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Rx_Mutator_ArcadeMovement 1.0.0

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About This File

*  This mutator add arcade movement function to the Renegade X game.
*  ...


 

Version 1.0.0

Compatible with Renegade X v5.271

Broken as of V5.281

Mutator :

Rx_Mutator_ArcadeMovement.u (Download)

Source :

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Rx_ArcadeMovement.uc (Download)

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Code could not be added

Rx_Controller_Ext.uc (Download)

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Code could not be added

Rx_Pawn_Ext.uc (Download)

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/*
** Rx_Pawn_Ext
*/

class Rx_Pawn_Ext extends Rx_Pawn ;
var bool canDJ ;
var float DefGroundSpeed ;
var AnimNodeBlendBySpeed SpeedConNode;

simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp) {
	
	Super.PostInitAnimTree(SkelComp) ;
	
	if (SkelComp == Mesh)
	{
		
		ForEach SkelComp.AllAnimNodes(class'AnimNodeBlendBySpeed', SpeedConNode)
    {
    SpeedConNode.Constraints[0]=0 ;
	SpeedConNode.Constraints[1]=200 ;
	SpeedConNode.Constraints[2]=470 ;
	SpeedConNode.Constraints[3]=550 ;
	
	SetTimer(0.5, false, 'NormalizeHealth' ) ;
    }
		
}
}


//Weirdly add weapon drops. I have to go around the normal DropFrom function to get around the automatic 'false' given to Rx_Weapons

function RemoteDropFrom(vector StartLocation, vector StartVelocity, Rx_Weapon Weap)
{
	local DroppedPickup P;

	if( Rx_Game(WorldInfo.Game).bAllowWeaponDrop == false )
	{
		return;
	}
	
	
	if(InvManager != None )
	{
		InvManager.RemoveFromInventory(Weap);
	}

	// if cannot spawn a pickup, then destroy and quit
	if( Weap.DroppedPickupClass == None || Weap.DroppedPickupMesh == None )
	{
		Weap.Destroy();
		return;
	}

	//From UTWeapon DropFrom
	
	// Become inactive
	Weap.GotoState('Inactive');

	// Stop Firing
	Weap.ForceEndFire();
	// Detach weapon components from instigator
	Weap.DetachWeapon();
	
	//The rest of the super function
	
	P = Spawn(Weap.DroppedPickupClass,,, StartLocation);
	if( P == None )
	{
		Weap.Destroy();
		return;
	}

	P.SetPhysics(PHYS_Falling);
	P.Inventory	= Weap;
	P.InventoryClass = Weap.class;
	P.Velocity = StartVelocity;
	P.Instigator = self;
	P.SetPickupMesh(Weap.DroppedPickupMesh);
	P.SetPickupParticles(Weap.DroppedPickupParticles);

	GotoState('');
}	

	



function bool Died(Controller Killer, class<DamageType> damageType, vector HitLocation) {

if( Rx_Game(WorldInfo.Game).bAllowWeaponDrop == true) {
if (Weapon != none) RemoteDropFrom(Location, Velocity, Rx_Weapon(Weapon)) ;

}
super.Died(Killer, damageType, HitLocation) ;

return true;
}




//Fixed Double jump for RenX and that crappy anti-bunnyhop adding a different variable for jumping. Also using the Jump from UTPawn

function bool DoJump( bool bUpdating )
{
	// This extra jump allows a jumping or dodging pawn to jump again mid-air
	// (via thrusters). The pawn must be within +/- DoubleJumpThreshold velocity units of the
	// apex of the jump to do this special move.
	canDJ=true ;
	
	if(JumpZ < default.JumpZ) JumpZ = default.JumpZ ;
	
	CurrentHopStamina = 1 ;

	if(Abs(Velocity.Z) < DoubleJumpThreshold) LogInternal("In doublejump threshhold") ;
	//NOT BEING CALLED  [ !bUpdating && ]
	if ( !bUpdating && CanDoubleJump() && (Abs(Velocity.Z) < DoubleJumpThreshold) && IsLocallyControlled() ) 
	{
		
		if ( Rx_Controller(Controller) != None )
			Rx_Controller(Controller).bDoubleJump = true;
		LogInternal("222222222222222222222222DJump N Node Single:" $ Rx_Controller(Controller).bDoubleJump);
		DoDoubleJump(bUpdating);
		MultiJumpRemaining -= 1;
		return true;
	}

	if (bJumpCapable && !bIsCrouched && !bWantsToCrouch && (Physics == PHYS_Walking || Physics == PHYS_Ladder || Physics == PHYS_Spider))
	{
		if ( Physics == PHYS_Spider )
			Velocity = JumpZ * Floor;
		else if ( Physics == PHYS_Ladder )
			Velocity.Z = 0;
		else if ( bIsWalking )
			Velocity.Z = Default.JumpZ;
		else
			Velocity.Z = JumpZ;
		if (Base != None && !Base.bWorldGeometry && Base.Velocity.Z > 0.f)
		{
			if ( (WorldInfo.WorldGravityZ != WorldInfo.DefaultGravityZ) && (GetGravityZ() == WorldInfo.WorldGravityZ) )
			{
				Velocity.Z += Base.Velocity.Z * sqrt(GetGravityZ()/WorldInfo.DefaultGravityZ);
			}
			else
			{
				Velocity.Z += Base.Velocity.Z;
			}
		}
		SetPhysics(PHYS_Falling);		
		bReadyToDoubleJump = true;
		canDJ = CanDoubleJump() ;
		 
		LogInternal("SingleJump _ VarbUpdating:" $ bUpdating)		;
		bDodging = false;
		canDJ = (!bUpdating && CanDoubleJump() && (Abs(Velocity.Z) < DoubleJumpThreshold) && IsLocallyControlled() );
		
		LogInternal("CanDJ0000000000NormalJump:" $ canDJ) ;
		
		if ( !bUpdating )
		    PlayJumpingSound();
		return true;
	}
	return false;
}

simulated function DoDoubleJump( bool bUpdating )
{
	if ( !bIsCrouched && !bWantsToCrouch )
	{
		if ( !IsLocallyControlled() || AIController(Controller) != None )
		{
			MultiJumpRemaining -= 1;
		}
		
		Velocity.Z = JumpZ + MultiJumpBoost;
		LogInternal("01010101110101DoneDid A Double Jump");
		RX_InventoryManager(InvManager).OwnerEvent('MultiJump');
		
		SetPhysics(PHYS_Falling);
		BaseEyeHeight = DoubleJumpEyeHeight;		
		
		if (!bUpdating)
		{
			SoundGroupClass.Static.PlayDoubleJumpSound(self);
		}
	}
	
}


function bool CanDoubleJump()
{
	return ( (MultiJumpRemaining > 0) && (Physics == PHYS_Falling) && (bReadyToDoubleJump || (UTBot(Controller) != None)) );
}


function bool CanMultiJump()
{
	return ( MaxMultiJump > 0 );
}
	
simulated event Destroyed()
{
  Super.Destroyed();
  
  SpeedConNode = None;

}

//Obviously the function to normalize health to 200 across the board
simulated function bool NormalizeHealth () {
	
	healthmax = 200 ;
	health = 200 ; 
		
	return true; 
}
 

 

Rx_Pawn_SBH_Ext.uc (Download)

Spoiler

/*
** Rx_Pawn_SBH_Ext
*/

class Rx_Pawn_SBH_Ext extends Rx_Pawn_SBH ;

var bool canDJ ;
var float DefGroundSpeed ;
var AnimNodeBlendBySpeed SpeedConNode;

simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp) {
	
	Super.PostInitAnimTree(SkelComp) ;
	
	if (SkelComp == Mesh)
	{
		
		ForEach SkelComp.AllAnimNodes(class'AnimNodeBlendBySpeed', SpeedConNode)
    {
    SpeedConNode.Constraints[0]=0 ;
	SpeedConNode.Constraints[1]=200 ;
	SpeedConNode.Constraints[2]=470 ;
	SpeedConNode.Constraints[3]=550 ;
	
	SetTimer(0.5, false, 'NormalizeHealth' ) ;
    }
		
}
}
//Fixed Double jump for RenX and that crappy anti-bunnyhop adding a different variable for jumping. Also using the Jump from UTPawn

function bool DoJump( bool bUpdating )
{
	// This extra jump allows a jumping or dodging pawn to jump again mid-air
	// (via thrusters). The pawn must be within +/- DoubleJumpThreshold velocity units of the
	// apex of the jump to do this special move.
	canDJ=true ;
	
	if(JumpZ < default.JumpZ) JumpZ = default.JumpZ ;
	
	CurrentHopStamina = 1 ;

	if(Abs(Velocity.Z) < DoubleJumpThreshold) LogInternal("In doublejump threshhold") ;
	//NOT BEING CALLED  [ !bUpdating && ]
	if ( !bUpdating && CanDoubleJump() && (Abs(Velocity.Z) < DoubleJumpThreshold) && IsLocallyControlled() ) 
	{
		
		if ( Rx_Controller(Controller) != None )
			Rx_Controller(Controller).bDoubleJump = true;
		LogInternal("222222222222222222222222DJump N Node Single:" $ Rx_Controller(Controller).bDoubleJump);
		DoDoubleJump(bUpdating);
		MultiJumpRemaining -= 1;
		return true;
	}

	if (bJumpCapable && !bIsCrouched && !bWantsToCrouch && (Physics == PHYS_Walking || Physics == PHYS_Ladder || Physics == PHYS_Spider))
	{
		if ( Physics == PHYS_Spider )
			Velocity = JumpZ * Floor;
		else if ( Physics == PHYS_Ladder )
			Velocity.Z = 0;
		else if ( bIsWalking )
			Velocity.Z = Default.JumpZ;
		else
			Velocity.Z = JumpZ;
		if (Base != None && !Base.bWorldGeometry && Base.Velocity.Z > 0.f)
		{
			if ( (WorldInfo.WorldGravityZ != WorldInfo.DefaultGravityZ) && (GetGravityZ() == WorldInfo.WorldGravityZ) )
			{
				Velocity.Z += Base.Velocity.Z * sqrt(GetGravityZ()/WorldInfo.DefaultGravityZ);
			}
			else
			{
				Velocity.Z += Base.Velocity.Z;
			}
		}
		SetPhysics(PHYS_Falling);		
		bReadyToDoubleJump = true;
		canDJ = CanDoubleJump() ;
		 
		LogInternal("SingleJump _ VarbUpdating:" $ bUpdating)		;
		bDodging = false;
		canDJ = (!bUpdating && CanDoubleJump() && (Abs(Velocity.Z) < DoubleJumpThreshold) && IsLocallyControlled() );
		
		LogInternal("CanDJ0000000000NormalJump:" $ canDJ) ;
		
		if ( !bUpdating )
		    PlayJumpingSound();
		return true;
	}
	return false;
}

simulated function DoDoubleJump( bool bUpdating )
{
	if ( !bIsCrouched && !bWantsToCrouch )
	{
		if ( !IsLocallyControlled() || AIController(Controller) != None )
		{
			MultiJumpRemaining -= 1;
		}
		
		Velocity.Z = JumpZ + MultiJumpBoost;
		LogInternal("01010101110101DoneDid A Double Jump");
		RX_InventoryManager(InvManager).OwnerEvent('MultiJump');
		
		SetPhysics(PHYS_Falling);
		BaseEyeHeight = DoubleJumpEyeHeight;		
		
		if (!bUpdating)
		{
			SoundGroupClass.Static.PlayDoubleJumpSound(self);
		}
	}
	
}


function bool CanDoubleJump()
{
	return ( (MultiJumpRemaining > 0) && (Physics == PHYS_Falling) && (bReadyToDoubleJump || (UTBot(Controller) != None)) );
}


function bool CanMultiJump()
{
	return ( MaxMultiJump > 0 );
}
	
simulated event Destroyed()
{
  Super.Destroyed();
  
  SpeedConNode = None;

}

//Obviously the function to normalize health to 200 across the board

simulated function bool NormalizeHealth () 
{
	
	healthmax = 200 ;
	health = 200 ; 
	
	//Added this specifically to fix the SBH not having a weapon. Why does he get an SMG?? Eh, reasons.
	if(Weapon == none)	
	{
	
	Rx_InventoryManager(InvManager).AddWeaponOfClass(class'Rx_Weapon_LaserRifle', CLASS_PRIMARY);
	Rx_InventoryManager(InvManager).AddWeaponOfClass(class'Rx_Weapon_SMG_Nod', CLASS_SIDEARM);
	Rx_InventoryManager(InvManager).AddWeaponOfClass(class'Rx_Weapon_TimedC4', CLASS_EXPLOSIVE);
	
	}		
	
	return true; 
}
 

 

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