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//============================================================================= ////// MarineWaveInfo. //============================================================================= class MarineWaveInfo expands Info; var( WaveSetup ) int WaveNumber; var( WaveSetup ) class< Weapon > MarineWeapons[ 16 ]; var( WaveSetup ) class< SpaceMarine > MarineList[ 16 ]; var( WaveSetup ) float BeamDelay; var( WaveSetup ) bool bTriggerable; var( WaveSetup ) bool bTriggerDispatcher; var PathNode BeamNodeArray[ 16 ]; var int PlacedMarineTracker[ 16 ]; var int CurrentMarine; var SpaceMarine PlacedMarines[ 16 ]; var PathNode SurroundingNodes[ 16 ]; var SpaceMarine DeadMarines[ 16 ]; var int TotalMarines; var int MarinesLeft; var MasterWaveInfo Controller; var bool bFilled; var PlayerPawn Target; function PostBeginPlay() { local int incrementer; TotalMarines = CountMarines(); if( WaveNumber == 1 && !bTriggerable ) { if( BeamDelay >= 1 ) { SetTimer( BeamDelay, false ); } else SetTimer( 2.0, false ); } LogStats(); } function Trigger( actor Other, Pawn EventInstigator ) { // //log( self$" triggered at : "$level.timeseconds ); // //log( self$" bTriggerable is: "$bTriggerable ); if( bTriggerable ) { if( BeamDelay > 0 ) { SetTimer( BeamDelay, false ); } else { if( !FindMasterWaveInfo() ) { Controller = Spawn( class'MasterWaveInfo' ); } Activate(); } } } function Timer() { local MasterWaveInfo WaveInfo; if( !FindMasterWaveInfo() ) { Controller = Spawn( class'MasterWaveInfo' ); } foreach allactors( class'MasterWaveInfo', WaveInfo ) { Controller = WaveInfo; } Activate(); } function bool FindMasterWaveInfo() { local MasterWaveInfo MWI; //log( "()()() FINDING MASTER WAVE INFO FOR "$Self ); foreach allactors( class'MasterWaveInfo', MWI ) { if( MWI != none ) { Controller = MWI; return true; } } return false; } function Tick( float DeltaTime ) { //log( "Master wave info: "$Controller ); } function Activate() { local int incrementer; local MasterWaveInfo WaveInfo; if( !FindMasterWaveInfo() ) { Controller = Spawn( class'MasterWaveInfo' ); } TotalMarines = CountMarines(); //log( "---------- MARINES IN THIS WAVE: "$self$" are "$TotalMarines ); for( incrementer = 0; incrementer <= TotalMarines; incrementer ++ ) { FindPointsNearPlayer( GetPlayerPawn() ); } BeamMarine(); } function int CountMarines() { local int incrementer; MarinesLeft = 0; for( incrementer = 0; incrementer <= 15; incrementer++ ) { if( MarineList[ incrementer ] != none ) { MarinesLeft++; } else { return MarinesLeft; } } return MarinesLeft; } function int MarinesRemaining() { local int incrementer; local int RemainingMarines; for( incrementer = 0; incrementer <= 15; incrementer++ ) { if( MarineList[ incrementer ] != none && PlacedMarineTracker[ incrementer ] != 1 ) { RemainingMarines++; } else { return RemainingMarines; } } return RemainingMarines; } function SubtractMarine( SpaceMarine DeadMarine ) { TotalMarines--; //log( "== SUBTRACTED : "$DeadMarine ); //log( "== TotalMarines Left: "$TotalMarines ); if( TotalMarines <= 0 ) { //log( "Less than or = to 0 marines remaining." ); if( BeamDelay > 0.0 ) { Controller.FinishWave( WaveNumber, BeamDelay ); } else { Controller.FinishWave( WaveNumber ); } Destroy(); } } function BeamMarine() { local int incrementer; local SpaceMarine NewMarine; local int NextMarine; // local UPakShieldEffect NewBeamEffect; for( incrementer = 0; incrementer <= 15; incrementer++ ) { if( SetCurrentMarine( GetNextMarine() ) ) { NewMarine = Spawn( MarineList[ CurrentMarine ], self,, BeamNodeArray[ CurrentMarine ].Location ); NewMarine.MarineBeamController = self; // NewMarine.Enemy = GetPlayerPawn(); NewMarine.StartWeapon = MarineWeapons[ CurrentMarine ]; // NewMarine.Enemy = GetPlayerPawn(); NewMarine.bBeamingIn = true; AddPlacedMarine( NewMarine ); PlacedMarineTracker[ CurrentMarine ] = 1; // NewBeamEffect = Spawn( class'UPakShieldEffect', NewMarine,, NewMarine.Location, NewMarine.Rotation ); // NewBeamEffect.Style = STY_Translucent; // NewBeamEffect.Fatness = 150; // NewBeamEffect.Mesh = mesh'Marine'; // NewBeamEffect.Fatness = 150; } } bFilled = true; } function bool SetCurrentMarine( int NextMarine ) { if( NextMarine != 999 ) { CurrentMarine = NextMarine; return true; } else { return false; } } function int GetNextMarine() { local int incrementer; for( incrementer = 0; incrementer <= 15; incrementer++ ) { if( ( MarineList[ incrementer ] != none ) && ( PlacedMarineTracker[ incrementer ] == 0 ) ) { return incrementer; } } return 999; } function AddPlacedMarine( SpaceMarine NewMarine ) { local int incrementer; for( incrementer = 0; incrementer <= 15; incrementer++ ) { if( PlacedMarines[ incrementer ] == none ) { PlacedMarines[ incrementer ] = NewMarine; break; } } } function FindPointsNearPlayer( PlayerPawn BeamSpot ) { local Pathnode PN, LastPN, TempPN; local PlayerPawn TempTarget; local PathNode NodeArray[ 16 ], LastNodeArrayUsed; local int incrementer; foreach allactors( class'PlayerPawn', TempTarget ) { Target = TempTarget; } SetLocation( Target.Location ); foreach radiusactors( class'PathNode', PN, 10550 ) { if( PN != none && PN.Tag == 'MarineBeamPoint' && VSize( PN.Location - GetPlayerPawn().Location ) > 200 ) { AddNodeToList( PN ); LastPN = PN; } } incrementer++; } function AddNodeToList( PathNode AddNode ) { local int incrementer; for( incrementer = 0; incrementer <= 15; incrementer++ ) { if( BeamNodeArray[ incrementer ] == none ) { BeamNodeArray[ incrementer ] = AddNode; break; } } } function bool GoodNode( PathNode CheckNode ) { local int incrementer; for( incrementer = 0; incrementer <= 15; incrementer++ ) { if( BeamNodeArray[ incrementer ] == CheckNode ) { return false; } } return true; } function PlayerPawn GetPlayerPawn() { local PlayerPawn P; foreach allactors( class'PlayerPawn', P ) { if( P != none ) { return P; } } } function FindSurroundingNodes( PlayerPawn TargetPawn ) { local int incrementer; local Pathnode TempPathNode; local int InsertCount; SetLocation( TargetPawn.Location ); foreach RadiusActors( class'PathNode', TempPathNode, 20000 ) { if( TempPathNode != none && InsertCount < 16 ) { //log( "Found: "$TempPathNode$" that is "$VSize( TempPathNode.Location - TargetPawn.Location)$" units away from player." ); } } } function LogStats() { local MarineWaveInfo MWI; foreach allactors( class'MarineWaveInfo', MWI ) { } } defaultproperties { } |
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