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/*============================================================================= Door. Used to mark a door on the Navigation network (a door is a mover that may act as an obstruction). ============================================================================= */ class Door extends NavigationPoint placeable native; var() name DoorTag; // tag of mover associated with this node var mover MyDoor; var() name DoorTrigger; // recommended trigger to use (if door is triggerable) var actor RecommendedTrigger; var() bool bInitiallyClosed; // if true, means that the initial position of the mover blocks navigation var() bool bBlockedWhenClosed; // don't even try to go through this path if door is closed var bool bDoorOpen; var bool bTempNoCollide; // used during path building function PostBeginPlay() { local vector Dist; if ( DoorTrigger != '' ) { ForEach AllActors(class'Actor', RecommendedTrigger, DoorTrigger ) break; // ignore recommended trigger if door is within its radius // (DoorTrigger shouldn't have been set) if ( RecommendedTrigger != None ) { Dist = Location - RecommendedTrigger.Location; if ( Abs(Dist.Z) < RecommendedTrigger.CollisionHeight ) { Dist.Z = 0; if ( VSize(Dist) < RecommendedTrigger.CollisionRadius ) RecommendedTrigger = None; } } } bBlocked = ( bInitiallyClosed && bBlockedWhenClosed ); bDoorOpen = !bInitiallyClosed; Super.PostBeginPlay(); } function MoverOpened() { bBlocked = ( !bInitiallyClosed && bBlockedWhenClosed ); bDoorOpen = bInitiallyClosed; } function MoverClosed() { bBlocked = ( bInitiallyClosed && bBlockedWhenClosed ); bDoorOpen = !bInitiallyClosed; } /* SpecialHandling is called by the navigation code when the next path has been found. It gives that path an opportunity to modify the result based on any special considerations */ function Actor SpecialHandling(Pawn Other) { if ( MyDoor == None ) return self; if ( MyDoor.BumpType == BT_PlayerBump && !Other.IsPlayerPawn() ) return None; if ( bInitiallyClosed == (bDoorOpen || MyDoor.bOpening || MyDoor.bDelaying) ) return self; if ( RecommendedTrigger != None ) return RecommendedTrigger; return self; } // DLB Controller clean pass: removed AI logic /*function bool ProceedWithMove(Pawn Other) { if ( MyDoor.bDamageTriggered && (Other.Controller.Focus == MyDoor) ) Other.Controller.StopFiring(); if ( bDoorOpen || !MyDoor.bDamageTriggered ) return true; // door still needs to be shot Other.SetRotation(rotator(MyDoor.Location - Other.Location)); Other.Controller.Focus = MyDoor; Other.ShootSpecial(MyDoor); MyDoor.Trigger(Other,Other); Other.Controller.WaitForMover(MyDoor); return false; }*/ // DLB Controller clean pass: removed AI logic /* event bool SuggestMovePreparation(Pawn Other) { if ( bDoorOpen ) return false; if ( MyDoor.bOpening || MyDoor.bDelaying ) { Other.Controller.WaitForMover(MyDoor); return true; } if ( MyDoor.bDamageTriggered ) { // handle shootable doors Other.SetRotation(rotator(MyDoor.Location - Other.Location)); Other.Controller.Focus = MyDoor; Other.ShootSpecial(MyDoor); MyDoor.Trigger(Other,Other); Other.Controller.WaitForMover(MyDoor); return true; } return false; }*/ defaultproperties { Texture=Texture'Engine_res.S_Door' RemoteRole=ROLE_None bNoDelete=true ExtraCost=100 bInitiallyClosed=true bSpecialMove=true } |
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