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//============================================================================= // WarpZoneInfo. For making disjoint spaces appear as if they were connected; // supports both in-level warp zones and cross-level warp zones. //============================================================================= class WarpZoneInfo extends ZoneInfo native; //----------------------------------------------------------------------------- // Information set by the level designer. var() string OtherSideURL; var() name ThisTag; var() bool bNoTeleFrag; //----------------------------------------------------------------------------- // Internal. var const int iWarpZone; var const coords WarpCoords; var transient WarpZoneInfo OtherSideActor; var transient object OtherSideLevel; var() string Destinations[8]; var int numDestinations; //----------------------------------------------------------------------------- // Network replication. replication { reliable if( Role==ROLE_Authority ) OtherSideURL, ThisTag, OtherSideActor; } //----------------------------------------------------------------------------- // Functions. // Warp coordinate system transformations. native(314) final function Warp ( out vector Loc, out vector Vel, out rotator R ); native(315) final function UnWarp( out vector Loc, out vector Vel, out rotator R ); function PreBeginPlay() { Super.PreBeginPlay(); // Generate the local connection. Generate(); // Setup destination list. numDestinations = 0; While( numDestinations < 8 ) if (Destinations[numDestinations] != "") numDestinations++; else numDestinations = 8; // Generate URL if necessary. if( numDestinations>0 && (OtherSideURL == "") ) OtherSideURL = Destinations[0]; } function Trigger( actor Other, pawn EventInstigator ) { local int nextPick; if (numDestinations == 0) return; nextPick = 0; While( (nextPick < 8) && (Destinations[nextPick] != OtherSideURL ) ) nextPick++; nextPick++; if ( (nextPick > 7) || (Destinations[nextPick] == "") ) nextPick = 0; OtherSideURL = Destinations[nextPick]; ForceGenerate(); } // Set up this warp zone's destination. simulated event Generate() { if( OtherSideLevel != None ) return; ForceGenerate(); } // Set up this warp zone's destination. simulated event ForceGenerate() { if( InStr(OtherSideURL,"/") >= 0 ) { // Remote level. //log( "Warpzone " $ Self $ " remote" ); OtherSideLevel = None; OtherSideActor = None; } else { // Local level. OtherSideLevel = XLevel; foreach AllActors( class 'WarpZoneInfo', OtherSideActor ) if( string(OtherSideActor.ThisTag)~=OtherSideURL && OtherSideActor!=Self ) break; //log( "Warpzone " $ Self $ " local, connected to " $ OtherSideActor ); } } // When an actor enters this warp zone. simulated function ActorEntered( actor Other ) { local vector L; local rotator R; local Controller P; //if ( Other.Role == ROLE_AutonomousProxy ) // return; // don't simulate for client players if( !Other.bJustTeleported ) { Generate(); if( OtherSideActor != None ) { // This needs to also perform a coordinate system transformation, // in case the portals aren't directionally aligned. This is easy to // do but UnrealScript doesn't provide coordinate system operators yet. Other.Disable('Touch'); Other.Disable('UnTouch'); L = Other.Location; if( Pawn(Other) != None ) R = Pawn(Other).GetViewRotation(); UnWarp( L, Other.Velocity, R ); OtherSideActor.Warp( L, Other.Velocity, R ); if( Other.IsA('Pawn') ) { Pawn(Other).bWarping = bNoTelefrag; if ( Other.SetLocation(L) ) { //tell enemies about teleport if ( Role == ROLE_Authority ) For ( P=Level.ControllerList; P!=None; P=P.NextController ) if (P.Enemy == Other) P.LineOfSightTo(Other); R.Roll = 0; Pawn(Other).SetViewRotation(R); Pawn(Other).ClientSetLocation(L, R ); if ( Pawn(Other).Controller != None ) Pawn(Other).Controller.MoveTimer = -1.0; } else { // set up to keep trying to teleport GotoState('DelayedWarp'); } } else { Other.SetLocation(L); Other.SetRotation( R ); } Other.Enable('Touch'); Other.Enable('UnTouch'); // Change rotation according to portal's rotational change. } } } event ActorLeaving( actor Other ) { If ( Other.IsA('Pawn') ) Pawn(Other).bWarping = false; } State DelayedWarp { function Tick(float DeltaTime) { local Controller P; local bool bFound; For ( P=Level.ControllerList; P!=None; P=P.NextController ) if ( P.Pawn.bWarping && (P.Pawn.Region.Zone == Self) ) { bFound = true; ActorEntered(P); } If ( !bFound ) GotoState(''); } } defaultproperties { } |
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