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//----------------------------------------------------------- // //----------------------------------------------------------- class ONSPowerNodeEnergySphere extends Actor; var() float InducerRotationSpeed; var rotator InducerRotation; var ONSPowerNode PowerNode; var array<Material> RedConstructingSkins; var array<Material> BlueConstructingSkins; var array<Material> RedActiveSkins; var array<Material> BlueActiveSkins; simulated function UpdatePrecacheMaterials() { local int i; for ( i=0; i<RedConstructingSkins.Length; i++ ) Level.AddPrecacheMaterial(RedConstructingSkins[i]); for ( i=0; i<BlueConstructingSkins.Length; i++ ) Level.AddPrecacheMaterial(BlueConstructingSkins[i]); for ( i=0; i<RedActiveSkins.Length; i++ ) Level.AddPrecacheMaterial(RedActiveSkins[i]); for ( i=0; i<BlueActiveSkins.Length; i++ ) Level.AddPrecacheMaterial(BlueActiveSkins[i]); Super.UpdatePrecacheMaterials(); } function PostBeginPlay() { PowerNode = ONSPowerNode(Owner); SetBoneLocation('EnergyDome', vect(-15,0,0)); } function SetInitialState() { Super.SetInitialState(); if (Level.NetMode == NM_DedicatedServer) disable('Tick'); } function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) { if (PowerNode != None) PowerNode.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType); } simulated function bool TeamLink(int TeamNum) { return ( (PowerNode != None) && PowerNode.TeamLink(TeamNum) ); } simulated event Tick(float DT) { local PlayerController P; local Rotator FacePlayerRotation, YawRot; if ((PowerNode != None) && (PowerNode.CoreStage != 4)) { InducerRotation.Yaw += InducerRotationSpeed * 65535 * DT; InducerRotation.Yaw = InducerRotation.Yaw & 65535; SetBoneRotation('EnergyInducers', InducerRotation, 0); P = Level.GetLocalPlayerController(); if ((P != None) && (P.Pawn != None)) { FacePlayerRotation = Rotator((P.Pawn.Location - Location) << Rotation); FacePlayerRotation *= -1; YawRot.Yaw = FacePlayerRotation.Yaw; SetBoneRotation('EnergyDome', YawRot, 0); } } } defaultproperties { InducerRotationSpeed=0.500000 RedConstructingSkins(0)=FinalBlend'ONSstructureTextures.CoreConstructionRed' RedConstructingSkins(1)=FinalBlend'ONSstructureTextures.CoreGroup.InvisibleFinal' RedConstructingSkins(2)=FinalBlend'ONSstructureTextures.CoreGroup.InvisibleFinal' RedConstructingSkins(3)=FinalBlend'ONSstructureTextures.CoreGroup.InvisibleFinal' BlueConstructingSkins(0)=FinalBlend'ONSstructureTextures.CoreConstructionBlue' BlueConstructingSkins(1)=FinalBlend'ONSstructureTextures.CoreGroup.InvisibleFinal' BlueConstructingSkins(2)=FinalBlend'ONSstructureTextures.CoreGroup.InvisibleFinal' BlueConstructingSkins(3)=FinalBlend'ONSstructureTextures.CoreGroup.InvisibleFinal' RedActiveSkins(0)=Texture'ONSstructureTextures.CoreGroup.PowerNodeTEX' RedActiveSkins(1)=FinalBlend'ONSstructureTextures.CoreGroup.powerNodeUpperFLAREredFinal' RedActiveSkins(2)=FinalBlend'ONSstructureTextures.CoreBreachGroup.powerNodeBeamREDfb' RedActiveSkins(3)=FinalBlend'ONSstructureTextures.CoreBreachGroup.PowerNodeREDfb' BlueActiveSkins(0)=Texture'ONSstructureTextures.CoreGroup.PowerNodeTEX' BlueActiveSkins(1)=FinalBlend'ONSstructureTextures.CoreGroup.powerNodeUpperFLAREblueFinal' BlueActiveSkins(2)=FinalBlend'ONSstructureTextures.CoreBreachGroup.PowerNodeBeamBLUEfb' BlueActiveSkins(3)=FinalBlend'ONSstructureTextures.CoreBreachGroup.PowerNodeBlueFB' DrawType=DT_Mesh bHidden=True bIgnoreEncroachers=True RemoteRole=ROLE_None Mesh=SkeletalMesh'ONSWeapons-A.PowerNode' CollisionRadius=90.000000 CollisionHeight=75.000000 bCollideActors=True bCollideWorld=True bBlockActors=True bProjTarget=True bUseCylinderCollision=True } |
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