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/** * Control Point for Domination games * * Writen by Brian 'Snake' Alexander. Copyright(c) 2007-2010 All Rights Reserved. */ class ControlPoint extends DominationObjective notplaceable hidedropdown; /** Array of the staticmeshes that are display for the current controlling team. */ var const StaticMesh ControlPointMeshes[5]; /** Array of skins used for the DomBase mesh to match it's current state */ var const Material DomSkin[6]; /** Array of Higher detail skins to apply to the corresponding ControlPointMeshes of the same index */ var MaterialInstanceConstant MISkin[5]; simulated function PostBeginPlay() { Super.PostBeginPlay(); UpdateTeamEffects(4); // Set the initial light to be a little brighter DomLight.SetLightProperties(self.default.DomLight.Brightness+1.0); if (PointName ~= "") PointName = GetHumanReadableName(); } function UpdateStatus() { local TeamInfo NewTeam; local int OldIndex; if ( ControllingPawn == None ) NewTeam = none; else NewTeam = ControllingPawn.PlayerReplicationInfo.Team; if ( NewTeam == ControllingTeam ) return; // for AI, update DefenderTeamIndex OldIndex = DefenderTeamIndex; if (NewTeam == None) { DefenderTeamIndex = 255; // ie. "no team" since 0 is a valid team if (HomeBase != none) HomeBase.DefenderTeamIndex = 255; } else { DefenderTeamIndex = NewTeam.TeamIndex; if (HomeBase != none) HomeBase.DefenderTeamIndex = NewTeam.TeamIndex; } if (bScoreReady && (OldIndex != DefenderTeamIndex)) UTGame(WorldInfo.Game).FindNewObjectives(HomeBase); // otherwise we have a new controlling team, or the point is being re-enabled ControllingTeam = NewTeam; super.UpdateStatus(); // Change the displayed mesh to match the controlling team if (ControllingTeam == None) { bScoreReady = False; UpdateTeamEffects(4); } else { UpdateTeamEffects(ControllingTeam.TeamIndex); ScoreTime = 2; SetTimer(1.0, True); } } /** * Changes the displayed mesh and light color to match the controlling team. * * @param TeamIndex The new controlling team to update to */ simulated function UpdateTeamEffects(byte TeamIndex) { local byte i; super.UpdateTeamEffects(TeamIndex); i = static.ValidateTeamIndex(TeamIndex); DomMesh.SetStaticMesh(ControlPointMeshes[i]); // Apply the higher detail skins if (MISkin[i] != None) DomMesh.SetMaterial(0, MISkin[i]); // Fix up the mesh sizes, esp for the Green and Gold team meshes if (i == 2) DomMesh.SetScale(1.22); else if (i == 3) DomMesh.SetScale(1.36); else DomMesh.SetScale(1.08); DomLight.SetLightProperties(, LightColors[i]); ForceNetRelevant(); } /** * Don't call super here since we don't want it incrementing score! */ function Timer() { ScoreTime--; if (ScoreTime > 0) { bScoreReady = False; } else { ScoreTime = 0; bScoreReady = True; SetTimer(0.00000, False); } } function Reset() { super.Reset(); UpdateTeamEffects(4); } DefaultProperties { ControlPointMeshes[0]=StaticMesh'DOM_Content.Meshes.DomRed' ControlPointMeshes[1]=StaticMesh'DOM_Content.Meshes.DomBlue' ControlPointMeshes[2]=StaticMesh'DOM_Content.Meshes.DomGreen' ControlPointMeshes[3]=StaticMesh'DOM_Content.Meshes.DomGold' ControlPointMeshes[4]=StaticMesh'DOM_Content.Meshes.DomN' MISkin[0]=MaterialInstanceConstant'DOM_Content.Materials.ControlPoint0_INST' MISkin[1]=MaterialInstanceConstant'DOM_Content.Materials.ControlPoint1_INST' MISkin[2]=MaterialInstanceConstant'DOM_Content.Materials.ControlPoint2_INST' MISkin[3]=MaterialInstanceConstant'DOM_Content.Materials.ControlPoint3_INST' MISkin[4]=MaterialInstanceConstant'DOM_Content.Materials.ControlPoint4_INST' Begin Object class=StaticMeshComponent name=StaticMeshComponent0 StaticMesh=StaticMesh'DOM_Content.Meshes.DomN' CastShadow=False bCastDynamicShadow=False bAcceptsLights=False bAcceptsDynamicLights=False LightEnvironment=DomPointLightEnvironment CollideActors=False CullDistance=7000 bUseAsOccluder=False BlockRigidBody=False Translation=(X=0.0,Y=0.0,Z=-24.0) Scale=1.08 End Object DomMesh=StaticMeshComponent0 Components.Add(StaticMeshComponent0) ControlSound=SoundCue'DOM_Content.Sounds.ControlSoundCue' MessageClass=class'UTDom.DOMMessage' bNoDelete=False Physics=PHYS_Rotating RotationRate=(Yaw=6000) DesiredRotation=(Yaw=30000) } |
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