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/////////////////////////////////////////////////////////////////////////////// // VisionNotifier.uc - VisionNotifier class // The VisionNotifier notifies all registered clients when the Viewer sees or no longer sees another Pawn // Clients of the VisionNotifier are stored in the NotificationList, and should be registered through the Pawn class VisionNotifier extends Core.RefCount implements Engine.IInterestedPawnDied native noexport; /////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////// /// Private Variables ///////////////////////////////////////////////// // the viewer is the pawn that we are doing the vision for var Pawn Viewer; var transient const private int SeenListPadding; var transient const private int CurrentSeenListPadding; var transient const private int NotificationListPadding; ///////////////////////////////////////////////// /// Initialization ///////////////////////////////////////////////// function InitializeVisionNotifier(Pawn InViewer) { assert(InViewer != None); Viewer = InViewer; // register to find out when a pawn dies or is destroyed Viewer.Level.RegisterNotifyPawnDied(self); } function CleanupVisionNotifier() { // unregister finding out when a pawn dies or is destroyed Viewer.Level.UnRegisterNotifyPawnDied(self); } ///////////////////////////////////////////////// /// Death / Destruction Notifications ///////////////////////////////////////////////// function OnOtherActorDestroyed(Actor ActorBeingDestroyed) { if (ActorBeingDestroyed.IsA('Pawn')) { RemoveAnyReferencesToPawn(Pawn(ActorBeingDestroyed)); } } function OnOtherPawnDied(Pawn DeadPawn) { RemoveAnyReferencesToPawn(DeadPawn); } protected native function RemoveAnyReferencesToPawn(Pawn PawnBeingRemoved); ///////////////////////////////////////////////// /// Notifications from Pawn ///////////////////////////////////////////////// // returns true if the specified pawn can currently be seen function bool isVisible(Pawn TestPawn) { return IsOnSeenList(TestPawn); } // returns true if the Pawn can be found in the CurrentSeenList // returns false if the Pawn cannot be found in the CurrentSeenList protected native function bool IsOnCurrentSeenList(Pawn TestPawn); // returns true if the Pawn can be found in the SeenList // returns false if the Pawn cannot be found in the SeenList protected native function bool IsOnSeenList(Pawn TestPawn); ///////////////////////////////////////////////// //// Registration functions ///////////////////////////////////////////////// native function RegisterVisionNotification(IVisionNotification Registrant); native function UnregisterVisionNotification(IVisionNotification Registrant); ///////////////////////////////////////////////// // Vision debug //////////////////////////////////////////////// native function logSeenList(); |
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