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// // SpawnArray class. // // Triggers an effect event when a player spawns. // class SpawnArray extends BaseDevice; var() Name spawnAnimation "The name of the animation to play when a player spawns."; var(Effectevents) Name spawnedEffectEvent "The name of the effect event to trigger when a player spawns."; var() float useableObjectCollisionHeight; var() float useableObjectCollisionRadius; var() class<SpawnArrayUseableObject> accessClass "Access class to use"; var() float minimumTimeBetweenSpawnEffects "The number of seconds that must pass before repeated spawn effects will play."; var bool bSpawnEffect; var bool bLocalSpawnEffect; var SpawnArrayUseableObject access; var localized string cantUseSpawnTowerMessage; var float lastSpawnEffectTime; replication { reliable if (Role == ROLE_Authority) bSpawnEffect; } function PostBeginPlay() { access = Spawn(accessClass, self,, Location, Rotation); access.SetCollisionSize(useableObjectCollisionRadius, useableObjectCollisionHeight); // Update useable points array UseablePoints[0] = access.GetUseablePoint(); UseablePointsValid[0] = UP_Valid; } function Destroyed() { Super.Destroyed(); if (access != None) access.Destroy(); } // // Called when a player spawns // function PlayerSpawned() { bSpawnEffect = !bSpawnEffect; playSpawnEffects(); } simulated function PostNetReceive() { Super.PostNetReceive(); if (bLocalSpawnEffect != bSpawnEffect) { bLocalSpawnEffect = bSpawnEffect; playSpawnEffects(); } } simulated function playSpawnEffects() { PlayAnim(spawnAnimation); TriggerEffectEvent(spawnedEffectEvent,,,,,,,,team().Class.Name); } function use(Pawn user) { // Allow user to teleport to any other spawn array // Eventually this should allow you to keep your equipment. For now, just display the // respawn screen. // Don't allow players who are carrying carryables to use the spawn array if (Character(user) != None && Character(user).numDroppableCarryables() == 0) { PlayerCharacterController(user.Controller).SelectTeleport(); } else { // Should display a prompt message if the player can't use it. This should be implemented the // same way as all other prompts (which aren't yet implemented?) // For now just send a message user.ClientMessage(cantUseSpawnTowerMessage); } } defaultproperties { Mesh = SkeletalMesh'BaseObjects.SpawnTower' DrawType = DT_Mesh bNetNotify = true useableObjectCollisionHeight = 150 useableObjectCollisionRadius = 300 accessClass = class'Gameplay.SpawnArrayUseableObject' cantUseSpawnTowerMessage = "You can't use a spawn tower while carrying a game object." bAlwaysRelevant = true NetPriority = 0.5 spawnAnimation = SpawnTower spawnedEffectEvent = PlayerSpawned bCanBeDamaged = false } |
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