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class DoorSensor extends Engine.Actor; var Door ownerDoor; replication { reliable if (Role == ROLE_Authority) ownerDoor; } function init(Door owner) { ownerDoor = owner; // set it to trigger once only, meaning that // the door will not auto close after it opens ownerDoor.bTriggerOnceOnly = true; SetLocation(owner.Location); SetCollisionSize(owner.CollisionRadius, owner.CollisionHeight); } simulated function Touch(Actor Other) { local Rook r; r = Rook(Other); if (r != None && ownerDoor.isPowered()) { ownerDoor.Bump(r); ownerDoor.bCanClose = false; } } simulated function UnTouch(Actor Other) { // only allow closing when the touching array is empty // the reason 1 == empty is because the Other actor passed // to the UnTouch call has not yet been removed from the // touching array. if(touching.Length <= 1 && ownerDoor.isPowered()) { ownerDoor.bCanClose = true; SetTimer(ownerDoor.StayOpenTime, false); } } simulated function Timer() { // if we can close... if(ownerDoor.bCanClose) ownerDoor.gotoState('SensorControlled', 'Close'); } defaultproperties { bHidden = true bCollideActors = true bOnlyAffectPawns = true } |
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