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class MPTeamScoreDecoration extends Engine.Actor placeable; var() Name defaultAnim "The animation that plays on the actor when it is spawned"; var() bool bLoopAnim "Animation looping on/off"; var() Name teamScoreAnim "The animation that plays on the actor when a team scores. Loops for decorateTime seconds."; var() float decorateTime "The lenght of time that effects and animations will be played when a team scores."; var() Name teamScoreEffectEvent "An effect event that gets triggered once when a team scores"; var() Name teamScoreEffectEventLoop "An effect event that loops for decorateTime seconds when a team scores"; var() MaterialSwitch teamScoreMaterialSwitch "An optional MaterialSwitch that switches for decorateTime seconds when a team scores"; var() int teamScoreMaterialSwitchIndex "The MaterialSwitch index to set when switching. Switches back to 0 after decorateTime seconds"; var bool bTeamScored; var bool bLocalTeamScored; replication { reliable if (Role == ROLE_Authority) bTeamScored; } simulated function PostBeginPlay() { Super.PostBeginPlay(); playIdleAnimation(); if (Level.NetMode != NM_Client) { registerMessage(class'MessageTeamScored', "All"); } } simulated function PostNetReceive() { Super.PostNetReceive(); updateDecorationEffects(); } // onMessage function onMessage(Message msg) { if (MessageTeamScored(msg) != None) { bTeamScored = true; updateDecorationEffects(); SetTimer(decorateTime, false); } } simulated function playIdleAnimation() { if (defaultAnim == '' || !hasAnim(defaultAnim)) return; if (bLoopAnim) { LoopAnim(defaultAnim); } else { PlayAnim(defaultAnim); } } simulated function updateDecorationEffects() { if (bLocalTeamScored != bTeamScored) { bLocalTeamScored = bTeamScored; if (!bTeamScored) { if (teamScoreEffectEventLoop != '') UnTriggerEffectEvent(teamScoreEffectEventLoop); if (teamScoreMaterialSwitch != None) teamScoreMaterialSwitch.set(0); playIdleAnimation(); } else { if (teamScoreEffectEventLoop != '') TriggerEffectEvent(teamScoreEffectEventLoop); if (teamScoreEffectEvent != '') TriggerEffectEvent(teamScoreEffectEvent); if (teamScoreMaterialSwitch != None) teamScoreMaterialSwitch.set(teamScoreMaterialSwitchIndex); if (teamScoreAnim != '' && hasAnim(teamScoreAnim)) LoopAnim(teamScoreAnim); } } } function Timer() { bTeamScored = false; updateDecorationEffects(); } defaultproperties { bCollideActors = true bProjTarget = true bNetNotify = true decorateTime = 5 teamScoreEffectEvent = teamScored teamScoreEffectEventLoop = teamScoredLoop teamScoreMaterialSwitchIndex = 1 } |
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