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//============================================================================= // Dispatcher: receives one trigger (corresponding to its name) as input, // then triggers a set of specifid events with optional delays. //============================================================================= class Dispatcher extends Triggers; #exec Texture Import File=Textures\S_Dispatcher.pcx Mips=Off Masked=1 //----------------------------------------------------------------------------- // Dispatcher variables. var() name OutEvents[8]; // Events to generate. var() float OutDelays[8]; // Relative delays before generating events. var int i; // Internal counter. //============================================================================= // Dispatcher logic. // // When dispatcher is triggered... // function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { Instigator = EventInstigator; gotostate('Dispatch'); } // // Dispatch events. // state Dispatch { ignores trigger; Begin: for( i=0; i<ArrayCount(OutEvents); i++ ) { if( (OutEvents[i] != '') && (OutEvents[i] != 'None') ) { if( OutDelays[i] > 0 ) Sleep( OutDelays[i] ); TriggerEvent(OutEvents[i],self,Instigator); } } GotoState(''); } defaultproperties { Texture=Texture'Legend.S_Dispatcher' UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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