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/****************************************************************************** SpawnWithLockerWeapons Creation date: 2009-02-07 13:19 Last change: $Id$ Copyright (c) 2009, Wormbo ******************************************************************************/ class SpawnWithLockerWeapons extends Mutator; struct TBestLocker { var Actor Start; var WeaponLocker Locker; }; var bool bInitialized; var array<TBestLocker> BestLockers; var array<WeaponLocker> AllLockers; var array<UnrealPawn> SpawnedPlayers; function Initialize() { local int i; local WeaponLocker Locker; bInitialized = True; // find all lockers for faster access foreach AllActors(class'WeaponLocker', Locker) { if (Locker.IsInState('LockerPickup')) AllLockers[i++] = Locker; } AllLockers.Length = i; // just making sure } function ModifyPlayer(Pawn Other) { local int i; local WeaponLocker BestLocker; local Weapon Copy; if (!bInitialized) Initialize(); Super.ModifyPlayer(Other); if (UnrealPawn(Other) != None) { // check if we processed this player already for (i = SpawnedPlayers.Length - 1; i >= 0; --i) { if (SpawnedPlayers[i] == None || SpawnedPlayers[i].Health <= 0) SpawnedPlayers.Remove(i, 1); else if (SpawnedPlayers[i] == Other) return; } SpawnedPlayers[SpawnedPlayers.Length] = UnrealPawn(Other); BestLocker = GetBestLocker(Other.LastStartSpot); if (BestLocker != None) { for (i = 0; i < BestLocker.Weapons.Length; ++i) { BestLocker.InventoryType = BestLocker.Weapons[i].WeaponClass; Copy = Weapon(Other.FindInventoryType(BestLocker.Weapons[i].WeaponClass)); if (Copy != None) { Copy.FillToInitialAmmo(); } else if (Level.Game.PickupQuery(Other, BestLocker)) { Copy = Weapon(BestLocker.SpawnCopy(Other)); if (Copy != None) { Copy.PickupFunction(Other); if (BestLocker.Weapons[i].ExtraAmmo > 0) Copy.AddAmmo(BestLocker.Weapons[i].ExtraAmmo, 0); } } } } } } function WeaponLocker GetBestLocker(Actor Start) { local int i; local WeaponLocker BestLocker; local float Dist, BestDist; if (AllLockers.Length == 0 || Start == None) return None; // no lockers on map // check if best locker already known for (i = 0; i < BestLockers.Length; ++i) { if (BestLockers[i].Start == Start) return BestLockers[i].Locker; // previously known best locker } // look for closest locker for (i = 0; i < AllLockers.Length; ++i) { if (AllLockers[i] != None && !AllLockers[i].IsInState('Disabled')) { Dist = VSize(Start.Location - AllLockers[i].Location); if (BestLocker == None || BestDist > Dist) { BestLocker = AllLockers[i]; BestDist = Dist; } } } // cache result BestLockers.Insert(0, 1); BestLockers[0].Locker = BestLocker; BestLockers[0].Start = Start; return BestLocker; } //============================================================================= // Default values //============================================================================= defaultproperties { FriendlyName = "Spawn with locker weapons" Description = "Spawning players are automatically equiped with all weapons from the nearest weapon locker." } |
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