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Gameplay.EnergyBarrier


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//
// 
//
class EnergyBarrier extends BaseDevice implements PathfindingObstacle
	native;

simulated state Active
{
	simulated function BeginState()
	{
		super.BeginState();
		setCollision(true, true, true);
		bHidden = false;
		HavokSetBlocking(true);
	}
}

simulated state Damaged
{
	simulated function BeginState()
	{
		super.BeginState();
		setCollision(true, true, true);
		bHidden = false;
		HavokSetBlocking(true);
	}
}

simulated state UnPowered
{
	simulated function BeginState()
	{
		super.BeginState();
		setCollision(false, false, false);
		bHidden = true;
		HavokSetBlocking(false);
	}
}

simulated state Disabled
{
	simulated function BeginState()
	{
		super.BeginState();
		setCollision(false, false, false);
		bHidden = true;
		HavokSetBlocking(false);
	}
}

simulated state Destructed
{
	simulated function BeginState()
	{
		super.BeginState();
		setCollision(false, false, false);
		bHidden = true;
		HavokSetBlocking(false);
	}
}

function bool canBePassed(name teamName)
{
	return (teamName == 'None') || (team() == None) || (teamName == team().name);
}

// Energybarriers should be bAlwaysRelevant. They send hardly any data and because they're usually placed within geometry, the
// relevance raytrace tends not to hit them when it should.
defaultproperties
{
	Mesh = None		// This has to be here, or else rooks wont collide with the statis mesh
	StaticMesh = StaticMesh'FX.EnergyBarrier512'
	DrawType = DT_StaticMesh
	bCanBeDamaged = false

	bUseAlternateSelfIllumMaterial = true

	bAIThreat		= false

	bCollideActors	= true
	bCollideWorld	= false
    bProjTarget		= true
	bBlockActors	= true
	bBlockPlayers	= true
	bWorldGeometry	= true
	bBlockKarma		= true

	bBlockHavok		= true

	bAlwaysRelevant = true

	teamSpecificHavokCollisionFiltering = true
}

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Class file time: ne 5.9.2004 15:53:20.000 - Creation time: st 23.5.2018 00:10:43.254 - Created with UnCodeX