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//============================================================================= // $Author: Mfox $ // $Date: 1/29/03 4:25p $ // $Revision: 25 $ //============================================================================= class ForceWallCollider extends Actor; var ForceWallCollider Next; var ForceWall FW; var() float UsableDistance; var localized string Description; var array<Pawn> EncroachedPawns; //----------------------------------------------------------------------------- event PreBeginPlay() { Level.AddToSpecialColliderList( Self ); // call before calling super so we don't get bit by filtering below Super.PreBeginPlay(); } //----------------------------------------------------------------------------- event Destroyed() { if( !bDeleteMe ) Level.RemoveFromSpecialColliderList( Self ); Super.Destroyed(); } //----------------------------------------------------------------------------- function string GetDescription(){ return Description; } //----------------------------------------------------------------------------- function bool IsUsable( Actor Other ) { // 2003.01.29 (mdf) fix for adding timers (etc.) to invalid (e.g. deleted) actors if( bDeleteMe ) return false; if( Other == None ) return true; if( VSize( Controller(Other).Pawn.Location - Location ) < UsableDistance ) return ( Controller(Other) != None && FW.SameTeam( Controller(Other).Pawn ) ); return false; } //----------------------------------------------------------------------------- function OnUse( Actor Other ) { FW.DisableUnit(); } //----------------------------------------------------------------------------- event Bump( Actor Other ) { Super.Bump( Other ); FW.HandleForceWallBump( Other ); } //----------------------------------------------------------------------------- function bool CanHit( Controller AttackingController ) { return ( FW == None || !FW.SameTeam( AttackingController.Pawn ) ); } //----------------------------------------------------------------------------- function TakeDamage( int Damage, Pawn Instigator, vector hitlocation, vector momentum, class<DamageType> damageType) { //DMTNS( "TakeDamage: " $ Damage ); FW.TakeDamage( Damage, Instigator, hitlocation, momentum, damageType ); } //----------------------------------------------------------------------------- function CheckEncroacher( Pawn P ) { if( !P.bDeleteMe && P.Health > -9999 && !FW.SameTeam( P ) && !P.IsRealPlayer() ) P.TakeDamage( 10000, None, P.Location, vect(0,0,0), class'Crushed' ); } //----------------------------------------------------------------------------- function CheckForEncroachingPawns() { local Pawn P; for( P=Level.PawnList; P!=None; P=P.NextPawn ) { if( VSize( P.Location - Location ) < class'FieldGenerator'.default.LinkRadius + 50.0 ) { if( class'Util'.static.DoActorCylindersIntersect( Self, P ) ) CheckEncroacher( P ); } } } //----------------------------------------------------------------------------- function CheckEncroachers() { local int ii; for( ii=0; ii<EncroachedPawns.Length; ii++ ) CheckEncroacher( EncroachedPawns[ ii ] ); EncroachedPawns.Length = 0; } //----------------------------------------------------------------------------- event bool EncroachingOn( Actor Other ) { if( Pawn(Other) != None ) { if( FW != None ) CheckEncroacher( Pawn(Other) ); else EncroachedPawns[ EncroachedPawns.Length ] = Pawn(Other); } return false; } //----------------------------------------------------------------------------- defaultproperties { UsableDistance=70.000000 Description="Disable Force Wall" DrawType=DT_None bHidden=true bLaunchPawns=true Texture=Texture'DeveloperT.Special.TypeMask_Plasma' SoundRadius=40.000000 CollisionRadius=0.000000 CollisionHeight=0.000000 bCollideActors=true bCollideWorld=true bBlockActors=true bBlockPlayers=true bProjTarget=true bCanMantle=false UseReticleOnEvents(0)="UseReticleText" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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