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UnrealGame.CTFBase


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//=============================================================================
// CTFBase.
//=============================================================================
class CTFBase extends GameObjective
    abstract;

var() Sound TakenSound;
var CTFFlag myFlag;
var class<CTFFlag> FlagType;

function BeginPlay()
{
    Super.BeginPlay();
    bHidden = false;

    myFlag = Spawn(FlagType, self);

    if (myFlag==None)
    {
        warn(Self$" could not spawn flag of type '"$FlagType$"' at "$location);
        return;
    }
    else
    {
        myFlag.HomeBase = self;
        myFlag.TeamNum = DefenderTeamIndex;
    }
}

function PostBeginPlay()
{
    local UnrealScriptedSequence W;
//	local NavigationPoint N;

    Super.PostBeginPlay();

    //calculate distance from this base to all nodes - store in BaseDist[DefenderTeamIndex] for each node
    SetBaseDistance(DefenderTeamIndex);

    // calculate visibility to base and defensepoints, for all paths
    SetBaseVisibility(DefenderTeamIndex);
    for ( W=DefenseScripts; W!=None; W=W.NextScript )
        if ( W.myMarker != None )
            W.myMarker.SetBaseVisibility(DefenderTeamIndex);
}

function PlayAlarm()
{
    SetTimer(5.0, false);
    AmbientSound = TakenSound;
}

function Timer()
{
    AmbientSound = None;
}

defaultproperties
{
     DrawType=DT_Mesh
     bStatic=Falsch
     bAlwaysRelevant=Wahr
     NetUpdateFrequency=8.000000
     DrawScale=1.300000
     SoundRadius=255.000000
     CollisionRadius=60.000000
     CollisionHeight=60.000000
     bCollideActors=Wahr
}

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Class file time: Fr 30.3.2007 08:43:40.000 - Creation time: Mo 16.4.2007 11:20:45.906 - Created with UnCodeX