SpatialFear.SFUseKeyTrigger

00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
//=============================================================================
// Spatial Fear
// Class: SFUseKeyTrigger
// Descritption: SFTrigger subclass, that can be configured to ignore touching/untouching, 
// but instead fires  an event, when the trigger is in range of the UseKey trace. 
// UseKey trace is issued by the SFPlayer class.	
// Range of the use key trace can be configured on the SFPlayer, with the property 
// UseKeyRange or the console command: "SFUseKeyRange" and defaults to 100 UUs.
//
// Author: Markus Nuebel
//=============================================================================

class SFUseKeyTrigger extends SFTrigger;

var (SpatialFear) bool bShowHUDHint; // This flags determines, if a HUD hint (Icon) is displayed, when the player get close to the trigger. The UseKeyHint icon is displayed only for triggers which have a line of sight to the player. If they are inside of some geometry, and cannot be seen, use the bDirectional flag and set it's direction. In this case the direction will be checked instead of the line of sight. Defaults to true.
var (SpatialFear) bool IgnoreTouching; //Ignore touch/untouch and instead fire when within a range of a UseKey trace. Defaults to true.
var (SpatialFear) localized string ActorTip; // Actor tip displayed over actor, when within range: Defautl: ""
var (SpatialFear) bool bNeedsLineOfSight; // This flags determines, the display of a HUD hint icon requires a lineOfSight to the mover. Default: false
var bool m_bTriggerNoMore; // Private: Keeps track of trigger only once triggers. Default: false

// Called when something touches the trigger.
function Touch( actor Other )
{
	// Only fire event in parent class, when configured
	if(!IgnoreTouching)
		Super.Touch(Other);
}


// Called when something un touches the trigger.
function UnTouch( actor Other )
{
	// Only fire event in parent class, when configured
	if(!IgnoreTouching)
		Super.UnTouch(Other);
}

// Manually fires the actors event
function FireEvent( actor Other )
{
	local actor A;

	// The trigger has already been fired and is configured to trigger only once
	if(m_bTriggerNoMore )
		return;

	// Only fire when touching is ignored
	if(!IgnoreTouching)
		return;

	if( Other.IsA('SFPlayer') && IsRelevant(Other))
	{
		if ( ReTriggerDelay > 0 )
		{
			if ( Level.TimeSeconds - TriggerTime < ReTriggerDelay )
				return;
			TriggerTime = Level.TimeSeconds;
		}
		// Broadcast the Trigger message to all matching actors.
		if( Event != '' )
			foreach AllActors( class 'Actor', A, Event )
				A.Trigger( Other, Other.Instigator );

		if ( Other.IsA('Pawn') && (Pawn(Other).SpecialGoal == self) )
			Pawn(Other).SpecialGoal = None;
				
		if( Message != "" )
			// Send a string message to the toucher.
			Other.Instigator.ClientMessage( Message );

		if( bTriggerOnceOnly )
		{
			// SF is not using collision
			// Ignore future touches.
			// SetCollision(False);
			m_bTriggerNoMore = true;
		}
		else if ( RepeatTriggerTime > 0 )
			SetTimer(RepeatTriggerTime, false);
	}
}

defaultproperties
{
     bShowHUDHint=True
     IgnoreTouching=True
}

class file time: 12/7/2003 3:58:24 PM - creation time: 12/7/2003 4:03:45 PM
Created with UnCodeX