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// ==================================================================== // Class: XGame.CrowdTrigger // Parent: Engine.Triggers // // When triggered, tells a group of Crowd Pawns to play a given animation // ==================================================================== class CrowdTrigger extends Triggers; struct AnimParams { var() name SeqName; var() float Rate; var() float TweenTime; var() float OffsetClamp; }; var(Crowd) export editinline array<AnimParams> Anims; // Info about what sequence to have the pawns play var(Crowd) export float MaxDelay; event Trigger( Actor Other, Pawn EventInstigator ) { local int i,max; local Intro_Crowd C; max = Anims.Length; if (max>0) { Foreach AllActors(class 'Intro_Crowd',c,event) { i = rand(max); C.MultiSetup(frand()*MaxDelay, Anims[i].SeqName, Anims[i].Rate, Anims[i].TweenTime, Anims[i].OffsetClamp); } } } defaultproperties { bCollideActors=False } |
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