Prepare fixtures
This commit is contained in:
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797e5ea192
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9c94356263
6021 changed files with 722805 additions and 22 deletions
11
kf_sources/GamePlay/Classes/ACTION_ChangeWeapon.uc
Normal file
11
kf_sources/GamePlay/Classes/ACTION_ChangeWeapon.uc
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class ACTION_ChangeWeapon extends ScriptedAction;
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var(Action) class<Weapon> NewWeapon;
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function bool InitActionFor(ScriptedController C)
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{
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C.Pawn.PendingWeapon = Weapon(C.Pawn.FindInventoryType(newWeapon));
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C.Pawn.ChangedWeapon();
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return false;
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}
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21
kf_sources/GamePlay/Classes/ACTION_DamageActor.uc
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21
kf_sources/GamePlay/Classes/ACTION_DamageActor.uc
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class ACTION_DamageActor extends ScriptedAction;
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var(Action) name DamageTag;
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var(Action) int DamageAmount;
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var(Action) class<DamageType> DamageType;
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function bool InitActionFor(ScriptedController C)
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{
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local Actor a;
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if (DamageTag != 'None')
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ForEach C.AllActors(class'Actor', a, DamageTag)
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a.TakeDamage(DamageAmount, C.Pawn, a.Location, vect(0,0,0), DamageType);
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return false;
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}
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defaultproperties
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{
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ActionString="Damage actor"
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}
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23
kf_sources/GamePlay/Classes/ACTION_DestroyActor.uc
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23
kf_sources/GamePlay/Classes/ACTION_DestroyActor.uc
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@ -0,0 +1,23 @@
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class ACTION_DestroyActor extends ScriptedAction;
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var(Action) name DestroyTag;
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function bool InitActionFor(ScriptedController C)
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{
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local Actor a;
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if(DestroyTag != 'None')
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{
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ForEach C.AllActors(class'Actor', a, DestroyTag)
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{
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a.Destroy();
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}
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}
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return false;
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}
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defaultproperties
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{
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ActionString="Destroy actor"
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}
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11
kf_sources/GamePlay/Classes/ACTION_FinishRotation.uc
Normal file
11
kf_sources/GamePlay/Classes/ACTION_FinishRotation.uc
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@ -0,0 +1,11 @@
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class ACTION_FinishRotation extends LatentScriptedAction;
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function bool TurnToGoal()
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{
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return true;
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}
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defaultproperties
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{
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ActionString="Finish rotation"
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}
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52
kf_sources/GamePlay/Classes/ACTION_FireWeapon.uc
Normal file
52
kf_sources/GamePlay/Classes/ACTION_FireWeapon.uc
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@ -0,0 +1,52 @@
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class ACTION_FireWeapon extends ScriptedAction;
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var(Action) bool bPressFire;
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var(Action) bool bPressAltFire;
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function bool InitActionFor(ScriptedController C)
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{
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local vector ShootLoc;
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if ( (C.Pawn == None) || (C.Pawn.Weapon == None) )
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return false;
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if ( bPressFire )
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{
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if ( C.Pawn.Weapon.IsA('BallLauncher') )
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{
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if ( C.Target != None )
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ShootLoc = C.Target.Location;
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else
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ShootLoc = C.Pawn.Location + 1500 * vector(C.Pawn.Rotation);
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C.Pawn.Weapon.ShootHoop(C,ShootLoc);
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}
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else
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{
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C.Pawn.Weapon.StartFire(0);
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C.bFire = 1;
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}
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}
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else
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{
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C.Pawn.Weapon.StopFire(0);
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C.bFire = 0;
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}
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if ( bPressAltFire )
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{
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C.Pawn.Weapon.StartFire(1);
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C.bAltFire = 1;
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}
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else
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{
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C.Pawn.Weapon.StopFire(1);
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C.bAltFire = 0;
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}
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C.bFineWeaponControl = bPressFire || bPressAltFire;
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return false;
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}
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defaultproperties
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{
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ActionString="fire weapon"
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}
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21
kf_sources/GamePlay/Classes/ACTION_FireWeaponAt.uc
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21
kf_sources/GamePlay/Classes/ACTION_FireWeaponAt.uc
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class ACTION_FireWeaponAt extends ScriptedAction;
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var(Action) name ShootTargetTag;
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var Actor ShootTarget;
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function bool InitActionFor(ScriptedController C)
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{
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if ( ShootTarget == None )
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{
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ForEach C.AllActors(class'Actor',ShootTarget,ShootTargetTag)
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break;
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}
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if ( ShootTarget != None )
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C.FireWeaponAt(ShootTarget);
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return false;
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}
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defaultproperties
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{
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ActionString="fire weapon"
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}
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19
kf_sources/GamePlay/Classes/ACTION_Freeze.uc
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19
kf_sources/GamePlay/Classes/ACTION_Freeze.uc
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class ACTION_Freeze extends LatentScriptedAction;
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function bool InitActionFor(ScriptedController C)
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{
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if ( C.Pawn != None )
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{
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C.Pawn.bPhysicsAnimUpdate = false;
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C.Pawn.StopAnimating();
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C.Pawn.SetPhysics(PHYS_None);
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}
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C.CurrentAction = self;
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return true;
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}
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defaultproperties
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{
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ActionString="Freeze"
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}
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23
kf_sources/GamePlay/Classes/ACTION_FreezeOnAnimEnd.uc
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23
kf_sources/GamePlay/Classes/ACTION_FreezeOnAnimEnd.uc
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class ACTION_FreezeOnAnimEnd extends Action_PLAYANIM;
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function bool InitActionFor(ScriptedController C)
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{
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C.CurrentAnimation = self;
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return true;
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}
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function SetCurrentAnimationFor(ScriptedController C)
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{
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C.CurrentAnimation = self;
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}
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function bool PawnPlayBaseAnim(ScriptedController C, bool bFirstPlay)
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{
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if ( C.Pawn != None )
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{
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C.Pawn.bPhysicsAnimUpdate = false;
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C.Pawn.StopAnimating();
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C.Pawn.SetPhysics(PHYS_None);
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}
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return true;
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}
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21
kf_sources/GamePlay/Classes/ACTION_HealActor.uc
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21
kf_sources/GamePlay/Classes/ACTION_HealActor.uc
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class ACTION_HealActor extends ScriptedAction;
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var(Action) name HealTag;
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var(Action) int HealAmount;
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var(Action) class<DamageType> DamageType;
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function bool InitActionFor(ScriptedController C)
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{
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local Actor a;
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if (HealTag != 'None')
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ForEach C.AllActors(class'Actor', a, HealTag)
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a.HealDamage(HealAmount, C, DamageType);
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return false;
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}
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defaultproperties
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{
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ActionString="Heal actor"
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}
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43
kf_sources/GamePlay/Classes/ACTION_Jump.uc
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43
kf_sources/GamePlay/Classes/ACTION_Jump.uc
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class ACTION_Jump extends ScriptedAction;
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enum JumpType
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{
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JUMP_Normal,
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JUMP_Double,
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JUMP_DodgeLeft,
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JUMP_DodgeRight
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};
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var(Action) JumpType JumpAction;
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function bool InitActionFor(ScriptedController C)
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{
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if ( C.Pawn == None )
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return false;
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C.Pawn.SetPhysics(PHYS_Walking);
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Switch( JumpAction )
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{
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case JUMP_Normal:
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C.Pawn.DoJump(false);
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break;
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case JUMP_Double:
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C.Pawn.DoJump(false);
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C.bPendingDoubleJump = true;
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C.bNotifyApex = true;
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break;
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case JUMP_DodgeLeft:
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C.Pawn.Dodge(DCLICK_Left);
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break;
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case JUMP_DodgeLeft:
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C.Pawn.Dodge(DCLICK_Right);
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break;
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}
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return false;
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}
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defaultproperties
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{
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ActionString="Jump"
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}
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21
kf_sources/GamePlay/Classes/ACTION_LocalizedMessage.uc
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21
kf_sources/GamePlay/Classes/ACTION_LocalizedMessage.uc
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class ACTION_LocalizedMessage extends ScriptedAction;
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var(Action) class<LocalMessage> MessageClass;
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var(Action) int MessageNum;
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function bool InitActionFor(ScriptedController C)
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{
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C.BroadcastLocalizedMessage( MessageClass, MessageNum, None, None, None );
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return false;
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}
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function string GetActionString()
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{
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return ActionString@MessageClass.static.GetString(MessageNum);
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}
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defaultproperties
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{
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ActionString="Localized Message"
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MessageClass=class'ActionMessage'
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}
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29
kf_sources/GamePlay/Classes/ACTION_PlayLIPSinc.uc
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29
kf_sources/GamePlay/Classes/ACTION_PlayLIPSinc.uc
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// ifdef WITH_LIPSinc
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class ACTION_PlayLIPSinc extends ScriptedAction;
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var(Action) name LIPSincAnimName;
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var(Action) float Volume;
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var(Action) float Radius;
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var(Action) float Pitch;
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function bool InitActionFor(ScriptedController C)
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{
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C.Pawn.PlayLIPSincAnim(LIPSincAnimName, Volume, Radius, Pitch);
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return false;
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}
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function string GetActionString()
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{
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return ActionString;
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}
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defaultproperties
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{
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ActionString="Play LIPSinc"
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Volume=1.0
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Radius=80.0
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Pitch=1.0
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}
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// endif
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16
kf_sources/GamePlay/Classes/ACTION_SetCorona.uc
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16
kf_sources/GamePlay/Classes/ACTION_SetCorona.uc
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class ACTION_SetCorona extends ScriptedAction;
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var(Action) bool bCorona;
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var(Action) name HideActorTag;
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function bool InitActionFor(ScriptedController C)
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{
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local Actor A;
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if ( HideActorTag != '' )
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{
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ForEach C.AllActors(class'Actor',A,HideActorTag)
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A.bCorona = bCorona;
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}
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return false;
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}
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32
kf_sources/GamePlay/Classes/ACTION_SetHidden.uc
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32
kf_sources/GamePlay/Classes/ACTION_SetHidden.uc
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class ACTION_SetHidden extends ScriptedAction;
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var(Action) bool bHidden;
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var(Action) name HideActorTag;
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var Array<Actor> Target;
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event PostBeginPlay( ScriptedSequence SS )
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{
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local Actor A;
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if ( HideActorTag != '' )
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{
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ForEach SS.AllActors(class'Actor', A, HideActorTag)
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Target[Target.Length] = A;
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}
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}
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function bool InitActionFor(ScriptedController C)
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{
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local int i;
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if ( Target.Length > 0 )
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{
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For (i=0; i<Target.Length; i++)
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Target[i].bHidden = bHidden;
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}
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else
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C.GetInstigator().bHidden = bHidden;
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return false;
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}
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19
kf_sources/GamePlay/Classes/ACTION_SetPhysics.uc
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19
kf_sources/GamePlay/Classes/ACTION_SetPhysics.uc
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class ACTION_SetPhysics extends ScriptedAction;
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var(Action) Actor.EPhysics NewPhysicsMode;
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function bool InitActionFor(ScriptedController C)
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{
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C.GetInstigator().SetPhysics(NewPhysicsMode);
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return false;
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}
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function string GetActionString()
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{
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return ActionString@NewPhysicsMode;
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}
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defaultproperties
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{
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ActionString="change physics to "
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}
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20
kf_sources/GamePlay/Classes/ACTION_ShootTarget.uc
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20
kf_sources/GamePlay/Classes/ACTION_ShootTarget.uc
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class ACTION_ShootTarget extends ScriptedAction;
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var(Action) int NumShots;
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var(Action) name FiringMode;
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var(Action) bool bSpray;
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function bool InitActionFor(ScriptedController C)
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{
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C.NumShots = NumShots;
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C.FiringMode = FiringMode;
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C.bShootTarget = true;
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C.bShootSpray = bSpray;
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return false;
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}
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defaultproperties
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{
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NumShots = 0;
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ActionString="shoot target"
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}
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40
kf_sources/GamePlay/Classes/ACTION_SpawnActor.uc
Normal file
40
kf_sources/GamePlay/Classes/ACTION_SpawnActor.uc
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class ACTION_SpawnActor extends ScriptedAction;
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var(Action) class<Actor> ActorClass;
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var(Action) vector LocationOffset;
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var(Action) rotator RotationOffset;
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var(Action) bool bOffsetFromScriptedPawn;
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var(Action) name ActorTag;
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function bool InitActionFor(ScriptedController C)
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{
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local vector loc;
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local rotator rot;
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local actor a;
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if ( bOffsetFromScriptedPawn )
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{
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loc = C.Pawn.Location + LocationOffset;
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rot = C.Pawn.Rotation + RotationOffset;
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}
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else
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{
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loc = C.SequenceScript.Location + LocationOffset;
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rot = C.SequenceScript.Rotation + RotationOffset;
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}
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a = C.Spawn(ActorClass,,,loc,rot);
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a.Instigator = C.Pawn;
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if ( ActorTag != 'None' )
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a.Tag = ActorTag;
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return false;
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}
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function string GetActionString()
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{
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return ActionString@ActorClass;
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}
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defaultproperties
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{
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ActionString="Spawn actor"
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}
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8
kf_sources/GamePlay/Classes/ACTION_StopShooting.uc
Normal file
8
kf_sources/GamePlay/Classes/ACTION_StopShooting.uc
Normal file
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class ACTION_StopShooting extends ScriptedAction;
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function bool InitActionFor(ScriptedController C)
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{
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C.bShootTarget = false;
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C.bShootSpray = false;
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return false;
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}
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19
kf_sources/GamePlay/Classes/ACTION_SubTitles.uc
Normal file
19
kf_sources/GamePlay/Classes/ACTION_SubTitles.uc
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class ACTION_SubTitles extends ScriptedAction;
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var() SceneSubtitles.ESST_Mode SubTitleMode;
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function bool InitActionFor(ScriptedController C)
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{
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C.Level.GetLocalPlayerController().myHUD.SubTitles.ProcessEvent( SubTitleMode );
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return false;
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}
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function string GetActionString()
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{
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return ActionString;
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}
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defaultproperties
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{
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ActionString="SubTitles"
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}
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19
kf_sources/GamePlay/Classes/ACTION_ThrowWeapon.uc
Normal file
19
kf_sources/GamePlay/Classes/ACTION_ThrowWeapon.uc
Normal file
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class ACTION_ThrowWeapon extends ScriptedAction;
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var(Action) vector WeaponVelocity;
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||||
function bool InitActionFor(ScriptedController C)
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||||
{
|
||||
if ( (C.Pawn == None) || (C.Pawn.Weapon == None) )
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return false;
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if ( WeaponVelocity == vect(0,0,0) )
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WeaponVelocity = C.Pawn.Velocity + vect(0,0,250) + 300 * vector(C.Pawn.Rotation);
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||||
C.Pawn.TossWeapon(WeaponVelocity);
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return false;
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||||
}
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||||
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||||
defaultproperties
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||||
{
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ActionString="throw weapon"
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}
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16
kf_sources/GamePlay/Classes/ACTION_WaitForLIPSincAnimEnd.uc
Normal file
16
kf_sources/GamePlay/Classes/ACTION_WaitForLIPSincAnimEnd.uc
Normal file
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@ -0,0 +1,16 @@
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// ifdef WITH_LIPSINC
|
||||
|
||||
class ACTION_WaitForLIPSincAnimEnd extends LatentScriptedAction;
|
||||
|
||||
function bool CompleteOnLIPSincAnim()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="Wait for LIPSincAnimEnd"
|
||||
bValidForTrigger=false
|
||||
}
|
||||
|
||||
// endif
|
||||
21
kf_sources/GamePlay/Classes/ActionMessage.uc
Normal file
21
kf_sources/GamePlay/Classes/ActionMessage.uc
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
class ActionMessage extends CriticalEventPlus;
|
||||
|
||||
var localized string Messages[32];
|
||||
|
||||
static function string GetString(
|
||||
optional int Switch,
|
||||
optional PlayerReplicationInfo RelatedPRI_1,
|
||||
optional PlayerReplicationInfo RelatedPRI_2,
|
||||
optional Object OptionalObject
|
||||
)
|
||||
{
|
||||
return Default.Messages[Switch];
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
PosY=0.85
|
||||
FontSize=0
|
||||
Lifetime=8
|
||||
DrawColor=(R=255,G=255,B=0,A=255)
|
||||
}
|
||||
16
kf_sources/GamePlay/Classes/ActionMessage_BR.uc
Normal file
16
kf_sources/GamePlay/Classes/ActionMessage_BR.uc
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
class ActionMessage_BR extends ActionMessage;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
Messages[0]="Bombing Run"
|
||||
Messages[1]="The ball is in the center"
|
||||
Messages[2]="Touch the ball to pick it up"
|
||||
Messages[3]="The ball carrier cannot attack"
|
||||
Messages[4]="Primary fire shoots ball"
|
||||
Messages[5]="Alternate fire targets teammates"
|
||||
Messages[6]="Pass the ball to teammates"
|
||||
Messages[7]="Each team has a round goal"
|
||||
Messages[8]="Throwing the ball = 3 points"
|
||||
Messages[9]="Carrying it = 7 points"
|
||||
Messages[10]="Good luck!"
|
||||
}
|
||||
13
kf_sources/GamePlay/Classes/ActionMessage_CTF.uc
Normal file
13
kf_sources/GamePlay/Classes/ActionMessage_CTF.uc
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
class ActionMessage_CTF extends ActionMessage;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
Messages[0]="Capture the Flag"
|
||||
Messages[1]="Two bases : red and blue"
|
||||
Messages[2]="Touch enemy flag to take it"
|
||||
Messages[3]="Return to your base"
|
||||
Messages[4]="Touch your flag to score"
|
||||
Messages[5]="Translocating will drop the flag"
|
||||
Messages[6]="Default capture limit is 3"
|
||||
Messages[7]="Good luck!"
|
||||
}
|
||||
36
kf_sources/GamePlay/Classes/ActionMessage_DM.uc
Normal file
36
kf_sources/GamePlay/Classes/ActionMessage_DM.uc
Normal file
|
|
@ -0,0 +1,36 @@
|
|||
class ActionMessage_DM extends ActionMessage;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
Messages[0]="Deathmatch"
|
||||
Messages[1]="Press fire to spawn"
|
||||
Messages[2]="Weapons have two firing modes"
|
||||
Messages[3]="Regular and alternate fire"
|
||||
Messages[4]="Assault Rifle"
|
||||
Messages[5]="Fires bullets and grenades"
|
||||
Messages[6]="Shield Gun"
|
||||
Messages[7]="Melee attack"
|
||||
Messages[8]="Protective Shield"
|
||||
Messages[9]="Explore to find other weapons"
|
||||
Messages[10]="Flak Cannon"
|
||||
Messages[11]="Bio-Rifle"
|
||||
Messages[12]="Minigun"
|
||||
Messages[13]="Movement"
|
||||
Messages[14]="WASD = Default movement keys"
|
||||
Messages[15]="Double tap a key to dodge"
|
||||
Messages[16]="Jumping"
|
||||
Messages[17]="Double jump"
|
||||
Messages[18]="Powerups"
|
||||
Messages[19]="Health vials"
|
||||
Messages[20]="Health pack"
|
||||
Messages[21]="Big Keg O' Health"
|
||||
Messages[22]="Armor"
|
||||
Messages[23]="Shield Pack"
|
||||
Messages[24]="Super Shield Pack"
|
||||
Messages[25]="Adrenaline"
|
||||
Messages[26]="Adrenaline can be used for combos"
|
||||
Messages[27]="Damage Amplifier"
|
||||
Messages[28]="Reach the frag limit first!"
|
||||
Messages[29]="Suicides count against you"
|
||||
Messages[30]="Good luck!"
|
||||
}
|
||||
10
kf_sources/GamePlay/Classes/ActionMessage_DOM.uc
Normal file
10
kf_sources/GamePlay/Classes/ActionMessage_DOM.uc
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
class ActionMessage_DOM extends ActionMessage;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
Messages[0]="Double Domination"
|
||||
Messages[1]="Control points : A & B"
|
||||
Messages[2]="Hold points for 10 seconds"
|
||||
Messages[3]="Touch point to take control"
|
||||
Messages[4]="Good luck!"
|
||||
}
|
||||
67
kf_sources/GamePlay/Classes/ActionMessage_SubTitle.uc
Normal file
67
kf_sources/GamePlay/Classes/ActionMessage_SubTitle.uc
Normal file
|
|
@ -0,0 +1,67 @@
|
|||
// ====================================================================
|
||||
// Class: GamePlay.ActionMessage_SubTitle
|
||||
// Parent: GamePlay.ActionMessage
|
||||
//
|
||||
// <Enter a description here>
|
||||
// ====================================================================
|
||||
|
||||
class ActionMessage_SubTitle extends ActionMessage;
|
||||
|
||||
var localized float Delays[32];
|
||||
|
||||
static function float GetLifeTime(int Switch)
|
||||
{
|
||||
if (default.Delays[switch]==0.0)
|
||||
return default.LifeTime;
|
||||
else
|
||||
return default.Delays[Switch];
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
Messages[0]="How do I look?"
|
||||
Delays[0]=4
|
||||
Messages[1]="Not as good as me baby..."
|
||||
Delays[1]=4
|
||||
Messages[2]="Well fans here we are for another edition of the bloodiest sport in the Galaxy. A tournament where the winners become gods and the losers pay the ultimate price!"
|
||||
Delays[2]=8
|
||||
Messages[3]="THERE THEY ARE! Once they were rivals, but now they're one of the fiercest teams around."
|
||||
Delays[3]=8
|
||||
Messages[4]="That's right. Nothing beats experience and each one of these three brings loads of it to the table."
|
||||
Delays[4]=8
|
||||
Messages[5]="Look at Malcolm! Now there's a guy who can really keep his cool in a fire-fight."
|
||||
Delays[5]=8
|
||||
Messages[6]="That Brock. He's as dangerous to the ladies OUT-side the ring as he is to his foes IN-side!"
|
||||
Delays[6]=8
|
||||
Messages[7]="I love watching Lauren. She's such a little....bundle of energy."
|
||||
Delays[7]=8
|
||||
Messages[8]="Yeah right.....you like watching Lauren for her energy."
|
||||
Delays[8]=8
|
||||
Messages[9]="This time he's MINE!!"
|
||||
Delays[9]=8
|
||||
Messages[10]="AAGGGHHHHRRRR"
|
||||
Delays[10]=8
|
||||
Messages[11]="You d'man Gorge! You rock! Yeah baby, com'on, now, you d'man dude!"
|
||||
Delays[11]=8
|
||||
Messages[12]="MAAAALLLCOOOOOMMM!"
|
||||
Delays[12]=8
|
||||
Messages[13]="Oh, man, did you see that?"
|
||||
Delays[13]=8
|
||||
Messages[14]="I tell you Jim, that Gorge, he just has no respect for his fans."
|
||||
Delays[14]=8
|
||||
Messages[15]="Well, I think he is still pissed about that new scar on his face, courtesy of Malcolm in their last match."
|
||||
Delays[15]=8
|
||||
Messages[16]="Yea, I think he is looking for a little PAYBACK."
|
||||
Delays[16]=8
|
||||
Messages[17]="Yep, it should be a good one tonight."
|
||||
Delays[17]=8
|
||||
Messages[18]="Since Malcolm's team are the reigning champs, they get to choose tonight's arena."
|
||||
Delays[18]=8
|
||||
Messages[19]="Looks like it's gonna be... Kalendra Icefields."
|
||||
Delays[19]=8
|
||||
Messages[20]="Awww Yeah, I love this arena, Malcolm does really well here."
|
||||
Delays[20]=8
|
||||
Messages[21]="Tonight's match oughta be a real blood-bath."
|
||||
Delays[21]=8
|
||||
|
||||
}
|
||||
25
kf_sources/GamePlay/Classes/Action_CHANGELEVEL.uc
Normal file
25
kf_sources/GamePlay/Classes/Action_CHANGELEVEL.uc
Normal file
|
|
@ -0,0 +1,25 @@
|
|||
class ACTION_ChangeLevel extends ScriptedAction;
|
||||
|
||||
var(Action) string URL;
|
||||
var(Action) bool bShowLoadingMessage;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
if( bShowLoadingMessage )
|
||||
C.Level.ServerTravel(URL, false);
|
||||
else
|
||||
C.Level.ServerTravel(URL$"?quiet", false);
|
||||
return true;
|
||||
}
|
||||
|
||||
function string GetActionString()
|
||||
{
|
||||
return ActionString;
|
||||
}
|
||||
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="Change level"
|
||||
bShowLoadingMessage=False
|
||||
}
|
||||
31
kf_sources/GamePlay/Classes/Action_CHANGESCRIPT.uc
Normal file
31
kf_sources/GamePlay/Classes/Action_CHANGESCRIPT.uc
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
class ACTION_ChangeScript extends ScriptedAction;
|
||||
|
||||
var(Action) name NextScriptTag;
|
||||
var ScriptedSequence NextScript;
|
||||
|
||||
function ScriptedSequence GetScript(ScriptedSequence S)
|
||||
{
|
||||
if ( (NextScript == None) && (NextScriptTag != 'None') )
|
||||
{
|
||||
ForEach S.AllActors(class'ScriptedSequence', NextScript, NextScriptTag )
|
||||
break;
|
||||
if ( NextScript == None )
|
||||
{
|
||||
Warn("No Next script found for "$self$" in "$S);
|
||||
return S;
|
||||
}
|
||||
}
|
||||
return NextScript;
|
||||
}
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
C.bBroken = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="Change script"
|
||||
bValidForTrigger=false
|
||||
}
|
||||
31
kf_sources/GamePlay/Classes/Action_CHANGETEAM.uc
Normal file
31
kf_sources/GamePlay/Classes/Action_CHANGETEAM.uc
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
class ACTION_ChangeTeam extends ScriptedAction;
|
||||
|
||||
var(Action) int Team;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
|
||||
local PlayerReplicationInfo P;
|
||||
|
||||
if (C.PlayerReplicationInfo==None)
|
||||
{
|
||||
P = c.spawn(class'PlayerReplicationInfo',C,,C.Pawn.Location, C.Pawn.Rotation);
|
||||
if (P==None)
|
||||
return false;
|
||||
|
||||
C.PlayerReplicationInfo = P;
|
||||
C.Pawn.PlayerReplicationInfo=P;
|
||||
P = None;
|
||||
}
|
||||
|
||||
C.bIsPlayer=true;
|
||||
C.Level.Game.GameReplicationInfo.Teams[Team].AddToTeam(c);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="Change Team"
|
||||
Team=0
|
||||
}
|
||||
13
kf_sources/GamePlay/Classes/Action_CROUCH.uc
Normal file
13
kf_sources/GamePlay/Classes/Action_CROUCH.uc
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
class ACTION_Crouch extends ScriptedAction;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
C.Pawn.ShouldCrouch(true);
|
||||
return false;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="crouch"
|
||||
bValidForTrigger=false
|
||||
}
|
||||
28
kf_sources/GamePlay/Classes/Action_ConsoleCommand.uc
Normal file
28
kf_sources/GamePlay/Classes/Action_ConsoleCommand.uc
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
// ====================================================================
|
||||
// Class: GamePlay.Action_ConsoleCommand
|
||||
// Parent: GamePlay.ScriptedAction
|
||||
//
|
||||
// Executes a console command
|
||||
// ====================================================================
|
||||
|
||||
class Action_ConsoleCommand extends ScriptedAction;
|
||||
|
||||
var(Action) string CommandStr; // The console command to execute
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
if (CommandStr!="")
|
||||
C.ConsoleCommand(CommandStr);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
function string GetActionString()
|
||||
{
|
||||
return ActionString@CommandStr;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="console command"
|
||||
}
|
||||
25
kf_sources/GamePlay/Classes/Action_DAMAGEINSTIGATOR.uc
Normal file
25
kf_sources/GamePlay/Classes/Action_DAMAGEINSTIGATOR.uc
Normal file
|
|
@ -0,0 +1,25 @@
|
|||
class ACTION_DamageInstigator extends ScriptedAction;
|
||||
|
||||
var(Action) int Damage;
|
||||
var(Action) class<DamageType> DamageType;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
local pawn Damaged;
|
||||
|
||||
Damaged = C.GetInstigator();
|
||||
Damaged.TakeDamage( Damage, Damaged, Damaged.Location, vect(0,0,0), DamageType);
|
||||
return false;
|
||||
}
|
||||
|
||||
function string GetActionString()
|
||||
{
|
||||
return ActionString@(string(DamageType))@Damage;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
Damage=10
|
||||
DamageType=class'Engine.Crushed'
|
||||
ActionString="Damage instigator"
|
||||
}
|
||||
13
kf_sources/GamePlay/Classes/Action_DESTROYPAWN.uc
Normal file
13
kf_sources/GamePlay/Classes/Action_DESTROYPAWN.uc
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
class ACTION_DestroyPawn extends ScriptedAction;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
C.DestroyPawn();
|
||||
return true;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="destroy pawn"
|
||||
bValidForTrigger=false
|
||||
}
|
||||
29
kf_sources/GamePlay/Classes/Action_DISPLAYMESSAGE.uc
Normal file
29
kf_sources/GamePlay/Classes/Action_DISPLAYMESSAGE.uc
Normal file
|
|
@ -0,0 +1,29 @@
|
|||
class ACTION_DisplayMessage extends ScriptedAction;
|
||||
|
||||
var(Action) localized string Message;
|
||||
var(Action) bool bBroadcast;
|
||||
var(Action) name MessageType;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
local Pawn P;
|
||||
|
||||
P = C.GetInstigator();
|
||||
if ( bBroadCast )
|
||||
C.Level.Game.Broadcast(P, Message, MessageType); // Broadcast message to all players.
|
||||
else if ( P != None )
|
||||
P.ClientMessage( Message, MessageType );
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
function string GetActionString()
|
||||
{
|
||||
return ActionString@Message;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="display message"
|
||||
MessageType=CriticalEvent
|
||||
}
|
||||
63
kf_sources/GamePlay/Classes/Action_DrawHUDMaterial.uc
Normal file
63
kf_sources/GamePlay/Classes/Action_DrawHUDMaterial.uc
Normal file
|
|
@ -0,0 +1,63 @@
|
|||
//Draw a texture on the local player's HUD
|
||||
class Action_DrawHUDMaterial extends LatentScriptedAction;
|
||||
|
||||
var(Action) Material HUDMaterial;
|
||||
var(Action) float PosX, PosY, Width, Height; //scaled to screen resolution if <= 1
|
||||
var(Action) float DisplayTime;
|
||||
var ScriptedHudOverlay Overlay;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
local PlayerController PC;
|
||||
|
||||
PC = C.Level.GetLocalPlayerController();
|
||||
if (PC == None)
|
||||
{
|
||||
Warn("No local player!");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (PC.myHUD == None)
|
||||
{
|
||||
Warn("Local player has no HUD!");
|
||||
return false;
|
||||
}
|
||||
|
||||
Overlay = C.spawn(class'ScriptedHudOverlay', PC);
|
||||
Overlay.HUDMaterial = HUDMaterial;
|
||||
Overlay.PosX = PosX;
|
||||
Overlay.PosY = PosY;
|
||||
Overlay.Width = Width;
|
||||
Overlay.Height = Height;
|
||||
PC.myHUD.AddHudOverlay(Overlay);
|
||||
|
||||
C.CurrentAction = self;
|
||||
C.SetTimer(DisplayTime, false);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
function ActionCompleted()
|
||||
{
|
||||
Overlay.Destroy();
|
||||
}
|
||||
|
||||
function bool CompleteWhenTriggered()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
function bool CompleteWhenTimer()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="draw HUD texture"
|
||||
PosX=0.4
|
||||
PosY=0.4
|
||||
Width=0.2
|
||||
Height=0.2
|
||||
DisplayTime=1.0
|
||||
}
|
||||
25
kf_sources/GamePlay/Classes/Action_ENDSECTION.uc
Normal file
25
kf_sources/GamePlay/Classes/Action_ENDSECTION.uc
Normal file
|
|
@ -0,0 +1,25 @@
|
|||
class ACTION_EndSection extends ScriptedAction;
|
||||
|
||||
function ProceedToNextAction(ScriptedController C)
|
||||
{
|
||||
if ( C.IterationCounter > 0 )
|
||||
{
|
||||
C.ActionNum = C.IterationSectionStart;
|
||||
C.IterationCounter--;
|
||||
}
|
||||
else
|
||||
{
|
||||
C.ActionNum += 1;
|
||||
C.IterationSectionStart = -1;
|
||||
}
|
||||
}
|
||||
|
||||
function bool EndsSection()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="end section"
|
||||
}
|
||||
46
kf_sources/GamePlay/Classes/Action_FADEVIEW.uc
Normal file
46
kf_sources/GamePlay/Classes/Action_FADEVIEW.uc
Normal file
|
|
@ -0,0 +1,46 @@
|
|||
class ACTION_FadeView extends LatentScriptedAction;
|
||||
|
||||
var(Action) float FadeTime;
|
||||
var(Action) vector TargetFlash;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
function string GetActionString()
|
||||
{
|
||||
return ActionString@FadeTime;
|
||||
}
|
||||
|
||||
|
||||
function bool TickedAction()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
function bool StillTicking(ScriptedController C, float DeltaTime)
|
||||
{
|
||||
local bool bXDone,bYDone,bZDone;
|
||||
local vector V;
|
||||
|
||||
V = C.GetInstigator().PhysicsVolume.ViewFlash - (C.Instigator.PhysicsVolume.Default.ViewFlash - TargetFlash) * (DeltaTime/FadeTime);
|
||||
|
||||
if( V.X < TargetFlash.X ) { V.X = TargetFlash.X; bXDone = True; }
|
||||
if( V.Y < TargetFlash.Y ) { V.Y = TargetFlash.Y; bYDone = True; }
|
||||
if( V.Z < TargetFlash.Z ) { V.Z = TargetFlash.Z; bZDone = True; }
|
||||
|
||||
C.GetInstigator().PhysicsVolume.ViewFlash = V;
|
||||
|
||||
if(bXDone && bYDone && bZDone)
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
TargetFlash=(X=-2,Y=-2,Z=-2)
|
||||
FadeTime=+5
|
||||
ActionString="fade view"
|
||||
}
|
||||
32
kf_sources/GamePlay/Classes/Action_FORCEMOVETOPOINT.uc
Normal file
32
kf_sources/GamePlay/Classes/Action_FORCEMOVETOPOINT.uc
Normal file
|
|
@ -0,0 +1,32 @@
|
|||
class ACTION_ForceMoveToPoint extends ScriptedAction;
|
||||
|
||||
var(Action) name DestinationTag; // tag of destination - if none, then use the ScriptedSequence
|
||||
var Actor Dest;
|
||||
var byte originalPhys;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
Dest = C.SequenceScript.GetMoveTarget();
|
||||
|
||||
if ( DestinationTag != '' )
|
||||
{
|
||||
ForEach C.AllActors(class'Actor',Dest,DestinationTag)
|
||||
break;
|
||||
}
|
||||
|
||||
originalPhys = C.Pawn.Physics;
|
||||
|
||||
C.Pawn.SetCollision(False, False, False);
|
||||
C.Pawn.bCollideWorld = false;
|
||||
|
||||
//Log("SetLocation:"$Dest.Location);
|
||||
C.Pawn.SetLocation(Dest.Location);
|
||||
//Log("NewLocation:"$C.Pawn.Location);
|
||||
|
||||
//Log("SetRotation:"$Dest.Rotation);
|
||||
C.Pawn.SetRotation(Dest.Rotation);
|
||||
|
||||
C.Pawn.SetPhysics(PHYS_None);
|
||||
|
||||
return false;
|
||||
}
|
||||
18
kf_sources/GamePlay/Classes/Action_GOTOACTION.uc
Normal file
18
kf_sources/GamePlay/Classes/Action_GOTOACTION.uc
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
class ACTION_GotoAction extends ScriptedAction;
|
||||
|
||||
var(Action) int ActionNumber;
|
||||
|
||||
function ProceedToNextAction(ScriptedController C)
|
||||
{
|
||||
C.ActionNum = Max(0,ActionNumber);
|
||||
}
|
||||
|
||||
function string GetActionString()
|
||||
{
|
||||
return ActionString@ActionNumber;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="go to action"
|
||||
}
|
||||
41
kf_sources/GamePlay/Classes/Action_IFCONDITION.uc
Normal file
41
kf_sources/GamePlay/Classes/Action_IFCONDITION.uc
Normal file
|
|
@ -0,0 +1,41 @@
|
|||
class ACTION_IfCondition extends ScriptedAction;
|
||||
|
||||
var(Action) name TriggeredConditionTag;
|
||||
var TriggeredCondition T;
|
||||
|
||||
function ProceedToNextAction(ScriptedController C)
|
||||
{
|
||||
if ( (T == None) && (TriggeredConditionTag != 'None') )
|
||||
ForEach C.AllActors(class'TriggeredCondition',T,TriggeredConditionTag)
|
||||
break;
|
||||
|
||||
C.ActionNum += 1;
|
||||
if ( T == None )
|
||||
{
|
||||
if ( C.Level.Title ~= "Robot Factory" )
|
||||
{
|
||||
ProceedToSectionEnd(C);
|
||||
return;
|
||||
}
|
||||
warn("No TriggeredCondition with tag "$TriggeredConditionTag$" found, breaking "$C.SequenceScript);
|
||||
ProceedToSectionEnd(C);
|
||||
return;
|
||||
}
|
||||
if ( !T.bEnabled )
|
||||
ProceedToSectionEnd(C);
|
||||
}
|
||||
|
||||
function bool StartsSection()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
function string GetActionString()
|
||||
{
|
||||
return ActionString@T@TriggeredConditionTag;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="If condition"
|
||||
}
|
||||
19
kf_sources/GamePlay/Classes/Action_IFRANDOMPCT.uc
Normal file
19
kf_sources/GamePlay/Classes/Action_IFRANDOMPCT.uc
Normal file
|
|
@ -0,0 +1,19 @@
|
|||
class ACTION_IfRandomPct extends ScriptedAction;
|
||||
|
||||
var(Action) float Probability;
|
||||
|
||||
function ProceedToNextAction(ScriptedController C)
|
||||
{
|
||||
C.ActionNum += 1;
|
||||
if ( FRand() > Probability )
|
||||
ProceedToSectionEnd(C);
|
||||
}
|
||||
|
||||
function bool StartsSection()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
}
|
||||
20
kf_sources/GamePlay/Classes/Action_KILLINSTIGATOR.uc
Normal file
20
kf_sources/GamePlay/Classes/Action_KILLINSTIGATOR.uc
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
class ACTION_KillInstigator extends ScriptedAction;
|
||||
|
||||
var() class<DamageType> DamageType;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
C.GetInstigator().Died( None, DamageType, C.Instigator.Location );
|
||||
return false;
|
||||
}
|
||||
|
||||
function string GetActionString()
|
||||
{
|
||||
return ActionString@DamageType;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
DamageType=class'Engine.Crushed'
|
||||
ActionString="Damage instigator"
|
||||
}
|
||||
11
kf_sources/GamePlay/Classes/Action_LEAVESEQUENCE.uc
Normal file
11
kf_sources/GamePlay/Classes/Action_LEAVESEQUENCE.uc
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
class ACTION_LeaveSequence extends ScriptedAction;
|
||||
|
||||
function ScriptedSequence GetScript(ScriptedSequence S)
|
||||
{
|
||||
return None;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="leave sequence"
|
||||
}
|
||||
17
kf_sources/GamePlay/Classes/Action_MOVETOPLAYER.uc
Normal file
17
kf_sources/GamePlay/Classes/Action_MOVETOPLAYER.uc
Normal file
|
|
@ -0,0 +1,17 @@
|
|||
class ACTION_MoveToPlayer extends LatentScriptedAction;
|
||||
|
||||
function bool MoveToGoal()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
function Actor GetMoveTargetFor(ScriptedController C)
|
||||
{
|
||||
return C.GetMyPlayer();
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="Move to player"
|
||||
bValidForTrigger=false
|
||||
}
|
||||
37
kf_sources/GamePlay/Classes/Action_MOVETOPOINT.uc
Normal file
37
kf_sources/GamePlay/Classes/Action_MOVETOPOINT.uc
Normal file
|
|
@ -0,0 +1,37 @@
|
|||
class ACTION_MoveToPoint extends LatentScriptedAction;
|
||||
|
||||
var(Action) name DestinationTag; // tag of destination - if none, then use the ScriptedSequence
|
||||
var Actor Movetarget;
|
||||
|
||||
function bool MoveToGoal()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
function Actor GetMoveTargetFor(ScriptedController C)
|
||||
{
|
||||
if ( Movetarget != None )
|
||||
return MoveTarget;
|
||||
|
||||
MoveTarget = C.SequenceScript.GetMoveTarget();
|
||||
if ( DestinationTag != '' )
|
||||
{
|
||||
ForEach C.AllActors(class'Actor',MoveTarget,DestinationTag)
|
||||
break;
|
||||
}
|
||||
if ( AIScript(MoveTarget) != None )
|
||||
MoveTarget = AIScript(MoveTarget).GetMoveTarget();
|
||||
return MoveTarget;
|
||||
}
|
||||
|
||||
|
||||
function string GetActionString()
|
||||
{
|
||||
return ActionString@DestinationTag;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="Move to point"
|
||||
bValidForTrigger=false
|
||||
}
|
||||
32
kf_sources/GamePlay/Classes/Action_PLAYAMBIENTSOUND.uc
Normal file
32
kf_sources/GamePlay/Classes/Action_PLAYAMBIENTSOUND.uc
Normal file
|
|
@ -0,0 +1,32 @@
|
|||
class ACTION_PlayAmbientSound extends ScriptedAction;
|
||||
|
||||
var(Action) sound AmbientSound;
|
||||
var(Action) byte SoundVolume;
|
||||
var(Action) byte SoundPitch;
|
||||
var(Action) float SoundRadius;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
// play appropriate sound
|
||||
if ( AmbientSound != None )
|
||||
{
|
||||
C.SequenceScript.AmbientSound = AmbientSound;
|
||||
C.SequenceScript.SoundVolume = SoundVolume;
|
||||
C.SequenceScript.SoundPitch = SoundPitch;
|
||||
C.SequenceScript.SoundRadius = SoundRadius;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
function string GetActionString()
|
||||
{
|
||||
return ActionString@AmbientSound;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="play ambient sound"
|
||||
SoundRadius=64
|
||||
SoundVolume=128
|
||||
SoundPitch=64
|
||||
}
|
||||
60
kf_sources/GamePlay/Classes/Action_PLAYANIM.uc
Normal file
60
kf_sources/GamePlay/Classes/Action_PLAYANIM.uc
Normal file
|
|
@ -0,0 +1,60 @@
|
|||
class ACTION_PlayAnim extends ScriptedAction;
|
||||
|
||||
var(Action) name BaseAnim;
|
||||
var(Action) float BlendInTime;
|
||||
var(Action) float BlendOutTime;
|
||||
var(Action) float AnimRate;
|
||||
var(Action) byte AnimIterations;
|
||||
var(Action) bool bLoopAnim;
|
||||
var(Action) float StartFrame;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
// play appropriate animation
|
||||
C.AnimsRemaining = AnimIterations;
|
||||
if ( PawnPlayBaseAnim(C,true) )
|
||||
C.CurrentAnimation = self;
|
||||
return false;
|
||||
}
|
||||
|
||||
function SetCurrentAnimationFor(ScriptedController C)
|
||||
{
|
||||
if ( C.Pawn.IsAnimating(0) )
|
||||
C.CurrentAnimation = self;
|
||||
else
|
||||
C.CurrentAnimation = None;
|
||||
}
|
||||
|
||||
function bool PawnPlayBaseAnim(ScriptedController C, bool bFirstPlay)
|
||||
{
|
||||
if ( BaseAnim == '' )
|
||||
return false;
|
||||
|
||||
C.bControlAnimations = true;
|
||||
if ( bFirstPlay )
|
||||
C.Pawn.PlayAnim(BaseAnim,AnimRate,BlendInTime);
|
||||
else if ( bLoopAnim || (C.AnimsRemaining > 0) )
|
||||
C.Pawn.LoopAnim(BaseAnim,AnimRate);
|
||||
else
|
||||
return false;
|
||||
|
||||
if( StartFrame > 0.0 )
|
||||
C.Pawn.SetAnimFrame( StartFrame, 0, 1);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
function string GetActionString()
|
||||
{
|
||||
return ActionString@BaseAnim;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
BlendInTime=0.200000
|
||||
BlendOutTime=0.200000
|
||||
AnimRate=1.000000
|
||||
StartFrame=0.000000
|
||||
ActionString="play animation"
|
||||
bValidForTrigger=false
|
||||
}
|
||||
73
kf_sources/GamePlay/Classes/Action_PLAYANNOUNCEMENT.uc
Normal file
73
kf_sources/GamePlay/Classes/Action_PLAYANNOUNCEMENT.uc
Normal file
|
|
@ -0,0 +1,73 @@
|
|||
class ACTION_PlayAnnouncement extends ScriptedAction;
|
||||
|
||||
var(Action) sound Sound;
|
||||
var bool bSoundsPrecached;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
local PlayerController P;
|
||||
local name SoundName;
|
||||
|
||||
if ( C.Level.NetMode == NM_StandAlone )
|
||||
SoundName = LastMinuteHack_ShipIt( C );
|
||||
else
|
||||
SoundName = Sound.Name;
|
||||
|
||||
//log("ACTION_PlayAnnouncement Sound:" @ Sound @ "SoundName:" @ SoundName @ "Title:" @ C.Level.Title @ "Tag:" @ C.Tag @ "C.MyScript.Tag:" @ C.MyScript.Tag );
|
||||
|
||||
ForEach C.DynamicActors(class'PlayerController', P)
|
||||
P.QueueAnnouncement( SoundName, 1, AP_Normal);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/* beautiful... */
|
||||
function Name LastMinuteHack_ShipIt( ScriptedController C )
|
||||
{
|
||||
local PlayerController LocalPlayer;
|
||||
local name SoundName;
|
||||
|
||||
LocalPlayer = C.Level.GetLocalPlayerController();
|
||||
if ( Sound != None )
|
||||
SoundName = Sound.Name;
|
||||
|
||||
// MotherShip Hack for Spanish translation (viva Madrid!)
|
||||
if ( Sound == None && C.Tag == 'Play_Intro3' && C.MyScript.Tag == 'Hack_RIP_Epic_MegaCar' )
|
||||
SoundName = 'MotherShip_intro';
|
||||
else if ( C.MyScript.Tag == 'Hack_I_Love_Mina' )
|
||||
{
|
||||
if ( C.Tag == 'Play_Brief4' && LocalPlayer.StatusAnnouncer.GetSound('Junkyard_brief4a') != None )
|
||||
SoundName = 'Junkyard_brief4a';
|
||||
else if ( Sound == None )
|
||||
{
|
||||
if ( C.Tag == 'Play_Brief5' )
|
||||
SoundName = 'Junkyard_brief5a';
|
||||
else if ( C.Tag == 'Play_Brief6' )
|
||||
SoundName = 'Junkyard_brief6a';
|
||||
else if ( C.Tag == 'Play_Brief7' )
|
||||
SoundName = 'Junkyard_brief7a';
|
||||
}
|
||||
}
|
||||
|
||||
return SoundName;
|
||||
}
|
||||
|
||||
function string GetActionString()
|
||||
{
|
||||
return ActionString@Sound;
|
||||
}
|
||||
|
||||
simulated function PrecacheAnnouncer(AnnouncerVoice V, bool bRewardSounds)
|
||||
{
|
||||
if ( !bRewardSounds && !bSoundsPrecached )
|
||||
{
|
||||
bSoundsPrecached = true;
|
||||
if ( Sound != None )
|
||||
V.PrecacheSound(Sound.Name);
|
||||
}
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="play announcement"
|
||||
}
|
||||
23
kf_sources/GamePlay/Classes/Action_PLAYLOCALSOUND.uc
Normal file
23
kf_sources/GamePlay/Classes/Action_PLAYLOCALSOUND.uc
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
class ACTION_PlayLocalSound extends ScriptedAction;
|
||||
|
||||
var(Action) sound Sound;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
local PlayerController P;
|
||||
|
||||
// play appropriate sound
|
||||
ForEach C.DynamicActors(class'PlayerController', P)
|
||||
P.ClientPlaySound(Sound);
|
||||
return false;
|
||||
}
|
||||
|
||||
function string GetActionString()
|
||||
{
|
||||
return ActionString@Sound;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="play sound"
|
||||
}
|
||||
41
kf_sources/GamePlay/Classes/Action_PLAYMUSIC.uc
Normal file
41
kf_sources/GamePlay/Classes/Action_PLAYMUSIC.uc
Normal file
|
|
@ -0,0 +1,41 @@
|
|||
class ACTION_PlayMusic extends ScriptedAction;
|
||||
|
||||
var(Action) string Song;
|
||||
var(Action) Actor.EMusicTransition Transition;
|
||||
var(Action) bool bAffectAllPlayers;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
local PlayerController P;
|
||||
local Controller A;
|
||||
|
||||
if( bAffectAllPlayers )
|
||||
{
|
||||
For ( A=C.Level.ControllerList; A!=None; A=A.nextController )
|
||||
if ( A.IsA('PlayerController') )
|
||||
PlayerController(A).ClientSetMusic( Song, Transition );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Only affect the one player.
|
||||
P = PlayerController(C.GetInstigator().Controller);
|
||||
if( P==None )
|
||||
return false;
|
||||
|
||||
// Go to music.
|
||||
P.ClientSetMusic( Song, Transition );
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
function string GetActionString()
|
||||
{
|
||||
return ActionString@Song;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
Transition=MTRAN_Fade
|
||||
bAffectAllPlayers=True
|
||||
ActionString="play song"
|
||||
}
|
||||
27
kf_sources/GamePlay/Classes/Action_PLAYSOUND.uc
Normal file
27
kf_sources/GamePlay/Classes/Action_PLAYSOUND.uc
Normal file
|
|
@ -0,0 +1,27 @@
|
|||
class ACTION_PlaySound extends ScriptedAction;
|
||||
|
||||
var(Action) sound Sound;
|
||||
var(Action) float Volume;
|
||||
var(Action) float Pitch;
|
||||
var(Action) bool bAttenuate;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
// play appropriate sound
|
||||
if ( Sound != None )
|
||||
C.GetSoundSource().PlaySound(Sound,SLOT_Interact,Volume,true,,Pitch,bAttenuate);
|
||||
return false;
|
||||
}
|
||||
|
||||
function string GetActionString()
|
||||
{
|
||||
return ActionString@Sound;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="play sound"
|
||||
Volume=+1.0
|
||||
Pitch=+1.0
|
||||
bAttenuate=true
|
||||
}
|
||||
17
kf_sources/GamePlay/Classes/Action_RUN.uc
Normal file
17
kf_sources/GamePlay/Classes/Action_RUN.uc
Normal file
|
|
@ -0,0 +1,17 @@
|
|||
class ACTION_Run extends ScriptedAction;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
C.Pawn.ShouldCrouch(false);
|
||||
// if _RO_
|
||||
C.Pawn.ShouldProne(false);
|
||||
// endif _RO_
|
||||
C.Pawn.SetWalking(false);
|
||||
return false;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="Run"
|
||||
bValidForTrigger=false
|
||||
}
|
||||
39
kf_sources/GamePlay/Classes/Action_SETALERTNESS.uc
Normal file
39
kf_sources/GamePlay/Classes/Action_SETALERTNESS.uc
Normal file
|
|
@ -0,0 +1,39 @@
|
|||
class ACTION_SetAlertness extends ScriptedAction;
|
||||
|
||||
enum EAlertnessType
|
||||
{
|
||||
ALERTNESS_IgnoreAll, // ignore any damage, etc. (even the physics part)
|
||||
ALERTNESS_IgnoreEnemies, // react normally, but don't try to fight or anything
|
||||
ALERTNESS_StayOnScript, // stay on script, but fight when possible
|
||||
ALERTNESS_LeaveScriptForCombat // leave script when acquire enemy
|
||||
};
|
||||
|
||||
var(Action) EAlertnessType Alertness;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
C.SetEnemyReaction(int(Alertness));
|
||||
return false;
|
||||
}
|
||||
|
||||
function string GetActionString()
|
||||
{
|
||||
local String S;
|
||||
|
||||
Switch(Alertness)
|
||||
{
|
||||
case ALERTNESS_IgnoreAll: S="Ignore all"; break;
|
||||
case ALERTNESS_IgnoreEnemies: S="Ignore enemies"; break;
|
||||
case ALERTNESS_StayOnScript: S="Stay on script"; break;
|
||||
case ALERTNESS_LeaveScriptForCombat: S="Leave script for combat"; break;
|
||||
}
|
||||
return ActionString@S;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
Alertness=ALERTNESS_Normal
|
||||
ActionString="set alertness"
|
||||
bValidForTrigger=false
|
||||
}
|
||||
|
||||
35
kf_sources/GamePlay/Classes/Action_SETVIEWTARGET.uc
Normal file
35
kf_sources/GamePlay/Classes/Action_SETVIEWTARGET.uc
Normal file
|
|
@ -0,0 +1,35 @@
|
|||
class ACTION_SetViewTarget extends ScriptedAction;
|
||||
|
||||
var(Action) name ViewTargetTag;
|
||||
var Actor ViewTarget;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
if ( ViewTargetTag == 'Enemy' )
|
||||
C.ScriptedFocus = C.Enemy;
|
||||
else if ( ViewTargetTag == '' )
|
||||
C.ScriptedFocus = None;
|
||||
else
|
||||
{
|
||||
if ( (ViewTarget == None) && (ViewTargetTag != 'None') )
|
||||
ForEach C.AllActors(class'Actor',ViewTarget,ViewTargetTag)
|
||||
break;
|
||||
|
||||
if ( ViewTarget == None )
|
||||
C.bBroken = true;
|
||||
C.ScriptedFocus = ViewTarget;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
function String GetActionString()
|
||||
{
|
||||
return ActionString@ViewTarget@ViewTargetTag;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="set viewtarget"
|
||||
bValidForTrigger=false
|
||||
}
|
||||
|
||||
13
kf_sources/GamePlay/Classes/Action_STOPANIMATION.uc
Normal file
13
kf_sources/GamePlay/Classes/Action_STOPANIMATION.uc
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
class ACTION_StopAnimation extends ScriptedAction;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
C.ClearAnimation();
|
||||
return false;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="stop animation"
|
||||
bValidForTrigger=false
|
||||
}
|
||||
25
kf_sources/GamePlay/Classes/Action_TELEPORTTOPOINT.uc
Normal file
25
kf_sources/GamePlay/Classes/Action_TELEPORTTOPOINT.uc
Normal file
|
|
@ -0,0 +1,25 @@
|
|||
class ACTION_TeleportToPoint extends LatentScriptedAction;
|
||||
|
||||
var(Action) name DestinationTag; // tag of destination - if none, then use the ScriptedSequence
|
||||
var(Action) bool bPlaySpawnEffect;
|
||||
|
||||
var Actor Dest;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
local Pawn P;
|
||||
Dest = C.SequenceScript.GetMoveTarget();
|
||||
|
||||
if ( DestinationTag != '' )
|
||||
{
|
||||
ForEach C.AllActors(class'Actor',Dest,DestinationTag)
|
||||
break;
|
||||
}
|
||||
P = C.GetInstigator();
|
||||
P.SetLocation(Dest.Location);
|
||||
P.SetRotation(Dest.Rotation);
|
||||
P.OldRotYaw = P.Rotation.Yaw;
|
||||
if ( bPlaySpawnEffect )
|
||||
P.PlayTeleportEffect(false,true);
|
||||
return false;
|
||||
}
|
||||
20
kf_sources/GamePlay/Classes/Action_TRIGGEREVENT.uc
Normal file
20
kf_sources/GamePlay/Classes/Action_TRIGGEREVENT.uc
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
class ACTION_TriggerEvent extends ScriptedAction;
|
||||
|
||||
var(Action) name Event;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
// trigger event associated with action
|
||||
C.TriggerEvent(Event,C.SequenceScript,C.GetInstigator());
|
||||
return false;
|
||||
}
|
||||
|
||||
function string GetActionString()
|
||||
{
|
||||
return ActionString@Event;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="trigger event"
|
||||
}
|
||||
23
kf_sources/GamePlay/Classes/Action_TURNTOWARDPLAYER.uc
Normal file
23
kf_sources/GamePlay/Classes/Action_TURNTOWARDPLAYER.uc
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
class ACTION_TurnTowardPlayer extends LatentScriptedAction;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
C.ScriptedFocus = C.GetMyPlayer();
|
||||
C.CurrentAction = self;
|
||||
return true;
|
||||
}
|
||||
function bool TurnToGoal()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
function Actor GetMoveTargetFor(ScriptedController C)
|
||||
{
|
||||
return C.GetMyPlayer();
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="Turn toward player"
|
||||
bValidForTrigger=false
|
||||
}
|
||||
33
kf_sources/GamePlay/Classes/Action_USE.uc
Normal file
33
kf_sources/GamePlay/Classes/Action_USE.uc
Normal file
|
|
@ -0,0 +1,33 @@
|
|||
class ACTION_Use extends ScriptedAction;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
local Actor A;
|
||||
local Vehicle DrivenVehicle;
|
||||
|
||||
C.bChangingPawns = true;
|
||||
DrivenVehicle = Vehicle(C.Pawn);
|
||||
if( DrivenVehicle != None )
|
||||
{
|
||||
DrivenVehicle.KDriverLeave(false);
|
||||
C.bChangingPawns = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
ForEach C.Pawn.VisibleCollidingActors(class'Vehicle', DrivenVehicle, 500)
|
||||
{
|
||||
DrivenVehicle.UsedBy(C.Pawn);
|
||||
C.bChangingPawns = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Send the 'DoUse' event to each actor player is touching.
|
||||
ForEach C.Pawn.TouchingActors(class'Actor', A)
|
||||
A.UsedBy(C.Pawn);
|
||||
|
||||
if ( C.Pawn.Base != None )
|
||||
C.Pawn.Base.UsedBy( C.Pawn );
|
||||
|
||||
C.bChangingPawns = false;
|
||||
return false;
|
||||
}
|
||||
14
kf_sources/GamePlay/Classes/Action_WAITFORANIMEND.uc
Normal file
14
kf_sources/GamePlay/Classes/Action_WAITFORANIMEND.uc
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
class ACTION_WaitForAnimend extends LatentScriptedAction;
|
||||
|
||||
var(Action) int Channel;
|
||||
|
||||
function bool CompleteOnAnim(int Num)
|
||||
{
|
||||
return (Channel == Num);
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="Wait for animend"
|
||||
bValidForTrigger=false
|
||||
}
|
||||
33
kf_sources/GamePlay/Classes/Action_WAITFOREVENT.uc
Normal file
33
kf_sources/GamePlay/Classes/Action_WAITFOREVENT.uc
Normal file
|
|
@ -0,0 +1,33 @@
|
|||
class ACTION_WaitForEvent extends LatentScriptedAction;
|
||||
|
||||
var(Action) name ExternalEvent; //tag to give controller (to affect triggering)
|
||||
var TriggeredCondition T;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
if ( T == None )
|
||||
ForEach C.AllActors(class'TriggeredCondition',T,ExternalEvent)
|
||||
break;
|
||||
|
||||
if ( (T != None) && T.bEnabled )
|
||||
return false;
|
||||
|
||||
C.CurrentAction = self;
|
||||
C.Tag = ExternalEvent;
|
||||
return true;
|
||||
}
|
||||
|
||||
function bool CompleteWhenTriggered()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
function string GetActionString()
|
||||
{
|
||||
return ActionString@ExternalEvent;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="Wait for external event"
|
||||
}
|
||||
29
kf_sources/GamePlay/Classes/Action_WAITFORPLAYER.uc
Normal file
29
kf_sources/GamePlay/Classes/Action_WAITFORPLAYER.uc
Normal file
|
|
@ -0,0 +1,29 @@
|
|||
class ACTION_WaitForPlayer extends LatentScriptedAction;
|
||||
|
||||
var(Action) float Distance;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
if ( C.CheckIfNearPlayer(Distance) )
|
||||
return false;
|
||||
C.CurrentAction = self;
|
||||
C.SetTimer(0.1,true);
|
||||
return true;
|
||||
}
|
||||
|
||||
function float GetDistance()
|
||||
{
|
||||
return Distance;
|
||||
}
|
||||
|
||||
function bool WaitForPlayer()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
Distance=150
|
||||
ActionString="Wait for player"
|
||||
bValidForTrigger=false
|
||||
}
|
||||
30
kf_sources/GamePlay/Classes/Action_WAITFORTIMER.uc
Normal file
30
kf_sources/GamePlay/Classes/Action_WAITFORTIMER.uc
Normal file
|
|
@ -0,0 +1,30 @@
|
|||
class ACTION_WaitForTimer extends LatentScriptedAction;
|
||||
|
||||
var(Action) float PauseTime;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
C.CurrentAction = self;
|
||||
C.SetTimer(PauseTime, false);
|
||||
return true;
|
||||
}
|
||||
|
||||
function bool CompleteWhenTriggered()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
function bool CompleteWhenTimer()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
function string GetActionString()
|
||||
{
|
||||
return ActionString@PauseTime;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="Wait for timer"
|
||||
}
|
||||
17
kf_sources/GamePlay/Classes/Action_WALK.uc
Normal file
17
kf_sources/GamePlay/Classes/Action_WALK.uc
Normal file
|
|
@ -0,0 +1,17 @@
|
|||
class ACTION_Walk extends ScriptedAction;
|
||||
|
||||
function bool InitActionFor(ScriptedController C)
|
||||
{
|
||||
C.Pawn.ShouldCrouch(false);
|
||||
// if _RO_
|
||||
C.Pawn.ShouldProne(false);
|
||||
// endif _RO_
|
||||
C.Pawn.SetWalking(true);
|
||||
return false;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
ActionString="walk"
|
||||
bValidForTrigger=false
|
||||
}
|
||||
9
kf_sources/GamePlay/Classes/AnimNotify_FireWeapon.uc
Normal file
9
kf_sources/GamePlay/Classes/AnimNotify_FireWeapon.uc
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
class AnimNotify_FireWeapon extends AnimNotify_Scripted;
|
||||
|
||||
event Notify( Actor Owner )
|
||||
{
|
||||
// fake fire - play weapon effect, but no real shot
|
||||
Pawn(Owner).bIgnorePlayFiring = true;
|
||||
WeaponAttachment(Pawn(Owner).Weapon.ThirdPersonActor).ThirdPersonEffects();
|
||||
Pawn(Owner).Weapon.HackPlayFireSound();
|
||||
}
|
||||
31
kf_sources/GamePlay/Classes/BlockedPath.uc
Normal file
31
kf_sources/GamePlay/Classes/BlockedPath.uc
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
//=============================================================================
|
||||
// BlockedPath.
|
||||
//
|
||||
//=============================================================================
|
||||
class BlockedPath extends NavigationPoint
|
||||
placeable;
|
||||
|
||||
var bool bStartBlocked;
|
||||
|
||||
function PostBeginPlay()
|
||||
{
|
||||
bStartBlocked = bBlocked;
|
||||
Super.PostBeginPlay();
|
||||
}
|
||||
|
||||
function Reset()
|
||||
{
|
||||
Super.Reset();
|
||||
bBlocked = bStartBlocked;
|
||||
}
|
||||
|
||||
function Trigger( actor Other, pawn EventInstigator )
|
||||
{
|
||||
bBlocked = !bBlocked;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
bBlocked=true
|
||||
bBlockable=true
|
||||
}
|
||||
9
kf_sources/GamePlay/Classes/Burned.uc
Normal file
9
kf_sources/GamePlay/Classes/Burned.uc
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
class Burned extends DamageType
|
||||
abstract;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
DeathString="%o was sauteed."
|
||||
FlashFog=(X=800,Y=600,Z=240)
|
||||
bLocationalHit=false
|
||||
}
|
||||
63
kf_sources/GamePlay/Classes/CameraTextureClient.uc
Normal file
63
kf_sources/GamePlay/Classes/CameraTextureClient.uc
Normal file
|
|
@ -0,0 +1,63 @@
|
|||
class CameraTextureClient extends Info
|
||||
placeable;
|
||||
|
||||
var() ScriptedTexture DestTexture;
|
||||
var() name CameraTag;
|
||||
var() float RefreshRate;
|
||||
var() float FOV;
|
||||
|
||||
var Actor CameraActor;
|
||||
|
||||
//
|
||||
// PostBeginPlay
|
||||
//
|
||||
|
||||
simulated function PostBeginPlay()
|
||||
{
|
||||
local Actor CameraActorIt;
|
||||
|
||||
ForEach AllActors(class'Actor',CameraActorIt,CameraTag)
|
||||
{
|
||||
CameraActor = CameraActorIt;
|
||||
break;
|
||||
}
|
||||
|
||||
if(DestTexture != None)
|
||||
{
|
||||
DestTexture.Client = Self;
|
||||
SetTimer(1.0 / RefreshRate,true);
|
||||
Enable('Timer');
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// Timer
|
||||
//
|
||||
|
||||
simulated function Timer()
|
||||
{
|
||||
DestTexture.Revision++;
|
||||
}
|
||||
|
||||
//
|
||||
// RenderTexture
|
||||
//
|
||||
|
||||
simulated event RenderTexture(ScriptedTexture Tex)
|
||||
{
|
||||
if(CameraActor != None)
|
||||
Tex.DrawPortal(0,0,Tex.USize,Tex.VSize,CameraActor,CameraActor.Location,CameraActor.Rotation,FOV);
|
||||
}
|
||||
|
||||
//
|
||||
// Default properties
|
||||
//
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
bStatic=False
|
||||
bAlwaysRelevant=True
|
||||
bNoDelete=True
|
||||
RefreshRate=60.0
|
||||
FOV=60.0
|
||||
}
|
||||
18
kf_sources/GamePlay/Classes/Corroded.uc
Normal file
18
kf_sources/GamePlay/Classes/Corroded.uc
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
class Corroded extends DamageType
|
||||
abstract;
|
||||
|
||||
static function class<Effects> GetPawnDamageEffect( vector HitLocation, float Damage, vector Momentum, Pawn Victim, bool bLowDetail )
|
||||
{
|
||||
return Default.PawnDamageEffect;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
DeathString="%o was dissolved by %k's."
|
||||
FemaleSuicide="%o dissolved in slime."
|
||||
MaleSuicide="%o dissolved in slime."
|
||||
|
||||
FlashFog=(X=450,Y=700,Z=230)
|
||||
|
||||
bLocationalHit=false
|
||||
}
|
||||
88
kf_sources/GamePlay/Classes/Counter.uc
Normal file
88
kf_sources/GamePlay/Classes/Counter.uc
Normal file
|
|
@ -0,0 +1,88 @@
|
|||
//=============================================================================
|
||||
// Counter: waits until it has been triggered 'NumToCount' times, and then
|
||||
// it sends Trigger/UnTrigger events to actors whose names match 'EventName'.
|
||||
//=============================================================================
|
||||
class Counter extends Triggers;
|
||||
|
||||
#exec Texture Import File=Textures\Counter.pcx Name=S_Counter Mips=Off MASKED=1
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Counter variables.
|
||||
|
||||
var() byte NumToCount; // Number to count down from.
|
||||
var() bool bShowMessage; // Display count message?
|
||||
var() localized string CountMessage; // Human readable count message.
|
||||
var() localized string CompleteMessage; // Completion message.
|
||||
var byte OriginalNum; // Number to count at startup time.
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Counter functions.
|
||||
|
||||
//
|
||||
// Init for play.
|
||||
//
|
||||
function BeginPlay()
|
||||
{
|
||||
OriginalNum = NumToCount;
|
||||
}
|
||||
|
||||
/* Reset()
|
||||
reset actor to initial state - used when restarting level without reloading.
|
||||
*/
|
||||
function Reset()
|
||||
{
|
||||
NumToCount = OriginalNum;
|
||||
}
|
||||
|
||||
//
|
||||
// Counter was triggered.
|
||||
//
|
||||
function Trigger( actor Other, pawn EventInstigator )
|
||||
{
|
||||
local string S;
|
||||
local string Num;
|
||||
local int i;
|
||||
|
||||
if( NumToCount > 0 )
|
||||
{
|
||||
if( --NumToCount == 0 )
|
||||
{
|
||||
// Trigger all matching actors.
|
||||
if( bShowMessage && (CompleteMessage != "") && (EventInstigator != None) )
|
||||
EventInstigator.ClientMessage( CompleteMessage );
|
||||
TriggerEvent(Event,Other,EventInstigator);
|
||||
}
|
||||
else if( bShowMessage && CountMessage != "" )
|
||||
{
|
||||
// Still counting down.
|
||||
switch( NumToCount )
|
||||
{
|
||||
case 1: Num="one"; break;
|
||||
case 2: Num="two"; break;
|
||||
case 3: Num="three"; break;
|
||||
case 4: Num="four"; break;
|
||||
case 5: Num="five"; break;
|
||||
case 6: Num="six"; break;
|
||||
default: Num=string(NumToCount); break;
|
||||
}
|
||||
S = CountMessage;
|
||||
while( InStr(S, "%i") >= 0 )
|
||||
{
|
||||
i = InStr(S, "%i");
|
||||
S = Left(S,i) $ Num $ Mid(S,i+2);
|
||||
}
|
||||
if ( EventInstigator != None )
|
||||
EventInstigator.ClientMessage( S );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
NumToCount=2
|
||||
bShowMessage=False
|
||||
CountMessage="Only %i more to go..."
|
||||
CompleteMessage="Completed!"
|
||||
Texture=S_Counter
|
||||
bCollideActors=false
|
||||
}
|
||||
11
kf_sources/GamePlay/Classes/CriticalEventPlus.uc
Normal file
11
kf_sources/GamePlay/Classes/CriticalEventPlus.uc
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
class CriticalEventPlus extends LocalMessage;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
bBeep=false
|
||||
bFadeMessage=True
|
||||
bIsUnique=True
|
||||
|
||||
DrawColor=(R=0,G=160,B=255,A=255)
|
||||
FontSize=1
|
||||
}
|
||||
14
kf_sources/GamePlay/Classes/Depressurized.uc
Normal file
14
kf_sources/GamePlay/Classes/Depressurized.uc
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
class Depressurized extends DamageType
|
||||
abstract;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
DeathString="%o was depressurized by %k."
|
||||
FemaleSuicide="%o was depressurized."
|
||||
MaleSuicide="%o was depressurized."
|
||||
bArmorStops=false
|
||||
|
||||
bAlwaysGibs=true
|
||||
GibPerterbation=1.0
|
||||
bLocationalHit=false
|
||||
}
|
||||
19
kf_sources/GamePlay/Classes/Drowned.uc
Normal file
19
kf_sources/GamePlay/Classes/Drowned.uc
Normal file
|
|
@ -0,0 +1,19 @@
|
|||
class Drowned extends DamageType
|
||||
abstract;
|
||||
|
||||
static function class<Effects> GetPawnDamageEffect( vector HitLocation, float Damage, vector Momentum, Pawn Victim, bool bLowDetail )
|
||||
{
|
||||
return Default.PawnDamageEffect;
|
||||
}
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
DeathString="%o forgot to come up for air."
|
||||
FemaleSuicide="%o forgot to come up for air."
|
||||
MaleSuicide="%o forgot to come up for air."
|
||||
|
||||
bArmorStops=false
|
||||
FlashFog=(X=312.500000,Y=468.7500000,Z=468.7500000)
|
||||
bLocationalHit=false
|
||||
bCausesBlood=false
|
||||
}
|
||||
28
kf_sources/GamePlay/Classes/EFFECT_Alley.uc
Normal file
28
kf_sources/GamePlay/Classes/EFFECT_Alley.uc
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
//=============================================================================
|
||||
// EFFECT_Alley:
|
||||
//=============================================================================
|
||||
|
||||
class EFFECT_Alley extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=7.5;
|
||||
EnvironmentDiffusion=0.30;
|
||||
Room=-1000;
|
||||
RoomHF=-271;
|
||||
DecayTime=1.49;
|
||||
DecayHFRatio=0.86;
|
||||
Reflections=-1204;
|
||||
ReflectionsDelay=0.007;
|
||||
Reverb=-4;
|
||||
ReverbDelay=0.011;
|
||||
RoomRolloffFactor=0.0;
|
||||
AirAbsorptionHF=-5;
|
||||
bDecayTimeScale=true;
|
||||
bReflectionsScale=true;
|
||||
bReflectionsDelayScale=true;
|
||||
bReverbScale=true;
|
||||
bReverbDelayScale=true;
|
||||
bDecayHFLimit=true;
|
||||
}
|
||||
28
kf_sources/GamePlay/Classes/EFFECT_Arena.uc
Normal file
28
kf_sources/GamePlay/Classes/EFFECT_Arena.uc
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
//=============================================================================
|
||||
// EFFECT_Arena
|
||||
//=============================================================================
|
||||
|
||||
class EFFECT_Arena extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=36.2;
|
||||
EnvironmentDiffusion=1.0;
|
||||
Room=-1000;
|
||||
RoomHF=-699;
|
||||
DecayTime=7.240;
|
||||
DecayHFRatio=0.33;
|
||||
Reflections=-1166;
|
||||
ReflectionsDelay=0.020;
|
||||
Reverb=16;
|
||||
ReverbDelay=0.0300;
|
||||
RoomRolloffFactor=0.0;
|
||||
AirAbsorptionHF=-5;
|
||||
bDecayTimeScale=true;
|
||||
bReflectionsScale=true;
|
||||
bReflectionsDelayScale=true;
|
||||
bReverbScale=true;
|
||||
bReverbDelayScale=true;
|
||||
bDecayHFLimit=true;
|
||||
}
|
||||
28
kf_sources/GamePlay/Classes/EFFECT_Auditorium.uc
Normal file
28
kf_sources/GamePlay/Classes/EFFECT_Auditorium.uc
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
//=============================================================================
|
||||
// EFFECT_Auditorium
|
||||
//=============================================================================
|
||||
|
||||
class EFFECT_Auditorium extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=21.6;
|
||||
EnvironmentDiffusion=1.00;
|
||||
Room=-1000;
|
||||
RoomHF=-476;
|
||||
DecayTime=4.320;
|
||||
DecayHFRatio=0.59;
|
||||
Reflections=-789;
|
||||
ReflectionsDelay=0.020;
|
||||
Reverb=-289;
|
||||
ReverbDelay=0.03;
|
||||
RoomRolloffFactor=0.0;
|
||||
AirAbsorptionHF=-5;
|
||||
bDecayTimeScale=true;
|
||||
bReflectionsScale=true;
|
||||
bReflectionsDelayScale=true;
|
||||
bReverbScale=true;
|
||||
bReverbDelayScale=true;
|
||||
bDecayHFLimit=true;
|
||||
}
|
||||
28
kf_sources/GamePlay/Classes/EFFECT_Bathroom.uc
Normal file
28
kf_sources/GamePlay/Classes/EFFECT_Bathroom.uc
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
//=============================================================================
|
||||
// EFFECT_Bathroom
|
||||
//=============================================================================
|
||||
|
||||
class EFFECT_Bathroom extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=1.4;
|
||||
EnvironmentDiffusion=1.000;
|
||||
Room=-1000;
|
||||
RoomHF=-1200;
|
||||
DecayTime=1.49;
|
||||
DecayHFRatio=0.54;
|
||||
Reflections=-370;
|
||||
ReflectionsDelay=0.007;
|
||||
Reverb=1031;
|
||||
ReverbDelay=0.011;
|
||||
RoomRolloffFactor=0.0;
|
||||
AirAbsorptionHF=-5;
|
||||
bDecayTimeScale=true;
|
||||
bReflectionsScale=true;
|
||||
bReflectionsDelayScale=true;
|
||||
bReverbScale=true;
|
||||
bReverbDelayScale=true;
|
||||
bDecayHFLimit=true;
|
||||
}
|
||||
31
kf_sources/GamePlay/Classes/EFFECT_CASTLE_ALCOVE.uc
Normal file
31
kf_sources/GamePlay/Classes/EFFECT_CASTLE_ALCOVE.uc
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
//=============================================================================
|
||||
// EFFECT_CASTLE_ALCOVE
|
||||
//============================================================================
|
||||
|
||||
class EFFECT_CASTLE_ALCOVE extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=8.3f;
|
||||
EnvironmentDiffusion=0.890f;
|
||||
Room=-1000;
|
||||
RoomHF=-600;
|
||||
RoomLF=-2000;
|
||||
DecayTime=1.64f;
|
||||
DecayHFRatio=0.87f;
|
||||
DecayLFRatio=0.31f;
|
||||
Reflections=-100;
|
||||
ReflectionsDelay=0.007f;
|
||||
Reverb=-500;
|
||||
ReverbDelay=0.034f;
|
||||
EchoTime=0.138f;
|
||||
EchoDepth=0.080f;
|
||||
ModulationTime=0.250f;
|
||||
ModulationDepth=0.000f;
|
||||
AirAbsorptionHF=-5.0f;
|
||||
HFReference=5168.6f;
|
||||
LFReference=139.5f;
|
||||
RoomRolloffFactor=0.00f;
|
||||
//Flags=0x20;
|
||||
}
|
||||
31
kf_sources/GamePlay/Classes/EFFECT_CASTLE_COURTYARD.uc
Normal file
31
kf_sources/GamePlay/Classes/EFFECT_CASTLE_COURTYARD.uc
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
//=============================================================================
|
||||
// EFFECT_CASTLE_COURTYARD
|
||||
//============================================================================
|
||||
|
||||
class EFFECT_CASTLE_COURTYARD extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=8.3f;
|
||||
EnvironmentDiffusion=0.420f;
|
||||
Room=-1100;
|
||||
RoomHF=-700;
|
||||
RoomLF=-900;
|
||||
DecayTime=2.13f;
|
||||
DecayHFRatio=0.61f;
|
||||
DecayLFRatio=0.23f;
|
||||
Reflections=-2300;
|
||||
ReflectionsDelay=0.112f;
|
||||
Reverb=-1500;
|
||||
ReverbDelay=0.036f;
|
||||
EchoTime=0.250f;
|
||||
EchoDepth=0.370f;
|
||||
ModulationTime=0.250f;
|
||||
ModulationDepth=0.000f;
|
||||
AirAbsorptionHF=-0.0f;
|
||||
HFReference=5000.0f;
|
||||
LFReference=250.0f;
|
||||
RoomRolloffFactor=0.00f;
|
||||
//Flags=0x1f;
|
||||
}
|
||||
31
kf_sources/GamePlay/Classes/EFFECT_CASTLE_CUPBOARD.uc
Normal file
31
kf_sources/GamePlay/Classes/EFFECT_CASTLE_CUPBOARD.uc
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
//=============================================================================
|
||||
// EFFECT_CASTLE_CUPBOARD
|
||||
//============================================================================
|
||||
|
||||
class EFFECT_CASTLE_CUPBOARD extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=8.3f;
|
||||
EnvironmentDiffusion=0.890f;
|
||||
Room=-1000;
|
||||
RoomHF=-1100;
|
||||
RoomLF=-2000;
|
||||
DecayTime=0.67f;
|
||||
DecayHFRatio=0.87f;
|
||||
DecayLFRatio=0.31f;
|
||||
Reflections=300;
|
||||
ReflectionsDelay=0.010f;
|
||||
Reverb=300;
|
||||
ReverbDelay=0.007f;
|
||||
EchoTime=0.138f;
|
||||
EchoDepth=0.080f;
|
||||
ModulationTime=0.250f;
|
||||
ModulationDepth=0.000f;
|
||||
AirAbsorptionHF=-5.0f;
|
||||
HFReference=5168.6f;
|
||||
LFReference=139.5f;
|
||||
RoomRolloffFactor=0.00f;
|
||||
//Flags=0x20;
|
||||
}
|
||||
31
kf_sources/GamePlay/Classes/EFFECT_CASTLE_HALL.uc
Normal file
31
kf_sources/GamePlay/Classes/EFFECT_CASTLE_HALL.uc
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
//=============================================================================
|
||||
// EFFECT_CASTLE_HALL
|
||||
//============================================================================
|
||||
|
||||
class EFFECT_CASTLE_HALL extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=8.3f;
|
||||
EnvironmentDiffusion=0.810f;
|
||||
Room=-1000;
|
||||
RoomHF=-1100;
|
||||
RoomLF=-1500;
|
||||
DecayTime=3.14f;
|
||||
DecayHFRatio=0.79f;
|
||||
DecayLFRatio=0.62f;
|
||||
Reflections=-1300;
|
||||
ReflectionsDelay=0.056f;
|
||||
Reverb=-500;
|
||||
ReverbDelay=0.024f;
|
||||
EchoTime=0.250f;
|
||||
EchoDepth=0.000f;
|
||||
ModulationTime=0.250f;
|
||||
ModulationDepth=0.000f;
|
||||
AirAbsorptionHF=-5.0f;
|
||||
HFReference=5168.6f;
|
||||
LFReference=139.5f;
|
||||
RoomRolloffFactor=0.00f;
|
||||
//Flags=0x20;
|
||||
}
|
||||
31
kf_sources/GamePlay/Classes/EFFECT_CASTLE_LARGEROOM.uc
Normal file
31
kf_sources/GamePlay/Classes/EFFECT_CASTLE_LARGEROOM.uc
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
//=============================================================================
|
||||
// EFFECT_CASTLE_LARGEROOM
|
||||
//============================================================================
|
||||
|
||||
class EFFECT_CASTLE_LARGEROOM extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=8.3f;
|
||||
EnvironmentDiffusion=0.820f;
|
||||
Room=-1000;
|
||||
RoomHF=-1100;
|
||||
RoomLF=-1800;
|
||||
DecayTime=2.53f;
|
||||
DecayHFRatio=0.83f;
|
||||
DecayLFRatio=0.50f;
|
||||
Reflections=-900;
|
||||
ReflectionsDelay=0.034f;
|
||||
Reverb=-400;
|
||||
ReverbDelay=0.016f;
|
||||
EchoTime=0.185f;
|
||||
EchoDepth=0.070f;
|
||||
ModulationTime=0.250f;
|
||||
ModulationDepth=0.000f;
|
||||
AirAbsorptionHF=-5.0f;
|
||||
HFReference=5168.6f;
|
||||
LFReference=139.5f;
|
||||
RoomRolloffFactor=0.00f;
|
||||
//Flags=0x20;
|
||||
}
|
||||
31
kf_sources/GamePlay/Classes/EFFECT_CASTLE_LONGPASSAGE.uc
Normal file
31
kf_sources/GamePlay/Classes/EFFECT_CASTLE_LONGPASSAGE.uc
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
//=============================================================================
|
||||
// EFFECT_CASTLE_LONGPASSAGE
|
||||
//============================================================================
|
||||
|
||||
class EFFECT_CASTLE_LONGPASSAGE extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=8.3f;
|
||||
EnvironmentDiffusion=0.890f;
|
||||
Room=-1000;
|
||||
RoomHF=-800;
|
||||
RoomLF=-2000;
|
||||
DecayTime=3.42f;
|
||||
DecayHFRatio=0.83f;
|
||||
DecayLFRatio=0.31f;
|
||||
Reflections=-200;
|
||||
ReflectionsDelay=0.007f;
|
||||
Reverb=-600;
|
||||
ReverbDelay=0.023f;
|
||||
EchoTime=0.138f;
|
||||
EchoDepth=0.080f;
|
||||
ModulationTime=0.250f;
|
||||
ModulationDepth=0.000f;
|
||||
AirAbsorptionHF=-5.0f;
|
||||
HFReference=5168.6f;
|
||||
LFReference=139.5f;
|
||||
RoomRolloffFactor=0.00f;
|
||||
//Flags=0x20;
|
||||
}
|
||||
31
kf_sources/GamePlay/Classes/EFFECT_CASTLE_MEDIUMROOM.uc
Normal file
31
kf_sources/GamePlay/Classes/EFFECT_CASTLE_MEDIUMROOM.uc
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
//=============================================================================
|
||||
// EFFECT_CASTLE_MEDIUMROOM
|
||||
//============================================================================
|
||||
|
||||
class EFFECT_CASTLE_MEDIUMROOM extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=8.3f;
|
||||
EnvironmentDiffusion=0.930f;
|
||||
Room=-1000;
|
||||
RoomHF=-1100;
|
||||
RoomLF=-2000;
|
||||
DecayTime=2.04f;
|
||||
DecayHFRatio=0.83f;
|
||||
DecayLFRatio=0.46f;
|
||||
Reflections=-300;
|
||||
ReflectionsDelay=0.022f;
|
||||
Reverb=-200;
|
||||
ReverbDelay=0.011f;
|
||||
EchoTime=0.155f;
|
||||
EchoDepth=0.030f;
|
||||
ModulationTime=0.250f;
|
||||
ModulationDepth=0.000f;
|
||||
AirAbsorptionHF=-5.0f;
|
||||
HFReference=5168.6f;
|
||||
LFReference=139.5f;
|
||||
RoomRolloffFactor=0.00f;
|
||||
//Flags=0x20;
|
||||
}
|
||||
31
kf_sources/GamePlay/Classes/EFFECT_CASTLE_SHORTPASSAGE.uc
Normal file
31
kf_sources/GamePlay/Classes/EFFECT_CASTLE_SHORTPASSAGE.uc
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
//=============================================================================
|
||||
// EFFECT_CASTLE_SHORTPASSAGE
|
||||
//============================================================================
|
||||
|
||||
class EFFECT_CASTLE_SHORTPASSAGE extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=8.3f;
|
||||
EnvironmentDiffusion=0.890f;
|
||||
Room=-1000;
|
||||
RoomHF=-1000;
|
||||
RoomLF=-2000;
|
||||
DecayTime=2.32f;
|
||||
DecayHFRatio=0.83f;
|
||||
DecayLFRatio=0.31f;
|
||||
Reflections=-100;
|
||||
ReflectionsDelay=0.007f;
|
||||
Reverb=-500;
|
||||
ReverbDelay=0.023f;
|
||||
EchoTime=0.138f;
|
||||
EchoDepth=0.080f;
|
||||
ModulationTime=0.250f;
|
||||
ModulationDepth=0.000f;
|
||||
AirAbsorptionHF=-5.0f;
|
||||
HFReference=5168.6f;
|
||||
LFReference=139.5f;
|
||||
RoomRolloffFactor=0.00f;
|
||||
//Flags=0x20;
|
||||
}
|
||||
31
kf_sources/GamePlay/Classes/EFFECT_CASTLE_SMALLROOM.uc
Normal file
31
kf_sources/GamePlay/Classes/EFFECT_CASTLE_SMALLROOM.uc
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
//=============================================================================
|
||||
// EFFECT_CASTLE_SMALLROOM
|
||||
//============================================================================
|
||||
|
||||
class EFFECT_CASTLE_SMALLROOM extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=8.3f;
|
||||
EnvironmentDiffusion=0.890f;
|
||||
Room=-1100;
|
||||
RoomHF=-800;
|
||||
RoomLF=-2000;
|
||||
DecayTime=1.22f;
|
||||
DecayHFRatio=0.83f;
|
||||
DecayLFRatio=0.31f;
|
||||
Reflections=-100;
|
||||
ReflectionsDelay=0.022f;
|
||||
Reverb=0;
|
||||
ReverbDelay=0.011f;
|
||||
EchoTime=0.138f;
|
||||
EchoDepth=0.080f;
|
||||
ModulationTime=0.250f;
|
||||
ModulationDepth=0.000f;
|
||||
AirAbsorptionHF=-5.0f;
|
||||
HFReference=5168.6f;
|
||||
LFReference=139.5f;
|
||||
RoomRolloffFactor=0.00f;
|
||||
//Flags=0x20;
|
||||
}
|
||||
31
kf_sources/GamePlay/Classes/EFFECT_CHAPEL.uc
Normal file
31
kf_sources/GamePlay/Classes/EFFECT_CHAPEL.uc
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
//=============================================================================
|
||||
// EFFECT_CHAPEL
|
||||
//============================================================================
|
||||
|
||||
class EFFECT_CHAPEL extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=19.6f;
|
||||
EnvironmentDiffusion=0.840f;
|
||||
Room=-1000;
|
||||
RoomHF=-500;
|
||||
RoomLF=0;
|
||||
DecayTime=4.62f;
|
||||
DecayHFRatio=0.64f;
|
||||
DecayLFRatio=1.23f;
|
||||
Reflections=-700;
|
||||
ReflectionsDelay=0.032f;
|
||||
Reverb=-800;
|
||||
ReverbDelay=0.049f;
|
||||
EchoTime=0.250f;
|
||||
EchoDepth=0.000f;
|
||||
ModulationTime=0.250f;
|
||||
ModulationDepth=0.110f;
|
||||
AirAbsorptionHF=-5.0f;
|
||||
HFReference=5000.0f;
|
||||
LFReference=250.0f;
|
||||
RoomRolloffFactor=0.00f;
|
||||
//Flags=0x3f;
|
||||
}
|
||||
31
kf_sources/GamePlay/Classes/EFFECT_CITY_ABANDONED.uc
Normal file
31
kf_sources/GamePlay/Classes/EFFECT_CITY_ABANDONED.uc
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
//=============================================================================
|
||||
// EFFECT_CITY_ABANDONED
|
||||
//============================================================================
|
||||
|
||||
class EFFECT_CITY_ABANDONED extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=3.0f;
|
||||
EnvironmentDiffusion=0.690f;
|
||||
Room=-1100;
|
||||
RoomHF=-200;
|
||||
RoomLF=-100;
|
||||
DecayTime=3.28f;
|
||||
DecayHFRatio=1.17f;
|
||||
DecayLFRatio=0.91f;
|
||||
Reflections=-1400;
|
||||
ReflectionsDelay=0.044f;
|
||||
Reverb=-2400;
|
||||
ReverbDelay=0.024f;
|
||||
EchoTime=0.250f;
|
||||
EchoDepth=0.200f;
|
||||
ModulationTime=0.250f;
|
||||
ModulationDepth=0.000f;
|
||||
AirAbsorptionHF=-0.0f;
|
||||
HFReference=5000.0f;
|
||||
LFReference=250.0f;
|
||||
RoomRolloffFactor=0.00f;
|
||||
//Flags=0x20;
|
||||
}
|
||||
31
kf_sources/GamePlay/Classes/EFFECT_CITY_LIBRARY.uc
Normal file
31
kf_sources/GamePlay/Classes/EFFECT_CITY_LIBRARY.uc
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
//=============================================================================
|
||||
// EFFECT_CITY_LIBRARY
|
||||
//============================================================================
|
||||
|
||||
class EFFECT_CITY_LIBRARY extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=80.3f;
|
||||
EnvironmentDiffusion=0.820f;
|
||||
Room=-1100;
|
||||
RoomHF=-1100;
|
||||
RoomLF=-2100;
|
||||
DecayTime=2.76f;
|
||||
DecayHFRatio=0.89f;
|
||||
DecayLFRatio=0.41f;
|
||||
Reflections=-1100;
|
||||
ReflectionsDelay=0.029f;
|
||||
Reverb=-500;
|
||||
ReverbDelay=0.020f;
|
||||
EchoTime=0.130f;
|
||||
EchoDepth=0.170f;
|
||||
ModulationTime=0.250f;
|
||||
ModulationDepth=0.000f;
|
||||
AirAbsorptionHF=-0.0f;
|
||||
HFReference=2854.4f;
|
||||
LFReference=107.5f;
|
||||
RoomRolloffFactor=0.00f;
|
||||
//Flags=0x0;
|
||||
}
|
||||
31
kf_sources/GamePlay/Classes/EFFECT_CITY_MUSEUM.uc
Normal file
31
kf_sources/GamePlay/Classes/EFFECT_CITY_MUSEUM.uc
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
//=============================================================================
|
||||
// EFFECT_CITY_MUSEUM
|
||||
//============================================================================
|
||||
|
||||
class EFFECT_CITY_MUSEUM extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=80.3f;
|
||||
EnvironmentDiffusion=0.820f;
|
||||
Room=-1100;
|
||||
RoomHF=-1500;
|
||||
RoomLF=-1500;
|
||||
DecayTime=3.28f;
|
||||
DecayHFRatio=1.40f;
|
||||
DecayLFRatio=0.57f;
|
||||
Reflections=-1600;
|
||||
ReflectionsDelay=0.039f;
|
||||
Reverb=-600;
|
||||
ReverbDelay=0.034f;
|
||||
EchoTime=0.130f;
|
||||
EchoDepth=0.170f;
|
||||
ModulationTime=0.250f;
|
||||
ModulationDepth=0.000f;
|
||||
AirAbsorptionHF=-0.0f;
|
||||
HFReference=2854.4f;
|
||||
LFReference=107.5f;
|
||||
RoomRolloffFactor=0.00f;
|
||||
//Flags=0x0;
|
||||
}
|
||||
31
kf_sources/GamePlay/Classes/EFFECT_CITY_STREETS.uc
Normal file
31
kf_sources/GamePlay/Classes/EFFECT_CITY_STREETS.uc
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
//=============================================================================
|
||||
// EFFECT_CITY_STREETS
|
||||
//============================================================================
|
||||
|
||||
class EFFECT_CITY_STREETS extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=3.0f;
|
||||
EnvironmentDiffusion=0.780f;
|
||||
Room=-1100;
|
||||
RoomHF=-300;
|
||||
RoomLF=-100;
|
||||
DecayTime=1.79f;
|
||||
DecayHFRatio=1.12f;
|
||||
DecayLFRatio=0.91f;
|
||||
Reflections=-1700;
|
||||
ReflectionsDelay=0.046f;
|
||||
Reverb=-2800;
|
||||
ReverbDelay=0.028f;
|
||||
EchoTime=0.250f;
|
||||
EchoDepth=0.200f;
|
||||
ModulationTime=0.250f;
|
||||
ModulationDepth=0.000f;
|
||||
AirAbsorptionHF=-0.0f;
|
||||
HFReference=5000.0f;
|
||||
LFReference=250.0f;
|
||||
RoomRolloffFactor=0.00f;
|
||||
//Flags=0x20;
|
||||
}
|
||||
31
kf_sources/GamePlay/Classes/EFFECT_CITY_SUBWAY.uc
Normal file
31
kf_sources/GamePlay/Classes/EFFECT_CITY_SUBWAY.uc
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
//=============================================================================
|
||||
// EFFECT_CITY_SUBWAY
|
||||
//============================================================================
|
||||
|
||||
class EFFECT_CITY_SUBWAY extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=3.0f;
|
||||
EnvironmentDiffusion=0.740f;
|
||||
Room=-1100;
|
||||
RoomHF=-300;
|
||||
RoomLF=-100;
|
||||
DecayTime=3.01f;
|
||||
DecayHFRatio=1.23f;
|
||||
DecayLFRatio=0.91f;
|
||||
Reflections=-700;
|
||||
ReflectionsDelay=0.046f;
|
||||
Reverb=-1000;
|
||||
ReverbDelay=0.028f;
|
||||
EchoTime=0.125f;
|
||||
EchoDepth=0.210f;
|
||||
ModulationTime=0.250f;
|
||||
ModulationDepth=0.000f;
|
||||
AirAbsorptionHF=-0.0f;
|
||||
HFReference=5000.0f;
|
||||
LFReference=250.0f;
|
||||
RoomRolloffFactor=0.00f;
|
||||
//Flags=0x20;
|
||||
}
|
||||
31
kf_sources/GamePlay/Classes/EFFECT_CITY_UNDERPASS.uc
Normal file
31
kf_sources/GamePlay/Classes/EFFECT_CITY_UNDERPASS.uc
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
//=============================================================================
|
||||
// EFFECT_CITY_UNDERPASS
|
||||
//============================================================================
|
||||
|
||||
class EFFECT_CITY_UNDERPASS extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=3.0f;
|
||||
EnvironmentDiffusion=0.820f;
|
||||
Room=-1500;
|
||||
RoomHF=-700;
|
||||
RoomLF=-100;
|
||||
DecayTime=3.57f;
|
||||
DecayHFRatio=1.12f;
|
||||
DecayLFRatio=0.91f;
|
||||
Reflections=-1500;
|
||||
ReflectionsDelay=0.059f;
|
||||
Reverb=-1100;
|
||||
ReverbDelay=0.037f;
|
||||
EchoTime=0.250f;
|
||||
EchoDepth=0.140f;
|
||||
ModulationTime=0.250f;
|
||||
ModulationDepth=0.000f;
|
||||
AirAbsorptionHF=-0.0f;
|
||||
HFReference=5000.0f;
|
||||
LFReference=250.0f;
|
||||
RoomRolloffFactor=0.00f;
|
||||
//Flags=0x20;
|
||||
}
|
||||
28
kf_sources/GamePlay/Classes/EFFECT_CarpetedHallway.uc
Normal file
28
kf_sources/GamePlay/Classes/EFFECT_CarpetedHallway.uc
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
//=============================================================================
|
||||
// EFFECT_CarpetedHallway
|
||||
//=============================================================================
|
||||
|
||||
class EFFECT_CarpetedHallway extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=1.9;
|
||||
EnvironmentDiffusion=1.0;
|
||||
Room=-1000;
|
||||
RoomHF=-4000;
|
||||
DecayTime=0.3;
|
||||
DecayHFRatio=0.1;
|
||||
Reflections=-1831;
|
||||
ReflectionsDelay=0.002;
|
||||
Reverb=-1630;
|
||||
ReverbDelay=0.03;
|
||||
RoomRolloffFactor=0.0;
|
||||
AirAbsorptionHF=-5;
|
||||
bDecayTimeScale=true;
|
||||
bReflectionsScale=true;
|
||||
bReflectionsDelayScale=true;
|
||||
bReverbScale=true;
|
||||
bReverbDelayScale=true;
|
||||
bDecayHFLimit=true;
|
||||
}
|
||||
28
kf_sources/GamePlay/Classes/EFFECT_Cave.uc
Normal file
28
kf_sources/GamePlay/Classes/EFFECT_Cave.uc
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
//=============================================================================
|
||||
// EFFECT_Cave
|
||||
//=============================================================================
|
||||
|
||||
class EFFECT_Cave extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=14.6;
|
||||
EnvironmentDiffusion=1.0;
|
||||
Room=-1000;
|
||||
RoomHF=0;
|
||||
DecayTime=2.910;
|
||||
DecayHFRatio=1.30;
|
||||
Reflections=-602;
|
||||
ReflectionsDelay=0.015;
|
||||
Reverb=-302;
|
||||
ReverbDelay=0.022;
|
||||
RoomRolloffFactor=0.0;
|
||||
AirAbsorptionHF=-5;
|
||||
bDecayTimeScale=true;
|
||||
bReflectionsScale=true;
|
||||
bReflectionsDelayScale=true;
|
||||
bReverbScale=true;
|
||||
bReverbDelayScale=true;
|
||||
bDecayHFLimit=true;
|
||||
}
|
||||
28
kf_sources/GamePlay/Classes/EFFECT_City.uc
Normal file
28
kf_sources/GamePlay/Classes/EFFECT_City.uc
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
//=============================================================================
|
||||
// EFFECT_City
|
||||
//=============================================================================
|
||||
|
||||
class EFFECT_City extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=7.5;
|
||||
EnvironmentDiffusion=0.50;
|
||||
Room=-1000;
|
||||
RoomHF=-800;
|
||||
DecayTime=1.49;
|
||||
DecayHFRatio=0.670;
|
||||
Reflections=-2273;
|
||||
ReflectionsDelay=0.007;
|
||||
Reverb=-1691;
|
||||
ReverbDelay=0.011;
|
||||
RoomRolloffFactor=0.0;
|
||||
AirAbsorptionHF=-5;
|
||||
bDecayTimeScale=true;
|
||||
bReflectionsScale=true;
|
||||
bReflectionsDelayScale=true;
|
||||
bReverbScale=true;
|
||||
bReverbDelayScale=true;
|
||||
bDecayHFLimit=true;
|
||||
}
|
||||
28
kf_sources/GamePlay/Classes/EFFECT_ConcertHall.uc
Normal file
28
kf_sources/GamePlay/Classes/EFFECT_ConcertHall.uc
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
//=============================================================================
|
||||
// EFFECT_ConcertHall
|
||||
//=============================================================================
|
||||
|
||||
class EFFECT_ConcertHall extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=19.6;
|
||||
EnvironmentDiffusion=1.0;
|
||||
Room=-1000;
|
||||
RoomHF=-500;
|
||||
DecayTime=3.92;
|
||||
DecayHFRatio=0.7;
|
||||
Reflections=-1231;
|
||||
ReflectionsDelay=0.02;
|
||||
Reverb=-2;
|
||||
ReverbDelay=0.029;
|
||||
RoomRolloffFactor=0.0;
|
||||
AirAbsorptionHF=-5;
|
||||
bDecayTimeScale=true;
|
||||
bReflectionsScale=true;
|
||||
bReflectionsDelayScale=true;
|
||||
bReverbScale=true;
|
||||
bReverbDelayScale=true;
|
||||
bDecayHFLimit=true;
|
||||
}
|
||||
31
kf_sources/GamePlay/Classes/EFFECT_DOME_SAINTPAULS.uc
Normal file
31
kf_sources/GamePlay/Classes/EFFECT_DOME_SAINTPAULS.uc
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
//=============================================================================
|
||||
// EFFECT_DOME_SAINTPAULS
|
||||
//============================================================================
|
||||
|
||||
class EFFECT_DOME_SAINTPAULS extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=50.3f;
|
||||
EnvironmentDiffusion=0.870f;
|
||||
Room=-1000;
|
||||
RoomHF=-900;
|
||||
RoomLF=-1300;
|
||||
DecayTime=10.48f;
|
||||
DecayHFRatio=0.19f;
|
||||
DecayLFRatio=0.10f;
|
||||
Reflections=-1500;
|
||||
ReflectionsDelay=0.090f;
|
||||
Reverb=-500;
|
||||
ReverbDelay=0.042f;
|
||||
EchoTime=0.250f;
|
||||
EchoDepth=0.120f;
|
||||
ModulationTime=0.250f;
|
||||
ModulationDepth=0.000f;
|
||||
AirAbsorptionHF=-5.0f;
|
||||
HFReference=2854.4f;
|
||||
LFReference=20.0f;
|
||||
RoomRolloffFactor=0.00f;
|
||||
//Flags=0x3f;
|
||||
}
|
||||
31
kf_sources/GamePlay/Classes/EFFECT_DOME_TOMB.uc
Normal file
31
kf_sources/GamePlay/Classes/EFFECT_DOME_TOMB.uc
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
//=============================================================================
|
||||
// EFFECT_DOME_TOMB
|
||||
//============================================================================
|
||||
|
||||
class EFFECT_DOME_TOMB extends I3DL2Listener
|
||||
editinlinenew;
|
||||
|
||||
defaultproperties
|
||||
{
|
||||
EnvironmentSize=51.8f;
|
||||
EnvironmentDiffusion=0.790f;
|
||||
Room=-1000;
|
||||
RoomHF=-900;
|
||||
RoomLF=-1300;
|
||||
DecayTime=4.18f;
|
||||
DecayHFRatio=0.21f;
|
||||
DecayLFRatio=0.10f;
|
||||
Reflections=-825;
|
||||
ReflectionsDelay=0.030f;
|
||||
Reverb=-125;
|
||||
ReverbDelay=0.022f;
|
||||
EchoTime=0.177f;
|
||||
EchoDepth=0.190f;
|
||||
ModulationTime=0.250f;
|
||||
ModulationDepth=0.000f;
|
||||
AirAbsorptionHF=-5.0f;
|
||||
HFReference=2854.4f;
|
||||
LFReference=20.0f;
|
||||
RoomRolloffFactor=0.00f;
|
||||
//Flags=0x0;
|
||||
}
|
||||
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Reference in a new issue