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Mirrors Edge
#7
Hello
I´ve been messing with "Gears of War PC" lately, and I keep bumping into very similar line:

"....
// Failed to decompile this line:
/* ReturnToken NothingToken */
// Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
...."

i.e.:
Code:
/*******************************************************************************
* WarCombatAction_Wretch_Melee generated by Eliot.UELib using UE Explorer.
* Eliot.UELib © 2009-2014 Eliot van Uytfanghe. All rights reserved.
* http://eliotvu.com
*
* All rights belong to their respective owners.
*******************************************************************************/
class WarCombatAction_Wretch_Melee extends WarCombatAction_Melee
    config(AI)
    hidecategories(Navigation,Movement,Collision);

static function NotifyReceivedDamage(WarAI_Drone AI, int Damage, Pawn DamageInstigator, Vector LastInstigatorLoc)
{
    local class<WarCombatAction> Action;
    local bool bLightDamage, bHeavyDamage;
    local float Pct, EvadeChance;

    bLightDamage = AI.DamageReceivedInAction > (default.LightDamagePercentage * float(AI.MyWP.DefaultHealth));
    bHeavyDamage = AI.DamageReceivedInAction > (default.HeavyDamagePercentage * float(AI.MyWP.DefaultHealth));
    // End:0x194
    if(AI.MyWP.SpecialMove == 0)
    {
        // End:0x105
        if(bHeavyDamage && GetActionAndCover(AI, 'EvaluateCover_Fallback', class'WarCombatAction_Retreat', Action, string(default.Class) @ string(GetFuncName())))
        {
            AI.TransitionTo(Action, "Received heavy damage");
            goto J0x194;
            // End:0x194
            if((bLightDamage && DamageInstigator != none) && AI.CanEvade())
            {
            }
            EvadeChance = 0.250;
            Pct = FRand();
            // End:0x194
            if(Pct < EvadeChance)
            {
                AI.DoEvade(AI.GetBestEvadeDir(AI.MyWP.Location, DamageInstigator), true);
                //return;
                // Failed to decompile this line:
                    /* ReturnToken NothingToken  */
                // Index was out of range. Must be non-negative and less than the size of the collection.
                Parameter name: index
            }
        }
    }
}

defaultproperties
{
    Components(0)=SpriteComponent'Default__WarCombatAction_Wretch_Melee.Sprite'
}

or

Code:
/*******************************************************************************
* Pawn_GeistWretch generated by Eliot.UELib using UE Explorer.
* Eliot.UELib © 2009-2014 Eliot van Uytfanghe. All rights reserved.
* http://eliotvu.com
*
* All rights belong to their respective owners.
*******************************************************************************/
class Pawn_GeistWretch extends WarPawn
    abstract
    native
    config(Pawn)
    hidecategories(Navigation);

var bool bWaitForKnockOff;
var bool bSuicidal;
var bool bFleshTimer;
var WarPawn Victim;
var float LeapSpeed;
var repnotify Vector ReplicatedFloor;

replication
{
    // Pos:0x000
    if(Physics == 8)
        ReplicatedFloor
}

simulated function Destroyed()
{
    super.Destroyed();
    // End:0x2C
    if(Victim != none)
    {
        Victim.StopAllBodyStances(0.250);
        Victim = none;
    }
    //return;    
}

simulated function KnockDownFromExplosion()
{
    //return;    
}

simulated function CringeFromExplosion()
{
    //return;    
}

function bool WarDied(Controller Killer, class<WarDamageType> WarDamageType, Vector HitLocation, WarPawn.EWarDeathType DeathType)
{
    // End:0x6A
    if((Victim != none) && WarPC(Victim.Controller) != none)
    {
        WarPC(Victim.Controller).IgnoreMoveInput(false);
        WarPC(Victim.Controller).IgnoreLookInput(false);
        DeathCry();
        return super.WarDied(Killer, WarDamageType, HitLocation, DeathType);
    }
    //return ReturnValue;    
}

simulated function DeathCry()
{
    //return;    
}

simulated function UpdateMeshBoneControllers(float DeltaTime)
{
    //return;    
}

function bool DoWallLeap(Actor Target)
{
    local Vector JumpVel;

    // End:0xD8
    if((!bIsCrouched && !bWantsToCrouch) && (Physics == 1) || Physics == 8)
    {
        // End:0xA4
        if(Role == ROLE_Authority)
        {
            // End:0xA4
            if((WorldInfo.Game != none) && WorldInfo.Game.GameDifficulty > float(2))
            {
                MakeNoise(0.10 * WorldInfo.Game.GameDifficulty);
            }
        }
        SuggestJumpVelocity(JumpVel, Target.Location, Location);
        Velocity = JumpVel;
        SetPhysics(2);
        return true;
        return false;
        //return ReturnValue;
    }    
}

function bool SpecialMoveTo(NavigationPoint Start, NavigationPoint End, Actor Next)
{
    local ReachSpec CurrentPath;

    // End:0x11
    if(Start == End)
    {
        return false;
    }
    CurrentPath = Start.GetReachSpecTo(End);
    // End:0x93
    if(CurrentPath != none)
    {
        // End:0x66
        if(CurrentPath.IsA('WallTransReachSpec'))
        {
            return SpecialMoveTo_WallTrans(Start, End, true);
            goto J0x93;
            // End:0x93
            if(CurrentPath.IsA('FloorToCeilingReachSpec'))
            {
            }
            return SpecialMoveTo_CeilingTrans(Start, End, true);
            return super.SpecialMoveTo(Start, End, Next);
        }
    }
    J0x93:
    //return ReturnValue;    
}

function bool SpecialMoveTo_WallTrans(NavigationPoint Start, NavigationPoint End, bool bDirect)
{
    DoWallLeap(End);
    Controller.bPreparingMove = true;
    return true;
    //return ReturnValue;    
}

function bool SpecialMoveTo_CeilingTrans(NavigationPoint Start, NavigationPoint End, bool bDirect)
{
    local WarAI_Wretch AI;

    AI = WarAI_Wretch(Controller);
    // End:0x34
    if(AI != none)
    {
        AI.PushState('SubAction_CeilingTransition');
        return true;
        //return ReturnValue;
    }    
}

simulated function HitWall(Vector HitNormal, Actor Wall, PrimitiveComponent WallComp)
{
    super(Pawn).HitWall(HitNormal, Wall, WallComp);
    // End:0x5C
    if(IsDoingSpecialMove(58) && HitNormal.Z <= -WalkableFloorZ)
    {
        SetPhysics(8);
        SetBase(Wall, HitNormal);
        PlayLandedOnWallSound();
        //return;        
    }
}

simulated event ReplicatedEvent(name VarName)
{
    // End:0x21
    if(VarName == 'ReplicatedFloor')
    {
        Floor = ReplicatedFloor;
        goto J0x2C;
        super.ReplicatedEvent(VarName);
    }
    //return;
    // Failed to decompile this line:
        /* ReturnToken
        NothingToken  */
    // Index was out of range. Must be non-negative and less than the size of the collection.
    Parameter name: index
}

function bool ShouldDealDamageToEnemy()
{
    local Vector VectToEnemy;

    VectToEnemy = Controller.Enemy.Location - Location;
    // End:0x69
    if(VSize(VectToEnemy) > ((CylinderComponent.CollisionRadius + Controller.Enemy.CylinderComponent.CollisionRadius) * 2.50))
    {
        return false;
    }
    // End:0x85
    if((Normal(VectToEnemy) Dot vector(Rotation)) < 0.0)
    {
        return false;
    }
    return true;
    //return ReturnValue;    
}

function DoPounceAttackDamage()
{
    local Weap_WretchMelee Wpn;

    // End:0x72
    if(IsDoingSpecialMove(55) && ShouldDealDamageToEnemy())
    {
        Wpn = Weap_WretchMelee(Weapon);
        // End:0x72
        if(Wpn != none)
        {
            Wpn.DoMeleeDamage(Controller.Enemy, Controller.Enemy.Location, 0.50);
            //return;            
        }
    }
}

function DoSwipeAttackDamage()
{
    local Weap_WretchMelee Wpn;

    // End:0x72
    if(IsDoingSpecialMove(56) && ShouldDealDamageToEnemy())
    {
        Wpn = Weap_WretchMelee(Weapon);
        // End:0x72
        if(Wpn != none)
        {
            Wpn.DoMeleeDamage(Controller.Enemy, Controller.Enemy.Location, 1.0);
            //return;            
        }
    }
}

function DoScreamEffect()
{
    local WarPC PC;

    // End:0x46
    if(IsDoingSpecialMove(57))
    {
        // End:0x28
        foreach WorldInfo.AllControllers(class'WarPC', PC)
        {            
        }        
        SetTimer(0.50, true, 'LoopScreamEffect');
        LoopScreamEffect();
        //return;        
    }
}

function LoopScreamEffect()
{
    local WarPawn P;

    // End:0xDD
    if(IsDoingSpecialMove(57))
    {
        // End:0xD9
        foreach WorldInfo.AllPawns(class'WarPawn', P)
        {
            // End:0xD8
            if(((GetTeam()) != P.GetTeam()) && VSize2D(P.Location - Location) <= 256.0)
            {
                // End:0xD8
                if(P.CanCoverHead() == true)
                {
                    // End:0xB6
                    if(P.IsHumanControlled())
                    {
                        P.DoSpecialMove(26);
                        goto J0xD8;
                        P.Controller.PushState('SubAction_CoverHead');
                    }                                        
                    goto J0xED;
                    ClearTimer('LoopScreamEffect');
                    //return;
                    // Failed to decompile this line:
                        /* ReturnToken NothingToken
                         */
                    // Index was out of range. Must be non-negative and less than the size of the collection.
                    Parameter name: index
                }
            }
        }
    }
}

function SoundCue GetSpecificFootStepSound(WarPhysicalMaterialFootSteps FootStepSounds, int FootDown)
{
    local SoundCue retval;

    // End:0x22
    if(FootDown <= 1)
    {
        retval = FootStepSounds.WretchFootSteps;
    }
    // End:0x36
    else
    {
        retval = FootStepSounds.WretchHandSteps;
    }
    return retval;
    //return ReturnValue;    
}

function PlayFleshSound()
{
    bFleshTimer = false;
    //return;    
}

function SoundCue GetSpecificLandingSound(WarPhysicalMaterialFootSteps FootStepSounds, int FootDown)
{
    return GetSpecificFootStepSound(FootStepSounds, FootDown);
    //return ReturnValue;    
}

function SoundCue GetSpecificSlidingSound(WarPhysicalMaterialFootSteps FootStepSounds)
{
    return FootStepSounds.LocustSliding;
    //return ReturnValue;    
}

simulated function bool CanEngageMelee()
{
    return true;
    //return ReturnValue;    
}

function PlayLandedOnWallSound()
{
    //return;    
}

function PlayLeapSound()
{
    //return;    
}

function PlaySwipeAttackSound()
{
    //return;    
}

function PlaySwipeAttackHitSound()
{
    //return;    
}

function PlaySwipeAttackMissSound()
{
    //return;    
}

function PlayLandedOnEnemySound()
{
    //return;    
}

singular simulated function BaseChange()
{
    local WarInterActorAttachableBase Cart;

    // End:0x151
    if(Role == ROLE_Authority)
    {
        // End:0x51
        if((Base == none) && Physics == 0)
        {
            // End:0x4E
            if(!IsDoingSpecialMove(58) && !IsDoingSpecialMove(59))
            {
                SetPhysics(2);
            }
        }
        // End:0x11D
        else
        {
            // End:0x11D
            if((Pawn(Base) != none) && (DrivenVehicle == none) || !DrivenVehicle.IsBasedOn(Base))
            {
                // End:0x11D
                if(!Pawn(Base).CanBeBaseForPawn(self))
                {
                    Base.TakeDamage(int(((float(1) - (Velocity.Z / float(400))) * Mass) / Pawn(Base).Mass), Controller, Location, 0.50 * Velocity, class'DmgType_Crushed');
                    JumpOffPawn();
                    Cart = WarInterActorAttachableBase(Base);
                }
            }
        }
        // End:0x151
        if(Cart != none)
        {
            Controller.PushState('SubAction_ClimbCart');
            // End:0x185
            if(Base != none)
            {
                // End:0x17A
                if(Role == ROLE_Authority)
                {
                }
            }
            ReplicatedFloor = Floor;
            goto J0x185;
            Floor = ReplicatedFloor;
            //return;
            // Failed to decompile this line:
                /* ReturnToken
                NothingToken  */
            // Index was out of range. Must be non-negative and less than the size of the collection.
            Parameter name: index
        }
    }
}

function SetMovementPhysics()
{
    // End:0x12
    if(WarInterActorAttachableBase(Base) != none)
    {
        return;
    }
    super.SetMovementPhysics();
    //return;    
}

simulated function AttachWeaponToHand(WarWeapon Weap)
{
    //return;    
}

simulated function AttachWeaponToSlot(WarWeapon W)
{
    //return;    
}

simulated function AdjustWeaponDueToMirror()
{
    //return;    
}

simulated function PlayScreamSound()
{
    //return;    
}

state Dying
{
    simulated function BeginState(name PreviousStateName)
    {
        DoSpecialMove(0);
        super.BeginState(PreviousStateName);
        //return;        
    }
    stop;    
}

defaultproperties
{
    LeapSpeed=600.0
    SpecialMoveClasses(0)=none
    SpecialMoveClasses(1)=class'WarSpecialMove_Wretch_MidLvlJumpOver'
    SpecialMoveClasses(2)=none
    SpecialMoveClasses(3)=none
    SpecialMoveClasses(4)=none
    SpecialMoveClasses(5)=none
    SpecialMoveClasses(6)=none
    SpecialMoveClasses(7)=none
    SpecialMoveClasses(8)=class'WarSpecialMove_Wretch_EvadeFwd'
    SpecialMoveClasses(9)=class'WarSpecialMove_Wretch_EvadeBwd'
    SpecialMoveClasses(10)=class'WarSpecialMove_Wretch_EvadeLt'
    SpecialMoveClasses(11)=class'WarSpecialMove_Wretch_EvadeRt'
    SpecialMoveClasses(12)=class'WarSpecialMove_Wretch_Run2Cover'
    SpecialMoveClasses(13)=class'WarSpecialMove_Wretch_Run2Cover'
    SpecialMoveClasses(14)=none
    SpecialMoveClasses(15)=none
    SpecialMoveClasses(16)=none
    SpecialMoveClasses(17)=none
    SpecialMoveClasses(18)=none
    SpecialMoveClasses(19)=none
    SpecialMoveClasses(20)=none
    SpecialMoveClasses(21)=none
    SpecialMoveClasses(22)=none
    SpecialMoveClasses(23)=none
    SpecialMoveClasses(24)=none
    SpecialMoveClasses(25)=none
    SpecialMoveClasses(26)=none
    SpecialMoveClasses(27)=none
    SpecialMoveClasses(28)=none
    SpecialMoveClasses(29)=class'WarSpecialMove_Emerge'
    SpecialMoveClasses(30)=class'WarSpecialMove_Emerge'
    SpecialMoveClasses(31)=none
    SpecialMoveClasses(32)=class'WarSpecialMove_DeathAnim'
    SpecialMoveClasses(33)=none
    SpecialMoveClasses(34)=none
    SpecialMoveClasses(35)=class'WarSpecialMove_Wretch_ChainsawVictim'
    SpecialMoveClasses(36)=none
    SpecialMoveClasses(37)=none
    SpecialMoveClasses(38)=none
    SpecialMoveClasses(39)=none
    SpecialMoveClasses(40)=none
    SpecialMoveClasses(41)=none
    SpecialMoveClasses(42)=none
    SpecialMoveClasses(43)=none
    SpecialMoveClasses(44)=none
    SpecialMoveClasses(45)=none
    SpecialMoveClasses(46)=none
    SpecialMoveClasses(47)=none
    SpecialMoveClasses(48)=none
    SpecialMoveClasses(49)=none
    SpecialMoveClasses(50)=none
    SpecialMoveClasses(51)=none
    SpecialMoveClasses(52)=none
    SpecialMoveClasses(53)=none
    SpecialMoveClasses(54)=none
    SpecialMoveClasses(55)=class'WarSpecialMove_Wretch_PounceAttack'
    SpecialMoveClasses(56)=class'WarSpecialMove_Wretch_SwipeAttack'
    SpecialMoveClasses(57)=class'WarSpecialMove_Wretch_Scream'
    SpecialMoveClasses(58)=class'WarSpecialMove_Wretch_LeapToCeiling'
    SpecialMoveClasses(59)=class'WarSpecialMove_Wretch_DropFromCeiling'
    SpecialMoveClasses(60)=class'WarSpecialMove_Wretch_CartClimb'
    SpecialMoveClasses(61)=class'WarSpecialMove_Wretch_CartAttack'
    SpecialMoveClasses(62)=class'WarSpecialMove_Wretch_ElevatorClimb'
    bCanRoadieRun=false
    bBlockCamera=false
    DefaultInventory(0)=class'Weap_WretchMelee'
    DefaultHealth=150
    HealthRechargeDelay=0.0
    HealthRechargePercentPerSecond=0.0
    LocDmgArray(0)=(BoneNameArray=(b_W_Head),BodyPartName=head,fDamageMultiplier=2.0)
    LocDmgArray(1)=(BoneNameArray=(b_W_Thigh_L,b_W_Calf_L,b_W_Foot_L),BodyPartName=LeftLeg,fDamageMultiplier=1.0)
    LocDmgArray(2)=(BoneNameArray=(b_W_Thigh_R,b_W_Calf_R,b_W_Foot_R),BodyPartName=RightLeg,fDamageMultiplier=1.0)
    NeckBoneName=b_W_Neck
    PelvisBoneName=b_W_Pelvis
    MeleeDamageBoneName=b_W_Spine_02
    MinTimeBetweenEvades=2.50
    AimAttractors(0)=(OuterRadius=128.0,InnerRadius=32.0,BoneName=b_W_Clavicle_L_)
    AimAttractors(1)=(OuterRadius=96.0,InnerRadius=32.0,BoneName=b_W_Head)
    FacialAudioComp=AudioComponent'Default__Pawn_GeistWretch.FaceAudioComponent'
    HeadIcon=(Texture=Texture2D'Warfare_HUD.HUD_Heads',U=441.0,UL=48.0,VL=63.0)
    LightEnvironment=DynamicLightEnvironmentComponent'Default__Pawn_GeistWretch.MyLightEnvironment'
    CameraNoRenderCylinder_High=(Radius=50.0,Height=60.0)
    CameraNoRenderCylinder_Low=(Radius=50.0,Height=60.0)
    bDirectHitWall=true
    bCanMantle=true
    bCanClimbCeilings=true
    bCanSwatTurn=false
    bModifyReachSpecCost=true
    JumpZ=2100.0
    MaxFallSpeed=20000.0
    ControllerClass=class'WarAI_Wretch'
    begin object name=WarPawnMesh class=SkeletalMeshComponent
        LightEnvironment=DynamicLightEnvironmentComponent'Default__Pawn_GeistWretch.MyLightEnvironment'
    object end
    // Reference: SkeletalMeshComponent'Default__Pawn_GeistWretch.WarPawnMesh'
    Mesh=WarPawnMesh
    begin object name=CollisionCylinder class=CylinderComponent
        CollisionHeight=52.0
    object end
    // Reference: CylinderComponent'Default__Pawn_GeistWretch.CollisionCylinder'
    CylinderComponent=CollisionCylinder
    begin object name=CollisionCylinder class=CylinderComponent
        CollisionHeight=52.0
    object end
    // Reference: CylinderComponent'Default__Pawn_GeistWretch.CollisionCylinder'
    Components(0)=CollisionCylinder
    Components(1)=ArrowComponent'Default__Pawn_GeistWretch.Arrow'
    Components(2)=DynamicLightEnvironmentComponent'Default__Pawn_GeistWretch.MyLightEnvironment'
    begin object name=WarPawnMesh class=SkeletalMeshComponent
        LightEnvironment=DynamicLightEnvironmentComponent'Default__Pawn_GeistWretch.MyLightEnvironment'
    object end
    // Reference: SkeletalMeshComponent'Default__Pawn_GeistWretch.WarPawnMesh'
    Components(3)=WarPawnMesh
    Components(4)=AudioComponent'Default__Pawn_GeistWretch.FaceAudioComponent'
    begin object name=CollisionCylinder class=CylinderComponent
        CollisionHeight=52.0
    object end
    // Reference: CylinderComponent'Default__Pawn_GeistWretch.CollisionCylinder'
    CollisionComponent=CollisionCylinder
    RotationRate=(Pitch=100000,Yaw=100000,Roll=100000)
}

These are just examples: its found in many different scripts across the entire codebase. Its the same in version 1.2.2.1 and also in 1.2.6.0. Other games I´ve tried (GoW3, GoWJ, BatmanAA, UDK) do not have such errors (or any AFAIK?).

If its not an issue or a bug within the UE Eplorer, please excuse my ignorance. I´m not a programmer, just very curious and still very new to the entire concept...

Thank you for any information on this.
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Messages In This Thread
Mirrors Edge - by MonsOlympus - 05-23-2012, 12:36 AM
RE: Mirrors Edge - by eliot - 05-23-2012, 03:21 AM
RE: Mirrors Edge - by MonsOlympus - 05-27-2012, 03:40 PM
RE: Mirrors Edge - by eliot - 05-28-2012, 05:20 AM
RE: Mirrors Edge - by MonsOlympus - 05-29-2012, 07:56 PM
RE: Mirrors Edge - by eliot - 12-14-2012, 06:49 AM
RE: Mirrors Edge - by qualia - 08-27-2014, 12:27 AM
RE: Mirrors Edge - by eliot - 09-14-2014, 03:12 AM
RE: Mirrors Edge - by qualia - 06-16-2015, 11:55 AM

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