SpatialFear.SFDamageTrigger

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//=============================================================================
// Spatial Fear
// Class: SFDamageTrigger
// Descripton: Subclasses of SFTrigger, rembers damage applied to it, in contrast
//						to a normal Trigger, that is triggered only when the
//						applied damage if bigger than the configured DamageThreshold
//
// Author: Markus Nuebel
//=============================================================================

class SFDamageTrigger extends SFTrigger;


var float	m_fCurrentDamageThreshold;	// Private: Keeps track of current damage threshold


// Just initializes the current threshold with the configured one.
function resetThreshold()
{
	m_fCurrentDamageThreshold = DamageThreshold;
}


// Overwrite of IsRelevant, to not ignore projectiles with small damage
function bool IsRelevant( actor Other )
{
	if( !bInitiallyActive )
		return false;
	switch( TriggerType )
	{
		case TT_PlayerProximity:
			return Pawn(Other)!=None && Pawn(Other).bIsPlayer;
		case TT_PawnProximity:
			return Pawn(Other)!=None && ( Pawn(Other).Intelligence > BRAINS_None );
		case TT_ClassProximity:
			return ClassIsChildOf(Other.Class, ClassProximityType);
		case TT_AnyProximity:
			return true;
		case TT_Shoot:
			return (Projectile(Other) != None);
	}
}

// Overwrite, to keep track of the applied damage
function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
						Vector momentum, name damageType)
{
	local actor A;

	// Track damage
	m_fCurrentDamageThreshold	-= Damage;

	if ( bInitiallyActive && (TriggerType == TT_Shoot) && 
		 (0 >= m_fCurrentDamageThreshold) &&  (instigatedBy != None) 
	   )
	{
		resetThreshold();

		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( instigatedBy, instigatedBy );

		if( Message != "" )
			// Send a string message to the toucher.
			instigatedBy.Instigator.ClientMessage( Message );

		if( bTriggerOnceOnly )
			// Ignore future touches.
			SetCollision(False);
	}
}

defaultproperties
{
}

class file time: 12/7/2003 3:58:24 PM - creation time: 12/7/2003 4:03:44 PM
Created with UnCodeX