188 lines
4.4 KiB
Ucode
188 lines
4.4 KiB
Ucode
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/**
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*
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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/** used to mark a door; handles the usability of paths through it and any special actions needed to open it */
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class DoorMarker extends NavigationPoint
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placeable
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native;
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/** the door mover associated with this marker */
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var() InterpActor MyDoor;
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/** how do we open this door? */
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var() enum EDoorType
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{
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DOOR_Shoot,
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DOOR_Touch,
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} DoorType;
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/** trigger for the door; if specified, the opening action will be done to the trigger instead of the door */
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var() Actor DoorTrigger;
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/** if true, AI should wait until the door has completely finished opening before trying to move through */
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var() bool bWaitUntilCompletelyOpened;
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/** if true, means that the initial position of the mover blocks navigation */
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var() bool bInitiallyClosed;
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/** if true, don't even try to go through this path if door is closed */
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var() bool bBlockedWhenClosed;
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/** whether or not the door is currently open */
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var bool bDoorOpen;
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/** internal - used in path building */
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var const transient bool bTempDisabledCollision;
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cpptext
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{
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virtual AActor* AssociatedLevelGeometry();
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virtual UBOOL HasAssociatedLevelGeometry(AActor* Other);
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virtual void PrePath();
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virtual void PostPath();
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virtual void FindBase();
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#if WITH_EDITOR
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virtual void CheckForErrors();
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#endif
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}
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event PostBeginPlay()
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{
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bBlocked = (bInitiallyClosed && bBlockedWhenClosed);
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bDoorOpen = !bInitiallyClosed;
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Super.PostBeginPlay();
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}
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function MoverOpened()
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{
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bBlocked = (!bInitiallyClosed && bBlockedWhenClosed);
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bDoorOpen = bInitiallyClosed;
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WorldInfo.Game.NotifyNavigationChanged(self);
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}
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function MoverClosed()
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{
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bBlocked = (bInitiallyClosed && bBlockedWhenClosed);
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bDoorOpen = !bInitiallyClosed;
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WorldInfo.Game.NotifyNavigationChanged(self);
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}
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event Actor SpecialHandling(Pawn Other)
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{
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local Actor TouchActor;
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if (bDoorOpen || MyDoor == None || bInitiallyClosed == (bDoorOpen || VSizeSq(MyDoor.Velocity) > 1.f))
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{
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return self;
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}
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else if (DoorType == DOOR_Touch)
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{
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if (DoorTrigger == None)
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{
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return MyDoor;
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}
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else
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{
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TouchActor = DoorTrigger.SpecialHandling(Other);
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if (TouchActor == None)
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{
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TouchActor = DoorTrigger;
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}
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return TouchActor;
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}
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}
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else
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{
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return self;
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}
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}
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function bool ProceedWithMove(Pawn Other)
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{
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if (DoorType == DOOR_Shoot && Other.Controller.Focus == MyDoor)
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{
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Other.Controller.StopFiring();
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}
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if (bDoorOpen || DoorType != DOOR_Shoot)
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{
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return true;
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}
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// door still needs to be shot
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Other.Controller.Focus = (DoorTrigger != None) ? DoorTrigger : MyDoor;
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if (!Other.Controller.FireWeaponAt(Other.Controller.Focus))
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{
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// failed to fire at mover, try again later
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Other.Controller.MoveTimer = 0.25f;
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}
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else if (bWaitUntilCompletelyOpened)
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{
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Other.Controller.WaitForMover(MyDoor);
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}
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return false;
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}
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/** tell Other what to do to open the door
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* @param Other the Controller to tell what to do
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* @return true if Other needs to wait for the door, false if it doesn't need to do anything further
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*/
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event bool SuggestMovePreparation(Pawn Other)
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{
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if (bDoorOpen || MyDoor == None)
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{
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return false;
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}
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else if (VSizeSq(MyDoor.Velocity) > 1.f)
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{
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Other.Controller.WaitForMover(MyDoor);
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return true;
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}
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else if (DoorType == DOOR_Shoot)
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{
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Other.Controller.Focus = (DoorTrigger != None) ? DoorTrigger : MyDoor;
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if (!Other.Controller.FireWeaponAt(Other.Controller.Focus))
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{
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// failed to fire at mover, try again later
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Other.Controller.MoveTimer = 0.25f;
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Other.Controller.bPreparingMove = true;
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return true;
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}
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else if (bWaitUntilCompletelyOpened)
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{
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Other.Controller.WaitForMover(MyDoor);
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Other.Controller.bPreparingMove = true;
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return true;
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}
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else
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{
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return false;
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}
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}
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else if (DoorType == DOOR_Touch && DoorTrigger != None && Other.Controller.ActorReachable(DoorTrigger))
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{
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// go to trigger instead
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if (Other.Controller.Focus == Other.Controller.MoveTarget)
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{
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Other.Controller.Focus = DoorTrigger;
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}
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Other.Controller.MoveTarget = DoorTrigger;
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Other.Controller.CurrentPath = None;
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Other.Controller.NextRoutePath = None;
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return false;
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}
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else
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{
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return false;
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}
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}
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defaultproperties
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{
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RemoteRole=ROLE_None
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bNoDelete=true
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ExtraCost=100
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bInitiallyClosed=true
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bSpecialMove=true
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}
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