SFScoutBot.SFScoutBotRemote

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//=============================================================================
// Spatial Fear
// Class: SFScoutBotController
// Description: A device that lets a player to take control of a ScoutBot.
//              You have to set "event" of this to "tag" of ScoutBot that will
//              be controlled. When a ScoutBot linked to a remote is
//              destryed, remote is removed from inventory.              
//
//
// Code:  Jacek Zagrodzki
// Model: Ivan Tanzuira
//=============================================================================
class SFScoutBotRemote expands SFPickup;

#exec MESH IMPORT MESH=SFBotRemote ANIVFILE=MODELS\SFBotRemote_a.3d DATAFILE=MODELS\SFBotRemote_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SFBotRemote X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=SFBotRemote SEQ=All         STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFBotRemote SEQ=SFBotRemote STARTFRAME=0 NUMFRAMES=1

#exec TEXTURE IMPORT NAME=JSFBotRemote FILE=TEXTURES\SFBotRemote.PCX GROUP=Skins FLAGS=2

#exec MESHMAP NEW   MESHMAP=SFBotRemote MESH=SFBotRemote
#exec MESHMAP SCALE MESHMAP=SFBotRemote X=0.025 Y=0.025 Z=0.05

#exec MESHMAP SETTEXTURE MESHMAP=SFBotRemote NUM=1 TEXTURE=JSFBotRemote


var SFScoutBot		TargetBot;
var SFPlayer		OwnerPlayer;		// transistent ot cos takiego :)  FIX ME

var bool			bAdvancedTarget;		// if TRUE, TargetBot is pointing to SFAdvancedScoutBot, if FALSE - to SFScoutBot
								// tez transistent or cos :))

var travel name		AcrossLevelEvent;	// 



function PostBeginPlay()
{
	local vector	SpawnLoc;

	// searching for the first ScoutBot with matching tag:
	foreach AllActors(class'SFScoutBot', TargetBot)
	{
		if(TargetBot.tag == event)
		{
			if(TargetBot.IsA('SFAdvancedScoutBot'))
				bAdvancedTarget = true;
			else
				bAdvancedTarget = false;

			AcrossLevelEvent = Event;
			TargetBot.RemoteControl = Self;
			return;
		}
	}

	// if matching ScoutBot was not found, a new one is spawned near owner player (if there's one):
	if(OwnerPlayer != none)
	{
		SpawnLoc = OwnerPlayer.Location;
		SpawnLoc.z += 80;

		TargetBot = spawn(class'SFScoutBot', , , SpawnLoc);
		TargetBot.RemoteControl = Self;
	}
}

function Activate()
{
	if(TargetBot == None)
		return;

	Event = AcrossLevelEvent;
	TargetBot.Tag = Event;
	TargetBot.Trigger( Self, OwnerPlayer );
}

auto state Pickup
{
	// overiding this class to prevent auto triggering of a ScoutBot when a controlled is picked up
	function bool ValidTouch( actor Other )
	{
		OwnerPlayer = SFPlayer(Other);	// setting OwnerPlayer when controller is picked up :))

		if( Other.bIsPawn && Pawn(Other).bIsPlayer && (Pawn(Other).Health > 0) && Level.Game.PickupQuery(Pawn(Other), self) )
			return true;
		return false;
	}
}

defaultproperties
{
     ItemDescription="ScoutBot Remote Control:\nA controller device, used to gain access to the scout bot.\ATTENTION: Linking up to a bot will leaves the user in an unprotected state."
     ItemIcon=Texture'SfResource1.Icons.botremote'
     bIsActiveItem=True
     bManualPickup=True
     PickupViewMesh=LodMesh'SFScoutBot.SFBotRemote'
     Mesh=LodMesh'SFScoutBot.SFBotRemote'
}

class file time: 12/7/2003 3:58:26 PM - creation time: 12/7/2003 4:03:45 PM
Created with UnCodeX