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UDSDemo.CS_SpikeTape


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//=============================================================================
// The Unreal Director's Suite                  Release version: Jan 7th, 1999
//=============================================================================
//
// [ CS_SpikeTape ]
//
// The spike tape actor is VERY important.  It's used when moving actors around
// in a cut sequence.  When touched during a C/S it sends a message back to
// the Active Shotlist saying it can continue if needed.
//
// This new updated Spike tape allows for very exacting movments.
//=============================================================================

class CS_SpikeTape expands Keypoint;

var() name              FinishAnimation;
var() bool              bStopWhenTouched;
var() bool              bExactTouch;
var   bool              bInUse;

function SetInUse()
{
   bInUse = true;
}

function Touch(Actor Other)
{

  local CS_PlayerACT PA;

  local String x;
  local name        n;
  
  
  // If we are not in a cut sequence, dont do anything

  if (!bInUse) 
    return;
 

  // Check to see if we are exactly touching the spike tape.  HOWEVER, only X and Y are tested.
  // if you want your guy flying through the damn air, rewrite the code
 
  if (bExactTouch)
  {
      Log("[SpikeTape]: Pawn @:"$Other.Location$" / Tape @:"$Location);

      if ((!(Location.X == Other.Location.X)) && (!(Location.Y == Other.Location.Y)))
        return;
  }
 
  
  Log("[C/S Engine]: "$Other$" touched the active Spike Tape "$Self);
  
  if ( (!Other.IsA('CSPlayer')) && (!Other.IsA('CSPawn')) )
    return;

  if (FinishAnimation!='')
  {
    Pawn(Other).PlayAnim(FinishAnimation); 
  }

  // Should we stop the player ??? hmm??? hmmm???

  bInUse = false;
   
  if (bStopWhenTouched)
  {

     if (Other.IsA('CSPlayer'))
     {  
            Log("[C/S Engine]: Stopping "$Other);
     
            CSPlayer(Other).AdjVelocity.X = 0;
            CSPlayer(Other).AdjVelocity.Y = 0;
            CSPlayer(Other).AdjVelocity.Z = 0;
            CSPlayer(Other).CLientSetRotation(Self.Rotation);
            CSPlayer(Other).CSMoveTarget = None;

            Log("[C/S Engine]: Telling Shotlist to Resume");
            
            CSPlayer(OTher).CSShotList.Completed();  // Tell the shot list the player has stopped.

     }
     else
     {
            Log("[C/S Engine]: "$Other$" is being switched back to ActWaiting");
            CSPawn(Other).GotoState('ActWaiting');
            Pawn(Other).SetRotation(Self.Rotation);
            CSPawn(Other).CSMoveTarget = None;
            CSPawn(Other).SetPhysics(PHYS_None);

            Log("[C/S Engine]: Telling Shotlist to Resume");
    
            CSPAwn(OTher).CSShotList.Completed();  // Tell the shot list the pawn has stopped.
     }
 
       
  }
  
 
}

defaultproperties
{
     Texture=None
     CollisionRadius=20.000000
     CollisionHeight=20.000000
     bCollideActors=True
}

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Class file time: za 22-4-2006 13:27:50.000 - Creation time: za 22-4-2006 13:29:27.562 - Created with UnCodeX