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//============================================================================= // The moving brush class. // This is a built-in Unreal class and it shouldn't be modified. // Note that movers by default have bNoDelete==true. This makes movers and their default properties // remain on the client side. If a mover subclass has bNoDelete=false, then its default properties must // be replicated //============================================================================= class Mover extends Actor native nativereplication; // How the mover should react when it encroaches an actor. var() enum EMoverEncroachType { ME_StopWhenEncroach, // Stop when we hit an actor. ME_ReturnWhenEncroach, // Return to previous position when we hit an actor. ME_CrushWhenEncroach, // Crush the poor helpless actor. ME_IgnoreWhenEncroach, // Ignore encroached actors. } MoverEncroachType; // How the mover moves from one position to another. var() enum EMoverGlideType { MV_MoveByTime, // Move linearly. MV_GlideByTime, // Move with smooth acceleration. } MoverGlideType; // What classes can bump trigger this mover var() enum EBumpType { BT_PlayerBump, // Can only be bumped by player. BT_PawnBump, // Can be bumped by any pawn BT_AnyBump, // Can be bumped by any solid actor } BumpType; //----------------------------------------------------------------------------- // Keyframe numbers. var() byte KeyNum; // Current or destination keyframe. var byte PrevKeyNum; // Previous keyframe. var() const byte NumKeys; // Number of keyframes in total (0-3). var() const byte WorldRaytraceKey; // Raytrace the world with the brush here. var() const byte BrushRaytraceKey; // Raytrace the brush here. //----------------------------------------------------------------------------- // Movement parameters. var() float MoveTime; // Time to spend moving between keyframes. var() float StayOpenTime; // How long to remain open before closing. var() float OtherTime; // TriggerPound stay-open time. var() int EncroachDamage; // How much to damage encroached actors. //----------------------------------------------------------------------------- // Mover state. var() bool bToggleDirection; var() bool bTriggerOnceOnly; // Go dormant after first trigger. var() bool bSlave; // This brush is a slave. var() bool bUseTriggered; // Triggered by player grab var() bool bDamageTriggered; // Triggered by taking damage var() bool bDynamicLightMover; // Apply dynamic lighting to mover. var() bool bUseShortestRotation; // rot by -90 instead of +270 and so on. var(ReturnGroup) bool bIsLeader; var() name PlayerBumpEvent; // Optional event to cause when the player bumps the mover. var() name BumpEvent; // Optional event to cause when any valid bumper bumps the mover. var actor SavedTrigger; // Who we were triggered by. var() float DamageThreshold; // minimum damage to trigger var int numTriggerEvents; // number of times triggered ( count down to untrigger ) var Mover Leader; // for having multiple movers return together var Mover Follower; var(ReturnGroup) name ReturnGroup; // if none, same as tag var() float DelayTime; // delay before starting to open //----------------------------------------------------------------------------- // Audio. var(MoverSounds) sound OpeningSound; // When start opening. var(MoverSounds) sound OpenedSound; // When finished opening. var(MoverSounds) sound ClosingSound; // When start closing. var(MoverSounds) sound ClosedSound; // When finish closing. #if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications var(MoverSounds) sound MoveAmbientSound; // Optional ambient sound when moving. #endif var(MoverSounds) sound LoopSound; // Played on Loop //----------------------------------------------------------------------------- // Events var(MoverEvents) name OpeningEvent; // Event to cause when opening var(MoverEvents) name OpenedEvent; // Event to cause when opened var(MoverEvents) name ClosingEvent; // Event to cause when closing var(MoverEvents) name ClosedEvent; // Event to cause when closed var(MoverEvents) name LoopEvent; // Event to cause when the mover loops //----------------------------------------------------------------------------- // Other stuff var() bool bOscillatingLoop; // Goes from 0 up to X then back down to 0 //----------------------------------------------------------------------------- // Internal. var vector KeyPos[24]; var rotator KeyRot[24]; var vector BasePos, OldPos, OldPrePivot, SavedPos; var rotator BaseRot, OldRot, SavedRot; var float PhysAlpha; // Interpolating position, 0.0-1.0. var float PhysRate; // Interpolation rate per second. // AI related var NavigationPoint myMarker; var bool bOpening, bDelaying, bClientPause; var bool bClosed; // mover is in closed position, and no longer moving var bool bPlayerOnly; var(AI) bool bAutoDoor; // automatically setup Door NavigationPoint for this mover var(AI) bool bNoAIRelevance; // don't warn about this mover during path review // for client side replication var vector SimOldPos; var int SimOldRotPitch, SimOldRotYaw, SimOldRotRoll; var vector SimInterpolate; var vector RealPosition; var rotator RealRotation; var int ClientUpdate; // Used for Oscillation var int StepDirection; // 1 = Moving forward, -1 moving Backward // Used for controlling antiportals var array<AntiPortalActor> AntiPortals; var() name AntiPortalTag; replication { // Things the server should send to the client. reliable if( Role==ROLE_Authority ) SimOldPos, SimOldRotPitch, SimOldRotYaw, SimOldRotRoll, SimInterpolate, RealPosition, RealRotation; } /* StartInterpolation() when this function is called, the actor will start moving along an interpolation path beginning at Dest */ simulated function StartInterpolation() { GotoState(''); bInterpolating = true; SetPhysics(PHYS_None); } simulated function Timer() { if ( Velocity != vect(0,0,0) ) { bClientPause = false; return; } if ( Level.NetMode == NM_Client ) { if ( ClientUpdate == 0 ) // not doing a move { if ( bClientPause ) { if ( VSize(RealPosition - Location) > 3 ) SetLocation(RealPosition); else RealPosition = Location; SetRotation(RealRotation); bClientPause = false; } else if ( RealPosition != Location ) bClientPause = true; } else bClientPause = false; } else { RealPosition = Location; RealRotation = Rotation; } } //----------------------------------------------------------------------------- // Movement functions. // Interpolate to keyframe KeyNum in Seconds time. simulated final function InterpolateTo( byte NewKeyNum, float Seconds ) { local Mover M; ForEach BasedActors(class'Mover', M) M.BaseStarted(); NewKeyNum = Clamp( NewKeyNum, 0, ArrayCount(KeyPos)-1 ); if( NewKeyNum==PrevKeyNum && KeyNum!=PrevKeyNum ) { // Reverse the movement smoothly. PhysAlpha = 1.0 - PhysAlpha; OldPos = BasePos + KeyPos[KeyNum]; OldRot = BaseRot + KeyRot[KeyNum]; } else { // Start a new movement. OldPos = Location; OldRot = Rotation; PhysAlpha = 0.0; } // Setup physics. SetPhysics(PHYS_MovingBrush); bInterpolating = true; PrevKeyNum = KeyNum; KeyNum = NewKeyNum; PhysRate = 1.0 / FMax(Seconds, 0.005); ClientUpdate++; SimOldPos = OldPos; SimOldRotYaw = OldRot.Yaw; SimOldRotPitch = OldRot.Pitch; SimOldRotRoll = OldRot.Roll; SimInterpolate.X = 100 * PhysAlpha; SimInterpolate.Y = 100 * FMax(0.01, PhysRate); SimInterpolate.Z = 256 * PrevKeyNum + KeyNum; } // Set the specified keyframe. final function SetKeyframe( byte NewKeyNum, vector NewLocation, rotator NewRotation ) { KeyNum = Clamp( NewKeyNum, 0, ArrayCount(KeyPos)-1 ); KeyPos[KeyNum] = NewLocation; KeyRot[KeyNum] = NewRotation; } // Interpolation ended. simulated event KeyFrameReached() { local byte OldKeyNum; local Mover M; OldKeyNum = PrevKeyNum; PrevKeyNum = KeyNum; PhysAlpha = 0; ClientUpdate--; // If more than two keyframes, chain them. if( KeyNum>0 && KeyNum<OldKeyNum ) { // Chain to previous. InterpolateTo(KeyNum-1,MoveTime); } else if( KeyNum<NumKeys-1 && KeyNum>OldKeyNum ) { // Chain to next. InterpolateTo(KeyNum+1,MoveTime); } else { // Finished interpolating. #if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications AmbientSound = None; #endif if ( (ClientUpdate == 0) && (Level.NetMode != NM_Client) ) { RealPosition = Location; RealRotation = Rotation; ForEach BasedActors(class'Mover', M) M.BaseFinished(); } } } //----------------------------------------------------------------------------- // Mover functions. // Notify AI that mover finished movement function FinishNotify() { // DLB Controller clean pass: removed AI logic /*local Controller C; for ( C=Level.ControllerList; C!=None; C=C.nextController ) if ( (C.Pawn != None) && (C.PendingMover == self) ) C.MoverFinished();*/ } // Handle when the mover finishes closing. function FinishedClosing() { local Mover M; // Update sound effects. #if IG_EFFECTS UnTriggerEffectEvent('Closing'); TriggerEffectEvent('Closed'); #else PlaySound( ClosedSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0); #endif // Handle Events TriggerEvent( ClosedEvent, Self, Instigator ); // Notify our triggering actor that we have completed. if( SavedTrigger != None ) SavedTrigger.EndEvent(); SavedTrigger = None; Instigator = None; If ( MyMarker != None ) MyMarker.MoverClosed(); bClosed = true; FinishNotify(); for ( M=Leader; M!=None; M=M.Follower ) if ( !M.bClosed ) return; UnTriggerEvent(OpeningEvent, Self, Instigator); } // Handle when the mover finishes opening. function FinishedOpening() { // Update sound effects. #if IG_EFFECTS UnTriggerEffectEvent('Opening'); TriggerEffectEvent('Opened'); #else PlaySound( OpenedSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0); #endif // Trigger any chained movers / Events TriggerEvent(Event, Self, Instigator); TriggerEvent(OpenedEvent, Self, Instigator); If ( MyMarker != None ) MyMarker.MoverOpened(); FinishNotify(); } // Open the mover. function DoOpen() { #if IG_TRIBES3 // Alex: handles case someone calls DoOpen outside of this class bClosed = false; #endif bOpening = true; bDelaying = false; InterpolateTo( 1, MoveTime ); MakeNoise(1.0); #if IG_EFFECTS TriggerEffectEvent('Opening'); #else PlaySound( OpeningSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0); #endif #if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications AmbientSound = MoveAmbientSound; #endif TriggerEvent(OpeningEvent, Self, Instigator); if ( Follower != None ) Follower.DoOpen(); } // Close the mover. function DoClose() { bOpening = false; bDelaying = false; InterpolateTo( Max(0,KeyNum-1), MoveTime ); MakeNoise(1.0); #if IG_EFFECTS TriggerEffectEvent('Closing'); #else PlaySound( ClosingSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0); #endif UntriggerEvent(Event, self, Instigator); #if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications AmbientSound = MoveAmbientSound; #endif TriggerEvent(ClosingEvent,Self,Instigator); if ( Follower != None ) Follower.DoClose(); } //----------------------------------------------------------------------------- // Engine notifications. // When mover enters gameplay. simulated function BeginPlay() { local AntiPortalActor AntiPortal; if(AntiPortalTag != '') { foreach AllActors(class'AntiPortalActor',AntiPortal,AntiPortalTag) { AntiPortals.Length = AntiPortals.Length + 1; AntiPortals[AntiPortals.Length - 1] = AntiPortal; } } // timer updates real position every second in network play if ( Level.NetMode != NM_Standalone ) { if ( Level.NetMode == NM_Client ) SetTimer(4.0, true); else SetTimer(1.0, true); if ( Role < ROLE_Authority ) return; } if ( Level.NetMode != NM_Client ) { RealPosition = Location; RealRotation = Rotation; } // Init key info. Super.BeginPlay(); KeyNum = Clamp( KeyNum, 0, ArrayCount(KeyPos)-1 ); PhysAlpha = 0.0; // Set initial location. Move( BasePos + KeyPos[KeyNum] - Location ); // Initial rotation. SetRotation( BaseRot + KeyRot[KeyNum] ); // find movers in same group #if !IG_TRIBES3 // david: we hardly use tag, this causes access nones if ( ReturnGroup == '' ) ReturnGroup = Tag; #endif Leader = None; Follower = None; } // Immediately after mover enters gameplay. function PostBeginPlay() { local mover M; // Initialize all slaves. if( !bSlave ) { foreach DynamicActors( class 'Mover', M, Tag ) { if( M.bSlave ) { M.GotoState(''); M.SetBase( Self ); } } } if ( bIsLeader ) { Leader = self; ForEach DynamicActors( class'Mover', M ) if ( (M != self) && (M.ReturnGroup == ReturnGroup) ) { M.Leader = self; M.Follower = Follower; Follower = M; } } else if ( Leader == None ) { // if no one in returngroup, I am the leader anyway ForEach DynamicActors( class'Mover', M ) { #if IG_TRIBES3 // david: we hardly use tag if ( (M != self) && (ReturnGroup != '' && M.ReturnGroup == ReturnGroup) ) #else if ( (M != self) && (M.ReturnGroup == ReturnGroup) ) #endif return; } Leader = self; } } function MakeGroupStop() { // Stop moving immediately. bInterpolating = false; #if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications AmbientSound = None; #endif GotoState( , '' ); if ( Follower != None ) Follower.MakeGroupStop(); } function MakeGroupReturn() { // Abort move and reverse course. bInterpolating = false; #if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications AmbientSound = None; #endif if(bIsLeader || Leader==Self) { if( KeyNum<PrevKeyNum ) GotoState( , 'Open' ); else GotoState( , 'Close' ); } if ( Follower != None ) Follower.MakeGroupReturn(); } // Return true to abort, false to continue. function bool EncroachingOn( actor Other ) { local Pawn P; if ( Other == None ) return false; #if !IG_TRIBES3 // dbeswick if ( ((Pawn(Other) != None) && (Pawn(Other).Controller == None)) || Other.IsA('Decoration') ) { Other.TakeDamage(10000, None, Other.Location, vect(0,0,0), class'Crushed'); return false; } if ( Other.IsA('Pickup') ) { if ( !Other.bAlwaysRelevant && (Other.Owner == None) ) Other.Destroy(); return false; } if ( Other.IsA('Fragment') || Other.IsA('Gib') || Other.IsA('Projectile') ) { Other.Destroy(); return false; } #endif // Damage the encroached actor. if( EncroachDamage != 0 ) Other.TakeDamage( EncroachDamage, Instigator, Other.Location, vect(0,0,0), class'Crushed' ); // If we have a bump-player event, and Other is a pawn, do the bump thing. P = Pawn(Other); if( P!=None && (P.Controller != None) && P.IsPlayerPawn() ) { #if IG_SCRIPTING // david: support for Gameplay.Mover DoPlayerBumpEvent( Other ); #else if ( PlayerBumpEvent!='' ) Bump( Other ); #endif // DLB Controller clean pass: removed AI logic /*if ( (P != None) && (P.Controller != None) && (P.Base != self) && (P.Controller.PendingMover == self) ) P.Controller.UnderLift(self); // pawn is under lift - tell him to move */ } // Stop, return, or whatever. if( MoverEncroachType == ME_StopWhenEncroach ) { Leader.MakeGroupStop(); return true; } else if( MoverEncroachType == ME_ReturnWhenEncroach ) { Leader.MakeGroupReturn(); if ( Other.IsA('Pawn') ) Pawn(Other).PlayMoverHitSound(); return true; } else if( MoverEncroachType == ME_CrushWhenEncroach ) { // Kill it. Other.KilledBy( Instigator ); return false; } else if( MoverEncroachType == ME_IgnoreWhenEncroach ) { // Ignore it. return false; } } #if IG_SCRIPTING // david: support for Gameplay.Mover function DoPlayerBumpEvent( actor Other ) { if ( PlayerBumpEvent!='' ) Bump( Other ); } function DoBumpEvent( actor Other ) { TriggerEvent(BumpEvent, self, Pawn(Other)); } #endif // When bumped by player. function Bump( actor Other ) { local pawn P; P = Pawn(Other); if ( bUseTriggered && (P != None) && !P.IsHumanControlled() && P.IsPlayerPawn() ) { Trigger(P,P); // DLB Controller clean pass: removed AI logic P.Controller.WaitForMover(self); } if ( (BumpType != BT_AnyBump) && (P == None) ) return; if ( (BumpType == BT_PlayerBump) && !P.IsPlayerPawn() ) return; if ( (BumpType == BT_PawnBump) && P.bAmbientCreature ) return; #if IG_SCRIPTING // david: support for Gameplay.Mover DoBumpEvent(P); if ( (P != None) && P.IsPlayerPawn() ) DoPlayerBumpEvent(P); #else TriggerEvent(BumpEvent, self, P); if ( (P != None) && P.IsPlayerPawn() ) TriggerEvent(PlayerBumpEvent, self, P); #endif } // When damaged #if IG_SHARED //tcohen: hooked TakeDamage(), used by effects system and reactive world objects function PostTakeDamage( float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor) #else function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) #endif { if ( bDamageTriggered && (Damage >= DamageThreshold) ) { // if ( (AIController(instigatedBy.Controller) != None) // && (instigatedBy.Controller.Focus == self) ) // instigatedBy.Controller.StopFiring(); self.Trigger(self, instigatedBy); } } //======================================================================== // Master State for OpenTimed mover states (for movers that open and close) state OpenTimedMover { function DisableTrigger(); function EnableTrigger(); Open: bClosed = false; DisableTrigger(); if ( DelayTime > 0 ) { bDelaying = true; Sleep(DelayTime); } DoOpen(); FinishInterpolation(); FinishedOpening(); Sleep( StayOpenTime ); if( bTriggerOnceOnly ) #if IG_TRIBES3 // dbeswick: Goto 'Wait'; #else GotoState(''); #endif Close: DoClose(); FinishInterpolation(); FinishedClosing(); EnableTrigger(); #if IG_TRIBES3 // dbeswick: Wait: #endif } // Open when stood on, wait, then close. state() StandOpenTimed extends OpenTimedMover { function Attach( actor Other ) { local pawn P; P = Pawn(Other); if ( (BumpType != BT_AnyBump) && (P == None) ) return; if ( (BumpType == BT_PlayerBump) && !P.IsPlayerPawn() ) return; if ( (BumpType == BT_PawnBump) && (Other.Mass < 10) ) return; SavedTrigger = None; GotoState( 'StandOpenTimed', 'Open' ); } function DisableTrigger() { Disable( 'Attach' ); } function EnableTrigger() { Enable('Attach'); } } // Open when bumped, wait, then close. state() BumpOpenTimed extends OpenTimedMover { function Bump( actor Other ) { if ( (BumpType != BT_AnyBump) && (Pawn(Other) == None) ) return; if ( (BumpType == BT_PlayerBump) && !Pawn(Other).IsPlayerPawn() ) return; if ( (BumpType == BT_PawnBump) && (Other.Mass < 10) ) return; Global.Bump( Other ); SavedTrigger = None; Instigator = Pawn(Other); // DLB Controller clean pass: removed AI logic Instigator.Controller.WaitForMover(self); GotoState( 'BumpOpenTimed', 'Open' ); } function DisableTrigger() { Disable( 'Bump' ); } function EnableTrigger() { Enable('Bump'); } } // When triggered, open, wait, then close. state() TriggerOpenTimed extends OpenTimedMover { function Trigger( actor Other, pawn EventInstigator ) { SavedTrigger = Other; Instigator = EventInstigator; if ( SavedTrigger != None ) SavedTrigger.BeginEvent(); GotoState( 'TriggerOpenTimed', 'Open' ); } function DisableTrigger() { Disable( 'Trigger' ); } function EnableTrigger() { Enable('Trigger'); } } // gam --- state() LoopMove { event Trigger( actor Other, pawn EventInstigator ) { Disable ('Trigger'); Enable ('UnTrigger'); SavedTrigger = Other; Instigator = EventInstigator; if ( SavedTrigger != None ) SavedTrigger.BeginEvent(); bOpening = true; #if IG_EFFECTS TriggerEffectEvent('Opening'); #else PlaySound( OpeningSound, SLOT_None ); #endif GotoState( 'LoopMove', 'Running' ); } event UnTrigger( actor Other, pawn EventInstigator ) { Disable ('UnTrigger'); Enable ('Trigger'); SavedTrigger = Other; Instigator = EventInstigator; GotoState( 'LoopMove', 'Stopping' ); } event KeyFrameReached() { } function BeginState() { bOpening = false; bDelaying = false; } Running: FinishInterpolation(); InterpolateTo( (KeyNum + 1) % NumKeys, MoveTime ); GotoState( 'LoopMove', 'Running' ); Stopping: FinishInterpolation(); FinishedOpening(); UnTriggerEvent(Event, self, Instigator); bOpening = false; Stop; } // --- gam //================================================================= // Other Mover States // Toggle when triggered. state() TriggerToggle { function Trigger( actor Other, pawn EventInstigator ) { SavedTrigger = Other; Instigator = EventInstigator; if ( SavedTrigger != None ) SavedTrigger.BeginEvent(); if( KeyNum==0 || KeyNum<PrevKeyNum ) GotoState( 'TriggerToggle', 'Open' ); else GotoState( 'TriggerToggle', 'Close' ); } Open: bClosed = false; if ( DelayTime > 0 ) { bDelaying = true; Sleep(DelayTime); } DoOpen(); FinishInterpolation(); FinishedOpening(); if ( SavedTrigger != None ) SavedTrigger.EndEvent(); Stop; Close: DoClose(); FinishInterpolation(); FinishedClosing(); } // Open when triggered, close when get untriggered. state() TriggerControl { function Trigger( actor Other, pawn EventInstigator ) { numTriggerEvents++; SavedTrigger = Other; Instigator = EventInstigator; if ( SavedTrigger != None ) SavedTrigger.BeginEvent(); GotoState( 'TriggerControl', 'Open' ); } function UnTrigger( actor Other, pawn EventInstigator ) { numTriggerEvents--; if ( numTriggerEvents <=0 ) { numTriggerEvents = 0; SavedTrigger = Other; Instigator = EventInstigator; SavedTrigger.BeginEvent(); GotoState( 'TriggerControl', 'Close' ); } } function BeginState() { numTriggerEvents = 0; } Open: bClosed = false; if ( DelayTime > 0 ) { bDelaying = true; Sleep(DelayTime); } DoOpen(); FinishInterpolation(); FinishedOpening(); if ( SavedTrigger != None ) SavedTrigger.EndEvent(); if( bTriggerOnceOnly ) GotoState(''); Stop; Close: DoClose(); FinishInterpolation(); FinishedClosing(); } // Start pounding when triggered. state() TriggerPound { function Trigger( actor Other, pawn EventInstigator ) { numTriggerEvents++; SavedTrigger = Other; Instigator = EventInstigator; GotoState( 'TriggerPound', 'Open' ); } function UnTrigger( actor Other, pawn EventInstigator ) { numTriggerEvents--; if ( numTriggerEvents <= 0 ) { numTriggerEvents = 0; SavedTrigger = None; Instigator = None; GotoState( 'TriggerPound', 'Close' ); } } function BeginState() { numTriggerEvents = 0; } Open: bClosed = false; if ( DelayTime > 0 ) { bDelaying = true; Sleep(DelayTime); } DoOpen(); FinishInterpolation(); Sleep(OtherTime); Close: DoClose(); FinishInterpolation(); Sleep(StayOpenTime); if( bTriggerOnceOnly ) GotoState(''); if( SavedTrigger != None ) goto 'Open'; } //----------------------------------------------------------------------------- // Bump states. // Open when bumped, close when reset. state() BumpButton { function Bump( actor Other ) { if ( (BumpType != BT_AnyBump) && (Pawn(Other) == None) ) return; if ( (BumpType == BT_PlayerBump) && !Pawn(Other).IsPlayerPawn() ) return; if ( (BumpType == BT_PawnBump) && (Other.Mass < 10) ) return; Global.Bump( Other ); SavedTrigger = Other; Instigator = Pawn( Other ); // DLB Controller clean pass: removed AI logic Instigator.Controller.WaitForMover(self); GotoState( 'BumpButton', 'Open' ); } function BeginEvent() { bSlave=true; } function EndEvent() { bSlave = false; Instigator = None; GotoState( 'BumpButton', 'Close' ); } Open: bClosed = false; Disable( 'Bump' ); if ( DelayTime > 0 ) { bDelaying = true; Sleep(DelayTime); } DoOpen(); FinishInterpolation(); FinishedOpening(); if( bTriggerOnceOnly ) GotoState(''); if( bSlave ) Stop; Close: DoClose(); FinishInterpolation(); FinishedClosing(); Enable( 'Bump' ); } function MoverLooped() // Cause the LoopEvent and play the Loop Sound { // Event and sound TriggerEvent(LoopEvent, Self, Instigator); #if IG_EFFECTS TriggerEffectEvent('Looping'); #else If (LoopSound!=None) PlaySound( LoopSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0); #endif } // ----------------------------- // Loop this mover from the moment we begin state() ConstantLoop { event KeyFrameReached() { if (bOscillatingLoop) { if ( (KeyNum==0) || (KeyNum==NumKeys-1) ) // Flip { StepDirection*= -1; MoverLooped(); } KeyNum += StepDirection; InterpolateTo( KeyNum, MoveTime ); } else { InterpolateTo( (KeyNum + 1) % NumKeys, MoveTime ); if (KeyNum==0) MoverLooped(); } } function BeginState() { bOpening = false; bDelaying = false; } Begin: InterpolateTo( 1, MoveTime ); Running: FinishInterpolation(); GotoState( 'ConstantLoop', 'Running' ); } // -------- // LeadInOutLooper - A Looping move that goes from 0 to 1 when trigger, loops 1-x then returns to 0 when triggered again state() LeadInOutLooper { function Trigger( actor Other, pawn EventInstigator ) { // Sanity check if (NumKeys<3) { log("LeadInOutLooper detected with <3 movement keys"); return; } InterpolateTo(1,MoveTime); } event KeyFrameReached() { if (KeyNum!=0) { InterpolateTo(2,MoveTime); gotoState('LeadInOutLooping'); } } function BeginState() { bOpening = false; bDelaying = false; } } state LeadInOutLooping { function Trigger(actor Other, pawn EventInstigator) { InterpolateTo(0,MoveTime); GotoState('LeadInOutLooper'); } event KeyFrameReached() { if (bOscillatingLoop) { if ( (KeyNum==1) || (KeyNum==NumKeys-1) ) // Flip { StepDirection*= -1; MoverLooped(); } KeyNum += StepDirection; InterpolateTo( KeyNum, MoveTime ); } else { KeyNum++; if (KeyNum==NumKeys) { KeyNum=1; MoverLooped(); } InterpolateTo( KeyNum, MoveTime ); } } } function BaseStarted(); function BaseFinished(); // toggles between rotation directions when triggered, stops rotating when untriggered state() RotatingMover { simulated function BaseStarted() { local actor OldBase; bFixedRotationDir = true; OldBase = Base; SetPhysics(PHYS_Rotating); SetBase(OldBase); } simulated function BaseFinished() { local actor OldBase; OldBase = Base; SetPhysics(PHYS_None); SetBase(OldBase); if ( bToggleDirection ) { RotationRate.Yaw *= -1; RotationRate.Pitch *= -1; RotationRate.Roll *= -1; } } simulated function BeginState() { bAlwaysRelevant = false; RemoteRole = ROLE_None; } } defaultproperties { bNoDelete=true bPathColliding=true MoverEncroachType=ME_ReturnWhenEncroach MoverGlideType=MV_GlideByTime NumKeys=2 BrushRaytraceKey=0 MoveTime=+00001.000000 StayOpenTime=+00004.000000 bStatic=False bDynamicLightMover=False bHidden=false CollisionRadius=+00160.000000 CollisionHeight=+00160.000000 bCollideActors=True bBlockActors=True bBlockPlayers=True Physics=PHYS_MovingBrush InitialState=BumpOpenTimed //#if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications // TransientSoundVolume=+00001.000000 // SoundVolume=228 //#endif NetPriority=2.7 bAlwaysRelevant=true RemoteRole=ROLE_SimulatedProxy bClosed=true bToggleDirection=true bShadowCast=true bEdShouldSnap=true bAcceptsProjectors=true StepDirection=1 bOnlyDirtyReplication=true } |
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