Prepare fixtures

This commit is contained in:
dkanus 2026-07-14 20:27:09 +07:00
commit 9c94356263
6021 changed files with 722805 additions and 22 deletions

View file

@ -0,0 +1,14 @@
<html>
<head><title>Index of /kf_sources/UTV2004c/Classes/</title></head>
<body>
<h1>Index of /kf_sources/UTV2004c/Classes/</h1><hr><pre><a href="../">../</a>
<a href="utvInputPage.uc">utvInputPage.uc</a> 06-Oct-2019 10:27 1824
<a href="utvInteraction.uc">utvInteraction.uc</a> 06-Oct-2019 10:27 12108
<a href="utvMutator.uc">utvMutator.uc</a> 06-Oct-2019 10:27 5240
<a href="utvPrimaryMenu.uc">utvPrimaryMenu.uc</a> 06-Oct-2019 10:27 11523
<a href="utvReplication.uc">utvReplication.uc</a> 06-Oct-2019 10:27 17507
<a href="utvReplicationInfo.uc">utvReplicationInfo.uc</a> 06-Oct-2019 10:27 1518
<a href="utvSpectator.uc">utvSpectator.uc</a> 06-Oct-2019 10:27 346
<a href="utvWatcherMenu.uc">utvWatcherMenu.uc</a> 06-Oct-2019 10:27 7022
</pre><hr></body>
</html>

View file

@ -0,0 +1,90 @@
//-----------------------------------------------------------
//
//-----------------------------------------------------------
class utvInputPage extends ut2k3guIPage;
var string TypedStr;
var bool bIgnoreKeys;
function InitComponent(GUIController MyController, GUIComponent MyOwner)
{
super.InitComponent(MyController, MyOwner);
bIgnoreKeys = true;
TypedStr = "";
}
function bool MyOnDraw (Canvas canvas)
{
local PlayerController pc;
pc = PlayerOwner();
if ((pc != none) && (pc.myhud != none)) {
pc.myhud.DrawTypingPrompt (Canvas, "UTVSAY " $ TypedStr);
}
else {
Log ("rotv: Current player has no hud, closing chat");
Controller.CloseMenu ();
return true;
}
return true;
}
function bool MyOnKeyType(out byte Key, optional string Unicode)
{
if (bIgnoreKeys)
return true;
if (Key >= 0x20) {
if (Unicode != "")
TypedStr = TypedStr $ Unicode;
else
TypedStr = TypedStr $ Chr (Key);
return true;
}
return false;
}
function bool MyOnKeyEvent(out byte Key, out byte Action, float delta)
{
if (Action == 1) { //press
bIgnoreKeys = false;
}
if (Key == 0x1b) { //escape
Controller.CloseMenu ();
return true;
}
else if (Action != 1) {
return false;
}
else if (Key == 0x0d) { //enter
if (TypedStr != "") {
class'utvReplication'.default.ChatString = TypedStr;
}
Controller.CloseMenu ();
return true;
}
else if (Key == 0x08 || Key == 0x25) { //backspace, left
if (Len (TypedStr) > 0)
TypedStr = Left (TypedStr, Len (TypedStr) - 1);
return true;
}
return false;
}
defaultproperties
{
bRequire640x480=false
bAllowedAsLast=true
OpenSound=none
bRenderWorld=true
OnDraw=MyOnDraw
OnKeyType=MyOnKeyType
OnKeyEvent=MyOnKeyEvent
}

View file

@ -0,0 +1,493 @@
//-----------------------------------------------------------
//
//-----------------------------------------------------------
class utvInteraction extends Interaction;
//P should always be set.. up is not set for the primary spectator
var PlayerController p;
var utvReplication UtvRep;
//var utvPlayer up;
var bool shownWelcome;
var float WelcomeWidth;
var float WelcomeMargin;
var float WelcomePos;
var int WelcomeStart[2];
var int WelcomeEnd[2];
var string WelcomeMsg[12];
var string WarnMsg;
var int Clients;
var int Delay;
var int RestartIn;
//primary only
var string ServerAddress;
var int ServerPort;
var int ListenPort;
var string JoinPassword;
var string PrimaryPassword;
var string VipPassword;
var string NormalPassword;
//var float Delay;
var int MaxClients;
//Remove ourselves if the level changes
event NotifyLevelChange()
{
Log ("utv: Removed interaction");
Master.RemoveInteraction (self);
}
simulated function SetState (bool primary)
{
if (primary)
GotoState ('Primary');
else
GotoState ('Secondary');
}
simulated function SetWarning (string msg)
{
WarnMsg = msg;
}
function bool globalKeyEvent( out EInputKey Key, out EInputAction Action, FLOAT Delta )
{
local string tmp;
if ((!shownWelcome) && (Action == IST_Press)) {
shownWelcome = true;
return true;
}
//Is it the key that would invoke say?
if (Action == IST_Press) {
tmp = Viewportowner.Actor.ConsoleCommand ("KEYNAME " $ key);
if (tmp ~= "F8") {
ShowMenu ();
return true;
}
}
return false;
}
//stub, overriden in states
function DrawWelcome (Canvas canvas)
{
}
function DrawTextBox (Canvas canvas, string text, bool sizing, float X, out float Y, float XW)
{
local float LineSpace;
local float WordSpace;
local string cur;
local float xl, yl;
local int i;
local float curx;
Canvas.TextSize("A", XL, YL);
LineSpace = (YL * 1.1) / Canvas.ClipY;
Canvas.TextSize(" ", XL, YL);
WordSpace = XL * 1.1;
//Replace color tags with the codes that DrawText recognizes
text = Repl(text, "<1>", chr(27) $ chr(255) $ chr(255) $ chr(255));
text = Repl(text, "<2>", chr(27) $ "àà`");
text = Repl(text, "<3>", chr(27) $ "à@@");
curx = 0;
while (len (text) > 0) {
i = InStr (text, " ");
if (i == -1) {
cur = text;
text = "";
} else {
cur = Mid (text, 0, i);
text = Mid (text, i + 1);
}
Canvas.TextSize (cur, xl, yl);
if (curx + xl > xw * Canvas.ClipX) {
Y+=LineSpace;
Curx = 0;
}
if (!sizing) {
Canvas.SetPos ((Canvas.ClipX * x) + curx, Canvas.ClipY * y);
Canvas.DrawText (cur, false);
}
curx += xl + wordspace;
}
Y+=LineSpace;
}
function DrawWelcomeText (Canvas canvas, int index)
{
local float x, y, xw, yw;
local int i;
Canvas.Font = class'UT2MidGameFont'.static.GetMidGameFont(Canvas.ClipX); // Update which font to use.
yw = 0;
xw = WelcomeWidth - WelcomeMargin*2;
//Check sizing
for (i = WelcomeStart[index]; i <= WelcomeEnd[index]; ++i) {
DrawTextBox (canvas, WelcomeMsg[i], true, 0, yw, xw);
}
//Now draw it
x = (1 - WelcomeWidth) / 2;
y = ((1 - yw) / 2) - 0.1; //kind of looks better with - 0.1
Canvas.SetDrawColor(255,255,255,255);
Canvas.SetPos(Canvas.ClipX * x, Canvas.ClipY * y);
//Canvas.DrawTileStretched(texture 'InterfaceContent.Menu.BorderBoxD', Canvas.ClipX * WelcomeWidth, Canvas.ClipY * (yw + WelcomeMargin * 2));
// if _RO_
Canvas.DrawTileStretched(Texture'InterfaceArt_tex.Menu.AltComboTickBlurry', Canvas.ClipX * WelcomeWidth, Canvas.ClipY * (yw + WelcomeMargin * 2));
// else
// Canvas.DrawTileStretched(texture 'InterfaceContent.Menu.EditBoxDown', Canvas.ClipX * WelcomeWidth, Canvas.ClipY * (yw + WelcomeMargin * 2));
// end if _RO_
//cPlayerHightlight ScoreBoxB/C ButtonFocus
y += WelcomeMargin;
x += WelcomeMargin;
for (i = WelcomeStart[index]; i <= WelcomeEnd[index]; ++i) {
DrawTextBox (canvas, WelcomeMsg[i], false, x, y, xw);
}
}
function DrawWarnMsg (Canvas canvas, string m)
{
local float xl, yl;
//Canvas.Font = class'HUD'.static.GetMediumFontFor (Canvas); //hm funka inte.. noo
Canvas.Font = class'UT2MidGameFont'.static.GetMidGameFont(Canvas.ClipX);
Canvas.StrLen(m,XL,YL);
Canvas.DrawColor = class'HUD'.default.GoldColor;
Canvas.SetPos(0.5*(Canvas.ClipX-XL), Canvas.ClipY * 0.15);
Canvas.DrawText(m, true);
}
function DrawStats (Canvas canvas)
{
/*
local float xl, yl;
Canvas.Font = class'HUD'.static.GetConsoleFont (Canvas);
Canvas.DrawColor = class'HUD'.default.WhiteColor;
Canvas.StrLen("o_O", xl, yl);
Canvas.SetPos(0.01 * (Canvas.ClipX), Canvas.ClipY * 0.25);
Canvas.DrawText("UTV Clients: " $ Clients, true);
Canvas.SetPos(0.01 * (Canvas.ClipX), Canvas.ClipY * 0.25 + yl * 1.1);
Canvas.DrawText("UTV Delay: " $ Delay $ " seconds", true);
*/
}
function PostRender( canvas Canvas )
{
if (p == none) {
Log ("utv: Interaction setting playercontroller to " $ viewportowner.actor);
p = ViewPortOwner.Actor;
}
Canvas.Style = p.ERenderStyle.STY_Alpha;
if (!shownWelcome) {
DrawWelcome (canvas);
}
//Anything important to tell the client?
if (RestartIn > 0) {
DrawWarnMsg (Canvas, "The ROTV Proxy will restart in about " $ RestartIn $ " seconds");
}
else {
if (WarnMsg != "") {
DrawWarnMsg (Canvas, WarnMsg);
}
}
DrawStats (Canvas);
}
function ShowChat (string msg)
{
Viewportowner.Actor.ClientMessage (msg);
}
function ShowMenu ()
{
}
simulated function GotStatus (string s)
{
local string tmps;
local int i;
//Parse out the values
i = InStr (s, " ");
tmps = Mid (s, 0, i);
clients = int (tmps);
s = Mid (s, i + 1);
i = InStr (s, " ");
tmps = Mid (s, 0, i);
delay = int (tmps);
s = Mid (s, i + 1);
restartin = int (s);
Log ("utv: Got status - " $ clients $ " - " $ delay $ " - " $ restartin);
}
simulated function GotBigStatus (string s)
{
local string tmps;
local int i;
//Parse out the values
i = InStr (s, " ");
tmps = Mid (s, 0, i);
ServerAddress = tmps;
s = Mid (s, i + 1);
i = InStr (s, " ");
tmps = Mid (s, 0, i);
ServerPort = int (tmps);
s = Mid (s, i + 1);
i = InStr (s, " ");
tmps = Mid (s, 0, i);
ListenPort = int (tmps);
s = Mid (s, i + 1);
i = InStr (s, " ");
tmps = Mid (s, 0, i);
JoinPassword = tmps;
s = Mid (s, i + 1);
i = InStr (s, " ");
tmps = Mid (s, 0, i);
PrimaryPassword = tmps;
s = Mid (s, i + 1);
i = InStr (s, " ");
tmps = Mid (s, 0, i);
VipPassword = tmps;
s = Mid (s, i + 1);
i = InStr (s, " ");
tmps = Mid (s, 0, i);
NormalPassword = tmps;
s = Mid (s, i + 1);
i = InStr (s, " ");
tmps = Mid (s, 0, i);
Delay = float (tmps);
s = Mid (s, i + 1);
i = InStr (s, " ");
tmps = Mid (s, 0, i);
MaxClients = int (tmps);
s = Mid (s, i + 1);
}
state Primary
{
function bool KeyEvent( out EInputKey Key, out EInputAction Action, FLOAT Delta )
{
local string tmp;
if (GlobalKeyEvent (Key, Action, Delta))
return true;
//Check stuff
if (Action == IST_Press) {
//teamsay key?
tmp = Viewportowner.Actor.ConsoleCommand ("KEYNAME " $ key);
tmp = Viewportowner.Actor.ConsoleCommand ("KEYBINDING " $ tmp);
if (tmp ~= "TeamTalk") {
p.ClientOpenMenu (class'utvReplication'.default.UtvPackage $ ".utvInputPage");
return true;
}
}
}
function ShowMenu ()
{
if(ListenPort!=0){
//StopForceFeedback();
p.ClientMessage ("Opening menu");
p.ClientOpenMenu(class'utvReplication'.default.UtvPackage $ ".utvPrimaryMenu");
} else {
p.ClientMessage ("Waiting for info from proxy");
}
}
function DrawWelcome (canvas canvas)
{
DrawWelcomeText (canvas, 0);
}
}
state Secondary
{
function ShowMenu ()
{
//StopForceFeedback();
p.ClientMessage ("Opening menu");
p.ClientOpenMenu(class'utvReplication'.default.UtvPackage $ ".utvWatcherMenu");
}
function bool KeyEvent( out EInputKey Key, out EInputAction Action, FLOAT Delta )
{
local string tmp;
if (GlobalKeyEvent (Key, Action, Delta))
return true;
//Check stuff
if (Action == IST_Press) {
//Right mouse pressed?
if (Key == IK_RightMouse) {
if(utvRep.FollowPrimary){
if(utvRep.SeeAll){
utvRep.FollowPrimary=false;
utvRep.FreeFlight=true;
p.ClientMessage ("Free flight mode");
} else {
if (class'utvReplication'.default.wantBehindview)
class'utvReplication'.default.wantBehindview = false;
else
class'utvReplication'.default.wantBehindview = true;
}
} else {
if(utvRep.FreeFlight || class'utvReplication'.default.wantBehindview){
utvRep.FreeFlight=false;
if(utvRep.LastTargetName=="")
utvRep.GetNextPlayer();
if(class'utvReplication'.default.wantBehindview){
p.ClientMessage ("Following player in 1st person view");
class'utvReplication'.default.wantBehindview = false;
} else {
p.ClientMessage ("Following player with behindview");
class'utvReplication'.default.wantBehindview = true;
}
} else {
if(utvRep.NoPrimary){
utvRep.FollowPrimary=false;
utvRep.FreeFlight=true;
p.ClientMessage ("Free flight mode");
} else {
class'utvReplication'.default.wantBehindview = false;
utvRep.FollowPrimary=true;
p.ClientMessage ("Following primary");
}
}
}
return true;
}
if (Key == IK_LeftMouse) {
if(!utvRep.FollowPrimary){
utvRep.GetNextPlayer();
utvRep.FreeFlight=false;
return true;
}
}
//Or the say key?
tmp = Viewportowner.Actor.ConsoleCommand ("KEYNAME " $ key);
tmp = Viewportowner.Actor.ConsoleCommand ("KEYBINDING " $ tmp);
if (tmp ~= "Talk") {
p.ClientOpenMenu (class'utvReplication'.default.UtvPackage $ ".utvInputPage");
return true;
}
if (tmp ~= "MoveForward") {
utvRep.MoveForward=true;
}
if (tmp ~= "MoveBackward") {
utvRep.MoveBackward=true;
}
if (tmp ~= "StrafeLeft") {
utvRep.MoveLeft=true;
}
if (tmp ~= "StrafeRight") {
utvRep.MoveRight=true;
}
if (tmp ~= "Jump") {
utvRep.MoveUp=true;
}
if (tmp ~= "Duck") {
utvRep.MoveDown=true;
}
}
if (Action == IST_Release) {
tmp = Viewportowner.Actor.ConsoleCommand ("KEYNAME " $ key);
tmp = Viewportowner.Actor.ConsoleCommand ("KEYBINDING " $ tmp);
if (tmp ~= "MoveForward") {
utvRep.MoveForward=false;
}
if (tmp ~= "MoveBackward") {
utvRep.MoveBackward=false;
}
if (tmp ~= "StrafeLeft") {
utvRep.MoveLeft=false;
}
if (tmp ~= "StrafeRight") {
utvRep.MoveRight=false;
}
if (tmp ~= "Jump") {
utvRep.MoveUp=false;
}
if (tmp ~= "Duck") {
utvRep.MoveDown=false;
}
}
return false;
}
function DrawWelcome (canvas canvas)
{
DrawWelcomeText (canvas, 1);
}
}
DefaultProperties
{
bActive=true
bVisible=true
WelcomeWidth=0.4
WelcomeMargin=0.02
WelcomePos=0.2
WelcomeStart[0]=0
WelcomeEnd[0]=4
WelcomeMsg[0]="Welcome to <2>ROTV<1> Primary Client!"
WelcomeMsg[1]=""
WelcomeMsg[2]="You are now broadcasting a game to people over the net! To configure settings and control the ROTV server, press <2>F8<1> to bring up the configuration menu."
WelcomeMsg[3]=""
WelcomeMsg[4]="Press any key to close this window.."
WelcomeStart[1]=5
WelcomeEnd[1]=11
WelcomeMsg[5]="Welcome to <2>ROTV<1> Watcher Client!"
WelcomeMsg[6]=""
WelcomeMsg[7]="You are watching a live broadcast of a game! To configure watcher settings press <2>F8<1> to bring up the configuration menu."
WelcomeMsg[8]=""
WelcomeMsg[9]="To toggle between first and third person view, press the <2>right<1> mouse button."
WelcomeMsg[10]=""
WelcomeMsg[11]="Press any key to close this window.."
}

View file

@ -0,0 +1,170 @@
//-----------------------------------------------------------
//
//-----------------------------------------------------------
class utvMutator extends Mutator;
var string origcontroller;
var class<PlayerController> origcclass;
var array<int> utvId;
//C is the owner
function CreateInitialUtvReplication(Controller c)
{
local utvReplicationInfo uri;
local Controller p;
foreach dynamicactors(class'Controller', p) {
if (p != c) {
//Log("Initially spawning utvReplicationInfo for player " $ p.PlayerReplicationInfo.PlayerName $ " owner " $ c.PlayerReplicationInfo.PlayerName);
uri = Spawn(class'utvReplicationInfo', c);
uri.OwnerCtrl = p;
}
}
}
//C is the possible new player
function CreateUtvReplication(Controller c)
{
local utvReplicationInfo uri;
local PlayerController pc;
local bool found;
foreach dynamicactors(class'PlayerController', pc) {
//Only spawn these for controllers that are utv in seeall mode
if (!pc.bAllActorsRelevant)
continue;
found = false;
foreach dynamicactors(class'utvReplicationInfo', uri) {
if ((uri.OwnerPlayer == c.PlayerReplicationInfo) && (uri.Owner == pc)) {
found = true;
break;
}
}
if (!found) {
//Log("Spawning utvReplicationInfo for player " $ c.PlayerReplicationInfo.PlayerName $ " owner " $ pc.PlayerReplicationInfo.PlayerName);
uri = Spawn(class'utvReplicationInfo', pc);
uri.OwnerCtrl = c;
}
}
}
function Tick(float deltaTime)
{
local PlayerController pc;
local int i;
super.Tick(deltaTime);
if (utvId.Length > 0) {
foreach dynamicactors(class'PlayerController', pc) {
for (i = 0; i < utvId.Length; ++i) {
if (pc.PlayerReplicationInfo.PlayerID == utvId[i]) {
CreateInitialUtvReplication(pc);
Log(FriendlyName $ ": Found new ROTV player: " $ pc.PlayerReplicationInfo.PlayerName);
utvId.Remove(i, 1);
i--;
}
}
}
}
}
//Returns a suitable UTV-spectator class. Knows about UTComp and TTM
function string GetNewController()
{
local string cur;
local string newc;
cur = Level.Game.PlayerControllerClassName;
//Utcomp?
if (InStr(cur, "BS_") > 0) {
newc = Repl(cur, "BS_", "UTV_BS_", false);
Log(FriendlyName $ ": UTComp detected, using class " $ newc);
}
else if (InStr(cur, "TTM_PlayerController") > 0) {
newc = Repl(cur, "TTM_PlayerController", "TTM_UTV_Spectator", false);
Log(FriendlyName $ ": TTM detected, using class " $ newc);
}
else {
newc = FriendlyName $ ".utvSpectator";
Log(FriendlyName $ ": Using class " $ newc);
}
return newc;
}
function ModifyLogin(out string Portal, out string Options)
{
local bool bSeeAll;
local bool bSpectator;
super.ModifyLogin (Portal, Options);
if (Level.game == none) {
Log (FriendlyName $ ": Level.game is none?");
return;
}
//If we replaced the controller last time round, make sure to restore it
if (origcontroller != "") {
Level.Game.PlayerControllerClassName = origcontroller;
Level.Game.PlayerControllerClass = origcclass;
origcontroller = "";
}
bSpectator = ( Level.Game.ParseOption( Options, "SpectatorOnly" ) ~= "1" );
bSeeAll = ( Level.Game.ParseOption( Options, "UTVSeeAll" ) ~= "1" );
if (bSeeAll && bSpectator) {
Log(FriendlyName $ ": Player with id " $ Level.Game.CurrentID $ " is requesting SeeAll");
utvId[utvId.Length] = Level.Game.CurrentID;
origcontroller = Level.Game.PlayerControllerClassName;
origcclass = Level.Game.PlayerControllerClass;
Level.Game.PlayerControllerClassName = GetNewController();
Level.Game.PlayerControllerClass = none;
}
}
function ModifyPlayer(Pawn Other)
{
super.ModifyPlayer(Other);
CreateUtvReplication(Other.Controller);
}
function NotifyLogout(Controller Exiting)
{
local utvReplicationInfo uri;
local PlayerController pc;
super.NotifyLogout(Exiting);
//Log if seeall players leave
pc = PlayerController(Exiting);
if ((pc != none) && (pc.bAllActorsRelevant)) {
Log(FriendlyName $ ": SeeAll enabled player " $ Exiting.PlayerReplicationInfo.PlayerName $ " (" $ Exiting.PlayerReplicationInfo.PlayerID $ ") leaving");
}
//Remove all utvReplicationInfos associated with the leaving player
foreach dynamicactors(class'utvReplicationInfo', uri) {
if ((uri.OwnerCtrl == Exiting) || (uri.Owner == Exiting)) {
//Log("Removing utvReplication for pawn " $ Exiting $ " player " $ uri.Owner);
uri.Destroy();
}
}
}
defaultproperties
{
bAddToServerPackages=true
IconMaterialName="MutatorArt.nosym"
ConfigMenuClassName=""
GroupName=""
FriendlyName="UTV2004S"
Description="Required to support ROTV SeeAll mode"
bAlwaysTick=true
}

View file

@ -0,0 +1,446 @@
//-----------------------------------------------------------
//
//-----------------------------------------------------------
class utvPrimaryMenu extends ut2k3guIPage;
var float BoxHeight;
var float BoxWidth;
var float MarginWidth;
var float ItemHeight;
var float ItemGap;
var utvInteraction ui;
var utvReplication ur;
function InitComponent(GUIController MyController, GUIComponent MyOwner)
{
local int a, prev, mark;
local utvInteraction tui;
local utvReplication tur;
super.InitComponent(MyController, MyOwner);
//The window
Controls[0].WinHeight = BoxHeight;
Controls[0].WinWidth = BoxWidth;
Controls[0].WinTop = 0.5 - (0.5 * BoxHeight);
Controls[0].WinLeft = 0.5 - (0.5 * BoxWidth);
//Headline
Controls[1].WinHeight = ItemHeight;
Controls[1].WinWidth = BoxWidth - (MarginWidth * 2);
Controls[1].WinTop = Controls[0].WinTop + 0.002; // + ItemGap * 5;
Controls[1].WinLeft = Controls[0].WinLeft + MarginWidth;
//label total clients
Controls[2].WinHeight = ItemHeight;
Controls[2].WinWidth = BoxWidth*0.4;
Controls[2].WinTop = Controls[1].WinTop + ItemGap + ItemHeight;
Controls[2].WinLeft = Controls[1].WinLeft + MarginWidth;
///mmuuu
//label mute
Controls[24].WinHeight = ItemHeight;
Controls[24].WinWidth = BoxWidth*0.4;
Controls[24].WinTop = Controls[2].WinTop + ItemGap + ItemHeight;
Controls[24].WinLeft = Controls[2].WinLeft;
//divider
Controls[26].WinHeight = 0.005;
Controls[26].WinWidth = BoxWidth - (MarginWidth * 2);
Controls[26].WinTop = Controls[24].WinTop + ItemGap + ItemHeight;
Controls[26].WinLeft = Controls[1].WinLeft;
//label serveraddress
Controls[3].WinHeight = ItemHeight;
Controls[3].WinWidth = Controls[24].WinWidth;
Controls[3].WinTop = Controls[24].WinTop + ItemGap * 3 + ItemHeight;
Controls[3].WinLeft = Controls[24].WinLeft;
//rest of the labels
prev=3;
mark=0;
for(a=4;a<11;++a){
if ((a == 8) && (mark == 0)) { //would renumbering have been easier? :)
a = 22;
mark = 1;
}
Controls[a].WinHeight = ItemHeight;
Controls[a].WinWidth = Controls[prev].WinWidth;
Controls[a].WinTop = Controls[prev].WinTop + ItemGap + ItemHeight;
Controls[a].WinLeft = Controls[prev].WinLeft;
prev=a;
if ((a == 22) && (mark == 1))
a = 7;
}
//ok button
Controls[11].WinHeight = ItemHeight;
Controls[11].WinWidth = Controls[10].WinWidth;
Controls[11].WinTop = Controls[10].WinTop + ItemHeight * 2;
Controls[11].WinLeft = Controls[10].WinLeft;
//textbox total clients
Controls[12].WinHeight = ItemHeight;
Controls[12].WinWidth = BoxWidth*0.5;
Controls[12].WinTop = Controls[1].WinTop + ItemGap * 2 + ItemHeight;
Controls[12].WinLeft = Controls[0].WinLeft+BoxWidth*0.5;
//muu
//checkbox mute chat
Controls[25].WinHeight = ItemHeight;
Controls[25].WinWidth = ItemHeight;
Controls[25].WinTop = Controls[12].WinTop + ItemHeight;
Controls[25].WinLeft = Controls[12].WinLeft;
//textbox serveraddress
Controls[13].WinHeight = ItemHeight;
Controls[13].WinWidth = BoxWidth*0.4;
Controls[13].WinTop = Controls[25].WinTop + ItemGap * 3 + ItemHeight;
Controls[13].WinLeft = Controls[25].WinLeft;
//rest of the textboxes
prev=13;
mark=0;
for(a=14;a<21;++a){
if ((a == 18) && (mark == 0)) {
a = 23;
mark = 1;
}
Controls[a].WinHeight = ItemHeight;
Controls[a].WinWidth = Controls[prev].WinWidth;
Controls[a].WinTop = Controls[prev].WinTop + ItemGap + ItemHeight;
Controls[a].WinLeft = Controls[prev].WinLeft;
Controls[a].TabOrder = Controls[prev].TabOrder + 1;
prev=a;
if ((a == 23) && (mark == 1))
a = 17;
}
//reset button
Controls[21].WinHeight = ItemHeight;
Controls[21].WinWidth = Controls[20].WinWidth;
Controls[21].WinTop = Controls[20].WinTop + ItemHeight * 2;
Controls[21].WinLeft = Controls[20].WinLeft;
foreach AllObjects (class'utvInteraction', tui) {
ui = tui;
}
foreach AllObjects (class'utvReplication', tur) {
ur = tur;
}
GUILabel(Controls[12]).Caption=string(ui.Clients);
GUIEditBox(Controls[13]).TextStr=ui.ServerAddress;
GUIEditBox(Controls[14]).TextStr=string(ui.ServerPort);
GUIEditBox(Controls[15]).TextStr=string(ui.ListenPort);
GUIEditBox(Controls[16]).TextStr=ui.JoinPassword;
GUIEditBox(Controls[17]).TextStr=ui.PrimaryPassword;
GUIEditBox(Controls[18]).TextStr=ui.NormalPassword;
GUIEditBox(Controls[19]).TextStr=string(ui.Delay);
GUIEditBox(Controls[20]).TextStr=string(ui.MaxClients);
GUIEditBox(Controls[23]).TextStr=ui.VipPassword;
GUICheckBoxButton(Controls[25]).bChecked=!ur.MuteChat;
OnClose = InternalOnClose;
RemapComponents();
}
function InternalOnClose(optional bool bCanceled)
{
local PlayerController pc;
pc = PlayerOwner();
if(pc != None && pc.Level.Pauser != None)
pc.SetPause(false);
Super.OnClose(bCanceled);
}
function bool InternalOnClick(GUIComponent Sender)
{
if (Sender == Controls[11]) //Ok button
{
ur.MuteChat=!GUICheckBoxButton(Controls[25]).bChecked;
SendChanges ();
Controller.CloseMenu ();
}
if (Sender == Controls[21]) //Reset button
{
ui.p.ClientMessage ("Resetting server");
SendChanges ();
ResetServer ();
Controller.CloseMenu ();
}
return true;
}
function InternalOnChange(GUIComponent Sender)
{
}
function SendChanges ()
{
local string s;
ui.ServerAddress=GUIEditBox(Controls[13]).TextStr;
ui.ServerPort=int(GUIEditBox(Controls[14]).TextStr);
ui.ListenPort=int(GUIEditBox(Controls[15]).TextStr);
ui.JoinPassword=GUIEditBox(Controls[16]).TextStr;
ui.PrimaryPassword=GUIEditBox(Controls[17]).TextStr;
ui.NormalPassword=GUIEditBox(Controls[18]).TextStr;
ui.Delay=float(GUIEditBox(Controls[19]).TextStr);
ui.MaxClients=int(GUIEditBox(Controls[20]).TextStr);
ui.VipPassword=GUIEditBox(Controls[23]).TextStr;
s="5 serveraddress=" $ ui.ServerAddress;
s=s $ " serverport=" $ ui.ServerPort;
s=s $ " listenport=" $ ui.ListenPort;
s=s $ " joinpassword=" $ ui.JoinPassword;
s=s $ " primarypassword=" $ ui.PrimaryPassword;
s=s $ " vippassword=" $ ui.VipPassword;
s=s $ " normalpassword=" $ ui.NormalPassword;
s=s $ " delay=" $ ui.Delay;
s=s $ " maxclients=" $ ui.maxclients;
ur.SendToServer(s);
}
function ResetServer ()
{
local string s;
s="6 ";
ur.SendToServer(s);
}
/*
Begin Object Class=GUIButton name=Background
bAcceptsInput=false
bNeverFocus=true
StyleName="SquareBar"
End Object
*/
//display95 99
defaultproperties
{
Begin Object Class=GUIImage name=Background
bAcceptsInput=false
bNeverFocus=true
// if _RO_
Image=Texture'InterfaceArt_tex.Menu.RODisplay'
// else
// Image=material'2K4Menus.NewControls.Display95'
// end if _RO_
ImageStyle=ISTY_Stretched
End Object
Controls(0)=GUIImage'Background'
Begin Object class=GUILabel Name=TitleText
Caption="ROTV Primary settings"
TextAlign=TXTA_Center
TextColor=(R=255,G=255,B=0,A=255)
bTransparent=true
Name="TitleText"
End Object
Controls(1)=GUILabel'TitleText'
Begin Object class=GUILabel name=Label1
Caption="Total clients"
TextColor=(R=255,G=255,B=255,A=255)
TextFont="UT2MidGameFont"
bTransparent=true
End Object
Controls(2)=GUILabel'Label1'
Begin Object class=GUILabel name=LabelSA
Caption="Server address"
TextColor=(R=255,G=255,B=255,A=255)
TextFont="UT2MidGameFont"
bTransparent=true
End Object
Controls(3)=GUILabel'LabelSA'
Begin Object class=GUILabel name=LabelSP
Caption="Server port"
TextColor=(R=255,G=255,B=255,A=255)
TextFont="UT2MidGameFont"
bTransparent=true
End Object
Controls(4)=GUILabel'LabelSP'
Begin Object class=GUILabel name=LabelLP
Caption="Listen port"
TextColor=(R=255,G=255,B=255,A=255)
TextFont="UT2MidGameFont"
bTransparent=true
End Object
Controls(5)=GUILabel'LabelLP'
Begin Object class=GUILabel name=LabelJP
Caption="Join password"
TextColor=(R=255,G=255,B=255,A=255)
TextFont="UT2MidGameFont"
bTransparent=true
End Object
Controls(6)=GUILabel'LabelJP'
Begin Object class=GUILabel name=LabelPP
Caption="Primary password"
TextColor=(R=255,G=255,B=255,A=255)
TextFont="UT2MidGameFont"
bTransparent=true
End Object
Controls(7)=GUILabel'LabelPP'
Begin Object class=GUILabel name=LabelVP
Caption="VIP password"
TextColor=(R=255,G=255,B=255,A=255)
TextFont="UT2MidGameFont"
bTransparent=true
End Object
Controls(22)=GUILabel'LabelVP'
Begin Object class=GUILabel name=LabelNP
Caption="Normal password"
TextColor=(R=255,G=255,B=255,A=255)
TextFont="UT2MidGameFont"
bTransparent=true
End Object
Controls(8)=GUILabel'LabelNP'
Begin Object class=GUILabel name=LabelD
Caption="Delay"
TextColor=(R=255,G=255,B=255,A=255)
TextFont="UT2MidGameFont"
bTransparent=true
End Object
Controls(9)=GUILabel'LabelD'
Begin Object class=GUILabel name=LabelMC
Caption="Max clients"
TextColor=(R=255,G=255,B=255,A=255)
TextFont="UT2MidGameFont"
bTransparent=true
End Object
Controls(10)=GUILabel'LabelMC'
Begin Object Class=GUIButton Name=OkButton
StyleName="MidGameButton"
OnClick=InternalOnClick
Caption="OK"
TabOrder=50
End Object
Controls(11)=GUIButton'OkButton'
Begin Object class=GUILabel name=LabelTC
Caption="tc"
TextColor=(R=255,G=255,B=255,A=255)
TextFont="UT2MidGameFont"
bTransparent=true
bMultiLine=true
End Object
Controls(12)=GUILabel'LabelTC'
Begin Object class=GUIEditBox name=BoxSA
Caption=""
TabOrder=1
End Object
Controls(13)=GUIEditBox'BoxSA'
Begin Object class=GUIEditBox name=BoxSP
Caption=""
bIntOnly=true;
End Object
Controls(14)=GUIEditBox'BoxSP'
Begin Object class=GUIEditBox name=BoxLP
Caption=""
bIntOnly=true;
End Object
Controls(15)=GUIEditBox'BoxLP'
Begin Object class=GUIEditBox name=BoxJP
Caption=""
End Object
Controls(16)=GUIEditBox'BoxJP'
Begin Object class=GUIEditBox name=BoxPP
Caption=""
End Object
Controls(17)=GUIEditBox'BoxPP'
Begin Object class=GUIEditBox name=BoxVP
Caption=""
End Object
Controls(23)=GUIEditBox'BoxVP'
Begin Object class=GUIEditBox name=BoxNP
Caption=""
End Object
Controls(18)=GUIEditBox'BoxNP'
Begin Object class=GUIEditBox name=BoxD
Caption=""
bFloatOnly=true;
End Object
Controls(19)=GUIEditBox'BoxD'
Begin Object class=GUIEditBox name=BoxMC
Caption=""
bIntOnly=true;
End Object
Controls(20)=GUIEditBox'BoxMC'
Begin Object Class=GUIButton Name=ResetButton
StyleName="MidGameButton"
OnClick=InternalOnClick
Caption="Reset"
TabOrder=51
End Object
Controls(21)=GUIButton'ResetButton'
Begin Object class=GUILabel name=LabelMute
Caption="Show ROTV Chat"
TextColor=(R=255,G=255,B=255,A=255)
TextFont="UT2MidGameFont"
bTransparent=true
End Object
Controls(24)=GUILabel'LabelMute'
Begin Object class=GUICheckBoxButton name=MuteButton
TabOrder=100
End Object
Controls(25)=GUICheckBoxButton'MuteButton'
Begin Object Class=GUIEditBox name=HorizLine
bAcceptsInput=false
bNeverFocus=true
Caption=""
End Object
Controls(26)=GUIButton'HorizLine'
bRequire640x480=false
bAllowedAsLast=true
bRenderWorld=true
BoxHeight=0.74
BoxWidth=0.5
MarginWidth=0.02
ItemHeight=0.04
ItemGap=0.01
OpenSound=none
}

View file

@ -0,0 +1,741 @@
//-----------------------------------------------------------
//
//-----------------------------------------------------------
class utvReplication extends Actor;
//A constant of sorts
var config string UtvPackage;
//Configuration things
var config int ViewMode; //0 = locked on freeflight, 1 = free, 2 = locked
struct Movement {
var float time;
var vector loc;
var rotator rot;
};
var Movement moves[1000]; //Around 10 should be enough.. :)
var int movehead;
var int movetail;
var bool viewingSelf;
var int lastViewedSelf;
var bool SeeAll;
var bool NoPrimary;
var bool FollowPrimary;
var bool OldFollow;
var bool IsDemo;
var bool MuteChat;
var string LastTargetName;
var bool FreeFlight;
var Vector LocalPos;
var bool LocalPosSet;
var bool moveForward,moveBackward,moveLeft,moveRight,moveUp,moveDown; //shouldnt be needed but playercontroller aForward etc always 0 ?
struct TInterpol
{
var float k1;
var float k2; //slope
var float y1;
var float y2; //cur & next value
var float g1;
var float c1;
var float dy;
var float h1;
};
struct TPlayerInterpol
{
var float x1; //cur & next timevalue
var float x2;
var bool noinfo; //if true, do linear extrapolation instead
var TInterpol cords[7]; //x, y, z, rot.pitch, rot.yaw, viewrot.pitch, viewrot.yaw
};
var TPlayerInterpol interpol;
var config string ChatString;
var config bool wantBehindview;
replication
{
//Things the server calls on us
reliable if (Role == ROLE_Authority)
GetFromServer, GetTarget;
//Things we can call on the server
reliable if (Role<ROLE_Authority)
SendToServer, SendTarget;
}
var utvInteraction uti;
var float currentTime;
var float lastSend;
var bool wasEnded;
simulated event PostBeginPlay()
{
local PlayerController p;
Log ("utv: PostBeginPlay in replication");
p = level.GetLocalPlayerController ();
lastViewedSelf = 2;
class'utvReplication'.default.wantBehindview = true;
//Onslaught fixes
OnslaughtFix();
}
//Onslaught relies on RPC's to receive the current powerlink setup.
//Unfortunately it is not ready to receive them until after the
//first tick. UTV sometimes send them too soon, so this function makes sure
//that the onslaught hud has run one tick before it happens.
simulated function OnslaughtFix()
{
// Commented out UT2k4Merge - Ramm
/* local PlayerController p;
local ONSHUDOnslaught oh;
p = level.GetLocalPlayerController ();
//Sometimes this can't be found, so use alternative method
if (p == none) {
Log("utv: Level.GetLocalPlayerController was false, trying alternate method");
oh = none;
foreach dynamicactors(class'ONSHUDOnslaught', oh) {
Log("utv: Found onslaught hud with alternate method");
break;
}
if (oh == none)
Log("utv: Alternate Onslaught node fix failed");
}
else {
oh = ONSHUDOnslaught(p.myHUD);
}
if (oh != none) {
Log("utv: Preparing onslaught HUD for powerlink reception");
oh.LinkActors();
oh.Tick(0.1);
}*/
}
simulated event Tick (float deltatime)
{
local PlayerController p;
local string s;
local string cc, w;
super.Tick (deltatime);
currentTime += deltaTime;
//Wait with creating the interaction until we know our role
if ((GetStateName () != 'Secondary') && (GetStateName() != 'Primary')) {
log ("utv: Waiting for role information");
return;
}
p = Level.GetLocalPlayerController();
if(p!=none && !LocalPosSet){
localPosSet=true;
localPos=p.location;
}
if (uti == none) {
if ((p != none) && (p.Player != none) && (p.Player.InteractionMaster != none)) {
Log ("utv: Creating utvInteraction");
uti = utvInteraction (p.player.InteractionMaster.AddInteraction (class'utvReplication'.default.UtvPackage $ ".utvInteraction", p.player));
uti.SetState (GetStateName () == 'Primary');
uti.utvRep=self;
}
}
//Check if the player has used utvsay
if (class'utvReplication'.default.ChatString != "") {
//If you don't watch chat you are not allowed to send either
if (!MuteChat) {
//Make sure message color is set to prevent colornicks to interfere
w = chr(27)$chr(255)$chr(255)$chr(255);
cc = "";
if (GetStateName() == 'Primary')
cc = chr(27)$"àà`";
s = GetUrlOption ("Name") $ w $ ": " $ cc $ class'utvReplication'.default.ChatString;
uti.ShowChat (s);
SendToServer ("1 " $ s);
Log ("utv: Sending chat: " $ s);
}
class'utvReplication'.default.ChatString = "";
}
}
function SendToServer (string s)
{
}
function SendTarget (Actor t)
{
}
simulated function GetTarget (Actor t)
{
local PlayerController p;
//In seeall mode, we don't want to mess with what the client is looking at
if (!FollowPrimary)
return;
//Always update, since this one is guaranteed to be correct
p = level.GetLocalPlayerController ();
if(p==t || t==p.pawn){
if(lastViewedSelf>2){
if (p.ViewTarget != t)
p.SetViewTarget (t);
viewingSelf=true;
}else{
lastViewedSelf++;
}
}else{
viewingSelf=false;
lastViewedSelf=0;
if (p.ViewTarget != t)
p.SetViewTarget (t);
}
}
simulated function GotInitMsg (string s)
{
local string tmps;
local int i,a;
//Parse out the values
i = InStr (s, " ");
tmps = Mid (s, 0, i);
a = int (tmps);
if (a == 1)
GotoState ('Primary');
else
GotoState ('Secondary');
s = Mid (s, i + 1);
a = int (s);
if (a == 3) { //Looking at a server demo
NoPrimary=true;
IsDemo=true;
OldFollow=false;
FollowPrimary=false;
SeeAll=true;
FreeFlight=true;
}
else if (a == 4) { //Client demo
IsDemo=true;
SeeAll=false;
NoPrimary=false;
}
else if (a == 2){ //Noprimary and seeall
SeeAll=true;
NoPrimary=true;
OldFollow=false;
FollowPrimary=false;
FreeFlight=true;
} else if (a == 1){ //Seeall with primary
SeeAll=true;
NoPrimary=false;
}else{ //Regular primary
SeeAll=false;
NoPrimary=false;
}
}
simulated function GetFromServer (string s)
{
local int i, cmd;
local string tmp;
//Find the command number
i = InStr (s, " ");
tmp = Mid (s, 0, i);
cmd = int (tmp);
s = Mid (s, i + 1);
switch (cmd) {
case 8:
Log("utv: Got init " $ s);
GotInitMsg(s);
break;
}
//No need to check the following if we are not initialized yet
if (uti == none)
return;
switch (cmd) {
case 1:
if (!MuteChat)
uti.ShowChat (s);
break;
case 2:
ReceiveMovement (s);
break;
case 4:
uti.GotStatus (s);
break;
case 7:
uti.GotBigStatus (s);
break;
}
}
//Stub function
simulated function ReceiveMovement (string s)
{
}
exec function utvsay (string s)
{
Log ("utv: Got utvsay: " $ s);
}
/////////////////////////////////////////////////
/////////////////////////////////////////////////
state Primary {
simulated function BeginState ()
{
log ("utv: Entering primary state");
}
simulated function CheckGameEnd ()
{
local PlayerController p;
if (!wasEnded) {
p = Level.GetLocalPlayerController();
if (p.IsInState('GameEnded')) {
wasEnded = true;
SendToServer ("3");
Log ("utv: Send gameend to server");
}
}
}
simulated function SendInterpolValues ()
{
local string s;
local playercontroller p;
p = level.GetLocalPlayerController ();
s = "2 " /* $ currentTime $ " " */ $ p.Location $ " " $ p.Rotation;
SendToServer (s);
}
simulated function Tick (float delta)
{
local PlayerController p;
global.tick (delta);
//Send out values for interpolation
if (currentTime - LastSend > 0.5) {
p = level.GetLocalPlayerController ();
SendInterpolValues ();
LastSend = currentTime;
SendTarget (p.ViewTarget);
}
//Check if the game has started
CheckGameEnd ();
}
}
state Secondary
{
//Either x2 or both x2 and x3 can be zero, and indicates no known info at that time
simulated function CalculateInterpol (int cord, float x1, float x2, float x3, float y1, float y2, float y3)
{
local TInterpol p;
//Retrieve last one
p = interpol.cords[cord];
//Just stop if we don't even have two points
if (x2 == 0) {
x2 = x1;
y2 = y1;
}
p.y1 = y1;
p.y2 = y2;
//Calculate start and endslope
p.k1 = p.k2;
//If no info at x3, make the derivative zero
if (x3 == 0)
p.k2 = 0;
else
p.k2 = (y3 - y1) / (x3 - x1);
p.h1 = x2 - x1;
p.dy = y2 - y1;
p.g1 = p.h1 * p.k1 - p.dy;
p.c1 = 2 * p.dy - p.h1 * (p.k1 + p.k2);
interpol.cords[cord] = p;
//doh
interpol.x1 = x1;
interpol.x2 = x2;
interpol.noinfo = ((x2 == 0) || (x3 == 0));
}
//Get position according to timestamp variable
simulated function float GetInterpolatedPos (int cord)
{
local TInterpol p;
local float h1;
local float t;
local float x1;
local float x2;
local float res;
p = interpol.cords [cord];
x1 = interpol.x1;
x2 = interpol.x2;
h1 = x2 - x1;
//assert: x1 < timestamp < x2
if (x2 == x1)
return 0;
t = (currentTime - x1) / (x2 - x1);
res = p.y1 + t * (p.dy) + t * (1 - t) * p.g1 + t*t * (1 - t) * p.c1;
return res;
}
//Makes sure the absolute differences between pitch & yaw isn't more than 32k (since it's mod 65k anyway)
simulated function FixRotDist (out int t1, out int t2, optional bool down)
{
if (Abs (t1 - t2) > 32768) {
if (t1 > 32768)
t2 += 65536;
else
t2 -= 65536;
}
}
simulated function CheckGameEnd ()
{
local PlayerController p;
if (!wasEnded) {
p = Level.GetLocalPlayerController();
if (p.IsInState('GameEnded')) {
wasEnded = true;
SendToServer ("3");
}
}
}
simulated function Tick (float delta)
{
local vector pos;
local rotator rot;
local string WarnMsg;
local PlayerController p, it;
local Pawn target;
global.tick (delta);
if(NoPrimary)
CheckGameEnd();
p = Level.GetLocalPlayerController ();
//This saves bandwidth for the server because the client stops
//sending ServerMove all the time
if ((p != none) && (p.Role < ROLE_Authority)) {
log("utv: Changing controller role to ROLE_Authority");
p.Role = ROLE_Authority;
}
//If watching a demo, do dilation adjustment for smoothness
if ((IsDemo) && (Level.TimeDilation > 1.0)) {
//Log("utv: Setting timedilation to 1.0");
//Level.TimeDilation = 1.0;
}
//When watching a server demo, the view rotation is not updated correctly
if ((IsDemo) && (SeeAll)) {
if ((p.ViewTarget != none) && (p.ViewTarget != p)) {
target = Pawn(p.ViewTarget);
if (target.Controller != none) {
p.TargetViewRotation = target.Controller.Rotation;
}
}
}
//A clientside demo needs to be adjusted as well
if ((IsDemo) && (!SeeAll)) {
Log("search");
foreach dynamicactors(class'PlayerController', it) {
it.SetViewTarget(p.Pawn);
}
}
ProcessMovement ();
//Server will filter packets for us if we don't follow primary, so check if it has changed
if (FollowPrimary != OldFollow) {
OldFollow = FollowPrimary;
if (FollowPrimary)
SendToServer("A");
else
SendToServer("B");
}
if(FollowPrimary){
//Do we have interpolation data to act on?
if ((interpol.x2 < currentTime) || (interpol.x1 == interpol.x2)) {
WarnMsg = "Waiting on movement interpolation data";
}
else {
//Calculate interpolated position and rotation
pos.x = GetInterpolatedPos (0);
pos.y = GetInterpolatedPos (1);
pos.z = GetInterpolatedPos (2);
rot.pitch = GetInterpolatedPos (3);
rot.yaw = GetInterpolatedPos (4);
rot.roll = 0;
//Always set the location
if(viewingSelf)
p.SetLocation (pos);
//Force behindview depending on user pref when speccing something
if ((p.viewtarget == none) || (p.ViewTarget == p)) {
p.bBehindView = false;
}
else {
p.bBehindView = class'utvReplication'.default.wantBehindview;
}
//Now determine what to do with the rotation
switch (class'utvReplication'.default.ViewMode) {
case 0:
if ((p.ViewTarget == none) || (p.ViewTarget == p)) {
p.SetRotation (rot);
}
break;
case 1:
p.SetRotation (rot);
break;
case 2:
break;
}
}
} else { //not following primary
if(FreeFlight){
//LocalPos+=p.aForward*delta*0.15*Vector(p.rotation);
//LocalPos-=p.aStrafe*delta*0.15*Vector(p.rotation) Cross Vect(0,0,1);
if(MoveForward)
LocalPos+=delta*1000*Vector(p.rotation);
if(MoveBackward)
LocalPos-=delta*1000*Vector(p.rotation);
if(MoveRight)
LocalPos-=delta*1000*Vector(p.rotation) Cross Vect(0,0,1);
if(MoveLeft)
LocalPos+=delta*1000*Vector(p.rotation) Cross Vect(0,0,1);
if(MoveUp)
LocalPos+=delta*1000*Vect(0,0,1);
if(MoveDown)
LocalPos-=delta*1000*Vect(0,0,1);
//p.ClientMessage ("Move " $ MoveForward $ " - " $ LocalPos $ " - " $ delta);
p.bBehindView=false;
if (p.ViewTarget != p)
p.SetViewTarget(p);
p.SetLocation(LocalPos);
if(p.pawn!=none){
p.Pawn.SetLocation(LocalPos);
}
} else {
p.bBehindView = class'utvReplication'.default.wantBehindview;
target=GetPawnFromName(LastTargetName);
if(target!=none){
if (p.ViewTarget != target)
p.SetViewTarget(target);
p.TargetEyeHeight = target.BaseEyeHeight;
}
}
}
uti.SetWarning (WarnMsg);
}
simulated function Movement GetNextMovement (int num)
{
local int i;
local int index;
index = movetail;
for (i = 0; i < num; ++i) {
index++;
if (index == 1000)
index = 0;
}
return moves [index];
}
simulated function ProcessMovement ()
{
local Movement m1, m2, m3;
if (movetail == movehead)
return;
if (moves[movetail].time < currentTime) {
m1 = moves[movetail];
//log ("Processing move to: " $ tmp.loc $ " - " $ tmp.rot);
movetail++;
if (movetail == 1000)
movetail = 0;
//Calculate new interpolation values
m2 = GetNextMovement (0);
m3 = GetNextMovement (1);
//Log ("processing moves from: " $ m1.time $ " - " $ m2.time $ " - " $ m3.time);
FixRotDist (m1.rot.pitch, m2.rot.pitch);
FixRotDist (m2.rot.pitch, m3.rot.pitch, true);
FixRotDist (m1.rot.yaw, m2.rot.yaw);
FixRotDist (m2.rot.yaw, m3.rot.yaw, true);
//Coordinates
CalculateInterpol (0, m1.time, m2.time, m3.time, m1.loc.x, m2.loc.x, m3.loc.x);
CalculateInterpol (1, m1.time, m2.time, m3.time, m1.loc.y, m2.loc.y, m3.loc.y);
CalculateInterpol (2, m1.time, m2.time, m3.time, m1.loc.z, m2.loc.z, m3.loc.z);
//Rotation
CalculateInterpol (3, m1.time, m2.time, m3.time, m1.rot.pitch, m2.rot.pitch, m3.rot.pitch);
CalculateInterpol (4, m1.time, m2.time, m3.time, m1.rot.yaw, m2.rot.yaw, m3.rot.yaw);
}
}
simulated function ReceiveMovement (string s)
{
local Movement tmp;
local string tmps;
local int i;
//Parse out the values
i = InStr (s, " ");
tmps = Mid (s, 0, i);
tmp.loc = vector (tmps);
s = Mid (s, i + 1);
tmp.rot = rotator (s);
//Log ("Got movement: " $ tmp.time $ " - " $ tmp.loc $ " - " $ tmp.rot);
//test
tmp.time = currentTime + 5;
//And insert it into the queue
if (movehead == movetail) {
moves[movehead] = tmp;
movehead++;
if (movehead == 1000)
movehead = 0;
}
else {
//Make sure we only insert newer things
i = movehead - 1;
if (i < 0)
i = 999;
if (tmp.time > moves[i].time) {
moves[movehead] = tmp;
movehead++;
if (movehead == 1000)
movehead = 0;
}
}
}
simulated function BeginState ()
{
log ("utv: Entering secondary state");
}
}
simulated function GetNextPlayer()
{
local Pawn tempPawn;
local string targetName;
local bool getNext;
getNext=true;
foreach AllActors(class'Pawn',tempPawn){
if(tempPawn.PlayerReplicationInfo!=none){
if(GetNext){
GetNext=false;
TargetName=tempPawn.PlayerReplicationInfo.PlayerName;
}
if(tempPawn.PlayerReplicationInfo.PlayerName==LastTargetName){
GetNext=true;
}
}
}
LastTargetName=TargetName;
}
simulated function Pawn GetPawnFromName(string name)
{
local Pawn tempPawn;
foreach AllActors(class'Pawn',tempPawn){
if(tempPawn.PlayerReplicationInfo!=none && tempPawn.PlayerReplicationInfo.PlayerName==name){
return tempPawn;
break;
}
}
return none;
}
defaultproperties
{
RemoteRole=ROLE_SimulatedProxy
bHidden=true
bTearoff=false
bSkipActorPropertyReplication=true
UtvPackage="UTV2004C"
seeAll=false
NoPrimary=false
IsDemo=false
followPrimary=true
OldFollow=true
freeFlight=true
LocalPosSet=false
}

View file

@ -0,0 +1,53 @@
//-----------------------------------------------------------
//
//-----------------------------------------------------------
class utvReplicationInfo extends ReplicationInfo;
var Controller OwnerCtrl; //Only valid on server side
var PlayerReplicationInfo OwnerPlayer;
var rotator TargetViewRotation;
replication
{
reliable if (Role == Role_Authority)
OwnerPlayer;
unreliable if (Role == Role_Authority)
TargetViewRotation;
}
simulated function Tick(float deltaTime)
{
local PlayerController p;
local Pawn curTarget;
if (Level.NetMode != NM_Client) {
if (OwnerPlayer == none)
if (OwnerCtrl.PlayerReplicationInfo != none)
OwnerPlayer = OwnerCtrl.PlayerReplicationInfo;
//This should not happen unless something breaks
if (OwnerCtrl == none)
return;
TargetViewRotation = OwnerCtrl.Rotation;
//Log("Player " $ OwnerPlayer.PlayerName $ " has rotation " $ TargetViewRotation);
}
else {
p = Level.GetLocalPlayerController();
curTarget = Pawn(p.ViewTarget);
if (curTarget != none) {
if (curTarget.PlayerReplicationInfo == OwnerPlayer) {
p.TargetViewRotation = TargetViewRotation;
//Log("Updating rotation for target " $ OwnerPlayer.PlayerName);
}
}
}
}
defaultproperties
{
NetUpdateFrequency=100
bAlwaysRelevant=false
bAlwaysTick=true
}

View file

@ -0,0 +1,12 @@
//-----------------------------------------------------------
//
//-----------------------------------------------------------
class utvSpectator extends xPlayer;
//All extra stuff that was here in previous versions is now handled
//by UTV instead. So this is all that is required.
DefaultProperties
{
bAllActorsRelevant=true
}

View file

@ -0,0 +1,251 @@
//-----------------------------------------------------------
//
//-----------------------------------------------------------
class utvWatcherMenu extends GUIPage;
var float BoxHeight;
var float BoxWidth;
var float MarginWidth;
var float ItemHeight;
var float ItemGap;
var utvInteraction ui;
var utvReplication ur;
function InitComponent(GUIController MyController, GUIComponent MyOwner)
{
local utvInteraction tui;
local utvReplication tur;
super.InitComponent(MyController, MyOwner);
//The window
Controls[0].WinHeight = BoxHeight;
Controls[0].WinWidth = BoxWidth;
Controls[0].WinTop = 0.5 - (0.5 * BoxHeight);
Controls[0].WinLeft = 0.5 - (0.5 * BoxWidth);
//Headline
Controls[1].WinHeight = ItemHeight;
Controls[1].WinWidth = BoxWidth - (MarginWidth * 2);
Controls[1].WinTop = Controls[0].WinTop + 0.01; //+ ItemGap * 2;
Controls[1].WinLeft = Controls[0].WinLeft + MarginWidth;
//label
Controls[2].WinHeight = ItemHeight;
Controls[2].WinWidth = Controls[1].WinWidth;
Controls[2].WinTop = Controls[1].WinTop + ItemGap * 2 + ItemHeight;
Controls[2].WinLeft = Controls[1].WinLeft;
//combobox
Controls[3].WinHeight = ItemHeight;
Controls[3].WinWidth = Controls[1].WinWidth;
Controls[3].WinTop = Controls[2].WinTop + ItemHeight - ItemGap;
Controls[3].WinLeft = Controls[1].WinLeft;
moComboBox (Controls[3]).AddItem ("Locked during free flight");
moComboBox (Controls[3]).AddItem ("Completely locked");
moComboBox (Controls[3]).AddItem ("Completely free");
moComboBox (Controls[3]).ReadOnly (true);
moComboBox (Controls[3]).SetIndex (class'utvReplication'.default.ViewMode);
//label delay
Controls[4].WinHeight = ItemHeight;
Controls[4].WinWidth = Controls[3].WinWidth;
Controls[4].WinTop = Controls[3].WinTop + ItemGap * 2 + ItemHeight;
Controls[4].WinLeft = Controls[3].WinLeft;
//label clients
Controls[5].WinHeight = ItemHeight;
Controls[5].WinWidth = Controls[4].WinWidth;
Controls[5].WinTop = Controls[4].WinTop + ItemGap + ItemHeight;
Controls[5].WinLeft = Controls[4].WinLeft;
//ok button
Controls[6].WinHeight = ItemHeight;
Controls[6].WinWidth = Controls[1].WinWidth / 2;
Controls[6].WinTop = Controls[5].WinTop + ItemHeight * 4 + ItemGap;
Controls[6].WinLeft = 0.5 - (0.5 * Controls[6].WinWidth);
//label follow primary
Controls[7].WinHeight = ItemHeight;
Controls[7].WinWidth = Controls[5].WinWidth;
Controls[7].WinTop = Controls[5].WinTop + ItemGap + ItemHeight;
Controls[7].WinLeft = Controls[5].WinLeft;
//button follow primary
Controls[8].WinHeight = ItemHeight;
Controls[8].WinWidth = ItemHeight;
Controls[8].WinTop = Controls[5].WinTop + ItemHeight;
Controls[8].WinLeft = Controls[5].WinLeft+Controls[5].WinWidth/2;
//label show utv chat
Controls[9].WinHeight = ItemHeight;
Controls[9].WinWidth = Controls[7].WinWidth;
Controls[9].WinTop = Controls[7].WinTop + ItemGap + ItemHeight;
Controls[9].WinLeft = Controls[7].WinLeft;
//button show utv chat
Controls[10].WinHeight = ItemHeight;
Controls[10].WinWidth = ItemHeight;
Controls[10].WinTop = Controls[7].WinTop + ItemHeight;
Controls[10].WinLeft = Controls[7].WinLeft+Controls[7].WinWidth/2;
OnClose = InternalOnClose;
foreach AllObjects (class'utvInteraction', tui) {
ui = tui;
}
foreach AllObjects (class'utvReplication', tur) {
ur = tur;
}
GUILabel(Controls[4]).Caption='Delay ' $ string(ui.Delay);
GUILabel(Controls[5]).Caption='Total clients ' $ string(ui.Clients);
GUICheckBoxButton(Controls[8]).bChecked=ur.FollowPrimary;
GUICheckBoxButton(Controls[10]).bChecked=!ur.MuteChat;
if(!ur.SeeAll){
GUILabel(Controls[7]).Caption="See all mode disabled";
Controls[8].WinHeight = 0;
Controls[8].WinWidth = 0;
}
if(ur.NoPrimary){
GUILabel(Controls[7]).Caption="See all mode without primary client";
Controls[8].WinHeight = 0;
Controls[8].WinWidth = 0;
}
if (ur.IsDemo) {
if (ur.SeeAll)
GUILabel(Controls[7]).Caption="Watching server side demo";
else
GUILabel(Controls[7]).Caption="Watching client side demo";
Controls[8].WinHeight = 0;
Controls[8].WinWidth = 0;
}
}
function InternalOnClose(optional bool bCanceled)
{
local PlayerController pc;
pc = PlayerOwner();
if(pc != None && pc.Level.Pauser != None)
pc.SetPause(false);
Super.OnClose(bCanceled);
}
function bool InternalOnClick(GUIComponent Sender)
{
if (Sender == Controls[6]) //Ok button
{
if(!ur.NoPrimary) {
ur.FollowPrimary=GUICheckBoxButton(Controls[8]).bChecked;
}
ur.MuteChat=!GUICheckBoxButton(Controls[10]).bChecked;
SaveDefaults ();
Controller.CloseMenu ();
}
return true;
}
function InternalOnChange(GUIComponent Sender)
{
}
function SaveDefaults ()
{
class 'utvReplication'.default.ViewMode = moComboBox(Controls[3]).GetIndex ();
class 'utvReplication'.static.StaticSaveConfig ();
}
defaultproperties
{
Begin Object Class=GUIImage name=Background
bAcceptsInput=false
bNeverFocus=true
// if _RO_
Image=Texture'InterfaceArt_tex.Menu.RODisplay'
// else
// Image=material'2K4Menus.NewControls.Display95'
// end if _RO_
ImageStyle=ISTY_Stretched
End Object
Controls(0)=GUIImage'Background'
Begin Object class=GUILabel Name=TitleText
Caption="ROTV Watcher settings"
TextAlign=TXTA_Center
TextColor=(R=255,G=255,B=0,A=255)
bTransparent=true
bMultiLine=true
Name="TitleText"
End Object
Controls(1)=GUILabel'TitleText'
Begin Object class=GUILabel name=Label1
Caption="View rotation"
TextColor=(R=255,G=255,B=255,A=255)
TextFont="UT2MidGameFont"
bTransparent=true
bMultiLine=true
End Object
Controls(2)=GUILabel'Label1'
Begin Object class=moComboBox Name=ComboBox
Caption=""
CaptionWidth=0.0
OnChange=InternalOnChange
End Object
Controls(3)=moComboBox'ComboBox'
Controls(4)=GUILabel'Label1'
Controls(5)=GUILabel'Label1'
Begin Object Class=GUIButton Name=OkButton
StyleName="MidGameButton"
OnClick=InternalOnClick
Caption="OK"
End Object
Controls(6)=GUIButton'OkButton'
Begin Object class=GUILabel name=Label2
Caption="Follow primary"
TextColor=(R=255,G=255,B=255,A=255)
TextFont="UT2MidGameFont"
bTransparent=true
bMultiLine=true
End Object
Controls(7)=GUILabel'Label2'
Begin Object class=GUICheckBoxButton name=Button2
End Object
Controls(8)=GUICheckBoxButton'Button2'
Begin Object class=GUILabel name=Label3
Caption="Show ROTV Chat"
TextColor=(R=255,G=255,B=255,A=255)
TextFont="UT2MidGameFont"
bTransparent=true
bMultiLine=true
End Object
Controls(9)=GUILabel'Label3'
Begin Object class=GUICheckBoxButton name=Button3
End Object
Controls(10)=GUICheckBoxButton'Button3'
bRequire640x480=false
bAllowedAsLast=true
bRenderWorld=true
BoxHeight=0.47
BoxWidth=0.5
MarginWidth=0.02
ItemHeight=0.04
ItemGap=0.01
OpenSound=none
}

View file

@ -0,0 +1,7 @@
<html>
<head><title>Index of /kf_sources/UTV2004c/</title></head>
<body>
<h1>Index of /kf_sources/UTV2004c/</h1><hr><pre><a href="../">../</a>
<a href="Classes/">Classes/</a> 29-Jun-2025 19:43 -
</pre><hr></body>
</html>