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338
Torque/SDK/example/starter.racing/server/scripts/game.cs
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338
Torque/SDK/example/starter.racing/server/scripts/game.cs
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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// Pause while looking over the end game screen (in secs)
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$Game::EndGamePause = 10;
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// Pause until race starts.
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$Game::WaitTime = 5000;
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// The amount of laps to race through.
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$Game::Laps = 2;
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//-----------------------------------------------------------------------------
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// Functions that implement game-play
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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function onServerCreated()
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{
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// Server::GameType is sent to the master server.
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// This variable should uniquely identify your game and/or mod.
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$Server::GameType = "Racing Starter Kit";
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// Server::MissionType sent to the master server. Clients can
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// filter servers based on mission type.
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$Server::MissionType = "Racing";
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// GameStartTime is the sim time the game started. Used to calculated
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// game elapsed time.
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$Game::StartTime = 0;
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// Load up all datablocks, objects etc. This function is called when
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// a server is constructed.
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exec("./audioProfiles.cs");
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exec("./camera.cs");
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exec("./markers.cs");
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exec("./triggers.cs");
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exec("./shapeBase.cs");
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exec("./staticShape.cs");
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exec("./radiusDamage.cs");
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exec("./car.cs");
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exec("./checkpoint.cs");
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// Keep track of when the game started
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$Game::StartTime = $Sim::Time;
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}
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function onServerDestroyed()
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{
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// This function is called as part of a server shutdown.
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}
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//-----------------------------------------------------------------------------
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function onMissionLoaded()
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{
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// Called by loadMission() once the mission is finished loading.
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// Nothing special for now, just start up the game play.
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startGame();
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}
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function onMissionEnded()
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{
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// Called by endMission(), right before the mission is destroyed
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// Normally the game should be ended first before the next
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// mission is loaded, this is here in case loadMission has been
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// called directly. The mission will be ended if the server
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// is destroyed, so we only need to cleanup here.
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cancel($Game::Schedule);
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$Game::Running = false;
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$Game::Cycling = false;
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}
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//-----------------------------------------------------------------------------
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function startGame()
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{
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if ($Game::Running) {
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error("startGame: End the game first!");
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return;
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}
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schedule($Game::WaitTime, 0, "countThree");
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}
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function countThree()
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{
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// Tell the client to count.
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for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ ) {
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%cl = ClientGroup.getObject( %clientIndex );
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commandToClient(%cl, 'SetCounter', 3);
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}
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schedule(1000, 0, "countTwo");
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}
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function countTwo()
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{
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// Tell the client to count.
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for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ ) {
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%cl = ClientGroup.getObject( %clientIndex );
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commandToClient(%cl, 'SetCounter', 2);
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}
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schedule(1000, 0, "countOne");
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}
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function countOne()
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{
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// Tell the client to count.
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for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ ) {
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%cl = ClientGroup.getObject( %clientIndex );
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commandToClient(%cl, 'SetCounter', 1);
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}
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schedule(1000, 0, "startRace");
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}
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function startRace()
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{
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// Inform the client we're starting up
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for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ ) {
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%cl = ClientGroup.getObject( %clientIndex );
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commandToClient(%cl, 'GameStart');
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// Other client specific setup..
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%cl.lap = 0;
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%cl.nextCheck = 1;
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%cl.setControlObject(%cl.car);
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%cl.camera.setFlyMode();
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}
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// Start the game timer
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// if ($Game::Duration)
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// $Game::Schedule = schedule($Game::Duration * 1000, 0, "onGameDurationEnd" );
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$Game::Running = true;
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$Game::Running = true;
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}
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function endGame()
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{
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if (!$Game::Running) {
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error("endGame: No game running!");
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return;
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}
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// Stop any game timers
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cancel($Game::Schedule);
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// Inform the client the game is over
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for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ ) {
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%cl = ClientGroup.getObject( %clientIndex );
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commandToClient(%cl, 'GameEnd');
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}
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// Delete all the temporary mission objects
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resetMission();
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$Game::Running = false;
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}
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function onGameDurationEnd()
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{
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// This "redirect" is here so that we can abort the game cycle if
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// the $Game::Duration variable has been cleared, without having
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// to have a function to cancel the schedule.
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if ($Game::Duration && !isObject(EditorGui))
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cycleGame();
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}
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//-----------------------------------------------------------------------------
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function cycleGame()
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{
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// This is setup as a schedule so that this function can be called
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// directly from object callbacks. Object callbacks have to be
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// carefull about invoking server functions that could cause
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// their object to be deleted.
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if (!$Game::Cycling) {
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$Game::Cycling = true;
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$Game::Schedule = schedule(0, 0, "onCycleExec");
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}
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}
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function onCycleExec()
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{
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// End the current game and start another one, we'll pause for a little
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// so the end game victory screen can be examined by the clients.
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endGame();
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$Game::Schedule = schedule($Game::EndGamePause * 1000, 0, "onCyclePauseEnd");
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}
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function onCyclePauseEnd()
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{
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$Game::Cycling = false;
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// Just cycle through the missions for now.
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%search = $Server::MissionFileSpec;
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for (%file = findFirstFile(%search); %file !$= ""; %file = findNextFile(%search)) {
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if (%file $= $Server::MissionFile) {
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// Get the next one, back to the first if there
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// is no next.
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%file = findNextFile(%search);
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if (%file $= "")
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%file = findFirstFile(%search);
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break;
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}
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}
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loadMission(%file);
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}
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//-----------------------------------------------------------------------------
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// GameConnection Methods
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// These methods are extensions to the GameConnection class. Extending
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// GameConnection make is easier to deal with some of this functionality,
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// but these could also be implemented as stand-alone functions.
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//-----------------------------------------------------------------------------
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function GameConnection::onClientEnterGame(%this)
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{
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commandToClient(%this, 'SyncClock', $Sim::Time - $Game::StartTime);
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commandToClient(%this, 'SetMaxLaps', $Game::Laps);
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// Create a new camera object.
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%this.camera = new Camera() {
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dataBlock = Observer;
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};
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MissionCleanup.add( %this.camera );
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%this.camera.scopeToClient(%this);
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// Client controls the camera by default.
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%this.setControlObject(%this.camera);
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if(!$Game::Running)
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{
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// Create a car object.
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%this.spawnCar();
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// Orbit the camera around the car
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%this.camera.setOrbitMode(%this.car, %this.car.getTransform(), 0.5, 4.5, 4.5);
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}
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}
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function GameConnection::onClientLeaveGame(%this)
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{
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if (isObject(%this.camera))
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%this.camera.delete();
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if (isObject(%this.car))
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%this.car.delete();
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}
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//-----------------------------------------------------------------------------
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function GameConnection::onLeaveMissionArea(%this)
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{
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// The control objects invoked this method when they
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// move out of the mission area.
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}
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function GameConnection::onEnterMissionArea(%this)
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{
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// The control objects invoked this method when they
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// move back into the mission area.
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}
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//-----------------------------------------------------------------------------
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function GameConnection::spawnCar(%this)
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{
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// Combination create player and drop him somewhere
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%spawnPoint = pickSpawnPoint();
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%this.createCar(%spawnPoint);
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}
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//-----------------------------------------------------------------------------
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function GameConnection::createCar(%this, %spawnPoint)
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{
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if (%this.car > 0) {
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// The client should not have a player currently
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// assigned. Assigning a new one could result in
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// a player ghost.
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error( "Attempting to create an angus ghost!" );
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}
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// Create the player object
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%car = new WheeledVehicle() {
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dataBlock = DefaultCar;
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client = %this;
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};
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MissionCleanup.add(%car);
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// Player setup...
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%car.setTransform(%spawnPoint);
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%car.setShapeName(%this.name);
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// Update the camera to start with the player
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%this.camera.setTransform(%car.getEyeTransform());
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// Give the client control of the player
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%this.car = %car;
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}
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//-----------------------------------------------------------------------------
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// Support functions
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//-----------------------------------------------------------------------------
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function pickSpawnPoint()
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{
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%groupName = "MissionGroup/PlayerDropPoints";
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%group = nameToID(%groupName);
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if (%group != -1) {
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%count = %group.getCount();
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if (%count != 0) {
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%index = getRandom(%count-1);
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%spawn = %group.getObject(%index);
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return %spawn.getTransform();
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}
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else
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error("No spawn points found in " @ %groupName);
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}
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else
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error("Missing spawn points group " @ %groupName);
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// Could be no spawn points, in which case we'll stick the
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// player at the center of the world.
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return "0 0 300 1 0 0 0";
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}
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