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//------------------------------------------------------------------------------ // NewWind.uc // $Author: Mfox $ // $Date: 6/25/02 11:40p $ // $Revision: 4 $ // // Description: Simulates wind for a ParticleGenerator. //------------------------------------------------------------------------------ // How to use this class: // // + Place in level. // + Set ImpulseTime and Windspeed. // + Link to desired ParticleGenerator via Tag and Event. //------------------------------------------------------------------------------ class NewWind extends Actor placeable native; // How often (in seconds) we change windspeed. var() float MaxImpulseTime; var() float MinImpulseTime; // Windspeed -- direction is dictated by rotation. var() float MaxWindspeed; var() float MinWindspeed; var vector Windspeed; // Trigger variables. var() bool bInitiallyOn; var() bool bOn; var() float TimerDuration; var float TriggerTime; var() Button B_CollectGenerators; var() Button B_TriggerWind; var() bool bCollected; //------------------------------------------------------------------------------ simulated event PreBeginPlay() { Super.PreBeginPlay(); if( !bCollected ) { CollectGenerators(); } bOn = bInitiallyOn; Timer(); } //------------------------------------------------------------------------------ simulated function CollectGenerators() { local ParticleGenerator IterPG; local WindForce WindForce; bCollected = true; if( Event != '' ) { foreach AllActors( class'ParticleGenerator', IterPG, Event ) { WindForce = new(IterPG)class'WindForce'; WindForce.Master = Self; IterPG.AddForce( WindForce ); } } } //------------------------------------------------------------------------------ simulated function SetSpeed( float Speed ) { Windspeed = (vect(1,0,0) * Speed) >> Rotation; } //------------------------------------------------------------------------------ simulated function ResetSpeed() { Windspeed = vect(0,0,0); } //------------------------------------------------------------------------------ simulated event Timer() { if( bOn ) { SetSpeed( RandRange( MinWindspeed, MaxWindspeed ) ); SetTimer( RandRange( MinImpulseTime, MaxImpulseTime ), False ); } } //------------------------------------------------------------------------------ simulated function EditTrigger() { GotoState( InitialState ); Trigger( None, None ); } //------------------------------------------------------------------------------ // Toggles us on and off when triggered. //------------------------------------------------------------------------------ simulated state() TriggerToggle { simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { bOn = !bOn; if( bOn ) Timer(); else ResetSpeed(); } } //------------------------------------------------------------------------------ // Toggled when Triggered. // Toggled back to initial state when UnTriggered. //------------------------------------------------------------------------------ simulated state() TriggerControl { simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { bOn = !bInitiallyOn; if( bOn ) Timer(); else ResetSpeed(); } simulated function UnTrigger( Actor Other, Pawn EventInstigator, optional name EventName ) { bOn = bInitiallyOn; if( bOn ) Timer(); else ResetSpeed(); } } //------------------------------------------------------------------------------ // Toggled when triggered. // Toggled back to initial state after TimerDuration seconds. //------------------------------------------------------------------------------ simulated state() TriggerTimed { simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { TriggerTime = Level.TimeSeconds + TimerDuration; bOn = !bInitiallyOn; if( bOn ) Timer(); else ResetSpeed(); } simulated event Tick( float DeltaTime ) { Global.Tick( DeltaTime ); if( Level.TimeSeconds >= TriggerTime ) { bOn = bInitiallyOn; if( bOn ) Timer(); else ResetSpeed(); } } } defaultproperties { bInitiallyOn=true B_CollectGenerators="CollectGenerators" B_TriggerWind="EditTrigger" bHidden=true RemoteRole=ROLE_None InitialState='TriggerToggle' bGameRelevant=true CollisionRadius=0.000000 CollisionHeight=0.000000 bDirectional=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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