Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 |
// DynamicZoneInfo - For making summonable/rising water etc... // Written by .:..: Class DynamicZoneInfo extends ZoneInfo Native; var DynamicZoneInfo NextDynamicZone; var() enum EDynZoneInfoType { DZONE_Cube, // Use cube shape (using BoxMin and BoxMax) DZONE_Sphere, // Sphere shape (using SphereSize) DZONE_Cylinder, // Cylinder shape (using SphereSize as whidht, CylinderSize as height) DZONE_Script // VERY SLOW, call UScript event. } ZoneAreaType; var() vector BoxMin,BoxMax; var() float CylinderSize,SphereSize; var() ZoneInfo MatchOnlyZone; // Only return this result when that actor is within this zone. var() bool bUseRelativeToRotation; // Result checks should be done relative to rotation. var() bool bMovesForceTouchUpdate; // Force to update touchers when this actor moves. var transient bool bUpdateTouchers; // Force to update zone touchers next tick (auto-resets to false after its done). var transient vector OldPose; simulated function PostBeginPlay() { local Actor A; if ( (bNoDelete || bStatic) && RemoteRole==ROLE_None ) { Role = ROLE_Authority; if( Level.NetMode==NM_Client && AttachTag!='' ) // Client attach actor. foreach AllActors(Class'Actor',A,AttachTag) { SetBase(A); break; } } // Add to the list NextDynamicZone = Level.DynamicZonesList; Level.DynamicZonesList = Self; Super.PostBeginPlay(); } simulated function Destroyed() { local DynamicZoneInfo D; // Remove from the list. if ( Level.DynamicZonesList==Self ) { Level.DynamicZonesList = NextDynamicZone; Return; } For( D=Level.DynamicZonesList; D!=None; D=D.NextDynamicZone ) { if ( D.NextDynamicZone==Self ) { D.NextDynamicZone = D.NextDynamicZone.NextDynamicZone; Return; } } } simulated event ScriptCheckZone( vector Position, out ZoneInfo ModifyZone ); defaultproperties { BoxMin=(X=-200.000000,Y=-200.000000,Z=-200.000000) BoxMax=(X=200.000000,Y=200.000000,Z=200.000000) CylinderSize=250.000000 SphereSize=250.000000 bStatic=False RemoteRole=ROLE_None bAlwaysRelevant=False } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |