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/****************************************************************************** xTeamMonitor Creation date: 2010-07-07 10:32 Last change: $Id$ Copyright © 2010, Wormbo Website: http://www.koehler-homepage.de/Wormbo/ Feel free to reuse this code. Send me a note if you found it helpful or want to report bugs/provide improvements. Please ask for permission first, if you intend to make money off reused code. ******************************************************************************/ class xTeamMonitor extends xTeamBanner hidecategories(xTeamBanner); //============================================================================= // Properties //============================================================================= /** Monitor screen material for red team. */ var() Material RedTeamShader; /** Monitor screen material for blue team. */ var() Material BlueTeamShader; /** Neutral monitor screen material. */ var() Material NeutralShader; /** Disabled monitor screen material. */ var() Material DisabledShader; /** Combiners to apply the team symbols to. The symbol material is applied to Material2. */ var() Combiner TeamSymbolCombiners[2]; /** Index of the Skins slot the team material is applied to. */ var() byte TeamSkinIndex; simulated function UpdatePrecacheMaterials() { Level.AddPrecacheMaterial(RedTeamShader); Level.AddPrecacheMaterial(BlueTeamShader); Level.AddPrecacheMaterial(NeutralShader); super.UpdatePrecacheMaterials(); } simulated function PostBeginPlay() { Super(Decoration).PostBeginPlay(); } simulated function UpdateForTeam() { switch (Team) { case 0: Skins[TeamSkinIndex] = RedTeamShader; break; case 1: Skins[TeamSkinIndex] = BlueTeamShader; break; case 255: Skins[TeamSkinIndex] = DisabledShader; break; default: Skins[TeamSkinIndex] = NeutralShader; } if (GRI != None && Team < 2 && GRI.TeamSymbols[Team] != None && TeamSymbolCombiners[Team] != None) TeamSymbolCombiners[Team].Material2 = GRI.TeamSymbols[Team]; } //============================================================================= // Default values //============================================================================= defaultproperties { DrawType = DT_StaticMesh Mesh = None bUnlit = False bProjTarget = True bCollideActors = True bBlockActors = True bBlockKarma = True bWorldGeometry = True RedTeamShader = Shader'XGameTextures.SuperPickups.RedScreenS' BlueTeamShader = Shader'XGameTextures.SuperPickups.BlueScreenS' NeutralShader = Shader'XGameTextures.SuperPickups.GreyScreenS' DisabledShader = Shader'XGameTextures.SuperPickups.BlackScreenS' TeamSymbolCombiners[0] = Combiner'XGameTextures.SuperPickups.RedTeamScreenC' TeamSymbolCombiners[1] = Combiner'XGameTextures.SuperPickups.BlueTeamScreenC' } |
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