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U2.DestroyTrigger


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//=============================================================================
// DestroyTrigger.uc
// $Author: Mfox $
// $Date: 7/25/02 4:43p $
// $Revision: 1 $
//
//=============================================================================

class DestroyTrigger extends Trigger;

/*-----------------------------------------------------------------------------
Destroys all actors matching the given class and with in the specified distance
constraints. Be careful about using appropriate distances. e.g. if you use a 
large MaxDistanceBelow, actors in parts of the level below the DestroyTrigger 
could be destroyed.
*/

const CovertCleanupTimerName = 'CovertCleanupTimer';
const CovertCleanupTimerRate = 2.0;

var() class<Actor> ClassToDestroy;
var() float MinHorizontalDistance;
var() float MaxHorizontalDistance;
var() float MinDistanceAbove;
var() float MaxDistanceAbove;
var() float MinDistanceBelow;
var() float MaxDistanceBelow;
var() bool bCovert;							// only delete target when player has no LOS to it

var array<Actor> CovertTargets;

event Destroyed()
{
	RemoveAllTimers();
	Super.Destroyed();
}

//-----------------------------------------------------------------------------
// external trigger

function Trigger( Actor Other, Pawn EventInstigator, optional name EventName )
{
	DestroyActors();
}

//-----------------------------------------------------------------------------
// internal trigger

protected function TriggerActors( 
	Actor TriggerSrc,
	class<Actor> TriggerClass, 
	Actor Other, 
	Pawn Instigator, 
	name TriggerEvent,
	bool bTriggerNPCs )
{
	DestroyActors();
}

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

function CovertCleanupTimer()
{
	local int ii;
	
	for( ii=0; ii<CovertTargets.Length; ii++ )
	{
		if( CovertTargets[ ii ].bDeleteMe )
		{
			CovertTargets.Remove( ii, 1 );
		}
		else if( !CovertTargets[ ii ].PlayerCanSeeMe() )
		{
			CovertTargets[ ii ]. Destroy();
			CovertTargets.Remove( ii, 1 );
		}
	}
	
	if( CovertTargets.Length == 0 )
		RemoveTimer( CovertCleanupTimerName );
}

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

function DestroyActors()
{
	local float HorizontalDistance;
	local float VerticalDistance;
	local Actor A;
	
	if( ClassToDestroy != None )
	{
		foreach DynamicActors( ClassToDestroy, A )
		{
			VerticalDistance = A.Location.Z - Location.Z;
			if( VerticalDistance >= 0.0 )
			{
				if( VerticalDistance < MinDistanceAbove )
					continue;
				if( VerticalDistance > MaxDistanceAbove )
					continue;
			}
			else
			{
				if( -VerticalDistance < MinDistanceBelow )
					continue;
				if( -VerticalDistance > MaxDistanceBelow )
					continue;
			}
			
			HorizontalDistance = VSize2D( A.Location - Location );
			if( HorizontalDistance < MinHorizontalDistance )
				continue;
			if( HorizontalDistance > MaxHorizontalDistance )
				continue;
				
			if( bCovert && A.PlayerCanSeeMe() )
			{
				CovertTargets[ CovertTargets.Length ] = A;				
				AddTimer( CovertCleanupTimerName, CovertCleanupTimerRate, true );
			}
			else
			{
				A.Destroy();
			}
		}
	}
}

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

defaultproperties
{
	MaxHorizontalDistance=1024.000000
	MaxDistanceAbove=512.000000
	MaxDistanceBelow=64.000000
	bCovert=true
     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 10:48:38.127 - Created with UnCodeX