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//============================================================================= // LiftCenter. //============================================================================= class LiftCenter extends NavigationPoint placeable native; var() name LiftTag; var mover MyLift; var() name LiftTrigger; var trigger RecommendedTrigger; var float MaxDist2D; var vector LiftOffset; // starting vector between MyLift location and LiftCenter location function PostBeginPlay() { if ( LiftTrigger != '' ) ForEach DynamicActors(class'Trigger', RecommendedTrigger, LiftTrigger ) break; Super.PostBeginPlay(); } /* 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 Here, we check if the mover needs to be triggered */ function Actor SpecialHandling(Pawn Other) { // if no lift, no special handling if ( MyLift == None ) return self; // check whether or not need to trigger the lift if ( !MyLift.IsInState('StandOpenTimed') ) { if ( MyLift.bClosed && (RecommendedTrigger != None) ) return RecommendedTrigger; } else if ( MyLift.BumpType == BT_PlayerBump && !Other.IsPlayerPawn() ) return None; return self; } /* Check if mover is positioned to allow Pawn to get on */ // DLB Controller clean pass: removed AI logic /*function bool SuggestMovePreparation(Pawn Other) { // if already on lift, no problem if ( Other.base == MyLift ) return false; // make sure LiftCenter is correctly positioned on the lift SetLocation(MyLift.Location + LiftOffset); SetBase(MyLift); // if mover is moving, wait if ( MyLift.bInterpolating || !ProceedWithMove(Other) ) { Other.Controller.WaitForMover(MyLift); return true; } return false; }*/ function bool ProceedWithMove(Pawn Other) { local LiftExit Start; local float dist2D; local vector dir; // see if mover is at appropriate location/keyframe Start = LiftExit(Other.Anchor); if ( (Start != None) && (Start.KeyFrame != 255) ) { if ( MyLift.KeyNum == Start.KeyFrame ) return true; } else { //check distance directly - make sure close dir = Location - Other.Location; dir.Z = 0; dist2D = VSize(dir); if ( (Location.Z - CollisionHeight < Other.Location.Z - Other.CollisionHeight + MAXSTEPHEIGHT) && (Location.Z - CollisionHeight > Other.Location.Z - Other.CollisionHeight - 1200) && ( dist2D < MaxDist2D) ) { return true; } } // if mover not operating, need to start it // DLB Controller clean pass: removed AI logic /*if ( MyLift.bClosed ) { Other.SetMoveTarget(SpecialHandling(Other)); return true; }*/ return false; } defaultproperties { Texture=Texture'Engine_res.S_LiftCenter' RemoteRole=ROLE_None bStatic=false bSpecialMove=true ExtraCost=400 MaxDist2D=+400.000 bNoAutoConnect=true bNeverUseStrafing=true bForceNoStrafing=true } |
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