SpatialFear.SFNPCDeco

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//=============================================================================
// Spatial Fear
// Name: SFNPCDeco
// Description: Deco class used to show NPC bodies.
//
// Author: Markus Nuebel
//=============================================================================
class SFNPCDeco extends Decoration ;

var bool	m_bInAnimSequence; // Private: Indicates a sequence plaback
var int		m_nSequence;		// Private: Animation counter
var name	m_arSequence[10];	// Private: Animation array
var float	m_fAnimationRate;	// Private: animation rate for playback
var float	m_fLastPheromoneSpawn;	// Private: Timestamp for last pheromon spawn.
var (SpatialFear) bool	bSpawnPheromones; // If this is set to true, the deco actor will spawn pheromones and attract enemies like mite. Default: false

// Overwritten to handle pheromon spawning
function Tick(float fDelta)
{
	// Call to base class
	Super.Tick(fDelta);

	// Check for smell
	if(bSpawnPheromones)
		sweat(fDelta);
}

// Handles spawning of pheromons, to attract enemies
function sweat(float fDelta)
{
	local SFPheromone oParticle;

	m_fLastPheromoneSpawn += fDelta;
	if(m_fLastPheromoneSpawn > 3.5f)
	{
		m_fLastPheromoneSpawn = 0.0f;
		oParticle	= Spawn(class'SFPheromone');
		oParticle.m_actInstigator = Self;
		oParticle.bHidden = true;
	}

}

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

	if( Instigator.IsA('SFPlayer') )
	{
		// Broadcast the Trigger message to all matching actors.
		if( Event != '' )
			foreach AllActors( class 'Actor', A, Event )
				A.Trigger( Other, Instigator );

	}
}

function Bump( actor Other )
{
	// Call to base class
	Super.Bump(Other);

	if(Other.IsA('SFPlayer'))
		FireEvent(Self, Pawn(Other));

}

function startAnimSequence()
{
	m_bInAnimSequence=true;
	m_nSequence=0;
	PlayAnim(m_arSequence[0], 1.0, 0.1);

}

function stopPlaying()
{
	if ( AnimSequence != '' )
		PlayAnim(AnimSequence);
}


function endAnimSequence()
{
	m_bInAnimSequence=false;
}

function AnimEnd()
{
	if(m_bInAnimSequence)
	{
		m_nSequence++;
		if(10 > m_nSequence)
		{
			// Check for looping the end sequence
			if(m_arSequence[m_nSequence] == 'SFLOOPEND')
			{
				if(0 <= m_nSequence-1)
					LoopAnim(m_arSequence[m_nSequence-1], m_fAnimationRate, 0.1);
				// End of animation sequence reached
				m_bInAnimSequence = false;
			}
			// Check for starting over again
			else if(m_arSequence[m_nSequence] == 'SFSTARTAGAIN')
			{
				// Reset counter
				m_nSequence=0;
				// Play the animation
				PlayAnim(m_arSequence[m_nSequence], m_fAnimationRate, 0.1);
			}
			else if(m_arSequence[m_nSequence] != '')
			// Check for normal animation playback
			{
				PlayAnim(m_arSequence[m_nSequence], m_fAnimationRate, 0.1);
			}
			else
			{
				// End of animation sequence reached
				m_bInAnimSequence = false;
			}
		}
		else
		{
			// Animation limit reached
			m_bInAnimSequence = false;
		}
	}

	Super.AnimEnd();
}

defaultproperties
{
     m_fAnimationRate=1.000000
     Mass=100.000000
}

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