SFDecos.SFInterpolatingObject

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//=============================================================================
// Spatial Fear
// Class: SFInterpolatingObject
// Description: An object that will move along a path. To choose path, make path's first point's
//              "Event" variable the same as this object's "Event" variable.
//
//              If you want a player to be able to stop an object, set bStoppable to TRUE - when
//              player triggers a trigger that started a movement, object will stop. If triggered
//              again, an object will start its movement from beginnig. If you want to prevent this
//              set bCanMoveAgain to FALSE - once stopped, object won't move again.
//
//              As default, objects that move along a path has switeched off collision detecion.
//              When object is stopped collisions are turned on again. If you want an object to 
//              preserve collision detecion while it moves, set bCanCollide to TRUE. I've noticed that when object
//              stucks in the wall, after a few seconds it will start movement again.
//
// Author: Jacek Zagrodzki (moose)
//=============================================================================
class SFInterpolatingObject expands SFDecoration;

// public variables:
var() bool	bStoppable;		// if TRUE, object can be stopped while in movement
var() bool	bCanMoveAgain;		// FALSE - once stopped, object won't be able to move again. If TRUE, object can be triggered to move again, it will move from the beginnig of its path. 
var() bool	bCanCollide;		// if FALSE, object won't colide while in movement

// private variables:
var bool		bMoving;		// TRUE if object is in move
var bool		bMovedOnce;	// TRUE if object has moved at least once

function Destroyed()
{
	event=''; // no event on destruction;
	Super.Destroyed();
}

function interpolateend(actor Other)
{
}

function Trigger( actor Other, pawn EventInstigator )
{
	local InterpolationPoint i;

	if(!bMoving)
	{
		if(!bCanMoveAgain && bMovedOnce)
			return;	// object has been stopped and it can't move again
		
		foreach AllActors(class 'InterpolationPoint', i)
		{
			if( (i.Position == 0) && (i.Event == Event) )
			{
				bMoving = True;
				
				if(!bCanCollide)
					SetCollision(false,false,false);
				Target = i;
				SetPhysics(PHYS_Interpolating);
				PhysRate = 1.0;
				PhysAlpha = 0.0;
				bInterpolating = true;
			}
		}
	}
	else
	{
		if(bStoppable)
			StopMovement();
	}
}

function StopMovement()
{
	bMoving = False;
	bMovedOnce = True;

	bInterpolating = false;
	if(!bCanCollide)
		SetCollision(default.bCollideActors, default.bBlockActors, default.bBlockPlayers);
	bCollideWorld=True;
	Target = None;
	SetPhysics(default.Physics);
}

defaultproperties
{
     bStoppable=True
     bCanMoveAgain=True
     bStatic=False
     DrawType=DT_Mesh
     Mesh=LodMesh'UnrealShare.CandleM'
}

class file time: 12/7/2003 3:58:26 PM - creation time: 12/7/2003 4:03:44 PM
Created with UnCodeX