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//============================================================================= // Trigger: senses things happening in its proximity and generates // sends Trigger/UnTrigger to actors whose names match 'EventName'. //============================================================================= class Trigger extends Triggers native; #exec Texture Import File=Textures\Trigger.pcx Name=S_Trigger Mips=Off MASKED=1 //----------------------------------------------------------------------------- // Trigger variables. // Trigger type. var() enum ETriggerType { TT_PlayerProximity, // Trigger is activated by player proximity. TT_PawnProximity, // Trigger is activated by any pawn's proximity TT_ClassProximity, // Trigger is activated by actor of ClassProximityType only TT_AnyProximity, // Trigger is activated by any actor in proximity. TT_Shoot, // Trigger is activated by player shooting it. //NEW TT_Use, // Trigger is activated by player using it. //OLD } TriggerType; //NEW // Text displayed with use reticle (when using TT_Use). var() localized string Description; //OLD //NEW PWC 8/8/2002 // adding in damage type so that triggers can be set off by specific damage types only var() class<DamageType> TriggerDamageType; //NEW var() name InstigatorTag; //OLD // Human readable triggering message. var() localized string Message; // Only trigger once and then go dormant. var() bool bTriggerOnceOnly; // For triggers that are activated/deactivated by other triggers. var() bool bInitiallyActive; var() class<actor> ClassProximityType; var() array< class<actor> > ClassProximityTypes; //NEW (mdf) use if more than 1 var() float RepeatTriggerTime; //if > 0, repeat trigger message at this interval is still touching other var() float ReTriggerDelay; //minimum time before trigger can be triggered again var float TriggerTime; var() float DamageThreshold; //minimum damage to trigger if TT_Shoot var() float UseDistance; // max distance at which TT_Use triggers can be used var() bool bNoProximityReticle; // not hightlight secrets / easter eggs // AI vars var actor TriggerActor; // actor that triggers this trigger var actor TriggerActor2; // store for reset var bool bSavedInitialCollision; var bool bSavedInitialActive; //============================================================================= // AI related functions event PostBeginPlay() { //NEW if ( !GetInitiallyActive() ) /*OLD if ( !bInitiallyActive ) */ FindTriggerActor(); if ( TriggerType == TT_Shoot ) { // bHidden = false; //NEW (mw) -- commented these two out. No idea why this was being done, it doesn't seem to make much sense :) bProjTarget = true; // SetDrawType(DT_None); } else if( TriggerType == TT_Use ) bHiddenUsable = bHidden && GetInitiallyActive(); //NEW bSavedInitialActive = GetInitiallyActive(); /*OLD bSavedInitialActive = bInitiallyActive; */ bSavedInitialCollision = bCollideActors; Super.PostBeginPlay(); } //NEW (mdf) event Destroyed() { RemoveAllTimers(); Super.Destroyed(); } //OLD /* Reset() reset actor to initial state - used when restarting level without reloading. */ function Reset() { Super.Reset(); // collision, bInitiallyactive //NEW SetInitiallyActive( bSavedInitialActive ); /*OLD bInitiallyActive = bSavedInitialActive; */ SetCollision(bSavedInitialCollision, bBlockActors, bBlockPlayers ); } //NEW function bool GetInitiallyActive() { return bInitiallyActive; } function SetInitiallyActive( bool bActive ) { bInitiallyActive = bActive; if( bActive ) //NEW (mw) SetCollision( true, false, false ); else SetCollision( false, false, false ); if( TriggerType == TT_Use ) bHiddenUsable = bHidden && GetInitiallyActive(); } //OLD function FindTriggerActor() { local Actor A; TriggerActor = None; TriggerActor2 = None; ForEach AllActors(class 'Actor', A) if ( A.Event == Tag) { //NEW (mdf) if ( Counter(A) != None ) /*OLD if ( A.IsA('Counter') ) */ return; //FIXME - handle counters if (TriggerActor == None) TriggerActor = A; else { TriggerActor2 = A; return; } } } event Actor SpecialHandling(Pawn Other) { //NEW // local int i; //OLD local Actor A; if ( bTriggerOnceOnly && !bCollideActors ) return None; if ( (TriggerType == TT_PlayerProximity) && !Other.IsPlayerPawn() ) return None; //NEW if ( !GetInitiallyActive() ) /*OLD if ( !bInitiallyActive ) */ { if ( TriggerActor == None ) FindTriggerActor(); if ( TriggerActor == None ) return None; if ( (TriggerActor2 != None) && (VSize(TriggerActor2.Location - Other.Location) < VSize(TriggerActor.Location - Other.Location)) ) return TriggerActor2; else return TriggerActor; } // is this a shootable trigger? if ( TriggerType == TT_Shoot ) return Other.ShootSpecial(self); // can other trigger it right away? if ( IsRelevant(Other) ) { ForEach TouchingActors(class'Actor', A) if ( A == Other ) Touch(Other); return self; } return self; } // when trigger gets turned on, check its touch list function CheckTouchList() { //NEW // local int i; //OLD local Actor A; ForEach TouchingActors(class'Actor', A) Touch(A); } //============================================================================= // Trigger states. // Trigger is always active. state() NormalTrigger { } // Other trigger toggles this trigger's activity. state() OtherTriggerToggles { //NEW (mdf) function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) /*OLD function Trigger( actor Other, pawn EventInstigator ) */ { //NEW SetInitiallyActive( !GetInitiallyActive() ); if ( GetInitiallyActive() ) /*OLD bInitiallyActive = !bInitiallyActive; if ( bInitiallyActive ) */ CheckTouchList(); } } // Other trigger turns this on. state() OtherTriggerTurnsOn { //NEW (mdf) function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) /*OLD function Trigger( actor Other, pawn EventInstigator ) */ { local bool bWasActive; //NEW bWasActive = GetInitiallyActive(); SetInitiallyActive( true ); /*OLD bWasActive = bInitiallyActive; bInitiallyActive = true; */ if ( !bWasActive ) CheckTouchList(); } } // Other trigger turns this off. state() OtherTriggerTurnsOff { //NEW (mdf) function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) /*OLD function Trigger( actor Other, pawn EventInstigator ) */ { //NEW SetInitiallyActive( false ); /*OLD bInitiallyActive = false; */ } } //============================================================================= // Trigger logic. // // See whether the other actor is relevant to this trigger. // function bool IsRelevant( actor Other ) { local int ii; //NEW (mdf) //NEW if( !GetInitiallyActive() ) /*OLD if( !bInitiallyActive ) */ return false; switch( TriggerType ) { case TT_PlayerProximity: return (Pawn(Other) != None) && Pawn(Other).IsPlayerPawn(); case TT_PawnProximity: return (Pawn(Other) != None) && Pawn(Other).CanTrigger(self); case TT_ClassProximity: //NEW (mdf) // mainly for backwards compatibility if( ClassIsChildOf( Other.Class, ClassProximityType ) ) return true; for( ii=0; ii<ClassProximityTypes.Length; ii++ ) if( ClassIsChildOf( Other.Class, ClassProximityTypes[ ii ] ) ) return true; return false; /*OLD return ClassIsChildOf(Other.Class, ClassProximityType); */ case TT_AnyProximity: return true; //NEW PWC 8/7/2002 case TT_Shoot: return ( (Projectile(Other) != None) && (Projectile(Other).Damage >= DamageThreshold) && (Projectile(Other).MyDamageType==TriggerDamageType)); //OLD /* case TT_Shoot: return ( (Projectile(Other) != None) && (Projectile(Other).Damage >= DamageThreshold)); */ //NEW case TT_Use: return false; //OLD } } //NEW function OnUse( Actor Other ) { local Pawn OtherInstigator; OtherInstigator = Pawn(Other); if( OtherInstigator==None ) OtherInstigator = Other.Instigator; TriggerActors( Self, TriggerClass, Other, OtherInstigator, Event, bTriggerNPCs ); TriggerTime = Level.TimeSeconds; //NEW // disable once-only triggers from future uses if( bTriggerOnceOnly ) { //NEW SetInitiallyActive( false ); /*OLD bInitiallyActive = false; */ } //OLD // Send a string message to the screen for debugging purposes if( Message != "" ) DM( Message ); } function OnUnuse( Actor Other ) { local Pawn OtherInstigator; OtherInstigator = Pawn(Other); if( OtherInstigator==None && Other != None ) OtherInstigator = Other.Instigator; UnTriggerActors( Self, TriggerClass, Other, OtherInstigator, Event, bTriggerNPCs ); } //NEW function bool IsUsable( optional Actor Other ) { // 2003.01.29 (mdf) fix for adding timers (etc.) to invalid (e.g. deleted) actors if( bDeleteMe ) return false; if( Controller(Other) != None ) Other = Controller(Other).Pawn; return( GetInitiallyActive() && TriggerType==TT_Use && ( Other == None || UseDistance ~= 0.0 || VSize( Other.Location - Location ) < UseDistance ) && // check custom use distance ( !bTriggerOnceOnly || TriggerTime ~= 0.0 ) && // constrained by number of times triggered ( ReTriggerDelay ~= 0.0 || TriggerTime ~= 0.0 || Level.TimeSeconds - TriggerTime > ReTriggerDelay ) ); // respect RetriggerDelay } /*OLD function bool IsUsable( optional Actor Other ){ return bInitiallyActive && TriggerType==TT_Use; } */ function string GetDescription(){ return Description; } //OLD // // Called when something touches the trigger. // event Touch( actor Other ) { local int i; if (TriggerType == TT_Shoot) return; if( IsRelevant( Other ) ) { //NEW // FIX MW: This check should probably go into IsRelevant? if( InstigatorTag == '' || InstigatorTag == 'None' || Other.Tag == InstigatorTag ) { if ( ReTriggerDelay > 0 ) { if ( Level.TimeSeconds - TriggerTime < ReTriggerDelay ) return; TriggerTime = Level.TimeSeconds; } // Broadcast the Trigger message to all matching actors. //NEW TriggerActors( Self, TriggerClass, Other, Other.Instigator, Event, bTriggerNPCs ); /*OLD TriggerEvent(Event, Other, Other.Instigator); */ if ( (Pawn(Other) != None) && (Pawn(Other).Controller != None) ) { for ( i=0;i<4;i++ ) if ( Pawn(Other).Controller.GoalList[i] == self ) { Pawn(Other).Controller.GoalList[i] = None; break; } } if( (Message != "") && (Other.Instigator != None) ) // Send a string message to the toucher. Other.Instigator.ClientMessage( Message ); if( bTriggerOnceOnly ) // Ignore future touches. SetCollision(False); else if ( RepeatTriggerTime > 0 ) SetTimer(RepeatTriggerTime, false); }//NEW FIX MW } } event Timer() { local bool bKeepTiming; //NEW // local int i; //OLD local Actor A; bKeepTiming = false; ForEach TouchingActors(class'Actor', A) if ( IsRelevant(A) ) { bKeepTiming = true; Touch(A); } if ( bKeepTiming ) SetTimer(RepeatTriggerTime, false); } //NEW (mw) function ReTriggerDelayTimer() { SetCollision( true, false, false ); } //OLD function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) { //NEW PWC 8/7/2002 Adding in damage type activation // DM( "DamageType Received " $ damageType $ " I am affected by " $ TriggerDamageType ); if (TriggerDamageType==damageType||TriggerDamageType==class'DamageType') { //NEW if ( GetInitiallyActive() && (TriggerType == TT_Shoot) && (Damage >= DamageThreshold) && (instigatedBy != None) ) /*OLD if ( bInitiallyActive && (TriggerType == TT_Shoot) && (Damage >= DamageThreshold) && (instigatedBy != None) ) */ { //NEW (mw) - disable collision while trigger is waiting for ReTriggerDelay to run out // (so that TT_Shoot triggers don't collide with projectiles during this time) if ( ReTriggerDelay > 0 ) { if ( Level.TimeSeconds - TriggerTime < ReTriggerDelay ) return; else { TriggerTime = Level.TimeSeconds; SetCollision( false, false, false ); AddTimer( 'ReTriggerDelayTimer', ReTriggerDelay, false ); } } /* OLD if ( ReTriggerDelay > 0 ) { if ( Level.TimeSeconds - TriggerTime < ReTriggerDelay ) return; TriggerTime = Level.TimeSeconds; } OLD */ // Broadcast the Trigger message to all matching actors. //NEW TriggerActors( Self, TriggerClass, instigatedBy, instigatedBy, Event, bTriggerNPCs ); /*OLD TriggerEvent(Event, instigatedBy, instigatedBy); */ if( Message != "" ) // Send a string message to the toucher. instigatedBy.Instigator.ClientMessage( Message ); if( bTriggerOnceOnly ) // Ignore future touches. SetCollision(False); } } } // // When something untouches the trigger. // event UnTouch( actor Other ) { if( IsRelevant( Other ) ) UntriggerEvent(event, Other, Other.Instigator); } defaultproperties { TriggerDamageType=Class'Engine.DamageType' bInitiallyActive=true InitialState='NormalTrigger' Texture=Texture'Engine.S_Trigger' UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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