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U2XMP.ArtifactSpawnPoint


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//=============================================================================
// $Workfile: ArtifactSpawnPoint.uc $
// Created By: Mark Poesch
// Created On: 6/22/2001
// $Author: Mfox $
// $Date: 4/30/02 1:59p $
// $Revision: 3 $
//=============================================================================
class ArtifactSpawnPoint extends NavigationPoint
	placeable;


#exec TEXTURE IMPORT FILE=Icons\I_ArtifactSpawnPoint.pcx GROUP=Icons MIPS=OFF


var() int TeamNumber;				// location is reserved for this team
var bool bOccupied;					//


event PreBeginPlay()
{
	super.PreBeginPlay();
 
 	assert( U2TeamGame(Level.Game) != None ); // only works in team games. otherwise the next line asserts false with a strange reason
	assert( TeamNumber >= 0 && TeamNumber < U2TeamGame(Level.Game).NumTeams ); // level-designers MUST set the Team
}


function Clear()
{
	bOccupied = false;
}


function bool IsAvailable( int InTeamNumber )
{
	return TeamNumber == InTeamNumber && !bOccupied;
}


function SpawnActor( string ArtifactClassName )
{
	local ArtifactPickup A;
	bOccupied = true;
	A = Spawn( class<ArtifactPickup>( DynamicLoadObject( ArtifactClassName, class'Class' ) ), /*Owner*/, /*self*/, Location );
	//NOTE: Artifacts start "unregistered" -- and have to be registered each team after gameplay has begun

//DM( Self @ ArtifactClassName @ A );
}

defaultproperties
{
	TeamNumber=255
	bHidden=false
	Texture=Texture'U2XMP.Icons.I_ArtifactSpawnPoint'
	DrawScale=0.100000
     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 10:38:44.000 - Creation time: sk 3-1-2016 10:48:37.416 - Created with UnCodeX