72 lines
1.6 KiB
Ucode
72 lines
1.6 KiB
Ucode
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//=============================================================================
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// KFDialogEnvironmentVolume
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//=============================================================================
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// Volume that triggers dialog based on environment settings
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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//=============================================================================
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class KFDialogEnvironmentVolume extends Volume
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hidecategories(Volume,Collision,Attachment,Physics,Mobile)
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placeable;
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`include(KFGameDialog.uci)
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enum EDialogEnvironment
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{
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DENV_DarkOutside,
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DENV_DarkInside,
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DENV_Raining,
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DENV_ColdInside,
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DENV_ColdOutside,
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DENV_HotInside,
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DENV_HotOutside,
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DENV_Foggy,
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DENV_Snow,
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DENV_Gross,
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DENV_Smelly,
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DENV_HighTech,
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DENV_OldSchoolHighTech,
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DENV_Cloning,
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DENV_Experiments,
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DENV_Torture,
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DENV_BioMatter,
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DENV_Aftermath,
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DENV_Cave,
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DENV_Underground
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};
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var() EDialogEnvironment Environment;
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event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )
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{
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local KFPawn_Human KFPH;
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super.Touch(Other, OtherComp, HitLocation, HitNormal);
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KFPH = KFPawn_Human(Other);
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if ( KFPH == none )
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{
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return;
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}
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KFPH.EnvironmentDialogEventID = `SITU_DarkOutside + Environment;
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}
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event Untouch( Actor Other )
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{
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local KFPawn_Human KFPH;
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super.Untouch(Other);
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KFPH = KFPawn_Human(Other);
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if ( KFPH == none )
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{
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return;
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}
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if( KFPH.EnvironmentDialogEventID == `SITU_DarkOutside + Environment )
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{
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KFPH.EnvironmentDialogEventID = 0;
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}
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}
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