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//============================================================================= // ROSpawnArea //============================================================================= // Defines an area where players can spawn //============================================================================= // Red Orchestra Source // Copyright (C) 2003-2004 Erik Christensen //============================================================================= class ROSpawnArea extends Actor placeable; //============================================================================= // Variables //============================================================================= var() bool bInitiallyActive; // True if the spawn is enabled when play starts var() bool bAxisSpawn; // Axiss can use this spawn var() bool bAlliesSpawn; // Soviets can use this spawn var() int AxisPrecedence; // Used to decide which spawn area gets priority over the others (Larger numbers increase precendence, 0 = starting spawn area) var() int AlliesPrecedence; var() array<int> AxisRequiredObjectives; // A list of the objective numbers for each objective that must be complete to use this spawn area var() array<int> AlliesRequiredObjectives; var() array<int> NeutralRequiredObjectives; var() name VolumeTag; // Volume that defines the shape of this spawn area var() int SpawnProtectionTime; // Time in seconds that players inside here are invincible after spawning var() bool bTankCrewSpawnArea; // This spawn area is used exclusively for tank crewmen var() bool bIncludeNeutralObjectives; // Used in conjunction with TeamMustLoseAllRequired. Will check to see if there are any neutral objectives in the NeutralRequiredObjectives array for spawning not just owned objectives var Volume AttachedVolume; var bool bEnabled; enum ETeamMustLoseAllRequired { SPN_Neutral, SPN_Axis, SPN_Allies, }; var() ETeamMustLoseAllRequired TeamMustLoseAllRequired; // This team must lose all required obj to be moved back //============================================================================= // Functions //============================================================================= //----------------------------------------------------------------------------- // PostBeginPlay - Tell the game info about this spawn area and find the volume //----------------------------------------------------------------------------- function PostBeginPlay() { if (ROTeamGame(Level.Game) != None) { if (bTankCrewSpawnArea) ROTeamGame(Level.Game).TankCrewSpawnAreas[ROTeamGame(Level.Game).TankCrewSpawnAreas.Length] = self; else ROTeamGame(Level.Game).SpawnAreas[ROTeamGame(Level.Game).SpawnAreas.Length] = self; } if (VolumeTag != '') { foreach AllActors(class'Volume', AttachedVolume, VolumeTag) { AttachedVolume.AssociatedActor = self; break; } } Disable('Trigger'); } //----------------------------------------------------------------------------- // PreventDamage - Returns true if this player should not be damaged at all //----------------------------------------------------------------------------- function bool PreventDamage(Pawn Other) { if( ((Level.TimeSeconds - Other.SpawnTime) < SpawnProtectionTime) && AttachedVolume != none && AttachedVolume.Encompasses(Other) ) { return true; } return false; } //----------------------------------------------------------------------------- // Trigger - Allows a disabled spawn area to become enabled //----------------------------------------------------------------------------- function Trigger(Actor Other, Pawn EventInstigator) { bEnabled = true; Disable('Trigger'); if (ROTeamGame(Level.Game) != None) { if (bTankCrewSpawnArea) ROTeamGame(Level.Game).CheckTankCrewSpawnAreas(); else ROTeamGame(Level.Game).CheckSpawnAreas(); ROTeamGame(Level.Game).CheckVehicleFactories(); } } //----------------------------------------------------------------------------- // Reset - Set enabled state to default //----------------------------------------------------------------------------- function Reset() { bEnabled = bInitiallyActive; if (!bEnabled) Enable('Trigger'); } //============================================================================= // defaultpropeties //============================================================================= defaultproperties { bInitiallyActive=True bHidden=True RemoteRole=ROLE_None } |
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