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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTDeployedActor extends Actor abstract native; /** Who owns this */ var Controller InstigatorController; /** Owner team number */ var byte TeamNum; /** The Mesh */ var MeshComponent Mesh; /** Here on the hud to display it */ var vector HudLocation; /** The deployable's light environment */ var DynamicLightEnvironmentComponent LightEnvironment; var repnotify bool bDeployed; // (cpptext) // (cpptext) // (cpptext) // (cpptext) replication { if (Role == ROLE_Authority && bNetDirty) TeamNum, bDeployed; } /** We use a delegate so that different types of creators can get the OnDestroyed event */ delegate OnDeployableUsedUp(actor ChildDeployable); simulated function Destroyed() { Super.Destroyed(); if (Role == ROLE_Authority) { // Notify the actor that controls this OnDeployableUsedUp(self); } } function PostBeginPlay() { Super.PostBeginPlay(); if (Instigator != None) { InstigatorController = Instigator.Controller; TeamNum = Instigator.GetTeamNum(); } } event BaseChange() { if ( bDeployed && (Base == None) && !bDeleteMe ) { Destroy(); } } /** * HurtRadius() * Hurt locally authoritative actors within the radius. */ simulated function bool HurtRadius( float DamageAmount, float InDamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, optional actor IgnoredActor, optional Controller InstigatedByController = Instigator != None ? Instigator.Controller : None, optional bool bDoFullDamage ) { if ( bHurtEntry ) return false; if (InstigatedByController == None) { InstigatedByController = InstigatorController; } return Super.HurtRadius(DamageAmount, InDamageRadius, DamageType, Momentum, HurtOrigin, None, InstigatedByController, bDoFullDamage); } simulated event ReplicatedEvent(name VarName) { if ( VarName == 'bDeployed' ) { PerformDeploy(); } else { Super.ReplicatedEvent(VarName); } } simulated function PerformDeploy(); simulated native function byte GetTeamNum(); /** function used to update where icon for this actor should be rendered on the HUD * @param NewHUDLocation is a vector whose X and Y components are the X and Y components of this actor's icon's 2D position on the HUD */ simulated native function SetHUDLocation(vector NewHUDLocation); function Reset() { Destroy(); } simulated event Attach(Actor Other) { } defaultproperties { Begin Object Class=DynamicLightEnvironmentComponent Name=DeployedLightEnvironment ObjName=DeployedLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent' bCastShadows=False bDynamic=False Name="DeployedLightEnvironment" ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent' End Object LightEnvironment=DeployedLightEnvironment Components(0)=DeployedLightEnvironment Physics=PHYS_Falling RemoteRole=ROLE_SimulatedProxy bReplicateInstigator=True bCollideActors=True bCollideWorld=True bCollideComplex=True bBlockActors=True CollisionType=COLLIDE_CustomDefault Name="Default__UTDeployedActor" ObjectArchetype=Actor'Engine.Default__Actor' } |
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