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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTLinkGenerator extends UTDeployedActor native abstract; /** Array of current health of each shield piece */ var int RemainingCharge; var SkeletalMeshComponent ShieldBase; /** sounds to play */ var SoundCue SpawnSound, DestroySound; /** team based colors for altfire beam when targeting a teammate */ var color LinkBeamColor; /** team based systems for altfire beam when targetting a teammate*/ var ParticleSystem LinkBeamSystem; var ParticleSystem WallHitTemplate; var UTEmitter HitWallEffect[5]; /** templates for beam impact effect */ var ParticleSystem BeamEndpointTemplate; /** emitter playing the endpoint effect */ var UTEmitter BeamEndpointEffect[5]; /** Holds the actor that this weapon is linked to. */ var UTVehicle LinkedTo[5]; /** The Particle System Template for the Beam */ var particleSystem BeamTemplate; /** Beam emitters */ var ParticleSystemComponent BeamEmitter[5]; /** Discharge effect */ var ParticleSystemComponent DischargeEffect; /** The name of the EndPoint parameter */ var name EndPointParamName; var vector LinkLocation[5]; var vector LinkDirection[5]; var float LinkReset[5]; var int BeamPitchAdjust[5]; /** Max range can heal vehicles */ var float MaxRange; /** 1.1 * Square(MaxRange) */ var float MaxEffectDistSq; /* Healing charge available */ var int AvailableCharge; var float LastHealTime[5]; var float LastChargeLostTime; /** interval between giving health to vehicles */ var float HealInterval; /** Amount to heal vehicles at each interval */ var float HealAmountPerInterval; /** Damagetype when damaging enemy vehicles */ var class<UTDamageType> MyDamageType; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) replication { if ( bNetDirty ) LinkedTo; } simulated event PostBeginPlay() { Super.PostBeginPlay(); if ( !bDeleteMe && (Role == ROLE_Authority) ) { PlaySound(SpawnSound); } SetTimer(2.0, false, 'AddBeamEmitters'); } simulated event Destroyed() { local int i; Super.Destroyed(); if (Role == ROLE_Authority) { PlaySound(DestroySound); } for ( i=0; i<5; i++ ) { Unlink(i); KillEndpointEffect(i); } } event Landed(vector HitNormal, Actor HitActor) { if ( Vehicle(HitActor) == None ) { PerformDeploy(); } } simulated function PerformDeploy() { local Rotator NewRot; NewRot = Rotation; NewRot.Yaw = -16384; SetRotation(NewRot); bDeployed = true; ShieldBase.PlayAnim('Deploy'); //bCollideWorld = FALSE; bForceNetUpdate = true; bNetDirty = true; } simulated function AddBeamEmitters() { local int i; for ( i=0; i<5; i++ ) { BeamEmitter[i] = new(self) class'UTParticleSystemComponent'; BeamEmitter[i].SetTemplate(BeamTemplate); BeamEmitter[i].SetHidden(false); BeamEmitter[i].SetTickGroup(TG_PostAsyncWork); BeamEmitter[i].bUpdateComponentInTick = true; ShieldBase.AttachComponent(BeamEmitter[i], 'Top'); if (BeamEmitter[i].Template != LinkBeamSystem) { BeamEmitter[i].SetTemplate(LinkBeamSystem); } BeamEmitter[i].SetColorParameter('Link_Beam_Color', LinkBeamColor); } DischargeEffect.Activatesystem(); } simulated event UpdateLink(UTVehicle UTV, int Index) { UnLink(Index); LinkedTo[Index] = UTV; UTV.IncrementLinkedToCount(); } simulated event CreateEndpoint(int Index, vector EndPoint) { BeamEndpointEffect[Index] = Spawn(class'UTEmitter', self,, EndPoint); BeamEndpointEffect[Index].LifeSpan = 0.0; BeamEndpointEffect[Index].SetFloatParameter('Touch', 1); if ( BeamEndpointEffect[Index].ParticleSystemComponent.Template != BeamEndpointTemplate ) { BeamEndpointEffect[Index].SetTemplate(BeamEndpointTemplate, true); } } /** * Unlink this weapon from its parent. If bDelayed is true, it will give a * short delay before unlinking to allow the player to re-establish the link */ simulated event UnLink(int Index) { if(LinkedTo[Index] != none) { LinkedTo[Index].DecrementLinkedToCount(); } LinkedTo[Index] = None; } event UpdateHealing(int i) { if ( WorldInfo.GRI.OnSameTeam(LinkedTo[i],self) ) { if ( (LinkedTo[i].Health < LinkedTo[i].Default.Health) ) { LinkedTo[i].HealDamage(HealAmountPerInterval, InstigatorController, None); LastHealTime[i] += HealInterval; AvailableCharge--; if ( AvailableCharge <= 0 ) { Destroy(); return; } } } else { LinkedTo[i].TakeDamage(0.5*HealAmountPerInterval, InstigatorController, LinkedTo[i].Location, vect(0,0,0), MyDamageType); } } simulated event SetImpactedActor(int Index, Actor HitActor, vector HitLocation, vector HitNormal) { if (WorldInfo.NetMode != NM_DedicatedServer) { HitWallEffect[Index] = Spawn(class'UTEmitter', self,, HitLocation); HitWallEffect[Index].SetTemplate(WallHitTemplate); if (BeamEndpointEffect[Index] != None) { BeamEndpointEffect[Index].SetRotation(rotator(HitNormal)); } } } /** deactivates the beam endpoint effect, if present */ simulated function KillEndpointEffect(int Index) { if (BeamEndpointEffect[Index] != None) { BeamEndpointEffect[Index].ParticleSystemComponent.DeactivateSystem(); BeamEndpointEffect[Index].LifeSpan = 2.0; BeamEndpointEffect[Index] = None; } } defaultproperties { RemainingCharge=1000 EndPointParamName="LinkBeamEnd" MaxRange=1000.000000 MaxEffectDistSq=1210000.000000 AvailableCharge=500 HealInterval=0.200000 HealAmountPerInterval=10.000000 Begin Object Class=DynamicLightEnvironmentComponent Name=DeployedLightEnvironment ObjName=DeployedLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTDeployedActor:DeployedLightEnvironment' ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTDeployedActor:DeployedLightEnvironment' End Object LightEnvironment=DeployedLightEnvironment Components(0)=DeployedLightEnvironment Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent' AmbientGlow=(R=0.300000,G=0.300000,B=0.300000,A=1.000000) ModShadowFadeoutTime=1.000000 Name="MyLightEnvironment" ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent' End Object Components(1)=MyLightEnvironment bPushedByEncroachers=False bAlwaysRelevant=True bHardAttach=True bBlockActors=False LifeSpan=300.000000 Name="Default__UTLinkGenerator" ObjectArchetype=UTDeployedActor'UTGame.Default__UTDeployedActor' } |
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