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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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