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/////////////////////////////////////////////////////////////////////////////// // // Emergency Station // class EmergencyStation extends BaseDevice native; // // Access point variables // var(EmergencyStation) float accessPointOffset "Offset of the access area from the Emergency station"; var(EmergencyStation) float accessRadius "Radius of the access area in front of the Emergency station"; var(EmergencyStation) float accessHeight "Height of the access area in front of the Emergency station"; var(EmergencyStation) Material activeLightSkin "The active light skin texture"; var(EmergencyStation) int activeLightSkinSlot "skin slot for the flashing light skin"; var(EmergencyStation) class<RepairPack> repairPackClass "class of repair pack to give"; var(EmergencyStation) class<EmergencyStationAccess> accessClass "Access Class to spawn"; var(EmergencyStation) float respawnDelay "Duration of repair pack respawn"; var EmergencyStationAccess access; var bool bForceIconVisible; // used to turn on icon in radar enum eBakeAnimationState { BAS_End, BAS_Start, BAS_Baking }; var eBakeAnimationState animationState; cpptext { virtual UBOOL canBeSeenBy(APawn* pawn) {return false;} // AI's can't see EmergencyStation's } function PostBeginPlay() { local Vector accessPointLocation; local Vector xAxis, zAxis; Super.PostBeginPlay(); // Place the access point in front of the emergency station (along the y axis) GetAxes(rotation, xAxis, accessPointLocation, zAxis); accessPointLocation *= accessPointOffset; accessPointLocation += location; // create the access point access = spawn(accessClass, None, , accessPointLocation, Rotation); access.setCollision(true, false, false); access.setCollisionSize(accessRadius, accessHeight); // set self as access control access.initialise(self); // Update the useable points array UseablePoints[0] = access.GetUseablePoint(); UseablePointsValid[0] = UP_Valid; } simulated function tick(float deltaSeconds) { super.tick(deltaSeconds); // animation processing if (Role == ROLE_Authority) { switch (animationState) { case BAS_Start: if (!isAnimating()) { // start bake animation savedAnim = 'Bake'; bLoopSavedAnim = false; PlayAnim('Bake', GetAnimLength('Bake') / respawnDelay); animationState = BAS_Baking; } break; case BAS_Baking: if (!isAnimating()) { // start end animation PlayBDAnim('End'); animationState = BAS_End; } break; } } } function bool isRepairPackAvailable() { return animationState == BAS_End; } simulated function Destroyed() { // Delete spawned access class if (access != None) access.Destroy(); Super.Destroyed(); } // State Unpowered simulated state Unpowered { simulated function BeginState() { // Play flashing light animation Skins[ActiveLightSkinSlot] = activeLightSkin; // start the alarm TriggerEffectEvent('Alarm'); } } // State Active simulated state Active { simulated function BeginState() { // Stop flashing light animation Skins[ActiveLightSkinSlot] = None; // stop the alarm UnTriggerEffectEvent('Alarm'); } } function repairPackTaken() { PlayBDAnim('Start'); animationState = BAS_Start; } function bool isOnCharactersTeam(Character testCharacter) { return isFriendly(testCharacter); } function bool canBeSensed() { return bForceIconVisible; } // its always functional function bool isFunctional() { return true; } defaultproperties { Mesh = SkeletalMesh'BaseObjects.RepairStation' DrawType = DT_Mesh ActiveLightSkin = shader'BaseObjects.vstationlightshader' ActiveLightSkinSlot = 3 bReplicateAnimations = true bCanBeDamaged = false bAIThreat = false accessRadius = 50 accessHeight = 80 accessClass = class'Gameplay.EmergencyStationAccess' repairPackClass = class'Gameplay.RepairPack' respawnDelay = 5 } |
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