SFDecos.SFPickBoxTrigger

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
00089
00090
00091
00092
00093
00094
00095
00096
//=============================================================================
// Spatial Fear
// Class: SFPickBoxTrigger
// Descripton: Used by SFPickBox to stop carrying a box.
//             DO NOT ADD THIS TO A MAP in UnrealEd !!
//
// Author: Jacek 'mOOse' Zagrodzki
//=============================================================================
class SFPickBoxTrigger expands SFUseKeyTrigger;

var SFPlayer	aPlayer;
var SFPickBox	TheBox;
var bool		bCarried;

var SFPickBoxGun	EmptyGun;
var Weapon		OldGun;

function FireEvent( actor Other )
{
	local vector	OldPivot;
	local weapon	OldWeapon;
	
	aPlayer = SFPlayer(Other);
	if(aPlayer == None)
		return;

	if( !bCarried )
	{
	//////// hiding weapon when picking up a box (in fact the current weapon is changed to an "empty" gun
		EmptyGun = spawn(class'SFPickBoxGun', aPlayer);
		EmptyGun.TheTrigger = Self;

		aPlayer.PendingWeapon = EmptyGun;	// setting a weapon to which the current one will be changed
		OldGun = aPlayer.Weapon;		// saving which weapon player had in hand when picked up a box
		aPlayer.Weapon.PutDown();		// force changing weapon
	//////////
		
		bCarried = true;
		TheBox.SetOwner(aPlayer);
		TheBox.SetPhysics(PHYS_Trailer);
		aPlayer.SetCollisionSize(aPlayer.CollisionRadius+15.0, aPlayer.CollisionHeight);
		SetPhysics(PHYS_Flying);
	}
	else
	{
		OldPivot = TheBox.PrePivot;
		TheBox.PrePivot = vect(0,0,0);
		if(!TheBox.SetLocation(TheBox.Location + OldPivot))	// if player can't drop a box in front of him/her
		{
			TheBox.PrePivot = OldPivot;
			return;
		}

	//////// dropping a box:
		bCarried = false;
		TheBox.SetOwner(None);
		SetPhysics(PHYS_Trailer);
		aPlayer.SetCollisionSize(aPlayer.CollisionRadius-15.0, aPlayer.CollisionHeight);
		
		TheBox.SetPhysics(PHYS_Falling);
		TheBox.Velocity = aPlayer.Velocity/2 + vector(aPlayer.ViewRotation)*(Vsize(aPlayer.Velocity)/2);
		aPlayer.Velocity = aPlayer.Velocity/3;
	//////////


		// bringing up an old weapon:
		aPlayer.PendingWeapon = OldGun;
		EmptyGun.Destroy();
		aPlayer.ChangedWeapon();
	}
}

function Tick(float DTime)
{
	local vector	OffSet;
	
	if(bCarried)
	{
		// checking if the carrying player is alive, if not drop the box::
		if(aPlayer.IsInState('Dying'))
			FireEvent(aPlayer);

		// setting location of a trigger, used to deactivate bot, in front of a player
		OffSet = 3*vector(aPlayer.ViewRotation);
		SetLocation(aPlayer.Location + aPlayer.EyeHeight * vect(0,0,1) + OffSet);
	}
}

defaultproperties
{
     Physics=PHYS_Trailer
     CollisionRadius=13.000000
     CollisionHeight=13.000000
     bCollideActors=False
}

class file time: 12/7/2003 3:58:26 PM - creation time: 12/7/2003 4:03:45 PM
Created with UnCodeX