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class MPGoal extends MPActor; var() int teamGoalScore "The number of points an attacker scores for his team when a goal is scored"; var() int individualGoalScore "The number of points an attacker scores for himself when a goal is scored"; var() Material goalMaterial "The material the ball must touch in order to score a goal"; // Effects var bool bGoalEffect; var bool bLocalGoalEffect; var() name goalScoredAnimation "The name of an animation to play when a goal is scored"; var(EffectEvents) name goalScoredEffectEvent "The name of an effect event that plays once on the goal when a goal is scored."; var MPBall ballRef; var bool bInitialization; replication { reliable if (Role == ROLE_Authority) bGoalEffect; } // PostBeginPlay function PostBeginPlay() { Super.PostBeginPlay(); } simulated function PostNetReceive() { Super.PostNetReceive(); updateGoalEffects(); } simulated function updateGoalEffects() { if (bGoalEffect != bLocalGoalEffect) { bLocalGoalEffect = bGoalEffect; if (!bInitialization) { if (team() != None) TriggerEffectEvent(goalScoredEffectEvent,,,,,,,,team().Class.name); else TriggerEffectEvent(goalScoredEffectEvent); if (hasAnim(goalScoredAnimation)) PlayAnim(goalScoredAnimation); } } bInitialization = false; } // Bump function Touch(Actor Other) { local MPBall ball; local TeamInfo t; local Vector HitLocation, HitNormal, StartTrace, EndTrace; local Actor Check; local Material MaterialHit; local int i; ball = MPBall(Other); if (ball == None) return; // Check for goal by determining the material the ball hit StartTrace = Other.Location; EndTrace = Location;// + (Normal(Other.Velocity) * 100.0); Check = Other.Trace( HitLocation, HitNormal, EndTrace, StartTrace, true, vect(0,0,0), MaterialHit ); //Log("GOAL check ="$Check$", mat = "$MaterialHit$", start = "$StartTrace$", end = "$EndTrace$", vel = "$Other.Velocity); if (MaterialHit != goalMaterial) { //Other.HitWall(HitNormal, self); // Remove from touching array so that touch is called again for (i=0; i<Touching.Length; i++) { if (Touching[i] == ball) Touching.Remove(i, 1); } return; } // Hide the ball and wait half a second before returning it // This is partly to handle the case where someone scores from point blank range, which // can result in state confusion ball.bHidden = true; ballRef = ball; SetTimer(0.5, false); bGoalEffect = !bGoalEffect; updateGoalEffects(); if (ball.lastCarrier.team() != team()) { scoreTeam(teamGoalScore, ball.lastCarrier.team()); scoreIndividual(ball.lastCarrier, individualGoalScore); //Level.Game.Broadcast(self, "GOOOOOOOOOOOOOOAAAAL!!!"); Level.Game.BroadcastLocalized(self, ball.Class.default.CarryableMessageClass, 5, ball.lastCarrier.team()); if (ball.Class.default.SecondaryMessageClass != None) Level.Game.BroadcastLocalized(self, ball.Class.default.SecondaryMessageClass, 5, ball.lastCarrier.playerReplicationInfo); dispatchMessage(new class'MessageGoalScored'(label, ball.lastCarrier.label, ball.lastCarrier.getTeamLabel(), ball.label)); } else { // If someone scores on their own team's goal, all other teams get a point ForEach DynamicActors(class'TeamInfo', t) { if (t != ball.lastCarrier.team()) { dispatchMessage(new class'MessageGoalScored'(label, ball.lastCarrier.label, t.label, ball.label)); scoreTeam(teamGoalScore, t); } } } } function Timer() { ballRef.onGoal(self); ballRef.bHidden = false; ballRef = None; } defaultproperties { DrawType = DT_StaticMesh StaticMesh = StaticMesh'MPGameObjects.goal' bCollideActors = true bCollideWorld = true bBlockActors = true bBlockPlayers = true bMovable = false bNetNotify = true //bUseCylinderCollision = true teamGoalScore = 1 individualGoalScore = 10 goalMaterial = Material'MPGameObjects.GoalMouthShader' goalScoredEffectEvent = Scored bSkipEncroachment = true bInitialization = true } |
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