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Engine.LiftCenter


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//=============================================================================
// LiftCenter.
//=============================================================================
class LiftCenter extends NavigationPoint
    placeable
    native;

#exec Texture Import File=Textures\Lift_center.pcx Name=S_LiftCenter Mips=Off MASKED=1

var() name LiftTag;
var  mover MyLift;
var() name LiftTrigger;
var trigger RecommendedTrigger;
var float MaxDist2D;
var vector LiftOffset;  // starting vector between MyLift location and LiftCenter location

function PostBeginPlay()
{
    if ( LiftTrigger != '' )
        ForEach DynamicActors(class'Trigger', RecommendedTrigger, LiftTrigger )
            break;
    Super.PostBeginPlay();
}

/* 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

Here, we check if the mover needs to be triggered
*/

function Actor SpecialHandling(Pawn Other)
{
    // if no lift, no special handling
    if ( MyLift == None )
        return self;

    // check whether or not need to trigger the lift
    if ( !MyLift.IsInState('StandOpenTimed') )
    {
        if ( MyLift.bClosed 
            && (RecommendedTrigger != None) )
            return RecommendedTrigger;
    }   
    else if ( MyLift.BumpType == BT_PlayerBump && !Other.IsPlayerPawn() )
        return None;

    return self;
}

/* 
Check if mover is positioned to allow Pawn to get on
*/
function bool SuggestMovePreparation(Pawn Other)
{
    // if already on lift, no problem 
    if ( Other.base == MyLift )
        return false;

    // make sure LiftCenter is correctly positioned on the lift
    SetLocation(MyLift.Location + LiftOffset);
    SetBase(MyLift);

    // if mover is moving, wait
    if ( MyLift.bInterpolating || !ProceedWithMove(Other) )
    {
        Other.Controller.WaitForMover(MyLift);
        return true;
    }

    return false;
}

function bool ProceedWithMove(Pawn Other)
{
    local LiftExit Start;
    local float dist2D;
    local vector dir;

    // see if mover is at appropriate location/keyframe
    Start = LiftExit(Other.Anchor);

    if ( Other.Controller == None )
        return false;
    else if ( (Start != None) && (Start.KeyFrame != 255) && Other.ReachedDestination(Start) )
    {
        if ( MyLift.KeyNum == Start.KeyFrame )
            return true;
    }
    else if ( (LiftExit(Other.Controller.MoveTarget) != None) && Other.ReachedDestination(self) )
        return LiftExit(Other.Controller.MoveTarget).CanBeReachedFromLiftBy(Other);
    else
    {
        //check distance directly - make sure close
        dir = Location - Other.Location;
        dir.Z = 0;
        dist2d = vsize(dir);
        if ( (Location.Z - CollisionHeight < Other.Location.Z - Other.CollisionHeight + MAXSTEPHEIGHT)
            && (Location.Z - CollisionHeight > Other.Location.Z - Other.CollisionHeight - 1200)
            && ( dist2D < MaxDist2D) )
        {
            return true;
        }
    }

    // if mover not operating, need to start it
    if ( MyLift.bClosed )
    {
        Other.SetMoveTarget(SpecialHandling(Other));
        return true;
    }

    return false;
}

defaultproperties
{
     MaxDist2D=400.000000
     bNeverUseStrafing=Wahr
     bForceNoStrafing=Wahr
     bSpecialMove=Wahr
     bNoAutoConnect=Wahr
     ExtraCost=400
     bStatic=Falsch
     RemoteRole=ROLE_None
     Texture=Texture'Engine.S_LiftCenter'
}

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Class file time: Fr 30.3.2007 08:43:36.000 - Creation time: Mo 16.4.2007 11:20:49.343 - Created with UnCodeX