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//============================================================================= // Dispatcher: receives one trigger (corresponding to its name) as input, // then triggers a set of specifid events with optional delays. //============================================================================= class Dispatcher extends Triggers; #exec Texture Import File=Textures\Dispatch.pcx Name=S_Dispatcher Mips=Off Flags=2 //----------------------------------------------------------------------------- // Dispatcher variables. var() name OutEvents[8]; // Events to generate. var() float OutDelays[8]; // Relative delays before generating events. var int i; // Internal counter. //============================================================================= // Dispatcher logic. // // When dispatcher is triggered... // function Trigger( actor Other, pawn EventInstigator ) { Instigator = EventInstigator; gotostate('Dispatch'); } // // Dispatch events. // state Dispatch { function Reset() { enable('Trigger'); gotostate(''); } Begin: disable('Trigger'); for ( i=0; i<ArrayCount(OutEvents); i++ ) { if ( OutEvents[i] != '' ) { Sleep( OutDelays[i] ); TriggerEvent(OutEvents[i],Self,Instigator); } } enable('Trigger'); } // // Dispatch editor API. // event DrawEditorSelection( Canvas C ) { local byte j; local Actor A; for ( j=0; j<ArrayCount(OutEvents); ++j ) if( OutEvents[j]!='' ) { foreach AllActors(Class'Actor',A,OutEvents[j]) C.Draw3DLine(MakeColor(255,0,255),Location,A.Location); } } defaultproperties { bEditorSelectRender=True Texture=Texture'Engine.S_Dispatcher' } |
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