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class UseableObject extends Engine.Actor; var(UseableObject) localized string prompt "Prompt shown to the user when they are within range of using this object. Specific objects may specify other prompts, this is the default."; var(UseableObject) float priority "What priority this Useableobject has over another if they are conflicting"; var(UseableObject) Vector markerOffset "The offset of the objects representation in the game world from the useable object center"; // true implies this object should always be used regardless of priority var bool bAlwaysUse; // true implies this object should never be shown if it cannot be used var bool bDoNotPromptWhenNotUseable; function InventoryStationAccess getCorrespondingInventoryStation() { return None; } function UsedBy(Pawn user) { if (owner != None) owner.dispatchMessage(new class'MessageUsed'(owner.Label, user.Label)); else dispatchMessage(new class'MessageUsed'(Label, user.Label)); } // // Called to check if the UseableObject can be used // by a specific actor. // function bool CanBeUsedBy(Pawn user) { return true; } function class<Actor> GetPromptDataClass() { return None; } simulated function Vector GetUseablePoint() { return Location + (markerOffset >> Rotation); } function byte GetPromptIndex(Character PotentialUser) { if(CanBeUsedBy(PotentialUser)) return 0; else return 255; } // returns a prompt string based on the prompt index static function string GetPrompt(byte PromptIndex, class<Actor> dataClass) { if(PromptIndex == 255) return ""; return default.prompt; } defaultproperties { bHidden=true bCollideActors=true Texture=Texture'Engine_res.S_Trigger' bAlwaysUse=false prompt="Press '%1' to use this object" } |
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