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KF2-Dev-Scripts/KFGame/Classes/KFDialogEnvironmentVolume.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFDialogEnvironmentVolume
//=============================================================================
// Volume that triggers dialog based on environment settings
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFDialogEnvironmentVolume extends Volume
hidecategories(Volume,Collision,Attachment,Physics,Mobile)
placeable;
`include(KFGameDialog.uci)
enum EDialogEnvironment
{
DENV_DarkOutside,
DENV_DarkInside,
DENV_Raining,
DENV_ColdInside,
DENV_ColdOutside,
DENV_HotInside,
DENV_HotOutside,
DENV_Foggy,
DENV_Snow,
DENV_Gross,
DENV_Smelly,
DENV_HighTech,
DENV_OldSchoolHighTech,
DENV_Cloning,
DENV_Experiments,
DENV_Torture,
DENV_BioMatter,
DENV_Aftermath,
DENV_Cave,
DENV_Underground
};
var() EDialogEnvironment Environment;
event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )
{
local KFPawn_Human KFPH;
super.Touch(Other, OtherComp, HitLocation, HitNormal);
KFPH = KFPawn_Human(Other);
if ( KFPH == none )
{
return;
}
KFPH.EnvironmentDialogEventID = `SITU_DarkOutside + Environment;
}
event Untouch( Actor Other )
{
local KFPawn_Human KFPH;
super.Untouch(Other);
KFPH = KFPawn_Human(Other);
if ( KFPH == none )
{
return;
}
if( KFPH.EnvironmentDialogEventID == `SITU_DarkOutside + Environment )
{
KFPH.EnvironmentDialogEventID = 0;
}
}