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//------------------------------------------------------------------------------ // Line3D.uc // $Author: Mfox $ // $Date: 4/30/02 12:22p $ // $Revision: 2 $ // // Description: //------------------------------------------------------------------------------ // How to use this class: //------------------------------------------------------------------------------ class Line3D extends Effects; var() vector Start, End; // Start and end points of the line. var() float DotInterval; // Spacing between dots in line. var() class<LineDot> DotClass; // Type of dot to use. var() Texture LineTexture; // Used to override normal dot texture. var() float LineDuration; // If set, fades line out over given duration. var LineDot FirstDot; // Linked list of dots composing this line. var float DrawTime; // When to draw next. //------------------------------------------------------------------------------ simulated function SetStart( vector P ) { Start = P; } //------------------------------------------------------------------------------ simulated function SetEnd( vector P ) { End = P; } //------------------------------------------------------------------------------ simulated function SetEndpoints( vector S, vector E ) { Start = S; End = E; } //------------------------------------------------------------------------------ simulated function SetTexture( Texture T ) { LineTexture = T; } //------------------------------------------------------------------------------ simulated function ReDraw( optional float WaitTime ) { if( WaitTime > 0.0 ) { DrawTime = Level.TimeSeconds + WaitTime; } else { DrawLine(); } } //------------------------------------------------------------------------------ simulated event Tick( float DeltaTime ) { Super.Tick( DeltaTime ); if( DrawTime > 0.0 && Level.TimeSeconds >= DrawTime ) { DrawLine(); } } //------------------------------------------------------------------------------ simulated function DrawLine() { local vector P; local vector Interval; local LineDot ThisDot, PrevDot; DrawTime = 0.0; HideAll(); if( Start != End ) { ThisDot = FirstDot; Interval = Normal(End - Start) * DotInterval; for( P = Start; class'Util'.static.VectorAproxEqual( Normal(End - P), Normal(Interval) ); P += Interval ) { if( !IsOccupied( P ) ) { if( ThisDot == None ) { ThisDot = Spawn( DotClass ); if( FirstDot == None ) { FirstDot = ThisDot; } if( PrevDot != None ) { PrevDot.NextDot = ThisDot; } } ThisDot.SetLocation( P ); ThisDot.SetRotation( rotator(Interval) ); ThisDot.SetDuration( LineDuration ); if( LineTexture != None ) { ThisDot.Texture = LineTexture; } PrevDot = ThisDot; ThisDot = ThisDot.NextDot; } } } } //------------------------------------------------------------------------------ simulated function bool IsOccupied( vector Location ) { local LineDot IterD; foreach RadiusActors( class'LineDot', IterD, 3.0, Location ) { return true; } return false; } //------------------------------------------------------------------------------ simulated function Clear() { if( FirstDot != None ) { FirstDot.Destroy(); // recursively deletes all dots in linked list. FirstDot = None; } } //------------------------------------------------------------------------------ simulated function HideAll() { local LineDot ThisDot; for( ThisDot = FirstDot; ThisDot != None; ThisDot = ThisDot.NextDot ) { ThisDot.bHidden = true; } } //------------------------------------------------------------------------------ simulated event Destroyed() { Clear(); Super.Destroyed(); } defaultproperties { DotInterval=16.000000 DotClass=Class'Legend.LineDot' LineDuration=60.000000 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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