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Engine.LineOfSightTrigger


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//=============================================================================
// LineOfSightTrigger
// triggers its event when player looks at it from close enough
// ONLY WORKS IN SINGLE PLAYER (or for the local client on a listen server)
// You could implement a multiplayer version using a tick function and PlayerCanSeeMe(),
// but that would have more performance cost
//=============================================================================
class LineOfSightTrigger extends Triggers
    native;

var() float MaxViewDist;    // maximum distance player can be from this trigger to trigger it
var   float OldTickTime;
var() bool  bEnabled;
var   bool  bTriggered;     
var() name  SeenActorTag;   // tag of actor which triggers this trigger when seen
var   actor SeenActor;
var() int MaxViewAngle;     // how directly a player must be looking at SeenActor center (in degrees)
var float RequiredViewDir;  // how directly player must be looking at SeenActor - 1.0 = straight on, 0.75 = barely on screen

function PostBeginPlay()
{
    Super.PostBeginPlay();

    RequiredViewDir = cos(MaxViewAngle * PI/180);
    if ( SeenActorTag != '' )
        ForEach AllActors(class'Actor',SeenActor,SeenActorTag)
            break;
}

event PlayerSeesMe(PlayerController P)
{
    TriggerEvent(Event,self,P.Pawn);
    bTriggered = true;
}

function Trigger( actor Other, Pawn EventInstigator )
{
    bEnabled = true;
}

defaultproperties
{
     MaxViewDist=3000.000000
     bEnabled=Wahr
     MaxViewAngle=15
     bCollideActors=Falsch
}

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Class file time: Fr 30.3.2007 08:43:36.000 - Creation time: Mo 16.4.2007 11:20:49.375 - Created with UnCodeX