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Legend.CollisionNotifier


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//------------------------------------------------------------------------------
// CollisionNotifier.uc
// $Author: Mfox $
// $Date: 4/30/02 12:22p $
// $Revision: 2 $
//
// Description:	Used to add a second collision radius to a projectile.
//				If we had interfaces *hint* *hint*, we could easily generalize
//				this to notify any Actor.
//------------------------------------------------------------------------------
// How to use this class:
//
// + Spawn.
// + Set CollisionHeight and Radius.
// + Initialize with a Projectile to follow/notify and an offset from that 
//   projectile.  Notifications will be send via Explode().
// + TurnOn() and TurnOff() as desired.	(Starts as off)
// + Destroy when no longer needed.
//------------------------------------------------------------------------------
class CollisionNotifier extends LegendActorComponent;

var Projectile ParentProj;	// Projectile to follow/notify.
var vector Offset;			// Offset from parent projectile. (Relative to projectile's rotation).
var Actor IgnoredActor;		// Does not notify collisions with this Actor.

////////////////
// Interfaces //
////////////////

//------------------------------------------------------------------------------
function Initialize( Projectile InParentProj, optional vector Offset )
{
	ParentProj = InParentProj;
	SetOffset( Offset );
}

//------------------------------------------------------------------------------
function SetOffset( vector InOffset )
{
	Offset = InOffset;
	SetLocation( ParentProj.Location + (Offset >> ParentProj.Rotation) );
}

//------------------------------------------------------------------------------
function SetIgnoredActor( Actor Ignore )
{
	IgnoredActor = Ignore;
}

//------------------------------------------------------------------------------
function TurnOn()
{
	bCollideWorld = True;
	SetCollision( True );
}

//------------------------------------------------------------------------------
function TurnOff()
{
	bCollideWorld = False;
	SetCollision( False );
}

///////////////////
// Notifications //
///////////////////

//------------------------------------------------------------------------------
// ripped from projectile.uc
//------------------------------------------------------------------------------
simulated singular event Touch( Actor Other )
{
	local Actor HitActor;
	local vector HitLocation, HitNormal, TestLocation;
	
	if( Other == IgnoredActor )
	{
		// Do nothing.
	}
	else if( Other.IsA('BlockAll') )
	{
		HitWall( Normal(Location - Other.Location), Other );
	}
	else if( Other.bProjTarget || (Other.bBlockActors && Other.bBlockPlayers) )
	{
		//get exact hitlocation
	 	HitActor = Trace( HitLocation, HitNormal, Location, ColLocation, true );
		if( HitActor == Other )
		{
			ParentProj.Explode( HitLocation, HitNormal ); 
		}
		else	// aproximate hitlocation, hitnormal.
		{
			ParentProj.Explode( Other.Location + Other.CollisionRadius * Normal(Location - Other.Location), Normal(Location - Other.Location) );
		}
	}
}

//------------------------------------------------------------------------------
event HitWall( vector HitNormal, Actor Wall )
{
	ParentProj.Explode( Location, HitNormal );
}

//------------------------------------------------------------------------------
simulated event Tick( float DeltaTime )
{
	if( ParentProj != None )
	{
		SetLocation( ParentProj.Location + (Offset >> ParentProj.Rotation) );
	}
	Super.Tick( DeltaTime );
}

defaultproperties
{
     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 10:48:37.730 - Created with UnCodeX