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Engine.LineOfSightTrigger


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//=============================================================================
// LineOfSightTrigger
// triggers its event when player looks at it from close enough
// ONLY WORKS IN SINGLE PLAYER (or for the local client on a listen server)
// You could implement a multiplayer version using a tick event and PlayerCanSeeMe(),
// but that would have more performance cost
//=============================================================================
class LineOfSightTrigger extends Triggers
	native;

var() float MaxViewDist;	// maximum distance player can be from this trigger to trigger it
var   float OldTickTime;
var() bool  bEnabled;
var	  bool  bTriggered;		
var() name	SeenActorTag;	// tag of actor which triggers this trigger when seen
var	  actor SeenActor;
var() int MaxViewAngle;		// how directly a player must be looking at SeenActor center (in degrees)
var float RequiredViewDir;	// how directly player must be looking at SeenActor - 1.0 = straight on, 0.75 = barely on screen

event PostBeginPlay()
{
	Super.PostBeginPlay();

	RequiredViewDir = cos(MaxViewAngle * DegreesToRadians);
	if ( (SeenActorTag != '') && (SeenActorTag != 'None') )
		ForEach AllActors(class'Actor',SeenActor,SeenActorTag)
			break;
}

event PlayerSeesMe(PlayerController P)
{
	TriggerEvent(Event,self,P.Pawn);
	bTriggered = true;
}

//NEW (mdf)
function Trigger( Actor Other, Pawn EventInstigator, optional name EventName )
/*OLD
function Trigger( Actor Other, Pawn EventInstigator )
*/
{
	bEnabled = true;
}

defaultproperties
{
	MaxViewDist=3000.000000
	bEnabled=true
	MaxViewAngle=15
	bCollideActors=false
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Class file time: sk 3-1-2016 10:38:40.000 - Creation time: sk 3-1-2016 10:48:40.378 - Created with UnCodeX