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 | //============================================================================= // Spatial Fear // Class: SFDispatcher // Description: A more advanced dispather with more slots and untrigger // capabilities. Useful for scripted cutscenes. // // Author: Chris Rogers //============================================================================= class SFDispatcher expands Triggers; var enum EUnTriggerType { TT_Trigger, TT_Untrigger, } UntriggerType; var (SpatialFear) name OutEvents[12]; // Events to fire. var (SpatialFear) float OutDelays[12]; // Relative delays before generating events. var (SpatialFear) EUntriggerType OutTriggerType[12]; // Type of trigger. var int i; // internal counter. function Trigger( actor Other, pawn EventInstigator ) { Instigator = EventInstigator; gotostate('Dispatch'); } state Dispatch { Begin: disable('Trigger'); for( i=0; i<ArrayCount(OutEvents); i++ ) { if( OutEvents[i] != '' ) { Sleep( OutDelays[i] ); foreach AllActors( class 'Actor', Target, OutEvents[i] ) if( OutTriggerType[i] == TT_Untrigger) Target.UnTrigger( Self, Instigator ); else Target.Trigger( Self, Instigator ); } } enable('Trigger'); } defaultproperties { Texture=Texture'Engine.S_Dispatcher' } |