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Engine.Door


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/*=============================================================================
 Door.
 Used to mark a door on the Navigation network (a door is a mover that may act
 as an obstruction).
=============================================================================
*/
class Door extends NavigationPoint
    placeable
    native;

#exec Texture Import File=Textures\Door.pcx Name=S_Door Mips=Off MASKED=1

var() name DoorTag;             // tag of mover associated with this node
var  mover MyDoor;
var() name DoorTrigger;         // recommended trigger to use (if door is triggerable)
var actor RecommendedTrigger;
var() bool bInitiallyClosed;    // if true, means that the initial position of the mover blocks navigation
var() bool bBlockedWhenClosed;  // don't even try to go through this path if door is closed
var bool bDoorOpen;
var bool bTempNoCollide;        // used during path building

function PostBeginPlay()
{
    local vector Dist;

    if ( DoorTrigger != '' )
    {
        ForEach AllActors(class'Actor', RecommendedTrigger, DoorTrigger )
            break;
        // ignore recommended trigger if door is within its radius
        // (DoorTrigger shouldn't have been set)
        if ( RecommendedTrigger != None )
        {
            Dist = Location - RecommendedTrigger.Location;
            if ( abs(Dist.Z) < RecommendedTrigger.CollisionHeight )
            {
                Dist.Z = 0;
                if ( VSize(Dist) < RecommendedTrigger.CollisionRadius )
                    RecommendedTrigger = None;
            }
        }       
    }
    bBlocked = ( bInitiallyClosed && bBlockedWhenClosed );
    bDoorOpen = !bInitiallyClosed;
    Super.PostBeginPlay();
}

function MoverOpened()
{
    bBlocked = ( !bInitiallyClosed && bBlockedWhenClosed );
    bDoorOpen = bInitiallyClosed;
}

function MoverClosed()
{
    bBlocked = ( bInitiallyClosed && bBlockedWhenClosed );
    bDoorOpen = !bInitiallyClosed;
}

/* SpecialHandling is called by the navigation code when the next path has been found.  
It gives that path an opportunity to modify the result based on any special considerations
*/

function Actor SpecialHandling(Pawn Other)
{
    if ( MyDoor == None )
        return self;

    if ( MyDoor.BumpType == BT_PlayerBump && !Other.IsPlayerPawn() )
        return None;

    if ( bInitiallyClosed == (bDoorOpen || MyDoor.bOpening || MyDoor.bDelaying) )
        return self;

    if ( RecommendedTrigger != None )
    {
        if ( Trigger(RecommendedTrigger) != None )
            return RecommendedTrigger.SpecialHandling(Other);
        return RecommendedTrigger;
    }
    
    return self;
}

function bool ProceedWithMove(Pawn Other)
{
    if ( MyDoor.bDamageTriggered && (Other.Controller.Focus == MyDoor) )
        Other.Controller.StopFiring();

    if ( bDoorOpen || !MyDoor.bDamageTriggered )
        return true;

    // door still needs to be shot
    Other.ShootSpecial(MyDoor);
    MyDoor.Trigger(Other,Other);
    Other.Controller.WaitForMover(MyDoor);
    return false;
}

event bool SuggestMovePreparation(Pawn Other)
{
    if ( bDoorOpen )
        return false;
    if ( MyDoor.bOpening || MyDoor.bDelaying )
    {
        Other.Controller.WaitForMover(MyDoor);
        return true;
    }
    if ( MyDoor.bDamageTriggered )
    {
        // handle shootable doors
        Other.ShootSpecial(MyDoor);
        MyDoor.Trigger(Other,Other);
        Other.Controller.WaitForMover(MyDoor);
        return true;
    }

    return false;
}

defaultproperties
{
     bInitiallyClosed=Wahr
     bSpecialMove=Wahr
     ExtraCost=100
     RemoteRole=ROLE_None
     Texture=Texture'Engine.S_Door'
}

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Class file time: Fr 30.3.2007 08:43:36.000 - Creation time: Mo 16.4.2007 11:20:46.437 - Created with UnCodeX