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//============================================================================= // SpecialEvent: Receives trigger messages and does some "special event" // some combination of a message, sound playing, damage, and/or death to the instigator // if the event of this actor is set, will try to send player on the interpolation path // with tag matching this event. //============================================================================= class SpecialEvent extends Triggers; #exec Texture Import File=Textures\TrigSpcl.pcx Name=S_SpecialEvent Mips=Off MASKED=1 //----------------------------------------------------------------------------- // Variables. var() int Damage; // how much to damage triggering actor var() class<DamageType> DamageType; var() sound Sound; // if not none, this sound effect will be played var() localized string Message; // message to display var() bool bBroadcast; // To broadcast the message to all players. var() bool bPlayerJumpToInterpolation; // if true, player is teleported to start of interpolation path var() bool bPlayersPlaySoundEffect; // if true, have sound effect played at players' location var() bool bKillInstigator; // if true, kill the instigator var() bool bViewTargetInterpolatedActor; // if true, playercontroller viewtargets the interpolated actor var() bool bThirdPersonViewTarget; // if true, playercontroller third person views the interpolated actor var() name InterpolatedActorTag; // tag of actor to send on interpolation path (if none, then instigator is used) //----------------------------------------------------------------------------- // Functions. function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { local PlayerController P; local InterpolationPoint i; local Actor A; if ( Len(Message) != 0 ) { if( bBroadcast ) Level.Game.Broadcast(EventInstigator, Message, 'CriticalEvent'); // Broadcast message to all players. else if( (len(Message)!=0) && (EventInstigator != None) ) EventInstigator.ClientMessage( Message ); // Send message to instigator only. } if ( Sound != None ) { if ( bPlayersPlaySoundEffect ) { ForEach DynamicActors(class'PlayerController', P) P.ClientPlaySound(Sound); } else PlaySound( Sound ); } if ( Damage > 0 ) Other.TakeDamage( Damage, EventInstigator, EventInstigator.Location, Vect(0,0,0), DamageType); if ( EventInstigator == None ) return; if ( AmbientSound != None ) EventInstigator.AmbientSound = AmbientSound; if ( bKillInstigator && !EventInstigator.PreventDeath( 0, EventInstigator, DamageType, EventInstigator.Location ) ) EventInstigator.Died( None, DamageType, EventInstigator.Location, vect(0,0,0) ); if( (Event != 'None') && (Event != '') && (Level.NetMode == NM_Standalone) ) { if ( (InterpolatedActorTag == 'None') || (InterpolatedActorTag == '') ) { if ( EventInstigator.IsPlayerPawn() ) { A = EventInstigator; if ( A.bInterpolating ) return; } else return; } else { ForEach DynamicActors( class'Actor', A, InterpolatedActorTag ) break; if ( (A == None) || A.bInterpolating ) return; if ( bViewTargetInterpolatedActor && EventInstigator.IsHumanControlled() ) { PlayerController(EventInstigator.Controller).SetViewTarget(A); PlayerController(EventInstigator.Controller).bBehindView = bThirdPersonViewTarget; } } } } defaultproperties { bPlayerJumpToInterpolation=true Texture=Texture'Legend.S_SpecialEvent' UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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