What kind of gameplay scenarios to appear in. var(Filter) bool bDifficulty0; // Appear in difficulty 0. var(Filter) bool bDifficulty1; // Appear in difficulty 1. var(Filter) bool bDifficulty2; // Appear in difficulty 2. var(Filter) bool bDifficulty3; // Appear in difficulty 3. var(Filter) bool bSinglePlayer; // Appear in single player. var(Filter) bool bNet; // Appear in regular network play. var(Filter) bool bNetSpecial; // Appear in special network play mode. var(Filter) float OddsOfAppearing; // 0-1 - chance actor will appear in relevant game modes. //----------------------------------------------------------------------------- // Display properties. // Drawing effect. var(Display) enum EDrawType { DT_None, DT_Sprite, DT_Mesh, DT_Brush, DT_RopeSprite, DT_VerticalSprite, DT_Terraform, DT_SpriteAnimOnce, } DrawType; // Style for rendering sprites, meshes. var(Display) enum ERenderStyle { STY_None, STY_Normal, STY_Masked, STY_Translucent, STY_Modulated, } Style; // Other display properties. var(Display) texture Sprite; // Sprite texture if DrawType=DT_Sprite. var(Display) texture Texture; // Misc texture. var(Display) texture Skin; // Special skin or enviro map texture. var(Display) mesh Mesh; // Mesh if DrawType=DT_Mesh. var const export model Brush; // Brush if DrawType=DT_Brush. var(Display) float DrawScale; // Scaling factor, 1.0=normal size. var vector PrePivot; // Offset from box center for drawing. var(Display) float ScaleGlow; // Multiplies lighting. var(Display) byte AmbientGlow; // Ambient brightness, or 255=pulsing. var(Display) byte Fatness; // Fatness (mesh distortion). // Display. var(Display) bool bUnlit; // Lights don't affect actor. var(Display) bool bNoSmooth; // Don't smooth actor's texture. var(Display) bool bParticles; // Mesh is a particle system. var(Display) bool bRandomFrame; // Particles use a random texture from among the default texture and the multiskins textures var(Display) bool bMeshEnviroMap; // Environment-map the mesh. var(Display) bool bMeshCurvy; // Curvy mesh. var(Display) float VisibilityRadius;// Actor is drawn if viewer is within its visibility var(Display) float VisibilityHeight;// cylinder. Zero=infinite visibility. // Not yet implemented. var(Display) bool bShadowCast; // Casts shadows. // Advanced. var(Advanced) bool bOwnerNoSee; // Everything but the owner can see this actor. var(Advanced) bool bOnlyOwnerSee; // Only owner can see this actor. var Const bool bIsMover; // Is a mover. var(Advanced) bool bAlwaysRelevant; // Always relevant for network. var Const bool bAlwaysTick; // Update even when players-only. var bool bHurtEntry; // keep HurtRadius from being reentrant var(Advanced) bool bGameRelevant; // Always relevant for game var bool bCarriedItem; // being carried, and not responsible for displaying self, so don't replicated location and rotation var bool bForcePhysicsUpdate; // force a physics update for simulated pawns // Multiple skin support. var(Display) texture MultiSkins[8]; //----------------------------------------------------------------------------- // Sound. // Ambient sound. var(Sound) byte SoundRadius; // Radius of ambient sound. var(Sound) byte SoundVolume; // Volume of amient sound. var(Sound) byte SoundPitch; // Sound pitch shift, 64.0=none. var(Sound) sound AmbientSound; // Ambient sound effect. // Regular sounds. var(Sound) float TransientSoundVolume; var(Sound) float TransientSoundRadius; // Sound slots for actors. enum ESoundSlot { SLOT_None, SLOT_Misc, SLOT_Pain, SLOT_Interact, SLOT_Ambient, SLOT_Talk, SLOT_Interface, }; // Music transitions. enum EMusicTransition { MTRAN_None, MTRAN_Instant, MTRAN_Segue, MTRAN_Fade, MTRAN_FastFade, MTRAN_SlowFade, }; //----------------------------------------------------------------------------- // Collision. // Collision size. var(Collision) const float CollisionRadius; // Radius of collision cyllinder. var(Collision) const float CollisionHeight; // Half-height cyllinder. // Collision flags. var(Collision) const bool bCollideActors; // Collides with other actors. var(Collision) bool bCollideWorld; // Collides with the world. var(Collision) bool bBlockActors; // Blocks other nonplayer actors. var(Collision) bool bBlockPlayers; // Blocks other player actors. var(Collision) bool bProjTarget; // Projectiles should potentially target this actor. //----------------------------------------------------------------------------- // Lighting. // Light modulation. var(Lighting) enum ELightType { LT_None, LT_Steady, LT_Pulse, LT_Blink, LT_Flicker, LT_Strobe, LT_BackdropLight, LT_SubtlePulse, LT_TexturePaletteOnce, LT_TexturePaletteLoop } LightType; // Spatial light effect to use. var(Lighting) enum ELightEffect { LE_None, LE_TorchWaver, LE_FireWaver, LE_WateryShimmer, LE_Searchlight, LE_SlowWave, LE_FastWave, LE_CloudCast, LE_StaticSpot, LE_Shock, LE_Disco, LE_Warp, LE_Spotlight, LE_NonIncidence, LE_Shell, LE_OmniBumpMap, LE_Interference, LE_Cylinder, LE_Rotor, LE_Unused } LightEffect; // Lighting info. var(LightColor) byte LightBrightness, LightHue, LightSaturation; // Light properties. var(Lighting) byte LightRadius, LightPeriod, LightPhase, LightCone, VolumeBrightness, VolumeRadius, VolumeFog; // Lighting. var(Lighting) bool bSpecialLit; // Only affects special-lit surfaces. var(Lighting) bool bActorShadows; // Light casts actor shadows. var(Lighting) bool bCorona; // Light uses Skin as a corona. var(Lighting) bool bLensFlare; // Whether to use zone lens flare. //----------------------------------------------------------------------------- // Physics. // Options. var(Movement) bool bBounce; // Bounces when hits ground fast. var(Movement) bool bFixedRotationDir; // Fixed direction of rotation. var(Movement) bool bRotateToDesired; // Rotate to DesiredRotation. var bool bInterpolating; // Performing interpolating. var const bool bJustTeleported; // Used by engine physics - not valid for scripts. // Dodge move direction. var enum EDodgeDir { DODGE_None, DODGE_Left, DODGE_Right, DODGE_Forward, DODGE_Back, DODGE_Active, DODGE_Done } DodgeDir; // Physics properties. var(Movement) float Mass; // Mass of this actor. var(Movement) float Buoyancy; // Water buoyancy. var(Movement) rotator RotationRate; // Change in rotation per second. var(Movement) rotator DesiredRotation; // Physics will rotate pawn to this if bRotateToDesired. var float PhysAlpha; // Interpolating position, 0.0-1.0. var float PhysRate; // Interpolation rate per second. var Actor PendingTouch; // Actor touched during move which wants to add an effect after the movement completes //----------------------------------------------------------------------------- // Animation. // Animation control. var float AnimLast; // Last frame. var float AnimMinRate; // Minimum rate for velocity-scaled animation. var float OldAnimRate; // Animation rate of previous animation (= AnimRate until animation completes). var plane SimAnim; // replicated to simulated proxies. // Blending Animation control - DEUS_EX CNN var float BlendAnimLast[4]; // Last frame. var float BlendAnimMinRate[4]; // Minimum rate for velocity-scaled animation. var float OldBlendAnimRate[4]; // Animation rate of previous animation (= AnimRate until animation completes). var plane SimBlendAnim[4]; // replicated to simulated proxies. // Conversation Related Variables - DEUS_EX AJY var(Conversation) String BindName; // Used to bind conversations var(Conversation) String BarkBindName; // Used to bind Barks! var(Conversation) localized String FamiliarName; // For display in Conversations var(Conversation) localized String UnfamiliarName; // For display in Conversations var transient Object ConListItems; // List of ConListItems for this Actor var travel float LastConEndTime; // Time when last conversation ended var(Conversation) float ConStartInterval; // Amount of time required between two convos. // Additional variables for AI - DEUS_EX STM var float VisUpdateTime; var float CurrentVisibility; var float LastVisibility; var(Smell) class<SmellNode> SmellClass; var SmellNode LastSmellNode; var(Advanced) bool bOwned; // End additional variables - DEUS_EX STM // DEUS_EX AMSD Added to make vision aug run faster. If true, the vision aug needs to check this object more closely. // Used for heat sources as well as things that blind. var bool bVisionImportant; //----------------------------------------------------------------------------- // Networking. // Network control. var(Networking) float NetPriority; // Higher priorities means update it more frequently. var(Networking) float NetUpdateFrequency; // How many seconds between net updates. var(Networking) float RelevantRadius; //Radius in which things are always relevant. // Symmetric network flags, valid during replication only. var const bool bNetInitial; // Initial network update. var const bool bNetOwner; // Player owns this actor. var const bool bNetRelevant; // Actor is currently relevant. Only valid server side, only when replicating variables. var const bool bNetSee; // Player sees it in network play. var const bool bNetHear; // Player hears it in network play. var const bool bNetFeel; // Player collides with/feels it in network play. var const bool bSimulatedPawn; // True if Pawn and simulated proxy. var const bool bDemoRecording; // True we are currently demo recording var const bool bClientDemoRecording;// True we are currently recording a client-side demo var const bool bClientDemoNetFunc;// True if we're client-side demo recording and this call originated from the remote. //----------------------------------------------------------------------------- // Enums. // Travelling from server to server. enum ETravelType { TRAVEL_Absolute, // Absolute URL. TRAVEL_Partial, // Partial (carry name, reset server). TRAVEL_Relative, // Relative URL. }; // Input system states. enum EInputAction { IST_None, // Not performing special input processing. IST_Press, // Handling a keypress or button press. IST_Hold, // Handling holding a key or button. IST_Release, // Handling a key or button release. IST_Axis, // Handling analog axis movement. }; // Input keys. enum EInputKey { /*00*/ IK_None ,IK_LeftMouse ,IK_RightMouse ,IK_Cancel , /*04*/ IK_MiddleMouse ,IK_Unknown05 ,IK_Unknown06 ,IK_Unknown07 , /*08*/ IK_Backspace ,IK_Tab ,IK_Unknown0A ,IK_Unknown0B , /*0C*/ IK_Unknown0C ,IK_Enter ,IK_Unknown0E ,IK_Unknown0F , /*10*/ IK_Shift ,IK_Ctrl ,IK_Alt ,IK_Pause , /*14*/ IK_CapsLock ,IK_Unknown15 ,IK_Unknown16 ,IK_Unknown17 , /*18*/ IK_Unknown18 ,IK_Unknown19 ,IK_Unknown1A ,IK_Escape , /*1C*/ IK_Unknown1C ,IK_Unknown1D ,IK_Unknown1E ,IK_Unknown1F , /*20*/ IK_Space ,IK_PageUp ,IK_PageDown ,IK_End , /*24*/ IK_Home ,IK_Left ,IK_Up ,IK_Right , /*28*/ IK_Down ,IK_Select ,IK_Print ,IK_Execute , /*2C*/ IK_PrintScrn ,IK_Insert ,IK_Delete ,IK_Help , /*30*/ IK_0 ,IK_1 ,IK_2 ,IK_3 , /*34*/ IK_4 ,IK_5 ,IK_6 ,IK_7 , /*38*/ IK_8 ,IK_9 ,IK_Unknown3A ,IK_Unknown3B , /*3C*/ IK_Unknown3C ,IK_Unknown3D ,IK_Unknown3E ,IK_Unknown3F , /*40*/ IK_Unknown40 ,IK_A ,IK_B ,IK_C , /*44*/ IK_D ,IK_E ,IK_F ,IK_G , /*48*/ IK_H ,IK_I ,IK_J ,IK_K , /*4C*/ IK_L ,IK_M ,IK_N ,IK_O , /*50*/ IK_P ,IK_Q ,IK_R ,IK_S , /*54*/ IK_T ,IK_U ,IK_V ,IK_W , /*58*/ IK_X ,IK_Y ,IK_Z ,IK_Unknown5B , /*5C*/ IK_Unknown5C ,IK_Unknown5D ,IK_Unknown5E ,IK_Unknown5F , /*60*/ IK_NumPad0 ,IK_NumPad1 ,IK_NumPad2 ,IK_NumPad3 , /*64*/ IK_NumPad4 ,IK_NumPad5 ,IK_NumPad6 ,IK_NumPad7 , /*68*/ IK_NumPad8 ,IK_NumPad9 ,IK_GreyStar ,IK_GreyPlus , /*6C*/ IK_Separator ,IK_GreyMinus ,IK_NumPadPeriod,IK_GreySlash , /*70*/ IK_F1 ,IK_F2 ,IK_F3 ,IK_F4 , /*74*/ IK_F5 ,IK_F6 ,IK_F7 ,IK_F8 , /*78*/ IK_F9 ,IK_F10 ,IK_F11 ,IK_F12 , /*7C*/ IK_F13 ,IK_F14 ,IK_F15 ,IK_F16 , /*80*/ IK_F17 ,IK_F18 ,IK_F19 ,IK_F20 , /*84*/ IK_F21 ,IK_F22 ,IK_F23 ,IK_F24 , /*88*/ IK_Unknown88 ,IK_Unknown89 ,IK_Unknown8A ,IK_Unknown8B , /*8C*/ IK_Unknown8C ,IK_Unknown8D ,IK_Unknown8E ,IK_Unknown8F , /*90*/ IK_NumLock ,IK_ScrollLock ,IK_Unknown92 ,IK_Unknown93 , /*94*/ IK_Unknown94 ,IK_Unknown95 ,IK_Unknown96 ,IK_Unknown97 , /*98*/ IK_Unknown98 ,IK_Unknown99 ,IK_Unknown9A ,IK_Unknown9B , /*9C*/ IK_Unknown9C ,IK_Unknown9D ,IK_Unknown9E ,IK_Unknown9F , /*A0*/ IK_LShift ,IK_RShift ,IK_LControl ,IK_RControl , /*A4*/ IK_UnknownA4 ,IK_UnknownA5 ,IK_UnknownA6 ,IK_UnknownA7 , /*A8*/ IK_UnknownA8 ,IK_UnknownA9 ,IK_UnknownAA ,IK_UnknownAB , /*AC*/ IK_UnknownAC ,IK_UnknownAD ,IK_UnknownAE ,IK_UnknownAF , /*B0*/ IK_UnknownB0 ,IK_UnknownB1 ,IK_UnknownB2 ,IK_UnknownB3 , /*B4*/ IK_UnknownB4 ,IK_UnknownB5 ,IK_UnknownB6 ,IK_UnknownB7 , /*B8*/ IK_UnknownB8 ,IK_UnknownB9 ,IK_Semicolon ,IK_Equals , /*BC*/ IK_Comma ,IK_Minus ,IK_Period ,IK_Slash , /*C0*/ IK_Tilde ,IK_UnknownC1 ,IK_UnknownC2 ,IK_UnknownC3 , /*C4*/ IK_UnknownC4 ,IK_UnknownC5 ,IK_UnknownC6 ,IK_UnknownC7 , /*C8*/ IK_Joy1 ,IK_Joy2 ,IK_Joy3 ,IK_Joy4 , /*CC*/ IK_Joy5 ,IK_Joy6 ,IK_Joy7 ,IK_Joy8 , /*D0*/ IK_Joy9 ,IK_Joy10 ,IK_Joy11 ,IK_Joy12 , /*D4*/ IK_Joy13 ,IK_Joy14 ,IK_Joy15 ,IK_Joy16 , /*D8*/ IK_UnknownD8 ,IK_UnknownD9 ,IK_UnknownDA ,IK_LeftBracket , /*DC*/ IK_Backslash ,IK_RightBracket,IK_SingleQuote ,IK_UnknownDF , /*E0*/ IK_JoyX ,IK_JoyY ,IK_JoyZ ,IK_JoyR , /*E4*/ IK_MouseX ,IK_MouseY ,IK_MouseZ ,IK_MouseW , /*E8*/ IK_JoyU ,IK_JoyV ,IK_UnknownEA ,IK_UnknownEB , /*EC*/ IK_MouseWheelUp ,IK_MouseWheelDown,IK_Unknown10E,UK_Unknown10F , /*F0*/ IK_JoyPovUp ,IK_JoyPovDown ,IK_JoyPovLeft ,IK_JoyPovRight , /*F4*/ IK_UnknownF4 ,IK_UnknownF5 ,IK_Attn ,IK_CrSel , /*F8*/ IK_ExSel ,IK_ErEof ,IK_Play ,IK_Zoom , /*FC*/ IK_NoName ,IK_PA1 ,IK_OEMClear }; var(Display) class<RenderIterator> RenderIteratorClass; // class to instantiate as the actor's RenderInterface var transient RenderIterator RenderInterface; // abstract iterator initialized in the Rendering engine //----------------------------------------------------------------------------- // natives. // Execute a console command in the context of the current level and game engine. native function string ConsoleCommand( string Command ); //----------------------------------------------------------------------------- // Network replication. replication { // Relationships. unreliable if( Role==ROLE_Authority ) Owner, Role, RemoteRole; unreliable if( bNetOwner && Role==ROLE_Authority ) bNetOwner, Inventory; unreliable if( bReplicateInstigator && (RemoteRole>=ROLE_SimulatedProxy) && (Role==ROLE_Authority) ) Instigator; // Ambient sound. unreliable if( (Role==ROLE_Authority) && (!bNetOwner || !bClientAnim) ) AmbientSound; unreliable if( AmbientSound!=None && Role==ROLE_Authority && (!bNetOwner || !bClientAnim) ) SoundRadius, SoundVolume, SoundPitch; unreliable if( bDemoRecording ) DemoPlaySound; // Collision. unreliable if( Role==ROLE_Authority ) bCollideActors, bCollideWorld; unreliable if( (bCollideActors || bCollideWorld) && Role==ROLE_Authority ) bProjTarget, bBlockActors, bBlockPlayers, CollisionRadius, CollisionHeight; // Location. unreliable if( !bCarriedItem && (bNetInitial || bSimulatedPawn || RemoteRole<ROLE_SimulatedProxy) && Role==ROLE_Authority ) Location; unreliable if( !bCarriedItem && (DrawType==DT_Mesh || DrawType==DT_Brush) && (bNetInitial || bSimulatedPawn || RemoteRole<ROLE_SimulatedProxy) && Role==ROLE_Authority ) Rotation; unreliable if( RemoteRole==ROLE_SimulatedProxy ) Base; // Events unreliable if( Role==ROLE_authority) Event, Tag; // Velocity. unreliable if( bSimFall || ((RemoteRole==ROLE_SimulatedProxy && (bNetInitial || bSimulatedPawn)) || bIsMover) ) Velocity; // Physics. unreliable if( bSimFall || (RemoteRole==ROLE_SimulatedProxy && bNetInitial && !bSimulatedPawn) ) Physics, Acceleration, bBounce; unreliable if( RemoteRole==ROLE_SimulatedProxy && Physics==PHYS_Rotating && bNetInitial ) bFixedRotationDir, bRotateToDesired, RotationRate, DesiredRotation; // Animation. unreliable if( DrawType==DT_Mesh && ((RemoteRole<=ROLE_SimulatedProxy && (!bNetOwner || !bClientAnim)) || bDemoRecording) ) AnimSequence, BlendAnimSequence; // blended anims added - DEUS_EX CNN unreliable if( DrawType==DT_Mesh && (RemoteRole==ROLE_SimulatedProxy)) bAnimNotify; unreliable if( DrawType==DT_Mesh && (RemoteRole<ROLE_SimulatedProxy)) SimAnim, AnimMinRate, SimBlendAnim, BlendAnimMinRate; // blended anims added - DEUS_EX CNN // Rendering. unreliable if( Role==ROLE_Authority ) bHidden, bOnlyOwnerSee; unreliable if( Role==ROLE_Authority ) Texture, DrawScale, PrePivot, DrawType, AmbientGlow, Fatness, ScaleGlow, bUnlit, Style; unreliable if( DrawType==DT_Sprite && !bHidden && (!bOnlyOwnerSee || bNetOwner) && Role==ROLE_Authority) Sprite; unreliable if( DrawType==DT_Mesh && Role==ROLE_Authority ) Mesh, bMeshEnviroMap, Skin, MultiSkins; unreliable if( DrawType==DT_Brush && Role==ROLE_Authority ) Brush; // Lighting. unreliable if( Role==ROLE_Authority ) LightType; unreliable if( LightType!=LT_None && Role==ROLE_Authority ) LightEffect, LightBrightness, LightHue, LightSaturation, LightRadius, LightPeriod, LightPhase, VolumeBrightness, VolumeRadius, bSpecialLit; // Messages reliable if( Role<ROLE_Authority ) BroadcastMessage, BroadcastLocalizedMessage; } //============================================================================= // Actor error handling. // Handle an error and kill this one actor. native(233) final function Error( coerce string S ); //============================================================================= // General functions. // Latent functions. native(256) final latent function Sleep( float Seconds ); // Collision. native(262) final function SetCollision( optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers ); native(283) final function bool SetCollisionSize( float NewRadius, float NewHeight ); // Movement. native(266) final function bool Move( vector Delta ); native(267) final function bool SetLocation( vector NewLocation ); native(299) final function bool SetRotation( rotator NewRotation ); native(3969) final function bool MoveSmooth( vector Delta ); native(3971) final function AutonomousPhysics(float DeltaSeconds); // Relations. native(298) final function SetBase( actor NewBase ); native(272) final function SetOwner( actor NewOwner ); // AI Functions added DEUS_EX STM native(700) final function float AIGetLightLevel( vector Location ); native(701) final function float AIVisibility(optional bool bIncludeVelocity); native(710) final function AISetEventCallback(name eventName, name callback, optional name scoreCallback, optional bool bCheckVisibility, optional bool bCheckDir, optional bool bCheckCylinder, optional bool bCheckLOS); native(711) final function AIClearEventCallback(name eventName); native(713) final function AISendEvent(name eventName, EAIEventType eventType, optional float Value, optional float Radius); native(714) final function AIStartEvent(name eventName, EAIEventType eventType, optional float Value, optional float Radius); native(715) final function AIEndEvent(name eventName, EAIEventType eventType); native(716) final function AIClearEvent(name eventName); native(717) final function rotator RandomBiasedRotation(int centralYaw, float yawDistribution, int centralPitch, float pitchDistribution); native(718) final function bool IsOverlapping(actor checkActor); native(720) final function PlayerPawn GetPlayerPawn(); native(721) final function bool InStasis(); native(722) final function float ParabolicTrace(out vector finalLocation, optional vector startVelocity, optional vector startLocation, optional bool bCheckActors, optional vector cylinder, optional float maxTime, optional float elasticity, optional bool bBounce, optional float landingSpeed, optional float granularity); native(723) final function float LastRendered(); native(724) final function bool GetBoundingBox(out vector MinVect, out vector MaxVect, optional bool bExact, optional vector testLocation, optional rotator testRotation); // End of AI functions DEUS_EX STM //============================================================================= // Animation. // Animation functions. native(259) final function PlayAnim( name Sequence, optional float Rate, optional float TweenTime ); native(260) final function LoopAnim( name Sequence, optional float Rate, optional float TweenTime, optional float MinRate ); native(294) final function TweenAnim( name Sequence, float Time ); native(282) final function bool IsAnimating(); native(293) final function name GetAnimGroup( name Sequence ); native(261) final latent function FinishAnim(); native(263) final function bool HasAnim( name Sequence ); // Blending animation function - DEUS_EX CNN native(1010) final function PlayBlendAnim( name Sequence, optional float Rate, optional float TweenTime, optional int BlendSlot ); native(1012) final function TweenBlendAnim( name Sequence, float Time, optional int BlendSlot ); // Gets any numbered texture from a mesh - DEUS_EX CNN native(1013) final function Texture GetMeshTexture( optional int texnum ); // Animation notifications. event AnimEnd(); //========================================================================= // Physics. // Physics control. native(301) final latent function FinishInterpolation(); // DEUS_EX STM - added optional param to SetPhysics() //native(3970) final function SetPhysics( EPhysics newPhysics ); native(3970) final function SetPhysics( EPhysics newPhysics, optional Actor newFloor ); //============================================================================= // Engine notification functions. // // Major notifications. // event Spawned(); event Destroyed(); event Expired(); event GainedChild( Actor Other ); event LostChild( Actor Other ); event Tick( float DeltaTime ); // // Triggers. // event Trigger( Actor Other, Pawn EventInstigator ); event UnTrigger( Actor Other, Pawn EventInstigator ); event BeginEvent(); event EndEvent(); // // Physics & world interaction. // event Timer(); event HitWall( vector HitNormal, actor HitWall ); event Falling(); event Landed( vector HitNormal ); event ZoneChange( ZoneInfo NewZone ); event Touch( Actor Other ); event PostTouch( Actor Other ); // called for PendingTouch actor after physics completes event UnTouch( Actor Other ); event Bump( Actor Other ); event BaseChange(); event Attach( Actor Other ); event Detach( Actor Other ); event KillCredit( Actor Other ); event Actor SpecialHandling(Pawn Other); event bool EncroachingOn( actor Other ); event EncroachedBy( actor Other ); event InterpolateEnd( actor Other ); event EndedRotation(); // DEUS_EX STM -- added event BumpWall( vector HitLocation, vector HitNormal ); event SupportActor( actor StandingActor ) { StandingActor.SetBase( self ); } event FellOutOfWorld() { SetPhysics(PHYS_None); Destroy(); } // // Damage and kills. // event KilledBy( pawn EventInstigator ); event TakeDamage( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType); // // Trace a line and see what it collides with first. // Takes this actor's collision properties into account. // Returns first hit actor, Level if hit level, or None if hit nothing. // native(277) final function Actor Trace ( out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent ); // returns true if did not hit world geometry native(548) final function bool FastTrace ( vector TraceEnd, optional vector TraceStart ); // // Spawn an actor. Returns an actor of the specified class, not // of class Actor (this is hardcoded in the compiler). Returns None // if the actor could not be spawned (either the actor wouldn't fit in // the specified location, or the actor list is full). // Defaults to spawning at the spawner's location. // native(278) final function actor Spawn ( class<actor> SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation ); // // Destroy this actor. Returns true if destroyed, false if indestructable. // Destruction is latent. It occurs at the end of the tick. // native(279) final function bool Destroy(); //============================================================================= // Timing. // Causes Timer() events every NewTimerRate seconds. native(280) final function SetTimer( float NewTimerRate, bool bLoop ); //============================================================================= // Sound functions. // Play a sound effect. // DEUS_EX - CNN // changed to return the channel ID of the sound so you can call StopSound later native(264) final function int PlaySound ( sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch ); // play a sound effect, but don't propagate to a remote owner // (he is playing the sound clientside native simulated final function PlayOwnedSound ( sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch ); // DEUS_EX CNN - Stop a sound given the sound's ID native(265) final function StopSound(int Id); // DEUS_EX CNN - Set the sound system volumes without waiting for a tick event native(268) final function SetInstantSoundVolume(byte newSoundVolume); native(269) final function SetInstantSpeechVolume(byte newSpeechVolume); native(270) final function SetInstantMusicVolume(byte newMusicVolume); native simulated event DemoPlaySound ( sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch ); // Get a sound duration. native final function float GetSoundDuration( sound Sound ); //============================================================================= // AI functions. // // Inform other creatures that you've made a noise // they might hear (they are sent a HearNoise message) // Senders of MakeNoise should have an instigator if they are not pawns. // native(512) final function MakeNoise( float Loudness ); // // PlayerCanSeeMe returns true if some player has a line of sight to // actor's location. // native(532) final function bool PlayerCanSeeMe(); //============================================================================= // Regular engine functions. // Teleportation. event bool PreTeleport( Teleporter InTeleporter ); event PostTeleport( Teleporter OutTeleporter ); // Level state. event BeginPlay(); //======================================================================== // Disk access. // Find files. native(539) final function string GetMapName( string NameEnding, string MapName, int Dir ); native(545) final function GetNextSkin( string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc ); native(547) final function string GetURLMap(); native final function string GetNextInt( string ClassName, int Num ); native final function GetNextIntDesc( string ClassName, int Num, out string Entry, out string Description ); //============================================================================= // Iterator functions. // Iterator functions for dealing with sets of actors. native(304) final iterator function AllActors ( class<actor> BaseClass, out actor Actor, optional name MatchTag ); native(305) final iterator function ChildActors ( class<actor> BaseClass, out actor Actor ); native(306) final iterator function BasedActors ( class<actor> BaseClass, out actor Actor ); native(307) final iterator function TouchingActors( class<actor> BaseClass, out actor Actor ); native(309) final iterator function TraceActors ( class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent ); native(310) final iterator function RadiusActors ( class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc ); native(311) final iterator function VisibleActors ( class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc ); native(312) final iterator function VisibleCollidingActors ( class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc, optional bool bIgnoreHidden ); // added by DEUS_EX CNN native(1000) final iterator function TraceTexture (class<actor> BaseClass, out actor Actor, out name texName, out name texGroup, out int flags, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent); // added by DEUS_EX STM native(1002) final iterator function CycleActors (class<actor> BaseClass, out actor Actor, out int Index ); native(1003) final iterator function TraceVisibleActors(class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent ); //============================================================================= // Color operators native(549) static final operator(20) color - ( color A, color B ); native(550) static final operator(16) color * ( float A, color B ); native(551) static final operator(20) color + ( color A, color B ); native(552) static final operator(16) color * ( color A, float B ); //============================================================================= // Scripted Actor functions. // draw on canvas before flash and fog are applied (used for drawing weapons) event RenderOverlays( canvas Canvas ); // // Called immediately before gameplay begins. // event PreBeginPlay() { // fake shrink to fix faked collision with floor problems - DEUS_EX CNN if ((IsA('Decoration') || IsA('Inventory')) && (CollisionHeight > 0.75)) SetCollisionSize(CollisionRadius, CollisionHeight - 0.75); else if (IsA('Pawn')) { if (CollisionHeight > 9) SetCollisionSize(CollisionRadius, CollisionHeight - 4.5); else SetCollisionSize(CollisionRadius, CollisionHeight*0.5); } // Handle autodestruction if desired. if( !bGameRelevant && (Level.NetMode != NM_Client) && !Level.Game.IsRelevant(Self) ) Destroy(); } // // Broadcast a message to all players. // event BroadcastMessage( coerce string Msg, optional bool bBeep, optional name Type ) { local Pawn P; if (Type == '') Type = 'Event'; // if ( Level.Game.AllowsBroadcast(self, Len(Msg)) ) for( P=Level.PawnList; P!=None; P=P.nextPawn ) if( P.bIsPlayer || P.IsA('MessagingSpectator') ) P.ClientMessage( Msg, Type, bBeep ); } // // Broadcast a localized message to all players. // Most message deal with 0 to 2 related PRIs. // The LocalMessage class defines how the PRI's and optional actor are used. // event BroadcastLocalizedMessage( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { local Pawn P; for ( P=Level.PawnList; P != None; P=P.nextPawn ) if ( P.bIsPlayer || P.IsA('MessagingSpectator') ) P.ReceiveLocalizedMessage( Message, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject ); } // // Called immediately after gameplay begins. // event PostBeginPlay(); // // DEUS_EX AJY // // Called immediately after Initial State, and always // called when loading a map *AND* when loading savegame // event PostPostBeginPlay(); // // Called after PostBeginPlay. // simulated event SetInitialState() { if( InitialState!='' ) GotoState( InitialState ); else GotoState( 'Auto' ); } // MBCODE: Stub for PostNetBeginPlay simulated event PostNetBeginPlay(); // // Hurt actors within the radius. // final function HurtRadius( float DamageAmount, float DamageRadius, name DamageName, float Momentum, vector HitLocation, optional bool bIgnoreLOS ) { local actor Victims; local float damageScale, dist; local vector dir; // DEUS_EX CNN local Mover M; if( bHurtEntry ) return; bHurtEntry = true; if (!bIgnoreLOS) { foreach VisibleCollidingActors( class 'Actor', Victims, DamageRadius, HitLocation ) { if( Victims != self ) { dir = Victims.Location - HitLocation; dist = FMax(1,VSize(dir)); dir = dir/dist; damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius); Victims.TakeDamage ( damageScale * DamageAmount, Instigator, Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir, (damageScale * Momentum * dir), DamageName ); } } } else { foreach RadiusActors(class 'Actor', Victims, DamageRadius, HitLocation ) { if( Victims != self ) { dir = Victims.Location - HitLocation; dist = FMax(1,VSize(dir)); dir = dir/dist; damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius); Victims.TakeDamage ( damageScale * DamageAmount, Instigator, Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dir, (damageScale * Momentum * dir), DamageName ); } } } // // DEUS_EX - CNN - damage the movers, also // foreach RadiusActors(class 'Mover', M, DamageRadius, HitLocation) { if( M != self ) { dir = M.Location - HitLocation; dist = FMax(1,VSize(dir)); dir = dir/dist; damageScale = 1 - FMax(0,(dist - M.CollisionRadius)/DamageRadius); M.TakeDamage ( damageScale * DamageAmount, Instigator, M.Location - 0.5 * (M.CollisionHeight + M.CollisionRadius) * dir, (damageScale * Momentum * dir), DamageName ); } } bHurtEntry = false; } // // Called when carried onto a new level, before AcceptInventory. // event TravelPreAccept(); // // Called when carried into a new level, after AcceptInventory. // event TravelPostAccept(); // // DEUS_EX CNN // Frob() - called to frob an object // the subclass is responsible for implementing this // function Frob(Actor Frobber, Inventory frobWith) { } // DEUS_EX CNN function StopBlendAnims() { local int i; for (i=0; i<ArrayCount(BlendAnimSequence); i++) BlendAnimSequence[i] = ''; } // // Called when a scripted texture needs rendering // event RenderTexture(ScriptedTexture Tex); // // Called by PlayerPawn when this actor becomes its ViewTarget. // function BecomeViewTarget(); // // Returns the string representation of the name of an object without the package // prefixes. // function String GetItemName( string FullName ) { local int pos; pos = InStr(FullName, "."); While ( pos != -1 ) { FullName = Right(FullName, Len(FullName) - pos - 1); pos = InStr(FullName, "."); } return FullName; } // // Returns the human readable string representation of an object. // function String GetHumanName() { return GetItemName(string(class)); } // Set the display properties of an actor. By setting them through this function, it allows // the actor to modify other components (such as a Pawn's weapon) or to adjust the result // based on other factors (such as a Pawn's other inventory wanting to affect the result) function SetDisplayProperties(ERenderStyle NewStyle, texture NewTexture, bool bLighting, bool bEnviroMap ) { Style = NewStyle; texture = NewTexture; bUnlit = bLighting; bMeshEnviromap = bEnviromap; } function SetDefaultDisplayProperties() { Style = Default.Style; texture = Default.Texture; bUnlit = Default.bUnlit; bMeshEnviromap = Default.bMeshEnviromap; } // ---------------------------------------------------------------------- // EndConversation() // // Save the time this conversation ended // // DEUS_EX AJY // ---------------------------------------------------------------------- function EndConversation() { LastConEndTime = Level.TimeSeconds; } defaultproperties { bMovable=True bDetectable=True Role=ROLE_Authority RemoteRole=ROLE_DumbProxy LastRenderTime=-10.000000 LODBias=1.000000 bDifficulty0=True bDifficulty1=True bDifficulty2=True bDifficulty3=True bSinglePlayer=True bNet=True bNetSpecial=True OddsOfAppearing=1.000000 DrawType=DT_Sprite Style=STY_Normal Texture=Texture'Engine.S_Actor' DrawScale=1.000000 ScaleGlow=1.000000 Fatness=128 SoundRadius=32 SoundVolume=128 SoundPitch=64 TransientSoundVolume=1.000000 CollisionRadius=22.000000 CollisionHeight=22.000000 bJustTeleported=True Mass=100.000000 ConStartInterval=5.000000 NetPriority=1.000000 NetUpdateFrequency=100.000000 } |
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