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/** * xDomPoint. Base class of Domination Points For Double Domination (DoubleDom) matches. * * Writen by Brian 'Snake' Alexander. Copyright(c) 2007-2010 All Rights Reserved. */ class xDomPoint extends ControlPoint abstract; delegate ResetCount(); simulated function PostNetReceive() { if( !bScoreReady ) UpdateTeamEffects(5); else if ( ControllingTeam == None ) UpdateTeamEffects(4); else UpdateTeamEffects(ControllingTeam.TeamIndex); } /** * TeamIndex=0 red * TeamIndex=1 blue * TeamIndex=2 green * TeamIndex=3 gold * TeamIndex=4 neutral * TeamIndex=5 disabled */ simulated function UpdateTeamEffects(byte TeamIndex) { local byte i; super(DominationObjective).UpdateTeamEffects(TeamIndex); if (TeamIndex >= 5) { // Diabled bIsDisabled = True; bIsActive = False; DomLight.SetEnabled(false); DomMesh.SetMaterial(0,DomSkin[5]); if (DomLetter != none) DomLetter.SetHidden(true); if (DomRing != none) DomRing.SetHidden(true); } else { bIsDisabled = false; bIsActive = true; i = static.ValidateTeamIndex(TeamIndex); DomLight.SetEnabled(true); DomLight.SetLightProperties(4, LightColors[i]); DomMesh.SetMaterial(0,DomSkin[i]); if (DomLetter != none) { DomLetter.SetDomMaterial(i); if ( DomLetter.bHidden ) DomLetter.SetHidden(false); } if (DomRing != none) { DomRing.SetDomMaterial(i); if ( DomRing.bHidden ) DomRing.SetHidden(false); } } bForceNetUpdate = True; } function UpdateStatus() { local TeamInfo NewTeam; local int OldIndex; // who is the current controlling team of this domination point? if (ControllingPawn == None) NewTeam = None; else NewTeam = ControllingPawn.PlayerReplicationInfo.Team; // do nothing if there is no change in the controlling team (and there is a controlling team) if ((NewTeam == ControllingTeam) && (NewTeam != None)) 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(Self); // otherwise we have a new controlling team, or the domination point is being re-enabled ControllingTeam = NewTeam; super(DominationObjective).UpdateStatus(); if (ControllingTeam != None) { SetAlarm(true); } ResetCount(); if (ControllingTeam == None) { // goes dark while untouchable (disabled) after a score if (!bScoreReady) UpdateTeamEffects(5); else if (bScoreReady) // goes back to white when neutral again UpdateTeamEffects(4); } else { UpdateTeamEffects(ControllingTeam.TeamIndex); } } function ResetPoint(bool IsEnabled) { if ( !bScoreReady && IsEnabled ) UTGame(WorldInfo.Game).FindNewObjectives(Self); bScoreReady = IsEnabled; if ( IsEnabled ) { Enable('Touch'); Enable('UnTouch'); } else { Disable('Touch'); Disable('UnTouch'); } ControllingPawn = None; ControllingTeam = None; HolderPRI = None; UpdateStatus(); bForceNetUpdate = True; } simulated function SetAlarm(bool bNowOn) { super.SetAlarm(bNowOn); if (WorldInfo.NetMode != NM_DedicatedServer) { if (bNowOn) { if (AlarmSound != none) { SetTimer(5.0,false); AlarmSound.Play(); } } else { if (AlarmSound != none) AlarmSound.Stop(); } } } /** * don't call super here since we don't want it incrementing score! */ simulated function Timer() { SetAlarm(false); } simulated function vector GetHUDOffset(PlayerController PC, Canvas Canvas) { local float Z; Z = 60; if ( PC.ViewTarget != None ) { Z += 0.1 * VSize(PC.ViewTarget.Location - Location); } return Z*vect(0,0,1); } DefaultProperties { DomSkin[0]=Material'DOM_Content.Materials.DDom.DomPoint_Red_Mat' DomSkin[1]=Material'DOM_Content.Materials.DDom.DomPoint_Blue_Mat' DomSkin[2]=Material'DOM_Content.Materials.DDom.DomPoint_Green_Mat' DomSkin[3]=Material'DOM_Content.Materials.DDom.DomPoint_Gold_Mat' DomSkin[4]=Material'DOM_Content.Materials.DDom.DomPoint_Neutral_Mat' DomSkin[5]=Material'DOM_Content.Materials.DDom.DomPoint_Disabled_Mat' Begin Object Name=CollisionCylinder CollisionRadius=+70.0 End Object CollisionType=COLLIDE_TouchAll CollisionComponent=CollisionCylinder Components.Add(CollisionCylinder) Begin Object Name=StaticMeshComponent0 StaticMesh=StaticMesh'DOM_Content.Meshes.DomPointBaseLower' Translation=(X=0.0,Y=0.0,Z=-4.0) bAcceptsLights=True bAcceptsDynamicLights=True LightingChannels=(BSP=True,Dynamic=True,Static=True) LightEnvironment=DomPointLightEnvironment End Object DomMesh=StaticMeshComponent0 Components.Add(StaticMeshComponent0) Begin Object Class=AudioComponent Name=AlarmSoundComponent SoundCue=SoundCue'A_Gameplay.CTF.Cue.A_Gameplay_CTF_FlagAlarm_Cue' End Object AlarmSound=AlarmSoundComponent ControlSound=None MessageClass=None Physics=PHYS_None RotationRate=(Yaw=0) DesiredRotation=(Yaw=0) bHidden=False DrawScale=0.6 EffectOffset=(X=0.0,Y=0.0,Z=40.0) } |
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