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Engine.SpecialEvent


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//=============================================================================
// SpecialEvent: Receives trigger messages and does some "special event"
// depending on the state.
//=============================================================================
class SpecialEvent extends Triggers;

#exec Texture Import File=Textures\TrigSpcl.pcx Name=S_SpecialEvent Mips=Off Flags=2

//-----------------------------------------------------------------------------
// Variables.

var() int        Damage;         // For DamagePlayer state.
var() name       DamageType;
var() localized  string DamageString;
var() sound      Sound;          // For PlaySoundEffect state.
var() localized  string Message; // For all states.
var() bool       bBroadcast;     // To broadcast the message to all players.
var() bool       bPlayerViewRot; // Whether player can rotate the view while pathing.

//-----------------------------------------------------------------------------
// Functions.

function Trigger( actor Other, pawn EventInstigator )
{
    local pawn P;
    if( bBroadcast )
        BroadcastMessage(Message, true, 'CriticalEvent'); // Broadcast message to all players.
    else if( EventInstigator!=None && len(Message)!=0 )
    {
        // Send message to instigator only.
        EventInstigator.ClientMessage( Message );
    }
}

//-----------------------------------------------------------------------------
// States.

// Just display the message.
state() DisplayMessage
{
}

// Damage the instigator who caused this event.
state() DamageInstigator
{
    function Trigger( actor Other, pawn EventInstigator )
    {
        Global.Trigger( Self, EventInstigator );
        if ( Other.IsA('PlayerPawn') )
            Level.Game.SpecialDamageString = DamageString;
        Other.TakeDamage( Damage, EventInstigator, EventInstigator.Location, Vect(0,0,0), DamageType);
    }
}

// Kill the instigator who caused this event.
state() KillInstigator
{
    function Trigger( actor Other, pawn EventInstigator )
    {
        Global.Trigger( Self, EventInstigator );
        if ( Other.IsA('PlayerPawn') )
            Level.Game.SpecialDamageString = DamageString;
        if( EventInstigator != None )
            EventInstigator.Died( None, DamageType, EventInstigator.Location );
    }
}

// Play a sound.
state() PlaySoundEffect
{
    function Trigger( actor Other, pawn EventInstigator )
    {
        Global.Trigger( Self, EventInstigator );
        PlaySound( Sound );
    }
}

// Play a sound.
state() PlayersPlaySoundEffect
{
    function Trigger( actor Other, pawn EventInstigator )
    {
        local pawn P;

        Global.Trigger( Self, EventInstigator );

        for ( P=Level.PawnList; P!=None; P=P.NextPawn )
            if ( P.bIsPlayer && P.IsA('PlayerPawn') )
                PlayerPawn(P).ClientPlaySound(Sound);
    }
}

// Place Ambient sound effect on player
state() PlayAmbientSoundEffect
{
    function Trigger( actor Other, pawn EventInstigator )
    {
        Global.Trigger( Self, EventInstigator );
        EventInstigator.AmbientSound = AmbientSound;
    }
}


// Send the player on a spline path through the level.
state() PlayerPath
{
    function Trigger( actor Other, pawn EventInstigator )
    {
        local InterpolationPoint i;
        Global.Trigger( Self, EventInstigator );
        if( EventInstigator!=None && EventInstigator.bIsPlayer && (Level.NetMode == NM_Standalone) )
        {
            foreach AllActors( class 'InterpolationPoint', i, Event )
            {
                if( i.Position == 0 )
                {
                    EventInstigator.GotoState('');
                    EventInstigator.SetCollision(True,false,false);
                    EventInstigator.bCollideWorld = False;
                    EventInstigator.Target = i;
                    EventInstigator.SetPhysics(PHYS_Interpolating);
                    EventInstigator.PhysRate = 1.0;
                    EventInstigator.PhysAlpha = 0.0;
                    EventInstigator.bInterpolating = true;
                    EventInstigator.AmbientSound = AmbientSound;
                }
            }
        }
    }
}

defaultproperties
{
     Texture=Texture'Engine.S_SpecialEvent'
}

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Class file time: Do 19.5.2005 19:42:12.000 - Creation time: Fr 7.6.2013 13:16:01.014 - Created with UnCodeX