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//----------------------------------------------------------- // //----------------------------------------------------------- class TribesTVStudioViewSelector extends Actor; var string description; var texture icon; var int id; //Assigned runtime var array<TribesTVStudioTestController> controllerlist; var int curMode; struct TargetPriority { var string name; var float priority; }; var array<TargetPriority> targets; //Called by our creator when our id is known function AssignID (int nr) { id = nr; } function PostBeginPlay() { curMode = -1; } //Return false if this VS is inappropiate for current game function bool runnable () { return true; } function DeleteController (int index) { local int j; for (j=index+1; j < controllerlist.length; j++) { controllerlist[j-1] = controllerlist[j]; } controllerlist.length = controllerlist.length - 1; } function RemoveController (TribesTVStudioTestController c) { local int i; //Start with resetting priorities for us on that controller for (i = 0; i < targets.length; ++i) { c.SetTargetPriority (targets[i].name, 0, id); } //find position for (i = 0; i < controllerlist.length; ++i) { if (controllerlist[i] == c) break; } //not found? if (i == controllerlist.length) return; DeleteController (i); } //Adds a controller that we should instruct what to view function AddController (TribesTVStudioTestController c) { local int i; //make sure it isn't already in the list for (i = 0; i < controllerlist.length; ++i) { if (controllerlist[i] == c) return; } controllerlist.length = controllerlist.length + 1; controllerlist[controllerlist.length - 1] = c; //Make sure this controller views what we currently want if (curmode != -1) { c.SetCamMode (curMode); } for (i = 0; i < targets.length; ++i) { c.SetTargetPriority(targets[i].name, targets[i].priority, id); } } //Calls setcamtarget on all listening controllers //also updates our internal list //after doing changes, call updatecamtarget function SetCamTarget (string target, float priority) { local int i; //Find target in prio list for (i=0; i < Targets.length; ++i) { if (targets[i].name == target) break; } //Not found? if (i == Targets.length) { Targets.length = Targets.length + 1; Targets[i].name = target; } //Update it Targets[i].priority = priority; for (i = 0; i < controllerlist.length; ++i) { //Since a controller could have gone missing we need to check if (controllerlist[i] == none) { DeleteController (i); i--; } else { controllerlist[i].settargetpriority (target, priority, id); } } } //Calls updateCamtarget on all listenings controllers function UpdateCamTarget () { local int i; for (i = 0; i < controllerlist.length; ++i) { //Since a controller could have gone missing we need to check if (controllerlist[i] == none) { DeleteController (i); i--; } else { controllerlist[i].updatecamtarget (); } } } //Calls setcammode on all listening controllers function SetCamMode (int mode) { local int i; curMode = mode; for (i = 0; i < controllerlist.length; ++i) { //Since a controller could have gone missing we need to check if (controllerlist[i] == none) { DeleteController (i); i--; } else { controllerlist[i].setcammode (mode); } } } DefaultProperties { bHidden=true description="superclass" icon=texture'tviIcon' } |
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