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//============================================================================= // Trigger_ASUseAndRespawn //============================================================================= // Triggered using the "Use" key and respawns Player. // Optionnal PSM_Override_Tag allows to force player to respawn is a specific // Spawning Area (overriding its bEnabled status) //============================================================================= class Trigger_ASUseAndRespawn extends SVehicleTrigger placeable; var() enum AT_AssaultTeam { AT_All, AT_Attackers, AT_Defenders, } AssaultTeam; var() name PSM_Override_Tag; // To force Player to use a specific PlayerSpawnManager var float LastFailTime; //used by AI // Check if a Team is valid function bool ApprovePlayerTeam(byte Team) { if ( AssaultTeam == AT_All ) return true; if ( Level.Game.IsA('ASGameInfo') ) { if ( AssaultTeam == AT_Attackers ) { if ( ASGameInfo(Level.Game).IsAttackingTeam(Team) ) return true; } else if ( !ASGameInfo(Level.Game).IsAttackingTeam(Team) ) return true; } return false; } function Touch( Actor Other ) { local xPawn User; local Controller C; User = xPawn(Other); if ( !bEnabled || (User == None) || (User.Controller == None) ) return; C = User.Controller; if ( ((C.RouteGoal == self) || (C.Movetarget == self)) && (AIController(C) != None) ) { if ( (C.PlayerReplicationInfo != None) && !C.PlayerReplicationInfo.bOnlySpectator && ApprovePlayerTeam(C.PlayerReplicationInfo.Team.TeamIndex) ) UsedBy(User); return; } // Send a string message to the toucher. User.ReceiveLocalizedMessage(class'Vehicles.BulldogMessage', 0); } function UsedBy( Pawn user ) { if ( !bEnabled || (User == None) || (User.Controller == None) ) return; if ( !Level.Game.IsA('ASGameInfo') ) return; User.PlayTeleportEffect(true, true); // Force player to use a specific Spawn area if ( PSM_Override_Tag != '' && PSM_Override_Tag != 'None' ) User.Controller.Event = PSM_Override_Tag; ASGameInfo(Level.Game).RespawnPlayer( User.Controller, false ); } //============================================================================= // defaultproperties //============================================================================= defaultproperties { bNoDelete=Wahr bCollideActors=Wahr } |
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