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author | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
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committer | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
commit | ce4a32fe52ef09d8f5ff1dd22c001110902b60a2 (patch) | |
tree | 5ac38a06f3dde268dc7927dc155896926aaf7012 /kate/tests/test.uc | |
download | tdelibs-ce4a32fe52ef09d8f5ff1dd22c001110902b60a2.tar.gz tdelibs-ce4a32fe52ef09d8f5ff1dd22c001110902b60a2.zip |
Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923
git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdelibs@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Diffstat (limited to 'kate/tests/test.uc')
-rw-r--r-- | kate/tests/test.uc | 266 |
1 files changed, 266 insertions, 0 deletions
diff --git a/kate/tests/test.uc b/kate/tests/test.uc new file mode 100644 index 000000000..be53bccee --- /dev/null +++ b/kate/tests/test.uc @@ -0,0 +1,266 @@ +//============================================================================= +// Shield Gun +//============================================================================= +class ShieldGun extends Weapon + config(user); + +#EXEC OBJ LOAD FILE=InterfaceContent.utx + +var Sound ShieldHitSound; +var String ShieldHitForce; + +replication +{ + reliable if (Role == ROLE_Authority) + ClientTakeHit; +} + +simulated function DoAutoSwitch() +{ +} + +simulated event RenderOverlays( Canvas Canvas ) +{ + local int m; + + if ((Hand < -1.0) || (Hand > 1.0)) + { + for (m = 0; m < NUM_FIRE_MODES; m++) + { + if (FireMode[m] != None) + { + FireMode[m].DrawMuzzleFlash(Canvas); + } + } + } + Super.RenderOverlays(Canvas); +} + +// AI Interface +function GiveTo(Pawn Other, optional Pickup Pickup) +{ + Super.GiveTo(Other, Pickup); + + if ( Bot(Other.Controller) != None ) + Bot(Other.Controller).bHasImpactHammer = true; +} + +function bool CanAttack(Actor Other) +{ + return true; +} + +simulated function Timer() +{ + local Bot B; + + if (ClientState == WS_BringUp) + { + // check if owner is bot waiting to do impact jump + B = Bot(Instigator.Controller); + if ( (B != None) && B.bPreparingMove && (B.ImpactTarget != None) ) + { + B.ImpactJump(); + B = None; + } + } + Super.Timer(); + if ( (B != None) && (B.Enemy != None) ) + BotFire(false); +} + +function FireHack(byte Mode) +{ + if ( Mode == 0 ) + { + FireMode[0].PlayFiring(); + FireMode[0].FlashMuzzleFlash(); + FireMode[0].StartMuzzleSmoke(); + IncrementFlashCount(0); + } +} + +/* BestMode() +choose between regular or alt-fire +*/ +function byte BestMode() +{ + local float EnemyDist; + local bot B; + + B = Bot(Instigator.Controller); + if ( (B == None) || (B.Enemy == None) ) + return 1; + + EnemyDist = VSize(B.Enemy.Location - Instigator.Location); + if ( EnemyDist > 2 * Instigator.GroundSpeed ) + return 1; + if ( (B.MoveTarget != B.Enemy) && ((EnemyDist > 0.5 * Instigator.GroundSpeed) + || (((B.Enemy.Location - Instigator.Location) Dot vector(Instigator.Rotation)) <= 0)) ) + return 1; + return 0; +} + +// super desireable for bot waiting to impact jump +function float GetAIRating() +{ + local Bot B; + local float EnemyDist; + + B = Bot(Instigator.Controller); + if ( B == None ) + return AIRating; + + if ( B.bPreparingMove && (B.ImpactTarget != None) ) + return 9; + + if ( B.PlayerReplicationInfo.HasFlag != None ) + { + if ( Instigator.Health < 50 ) + return AIRating + 0.35; + return AIRating + 0.25; + } + + if ( B.Enemy == None ) + return AIRating; + + EnemyDist = VSize(B.Enemy.Location - Instigator.Location); + if ( B.Stopped() && (EnemyDist > 100) ) + return 0.1; + + if ( (EnemyDist < 750) && (B.Skill <= 2) && !B.Enemy.IsA('Bot') && (ShieldGun(B.Enemy.Weapon) != None) ) + return FClamp(300/(EnemyDist + 1), 0.6, 0.75); + + if ( EnemyDist > 400 ) + return 0.1; + if ( (Instigator.Weapon != self) && (EnemyDist < 120) ) + return 0.25; + + return ( FMin(0.6, 90/(EnemyDist + 1)) ); +} + +// End AI interface + +function AdjustPlayerDamage( out int Damage, Pawn InstigatedBy, Vector HitLocation, + out Vector Momentum, class<DamageType> DamageType) +{ + local int Drain; + local vector Reflect; + local vector HitNormal; + local float DamageMax; + + DamageMax = 100.0; + if ( DamageType == class'Fell' ) + DamageMax = 20.0; + else if( !DamageType.default.bArmorStops || (DamageType == class'DamTypeShieldImpact' && InstigatedBy == Instigator) ) + return; + + if ( CheckReflect(HitLocation, HitNormal, 0) ) + { + Drain = Min( Ammo[1].AmmoAmount*2, Damage ); + Drain = Min(Drain,DamageMax); + Reflect = MirrorVectorByNormal( Normal(Location - HitLocation), Vector(Instigator.Rotation) ); + Damage -= Drain; + Momentum *= 1.25; + Ammo[1].UseAmmo(Drain/2); + DoReflectEffect(Drain/2); + } +} + +function DoReflectEffect(int Drain) +{ + PlaySound(ShieldHitSound, SLOT_None); + ShieldAltFire(FireMode[1]).TakeHit(Drain); + ClientTakeHit(Drain); +} + +simulated function ClientTakeHit(int Drain) +{ + ClientPlayForceFeedback(ShieldHitForce); + ShieldAltFire(FireMode[1]).TakeHit(Drain); +} + +function bool CheckReflect( Vector HitLocation, out Vector RefNormal, int AmmoDrain ) +{ + local Vector HitDir; + local Vector FaceDir; + + if (!FireMode[1].bIsFiring || Ammo[0].AmmoAmount == 0) return false; + + FaceDir = Vector(Instigator.Controller.Rotation); + HitDir = Normal(Instigator.Location - HitLocation + Vect(0,0,8)); + //Log(self@"HitDir"@(FaceDir dot HitDir)); + + RefNormal = FaceDir; + + if ( FaceDir dot HitDir < -0.37 ) // 68 degree protection arc + { + if (AmmoDrain > 0) + Ammo[0].UseAmmo(AmmoDrain); + return true; + } + return false; +} + +function AnimEnd(int channel) +{ + if (FireMode[0].bIsFiring) + { + LoopAnim('Charged'); + } + else if (!FireMode[1].bIsFiring) + { + Super.AnimEnd(channel); + } +} + +function float SuggestAttackStyle() +{ + return 0.8; +} + +function float SuggestDefenseStyle() +{ + return -0.8; +} + +simulated function float ChargeBar() +{ + return FMin(1,FireMode[0].HoldTime/ShieldFire(FireMode[0]).FullyChargedTime); +} + +defaultproperties +{ + ItemName="Shield Gun" + IconMaterial=Material'InterfaceContent.Hud.SkinA' + IconCoords=(X1=200,Y1=281,X2=321,Y2=371) + + bShowChargingBar=true + bCanThrow=false + FireModeClass(0)=ShieldFire + FireModeClass(1)=ShieldAltFire + InventoryGroup=1 + Mesh=mesh'Weapons.ShieldGun_1st' + BobDamping=2.2 + PickupClass=class'ShieldGunPickup' + EffectOffset=(X=15.0,Y=6.7,Z=1.2) + bMeleeWeapon=true + ShieldHitSound=Sound'WeaponSounds.ShieldGun.ShieldReflection' + DrawScale=0.4 + PutDownAnim=PutDown + DisplayFOV=60 + PlayerViewOffset=(X=2,Y=-0.7,Z=-2.7) + PlayerViewPivot=(Pitch=500,Roll=0,Yaw=500) + + UV2Texture=Material'XGameShaders.WeaponEnvShader' + + AttachmentClass=class'ShieldAttachment' + SelectSound=Sound'WeaponSounds.ShieldGun_change' + SelectForce="ShieldGun_change" + ShieldHitForce="ShieldReflection" + + AIRating=0.35 + CurrentRating=0.35 + + DefaultPriority=2 +} |