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//============================================================================= // AntiPortalActor. // An actor that is drawn using a static mesh(a mesh that never changes, and // can be cached in video memory, resulting in a speed boost). //============================================================================= class AntiPortalActor extends Actor native placeable; /////////////////////// // Trigger mechanism // /////////////////////// var bool bOn; var() bool bInitiallyOn; var() float TimerDuration; var() float TurnOnDelay; //////////////////// // Initialization // //////////////////// //------------------------------------------------------------------------------ simulated event PreBeginPlay() { Super.PreBeginPlay(); if( bInitiallyOn ) { TurnOn(); } else { TurnOff(); } } //NEW (mdf) event Destroyed() { RemoveAllTimers(); Super.Destroyed(); } //OLD /////////////////////// // Public interfaces // /////////////////////// //------------------------------------------------------------------------------ public simulated function TurnOn() { AddTimer( 'ReallyTurnOn', TurnOnDelay ); } //------------------------------------------------------------------------------ protected simulated function ReallyTurnOn() { SetDrawType(DT_AntiPortal); bOn = true; } //------------------------------------------------------------------------------ public simulated function TurnOff() { SetDrawType(DT_None); bOn = false; } //////////////////////// // Triggerable states // //////////////////////// //------------------------------------------------------------------------------ // Toggles us on and off when triggered. //------------------------------------------------------------------------------ simulated state() TriggerToggle { //NEW (mdf) simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) /*OLD simulated function Trigger( Actor Other, Pawn EventInstigator ) */ { if( !bOn ) { TurnOn(); } else { TurnOff(); } } } //------------------------------------------------------------------------------ // Toggled when Triggered. // Toggled back to initial state when UnTriggered. //------------------------------------------------------------------------------ simulated state() TriggerControl { //NEW (mdf) simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) /*OLD simulated function Trigger( Actor Other, Pawn EventInstigator ) */ { if( bInitiallyOn ) { TurnOff(); } else { TurnOn(); } } //NEW (mdf) simulated function UnTrigger( Actor Other, Pawn EventInstigator, optional name EventName ) /*OLD simulated function UnTrigger( Actor Other, Pawn EventInstigator ) */ { if( bInitiallyOn ) { TurnOn(); } else { TurnOff(); } } } //------------------------------------------------------------------------------ // Toggled when triggered. // Toggled back to initial state after TimerDuration seconds. //------------------------------------------------------------------------------ simulated state() TriggerTimed { //NEW (mdf) simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) /*OLD simulated function Trigger( Actor Other, Pawn EventInstigator ) */ { if( bInitiallyOn ) { TurnOff(); } else { TurnOn(); } SetTimer( TimerDuration, false ); } simulated event Timer() { if( bInitiallyOn ) { TurnOn(); } else { TurnOff(); } } } defaultproperties { bInitiallyOn=true DrawType=DT_AntiPortal InitialState='TriggerTimed' bEdShouldSnap=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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