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UnrealI.ElevatorTrigger


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//=============================================================================
// ElevatorTrigger.
//=============================================================================
class ElevatorTrigger extends Triggers;

// A special trigger devised for the ElevatorMover class, since
// detecting one trigger message is not enough to determine 2 or more
// different commands (like up/down).  When an actor is within its'
// radius, it sends a message to the ElevatorMover with the desired
// keyframe change and moving time interval.

var() int   GotoKeyframe;
var() float MoveTime;
var() bool   bTriggerOnceOnly;
var() class<actor> ClassProximityType;

// Trigger type.
var() enum ETriggerType
{
    TT_PlayerProximity, // Trigger is activated by player proximity.
    TT_PawnProximity,   // Trigger is activated by any pawn's proximity
    TT_ClassProximity,  // Trigger is activated by actor of that class only
    TT_AnyProximity,    // Trigger is activated by any actor in proximity.
    TT_Shoot,           // Trigger is activated by player shooting it.
} TriggerType;

//
// See whether the other actor is relevant to this trigger.
//
final function bool IsRelevant( actor Other )
{
    switch( TriggerType )
    {
        case TT_PlayerProximity:
            return Pawn(Other)!=None && Pawn(Other).bIsPlayer;
        case TT_PawnProximity:
            return Pawn(Other)!=None && ( Pawn(Other).Intelligence > BRAINS_None );
        case TT_ClassProximity:
            return ClassIsChildOf(Other.Class, ClassProximityType);
        case TT_AnyProximity:
            return true;
        case TT_Shoot:
            return ( Projectile(Other) != None );
    }
}
//
// Called when something touches the trigger.
//
function Touch( actor Other )
{
    local ElevatorMover EM;
    if( IsRelevant( Other ) )
    {
        // Call the ElevatorMover's Move function
        if( Event != '' )
            foreach AllActors( class 'ElevatorMover', EM, Event )
                EM.MoveKeyframe( GotoKeyFrame, MoveTime );

        if( bTriggerOnceOnly )
            // Ignore future touches.
            SetCollision(False);
    }
}

defaultproperties
{
}

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Class file time: za 22-4-2006 13:00:12.000 - Creation time: za 22-4-2006 13:01:31.765 - Created with UnCodeX