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//============================================================================= // The Unreal Director's Suite Release version: Jan 7th, 1999 //============================================================================= // // [ CS_ShotList ] // // The ShotList actor has been GREATLY expanded. Please refer to the // documentation for more information. // //============================================================================= class CS_ShotList expands CutSeq; //----------------------------------------------------------------------------- // Dispatcher variables. var() name OutCamera[8]; // Camera to activate var() name OutCamLock[8]; // Who to lock the camera on to var() name OutTrigger[8]; // Trigger to active var() name OutCommand[8]; // SEQ Comm var() sound OutSounds[8]; // Sound effect to play var() float OutDelays[8]; // Relative delays before generating events. var(Sounds) int DialogVolume; // -1 means wait for event to trigger var int CurShot; // Internal counter. var bool bActive; // Is this shotlist active var bool bAbort; // has this shotlist been aborted. var bool bComplete; // This Shotlist is waiting for an event var CS_Camera tmpCam; // Tmp camera storage var Actor tmpAct; // Tmp Actor storage var CutSeq tmpseq; // Tmp CutSeq storage // This function is called by some of the CutSequence actors. It's used to tell the Shot List // that a particular sequence has finished and that it can move on to the next. function Completed() { bComplete = true; } // function Trigger( actor Other, pawn EventInstigator ) { Instigator = EventInstigator; gotostate('Dispatch'); } state IsDone { begin: CSLog("ShotList ["$Self$"] is done!"); bActive=false; enable('Trigger'); } // // Dispatch events. This was taken straight from the Dispatcher actor. I just // altered it to my needs. // state Dispatch { Begin: disable('Trigger'); CSTrackAction("CS_ShotList"); // Do each sequence (up to 8) bActive=true; CurShot=0; NextShot: if (CurShot==8) GotoState('IsDone'); // If this ShotList has been aborted, exit out. if (bAbort==True) { CSLog("Shot List Aborted by User!"); bAbort=false; bActive=false; GotoState('IsDone'); } // Switch to that Camera if (OutCamera[CurShot] != '') { CSLog("Searching for Camera :"$OutCamera[CurShot]); foreach AllActors(class 'CS_Camera',TmpCam, OutCamera[CurShot]) { CSLog("Switching to Camera "$TmpCam); TmpCam.Trigger(Self,Instigator); } } // Lock the Camera on if we need to if (OutCamLock[CurShot]!='') { TmpCam = CSPlayer(Instigator).CSCamera; if (OutCamLock[CurShot]=='unlock') { CSLog("Unlocking Camera"); TmpCam.bLockedOn = false; } else if (OutCamLock[CurShot] == 'self') { CSLog("Locking Camera on to "$Instigator); TmpCam.bLockedOn = true; TmpCam.Target = instigator; } else { foreach AllActors(class 'Actor',TmpAct,OutCamLock[CurShot]) { CSLog("Locking Camera on to "$TmpAct); TmpCam.bLockedOn = true; TmpCam.Target = TmpAct; } } } // Trigger any triggers if (OutTrigger[CurShot] != '' ) { foreach AllActors( class 'Actor', Target, OutTrigger[CurShot] ) { CSLog("Triggering "$Target); // If this is a CutSeq then put out a warning if (Target.IsA('CutSeq')) { CSLog("{WARNING} CutSeq object found in Triggers field of Shot List: "$Self.Tag); } Target.Trigger( Self, Instigator ); } } // Trigger any CS Commands if( OutCommand[CurShot] != '' ) { foreach AllActors( class 'CutSeq', TmpSeq, OutCommand[CurShot] ) { CSLog("Processing Command "$TmpSeq$"("$TmpSeq.Tag$")"); TmpSeq.Trigger( Self, Instigator ); } } if ( (OutSounds[CurShot] != None) && (bAbort != true) ) { CSLog("Playing sound "$OutSounds[CurShot]$" at volume: "$DialogVolume); PlaySound(OutSounds[CurShot],SLOT_INTERFACE,DialogVolume); } // Pause or wait for an event. Movement if (OutDelays[CurShot] <0) { bComplete = false; GotoState('WaitForEvent'); } else { CSLog("Waiting for "$OutDelays[CurShot]); Sleep( OutDelays[CurShot] ); } CurShot++; Goto('NextShot'); } state WaitForEvent { begin: CSLog("Waiting for command to complete before restarting Shot List"); KeepWaiting: if (bComplete) { CSlog("Command Completed"); CurShot++; GotoState('Dispatch','NextShot'); } sleep(0.1); goto('KeepWaiting'); } event PreBeginPlay() { bAbort = false; bActive = false; bComplete = false; } defaultproperties { } |
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