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//============================================================================= // PlayerSpawnManager // // In Assault Player.PlayerReplicationInfo.Team and PlayerStart.TeamNumber do not match! // The SpawnManager makes the connection between the team number and the right PlayerStart // Taking in account things like: // - which team is attacking or defending // - multiple (consecutively triggered or not) spawn areas // - forced pawn class with specific spawn areas // // How to use: // - Add a PlayerSpawnManager for each Spawn area in the level // - Due to the way UT handles playerstarts, // you must have PlayerStart actors with TeamNumber=0 in the Level // // Parameters are self explanatory // //============================================================================= class PlayerSpawnManager extends Info placeable; var() enum EPSM_AssaultTeam { EPSM_Attackers, EPSM_Defenders, } AssaultTeam; var() enum EPSM_ForcePossessPawn { EPSM_None, // No Force.. EPSM_ForcedPawnClass, // Forces Pawn class override at spawn EPSM_ForceDefaultPawnClass, // Forces controller to use his default Pawn Class when spawning } OverridePawnClass; var() class<Pawn> ForcedPawnClass; var() int PlayerStartTeam; // TeamNumber of the PlayerStart actors the manager is pointing to var() bool bEnabled; // Spawn manager active? // backup var bool BACKUP_bEnabled; var() bool bAllowTeleporting; // Allow players to teleport there when it's enabled. // Memory/Network/CPU optimizations // When PlayerSpawnManager is trigger disabled, auto kill vehicles and shutdown vehicle factories var() editinline array<Name> DisabledVehicleFactoriesTag; // Disable vehicle factories (and kill child) simulated function PostBeginPlay() { super.PostBeginPlay(); BACKUP_bEnabled = bEnabled; } simulated function UpdatePrecacheMaterials() { super.UpdatePrecacheMaterials(); if ( (ForcedPawnClass != None) && ( Level.NetMode != NM_DedicatedServer ) ) ForcedPawnClass.static.StaticPrecache( Level ); } function SetEnabled( bool bNewStatus ) { local ASVehicleFactory ASVF; local int i; if ( bNewStatus == bEnabled ) return; bEnabled = bNewStatus; if ( !bEnabled ) { if ( DisabledVehicleFactoriesTag.Length > 0 ) { ForEach DynamicActors(class'ASVehicleFactory', ASVF) for (i=0; i<DisabledVehicleFactoriesTag.Length; i++) { if ( ASVF.Tag == DisabledVehicleFactoriesTag[i] ) ASVF.ShutDown(); } } } else if ( bAllowTeleporting ) ASGameInfo(Level.Game).NewSpawnAreaEnabled( AssaultTeam == EPSM_Defenders ); } function Trigger( actor Other, Pawn EventInstigator ) { if ( bEnabled ) TriggerEvent( Event, Self, EventInstigator); // to enable another PlayerSpawnManager for example SetEnabled( !bEnabled ); } // Check if a PlayerStart is valid singular function bool ApprovePlayerStart(PlayerStart P, byte Team, Controller Player) { Local name OverrideTag; if ( Player == None || Player.Event == 'None' ) OverrideTag = ''; else OverrideTag = Player.Event; // Is PlayerSpawnManager active? if ( !bEnabled && OverrideTag == '' ) return false; // Are we dealing with the right PlayerSpawnManger? if ( P.TeamNumber != PlayerStartTeam ) return false; // Is the PlayerStart for the correct Player's Team ? if ( Level.Game.IsA('ASGameInfo') ) { if ( AssaultTeam == EPSM_Attackers ) { if ( !ASGameInfo(Level.Game).IsAttackingTeam(Team) ) return false; } else if ( ASGameInfo(Level.Game).IsAttackingTeam(Team) ) return false; } // Forced PlayerSpawnManager? if ( OverrideTag != '' && OverrideTag != Tag ) return false; return true; } // Player spawned function String PawnClassOverride(Controller C, NavigationPoint NP, byte Team) { if ( OverridePawnClass == EPSM_None ) return ""; if ( C==None || NP==None || !NP.IsA('PlayerStart') ) return ""; if ( !ApprovePlayerStart(PlayerStart(NP), Team, C) ) return ""; // Pawn class override if ( OverridePawnClass == EPSM_ForcedPawnClass && ForcedPawnClass != None ) return String(ForcedPawnClass); if ( OverridePawnClass == EPSM_ForceDefaultPawnClass ) /*obsolete*/ return ""; return ""; } /* Reset() reset actor to initial state - used when restarting level without reloading. */ function Reset() { super.Reset(); bEnabled = BACKUP_bEnabled; } //============================================================================= // defaultproperties //============================================================================= defaultproperties { OverridePawnClass=EPSM_ForceDefaultPawnClass bEnabled=Wahr bAllowTeleporting=Wahr bNoDelete=Wahr } |
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