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//============================================================================= // UPakTeleporter. //============================================================================= class UPakTeleporter expands Teleporter; //----------------------------------------------------------------------------- // Teleporter URL can be one of the following forms: // // TeleporterName // Teleports to a named teleporter in this level. // if none, acts only as a teleporter destination // // LevelName/TeleporterName // Teleports to a different level on this server. // // Unreal://Server.domain.com/LevelName/TeleporterName // Teleports to a different server on the net. // var() string LoadMessage; // Header, big letters. var() string IntermissionMap; // Teleporter was touched by an actor. function Touch( actor Other ) { local Teleporter Dest; local int i; local Actor A; if( Level.NetMode!=NM_StandAlone ) { Super.Touch(Other); // In online game, we skip the intermissions. Return; } if ( !bEnabled ) return; if( Other.bCanTeleport && Other.PreTeleport(Self)==false ) { if( (InStr( URL, "/" ) >= 0) || (InStr( URL, "#" ) >= 0) ) { // Teleport to a level on the net. if( PlayerPawn(Other) != None ) { if( IntermissionMap != "" ) { PlayerPawn( Other ).bShowMenu = false; i = InStr(URL,"?"); if( i!=-1 ) URL = Left(URL,i); if( PlayerPawn( Other ).IsA( 'UPakPlayer' )) { Level.Game.SendPlayer(PlayerPawn(Other), IntermissionMap$"?game=UPak.UPakTransitionInfo?TransURL="$URL); } else { PlayerPawn( Other ).ShowMenu(); PlayerPawn( Other ).bShowMenu = false; } } else if( Level.Title == "Intro1" ) Level.Game.SendPlayer( PlayerPawn( Other ), URL ); else Level.Game.SendPlayer( PlayerPawn( Other ), URL$"?game=upak.upaksingleplayer" ); } } else { // Teleport to a random teleporter in this local level, if more than one pick random. foreach AllActors( class 'Teleporter', Dest ) if( string(Dest.tag)~=URL && Dest!=Self ) i++; i = rand(i); foreach AllActors( class 'Teleporter', Dest ) if( string(Dest.tag)~=URL && Dest!=Self && i-- == 0 ) break; if( Dest != None ) { // Teleport the actor into the other teleporter. if ( Other.IsA('Pawn') ) PlayTeleportEffect( Pawn(Other), false); Dest.Accept( Other ); if( (Event != '') && (Other.IsA('Pawn')) ) foreach AllActors( class 'Actor', A, Event ) A.Trigger( Other, Other.Instigator ); } else Pawn(Other).ClientMessage( "Teleport destination not found!" ); } } } defaultproperties { LoadMessage="LOADING" DrawType=DT_Mesh Mesh=LodMesh'UnrealShare.BarrelM' CollisionHeight=25.000000 } |
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