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85 lines
2.9 KiB
85 lines
2.9 KiB
/** |
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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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} |