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class ObjectSpawnPoint extends BaseDevice; var() class<Actor> objectType "The type of object spawned at this spawn point"; var() float respawnDelay "How long before a new object is made available after the old object is destroyed"; var() Vector spawnOffset "Offset from the origin that the object appears at, possibly temporary, will have to be tuned depending on the type of object being spawned"; var() bool bCanSpawnMultiples "If false, the spawn point must wait until the previous object taken from it is used up or destroyed before it can spawn a new object. Otherwise, a new object is spawned once the existing object is taken by a character and the respawn delay elapses"; var() Rotator spawnRotationOffset "Rotation offset to be applied to the object when spawned"; var() Name objectAttachBone "Bone on SpawnPoint that the object is attached to when spawned"; var() float useableObjectCollisionHeight; var() float useableObjectCollisionRadius; var() Vector useableObjectOffset; var Actor spawnedObject; // use with care on client. prefer signal events. var ObjectSpawnUseableObject useableObject; var float respawnAnimTime; var bool bHoldingObject; var bool bWatchingObject; var bool bFirstSpawn; var bool bWaitingForObject; var bool bFinishedDeployEnd; var bool bFinishedClosing; replication { reliable if (Role == ROLE_Authority) spawnedObject, respawnAnimTime, bHoldingObject, bWatchingObject, bFirstSpawn, bWaitingForObject, bFinishedDeployEnd, bFinishedClosing; } function PostBeginPlay() { local vector useableOffset; super.PostBeginPlay(); useableOffset = useableObjectOffset >> rotation; useableOffset += Location; useableObject = spawn(class'ObjectSpawnUseableObject',self,,useableOffset,Rotation); useableObject.SetCollisionSize(useableObjectCollisionRadius, useableObjectCollisionHeight); UseablePoints[0] = useableObject.GetUseablePoint(); UseablePointsValid[0] = UP_Valid; } simulated function Destroyed() { if (useableObject != None) useableObject.Destroy(); Super.Destroyed(); } // spawnObject function spawnObject() { local Vector spawnLocation; local Rotator spawnRotation; if (objectType == None) return; spawnLocation = spawnOffset >> rotation; spawnLocation += Location; spawnRotation = spawnRotationOffset + rotation; spawnedObject = spawn(objectType, , , spawnLocation, spawnRotation); if (spawnedObject != None) { spawnedObject.SetPhysics(PHYS_None); spawnedObject.Instigator = self; if (objectAttachBone != '') { AttachToBone(spawnedObject, objectAttachBone); spawnedObject.bReplicateMovement = true; } TriggerEffectEvent('SpawnObject'); if (Rook(spawnedObject) != None) Rook(spawnedObject).setTeam(team()); else if (Deployable(spawnedObject) != None) { Deployable(spawnedObject).team = team(); spawnedObject.GotoState('DeployableStation'); } bHoldingObject = true; } else { log("ObjectSpawnPoint "$label$" couldn't spawn its object"); bHoldingObject = false; } } simulated function bool CanBeUsedBy(Character CharacterUser) { return super.CanBeUsedBy(CharacterUser); } // OnPlayerUsed function OnPlayerUsed(Pawn Other) { local Character c; local Deployable d; c = Character(Other); d = Deployable(spawnedObject); if (d != None && c != None) { if (d.canPickup(c)) { d.team = team(); d.pickup(c); // no longer a valid useable point UseablePointsValid[0] = UP_NotValid; bHoldingObject = false; } } } simulated function bool isOpenedAnimPlaying(Name animName) { return animName == 'Open' || animName == 'DeployStart' || animName == 'DeployEnd'; } simulated latent function latentExecuteActive() { local float lastTime; if (respawnAnimTime != 0) Goto RespawnAnimClosing; if (bHoldingObject) Goto HoldingObject; else if (bWatchingObject) Goto WatchingObject; else if (bWaitingForObject) Goto WaitingForRespawn; else if (bFinishedDeployEnd) Goto FinishedDeployEnd; else if (bFinishedClosing) Goto FinishedClosing; else { if (!bFirstSpawn) Goto WaitingForRespawn; else bFirstSpawn = false; } SpawnObject: PlayBDAnim('DeployStart'); TriggerEffectEvent('DeployableSpawned'); bWaitingForObject = false; spawnObject(); // server-only call while (spawnedObject == None) Sleep(0.1); // may have to wait on client for object reference to replicate UseablePointsValid[0] = UP_Valid; HoldingObject: // check if object was collected if (!bHoldingObject) { if (bCanSpawnMultiples) { bWatchingObject = false; StopAnimating(); goto WaitingForRespawn; // we don't care about the object's death if we can spawn multiples } else { bWatchingObject = true; goto WatchingObject; } } Sleep(0.5); goto HoldingObject; WatchingObject: // waiting for the spawned object to die if (!bWatchingObject) { StopAnimating(); goto WaitingForRespawn; } if (Role == ROLE_Authority) { if (spawnedObject == None || spawnedObject.bDeleteMe) { bWatchingObject = false; } } Sleep(0.5); goto WatchingObject; WaitingForRespawn: bFinishedDeployEnd = false; bWaitingForObject = true; if (!IsAnimating()) { PlayBDAnim('DeployEnd'); } FinishAnim(0); FinishedDeployEnd: bWaitingForObject = false; bFinishedDeployEnd = true; while (Role != ROLE_Authority && (respawnAnimTime == 0 && HasAnim('Closing'))) { if (spawnedObject != None) goto SpawnObject; Sleep(0); } RespawnAnimClosing: // respawnAnimTime is used to sync anim on client only if (Role == ROLE_Authority) respawnAnimTime = GetAnimLength('Closing') * respawnDelay; PlayAnim('Closing', 1.0 / respawnAnimTime,, 0); savedAnim = 'Closing'; lastTime = Level.TimeSeconds; while (true) { Sleep(0); respawnAnimTime -= Level.TimeSeconds - lastTime; // stop deployable poking through station on client if (Level.NetMode == NM_Client && spawnedObject != None) spawnedObject.bHidden = true; if (!IsAnimating()) break; } StopAnimating(); respawnAnimTime = 0; FinishedClosing: if (spawnedObject != None) spawnedObject.bHidden = false; bFinishedDeployEnd = false; bFinishedClosing = true; if (!IsAnimating()) { PlayBDAnim('Opening'); } FinishAnim(0); while (Role != ROLE_Authority && spawnedObject == None) { Sleep(0); } bFinishedClosing = false; goto SpawnObject; } // State Unpowered simulated state Unpowered { simulated function BeginState() { super.BeginState(); destroyHeldObject(); UseablePointsValid[0] = UP_NotValid; } Begin: if (!bInitialization) { PlayBDAnim('Closing'); FinishAnim(); } LoopBDAnim('Closed'); } // State Destructed simulated state Destructed { simulated function BeginState() { super.BeginState(); destroyHeldObject(); UseablePointsValid[0] = UP_NotValid; } } function destroyHeldObject() { if (bHoldingObject) { if (spawnedObject != None) { spawnedObject.Destroy(); spawnedObject = None; } bHoldingObject = false; bWatchingObject = false; bWaitingForObject = false; bFinishedDeployEnd = false; bFinishedClosing = false; } } function onTeamChange() { super.onTeamChange(); destroyHeldObject(); } defaultproperties { bReplicateAnimations = false bWorldGeometry = false objectAttachBone = "deployable" useableObjectCollisionHeight = 80 useableObjectCollisionRadius = 60 useableObjectOffset = (X=0,Y=40,Z=0) bFirstSpawn = true; } |
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