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// ============================================================================ // JBMoverDualDestination // Copyright 2007 by Wormbo <wormbo@online.de> // $Id: JBMoverDualDestination.uc,v 1.5 2007-06-15 18:14:10 wormbo Exp $ // // A mover with a multitude of improvements over standard movers: // // - can trigger an event when receiving damage (like my DamageTriggerMover) // See: http://wiki.beyondunreal.com/wiki/DamageTriggerMover // // - can trigger/untrigger an event when someone stands in it (not only in // StandOpenTimed state) // // - mapper can define two different movement paths (like tarquin's DecksMover) // with individual trigger tags, sounds and events // // - mapper can specify separate open and close times (like VitalOverdose's // VariableTimedMover) // See: http://wiki.beyondunreal.com/wiki/VitalOverdose/VariableTimedMover // // - mapper can specify indifid move times for every key (like SuperApe's // VariableTimedMover) // See: http://wiki.beyondunreal.com/wiki/VariableTimedMover // // // The mover will ignore the AlternateTag event when it was opened with the Tag // event and vice versa until it has closed again. AlternateTag doesn't make // sense in some states. // ============================================================================ class JBMoverDualDestination extends Mover; // ============================================================================ // Properties // ============================================================================ /** Actual number of keys for the primary movement. The secondary movement consists of key 0 (closed) and any keys greater than or equal to this value. Values must be greater than 1 for most mover types and greater than 2 for the LeadInOutLooper. Additionally, if an AlternateTag is used, the NumKeys value must be greater than NumKeysPrimary, for a LeadInOutLooper NumKeys must be greater than NumKeysPrimary+1, because the alternate movement loop starts at NumKeysPrimary and goes up to NumKeys-1. */ var(Mover) byte NumKeysPrimary; // ---------------------------------------------------------------------------- // Sounds // ---------------------------------------------------------------------------- /** Sound to play when starting to open in alternate movement. */ var(MoverSounds) Sound AlternateOpeningSound; /** Sound to play when opening in alternate movement finished. */ var(MoverSounds) Sound AlternateOpenedSound; /** Sound to play when starting to close in alternate movement. */ var(MoverSounds) Sound AlternateClosingSound; /** Sound to play when closing in alternate movement finished. */ var(MoverSounds) Sound AlternateClosedSound; /** Ambient sound to play during alternate movement. */ var(MoverSounds) Sound AlternateMoveAmbientSound; /** Sound to play when the mover loops in alternate movement. */ var(MoverSounds) Sound AlternateLoopSound; // ---------------------------------------------------------------------------- // Events // ---------------------------------------------------------------------------- /** Name of the event that opens this mover with its primary movement. */ var(Events) name PrimaryTag; /** Name of the event that opens this mover with its alternate movement. */ var(Events) name AlternateTag; /** Event to trigger when opened in alternate movement, untriggered when starting to close again. */ var(Events) name AlternateEvent; /** Event to trigger when starting to open in alternate movement, untriggered when finished closing again. */ var(MoverEvents) name AlternateOpeningEvent; /** Event to trigger when finished opening in alternate movement. */ var(MoverEvents) name AlternateOpenedEvent; /** Event to trigger when starting to close in alternate movement. */ var(MoverEvents) name AlternateClosingEvent; /** Event to trigger when finished closing in alternate movement. */ var(MoverEvents) name AlternateClosedEvent; /** Event to trigger when the mover loops in alternate movement. */ var(MoverEvents) name AlternateLoopEvent; /** Event triggered when the mover takes damage. */ var(MoverEvents) name DamageEvent; /** The minimum amount of damage (per hit) required for triggering the DamageEvent. */ var(MoverEvents) int DamageEventThreshold; /** Event triggered when a player stands on the mover, untriggered when no player stands on the mover anymore. */ var(MoverEvents) name StandOnMoverEvent; // ---------------------------------------------------------------------------- // Timing // ---------------------------------------------------------------------------- /** Time per key for closing the mover in primary movement. */ var(Mover) float CloseTime; /** Time per key for closing the mover in alternate movement. */ var(Mover) float AlternateCloseTime; /** Delay time before opening the mover in alternate movement. */ var(Mover) float AlternateDelayTime; /** Time per key for opening the mover in alternate movement. */ var(Mover) float AlternateMoveTime; /** Delay time before automatically closing the StandOpenTimed mover in alternate movement. */ var(Mover) float AlternateStayOpenTime; /** Delay time before closing the TriggerPound mover in alternate movement. */ var(Mover) float AlternateOtherTime; /** Time multipliers for (Alternate)CloseTime. Each element specifies a factor for closing FROM that key, i.e. going to a lower key number. The only exception here is the LeadInOutLooper, which uses the value as time multiplier for going backward TO that key. */ var(Mover) float TimeMultipliersClose[ArrayCount(KeyPos)]; /** Time multipliers for (Alternate)MoveTime. Each element specifies a factor for opening TO that key, i.e. coming from a lower key number. The only exception here is the LeadInOutLooper, which uses the value as time multiplier for going forward FROM that key. */ var(Mover) float TimeMultipliersOpen[ArrayCount(KeyPos)]; // ============================================================================ // Variables // ============================================================================ /** Used instead of Disable('Attach') in StandOpenTimed state. */ var bool bTriggerDisabled; /** Whether the StandOnMoverEvent has been triggered. */ var bool bTriggeredStandOnMoverEvent; /** Alternate movement handling. */ var bool bAlternateMovement; /** Set to True while receiving (un)trigger events from the probe event actors. */ var transient bool bReceivingTriggerEvent; // ============================================================================ // BeginPlay // // Perform various consistency checks for NumKeys, NumKeysPrimary and // AlternateTag. If an AlternateTag was specified and passed the consistency // checks, spawns JBProbeEvents for Tag (which is cleared afterwards) and // AlternateTag in order to catch Trigger and Untrigger events. // // ============================================================================ event BeginPlay() { local JBProbeEvent ProbeEvent; if (NumKeys > ArrayCount(KeyPos) || NumKeys < 2) { log(Name $ " - NumKeys out of bounds! (" $ NumKeys $ "/" $ ArrayCount(KeyPos) $ ")", 'Error'); } if (NumKeysPrimary > NumKeys || NumKeysPrimary < 2) { log(Name $ " - NumKeysPrimary out of bounds! (" $ NumKeysPrimary $ "/" $ NumKeys $ ")", 'Error'); NumKeysPrimary = Clamp(NumKeysPrimary, 2, NumKeys); } if (PrimaryTag != '' && AlternateTag == PrimaryTag) { log(Name $ " - AlternateTag is ignored because it's identical to PrimaryTag", 'Warning'); AlternateTag = ''; } switch (InitialState) { case 'BumpButton': // doesn't use triggering case 'BumpOpenTimed': // doesn't use triggering case 'ConstantLoop': // doesn't use triggering case 'RotatingMover': // doesn't use triggering case 'StandOpenTimed': // doesn't use triggering if (PrimaryTag != '') { log(Name $ " - PrimaryTag is ignored in state " $ InitialState, 'Warning'); } if (AlternateTag != '') { log(Name $ " - AlternateTag is ignored in state " $ InitialState, 'Warning'); } // fall through to next case case 'ServerIdle': break; case 'LoopMove': if (AlternateTag != '') {// wouldn't make sense log(Name $ " - AlternateTag is ignored in state " $ InitialState, 'Warning'); } // fall through to next case default: if (AlternateTag != '') { if (NumKeysPrimary < NumKeys) { if (PrimaryTag == '') log(Name $ " - No PrimaryTag specified but AlternateTag is present. Are you sure this is what you want?", 'Warning'); if (!IsA('JBClientMoverDualDestination') || Level.NetMode != NM_DedicatedServer) { // catch the alternate event ProbeEvent = Spawn(class'JBProbeEvent', Self, AlternateTag); ProbeEvent.OnTrigger = AlternateTrigger; ProbeEvent.OnUntrigger = AlternateUntrigger; } if (KeyNum != 0) { log(Name $ " - Mover must start at key 0 if AlternateTag is specified", 'Warning'); KeyNum = 0; } } else { log(Name $ " - AlternateTag is ignored because there are no keys left for the alternate movement (" $ NumKeysPrimary $ "/" $ NumKeys $ ")", 'Error'); } } else if (NumKeysPrimary < NumKeys && (ReturnGroup == '' || bIsLeader)) { log(Name $ " - No AlternateTag speficied, but mover has alternate movement path", 'Warning'); } if (PrimaryTag != '') { if (NumKeysPrimary > 1) { if (!IsA('JBClientMoverDualDestination') || Level.NetMode != NM_DedicatedServer) { // catch the primary event ProbeEvent = Spawn(class'JBProbeEvent', Self, PrimaryTag); ProbeEvent.OnTrigger = PrimaryTrigger; ProbeEvent.OnUntrigger = PrimaryUntrigger; } } else { log(Name $ " - PrimaryKey is ignored because there are no keys left for the primary movement (" $ NumKeysPrimary $ "/" $ NumKeys $ ")", 'Error'); } } else if (ReturnGroup == '' || bIsLeader) { log(Name $ " - No PrimaryTag specified", 'Warning'); } } bAlternateMovement = False; if (ReturnGroup == '') ReturnGroup = Name; // set unique return group name, Tag might not work here! Super.BeginPlay(); } // ============================================================================ // PrimaryTrigger // // Triggers the mover for its primary movement. // ============================================================================ function PrimaryTrigger(Actor Other, Pawn EventInstigator) { if (bClosed) { SetGroupMovement(False); } if (!bAlternateMovement) { bReceivingTriggerEvent = True; Trigger(Other, EventInstigator); } } // ============================================================================ // PrimaryUntrigger // // Untriggers the mover if it's in its primary movement. // ============================================================================ function PrimaryUntrigger(Actor Other, Pawn EventInstigator) { if (!bAlternateMovement) { bReceivingTriggerEvent = True; Untrigger(Other, EventInstigator); } } // ============================================================================ // AlternateTrigger // // Triggers the mover for its alternate movement. // ============================================================================ function AlternateTrigger(Actor Other, Pawn EventInstigator) { if (bClosed) { SetGroupMovement(True); } if (bAlternateMovement) { bReceivingTriggerEvent = True; Trigger(Other, EventInstigator); } } // ============================================================================ // AlternateUntrigger // // Untriggers the mover if it's in its alternate movement. // ============================================================================ function AlternateUntrigger(Actor Other, Pawn EventInstigator) { if (bAlternateMovement) { bReceivingTriggerEvent = True; Untrigger(Other, EventInstigator); } } // ============================================================================ // SetGroupMovement // // Sets the value of bAlternateMovement for this mover's ReturnGroup. // ============================================================================ function SetGroupMovement(bool bNewAlternateMovement) { local Mover M; if (bIsLeader || Leader == Self) { for (M = Self; M != None; M = M.Follower) { if (JBMoverDualDestination(M) != None) JBMoverDualDestination(M).bAlternateMovement = bNewAlternateMovement; } } } // ============================================================================ // TakeDamage // // Fires the DamageEvent if enough damage was received. // (in addition to a regular mover's behavior) // ============================================================================ event TakeDamage(int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType) { if (DamageEvent != '' && Damage >= DamageEventThreshold) TriggerEvent(DamageEvent, Self, InstigatedBy); Super.TakeDamage(Damage, InstigatedBy, HitLocation, Momentum, DamageType); } // ============================================================================ // Attach // // Triggers the StandOnMoverEvent, if a relevant Pawn stands on the mover. // ============================================================================ event Attach(Actor Other) { if (!bTriggeredStandOnMoverEvent && RelevantForStandOnMoverEvent(Pawn(Other))) { TriggerEvent(StandOnMoverEvent, Self, Other.Instigator); bTriggeredStandOnMoverEvent = True; } } // ============================================================================ // Detach // // Untriggers the StandOnMoverEvent, if no relevant Pawn stands on the mover. // ============================================================================ event Detach(Actor Other) { local Pawn P; if (bTriggeredStandOnMoverEvent) { foreach BasedActors(class'Pawn', P) { if (RelevantForStandOnMoverEvent(P)) return; } UntriggerEvent(StandOnMoverEvent, Self, Other.Instigator); bTriggeredStandOnMoverEvent = False; } } // ============================================================================ // RelevantForStandOnMoverEvent // // Returns whether the Pawn is relevant for triggering the StandOnMoverEvent. // ============================================================================ function bool RelevantForStandOnMoverEvent(Pawn Candidate) { return Candidate != None && Candidate.IsPlayerPawn(); } // ============================================================================ // FinishedClosing // // Called when the mover has finished closing. // ============================================================================ function FinishedClosing() { local Mover M; if (bAlternateMovement) { // Update sound effects. PlaySound(AlternateClosedSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0); // Handle Events TriggerEvent(AlternateClosedEvent, Self, Instigator); // Notify our triggering actor that we have completed. if( SavedTrigger != None ) SavedTrigger.EndEvent(); SavedTrigger = None; Instigator = None; if (MyMarker != None) MyMarker.MoverClosed(); bClosed = true; FinishNotify(); for (M = Leader; M != None; M = M.Follower) { if (!M.bClosed) return; } UnTriggerEvent(AlternateOpeningEvent, Self, Instigator); } else { Super.FinishedClosing(); } } // ============================================================================ // FinishedOpening // // Called when the mover has finished opening. // ============================================================================ function FinishedOpening() { if (bAlternateMovement) { // Update sound effects. PlaySound(AlternateOpenedSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0); // Trigger any chained movers / Events TriggerEvent(AlternateEvent, Self, Instigator); TriggerEvent(AlternateOpenedEvent, Self, Instigator); if (MyMarker != None) MyMarker.MoverOpened(); FinishNotify(); } else { Super.FinishedOpening(); } } // ============================================================================ // DoOpen // // Open the mover. // ============================================================================ function DoOpen() { bOpening = true; bDelaying = false; if (bAlternateMovement) { if (KeyNum == 0) { //log("Alternate open first" @ NumKeysPrimary); InterpolateTo(NumKeysPrimary, AlternateMoveTime * TimeMultipliersOpen[NumKeysPrimary]); } else { //log("Alternate open" @ Min(KeyNum + 1, NumKeys - 1)); InterpolateTo(Min(KeyNum + 1, NumKeys - 1), AlternateMoveTime * TimeMultipliersOpen[Min(KeyNum + 1, NumKeys - 1)]); } } else { //log("Primary open" @ Min(KeyNum + 1, NumKeysPrimary - 1)); InterpolateTo(Min(KeyNum + 1, NumKeysPrimary - 1), MoveTime * TimeMultipliersOpen[Min(KeyNum + 1, NumKeysPrimary - 1)]); } MakeNoise(1.0); if (bAlternateMovement) { PlaySound(AlternateOpeningSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0); AmbientSound = AlternateMoveAmbientSound; TriggerEvent(AlternateOpeningEvent, Self, Instigator); } else { PlaySound(OpeningSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0); AmbientSound = MoveAmbientSound; TriggerEvent(OpeningEvent, Self, Instigator); } if (Follower != None) Follower.DoOpen(); } // ============================================================================ // DoOpen // // Close the mover. // ============================================================================ function DoClose() { bOpening = false; bDelaying = false; if (bAlternateMovement) { if (KeyNum <= NumKeysPrimary) { //log("Alternate close first" @ 0); InterpolateTo(0, AlternateCloseTime * TimeMultipliersClose[NumKeysPrimary]); } else { //log("Alternate close" @ KeyNum - 1); InterpolateTo(KeyNum - 1, AlternateCloseTime * TimeMultipliersClose[KeyNum]); } } else { //log("Primary close" @ Max(0, KeyNum - 1)); InterpolateTo(Max(0, KeyNum - 1), CloseTime * TimeMultipliersClose[Max(1, KeyNum)]); } MakeNoise(1.0); if (bAlternateMovement) { PlaySound(AlternateClosingSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0); UntriggerEvent(AlternateEvent, self, Instigator); AmbientSound = AlternateMoveAmbientSound; TriggerEvent(AlternateClosingEvent,Self,Instigator); } else { PlaySound(ClosingSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0); UntriggerEvent(Event, self, Instigator); AmbientSound = MoveAmbientSound; TriggerEvent(ClosingEvent,Self,Instigator); } if (Follower != None) Follower.DoClose(); } // ============================================================================ // DoOpen // // Interpolation ended. // ============================================================================ simulated event KeyFrameReached() { local Mover M; PhysAlpha = 0; ClientUpdate--; if (bAlternateMovement) { // If more than two keyframes, chain them. if (KeyNum > 0 && KeyNum < PrevKeyNum) { // Chain to previous. if (KeyNum > NumKeysPrimary) InterpolateTo(KeyNum - 1, AlternateCloseTime * TimeMultipliersClose[KeyNum]); else InterpolateTo(0, AlternateCloseTime * TimeMultipliersClose[KeyNum]); return; } else if (KeyNum < NumKeys - 1 && KeyNum > PrevKeyNum) { // Chain to next. InterpolateTo(KeyNum + 1, AlternateMoveTime * TimeMultipliersOpen[KeyNum + 1]); return; } } else { // If more than two keyframes, chain them. if (KeyNum > 0 && KeyNum < PrevKeyNum) { // Chain to previous. InterpolateTo(KeyNum - 1, CloseTime * TimeMultipliersClose[KeyNum]); return; } else if (KeyNum < NumKeysPrimary - 1 && KeyNum > PrevKeyNum) { // Chain to next. InterpolateTo(KeyNum + 1, MoveTime * TimeMultipliersOpen[KeyNum + 1]); return; } } // Finished interpolating. PrevKeyNum = KeyNum; AmbientSound = None; NetUpdateTime = Level.TimeSeconds - 1; if (bJumpLift && KeyNum == 1) { FinishNotify(); } if (ClientUpdate == 0 && (Level.NetMode != NM_Client || bClientAuthoritative)) { RealPosition = Location; RealRotation = Rotation; foreach BasedActors(class'Mover', M) { M.BaseFinished(); } } } // ============================================================================ // MoverLooped // // Called when the mover loops. // ============================================================================ function MoverLooped() { if (bAlternateMovement) { TriggerEvent(AlternateLoopEvent, Self, Instigator); if (AlternateLoopSound != None) PlaySound(AlternateLoopSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0); } else { Super.MoverLooped(); } } // ============================================================================ // state BumpButton // // Open when bumped, close when event ends or when reset. // Implemented fix for crash in combination with TriggerControl'd TriggerLight. // ============================================================================ state() BumpButton { function BeginEvent() { if (bOpening) Super.BeginEvent(); } function EndEvent() { if (bSlave) Super.EndEvent(); } } // ============================================================================ // state ConstantLoop // // Loop this mover from the moment we begin. // Modified so its upper key number limit is specified with NumKeysPrimary and // the movement time is scaled by TimeMultipliersOpen. // ============================================================================ state() ConstantLoop { event KeyFrameReached() { if (bOscillatingLoop) { if (KeyNum == 0 || KeyNum == NumKeysPrimary - 1) { StepDirection *= -1; MoverLooped(); } InterpolateTo(KeyNum + StepDirection, MoveTime * TimeMultipliersOpen[KeyNum + StepDirection]); } else { if (KeyNum + 1 == NumKeysPrimary) { MoverLooped(); InterpolateTo(0, MoveTime * TimeMultipliersOpen[0]); } else { InterpolateTo(KeyNum + 1, MoveTime * TimeMultipliersOpen[KeyNum + 1]); } } } Begin: InterpolateTo(1, MoveTime * TimeMultipliersOpen[1]); } // ============================================================================ // state LeadInOutLooper // // A looping move that idles at 0. // If primary triggered, goes to key 1, then loops 1..(NumKeysPrimary-1) and // back to 1. // If alternate triggered, goes to key (NumKeysPrimary), then loops // (NumKeysPrimary)..(NumKeys-1) and back to (NumKeysPrimary). // Returns to key 0 if triggered again while looping. // ============================================================================ state() LeadInOutLooper { function Trigger(Actor Other, Pawn EventInstigator) { if (!bReceivingTriggerEvent) return; bReceivingTriggerEvent = False; if (bAlternateMovement) { // Sanity check if (NumKeys - NumKeysPrimary < 2) { log(Name $ " - LeadInOutLooper requires at least two keys for alternate movement, found " $ NumKeys - NumKeysPrimary, 'Error'); return; } InterpolateTo(NumKeysPrimary, AlternateMoveTime * TimeMultipliersOpen[0]); PlaySound(AlternateOpeningSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0); AmbientSound = AlternateMoveAmbientSound; TriggerEvent(AlternateOpeningEvent, Self, Instigator); } else { // Sanity check if (NumKeysPrimary < 3) { log(Name $ " - LeadInOutLooper requires at least two keys for alternate movement, found " $ NumKeysPrimary - 1, 'Error'); return; } InterpolateTo(1, MoveTime * TimeMultipliersOpen[0]); PlaySound(OpeningSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0); AmbientSound = MoveAmbientSound; TriggerEvent(OpeningEvent, Self, Instigator); } bClosed = False; bOpening = True; GotoState('LeadInOutLooping'); } function Untrigger(Actor Other, Pawn EventInstigator) { if (bReceivingTriggerEvent) { bReceivingTriggerEvent = False; Super.Untrigger(Other, EventInstigator); } } event KeyFrameReached() { if (KeyNum == 0) FinishedClosing(); } } // ============================================================================ // state LeadInOutLooping // // Loop state of a LeadInOutLooper. // ============================================================================ state LeadInOutLooping { function Trigger(Actor Other, Pawn EventInstigator) { if (!bReceivingTriggerEvent) return; bReceivingTriggerEvent = False; if (bAlternateMovement) { InterpolateTo(0, AlternateMoveTime * TimeMultipliersClose[0]); PlaySound(AlternateClosingSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0); TriggerEvent(AlternateClosingEvent, Self, Instigator); } else { InterpolateTo(0, MoveTime * TimeMultipliersClose[0]); PlaySound(ClosingSound, SLOT_None, SoundVolume / 255.0, false, SoundRadius, SoundPitch / 64.0); TriggerEvent(ClosingEvent, Self, Instigator); } bOpening = False; GotoState('LeadInOutLooper'); } function Untrigger(Actor Other, Pawn EventInstigator) { if (bReceivingTriggerEvent) { bReceivingTriggerEvent = False; Super.Untrigger(Other, EventInstigator); } } event KeyFrameReached() { if (bOscillatingLoop) { if (bAlternateMovement) { if (PrevKeyNum == 0) { StepDirection = 1; } else if (KeyNum == NumKeysPrimary || KeyNum == NumKeys - 1) { StepDirection *= -1; MoverLooped(); } if (StepDirection < 0) InterpolateTo(KeyNum - 1, AlternateMoveTime * TimeMultipliersClose[KeyNum - 1]); else InterpolateTo(KeyNum + 1, AlternateMoveTime * TimeMultipliersOpen[KeyNum]); } else { if (PrevKeyNum == 0) { StepDirection = 1; } else if (KeyNum == 1 || KeyNum == NumKeysPrimary - 1) { StepDirection *= -1; MoverLooped(); } if (StepDirection < 0) InterpolateTo(KeyNum - 1, MoveTime * TimeMultipliersClose[KeyNum - 1]); else InterpolateTo(KeyNum + 1, MoveTime * TimeMultipliersOpen[KeyNum]); } } else { if (bAlternateMovement) { if (KeyNum + 1 == NumKeys) { MoverLooped(); InterpolateTo(NumKeysPrimary, AlternateMoveTime * TimeMultipliersOpen[NumKeys - 1]); } else InterpolateTo(KeyNum + 1, AlternateMoveTime * TimeMultipliersOpen[KeyNum]); } else { if (KeyNum + 1 == NumKeysPrimary) { MoverLooped(); InterpolateTo(1, MoveTime * TimeMultipliersOpen[NumKeysPrimary - 1]); } else InterpolateTo(KeyNum + 1, MoveTime * TimeMultipliersOpen[KeyNum]); } } } } // ============================================================================ // state LoopMove // // Loop when triggered, stop when untriggered. // Modified so its upper key number limit is specified with NumKeysPrimary and // the movement time is scaled by TimeMultipliersOpen. // ============================================================================ state() LoopMove { function Trigger(Actor Other, Pawn EventInstigator) { if (bReceivingTriggerEvent) { bReceivingTriggerEvent = False; Super.Trigger(Other, EventInstigator); } } function Untrigger(Actor Other, Pawn EventInstigator) { if (bReceivingTriggerEvent) { bReceivingTriggerEvent = False; Super.Untrigger(Other, EventInstigator); } } Running: FinishInterpolation(); InterpolateTo((KeyNum + 1) % NumKeysPrimary, MoveTime * TimeMultipliersOpen[(KeyNum + 1) % NumKeysPrimary]); Goto 'Running'; Stopping: FinishInterpolation(); FinishedOpening(); UnTriggerEvent(Event, self, Instigator); bOpening = false; } // ============================================================================ // state StandOpenTimed // // Open when stood on, wait, then close. // Implements compatibility with StandOnMoverEvent triggering. // ============================================================================ state() StandOpenTimed { event Attach(Actor Other) { Global.Attach(Other); // global Attach() in this class if (!bTriggerDisabled) Super.Attach(Other); // Attach() in state Mover.StandOpenTimed } function DisableTrigger() { bTriggerDisabled = True; } function EnableTrigger() { bTriggerDisabled = False; } event BeginState() { Super.BeginState(); bTriggerDisabled = False; } } // ============================================================================ // state TriggerAdvance // // Open when triggered, stop when untriggered, close when reset. // Replaces state code to add support for alternate delay time. // ============================================================================ state() TriggerAdvance { function Trigger(Actor Other, Pawn EventInstigator) { if (bReceivingTriggerEvent) { bReceivingTriggerEvent = False; Super.Trigger(Other, EventInstigator); } } function Untrigger(Actor Other, Pawn EventInstigator) { if (bReceivingTriggerEvent) { bReceivingTriggerEvent = False; Super.Untrigger(Other, EventInstigator); } } Open: if (Physics == PHYS_None) // Check if Mover has been UnTriggered since GotoState('TriggerAdvance', ''); bClosed = false; if (!bAlternateMovement && DelayTime > 0) { bDelaying = true; Sleep(DelayTime); } else if (bAlternateMovement && AlternateDelayTime > 0) { bDelaying = true; Sleep(AlternateDelayTime); } if (Physics == PHYS_None) // Check if Mover has been UnTriggered since GotoState('TriggerAdvance', ''); SetStoppedPosition(0); DoOpen(); FinishInterpolation(); FinishedOpening(); if (SavedTrigger != None) SavedTrigger.EndEvent(); GotoState('WasTriggerAdvance'); Stop; Close: SetStoppedPosition(0); SetPhysics(PHYS_MovingBrush); DoClose(); FinishInterpolation(); FinishedClosing(); SetResetStatus(false); } // ============================================================================ // state TriggerControl // // Open when triggered, close when get untriggered. // Replaces state code to add support for alternate delay time. // ============================================================================ state() TriggerControl { function Trigger(Actor Other, Pawn EventInstigator) { if (bReceivingTriggerEvent) { bReceivingTriggerEvent = False; Super.Trigger(Other, EventInstigator); } } function Untrigger(Actor Other, Pawn EventInstigator) { if (bReceivingTriggerEvent) { bReceivingTriggerEvent = False; Super.Untrigger(Other, EventInstigator); } } Open: bClosed = false; if (!bAlternateMovement && DelayTime > 0) { bDelaying = true; Sleep(DelayTime); } else if (bAlternateMovement && AlternateDelayTime > 0) { bDelaying = true; Sleep(AlternateDelayTime); } if (!bOpening) DoOpen(); FinishInterpolation(); FinishedOpening(); if (SavedTrigger != None) SavedTrigger.EndEvent(); if (bTriggerOnceOnly) GotoState('WasTriggerControl'); Stop; Close: if (bOpening || !bInterpolating && KeyNum > 0) DoClose(); if (bInterpolating) { FinishInterpolation(); FinishedClosing(); } SetResetStatus(false); } // ============================================================================ // state TriggerOpenTimed // // When triggered, open, wait, then close. // Replaces OpenTimedMover state code to add support for the alternate movement // pre-move and stay-open delays. // ============================================================================ state TriggerOpenTimed { function Trigger(Actor Other, Pawn EventInstigator) { if (bReceivingTriggerEvent) { bReceivingTriggerEvent = False; Super.Trigger(Other, EventInstigator); } } function Untrigger(Actor Other, Pawn EventInstigator) { if (bReceivingTriggerEvent) { bReceivingTriggerEvent = False; Super.Untrigger(Other, EventInstigator); } } Open: if (bTriggerOnceOnly) Disable('Trigger'); bClosed = false; DisableTrigger(); if (!bAlternateMovement && DelayTime > 0) { bDelaying = true; Sleep(DelayTime); } else if (bAlternateMovement && AlternateDelayTime > 0) { bDelaying = true; Sleep(AlternateDelayTime); } DoOpen(); FinishInterpolation(); FinishedOpening(); if (bAlternateMovement) Sleep(AlternateStayOpenTime); else Sleep(StayOpenTime); if (bTriggerOnceOnly) GotoState('WasOpenTimedMover', ''); Close: DoClose(); FinishInterpolation(); FinishedClosing(); EnableTrigger(); if (bResetting) { SetResetStatus( false ); GotoState(Backup_InitialState, ''); Stop; } } // ============================================================================ // state TriggerPound // // Start pounding when triggered. // Replaces state code to add support for alternate pre-move, stay-open and // other delay time. // ============================================================================ state() TriggerPound { function Trigger(Actor Other, Pawn EventInstigator) { if (bReceivingTriggerEvent) { bReceivingTriggerEvent = False; Super.Trigger(Other, EventInstigator); } } function Untrigger(Actor Other, Pawn EventInstigator) { if (bReceivingTriggerEvent) { bReceivingTriggerEvent = False; Super.Untrigger(Other, EventInstigator); } } Open: if (bTriggerOnceOnly) Disable('Trigger'); bClosed = false; if (!bAlternateMovement && DelayTime > 0) { bDelaying = true; Sleep(DelayTime); } else if (bAlternateMovement && AlternateDelayTime > 0) { bDelaying = true; Sleep(AlternateDelayTime); } DoOpen(); FinishInterpolation(); FinishedOpening(); if (!bAlternateMovement) { Sleep(OtherTime); } else if (bAlternateMovement) { Sleep(AlternateOtherTime); } Close: if (bOpening || bResetting || !bInterpolating && KeyNum > 0) DoClose(); if (bInterpolating) { FinishInterpolation(); FinishedClosing(); } if (bAlternateMovement) Sleep(AlternateStayOpenTime); else Sleep(StayOpenTime); SetResetStatus(false); if (bTriggerOnceOnly) GotoState('WasTriggerPound'); if (SavedTrigger != None) Goto 'Open'; } // ============================================================================ // state TriggerToggle // // Toggle when triggered. // Replaces state code to add support for alternate delay time. // ============================================================================ state() TriggerToggle { function Trigger(Actor Other, Pawn EventInstigator) { if (bReceivingTriggerEvent) { bReceivingTriggerEvent = False; Super.Trigger(Other, EventInstigator); } } function Untrigger(Actor Other, Pawn EventInstigator) { if (bReceivingTriggerEvent) { bReceivingTriggerEvent = False; Super.Untrigger(Other, EventInstigator); } } Open: bClosed = false; if (!bAlternateMovement && DelayTime > 0) { bDelaying = true; Sleep(DelayTime); } else if (bAlternateMovement && AlternateDelayTime > 0) { bDelaying = true; Sleep(AlternateDelayTime); } DoOpen(); FinishInterpolation(); FinishedOpening(); if (SavedTrigger != None) SavedTrigger.EndEvent(); Stop; Close: if (bOpening || !bInterpolating && KeyNum > 0) DoClose(); if (bInterpolating) { FinishInterpolation(); FinishedClosing(); } SetResetStatus(false); } // ============================================================================ // Default Values // ============================================================================ defaultproperties { NumKeysPrimary = 2 CloseTime = 1.0 AlternateCloseTime = 1.0 AlternateDelayTime = 0.0 AlternateMoveTime = 1.0 AlternateStayOpenTime = 4.0 AlternateOtherTime = 0.0 TimeMultipliersClose(0) = 1.0 TimeMultipliersClose(1) = 1.0 TimeMultipliersClose(2) = 1.0 TimeMultipliersClose(3) = 1.0 TimeMultipliersClose(4) = 1.0 TimeMultipliersClose(5) = 1.0 TimeMultipliersClose(6) = 1.0 TimeMultipliersClose(7) = 1.0 TimeMultipliersClose(8) = 1.0 TimeMultipliersClose(9) = 1.0 TimeMultipliersClose(10) = 1.0 TimeMultipliersClose(11) = 1.0 TimeMultipliersClose(12) = 1.0 TimeMultipliersClose(13) = 1.0 TimeMultipliersClose(14) = 1.0 TimeMultipliersClose(15) = 1.0 TimeMultipliersClose(16) = 1.0 TimeMultipliersClose(17) = 1.0 TimeMultipliersClose(18) = 1.0 TimeMultipliersClose(19) = 1.0 TimeMultipliersClose(20) = 1.0 TimeMultipliersClose(21) = 1.0 TimeMultipliersClose(22) = 1.0 TimeMultipliersClose(23) = 1.0 TimeMultipliersOpen(0) = 1.0 TimeMultipliersOpen(1) = 1.0 TimeMultipliersOpen(2) = 1.0 TimeMultipliersOpen(3) = 1.0 TimeMultipliersOpen(4) = 1.0 TimeMultipliersOpen(5) = 1.0 TimeMultipliersOpen(6) = 1.0 TimeMultipliersOpen(7) = 1.0 TimeMultipliersOpen(8) = 1.0 TimeMultipliersOpen(9) = 1.0 TimeMultipliersOpen(10) = 1.0 TimeMultipliersOpen(11) = 1.0 TimeMultipliersOpen(12) = 1.0 TimeMultipliersOpen(13) = 1.0 TimeMultipliersOpen(14) = 1.0 TimeMultipliersOpen(15) = 1.0 TimeMultipliersOpen(16) = 1.0 TimeMultipliersOpen(17) = 1.0 TimeMultipliersOpen(18) = 1.0 TimeMultipliersOpen(19) = 1.0 TimeMultipliersOpen(20) = 1.0 TimeMultipliersOpen(21) = 1.0 TimeMultipliersOpen(22) = 1.0 TimeMultipliersOpen(23) = 1.0 } |
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