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//============================================================================= // ObjectiveEvent: Used to expose mission objectives as the level progresses. //============================================================================= class ObjectiveEvent extends Triggers; // Fix ARL: Needs special icon. //#exec Texture Import File=Textures\Trigger.pcx Name=S_Trigger Mips=Off MASKED=1 #exec OBJ LOAD File=..\Sounds\U2AmbientA.uax var() LevelInfo.ELevelObjectiveStatus Status; var() sound NotifySound; // Set this to None if you don't want the event broadcast to the player. function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { local U2GameInfo G; //Super.Trigger( Other, Instigator, EventName ); G = U2GameInfo(Level.Game); if(G?) G.UpdateObjective(Event,Status,NotifySound); Destroy(); } defaultproperties { Status=OBJECTIVE_Incomplete NotifySound=Sound'U2AmbientA.UI.NewObjective' UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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