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UT2k4Assault.ASVehicle_Sentinel


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//=============================================================================
// ASVehicle_Sentinel
//=============================================================================
// Created by Laurent Delayen
// © 2003, Epic Games, Inc.  All Rights Reserved
//=============================================================================

class ASVehicle_Sentinel extends ASTurret
    abstract;

Var bool    bActive, bOldActive;
var bool    bSpawnCampProtection;   // when true, sentinels are more powerful
var Sound   OpenCloseSound;

Replication
{
    reliable if ( (bNetInitial || bNetDirty) && Role==ROLE_Authority )
        bActive;
}

simulated function PostNetBeginPlay()
{
    super.PostNetBeginPlay();

    if ( bSpawnCampProtection )
        RotationRate *= 100;
}

simulated function PostNetReceive()
{
    super.PostNetReceive();

    if ( bActive != bOldActive )
    {
        bOldActive = bActive;

        if ( bActive )
            PlayOpening();
        else 
            PlayClosing();
    }
}

/* awake sleeping sentinel */
function AwakeSentinel()
{
    ASSentinelController(Controller).Awake();
}

function bool Awake() { return false; }
function bool GoToSleep() { return false; }
simulated function PlayClosing();
simulated function PlayOpening();

simulated function PlayFiring(optional float Rate, optional name FiringMode )
{
    PlayAnim('Fire', 0.75);
}

simulated function PlayIdleOpened()
{
    PlayAnim('IdleOpen', 1, 0.0);
    
    if ( Level.NetMode != NM_DedicatedServer )
    {
        if ( TurretBase != None && TurretBase.Mesh != None )
            TurretBase.GotoState('Active');

        if ( TurretSwivel != None && TurretSwivel.Mesh != None )
            TurretSwivel.GotoState('Active');
    }
}

simulated function PlayIdleClosed()
{
    PlayAnim('IdleClosed', 1, 0.0);

    if ( Level.NetMode != NM_DedicatedServer )
    {
        if ( TurretBase != None && TurretBase.Mesh != None )
            TurretBase.GotoState('Sleeping');

        if ( TurretSwivel != None && TurretSwivel.Mesh != None )
            TurretSwivel.GotoState('Sleeping');
    }
}


auto state Sleeping
{
    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
                    Vector momentum, class<DamageType> damageType)
    {
        if ( Role == Role_Authority )
            AwakeSentinel();
    }

    simulated event AnimEnd( int Channel )
    {
        PlayIdleClosed();
    }

    function bool Awake()
    {
        if ( Role == Role_Authority )
            bActive = true;

        PlayOpening();

        return true;
    }

    simulated function PlayOpening()
    {   
        PlayAnim('Open', 0.33, 0.0);
        
        if ( Level.NetMode != NM_DedicatedServer )
        {
            if ( OpenCloseSound != None )
                PlaySound( OpenCloseSound );

            if ( TurretBase != None && TurretBase.Mesh != None )
                TurretBase.GotoState('Opening');
            
            if ( TurretSwivel != None && TurretSwivel.Mesh != None )
                TurretSwivel.GotoState('Opening');
        }

        GotoState('Opening');
    }

Begin:
    if ( bActive )
        PlayOpening();
    else
        PlayIdleClosed();
}

state Active
{
    simulated event AnimEnd( int Channel )
    {
        PlayIdleOpened();
    }

    function bool GoToSleep()
    {
        if ( Role == Role_Authority )
            bActive = false;

        PlayClosing();

        return true;
    }

    simulated function PlayClosing()
    {
        PlayAnim('Close', 0.33, 0.0);
        
        if ( Level.NetMode != NM_DedicatedServer )
        {
            if ( OpenCloseSound != None )
                PlaySound( OpenCloseSound );

            if ( TurretBase != None && TurretBase.Mesh != None )
                TurretBase.GotoState('Closing');
            
            if ( TurretSwivel != None && TurretSwivel.Mesh != None )
                TurretSwivel.GotoState('Closing');
        }
        GotoState('Closing');
    }

Begin:
    PlayIdleOpened();
}

state Closing
{
    simulated event AnimEnd( int Channel )
    {
        if ( Role == Role_Authority )
            ASSentinelController(Controller).AnimEnded();
        GotoState('Sleeping');
    }

    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
                        Vector momentum, class<DamageType> damageType);
}

state Opening
{
    simulated event AnimEnd( int Channel )
    {
        if ( Role == Role_Authority )
            ASSentinelController(Controller).AnimEnded();
        GotoState('Active');
    }

    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
                        Vector momentum, class<DamageType> damageType);
}

defaultproperties
{
     DefaultWeaponClassName="UT2k4Assault.Weapon_Sentinel"
     bNonHumanControl=Wahr
     AutoTurretControllerClass=Class'UT2k4Assault.ASSentinelController'
     VehicleNameString="Sentinel"
     bNoTeamBeacon=Wahr
     HealthMax=1000.000000
     Health=1000
     TransientSoundVolume=0.750000
     TransientSoundRadius=512.000000
     bNetNotify=Wahr
}

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Class file time: Fr 30.3.2007 08:43:52.000 - Creation time: Mo 16.4.2007 11:20:44.609 - Created with UnCodeX