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// An actual door object that opens and closes class Door extends Mover implements PathfindingObstacle; var() editdisplay(displayActorLabel) editcombotype(enumBaseInfo) BaseInfo ownerBase "baseInfo that this door belongs to"; var() bool bLocked "Whether the door is able to be opened or not"; var() Material lockedMaterial "The mesh's standard material defines the material displayed when the door is unlocked; use this variable to set the material displayed when the door is locked"; var() int lockedMaterialIndex "The index of the material to change on the door when it is locked (typically 0)"; var bool bOldLocked; var bool bBumped; var bool bCanClose; var Material unlockedMaterial; var bool bWasPowered; var bool bPowered; var bool bUsesPower; var DoorSensor doorSensor; replication { reliable if (Role == ROLE_Authority) bLocked; } // enumBaseInfo function enumBaseInfo(Engine.LevelInfo l, Array<BaseInfo> a) { local BaseInfo b; ForEach DynamicActors(class'BaseInfo', b) { a[a.length] = b; } } // displayActorLabel function string displayActorLabel(Actor t) { return string(t.label); } // PostBeginPlay function PostBeginPlay() { Super.PostBeginPlay(); // construct sensor if required if (initialState == 'SensorControlled') { doorSensor = spawn(class'DoorSensor'); doorSensor.init(self); } prevKeyNum = KeyNum; bOldLocked = bLocked; bCanClose = true; unlockedMaterial = GetCurrentMaterial(lockedMaterialIndex); onLockedChange(bLocked); } // isPowered // // If the door does not have a base defined, then it // is always powered, otherwise power depends on the base function bool isPowered() { if (!bUsesPower) return true; if(ownerBase == None) return true; if(ownerBase.isPowered()) return true; return false; } // Tick function Tick(float Delta) { // change the material if the locked/unlocked state changes if (bOldLocked != bLocked) { onLockedChange(bLocked); bOldLocked = bLocked; } bPowered = isPowered(); if(bPowered != bWasPowered && doorSensor != None) { if(bPowered && ! bClosed && touching.Length <= 0) { bCanClose = true; doorSensor.SetTimer(StayOpenTime, false); } } bWasPowered = bPowered; } // DoOpen function DoOpen() { if (!bLocked) Super.DoOpen(); } // onLockedChange function onLockedChange(bool bVal) { if (bVal) { if (lockedMaterial != None) Skins[lockedMaterialIndex] = lockedMaterial; } else { if (unlockedMaterial != None) Skins[lockedMaterialIndex] = unlockedMaterial; } } // SensorControlled // // The original default state was BumpOpenTimed. This state was added to have a way of explicitily // specifying a sensor controlled door. The rationale for deriving from BumpOpenTimed is that it was the // default state prior to adding this one. state SensorControlled extends BumpOpenTimed { // dont disable the trigger, we want the door // to open if it is in the closing state function DisableTrigger(); // Pulled straight from BumpOpenTimed, and modified to // go to the SensorControlled state rather than BumpOpenTimed function Bump( actor Other ) { if (!bOpening && !bDelaying) { 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( 'SensorControlled', 'Open' ); } } } function bool canBePassed(name teamName) { if(! isPowered()) { if(bClosed) return false; else return true; } // if this is a trigger controlled door it can only be passed if opened if ((InitialState == 'TriggerToggle') || (InitialState == 'TriggerControl')) return !bClosed; // if this is a sensor controlled door it can only be passed if unlocked if (InitialState == 'SensorControlled') return !bLocked; warn("door type not handled"); return true; } defaultproperties { MoverEncroachType = ME_IgnoreWhenEncroach InitialState = SensorControlled bProjTarget = true bUsesPower = false } |
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