/** * This actor attaches itself to the ammo boxes * and imitates their collision to let us detect when they're picked up. * Copyright 2020 Anton Tarasenko *------------------------------------------------------------------------------ * This file is part of Acedia. * * Acedia is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, version 3 of the License, or * (at your option) any later version. * * Acedia is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Acedia. If not, see . */ class AmmoPickupStalker extends Actor; // Ammo box this stalker is attached to. // If it is destroyed (not just picked up) - stalker must die too. var private KFAmmoPickup target; // This variable is used to record if our 'target' ammo box was in // active state ('Pickup') last time we've checked. // We need this because ammo box's 'Touch' event can fire off first and // force the box to sleep before stalker could catch same event. // Without this variable we would have no way to know if player // simply walked near the place of a sleeping box or actually grabbed it. var private bool wasActive; // Static function that spawns a new stalker for the given box. // Careful, as there's no checks for whether a stalker is // already attached to it. // Ensuring that is on the user of the function. public final static function StalkAmmoPickup(KFAmmoPickup newTarget) { local AmmoPickupStalker newStalker; if (newTarget == none) return; newStalker = newTarget.Spawn(class'AmmoPickupStalker'); newStalker.target = newTarget; newStalker.SetBase(newTarget); newStalker.SetCollision(true); newStalker.SetCollisionSize(newTarget.collisionRadius, newTarget.collisionHeight); } event Touch(Actor other) { local FixAmmoSelling ammoSellingFix; if (target == none) return; // If our box was sleeping for while (more than a tick), - // player couldn't have gotten any ammo. if (!wasActive && !target.IsInState('Pickup')) return; ammoSellingFix = FixAmmoSelling(class'FixAmmoSelling'.static.GetInstance()); if (ammoSellingFix != none) { ammoSellingFix.RecordAmmoPickup(Pawn(other), target); } } event Tick(float delta) { if (target != none) { wasActive = target.IsInState('Pickup'); } else { Destroy(); } } defaultproperties { // Server-only, hidden remoteRole = ROLE_None bAlwaysRelevant = true drawType = DT_None }