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/** * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTDeployableXRayVolumeBase extends UTDeployable abstract; /** Classname of the deployable class to return **/ var class<Actor> DeployableClass; static function class<Actor> GetTeamDeployable(int TeamNum) { return default.DeployableClass; } function bool Deploy() { local UTXRayVolume Volume; local vector SpawnLocation; local vector HitLocation, HitNormal; local rotator Aim; local float DistSqToObstacle; SpawnLocation = GetPhysicalFireStartLoc(); //Get the Z location of where the visual mesh will be placed if (Trace(HitLocation, HitNormal, SpawnLocation, Instigator.GetPawnViewLocation(), false) != None) { DistSqToObstacle = VSizeSq(HitLocation-Location); if (DistSqToObstacle < (60.0 * 60.0)) { //Too close to a wall or something to spawn in front of us //the actual deployable will do a Z line check right around here //and we want it to be on 'safe' ground return false; } } //Start at player height SpawnLocation.Z = Instigator.Location.Z; Aim = GetAdjustedAim(SpawnLocation); Aim.Pitch = 0; Aim.Roll = 0; Volume = UTXRayVolume(Spawn(DeployableClass,,, SpawnLocation, Aim)); if (Volume != None) { Volume.OnDeployableUsedUp = Factory.DeployableUsed; bForceHidden = true; Mesh.SetHidden(true); return true; } else { return false; } } defaultproperties { Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTDeployable:FirstPersonMesh' ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTDeployable:FirstPersonMesh' End Object Mesh=FirstPersonMesh Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTDeployable:PickupMesh' ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTDeployable:PickupMesh' End Object DroppedPickupMesh=PickupMesh PickupFactoryMesh=PickupMesh Name="Default__UTDeployableXRayVolumeBase" ObjectArchetype=UTDeployable'UTGame.Default__UTDeployable' } |
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