72 lines
1.8 KiB
Ucode
72 lines
1.8 KiB
Ucode
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//=============================================================================
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// KFSeqAct_BloodRain
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//=============================================================================
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// Action that activates or deactivates KFBloodRainVolumes
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2018 Tripwire Interactive LLC
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//=============================================================================
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class KFSeqAct_BloodRain extends SequenceAction;
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event Activated()
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{
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local WorldInfo WI;
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local SeqVar_Object ObjVar;
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local KFBloodRainVolume BRV;
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local bool bVolumesAreActive;
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WI = GetWorldInfo();
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if (WI == none || WI.NetMode == NM_DedicatedServer)
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{
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return;
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}
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if (InputLinks[0].bHasImpulse)
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{
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bVolumesAreActive = true;
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}
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else if (InputLinks[1].bHasImpulse)
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{
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bVolumesAreActive = false;
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}
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else
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{
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return;
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}
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if (VariableLinks[0].LinkedVariables.Length == 0)
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{
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// if we haven't specified any volumes, (de)activate them all
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foreach WI.AllActors(class'KFBloodRainVolume', BRV)
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{
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BRV.SetActive(bVolumesAreActive);
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}
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}
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else
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{
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// otherwise, (de)activate the specified volumes
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foreach LinkedVariables(class'SeqVar_Object', ObjVar, "Specific Blood Rain Volumes (if none are specified, all are used)")
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{
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BRV = KFBloodRainVolume(ObjVar.GetObjectValue());
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if (BRV != none)
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{
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BRV.SetActive(bVolumesAreActive);
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}
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}
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}
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}
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defaultproperties
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{
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ObjCategory="Killing Floor"
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ObjName="Blood Rain"
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InputLinks(0)=(LinkDesc="Start")
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InputLinks(1)=(LinkDesc="Stop")
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VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Specific Blood Rain Volumes (if none are specified, all are used)",PropertyName="",MaxVars=255)
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OutputLinks.Empty
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EventLinks.Empty
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}
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