165 lines
3.9 KiB
Ucode
165 lines
3.9 KiB
Ucode
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//=============================================================================
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// KFDoorTrigger
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//=============================================================================
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// Simple trigger used for doors to bypass kismet
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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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// - Andrew "Strago" Ladenberger
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//=============================================================================
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class KFDoorTrigger extends KFTrigger_ChokePoint
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placeable
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native
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implements(KFInterface_Usable);
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/** reference to actor to play open/close animations */
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var() KFDoorActor DoorActor;
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cpptext
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{
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#if WITH_EDITOR
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virtual void CheckForErrors(); // Skip 'Trigger is not referenced' warning
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#endif
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}
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simulated event PostBeginPlay()
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{
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/** Set our door actors trigger reference to be us */
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if( DoorActor != none )
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{
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DoorActor.DoorTrigger = self;
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}
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}
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simulated event Touch(Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal)
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{
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local KFPawn_Scripted ScriptedPawn;
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Super.Touch(Other, OtherComp, HitLocation, HitNormal);
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if( Role == ROLE_Authority )
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{
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class'KFPlayerController'.static.UpdateInteractionMessages( Other );
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// touched a scripted pawn
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ScriptedPawn = KFPawn_Scripted(Other);
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if (ScriptedPawn != none && DoorActor != none)
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{
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// disable closing the door while the scripted pawn is moving through
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DoorActor.bCanCloseDoor = false;
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// if the door is closed, tell the scripted pawn to wait until the door is opened
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if (!DoorActor.bIsDoorOpen && !DoorActor.bIsDestroyed)
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{
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ScriptedPawn.StartDoorWait(DoorActor);
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}
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}
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}
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}
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simulated event UnTouch(Actor Other)
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{
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local KFPawn_Scripted ScriptedPawn;
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super.UnTouch( Other );
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if( Role == ROLE_Authority )
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{
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class'KFPlayerController'.static.UpdateInteractionMessages( Other );
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// stopped touched a scripted pawn
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ScriptedPawn = KFPawn_Scripted(Other);
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if (ScriptedPawn != none && DoorActor != none)
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{
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// tell the door that it can be closed again
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DoorActor.bCanCloseDoor = true;
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}
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}
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}
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/** Update interaction message (toggle between use and repair) */
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function OnDestroyOrReset()
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{
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local KFPawn_Human P;
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foreach TouchingActors(class'KFPawn_Human', P)
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{
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class'KFPlayerController'.static.UpdateInteractionMessages( P );
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}
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}
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simulated function bool GetIsUsable( Pawn User )
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{
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local bool bCanRepairDoors;
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local KFPawn KFP;
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KFP = KFPawn( User );
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bCanRepairDoors = ( KFP != none && KFP.GetPerk() != none && KFP.GetPerk().CanRepairDoors() );
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if ( DoorActor != None && (bCanRepairDoors || !DoorActor.bIsDestroyed) )
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{
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return true;
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}
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return false;
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}
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function int GetInteractionIndex( Pawn User )
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{
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if ( DoorActor.bIsDestroyed )
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{
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return IMT_RepairDoor;
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}
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else if( DoorActor.WeldIntegrity > 0 )
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{
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if( User.Weapon != none && User.Weapon.Class.Name == 'KFWeap_Welder' )
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{
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return INDEX_NONE;
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}
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return IMT_UseDoorWelded;
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}
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else
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{
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return IMT_UseDoor;
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}
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}
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function bool UsedBy(Pawn User)
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{
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if ( GetIsUsable( User ) )
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{
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DoorActor.UseDoor(User);
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return true;
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}
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return false;
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}
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simulated function bool CanRestoreChokeCollision(KFPawn_Monster KFPM)
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{
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// If the door is closed, restore our collision
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if( !DoorActor.IsCompletelyOpen() )
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{
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return true;
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}
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return super.CanRestoreChokeCollision(KFPM);
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}
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simulated function bool CanReduceTeammateCollision()
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{
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return bReduceTeammateCollision && DoorActor.IsCompletelyOpen();
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}
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simulated function bool PartialReduceTeammateCollision()
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{
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return bReduceTeammateCollision && DoorActor.WeldIntegrity > 0 && DoorActor.Health > 0;
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}
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DefaultProperties
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{
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Begin Object NAME=CollisionCylinder LegacyClassName=Trigger_TriggerCylinderComponent_Class
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CollisionRadius=+00200.000000
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CollisionHeight=+00100.000000
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End Object
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bProjTarget=false
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}
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