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//============================================================================= // projectileRocketGuide.uc // $Author: Mfox $ // $Date: 9/03/02 10:04p $ // $Revision: 12 $ //============================================================================= class projectileRocketGuide extends Projectile; var int OrigSeed; //the seed that gets replicated var int CurrSeed; //the seed that actually changes and is updated var() float MiniRocketDelay; var() int MiniRocketCount; var float TimePassed; //the amount of time passed so far var bool bGotRotation, bGotSeed; // a hack, but arrays of bools do not work. // and we need to have optimized networking var struct ERocketStatus { var bool R0; var bool R1; var bool R2; var bool R3; } RocketStatus; var projectileMiniRocket Rockets[4]; var Actor PaintedTargets[4]; event Replication() { Super.Replication(); DOREP('RocketStatus'); if( bNetInitial ) { DOREP('TimePassed'); DOREP('OrigSeed'); } } simulated event PostBeginPlay() { Super.PostBeginPlay(); if( Role==ROLE_Authority ) { Velocity = Vector(Rotation) * Speed; while( OrigSeed == 0 ) OrigSeed = Rand(MaxInt); CurrSeed = OrigSeed; } } //AddTimer( 'SpawnRocketTimer', MiniRocketDelay ); simulated function PostRecvVelocity() { Super.PostRecvVelocity(); //set the rotation for us bGotRotation = true; CheckConditions(); } simulated function PostRecvOrigSeed() { CurrSeed = OrigSeed; bGotSeed = true; CheckConditions(); } simulated function CheckConditions() { if( bGotRotation && bGotSeed ) SetupInitData(); } simulated function SetupInitData() { //mjl-tbd: spawn them in sequence // SpawnRocket(); // SpawnRocket(); // SpawnRocket(); // SpawnRocket(); SpawnRocketTimer(); // Fix MJL: Does this break replication? } simulated event Tick( float DeltaTime ) { Super.Tick(DeltaTime); TimePassed += DeltaTime; // cannot use LifeSpan here, since LifeSpan destroys the object at LifeSpan == 0 } simulated function SpawnRocket() { local projectileMiniRocket r; r = Spawn( class'projectileMiniRocket', Self,, Location, Rotation ); Rockets[--MiniRocketCount] = r; if( !r.SetTarget(PaintedTargets[MiniRocketCount]) ) { r.SetupData(CurrSeed); r.SetCorrectLocation(); } if( MiniRocketCount == 0 ) RocketStatus.R0 = true; else if( MiniRocketCount == 1 ) RocketStatus.R1 = true; else if( MiniRocketCount == 2 ) RocketStatus.R2 = true; else if( MiniRocketCount == 3 ) RocketStatus.R3 = true; } simulated function SpawnRocketTimer() { SpawnRocket(); if( MiniRocketCount>0 ) AddTimer( 'SpawnRocketTimer', MiniRocketDelay ); } simulated function SubRocketDestroyed( projectileMiniRocket r ) { if( Rockets[0] == r ) { RocketStatus.R0 = false; Rockets[0] = None; } else if( Rockets[1] == r ) { RocketStatus.R1 = false; Rockets[1] = None; } else if( Rockets[2] == r ) { RocketStatus.R2 = false; Rockets[2] = None; } else if( Rockets[3] == r ) { RocketStatus.R3 = false; Rockets[3] = None; } //!!ARL (mdf) fix for AddTimer being called on destroyed actor above? // make sure done spawning all rockets? if( MiniRocketCount<=0 && !( RocketStatus.R0 || RocketStatus.R1 || RocketStatus.R2 || RocketStatus.R3 ) ) //if( !( RocketStatus.R0 || RocketStatus.R1 || RocketStatus.R2 || RocketStatus.R3 ) ) Destroy(); } simulated function PostRecvRocketStatus() { if( Rockets[0] != None && !RocketStatus.R0 ) Rockets[0].Destroy(); else if( Rockets[1] != None && !RocketStatus.R1 ) Rockets[1].Destroy(); else if( Rockets[2] != None && !RocketStatus.R2 ) Rockets[2].Destroy(); else if( Rockets[3] != None && !RocketStatus.R3 ) Rockets[3].Destroy(); } simulated event Destroyed() { local int i; Super.Destroyed(); for(i=0;i<ArrayCount(Rockets);i++) if( Rockets[i] != None && !Rockets[i].bDeleteMe ) Rockets[i].Destroy(); RemoveAllTimers(); //just in case. } simulated function ProcessTouch(Actor Other, Vector HitLocation) {} defaultproperties { MiniRocketDelay=0.120000 MiniRocketCount=4 speed=2000.000000 MaxSpeed=1200.000000 bHidden=true bHiddenRelevant=true bNetTemporary=false LifeSpan=12.000000 DrawScale=3.000000 bAllowClipping=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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