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//============================================================================= // ScriptedTrigger // replaces Counter, Dispatcher, SpecialEventTrigger //============================================================================= class ScriptedTrigger extends ScriptedSequence; #exec Texture Import File=..\engine\textures\TrigSpcl.pcx Name=S_SpecialEvent Mips=Off MASKED=1 var ScriptedTriggerController TriggerController; function PostBeginPlay() { super.PostBeginPlay(); TriggerController = Spawn(class'ScriptedTriggerController'); if ( TriggerController != None ) TriggerController.InitializeFor( Self ); else log("ScriptedTrigger::PostBeginPlay - Couldn't Spawn ScriptedTriggerController"); } /* WaitingForEvent() Returns next event this scripted sequence is waiting for with an ACTION_WaitFOrEvent */ function name NextNeededEvent() { local int i, Start; if ( TriggerController != None ) Start = TriggerController.ActionNum; for ( i=Start; i<Actions.Length; i++ ) if ( ACTION_WaitForEvent(Actions[i]) != None ) return ACTION_WaitForEvent(Actions[i]).ExternalEvent; return ''; } /* TriggersEvent() returns true if this sequence triggers Event E */ function bool TriggersEvent(name E) { local int i, Start; if ( TriggerController != None ) Start = TriggerController.ActionNum; for ( i=Start; i<Actions.Length; i++ ) if ( (ACTION_TriggerEvent(Actions[i]) != None) && (ACTION_TriggerEvent(Actions[i]).Event == E) ) return true; return false; } function bool ValidAction(Int N) { return Actions[N].bValidForTrigger; } /* Reset() reset actor to initial state - used when restarting level without reloading. */ function Reset() { super.Reset(); if ( TriggerController == None ) TriggerController = Spawn(class'ScriptedTriggerController'); if ( TriggerController != None ) TriggerController.InitializeFor( Self ); } defaultproperties { bNavigate=Falsch Texture=Texture'Gameplay.S_SpecialEvent' } |
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