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//============================================================================= // The moving brush class. // This is a built-in Unreal class and it shouldn't be modified. // Note that movers by default have bNoDelete==true. This makes movers and their default properties // remain on the client side. If a mover subclass has bNoDelete=false, then its default properties must // be replicated //============================================================================= class Mover extends Actor native nativereplication; // How the mover should react when it encroaches an actor. var() enum EMoverEncroachType { ME_StopWhenEncroach, // Stop when we hit an actor. ME_ReturnWhenEncroach, // Return to previous position when we hit an actor. ME_CrushWhenEncroach, // Crush the poor helpless actor. ME_IgnoreWhenEncroach, // Ignore encroached actors. ME_LiftWhenEncroach, //NEW (mwp) Adjust Pawn collision up to avoid encroachment (mover / falling Pawn work-around) } MoverEncroachType; // How the mover moves from one position to another. var() enum EMoverGlideType { MV_MoveByTime, // Move linearly. MV_GlideByTime, // Move with smooth acceleration. } MoverGlideType; // What classes can bump trigger this mover var() enum EBumpType { BT_PlayerBump, // Can only be bumped by player. BT_PawnBump, // Can be bumped by any pawn BT_AnyBump, // Can be bumped by any solid actor } BumpType; var() name DoorEvent; //NEW (mw) - support for triggering AntiPortal when door opens/closes //----------------------------------------------------------------------------- // Keyframe numbers. var() byte KeyNum; // Current or destination keyframe. var byte PrevKeyNum; // Previous keyframe. var() const byte NumKeys; // Number of keyframes in total (0-3). var() const byte WorldRaytraceKey; // Raytrace the world with the brush here. var() const byte BrushRaytraceKey; // Raytrace the brush here. //----------------------------------------------------------------------------- // Movement parameters. var() float MoveTime; // Time to spend moving between keyframes. //NEW (mw) Support for different interpolation times var() float KeyMoveTime[8]; //OLD var() float StayOpenTime; // How long to remain open before closing. var() float OtherTime; // TriggerPound stay-open time. var() int EncroachDamage; // How much to damage encroached actors. var int NextKeyNum; //NEW: LoopMovers //----------------------------------------------------------------------------- // Mover state. var() bool bTriggerOnceOnly; // Go dormant after first trigger. var() bool bSlave; // This brush is a slave. var() bool bUseTriggered; // Triggered by player grab var() bool bDamageTriggered; // Triggered by taking damage var() bool bDynamicLightMover; // Apply dynamic lighting to mover. var() name PlayerBumpEvent; // Optional event to cause when the player bumps the mover. var() name BumpEvent; // Optional event to cause when any valid bumper bumps the mover. var actor SavedTrigger; // Who we were triggered by. var() float DamageThreshold; // minimum damage to trigger var int numTriggerEvents; // number of times triggered ( count down to untrigger ) var Mover Leader; // for having multiple movers return together var Mover Follower; var() name ReturnGroup; // if none, same as tag var() float DelayTime; // delay before starting to open var() localized string Description; //NEW: Set for UseKey description. //----------------------------------------------------------------------------- // Audio. var(MoverSounds) sound OpeningSound; // When start opening. var(MoverSounds) sound OpenedSound; // When finished opening. var(MoverSounds) sound ClosingSound; // When start closing. var(MoverSounds) sound ClosedSound; // When finish closing. var(MoverSounds) sound MoveAmbientSound; // Optional ambient sound when moving. var(MoverSounds) vector SoundLocationOffset; // Offset for CheckHearSound //----------------------------------------------------------------------------- // Internal. var vector KeyPos[8]; var rotator KeyRot[8]; var vector BasePos, OldPos, OldPrePivot, SavedPos; var rotator BaseRot, OldRot, SavedRot; var float PhysAlpha; // Interpolating position, 0.0-1.0. var float PhysRate; // Interpolation rate per second. // AI related var NavigationPoint myMarker; var bool bOpening, bDelaying, bClientPause; var bool bClosed; // mover is in closed position, and no longer moving var bool bPlayerOnly; // for client side replication var vector SimOldPos; var int SimOldRotPitch, SimOldRotYaw, SimOldRotRoll; var vector SimInterpolate; var vector RealPosition; var rotator RealRotation; var int ClientUpdate; /* replication { // Things the server should send to the client. reliable if( Role==ROLE_Authority ) SimOldPos, SimOldRotPitch, SimOldRotYaw, SimOldRotRoll, SimInterpolate, RealPosition, RealRotation; } */ event Replication() { Super.Replication(); DOREP('SimOldPos'); DOREP('SimOldRotPitch'); DOREP('SimOldRotYaw'); DOREP('SimOldRotRoll'); DOREP('SimInterpolate'); DOREP('RealPosition'); DOREP('RealRotation'); DOREP('Velocity'); } /* StartInterpolation() when this function is called, the actor will start moving along an interpolation path beginning at Dest */ simulated function StartInterpolation() { GotoState(''); bInterpolating = true; SetPhysics(PHYS_None); } simulated event Timer() { if ( Velocity != vect(0,0,0) ) { bClientPause = false; return; } if ( Level.NetMode == NM_Client ) { if ( ClientUpdate == 0 ) // not doing a move { if ( bClientPause ) { if ( VSize(RealPosition - Location) > 3 ) SetLocation(RealPosition); else RealPosition = Location; SetRotation(RealRotation); bClientPause = false; } else if ( RealPosition != Location ) bClientPause = true; } else bClientPause = false; } else { RealPosition = Location; RealRotation = Rotation; } } //----------------------------------------------------------------------------- // Movement functions. // Interpolate to keyframe KeyNum in Seconds time. final function InterpolateTo( byte NewKeyNum, float Seconds ) { NewKeyNum = Clamp( NewKeyNum, 0, ArrayCount(KeyPos)-1 ); if( NewKeyNum==PrevKeyNum && KeyNum!=PrevKeyNum ) { // Reverse the movement smoothly. PhysAlpha = 1.0 - PhysAlpha; OldPos = BasePos + KeyPos[KeyNum]; OldRot = BaseRot + KeyRot[KeyNum]; } else { // Start a new movement. OldPos = Location; OldRot = Rotation; PhysAlpha = 0.0; } // Setup physics. SetPhysics(PHYS_MovingBrush); bInterpolating = true; PrevKeyNum = KeyNum; KeyNum = NewKeyNum; PhysRate = 1.0 / FMax(Seconds, 0.005); ClientUpdate++; SimOldPos = OldPos; SimOldRotYaw = OldRot.Yaw; SimOldRotPitch = OldRot.Pitch; SimOldRotRoll = OldRot.Roll; SimInterpolate.X = 100 * PhysAlpha; SimInterpolate.Y = 100 * FMax(0.01, PhysRate); SimInterpolate.Z = 256 * PrevKeyNum + KeyNum; } // Set the specified keyframe. final function SetKeyframe( byte NewKeyNum, vector NewLocation, rotator NewRotation ) { KeyNum = Clamp( NewKeyNum, 0, ArrayCount(KeyPos)-1 ); KeyPos[KeyNum] = NewLocation; KeyRot[KeyNum] = NewRotation; } // Interpolation ended. event KeyFrameReached() { local byte OldKeyNum; OldKeyNum = PrevKeyNum; PrevKeyNum = KeyNum; PhysAlpha = 0; ClientUpdate--; // If more than two keyframes, chain them. if( KeyNum>0 && KeyNum<OldKeyNum ) { // Chain to previous. if( KeyMoveTime[KeyNum] != -1 ) InterpolateTo(KeyNum-1,KeyMoveTime[KeyNum]); else InterpolateTo(KeyNum-1,MoveTime); } else if( KeyNum<NumKeys-1 && KeyNum>OldKeyNum ) { // Chain to next. if( KeyMoveTime[KeyNum+1] != -1 ) InterpolateTo(KeyNum+1,KeyMoveTime[KeyNum+1]); else InterpolateTo(KeyNum+1,MoveTime); } else { // Finished interpolating. AmbientSound = None; if ( (ClientUpdate == 0) && (Level.NetMode != NM_Client) ) { RealPosition = Location; RealRotation = Rotation; } } } //----------------------------------------------------------------------------- // Mover functions. // Notify AI that mover finished movement function FinishNotify() { local Controller C; for ( C=Level.ControllerList; C!=None; C=C.nextController ) if ( (C.Pawn != None) && (C.PendingMover == self) ) C.MoverFinished(); } // Handle when the mover finishes closing. function FinishedClosing() { // Update sound effects. PlaySound( ClosedSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0); // Untrigger our AntiPortal UntriggerEvent( DoorEvent, self, Instigator ); //NEW (mw) // Notify our triggering actor that we have completed. if( SavedTrigger != None ) SavedTrigger.EndEvent(); SavedTrigger = None; Instigator = None; If ( MyMarker != None ) MyMarker.MoverClosed(); bClosed = true; FinishNotify(); } // Handle when the mover finishes opening. function FinishedOpening() { // Update sound effects. PlaySound( OpenedSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0); // Trigger any chained movers. TriggerEvent(Event, Self, Instigator); If ( MyMarker != None ) MyMarker.MoverOpened(); FinishNotify(); } // Open the mover. function DoOpen() { bOpening = true; bDelaying = false; if( KeyMoveTime[1] != -1 ) InterpolateTo( 1, KeyMoveTime[1] ); else InterpolateTo( 1, MoveTime ); PlaySound( OpeningSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0); AmbientSound = MoveAmbientSound; // Trigger AntiPortal TriggerEvent( DoorEvent, self, Instigator ); //NEW (mw) } // Close the mover. function DoClose() { bOpening = false; bDelaying = false; if( KeyMoveTime[Max(0,KeyNum)] != -1 ) InterpolateTo( Max(0,KeyNum-1), KeyMoveTime[Max(0,KeyNum)] ); else InterpolateTo( Max(0,KeyNum-1), MoveTime ); PlaySound( ClosingSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0); UntriggerEvent(Event, self, Instigator); AmbientSound = MoveAmbientSound; } // Open the mover. function DoAdvance() { bOpening = true; bDelaying = false; if( KeyMoveTime[1] != -1 ) InterpolateTo( KeyNum+1, KeyMoveTime[1] ); else InterpolateTo( KeyNum+1, MoveTime ); PlaySound( OpeningSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0); AmbientSound = MoveAmbientSound; } //----------------------------------------------------------------------------- // Engine notifications. // When mover enters gameplay. simulated event BeginPlay() { local rotator R; // timer updates real position every second in network play if ( Level.NetMode != NM_Standalone ) { if ( Level.NetMode == NM_Client ) settimer(4.0, true); else settimer(1.0, true); if ( Role < ROLE_Authority ) return; } if ( Level.NetMode != NM_Client ) { RealPosition = Location; RealRotation = Rotation; } // Init key info. Super.BeginPlay(); KeyNum = Clamp( KeyNum, 0, ArrayCount(KeyPos)-1 ); PhysAlpha = 0.0; // Set initial location. Move( BasePos + KeyPos[KeyNum] - Location ); // Initial rotation. SetRotation( BaseRot + KeyRot[KeyNum] ); // find movers in same group if ( ReturnGroup == '' ) ReturnGroup = tag; } // Immediately after mover enters gameplay. event PostBeginPlay() { local mover M; //NEW: CDH... super wasn't being called; may be necessary for mounting Super.PostBeginPlay(); //OLD // Initialize all slaves. if( !bSlave ) { foreach DynamicActors( class 'Mover', M, Tag ) { if( M.bSlave ) { M.GotoState(''); M.SetBase( Self ); } } } if ( Leader == None ) { Leader = self; ForEach DynamicActors( class'Mover', M ) if ( (M != self) && (M.ReturnGroup == ReturnGroup) ) { M.Leader = self; M.Follower = Follower; Follower = M; } } } function MakeGroupStop() { // Stop moving immediately. bInterpolating = false; AmbientSound = None; //NEW (mdf) GotoLabel( '' ); /*OLD GotoState( , '' ); */ if ( Follower != None ) Follower.MakeGroupStop(); } function MakeGroupReturn() { // Abort move and reverse course. bInterpolating = false; AmbientSound = None; //NEW (mdf) if( KeyNum<PrevKeyNum ) GotoLabel( 'Open' ); else GotoLabel( 'Close' ); /* OLD if( KeyNum<PrevKeyNum ) GotoState( , 'Open' ); else GotoState( , 'Close' ); */ if ( Follower != None ) Follower.MakeGroupReturn(); } // Return true to abort, false to continue. event bool EncroachingOn( actor Other ) { local Pawn P; //DM( self$"LIFT: EncroachingOn( " $ Other $ " )" ); //!!mwp if ( ((Pawn(Other) != None) && (Pawn(Other).Controller == None)) || Other.IsA('Decoration') ) { Other.TakeDamage(10000, None, Other.Location, vect(0,0,0), class'Crushed'); return false; } if ( Other.IsA('Pickup') ) { if ( !Other.bAlwaysRelevant && (Other.Owner == None) ) Other.Destroy(); return false; } if ( Other.IsA('Fragment') ) { Other.Destroy(); return false; } // Damage the encroached actor. if( EncroachDamage != 0 ) Other.TakeDamage( EncroachDamage, Instigator, Other.Location, vect(0,0,0), class'Crushed' ); // If we have a bump-player event, and Other is a pawn, do the bump thing. P = Pawn(Other); if( P!=None && (P.Controller != None) && P.IsPlayerPawn() ) { if ( PlayerBumpEvent!='' ) Bump( Other ); if ( (P.Base != self) && (P.Controller.PendingMover == self) ) P.Controller.UnderLift(self); // pawn is under lift - tell him to move } // Stop, return, or whatever. if( MoverEncroachType == ME_StopWhenEncroach ) { Leader.MakeGroupStop(); return true; } else if( MoverEncroachType == ME_ReturnWhenEncroach ) { Leader.MakeGroupReturn(); if ( Other.IsA('Pawn') ) { /*OLD (mdf) sounds should already be handled if Pawn takes damage above? if ( Pawn(Other).IsPlayerPawn() ) Pawn(Other).PlaySound(Pawn(Other).Land, SLOT_Talk); else Pawn(Other).PlaySound(Pawn(Other).HitSound[0], SLOT_Talk); */ } return true; } else if( MoverEncroachType == ME_CrushWhenEncroach ) { // Kill it. //NEW (mdf) go through TakeDamage Other.TakeDamage( 10000, None, Other.Location, vect(0,0,0), class'Crushed' ); /*OLD Other.KilledBy( Instigator ); */ return false; } else if( MoverEncroachType == ME_IgnoreWhenEncroach ) { // Ignore it. return false; } //NEW (mwp) else if( MoverEncroachType == ME_LiftWhenEncroach ) { //DM( "LIFT: MoverEncroachType == ME_LiftWhenEncroach" @ self @ Other ); //!!mwp // lift Pawns if( Pawn(Other) != None ) return LiftWhenEncroach( Pawn(Other) ); // Ignore all others return false; } //OLD } function bool LiftWhenEncroach( Pawn Other ) { local bool bResult; local CheckResult Hit; local vector Start, End, Extent, TraceLength; local float AdjustLength; // set the Pawn Location to recompute encroachment with the mover // DM( Level.TimeSeconds ); // DM( "Other Location = "$ Other.Location ); // DM( "Mover Location = "$ Location ); // Other.SetLocation( Other.Location ); // put the pawn back on the mover Start = Other.Location + vect(0,0,1)*Other.CollisionHeight; End = Other.Location - vect(0,0,1)*Other.CollisionHeight; Extent.X = Other.CollisionRadius; Extent.Y = Other.CollisionRadius; Extent.Z = Other.CollisionHeight; bResult = SingleLineCheck( Hit, Other, End, Start, TRACE_Movers, Extent ); // DM( "Other Location = "$ Other.Location ); // DM( "Mover Location = "$ Location ); // DM( "Hit.Location = "$ Hit.Location @ bResult @ Hit.Actor ); TraceLength = Start - Hit.Location; AdjustLength = TraceLength.Z - Other.CollisionHeight; // DM( "AdjustLength = "$ AdjustLength @ Other.CollisionHeight*2 ); if( AdjustLength > 0 && AdjustLength < Other.CollisionHeight ) { Other.SetLocation( Other.Location + AdjustLength*vect(0,0,1) ); Other.SetPhysics( PHYS_Walking ); Other.SetBase( self ); return true; } return false; } // When bumped by player. event Bump( actor Other ) { local pawn P; P = Pawn(Other); if ( bUseTriggered && (P != None) && !P.IsHumanControlled() && P.IsPlayerPawn() ) { Trigger(P,P); P.Controller.WaitForMover(self); } if ( (BumpType != BT_AnyBump) && (P == None) ) return; if ( (BumpType == BT_PlayerBump) && !P.IsPlayerPawn() ) return; if ( (BumpType == BT_PawnBump) && P.bAmbientCreature ) return; TriggerEvent(BumpEvent, self, P); if ( (P != None) && P.IsPlayerPawn() ) TriggerEvent(PlayerBumpEvent, self, P); } // When damaged function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) { if ( bDamageTriggered && (Damage >= DamageThreshold) ) //NEW (mdf) fix (Self.XXX is redundant) Trigger(self, instigatedBy); /*OLD self.Trigger(self, instigatedBy); */ } //======================================================================== // Master State for OpenTimed mover states (for movers that open and close) state OpenTimedMover { function DisableTrigger(); function EnableTrigger(); Open: bClosed = false; DisableTrigger(); if ( DelayTime > 0 ) { bDelaying = true; Sleep(DelayTime); } DoOpen(); FinishInterpolation(); FinishedOpening(); Sleep( StayOpenTime ); if( bTriggerOnceOnly ) GotoState(''); Close: DoClose(); FinishInterpolation(); FinishedClosing(); EnableTrigger(); } // Open when stood on, wait, then close. state() StandOpenTimed extends OpenTimedMover { event Attach( actor Other ) { local pawn P; P = Pawn(Other); if ( (BumpType != BT_AnyBump) && (P == None) ) return; if ( (BumpType == BT_PlayerBump) && !P.IsPlayerPawn() ) return; if ( (BumpType == BT_PawnBump) && (Other.Mass < 10) ) return; SavedTrigger = None; GotoState( 'StandOpenTimed', 'Open' ); } function DisableTrigger() { Disable( 'Attach' ); } function EnableTrigger() { Enable('Attach'); } } // Open when bumped, wait, then close. state() BumpOpenTimed extends OpenTimedMover { event Bump( actor Other ) { if ( (BumpType != BT_AnyBump) && (Pawn(Other) == None) ) return; if ( (BumpType == BT_PlayerBump) && !Pawn(Other).IsPlayerPawn() ) return; if ( (BumpType == BT_PawnBump) && (Other.Mass < 10) ) return; Global.Bump( Other ); SavedTrigger = None; Instigator = Pawn(Other); Instigator.Controller.WaitForMover(self); GotoState( 'BumpOpenTimed', 'Open' ); } function DisableTrigger() { Disable( 'Bump' ); } function EnableTrigger() { Enable('Bump'); } } // When triggered, open, wait, then close. state() TriggerOpenTimed extends OpenTimedMover { //NEW (mdf) function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) /*OLD function Trigger( Actor Other, Pawn EventInstigator ) */ { SavedTrigger = Other; Instigator = EventInstigator; if ( SavedTrigger != None ) SavedTrigger.BeginEvent(); GotoState( 'TriggerOpenTimed', 'Open' ); } function DisableTrigger() { Disable( 'Trigger' ); } function EnableTrigger() { Enable('Trigger'); } } //================================================================= // Other Mover States // Goes to next keyframe when triggered state() TriggerAdvance { function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { SavedTrigger = Other; Instigator = EventInstigator; if ( SavedTrigger != None ) SavedTrigger.BeginEvent(); GotoState( 'TriggerAdvance', 'Advance' ); } Advance: if ( DelayTime > 0 ) { bDelaying = true; Sleep(DelayTime); } DoAdvance(); FinishInterpolation(); FinishedOpening(); if ( SavedTrigger != None ) SavedTrigger.EndEvent(); Stop; } // Toggle when triggered. state() TriggerToggle { //NEW (mdf) function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) /*OLD function Trigger( Actor Other, Pawn EventInstigator ) */ { SavedTrigger = Other; Instigator = EventInstigator; if ( SavedTrigger != None ) SavedTrigger.BeginEvent(); if( KeyNum==0 || KeyNum<PrevKeyNum ) GotoState( 'TriggerToggle', 'Open' ); else GotoState( 'TriggerToggle', 'Close' ); } Open: bClosed = false; if ( DelayTime > 0 ) { bDelaying = true; Sleep(DelayTime); } DoOpen(); FinishInterpolation(); FinishedOpening(); if ( SavedTrigger != None ) SavedTrigger.EndEvent(); Stop; Close: DoClose(); FinishInterpolation(); FinishedClosing(); } // Open when triggered, close when get untriggered. state() TriggerControl { //NEW (mdf) function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) /*OLD function Trigger( Actor Other, Pawn EventInstigator ) */ { numTriggerEvents++; SavedTrigger = Other; Instigator = EventInstigator; if ( SavedTrigger != None ) SavedTrigger.BeginEvent(); if( !bOpening ) GotoState( 'TriggerControl', 'Open' ); } //NEW (mdf) function UnTrigger( Actor Other, Pawn EventInstigator, optional name EventName ) /*OLD function UnTrigger( Actor Other, Pawn EventInstigator ) */ { numTriggerEvents--; if ( numTriggerEvents <=0 ) { numTriggerEvents = 0; SavedTrigger = Other; Instigator = EventInstigator; SavedTrigger.BeginEvent(); if( !bClosed ) GotoState( 'TriggerControl', 'Close' ); } } event BeginState() { numTriggerEvents = 0; } Open: bClosed = false; if ( DelayTime > 0 ) { bDelaying = true; Sleep(DelayTime); } DoOpen(); FinishInterpolation(); FinishedOpening(); SavedTrigger.EndEvent(); if( bTriggerOnceOnly ) GotoState(''); Stop; Close: DoClose(); FinishInterpolation(); FinishedClosing(); } // Start pounding when triggered. state() TriggerPound { //NEW (mdf) function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) /*OLD function Trigger( Actor Other, Pawn EventInstigator ) */ { numTriggerEvents++; SavedTrigger = Other; Instigator = EventInstigator; GotoState( 'TriggerPound', 'Open' ); } //NEW (mdf) function UnTrigger( Actor Other, Pawn EventInstigator, optional name EventName ) /*OLD function UnTrigger( Actor Other, Pawn EventInstigator ) */ { numTriggerEvents--; if ( numTriggerEvents <= 0 ) { numTriggerEvents = 0; SavedTrigger = None; Instigator = None; GotoState( 'TriggerPound', 'Close' ); } } event BeginState() { numTriggerEvents = 0; } Open: bClosed = false; if ( DelayTime > 0 ) { bDelaying = true; Sleep(DelayTime); } DoOpen(); FinishInterpolation(); Sleep(OtherTime); Close: DoClose(); FinishInterpolation(); Sleep(StayOpenTime); if( bTriggerOnceOnly ) GotoState(''); if( SavedTrigger != None ) goto 'Open'; } //----------------------------------------------------------------------------- // Bump states. // Open when bumped, close when reset. state() BumpButton { event Bump( actor Other ) { if ( (BumpType != BT_AnyBump) && (Pawn(Other) == None) ) return; if ( (BumpType == BT_PlayerBump) && !Pawn(Other).IsPlayerPawn() ) return; if ( (BumpType == BT_PawnBump) && (Other.Mass < 10) ) return; Global.Bump( Other ); SavedTrigger = Other; Instigator = Pawn( Other ); Instigator.Controller.WaitForMover(self); GotoState( 'BumpButton', 'Open' ); } function BeginEvent() { bSlave=true; } function EndEvent() { bSlave = false; Instigator = None; GotoState( 'BumpButton', 'Close' ); } Open: bClosed = false; Disable( 'Bump' ); if ( DelayTime > 0 ) { bDelaying = true; Sleep(DelayTime); } DoOpen(); FinishInterpolation(); FinishedOpening(); if( bTriggerOnceOnly ) GotoState(''); if( bSlave ) Stop; Close: DoClose(); FinishInterpolation(); FinishedClosing(); Enable( 'Bump' ); } //NEW: LoopMovers. // When the last keyframe position is reached, this mover // interpolates to the first keyframe (directly, not through // the intermediate frames), and repeats the movement forever. state() LoopMove { event BeginState() { KeyNum = 0; } function DoOpen() { // Move to the next keyframe. // if( KeyMoveTime[NextKeyNum] != -1 ) InterpolateTo( NextKeyNum, KeyMoveTime[NextKeyNum] ); else InterpolateTo( NextKeyNum, MoveTime ); PlaySound( OpeningSound ); AmbientSound = MoveAmbientSound; } //NEW (mdf) function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) /*OLD function Trigger( Actor Other, Pawn EventInstigator ) */ { SavedTrigger = Other; Instigator = EventInstigator; SavedTrigger.BeginEvent(); GotoState( 'LoopMove', 'Open' ); } //NEW (mdf) function UnTrigger( Actor Other, Pawn EventInstigator, optional name EventName ) /*OLD function UnTrigger( Actor Other, Pawn EventInstigator ) */ { Enable( 'Trigger' ); SavedTrigger = Other; Instigator = EventInstigator; GotoState( 'LoopMove', 'InactiveState' ); } function InterpolateEnd(actor Other) { } Open: Disable ('Trigger'); NextKeyNum = KeyNum + 1; if( NextKeyNum >= NumKeys ) NextKeyNum = 0; DoOpen(); FinishInterpolation(); FinishedOpening(); // Loop forever GotoState( 'LoopMove', 'Open' ); InactiveState: FinishInterpolation(); FinishedOpening(); Stop; } //OLD //NEW function OnUse( Actor Other ) { local Pawn OtherInstigator; OtherInstigator = Pawn(Other); if( OtherInstigator==None ) OtherInstigator = Other.Instigator; Trigger( Other, OtherInstigator ); } function OnUnuse( Actor Other ) { local Pawn OtherInstigator; OtherInstigator = Pawn(Other); if( OtherInstigator==None ) OtherInstigator = Other.Instigator; UnTrigger( Other, OtherInstigator ); } function bool IsUsable( optional Actor Other ){ return !bDeleteMe && bUseTriggered; } function string GetDescription(){ return Description; } //OLD defaultproperties { MoverEncroachType=ME_ReturnWhenEncroach MoverGlideType=MV_GlideByTime NumKeys=2 MoveTime=1.000000 KeyMoveTime(0)=-1.000000 KeyMoveTime(1)=-1.000000 KeyMoveTime(2)=-1.000000 KeyMoveTime(3)=-1.000000 KeyMoveTime(4)=-1.000000 KeyMoveTime(5)=-1.000000 KeyMoveTime(6)=-1.000000 KeyMoveTime(7)=-1.000000 StayOpenTime=4.000000 bClosed=true Physics=PHYS_MovingBrush bNoDelete=true bAcceptsProjectors=true bAlwaysRelevant=true RemoteRole=ROLE_SimulatedProxy InitialState='BumpOpenTimed' bMustFace=false bShadowCast=true SoundVolume=228 TransientSoundVolume=3.000000 CollisionRadius=160.000000 CollisionHeight=160.000000 bCollideActors=true bBlockActors=true bBlockPlayers=true bPathColliding=true NetPriority=2.700000 bEdShouldSnap=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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