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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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