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Legend.PropertyFlipper


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//=============================================================================
// PropertyFlipper.uc
// $Author: Mfox $
// $Date: 10/02/02 2:25p $
// $Revision: 12 $
//=============================================================================

//------------------------------------------------------------------------------
// Description:	Use this to modify any variable of any Actor at runtime via
//              a trigger.
//------------------------------------------------------------------------------
// Basic Instructions:
// 
// Set the Event to the object's Tag you wish to modify.
// 
// Note: Only the first object you link to will be affected.  If you need to 
// affect multiple objects, use multiple PropertyFlippers.
// Update: You can now link up to 16 objects safely.
// 
// There are three InitialStates that you can set:
// 
// + TriggerToggle
// + TriggerControl
// + TriggerTimed (note associated TriggerDuration)
// 
// These are self explanatory.
// 
// Under the PropertyFlipper section in the default properties, you will see 
// a bunch of variables.
// 
// + PropertyName - set this to the name of the variable you wish to modify 
//   (i.e. DrawScale).  Just type it in -- spelling counts.
// + PropertyType - set this to the type of property you are modifying 
//   (i.e. float, Texture, Sound, etc.)
// + XXXValue (FloatValue, TextureValue, SoundValue, etc) - set this to the 
//   value you wish your variable to be modified too.  These are basically for 
//   easy of use.  Rather than making you type in 
//   "Texture'Angreal.Effects.GreenExplosion'" you can simply select the texture 
//   in the texture browser, and then click USE in the variable box.
// 
// Notes:
// 
// If I didn't include the type of variable you want to modify (i.e. an enumeration 
// like Style), you can use StringValue to hack it into submission.  
// 
// Example:
// + Set PropertyName to Style.
// + Set PropertyType to TYPE_String.
// + Set StringValue to STY_Translucent.  
// 
// This will not work for constant variables like Physics and Location, however, 
// I have added a PropertyType for Physics, and I can add more for other constant 
// variables if you find you need to modify them.
// 
// This will not work for Static actors.  If you can't figure out why your 
// PropertyFlipper isn't working, make sure to check that the Actor you are trying 
// to modify isn't static.  Also make sure you didn't spell the PropertyName wrong.
//------------------------------------------------------------------------------

class PropertyFlipper extends KeyPoint;

#exec Texture Import File=Textures\PrpFlipper.pcx Name=S_PrpFlipper Mips=Off MASKED=1

var() enum TPropType
{
	TYPE_Bool,
	TYPE_Float,
	TYPE_Int,
	TYPE_Byte,
	TYPE_Vector,
	TYPE_Rotator,
	TYPE_String,
	TYPE_Texture,
	TYPE_Sound,
	TYPE_Physics,
	TYPE_Collision,	// No property name needed.
	TYPE_Color,
	TYPE_bCollideActors,
	TYPE_DrawType,
} PropertyType;

var() string PropertyName;

var() bool			BoolValue;
var() float			FloatValue;
var() int			IntValue;
var() byte			ByteValue;
var() vector		VectorValue;
var() rotator		RotatorValue;
var() string		StringValue;
var() Texture		TextureValue;
var() Sound			SoundValue;
var() EPhysics		PhysicsValue;
var() float			CollisionRadiusValue;	// No property name needed.
var() float			CollisionHeightValue;	// No property name needed.
var() color			ColorValue;
var() EDrawType		DrawTypeValue;

var string		OldPropertyText;
var EPhysics	OldPhysics;
var float		OldCollisionRadius;
var float		OldCollisionHeight;

var() float TriggerDuration;

var bool bOn;

var PropertyFlipper Flippers[16];


//------------------------------------------------------------------------------
simulated state() TriggerToggle
{
	simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName )
	{
		if( !bOn )	Set();
		else		Reset();

		bOn = !bOn;
	}
}

//------------------------------------------------------------------------------
simulated state() TriggerControl
{
	simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName )
	{
		Set();
	}

	simulated function UnTrigger( Actor Other, Pawn EventInstigator, optional name EventName )
	{
		Reset();
	}
}

//------------------------------------------------------------------------------
simulated state() TriggerTimed
{
	simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName )
	{
		Set();
		SetTimer( TriggerDuration, false );
	}

	simulated event Timer()
	{
		Reset();
	}
}

//------------------------------------------------------------------------------
simulated function Set()
{
	local Actor IterA;
	local int i;
	i = -1;

	if( Event != '' )
		foreach AllActors( class'Actor', IterA, Event )
			StaticSet( GetInstance(i++), IterA );
}

//------------------------------------------------------------------------------
simulated function Reset()
{
	local Actor IterA;
	local int i;
	i = -1;
	
	if( Event != '' )
		foreach AllActors( class'Actor', IterA, Event )
			StaticReset( GetInstance(i++), IterA );
}

//------------------------------------------------------------------------------

simulated static function StaticSet( PropertyFlipper P, Actor A )
{
	if( P == None || A == None )
		return;

	if( P.PropertyType != TYPE_Physics && 
		P.PropertyType != TYPE_Collision &&
		P.PropertyType != TYPE_bCollideActors &&
		P.PropertyType != TYPE_DrawType &&
		!A.CanSetProperty( P.PropertyName ) )
	{
		A.DMT( "Warning -- can't set property '" $ P.PropertyName $ "' (Type=" $ EnumStr( enum'TPropType', P.PropertyType ) $ ") for Actor " $ A $ " using property flipper " $ P );
		return;
	}
	
	P.OldPropertyText = A.GetPropertyText( P.PropertyName );

	switch( P.PropertyType )
	{
	case TYPE_Bool:
		A.SetPropertyText( P.PropertyName, string(P.BoolValue) );
		if( P.PropertyName == "bHidden" ){ A.StaticFilterState = FS_Maybe; }
		break;

	case TYPE_Float:
		A.SetPropertyText( P.PropertyName, string(P.FloatValue) );
		break;

	case TYPE_Int:
		A.SetPropertyText( P.PropertyName, string(P.IntValue) );
		break;

	case TYPE_Byte:
		A.SetPropertyText( P.PropertyName, string(P.ByteValue) );
		break;

	case TYPE_Vector:
		A.SetPropertyText( P.PropertyName, string(P.VectorValue) );
		break;

	case TYPE_Rotator:
		A.SetPropertyText( P.PropertyName, string(P.RotatorValue) );
		break;

	case TYPE_String:
		A.SetPropertyText( P.PropertyName, P.StringValue );
		break;

	case TYPE_Texture:
		A.SetPropertyText( P.PropertyName, string(P.TextureValue) );
		break;

	case TYPE_Sound:
		A.SetPropertyText( P.PropertyName, string(P.SoundValue) );
		break;

	case TYPE_Physics:
		P.OldPhysics = A.Physics;
		A.SetPhysics( P.PhysicsValue );
		break;

	case TYPE_Collision:
		P.OldCollisionRadius = A.CollisionRadius;
		P.OldCollisionHeight = A.CollisionHeight;
		A.SetCollisionSize( P.CollisionRadiusValue, P.CollisionHeightValue );
		break;

	case TYPE_Color:
		A.SetPropertyText( P.PropertyName, "(R="$P.ColorValue.R$",G="$P.ColorValue.G$",B="$P.ColorValue.B$")" );
		break;

	case TYPE_bCollideActors:
		A.SetCollision( P.BoolValue );
		break;

	case TYPE_DrawType:
		A.SetDrawType( P.DrawTypeValue );
		break;
		
	default:
		A.DMT( "Warning -- unhandled PropertyType" );
		break;
	}
}

//------------------------------------------------------------------------------
simulated static function StaticReset( PropertyFlipper P, Actor A )
{
	if( P == None || A == None )
		return;

	if( P.PropertyType == TYPE_Physics )
	{
		A.SetPhysics( P.OldPhysics );
	}
	else if( P.PropertyType == TYPE_Collision )
	{
		A.SetCollisionSize( P.OldCollisionRadius, P.OldCollisionHeight );
	}
	else
	{
		if( !A.CanSetProperty( P.PropertyName ) )
			A.DMT( "Warning -- can't reset property '" $ P.PropertyName $ "' (Type=" $ EnumStr( enum'TPropType', P.PropertyType ) $ ") for Actor " $ A $ " using property flipper " $ P );
			
		A.SetPropertyText( P.PropertyName, P.OldPropertyText );
		if( P.PropertyName == "bHidden" ){ A.StaticFilterState = FS_Maybe; }
	}
}

//------------------------------------------------------------------------------
simulated function PropertyFlipper GetInstance( int i )
{
	if( i == -1 )
		return Self;

	if( i < 0 || i >= ArrayCount(Flippers) )
	{
		warn(i$") PropertyFlipper linked to too many Actors!!");
		return None;
	}

	if( Flippers[i] == None )
	{
		Flippers[i] = Spawn( Class,,, Location, Rotation, Self );
		Flippers[i].Tag = '';	// make sure the trigger doesn't affect us.
	}

	return Flippers[i];
}

defaultproperties
{
	bStatic=false
	InitialState='TriggerControl'
	Texture=Texture'Legend.S_PrpFlipper'
     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 10:48:41.322 - Created with UnCodeX