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Botpack.TrapSpringer


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//=============================================================================
// TrapSpringer.
//=============================================================================
class TrapSpringer extends Inventory;

var() name TrapTag; //tag of trap - could be zone, mover, or a trigger which counts touches
var() name TriggerTag;  // tag of trigger for trap
var Actor Trap[8];
var Actor TrapTrigger;
var() bool bShootIt;
var int trapnum;

function PostBeginPlay()
{
    local int num;
    local Actor A;

    // hack fix for DM-Pressure
    if ( TrapTag == 'DisFat' )
        TrapTag = 'dapressurezone';

    Super.PostBeginPlay();
    DrawType = DT_None;

    if ( (TrapTag == '') || (TriggerTag == '') )
    {
        Destroy();
        return;
    }

    ForEach AllActors(class'Actor', TrapTrigger, TriggerTag)
        break;

    trapnum = 0;
    ForEach AllActors(class'Actor', A, TrapTag)
        if ( A.IsA('ZoneInfo') )
        {
            Trap[0] = A;
            TrapNum = 1;
            return;
        }
        else if ( A.IsA('Mover') || A.IsA('Trigger') )
        {
            Trap[trapnum] = A;
            trapnum++;
            if ( trapnum == 8 )
                return;
        }
}

//=============================================================================
// AI inventory functions.

function float CalcDesire( Pawn Bot, Pawn Enemy )
{
    TrapTrigger.SpecialHandling(Bot);
    return 1.5;
}

event float BotDesireability( pawn Bot )
{
    local Pawn P;
    local int i,j;
    local float dist;

    if ( (Trap[0] == None) || (TrapTrigger == None) )
    {
        Destroy();
        return -1;
    }
    
    if ( bShootit && ((Bot.bFire !=0) || (Bot.bAltFire != 0)) )
        return -1;

    dist = VSize(Bot.Location - Location);

    if ( dist > 1600 )
        return -1;

    for ( j=0; j<trapnum; j++ )
        if ( Trap[j] != None )
        {
            if ( Trap[j].IsA('ZoneInfo') )
            {
                for ( P=Level.PawnList; P!=None; P=P.NextPawn )
                    if ( (P.Region.Zone == Trap[j]) && FoundTrapTarget(Bot, P) )
                        return CalcDesire(Bot, P);
            }
            else if ( Trap[j].bBlockActors || Trap[j].bBlockPlayers )
            {
                for ( P=Level.PawnList; P!=None; P=P.NextPawn )
                    if ( (P.Base == Trap[j]) && FoundTrapTarget(Bot, P) )
                        return CalcDesire(Bot, P);
            }
            else if ( Trap[j].bCollideActors )
            {
                for ( i=0 ;i<4; i++ )
                {
                    P = Pawn(Trap[j].Touching[i]);
                    if ( (P != None) && FoundTrapTarget(Bot, P) )
                        return CalcDesire(Bot, Pawn(Trap[j].Touching[i]));
                }
            }
        }
    return -1;
}

function bool FoundTrapTarget(Pawn Bot, Pawn P)
{
    return ( P.bIsPlayer && (P != Bot) && (P.Health > 0) 
            && (!Level.Game.bTeamGame || (P.PlayerReplicationInfo.Team != Bot.PlayerReplicationInfo.Team)) );
}

//
// Become a pickup.
//
function BecomePickup()
{
    SetCollision( true, false, false );
}

//
// Become an inventory item.
//
function BecomeItem()
{
}

//
// Give this inventory item to a pawn.
//
function GiveTo( pawn Other )
{
}

// Either give this inventory to player Other, or spawn a copy
// and give it to the player Other, setting up original to be respawned.
//
function inventory SpawnCopy( pawn Other )
{
    return None;
}

//
// Set up respawn waiting if desired.
//
function SetRespawn()
{
}

//=============================================================================
// Pickup state: this inventory item is sitting on the ground.

auto state Pickup
{
    singular function ZoneChange( ZoneInfo NewZone )
    {
    }

    // When touched by an actor.
    function Touch( actor Other )
    {
        local Actor A;

        if( (Event != '') && (Pawn(Other)!=None) 
            && Pawn(Other).bIsPlayer && (Pawn(Other).Health > 0) )
            foreach AllActors( class 'Actor', A, Event )
                A.Trigger( Other, Other.Instigator );
    }

    function BeginState()
    {
        BecomePickup();
    }

Begin:
    BecomePickup();

Dropped:
}

defaultproperties
{
     MaxDesireability=1.000000
     DrawType=DT_Sprite
}

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Class file time: Do 19.5.2005 19:42:14.000 - Creation time: Fr 7.6.2013 13:16:05.928 - Created with UnCodeX