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U2.CutsceneGameInfo


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//=============================================================================
// $Workfile: CutsceneGameInfo.uc $
// Created By: Mark Poesch
// Created On: 2/18/2002
// $Author: Mbaldwin $
// $Date: 12/13/02 5:55p $
// $Revision: 23 $
//=============================================================================
class CutsceneGameInfo extends U2GameInfo;

/*-----------------------------------------------------------------------------
NOTE: This class does not extend U2GameInfo (and this class and U2GameInfo 
don't currently have a common U2-level derivation). In some cases changes to 
U2GameInfo code will also need to be made here and vice-versa. At this point, 
this class is only used for PA (planet arrival) and PD (planet departure) 
cutscenses which uses very little common functionality apart from the dialog 
system so no issues are anticipated at this time. If this becomes a major
maintenance headache then we can either extend U2GameInfo here or add a common
base class (e.g. U2GameInfoBase) which contains functionality common to both
"game types".
*/

var string ScriptFile;
var ComponentHandle CutsceneUI;

function SetPlayerDefaults( Pawn PlayerPawn ) // override GameInfo.SetPlayerDefaults()
{
	Super(GameInfo).SetPlayerDefaults( PlayerPawn );
}

function RestartPlayer( Controller aPlayer )	
{
	Super(GameInfo).RestartPlayer( aPlayer );
	// stop the player from moving to avoid landed events, etc.
	if( aPlayer.Pawn != None )
		aPlayer.Pawn.SetPhysics( PHYS_None );
}

function AllocateGameAIControllers() {}
function GameEvent( name EventName, Actor Instigator, optional Actor OtherActor, optional name OtherInfo ) {}

event NotifyLevelChangeEnd()
{
	class'MusicScriptEvent'.static.CallRoutine(Self,Level.DMScript,Level.DMSong);
	// do not re-enable use reticle
}

function NotifyCutSceneEnd()
{
	// do not re-enable hud
	// do not re-enable save games
	// do not re-enable use reticle
}

function string GetCutsceneComponent()
{
	return ScriptFile;
}


function string GetCutsceneSubcomponent()
{
	assert( Level.MapName != "" );
	return Level.MapName;
}


event NotifyHack()
{
/*!!arl
event PostLogin( PlayerController NewPlayer, bool bTraveling )
{
	super.PostLogin( NewPlayer );
*/
	log( self $ ".NotifyHack() " $ GetCutsceneComponent() @ GetCutsceneSubcomponent() ); //!!mwp

	CutsceneUI = class'UIConsole'.static.LoadComponent( GetCutsceneComponent(), GetCutsceneSubcomponent() );
	assert( ~CutsceneUI );
	class'UIConsole'.static.AddComponent( CutsceneUI );

	Super.NotifyHack();
}


event NotifyLevelChange()
{
	Super.NotifyLevelChange();

	log( self $ "NotifyLevelChange()" ); //!!mwp
	assert( ~CutsceneUI );
	CutsceneUI = class'UIConsole'.static.DestroyComponent( CutsceneUI );
}


event NextLevel()
{
	local Actor A;

	foreach DynamicActors( class'Actor', A )
		if( A.IsA( 'LevelChange' ) )
			A.Trigger( None, None );
}


event NextScene()
{
	//!!arl -- skip to next block of text in the Briefing UI
}

function AddDefaultInventory( Pawn PlayerPawn )
{
	// eliminate air control and speed
	PlayerPawn.AirControl = 0;
	PlayerPawn.GroundSpeed = 0;

	// the player has no inventory
}

defaultproperties
{
	ScriptFile="Cutscene"
	AirControl=0.000000
	DefaultPlayerClassName=""
	bDisplayHud=false
	bCutsceneInputHandling=true
	GameName="CutScene"
	MutatorClass="Engine.Mutator"
     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 10:38:42.000 - Creation time: sk 3-1-2016 10:48:37.869 - Created with UnCodeX