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//============================================================================== // DestroyableObjective_SM //============================================================================== // Created by Laurent Delayen // © 2003, Epic Games, Inc. All Rights Reserved //============================================================================== // Specific subclass using staticmesh collision instead of cylinder collision. // also provides an optional "destroyed version" staticmesh //============================================================================== class DestroyableObjective_SM extends DestroyableObjective; var() StaticMesh DestroyedStaticMesh; var StaticMesh OriginalMesh, OldStaticMesh; // Used for controlling antiportals var array<AntiPortalActor> AntiPortals; var() name AntiPortalTag; simulated function PostBeginPlay() { local AntiPortalActor AntiPortalA; OriginalMesh = StaticMesh; OldStaticMesh = StaticMesh; if ( AntiPortalTag != '' ) { foreach AllActors(class'AntiPortalActor', AntiPortalA, AntiPortalTag) AntiPortals[AntiPortals.Length] = AntiPortalA; } super.PostBeginPlay(); } simulated function AdjustAntiPortals() { local int i; if ( AntiPortals.Length > 0 ) { if ( StaticMesh == OriginalMesh ) { for (i=0; i<AntiPortals.Length; i++) if ( AntiPortals[i].DrawType != DT_AntiPortal ) AntiPortals[i].SetDrawType( DT_AntiPortal ); } else { for (i=0; i<AntiPortals.Length; i++) if ( AntiPortals[i].DrawType != DT_None ) AntiPortals[i].SetDrawType( DT_None ); } } } simulated function PostNetReceive() { super.PostNetReceive(); if ( OldStaticMesh != StaticMesh ) { KSetBlockKarma( false ); KSetBlockKarma( true ); // Update karma collision OldStaticMesh = StaticMesh; AdjustAntiPortals(); } } /* Reset() reset actor to initial state - used when restarting level without reloading. */ function Reset() { if ( DestroyedStaticMesh != None ) { KSetBlockKarma( false ); SetStaticMesh( OriginalMesh ); KSetBlockKarma( true ); AdjustAntiPortals(); } else bHidden = false; super.Reset(); } function DisableObjective(Pawn Instigator) { if ( !bActive || bDisabled || !UnrealMPGameInfo(Level.Game).CanDisableObjective( Self ) ) return; super.DisableObjective(Instigator); if ( DestroyedStaticMesh != None ) { KSetBlockKarma( false ); SetStaticMesh( DestroyedStaticMesh ); SetCollision(true, bBlockActors); KSetBlockKarma( true ); // Update karma collision AdjustAntiPortals(); } else bHidden = true; } simulated function UpdatePrecacheStaticMeshes() { super.UpdatePrecacheStaticMeshes(); if ( DestroyedStaticMesh != None ) Level.AddPrecacheStaticMesh( DestroyedStaticMesh ); } defaultproperties { DrawType=DT_StaticMesh StaticMesh=StaticMesh'Editor.TexPropCube' bHidden=false bStaticLighting=true bBlockActors=true bBlockKarma=true bEdShouldSnap=true bBlocksTeleport=true } |
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