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// // A camera that takes control of the players viewport // class PlayerControllerCamera extends BaseCamera placeable; var PlayerCharacterController controlledPCC; var Pawn playerPawn; var() float FOV; var() float viewDuration; var() bool allowPlayerControlledReturn; function takeControl(PlayerCharacterController pcc) { AssertWithDescription(!pcc.IsInState('CameraControlled'), label $ " tried to take control of the players view. The Players view is already controlled by " $ pcc.controllingCamera.label $ ". A camera must return control to the player before another camera can take control"); playerPawn = pcc.pawn; pcc.unpossess(); pcc.controllingCamera = self; pcc.GotoState('CameraControlled'); pcc.SetFOV(FOV); pcc.myHud.bHideHud = true; controlledPCC = pcc; GotoState('Play'); } // Allow the player to control when the camera is returned function playerControlledReturn() { if (allowPlayerControlledReturn) endControl(); } // Allow a scripting action to return the camera to the player function actionControlledReturn() { endControl(); } function private endControl() { if (IsInState('Play')) { controlledPCC.myHud.bHideHud = false; controlledPCC.ResetFOV(); SetTimer(0.0, false); GotoState(''); controlledPCC.possess(playerPawn); } } state Play { function BeginState() { controlledPCC.SetLocation(Location); controlledPCC.SetRotation(Rotation); SetTimer(viewDuration, false); } function Timer() { endControl(); } } defaultproperties { FOV = 90.0 allowPlayerControlledReturn = true bHidden = true bDirectional = true Texture = Texture'Engine_res.S_Camera' } |
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