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//============================================================================= // The Unreal Director's Suite Release version: Jan 7th, 1999 //============================================================================= // // [ CS_Camera ] // // This is the actual Camera actor. // //============================================================================= class CS_Camera expands Keypoint; var Actor Target; var bool bLockedOn; // Is this Camera locked on to a target var bool bFollowing; // Are we following someone VAR BOOL BLEADING; function Trigger(actor Other, pawn EventInstigator) { local CSPlayer P; local Actor A; Log("[C/S Engine]: Activing Camera: "$Self); // Find all players. foreach AllActors(class'CSPlayer',p) { LOG("[C/S Engine]: Found Player: "$P); // Change their POV to that of the camera. p.POVGotoLocation(Self); break; } SetCollision(true); SetLocation(Location); // Trigger! foreach RadiusActors(Class'Actor',A,26) if( A.bCollideActors ) A.Touch(P); } function UnTrigger(actor Other, pawn EventInstigator) { } function TurnTowardsTarget(vector targ) { SetRotation(Rotator(targ - location)); } function AdjustWithPlayer(vector Vel) { Velocity = Vel; } event Tick(float DeltaTime) { if (bLockedOn) TurnTowardsTarget(target.Location); if (bFollowing) AdjustWithPlayer(target.Velocity); Super.Tick(DeltaTime); } defaultproperties { bStatic=False bStasis=True bDirectional=True Texture=Texture'UDSDemo.UDS.CSCamera' bFixedRotationDir=True } |
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