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UTDom.DOMPawn

@author Copyright 2007, Infinity Impossible Skin code based upon Lotus's CustomUT skin shaders, code and shaders used with permission. @author Other parts Writen by Brian 'Snake' Alexander. Copyright(c) 2009-2010 All Rights Reserved. Based from UTMultiTeam.UTMT_Pawn and UTMultiTeamContent.UTMT_Pawn_Content This was needed to made DOM compatible with the Titan mutator.

UTDom.DOMPawn

Variables Summary
boolbUseOriginalRedAndBlueSkins
class<DamageType>ChangeTeamDamageClass
class<UTCustomChar_Data>CustomCharClass
array<vector>HeroAuraTeamColors
array<class<Actor>>MultiTransInEffects
array<LinearColor>MultiTranslocateColor
array<class<Actor>>MultiTransOutEffects
MaterialInterfaceShieldBeltMultiTeamMaterial
array<ReplacementMaterial>SkinReplacementMaterials

Structures Summary
ReplacementMaterial
MaterialName, ReplacementMaterial

Functions Summary
function AttachHeroAuraEffect ()))
function DoSkinning ()))
function DoTranslocateOut (Vector PrevLocation, int TeamNum))
functionMaterialInterface GetReplacementSkinMaterial (MaterialInterface Mat))
functionMaterialInterface GetShieldMaterialInstance (bool bTeamGame))
function NotifyTeamChanged ()))
function PlayerChangedTeam ()))
function PlayTeleportEffect (bool bOut, bool bSound))
event PostRenderFor (PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir))
functionbool ReSkinningAllowed ()))
function SetOverlayMaterial (MaterialInterface NewOverlay))
function SetTeamShieldMaterialInstanceColor (MaterialInterface ShieldMaterial))
function SpawnTransEffect (int TeamNum))
functionbyte ValidateTeamIndex (byte TeamIndex))


Variables Detail

bUseOriginalRedAndBlueSkins Source code

var bool bUseOriginalRedAndBlueSkins;
If this is set, then the red and blue teams will not be transformed as per the TeamInfo transform data (see UTMT_TeamInfo), but their original skins will be used instead.

ChangeTeamDamageClass Source code

var class<DamageType> ChangeTeamDamageClass;

CustomCharClass Source code

var class<UTCustomChar_Data> CustomCharClass;

HeroAuraTeamColors Source code

var array<vector> HeroAuraTeamColors;
The color to be used for the Hero's aura

MultiTransInEffects Source code

var array<class<Actor>> MultiTransInEffects;

MultiTranslocateColor Source code

var array<LinearColor> MultiTranslocateColor;

MultiTransOutEffects Source code

var array<class<Actor>> MultiTransOutEffects;

ShieldBeltMultiTeamMaterial Source code

var MaterialInterface ShieldBeltMultiTeamMaterial;

SkinReplacementMaterials Source code

var array<ReplacementMaterial> SkinReplacementMaterials;
Replace these skins, if they are used on a model, with the correct materials. This is used for replacing the Iron Guard first person arm materials with instances of the root character material used by all other character models.


Structures Detail

ReplacementMaterial Source code

struct ReplacementMaterial
{
var string MaterialName;
var MaterialInterface ReplacementMaterial;
};



Functions Detail

AttachHeroAuraEffect Source code

simulated function AttachHeroAuraEffect ( ) )
Change the HeroAuraEffect color to support 4 team play

DoSkinning Source code

simulated function DoSkinning ( ) )
Here we replace the base materials of players for those with color changing parameters.

DoTranslocateOut Source code

function DoTranslocateOut ( Vector PrevLocation, int TeamNum) )
Same as the function in UTPawn, but uses the MultiTransOutEffects array. Edit: 1-4-2008 Brian Alexander Changes: removed ASSSERT and replaced with if ( MultiTransoutEffects[TeamNum] == None )

GetReplacementSkinMaterial Source code

simulated function MaterialInterface GetReplacementSkinMaterial ( MaterialInterface Mat) )

GetShieldMaterialInstance Source code

simulated function MaterialInterface GetShieldMaterialInstance ( bool bTeamGame) )

NotifyTeamChanged Source code

simulated function NotifyTeamChanged ( ) )

PlayerChangedTeam Source code

function PlayerChangedTeam ( ) )

PlayTeleportEffect Source code

function PlayTeleportEffect ( bool bOut, bool bSound) )
Same as the function in UTPawn, but uses the MultiTranslocateColor array.

PostRenderFor Source code

simulated event PostRenderFor ( PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir) )
Same as in UTPawn, except that it looks at the current gametype's HUDType class for GetColor() to colorise the beacons.

ReSkinningAllowed Source code

simulated function bool ReSkinningAllowed ( ) )

@return True if we are allowed to perform reskinning using shaders, i.e. we are not using the original red and blue skins.

SetOverlayMaterial Source code

simulated function SetOverlayMaterial ( MaterialInterface NewOverlay) )

SetTeamShieldMaterialInstanceColor Source code

simulated function SetTeamShieldMaterialInstanceColor ( MaterialInterface ShieldMaterial) )

SpawnTransEffect Source code

function SpawnTransEffect ( int TeamNum) )
Same as the function in UTPawn, but uses the MultiTransInEffects array. Edit: 1-4-2008 Brian Alexander Changes: removed if (MultiTransInEffects.Length >= TeamNum) and replaced with if ( MultiTransInEffects[TeamNum] != none)

ValidateTeamIndex Source code

static function byte ValidateTeamIndex ( byte TeamIndex) )
returns a valid 4 team TeamIndex
@param TeamIndex The number to valiadate
@return a valid TeamIndex or default to 0 (red)
@note 0=Red Team 1=Blue Team 2=Green Team 3=Gold Team


Defaultproperties

defaultproperties
{
   bUseOriginalRedAndBlueSkins=True
   MultiTranslocateColor(0)=(R=20.0,G=0.0,B=0.0,A=1.0)
   MultiTranslocateColor(1)=(R=0.0,G=0.0,B=20.0,A=1.0)
   MultiTranslocateColor(2)=(R=0.0,G=20.0,B=0.0,A=1.0)
   MultiTranslocateColor(3)=(R=20.0,G=20.0,B=0.0,A=1.0)
   CustomCharClass=Class'UTGame.UTCustomChar_Data'
   ChangeTeamDamageClass=class'UTMultiTeam.UTMT_DmgType_ChangedTeam'
   SkinReplacementMaterials(0)=(MaterialName="M_CH_IronG_Arms_FirstPersonArm",ReplacementMaterial=MaterialInstanceConstant'DOM_MTContent.Materials.M_CH_IronG_Arms_FirstPersonArms_V01')
   SkinReplacementMaterials(1)=(MaterialName="M_CH_IronG_Arms_FirstPersonArm_VBlue",ReplacementMaterial=MaterialInstanceConstant'DOM_MTContent.Materials.M_CH_IronG_Arms_FirstPersonArms_VBlue')
   SkinReplacementMaterials(2)=(MaterialName="M_CH_IronG_Arms_FirstPersonArm_VRed",ReplacementMaterial=MaterialInstanceConstant'DOM_MTContent.Materials.M_CH_IronG_Arms_FirstPersonArms_VRed')
   ShieldBeltMultiTeamMaterial=MaterialInstanceConstant'DOM_MTContent.Materials.ShieldBeltV1a_INST'
   MultiTransInEffects(0)=Class'UTGame.UTEmit_TransLocateOutRed'
   MultiTransInEffects(1)=Class'UTGame.UTEmit_TransLocateOut'
   MultiTransInEffects(2)=Class'UTDom.DOM_MT_UTEmit_TransLocateOutGreen'
   MultiTransInEffects(3)=Class'UTDom.DOM_MT_UTEmit_TransLocateOutGold'
   MultiTransOutEffects(0)=Class'UTGame.UTEmit_TransLocateOutRed'
   MultiTransOutEffects(1)=Class'UTGame.UTEmit_TransLocateOut'
   MultiTransOutEffects(2)=Class'UTDom.DOM_MT_UTEmit_TransLocateOutGreen'
   MultiTransOutEffects(3)=class'UTDom.DOM_MT_UTEmit_TransLocateOutGold'
   HeroAuraTeamColors(0)=(X=1.0,Y=0.2,Z=0.2)
   HeroAuraTeamColors(1)=(X=0.2,Y=0.2,Z=1.0)
   HeroAuraTeamColors(2)=(X=0.2,Y=1.0,Z=0.2)
   HeroAuraTeamColors(3)=(X=1.0,Y=0.9,Z=0.2)
}

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Creation time: Fri 23/12/2011 20:31:25.698 - Created with UnCodeX