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