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//============================================================================= // TBMutator. // Steve Sinclair, Digital Extremes, Jan 4, 2000 // originally this was going to be a HUD mutation // but using actual sprites worked better than overlays // I stayed with the HUDmutator paradigm because it was the easiest // way for me to hook this into network clients and might also // be complimented by some more PostRender action //============================================================================= class TBMutator expands Mutator; var float mMinScale; var float mMaxScale; var PlayerPawn PlayerOwner; // sets the sprite's texture based on team id simulated function SetSymbol( IdentitySymbol s, byte team) { switch (team) { case 0: s.Texture = texture'TSignR'; break; case 1: s.Texture = texture'TSignB'; break; case 2: s.Texture = texture'TSignG'; break; case 3: s.Texture = texture'TSignY'; break; default: s.Texture = texture'TSignR'; } } simulated function PostRender(Canvas canvas) { PlayerOwner = Canvas.Viewport.Actor; // call the next HUDmutator if ( NextMutator != None ) { NextMutator.PostRender(Canvas); } } simulated function Tick(float Delta) { local Pawn P; local float dist; local Vector dir; local Vector loc; local byte team_id; local int num_used; local int player_id; local int team_count; local int symbol_count; local float draw_scale; local float interp; local PlayerReplicationInfo PRI; local IdentitySymbol s; if (PlayerOwner == None)// || !PlayerOwner.Level.Game.bTeamGame) { return; } // get the player's information team_id = PlayerOwner.PlayerReplicationInfo.Team; player_id = PlayerOwner.PlayerReplicationInfo.PlayerID; num_used = 0; team_count = 0; symbol_count = 0; // count the symbols in the client environment and set them available foreach AllActors (class 'IdentitySymbol', s) { symbol_count++; s.bHidden = True; // we use this to set the symbol as 'available' for assignment } // cycle through the Pawns and assign symbols to team mates // this is far from the optimal way to do it foreach AllActors (class'Pawn', P) { PRI = P.PlayerReplicationInfo; if ( PRI == None ) continue; if ( team_id == PRI.Team && player_id != PRI.PlayerID) { team_count++; if (team_count > symbol_count)// spawn if need more { s = Spawn(class 'IdentitySymbol', P); s.bHidden = P.bHidden; s.SetOwner(P); symbol_count++; } else // otherwise, assign a free IdentitySymbol to someone { foreach AllActors (class 'IdentitySymbol', s) { if (s.bHidden == True) { s.bHidden = P.bHidden; s.SetOwner(P); break; } } } // set sprite location above their head loc = P.Location; loc.z += P.CollisionHeight * 1.75; // interp from min/max view distance, to scale the sprite based on distance dir = P.Location - PlayerOwner.Location; dist = VSize(Dir); interp = Dist/32768.0; // adjust sprite scale if zooming :kludged values: interp -= 0.3 * (1.0-(PlayerOwner.FOVAngle / PlayerOwner.DesiredFOV)); // clamp if (interp < 0.0) interp = 0.0; if (interp > 1.0) interp = 1.0; draw_scale = Lerp( interp, mMinScale, mMaxScale); s.SetLocation(loc); s.DrawScale = draw_scale; SetSymbol(s, team_id); // update the texture } } } defaultproperties { mMinScale=0.300000 mMaxScale=14.000000 } |
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