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//if a pawn of a certain class stays within this volume for too long, an ion cannon from space blows it away class IonCannonKillVolume extends PhysicsVolume; var() class<Pawn> TargetClass; var() bool bAffectsFlyingPawns; //does this volume kill pawns that can fly? var() int CountdownTime; //how long pawn has to get out var() class<IonEffect> IonEffectClass; var array<Pawn> Targets; var int TimeRemaining; event PawnEnteredVolume(Pawn Other) { Super.PawnEnteredVolume(Other); if (Other != None && (Other.Controller != None) && ClassIsChildOf(Other.Class, TargetClass) && (!Other.bCanFly || bAffectsFlyingPawns)) { Targets[Targets.length] = Other; if (PainTimer == None) { TimeRemaining = CountdownTime; PainTimer = spawn(class'VolumeTimer', self); } else TimeRemaining = Min(CountdownTime, Max(3, TimeRemaining)); if (PlayerController(Other.Controller) != None) PlayerController(Other.Controller).ReceiveLocalizedMessage(MessageClass, 0); } } event PawnLeavingVolume(Pawn Other) { Super.PawnLeavingVolume(Other); RemoveTarget(Other); } function RemoveTarget(Pawn Other) { local int i; for (i = 0; i < Targets.length; i++) if (Targets[i] == None || Targets[i] == Other) { Targets.Remove(i, 1); i--; } if (Targets.length == 0 && PainTimer != None) PainTimer.Destroy(); } function TimerPop(VolumeTimer T) { local Actor A; local Pawn P; local bool bFound; if (T != PainTimer) return; foreach TouchingActors(TargetClass, A) { P = Pawn(A); if (P.Controller == None || (P.bCanFly && !bAffectsFlyingPawns)) { RemoveTarget(P); continue; } if (TimeRemaining > 1) { if (PlayerController(P.Controller) != None) { PlayerController(P.Controller).ReceiveLocalizedMessage(MessageClass, 0); PlayerController(P.Controller).ReceiveLocalizedMessage(MessageClass, TimeRemaining - 1); } } else if (TimeRemaining == 1) SpawnEffects(P.Location); else if (TimeRemaining < 1) P.Died(None, class'DamTypeIonVolume', P.Location); bFound = true; } if (TimeRemaining == 0) PlayGlobalSound(sound'WeaponSounds.redeemer_explosionsound'); else if (TimeRemaining == 1 && bFound) PlayGlobalSound(sound'WeaponSounds.TAGRifle.IonCannonBlast'); if (bFound || TimeRemaining <= 1) TimeRemaining--; } function SpawnEffects(vector EffectLoc) { local IonEffect IonBeamEffect; local Actor Other; local Vector HitLocation, HitNormal, Top, CP; Other = Trace(HitLocation, HitNormal, EffectLoc + vect(0,0,10000), EffectLoc, false); Top = EffectLoc; Top.Z = FMax(HitLocation.Z, EffectLoc.Z + 2000); IonBeamEffect = Spawn(IonEffectClass,,, Top); if (IonBeamEffect != None) IonBeamEffect.AimAt(EffectLoc, Vect(0,0,1)); CP = vect(1500,0,0); Other = Trace(HitLocation, HitNormal, Top + CP, EffectLoc, false); if ( Other == None ) { IonBeamEffect = Spawn(IonEffectClass,,, Top + CP); if (IonBeamEffect != None) IonBeamEffect.AimAt(EffectLoc, Vect(0,0,1)); } Other = Trace(HitLocation, HitNormal, Top - CP, EffectLoc, false); if ( Other == None ) { IonBeamEffect = Spawn(IonEffectClass,,, Top - CP); if (IonBeamEffect != None) IonBeamEffect.AimAt(EffectLoc, Vect(0,0,1)); } } function PlayGlobalSound(sound S) { local Controller C; for (C = Level.ControllerList; C != None; C = C.NextController) if (PlayerController(C) != None) PlayerController(C).ClientPlaySound(S); } defaultproperties { TargetClass=Class'Engine.Pawn' CountdownTime=10 IonEffectClass=Class'XEffects.IonEffect' TransientSoundVolume=1.000000 TransientSoundRadius=2000.000000 MessageClass=Class'XGame.IonCannonKillWarning' } |
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