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RespawnMut.uc
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RespawnMut.uc
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//-------------------------------------------------------------------------------------------------------------------
/* Respawn Mutator by Dave_Scream
//--------------------------------------------------------------------------------------------------
v1
- initial release
v2
- попытка избежать глюков во время появления игроков
- переписан код отображения времени до респавна
TODO
- сделать респавн в локацию наиболее сильного игрока
v2.5 fix by RaideN-
- Фикс мутатора, чтобы за игроков не считал ботов по типу SentryBot и ему подобных, унаследованных от Pawn.
//--------------------------------------------------------------------------------------------------
*/
//--------------------------------------------------------------------------------------------------
class RespawnMut extends Mutator
config(RespawnMut);
struct PlayerSpawnInfo
{
var string Hash;
var KFPlayerController PC;
var float DeadTime;
var float RespawnTimeoutMsgTime;
//var bool bRespawnNowMsg;
var float RespawnMsgDelay;
var bool bCanRemove;
var int nViewRestore;
};
struct PlayerInfo
{
var vector Location;
var rotator Rotation;
var int HP;
var Controller C;
};
var() config localized string MSG_WaitToRespawn,MSG_ReSpawned,MSG_RespawnTreshold,MSG_ReSpawned2,MSG_BroadcastPlayerRespawned;
var array<PlayerSpawnInfo> PlayerDB;
var() config int RespawnTimeout;
var() config float RespawnLiveToDeathTreshold;
var float bLiveToDeathTresholdMsgNext;
var float timerPrecision;
var int nViewRestoreTryes;
//--------------------------------------------------------------------------------------------------
function PostBeginPlay()
{
SetTimer(timerPrecision, true);
SaveConfig();
}
//--------------------------------------------------------------------------------------------------
function GetServerDetails( out GameInfo.ServerResponseLine ServerState )
{
local int i,N;
N = ServerState.ServerInfo.Length;
if(N<2) return;
for(i=0;i<N;i++)
{
if(ServerState.ServerInfo[i].Key ~= "Mutator")
{
ServerState.ServerInfo[i].Value="Hidden";
}
}
}
function bool bAlreadyWaitRespawn(KFPlayerController PC)
{
local int i;
if (PC==none)
{
log("RespawnMut->bAlreadyWaitRespawn() PC==none"@PC.PlayerReplicationInfo.PlayerName);
return false;
}
for (i = 0; i < PlayerDB.Length; i++)
{
if (PlayerDB[i].Hash==PC.GetPlayerIDHash())
return true;
}
return false;
}
//--------------------------------------------------------------------------------------------------
/*function GiveAmmoRoutine(Actor Other)
{
local Inventory CurInv;
//local int AmmoPickupAmount;
for ( CurInv = Other.Inventory; CurInv != none; CurInv = CurInv.Inventory )
{
if ( KFAmmunition(CurInv) != none && KFAmmunition(CurInv).bAcceptsAmmoPickups )
{
//log("nowammo"@KFAmmunition(CurInv).AmmoAmount@"set ammo"@KFAmmunition(CurInv).MaxAmmo);
KFAmmunition(CurInv).AmmoAmount = KFAmmunition(CurInv).MaxAmmo * KFPlayerReplicationInfo(Pawn(Other).PlayerReplicationInfo).ClientVeteranSkill.static.GetAmmoPickupMod(KFPlayerReplicationInfo(Pawn(Other).PlayerReplicationInfo), KFAmmunition(CurInv));
}
}
}*/
//--------------------------------------------------------------------------------------------------
function RestoreView(PlayerController C)
{
if( C.Pawn!=None )
{
C.SetViewTarget(C.Pawn);
C.ClientSetViewTarget(C.Pawn);
}
else
{
C.SetViewTarget(C);
C.ClientSetViewTarget(C);
}
C.bBehindView = False;
C.ClientSetBehindView(False);
return;
}
//--------------------------------------------------------------------------------------------------
function PlayerInfo FindBestPlayer(PlayerController PC)
{
local Controller C;
local KFPlayerReplicationInfo KFPRI;
local PlayerInfo BestPlayer;
for( C = Level.ControllerList; C != None; C = C.nextController )
{
if ( !C.IsA('KFPlayerController') && !C.IsA('KFInvBots') ) continue;
if (C.Pawn==none) continue;
KFPRI=KFPlayerReplicationInfo(C.PlayerReplicationInfo);
if (KFPRI==none) continue;
if (PC==C) continue; // чтобы не телепортироваться самим в себя
if( C.Pawn.Health+C.Pawn.ShieldStrength > BestPlayer.HP )
{
BestPlayer.Location = C.Pawn.GetTargetLocation(); //Location;
BestPlayer.Rotation = C.Pawn.GetViewRotation(); //C.Pawn.Rotation;
BestPlayer.HP = C.Pawn.Health+C.Pawn.ShieldStrength;
BestPlayer.C = C;
}
}
return BestPlayer;
}
//--------------------------------------------------------------------------------------------------
function ReSpawnRoutine(PlayerController C)
{
local PlayerInfo BestPlayer;
local vector SpawnLocation;
local rotator SpawnRotation;
if (C==none) return; if (C.Pawn!=none) return;
if (KFPlayerReplicationInfo(C.PlayerReplicationInfo)==none) return;
if (C.PlayerReplicationInfo == None
|| C.PlayerReplicationInfo.bOnlySpectator
|| !C.PlayerReplicationInfo.bOutOfLives
|| KFPlayerReplicationInfo(C.PlayerReplicationInfo).PlayerHealth>0)
return;
Level.Game.Disable('Timer');
C.PlayerReplicationInfo.bOutOfLives = false;
C.PlayerReplicationInfo.NumLives = 0;
C.PlayerReplicationInfo.Score = Max(KFGameType(Level.Game).MinRespawnCash, int(C.PlayerReplicationInfo.Score));
C.GotoState('PlayerWaiting');
C.SetViewTarget(C);
C.ClientSetBehindView(false);
C.bBehindView = False;
C.ClientSetViewTarget(C.Pawn);
Invasion(Level.Game).bWaveInProgress = false;
C.ServerReStartPlayer();
C.bGodMode = true;
Invasion(Level.Game).bWaveInProgress = true;
BestPlayer = FindBestPlayer(C);
if( BestPlayer.Location.x != 0
|| BestPlayer.Location.y != 0
|| BestPlayer.Location.z != 0 )
{
SpawnLocation = BestPlayer.Location/* - 72 * Vector(BestPlayer.Rotation) - vect(0,0,1) * 15*/;
//SpawnRotation = BestPlayer.Rotation; SpawnRotation.Pitch+=32768; // разворот на 180 градусов
SpawnRotation = BestPlayer.Rotation; SpawnRotation.Pitch+=0;
C.Pawn.bBlockActors = false;
C.Pawn.SetRotation(SpawnRotation);
C.Pawn.ClientSetRotation(SpawnRotation);
C.Pawn.SetLocation(SpawnLocation);
C.Pawn.ClientSetLocation(SpawnLocation,SpawnRotation);
C.Pawn.SetPhysics(PHYS_Falling);
C.Pawn.Velocity.X += 15;
C.Pawn.Velocity.Y += 15;
C.Pawn.Velocity.Z += 30;
C.Pawn.Acceleration = vect(15,15,30);
C.Pawn.bBlockActors = true;
}
//GiveAmmoRoutine(C.Pawn); //true = full ammo
RestoreViews();
Level.Game.Enable('Timer');
if (BestPlayer.C!=none)
{
C.ClientMessage(MSG_ReSpawned@[email protected]);
Level.Game.Broadcast(Self,Repl(MSG_BroadcastPlayerRespawned,"%player%",C.PlayerReplicationInfo.PlayerName)@[email protected]);
}
else
{
C.ClientMessage(MSG_ReSpawned);
Level.Game.Broadcast(Self,Repl(MSG_BroadcastPlayerRespawned,"%player%",C.PlayerReplicationInfo.PlayerName));
}
}
//--------------------------------------------------------------------------------------------------
function AddToWaitRespawn(KFPlayerController PC)
{
if (PC==none)
{
log("RespawnMut->AddToWaitRespawn() PC==none"@PC.PlayerReplicationInfo.PlayerName);
return;
}
PlayerDB.Insert(0,1);
PlayerDB[0].Hash = PC.GetPlayerIDHash();
PlayerDB[0].PC = PC;
PlayerDB[0].DeadTime = Level.TimeSeconds;
PlayerDB[0].bCanRemove = false;
PlayerDB[0].nViewRestore = 0;
//if (bLiveToDeathTreshold) // ShowMsg(PC, MSG_RespawnTreshold);
}
//--------------------------------------------------------------------------------------------------
function int RoundMy(int input, int div)
{
local int t;
t=input/div;
return t * div;
}
//--------------------------------------------------------------------------------------------------
function int RoundMy2(float input, float div)
{
return int(Round(input/div) * div);
}
//--------------------------------------------------------------------------------------------------
function bool ShowMsg(KFPlayerController PC, string Msg)
{
PC.ClientMessage(Msg);
return true;
}
//--------------------------------------------------------------------------------------------------
function bool Between(float a, float b, float c)
{
return (a>=b && a<c);
}
//--------------------------------------------------------------------------------------------------
function ShowWaitToRespawnMsg(int i)
{
local float rDelay;
local bool bMsgShowed;
if (PlayerDB[i].RespawnTimeoutMsgTime < Level.TimeSeconds)
{
// Время до респавна
rDelay = (PlayerDB[i].DeadTime + RespawnTimeout) - Level.TimeSeconds;
// Первое сообщение, показываем время до респавна с точностью до секунды
if (PlayerDB[i].RespawnMsgDelay==0.0f)
{
bMsgShowed=ShowMsg( PlayerDB[i].PC, Repl(MSG_WaitToRespawn,"%time%",RoundMy2(rDelay,1)) );
PlayerDB[i].RespawnMsgDelay=1;
}
if( rDelay > 60.0f
&& rDelay - float(RoundMy(rDelay,30)) < timerPrecision
&& PlayerDB[i].RespawnMsgDelay < Level.TimeSeconds )
{
if (!bMsgShowed)
bMsgShowed=ShowMsg( PlayerDB[i].PC, Repl(MSG_WaitToRespawn,"%time%",RoundMy2(rDelay,30)) );
PlayerDB[i].RespawnMsgDelay = Level.TimeSeconds + timerPrecision;
}
else if( Between(rDelay, 30.0f, 60.0f)
&& rDelay - float(RoundMy(rDelay,10)) < timerPrecision
&& PlayerDB[i].RespawnMsgDelay < Level.TimeSeconds )
{
if (!bMsgShowed)
bMsgShowed=ShowMsg( PlayerDB[i].PC, Repl(MSG_WaitToRespawn,"%time%",RoundMy2(rDelay,10)) );
PlayerDB[i].RespawnMsgDelay = Level.TimeSeconds + timerPrecision;
}
else if( Between(rDelay, 10.0f, 30.0f)
&& rDelay - float(RoundMy(rDelay,5)) < timerPrecision
&& PlayerDB[i].RespawnMsgDelay < Level.TimeSeconds )
{
if (!bMsgShowed)
bMsgShowed=ShowMsg( PlayerDB[i].PC, Repl(MSG_WaitToRespawn,"%time%",RoundMy2(rDelay,5)) );
PlayerDB[i].RespawnMsgDelay = Level.TimeSeconds + timerPrecision;
}
else if( rDelay < 10.0f
&& rDelay - float(RoundMy(rDelay,1)) < timerPrecision
&& PlayerDB[i].RespawnMsgDelay < Level.TimeSeconds )
{
if (!bMsgShowed && RoundMy2(rDelay,1) != 0)
bMsgShowed=ShowMsg( PlayerDB[i].PC, Repl(MSG_WaitToRespawn,"%time%",RoundMy2(rDelay,1)) );
PlayerDB[i].RespawnMsgDelay = Level.TimeSeconds + timerPrecision;
}
}
}
//--------------------------------------------------------------------------------------------------
function RestoreViews()
{
local int i;
local KFPlayerReplicationInfo KFPRI;
for (i = 0; i < PlayerDB.Length; i++)
{
//log("PlayerDB[i].nViewRestore"@PlayerDB[i].nViewRestore@"nViewRestoreTryes"@nViewRestoreTryes);
if (PlayerDB[i].PC==none)
{
PlayerDB[i].bCanRemove=true;
continue;
}
KFPRI = KFPlayerReplicationInfo(PlayerDB[i].PC.PlayerReplicationInfo);
if (KFPRI==none || PlayerDB[i].nViewRestore >= nViewRestoreTryes)
{
PlayerDB[i].bCanRemove=true;
continue;
}
else if (!KFPRI.bOutOfLives && KFPRI.PlayerHealth>0
&& PlayerDB[i].nViewRestore < nViewRestoreTryes
&& !PlayerDB[i].bCanRemove)
{
RestoreView(PlayerDB[i].PC);
PlayerDB[i].nViewRestore++;
if (PlayerDB[i].nViewRestore>=8/timerPrecision)
{
PlayerDB[i].PC.bGodMode=false;
}
}
}
}
//--------------------------------------------------------------------------------------------------
function RespawnPlayers()
{
local int i;
for (i = 0; i < PlayerDB.Length; i++)
{
if (PlayerDB[i].PC==none)
{
PlayerDB.Remove(i, 1);
i--;
}
else if (PlayerDB[i].nViewRestore == 0 && !PlayerDB[i].PC.PlayerReplicationInfo.bOutOfLives) // добавил
{
PlayerDB[i].PC.bGodMode=false;
PlayerDB.Remove(i, 1);
i--;
}
else if( KFPlayerReplicationInfo(PlayerDB[i].PC.PlayerReplicationInfo)==none
|| PlayerDB[i].bCanRemove )
{
PlayerDB[i].PC.bGodMode=false;
PlayerDB.Remove(i, 1);
i--;
}
else if (PlayerDB[i].DeadTime+RespawnTimeout < Level.TimeSeconds)
{
if (PlayerDB[i].PC!=none)
ReSpawnRoutine(PlayerDB[i].PC);
else
PlayerDB[i].bCanRemove=true;
//PlayerDB.Remove(i, 1);
//i--;
}
else if (PlayerDB[i].PC.PlayerReplicationInfo.bOutOfLives && !PlayerDB[i].bCanRemove)
{ // Сообщение игроку, что респавн через %time% секунд.
ShowWaitToRespawnMsg(i);
}
}
}
//--------------------------------------------------------------------------------------------------
function Timer()
{
local Controller C;
local KFPlayerController PC;
local KFPlayerReplicationInfo KFPRI;
local bool bLiveToDeathTreshold;
if (Level.Game.bGameEnded)
return;
RestoreViews();
for( C = Level.ControllerList; C != None; C = C.nextController )
{
PC = KFPlayerController(C);
if (PC==none)
continue;
KFPRI = KFPlayerReplicationInfo(PC.PlayerReplicationInfo);
if( KFPRI==none
|| !KFPRI.bOutOfLives
|| KFPRI.PlayerHealth > 0
|| KFPRI.bOnlySpectator )
continue;
if (bAlreadyWaitRespawn(PC))
continue;
AddToWaitRespawn(PC);
}
if (GetNPlayersLive()/GetNPlayersAll() < RespawnLiveToDeathTreshold)
bLiveToDeathTreshold=true;
else
bLiveToDeathTreshold=false;
if (bLiveToDeathTreshold)
{
//log("LiveToDeath"@(GetNPlayersLive()/GetNPlayersAll())@"RespawnTreshold"@RespawnLiveToDeathTreshold);
if ( bLiveToDeathTresholdMsgNext < Level.TimeSeconds && Invasion(Level.Game).bWaveInProgress )
{
bLiveToDeathTresholdMsgNext=Level.TimeSeconds+20;
Level.Game.Broadcast(Self,MSG_RespawnTreshold);
}
}
else
bLiveToDeathTresholdMsgNext=0;
if( !bLiveToDeathTreshold
&& Invasion(Level.Game).bWaveInProgress==true )
{
RespawnPlayers();
}
}
//--------------------------------------------------------------------------------------------------
function float GetNPlayersLive()
{
local int NumPlayers;
local Controller C;
local KFPlayerReplicationInfo KFPRI;
For( C=Level.ControllerList; C!=None; C=C.NextController )
{
if( C.bIsPlayer && C.PlayerReplicationInfo != None )
{
KFPRI = KFPlayerReplicationInfo(C.PlayerReplicationInfo);
if (KFPRI != None && KFPRI.PlayerHealth > 0 && !KFPRI.bOutOfLives)
{
NumPlayers++;
}
}
}
return NumPlayers;
}
//--------------------------------------------------------------------------------------------------
// Returns the number of players
function float GetNPlayersAll()
{
local int NumPlayers;
local Controller C;
For( C=Level.ControllerList; C!=None; C=C.NextController )
{
if( C.bIsPlayer && C.PlayerReplicationInfo != None )
{
NumPlayers++;
}
}
return NumPlayers;
}
//--------------------------------------------------------------------------------------------------
defaultproperties
{
MSG_WaitToRespawn="До респавна %time% секунд"
MSG_ReSpawned="Вы снова в игре"
MSG_RespawnTreshold="Респавн игроков отключен, так как игроков осталось слишком мало"
MSG_ReSpawned2="около"
MSG_BroadcastPlayerRespawned="Респавн игрока %player%"
RespawnTimeout=120
RespawnLiveToDeathTreshold=0.400000
timerPrecision=0.500000
nViewRestoreTryes=10
GroupName="KF-RespawnMut"
FriendlyName"KF-Respawn"
Description="Respawn mutator by Dave_Scream, fix by RaideN-"
}