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Onslaught.ONSPowerCore


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class ONSPowerCore extends DestroyableObjective
    hidecategories(DestroyableObjective)
    abstract;

#exec OBJ LOAD FILE="..\StaticMeshes\VMStructures.usx"
#exec OBJ LOAD FILE="..\Textures\ONSstructureTextures.utx"


var(Events) name            RedActivationEventName;
var(Events) name            BlueActivationEventName;
var(Events) name            DestroyedEventName;

var()   float               ConstructionTime;
var()   StaticMesh          DeadStaticMesh;
var()   sound               DestroyedSound;
var()   sound               ConstructedSound;
var()   sound               StartConstructionSound;
var()   sound               ActiveSound;
var()   sound               NeutralSound;
var()   sound               HealingSound;
var()   sound               HealedSound;
var()   bool                bStartNeutral;
var()   bool                bPowered;
var()   bool                bFinalCore;

var     bool                bPoweredByRed;
var     bool                bPoweredByBlue;
var     bool                bSevered;
var     bool                bUnderAttack;
var     bool                bOldUnderAttack;

var     globalconfig  bool        bShowNodeBeams;

var array<name> LinkedNodes;
var array<ONSPowerCore> PowerLinks;

// Internal
var array<Material> RedConstructingSkins;
var array<Material> BlueConstructingSkins;
var array<Material> RedActiveSkins;
var array<Material> BlueActiveSkins;
var byte            CoreStage;
var byte            LastCoreStage;
var byte            FinalCoreDistance[2];
var float           ConstructionTimeElapsed;
var float           LastAttackTime;
var float           LastAttackExpirationTime;
var float           LastAttackAnnouncementTime;
var float           LastAttackMessageTime;
var float           SeveredDamagePerSecond;
var float           HealingTime;
var array<Actor>    CloseActors;
var array<ONSTeleportPad> TeleportPads;
var Triggers TeleportTrigger;
var int DestructionMessageIndex; //base switch for ONSOnslaughtMessage
var string DestroyedEvent[4];
var string ConstructedEvent[2];
var Controller Constructor; //player who touched me to start construction
var Controller LastHealedBy;
var ONSNodeHealEffect NodeHealEffect;
var Emitter NodeBeamEffect;
var Emitter ExplosionEffect;

var ONSFreeRoamingEnergyEffect  RoamingEnergy;
var ONSPowerCoreShield          Shield;
var class<ONSPowerCoreShield>   ShieldClass;
var vector          ShieldOffset;

var PlayerReplicationInfo LastDamagedBy;
var Pawn LastAttacker;
var ONSPowerCore NextCore;  // link it :P  -- rjp

var byte LastDefenderTeamIndex;
var(HUD) vector HUDLocation;
var int NodeNum;

replication
{
    reliable if (bNetDirty && Role == ROLE_Authority)
        CoreStage, bUnderAttack, bPoweredByRed, bPoweredByBlue, bSevered;
}

delegate UpdateLinkState(ONSPowerCore Node);
delegate NotifyUpdateLinks();
delegate OnCoreDestroyed( byte DestroyedCoreIndex );

simulated function UpdatePrecacheMaterials()
{
    local int i;

    for ( i=0; i<RedConstructingSkins.Length; i++ )
        Level.AddPrecacheMaterial(RedConstructingSkins[i]);

    for ( i=0; i<BlueConstructingSkins.Length; i++ )
        Level.AddPrecacheMaterial(BlueConstructingSkins[i]);

    for ( i=0; i<RedActiveSkins.Length; i++ )
        Level.AddPrecacheMaterial(RedActiveSkins[i]);

    for ( i=0; i<BlueActiveSkins.Length; i++ )
        Level.AddPrecacheMaterial(BlueActiveSkins[i]);

    Level.AddPrecacheMaterial(Material'AW-2004Particles.Energy.AirBlast');
    Level.AddPrecacheMaterial(Material'AW-2004Particles.Energy.PowerBeam');
    Level.AddPrecacheMaterial(Material'ONSstructureTextures.CoreBreachGroup.exp7_framesBLUE');
    Level.AddPrecacheMaterial(Material'ONSstructureTextures.CoreBreachGroup.coreBreachACCRETIONblue');
    Level.AddPrecacheMaterial(Material'ONSstructureTextures.CoreBreachGroup.CoreBreachShockRingTRANS');
    Level.AddPrecacheMaterial(Material'ONSstructureTextures.CoreBreachGroup.CoreBreachShockRINGedge');
    Level.AddPrecacheMaterial(Material'VMParticleTextures.PowerNodeEXP.powerNodeEXPblueTEX');
    Level.AddPrecacheMaterial(Material'ONSstructureTextures.CoreBreachGroup.coreBreachACCRETIONred');
    Level.AddPrecacheMaterial(Material'VMParticleTextures.PowerNodeEXP.powerNodeEXPredTEX');

    Super.UpdatePrecacheMaterials();
}

simulated function UpdatePrecacheStaticMeshes()
{
    if (DeadStaticMesh != None)
       Level.AddPrecacheStaticMesh(DeadStaticMesh);

    Super.UpdatePrecacheStaticMeshes();
}

event SetInitialState()
{
    Disable('Tick');

    InitialState = '';

    if (PowerLinks.length == 0)
    {
        CoreStage = 255;
        PowerCoreDisabled();
        InitialState = 'DisabledCore';
    }
    else if (bStartNeutral)
    {
        CoreStage = 4;
        PowerCoreNeutral();
        InitialState = 'NeutralCore';
    }
    else
    {
        CoreStage = 0;
        PowerCoreActive();
    }

    Super.SetInitialState();
}

simulated event BeginPlay()
{
    PowerLinks.Length = 0;
}

simulated event PostBeginPlay()
{
    local bool bWasDisabled;

    bWasDisabled = bDisabled;
    Super.PostBeginPlay();
    bDisabled = bWasDisabled;

    Shield = Spawn(ShieldClass, self,, Location + ShieldOffset);

    SetupPowerLinks();

    if (Role == ROLE_Authority)
        SpawnNodeTeleportTrigger();
}

function SpawnNodeTeleportTrigger()
{
    TeleportTrigger = spawn(class'ONSPCTeleportTrigger', self);
}

simulated event PostNetBeginPlay()
{
    FindCloseActors();
    CheckShield();
}

simulated function ONSPowerCore ClosestTo(Actor A)
{
    local float Distance, BestDistance;
    local ONSPowerCore C, Best;

    BestDistance = VSize(A.Location - Location);
    Best = Self;

    for ( C = NextCore; C != Self && C != None; C = C.NextCore )
    {
        Distance = VSize(A.Location - C.Location);
        if ( Distance < BestDistance )
        {
            BestDistance = Distance;
            Best = C;
        }
    }

    return Best;
}

simulated function FindCloseActors()
{
    local Actor A;

    CloseActors.Length = 0;

    if (Role == ROLE_Authority)
    {
        foreach AllActors(class 'Actor', A)
            if ( (A.IsA('PlayerStart') || A.IsA('ONSVehicleFactory') || A.IsA('ONSStationaryWeaponPawn') || A.IsA('xTeamBanner') || A.IsA('ONSTeleportPad'))
                 && ClosestTo(A) == self )
            {
                if (A.IsA('ONSTeleportPad'))
                {
                    A.SetOwner(self);
                    TeleportPads[TeleportPads.length] = ONSTeleportPad(A);
                }
                else
                    CloseActors[CloseActors.Length] = A;
            }
    }
    else
    {
        foreach AllActors(class'Actor', A)
            if ((A.IsA('xTeamBanner') || A.IsA('ONSTeleportPad')) && ClosestTo(A) == self)
            {
                if (A.IsA('ONSTeleportPad'))
                {
                    A.SetOwner(self);
                    TeleportPads[TeleportPads.length] = ONSTeleportPad(A);
                }
                else
                    CloseActors[CloseActors.Length] = A;
            }
    }
}

simulated function SetupPowerLinks()
{
    local ONSPowerCore PC;
    local NavigationPoint N;

//	log(Name@"SetupPowerLinks()");
    for ( N = Level.NavigationPointList; N != None; N = N.nextNavigationPoint )
    {
        PC = ONSPowerCore(N);
        if ( PC != None )
        {
            if ( NextCore == None )
            {
                if ( PC.NextCore == None )
                    NextCore = PC;
                else NextCore = PC.NextCore;
                PC.NextCore = Self;
            }

            if ( ShouldLinkTo(PC) )
                AddPowerLink(PC);
        }
    }
}

simulated function ResetLinks()
{
    local ONSPowerCore Core;

    PowerLinks.Remove(0,PowerLinks.Length);
    Core = NextCore;
    do
    {
        if ( ShouldLinkTo(Core) )
            AddPowerLink(Core);

        Core = Core.NextCore;
    }
    until ( Core == None || Core == Self );

    SetInitialState();
}

function Sever()
{
    if (Level.Game.ResetCountDown <= 0 && !Level.Game.bGameEnded)
    {
        SetTimer(1.0, True);
        if (DefenderTeamIndex == 0)
            BroadcastLocalizedMessage(class'ONSOnslaughtMessage', 27);
        else if (DefenderTeamIndex == 1)
            BroadcastLocalizedMessage(class'ONSOnslaughtMessage', 28);
    }
}

function UnSever()
{
    SetTimer(0, false);
}

simulated function AddPowerLink(ONSPowerCore PC)
{
    if ( PC == self || LinkedTo(PC) )
        return;

    PowerLinks[PowerLinks.Length] = PC;
    if ( PC.bFinalCore )
        DefensePriority = Max(DefensePriority, 5);

    PC.AddPowerLink(Self);
}

simulated function RemovePowerLink(ONSPowerCore PC)
{
    local int i;

    i = FindNodeLinkIndex(PC);

//	log(Name@"RemovePowerLink "@PC.Name);
    if ( i != -1 )
    {
        PowerLinks.Remove(i,1);
        if ( bFinalCore )
            PC.RemovedCoreLink();
//		PC.RemovePowerLink(self);
    }
}

simulated function RemovedCoreLink()
{
    local int i;

    for ( i = 0; i < PowerLinks.Length; i++ )
        if ( PowerLinks[i].bFinalCore )
            return;

    DefensePriority = default.DefensePriority;
}

simulated function protected bool ShouldLinkTo( ONSPowerCore Node )
{
    local int i;

    if ( Node == None )
        return false;

    for (i=0; i<LinkedNodes.Length; i++)
        if ( Node.Name == LinkedNodes[i] )
            return true;

    return false;
}

simulated function bool LinkedTo(ONSPowerCore PC)
{
    return FindNodeLinkIndex(PC) != -1;
}

simulated function int FindNodeLinkIndex( ONSPowerCore Node )
{
    local int i;

    if ( Node == None )
        return -1;

    for ( i = 0; i < PowerLinks.Length; i++ )
        if ( PowerLinks[i] == Node )
            return i;

    return -1;
}

function DisableObjective(Pawn Instigator)
{
    local PlayerReplicationInfo PRI;

    if (CoreStage != 5)
    {
        if ( Instigator != None )
            PRI = Instigator.PlayerReplicationInfo;
        else if ( DelayedDamageInstigatorController != None )
            PRI = DelayedDamageInstigatorController.PlayerReplicationInfo;

        BroadcastLocalizedMessage(class'ONSOnslaughtMessage', DestructionMessageIndex + DefenderTeamIndex, PRI);

        if ( bAccruePoints )
            Level.Game.ScoreObjective( PRI, 0 );
        else
        {
            if (CoreStage == 0)
                ShareScore(Score, DestroyedEvent[DefenderTeamIndex]);
            else
                ShareScore(Score, DestroyedEvent[2+DefenderTeamIndex]);
        }
    }

    CoreStage = 1;
    TriggerEvent(DestroyedEventName, self, None);

    PowerCoreDestroyed();

    UnrealMPGameInfo(Level.Game).ObjectiveDisabled(Self);
    UnrealMPGameInfo(Level.Game).FindNewObjectives(Self);
    TriggerEvent(Event, self, Instigator);
}

function TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)
{
    local Controller InstigatorController;

    //if (instigatedBy != None && ScriptedController(instigatedBy.Controller) != None)
    //	Log("SCRIPTED DAMAGE:"@Damage@"CORESTAGE:"@CoreStage@"HEALTH:"@Health@"POWEREDBYINSTIGATED:"@PoweredBy(instigatedBy.GetTeamNum()));

    if (CoreStage == 4 || CoreStage == 1 || Damage <= 0 || Level.Game.ResetCountdown > 0 || Level.Game.bGameEnded)
        return;

    if (damageType == None || !damageType.default.bDelayedDamage)
        DelayedDamageInstigatorController = None;
    if (instigatedBy != None && instigatedBy.Controller != None)
        InstigatorController = instigatedBy.Controller;
    else
        InstigatorController = DelayedDamageInstigatorController;

    if (InstigatorController == None && damageType != None)
        return;

    if (damageType != None)
        Damage *= damageType.default.VehicleDamageScaling;
    if (instigatedBy != None)
    {
        if (instigatedBy.HasUDamage())
        Damage *= 2;
        Damage *= instigatedBy.DamageScaling;
    }

    if ( InstigatorController == None || (InstigatorController.GetTeamNum() != DefenderTeamIndex && PoweredBy(InstigatorController.GetTeamNum())) )
    {
        NetUpdateTime = Level.TimeSeconds - 1;
        AccumulatedDamage += Damage;
        if ((DamageEventThreshold > 0) && (AccumulatedDamage >= DamageEventThreshold))
        {
            TriggerEvent(TakeDamageEvent,self, InstigatedBy);
            AccumulatedDamage = 0;
        }
    if (InstigatorController != None)
    {
        LastDamagedBy = InstigatorController.PlayerReplicationInfo;
        LastAttacker = instigatedBy;
        AddScorer(InstigatorController, FMin(Health, Damage) / DamageCapacity);
    }
    if ( bFinalCore )
        NetUpdateTime = Level.TimeSeconds - 1;
    Health -= Damage;
    if ( Health < 0 )
        DisableObjective(instigatedBy);
    else if (damageType != None)
    {
        //attack notification
        if (LastAttackMessageTime + 1 < Level.TimeSeconds)
        {
            if (bFinalCore)
            {
                if (float(Health) / DamageCapacity > 0.55)
                    BroadcastLocalizedMessage(class'ONSOnslaughtMessage', 7 + DefenderTeamIndex,,, self);
                else if (float(Health) / DamageCapacity > 0.45)
                    BroadcastLocalizedMessage(class'ONSOnslaughtMessage', 25 + DefenderTeamIndex,,, self);
                else
                    BroadcastLocalizedMessage(class'ONSOnslaughtMessage', 18 + DefenderTeamIndex,,, self);
            }
            else
                BroadcastLocalizedMessage(class'ONSOnslaughtMessage', 9 + DefenderTeamIndex,,, self);
            UnrealTeamInfo(Level.GRI.Teams[DefenderTeamIndex]).AI.CriticalObjectiveWarning(self, instigatedBy);
            LastAttackMessageTime = Level.TimeSeconds;
        }
        LastAttackTime = Level.TimeSeconds;
    }
    }
    else if (PlayerController(InstigatorController) != None)
    {
        if (InstigatorController.GetTeamNum() != DefenderTeamIndex)
            PlayerController(InstigatorController).ReceiveLocalizedMessage(class'ONSOnslaughtMessage', 5);
        else if (bFinalCore && DamageType == class'DamTypeLinkShaft')
            PlayerController(InstigatorController).ReceiveLocalizedMessage(class'ONSOnslaughtMessage', 30);
    }
}

function bool HealDamage(int Amount, Controller Healer, class<DamageType> DamageType)
{
    if (CoreStage == 4 || CoreStage == 1 || Health <= 0 || Amount <= 0 || Healer == None || !TeamLink(Healer.GetTeamNum()))
        return false;

    if (Health >= DamageCapacity)
    {
        if (Level.TimeSeconds - HealingTime < 0.5)
            PlaySound(HealedSound, SLOT_Misc, 5.0);

        return false;
    }

    Amount = Min(Amount * LinkHealMult, DamageCapacity - Health);
    Health += Amount;
    if (ONSPlayerReplicationInfo(Healer.PlayerReplicationInfo) != None)
        ONSPlayerReplicationInfo(Healer.PlayerReplicationInfo).AddHealBonus(float(Amount) / DamageCapacity * Score);

    NetUpdateTime = Level.TimeSeconds - 1;
    HealingTime = Level.TimeSeconds;
    LastHealedBy = Healer;

    if (NodeHealEffect == None)
    {
        NodeHealEffect = Spawn(class'ONSNodeHealEffect', self,, Location + vect(0,0,363));
        NodeHealEffect.AmbientSound = HealingSound;
        if ( Level.NetMode == NM_DedicatedServer )
            NodeHealEffect.LifeSpan = 5000.0;
    }

    Enable('Tick');

    return true;
}

simulated event Tick(float DT)
{
    if (Level.TimeSeconds - HealingTime > 0.5)
    {
        if (NodeHealEffect != None)
            NodeHealEffect.Destroy();

        Disable('Tick');
    }
}

simulated function bool PoweredBy(byte Team)
{
    if (Team == 0 && bPoweredByRed)
        return True;
    if (Team == 1 && bPoweredByBlue)
        return True;
    return False;
}

function bool LinkedToCoreConstructingFor(byte Team)
{
    local int i;

    for (i = 0; i < PowerLinks.length; i++)
        if ( (PowerLinks[i].DefenderTeamIndex == Team) && ((PowerLinks[i].CoreStage == 2) || (PowerLinks[i].CoreStage == 5)) )
            return true;

    return false;
}

simulated event PostNetReceive()
{
    if (CoreStage != LastCoreStage)
    {
//    	log(Name@"CoreStage changed from "$LastCoreStage@"to"@CoreStage);
       LastCoreStage = CoreStage;
       switch(CoreStage)
        {
            case 0:
                PowerCoreActive();
                break;
            case 1:
                PowerCoreDestroyed();
                break;
            case 2:
                PowerCoreConstructing();
                break;
            case 3:
                PowerCoreReset();
                break;
            case 4:
                PowerCoreNeutral();
                break;
            case 5:
                PowerCoreReconstitution();
                break;
            case 255:
                PowerCoreDisabled();
                break;
        }
//        UpdateLinkState(Self);
    }

    if (bUnderAttack != bOldUnderAttack)
    {
//    	log(Name@"UnderAttackChanged to"@bUnderAttack);
        UnderAttackChange();
        bOldUnderAttack = bUnderAttack;
    }

    if ( DefenderTeamIndex != LastDefenderTeamIndex )
    {
//    	log(Name@"DefenderTeamIndex changed from "$LastDefenderTeamIndex@"to"@DefenderTeamIndex);
        LastDefenderTeamIndex = DefenderTeamIndex;
        UpdateLinkState(Self);
    }

    CheckShield();
}

simulated function NotifyLocalPlayerTeamReceived()
{
    CheckShield();
}

simulated function UnderAttackChange()
{
    if (NodeBeamEffect != None && NodeBeamEffect.Emitters[2] != None)
        NodeBeamEffect.Emitters[2].Disabled = !bUnderAttack;
}

// Hide/UnHide Shield Effect
simulated function CheckShield()
{
    local PlayerController PC;

    UpdateLocationName();

    if ( NodeBeamEffect != None )
    {
        NodeBeamEffect.bHidden = !bShowNodeBeams;

        if ( (CoreStage != 0 || (NodeBeamEffect.IsA('ONSNodeBeamRedEffect') && DefenderTeamIndex == 1) || (NodeBeamEffect.IsA('ONSNodeBeamBlueEffect') && DefenderTeamIndex == 0)))
            NodeBeamEffect.Destroy();
    }
    if (PoweredBy(1 - DefenderTeamIndex))
    {
        Shield.bHidden = true;
        Shield.SetCollision(false);

        if ( (Level.NetMode != NM_DedicatedServer) && bShowNodeBeams && CoreStage == 0 && NodeBeamEffect == None)
        {
            if (DefenderTeamIndex == 0)
                NodeBeamEffect = spawn(class'ONSNodeBeamRedEffect');
            else
                NodeBeamEffect = spawn(class'ONSNodeBeamBlueEffect');
        }
    }
    else if (CoreStage != 0 && CoreStage != 2)
    {
        Shield.bHidden = true;
        Shield.SetCollision(false);
        if (NodeBeamEffect != None)
            NodeBeamEffect.Destroy();
    }
    else
    {
        Shield.bHidden = false;
        Shield.SetCollision(true);
        Shield.SetTeam(DefenderTeamIndex);
        if (NodeBeamEffect != None)
            NodeBeamEffect.Destroy();
    }

    if (Level.NetMode == NM_DedicatedServer || CoreStage != 4)
        return;

    PC = Level.GetLocalPlayerController();
    if (PC == None || PC.PlayerReplicationInfo == None || (!PC.PlayerReplicationInfo.bOnlySpectator && PC.PlayerReplicationInfo.Team == None))
        return;

    if (PoweredBy(PC.GetTeamNum()))
    {
        if (RoamingEnergy == None)
                RoamingEnergy = spawn(class'ONSFreeRoamingEnergyEffect',self,, Location + vect(0,0,30) + PrePivot * -2);
    }
    else if (RoamingEnergy != None)
    {
        RoamingEnergy.Kill();
        RoamingEnergy = None;
    }
}

simulated function PowerCoreDisabled()
{
//	log(Name@"PowerCoreDisabled");
    bHidden = True;
    bPowered = False;

    if (RoamingEnergy != None)
        RoamingEnergy.Destroy();

    CheckShield();

    UpdateLinkState(Self);
}

simulated function PowerCoreNeutral()
{
    AmbientSound = NeutralSound;

//	log(Name@"PowerCoreNeutral");
    Health = 0;
    bPowered = False;
    DefenderTeamIndex = 2;
    NetUpdateTime = Level.TimeSeconds - 1;

    if (Level.NetMode != NM_DedicatedServer)
        UpdateTeamBanners();

    if (Role == ROLE_Authority)
    {
        NetUpdateTime = Level.TimeSeconds - 1;
        NotifyUpdateLinks();
    }

    UpdateLinkState(Self);
}

simulated function PowerCoreReconstitution()
{
    if (Level.NetMode != NM_DedicatedServer)
    {
        if (RoamingEnergy != None)
        RoamingEnergy.Destroy();

        if (DefenderTeamIndex == 0)
            Spawn(class'ONSRedEnergyEffect',self,, Location + vect(0,0,-20));
        else
            Spawn(class'ONSBlueEnergyEffect',self,, Location + vect(0,0,-20));
    }
}

function bool LegitimateTargetOf(Bot B)
{
    if (DefenderTeamIndex == B.Squad.Team.TeamIndex || CoreStage == 4 || CoreStage == 1 )
        return false;
    return Super.LegitimateTargetOf(B);
}

simulated function PowerCoreDestroyed()
{
    local PlayerController PC;

    AmbientSound = None;
//	log(Name@"PowerCoreDestroyed");
    Health = 0;

    if (Level.NetMode != NM_DedicatedServer)
    {
        PC = Level.GetLocalPlayerController();
        if (PC != None)
            PC.ClientPlaySound(DestroyedSound, False, 2.0);
        else
            PlaySound(DestroyedSound, SLOT_Misc, 5.0);

        ExplosionEffect = spawn(class'ONSPowerCoreBreachEffect', self);
        Skins.length = 0;
    }

    if (Role == ROLE_Authority)
    {
        NetUpdateTime = Level.TimeSeconds - 1;
        Scorers.length = 0;
        UpdateCloseActors();
        OnCoreDestroyed(DefenderTeamIndex);
        NotifyUpdateLinks();
        DefenderTeamIndex = 2;
        GotoState('DestroyedCore');
    }

    UpdateLinkState(Self);
}

function UpdateCloseActors()
{
    local int i;
    local Actor A;
    local ONSVehicle V;

    for (i = 0; i < CloseActors.Length; i++)
    {
        A = CloseActors[i];
        // Disable any playerstarts in the power radius
        if (A.IsA('PlayerStart'))
            PlayerStart(A).bEnabled = False;

        // Disable any vehicle factories in the power radius
        if (A.IsA('ONSVehicleFactory'))
            ONSVehicleFactory(A).Deactivate();

        // Disable any turrets in the power radius
        if (A.IsA('ONSStationaryWeaponPawn') && !bFinalCore)
        {
            ONSStationaryWeaponPawn(A).bPowered = False;
            ONSStationaryWeaponPawn(A).KDriverLeave(True);
            ONSStationaryWeaponPawn(A).Team = 255;
        }
    }
    foreach DynamicActors(class'ONSVehicle', V)
        if (V.bTeamLocked && V.Health > 0 && ClosestTo(V) == self)
            V.Destroy();
}

// Returns a rating based on nearby vehicles
function float RateCore()
{
    local int i;
    local float Result;

    for (i = 0; i < CloseActors.Length; i++)
    {
        if ( ONSVehicleFactory(CloseActors[i]) != None )
        {
            Result += (ONSVehicleFactory(CloseActors[i]).VehicleClass.Default.MaxDesireability * ONSVehicleFactory(CloseActors[i]).VehicleClass.Default.MaxDesireability);
            if ( ONSVehicleFactory(CloseActors[i]).VehicleClass.Default.MaxDesireability > 0.6 )
                Result += 0.5;
        }
    }
    return Result;
}

simulated function PowerCoreConstructing()
{
//	log(Name@"PowerCoreConstructing");
    AmbientSound = HealingSound;
    if (Level.NetMode != NM_DedicatedServer)
    {
        if (DefenderTeamIndex == 0)
            Skins = RedConstructingSkins;
        else
            Skins = BlueConstructingSkins;

        // Update shield
        Shield.SetTeam(DefenderTeamIndex);

        UpdateTeamBanners();
    }
    bHidden = False;

    // Update Links
    NotifyUpdateLinks();
    UpdateLinkState(Self);
}

simulated function PowerCoreActive()
{
    local Actor A;
    local int i;

    bHidden = False;
    AmbientSound = ActiveSound;

    //log(Name@"PowerCoreActive");
    // Update Visuals
    if (Level.NetMode != NM_DedicatedServer)
    {
        if (RoamingEnergy != None)
            RoamingEnergy.Destroy();

        if (ExplosionEffect != None)
            ExplosionEffect.Destroy();

        if (DefenderTeamIndex == 0)
            Skins = RedActiveSkins;
        else
            Skins = BlueActiveSkins;

        // Update shield
        if (Shield != None)
            Shield.SetTeam(DefenderTeamIndex);

        UpdateTeamBanners();

        PlaySound(ConstructedSound, SLOT_Misc, 5.0);
    }

    if (Role == ROLE_Authority)
    {
        NotifyUpdateLinks();
        Scorers.length = 0;

        // Update Nearby Powered Actors
        for (i = 0; i < CloseActors.Length; i++)
        {
            A = CloseActors[i];

            // Update any vehicle factories in the power radius to be owned by the controlling team
            if (A.IsA('ONSVehicleFactory'))
                ONSVehicleFactory(A).Activate(DefenderTeamIndex);

            // Update any playerstarts in the power radius to the be owned by the controlling team
            if (A.IsA('PlayerStart'))
            {
                PlayerStart(A).TeamNumber = DefenderTeamIndex;
                PlayerStart(A).bEnabled = True;
            }

            // Enable any turrets in the power radius
            If (A.IsA('ONSStationaryWeaponPawn'))
            {
                ONSStationaryWeaponPawn(A).bPowered = True;
                ONSStationaryWeaponPawn(A).SetTeamNum(DefenderTeamIndex);
                ONSStationaryWeaponPawn(A).PrevTeam = DefenderTeamIndex;
            }
        }
    }

    UpdateLinkState(Self);
}

function Reset()
{
    Health = DamageCapacity;
    PowerCoreReset();
}

simulated function PowerCoreReset()
{
//	log(Name@"PowerCoreReset");
    if (RoamingEnergy != None && bScriptInitialized)
        RoamingEnergy.Destroy();

    if (Role == ROLE_Authority)
    {
        SetStaticMesh(default.StaticMesh);
        UpdateCloseActors();
        NetUpdateTime = Level.TimeSeconds - 1;
        if (!bFinalCore)
            DefenderTeamIndex = default.DefenderTeamIndex;

        if ( bScriptInitialized )
            SetInitialState();
    }

    UpdateLinkState(Self);
}

simulated function UpdateTeamBanners()
{
    local int i;

    for (i = 0; i < CloseActors.length; i++)
            if (xTeamBanner(CloseActors[i]) != None)
            {
                if (CoreStage == 0)
                    xTeamBanner(CloseActors[i]).Team = DefenderTeamIndex;
                else
                    xTeamBanner(CloseActors[i]).Team = 255;
                xTeamBanner(CloseActors[i]).UpdateForTeam();
            }
        for (i = 0; i < TeleportPads.length; i++)
    {
            if (CoreStage == 0)
                TeleportPads[i].SetTeam(DefenderTeamIndex);
            else
                TeleportPads[i].SetTeam(255);
        }
}

function float TeleportRating(Controller Asker, byte AskerTeam, byte SourceDist)
{
    local int i;
    local ONSVehicleFactory F;
    local Bot B;
    local float Rating;

    B = Bot(Asker);

    for (i = 0; i < CloseActors.length; i++)
    {
        F = ONSVehicleFactory(CloseActors[i]);
        if (F != None && F.LastSpawned != None && F.LastSpawned.bTeamLocked && !F.LastSpawned.SpokenFor(Asker))
        {
            if (B == None)
                Rating = FMax(Rating, F.LastSpawned.MaxDesireability);
            else
                Rating = FMax(Rating, B.Squad.VehicleDesireability(F.LastSpawned, B));
        }
    }

    return (Rating - (FinalCoreDistance[Abs(1 - AskerTeam)] - SourceDist) * 0.1);
}

function bool HasUsefulVehicles(Controller Asker)
{
    local int i;
    local ONSVehicleFactory F;
    local Bot B;

    B = Bot(Asker);

    for (i = 0; i < CloseActors.length; i++)
    {
        F = ONSVehicleFactory(CloseActors[i]);
        if ( F != None && F.LastSpawned != None && F.LastSpawned.bTeamLocked
             && (B == None || B.Squad.VehicleDesireability(F.LastSpawned, B) > 0) )
            return true;
    }

    return false;
}

simulated function string GetHumanReadableName()
{
    if ( DefenderTeamIndex > 1 )
        return ObjectiveStringPrefix$class'TeamInfo'.Default.ColorNames[Default.DefenderTeamIndex]$ObjectiveStringSuffix;
    else
        return ObjectiveStringPrefix$class'TeamInfo'.Default.ColorNames[DefenderTeamIndex]$ObjectiveStringSuffix;
}

function UsedBy(Pawn User)
{
    if (Vehicle(User) == None && PlayerController(User.Controller) != None && User.GetTeamNum() == DefenderTeamIndex)
    {
        PlayerController(User.Controller).ClientOpenMenu(Level.Game.GameUMenuType,,"TL");
    }
}

// if bot is in important vehicle, and other bots can do the dirty work,
// return false if within get out distance
function bool StandGuard(Bot B)
{
    local bot SquadMate;
    local float Dist;
    local int i;

    if ( (DefenderTeamIndex != B.PlayerReplicationInfo.Team.TeamIndex) && (DefenderTeamIndex < 2) )
    {
        return false;
    }

    if ( (ONSVehicle(B.Pawn) != None) && Vehicle(B.Pawn).ImportantVehicle() )
    {
        Dist = VSize(B.Pawn.Location - Location);
        if ( (Dist < Vehicle(B.Pawn).ObjectiveGetOutDist) && B.LineOfSightTo(self) )
        {
            if ( (ONSVehicle(B.Pawn) != None) && ONSVehicle(B.Pawn).bKeyVehicle && B.Pawn.CanAttack(self) )
            {
                ONSVehicle(B.Pawn).Deploy();
                return true;
            }
            if ( (DefenderTeamIndex == B.PlayerReplicationInfo.Team.TeamIndex) || ((B.Enemy != None) && (Level.TimeSeconds - B.LastSeenTime < 2)) )
                return true;

            // check if there's a passenger
            if ( ONSVehicle(B.Pawn).WeaponPawns.Length > 0 )
            {
                for ( i=0; i<ONSVehicle(B.Pawn).WeaponPawns.Length; i++ )
                {
                    SquadMate = Bot(ONSVehicle(B.Pawn).WeaponPawns[i].Controller);
                    if ( SquadMate != None )
                    {
                        ONSVehicle(B.Pawn).WeaponPawns[i].TeamUseTime = Level.TimeSeconds + 8;
                        ONSVehicle(B.Pawn).WeaponPawns[i].KDriverLeave(false);
                        return true;
                    }
                }
            }

            // check if there's another bot around to do it
            for ( SquadMate=B.Squad.SquadMembers; SquadMate!=None; SquadMate=SquadMate.NextSquadMember )
            {
                if ( (SquadMate.Pawn != None) && ((Vehicle(SquadMate.Pawn) == None) || !Vehicle(SquadMate.Pawn).ImportantVehicle())
                    && (VSize(SquadMate.Pawn.Location - Location) < Dist + 2000) && (SquadMate.RouteGoal == self) )
                    return true;
            }
        }
    }
    return false;
}

function bool TooClose(Bot B)
{
    local bot SquadMate;
    local int R;

    if ( (VSize(Location - B.Pawn.Location) < 2*B.Pawn.CollisionRadius) && (PathList.Length > 1) )
    {
        //standing right on top of it, move away a little
        B.GoalString = "Move away from "$self;
        R = Rand(PathList.Length-1);
        B.MoveTarget = PathList[R].End;
        for ( SquadMate=B.Squad.SquadMembers; SquadMate!=None; SquadMate=SquadMate.NextSquadMember )
        {
            if ( (SquadMate.Pawn != None) && (VSize(SquadMate.Pawn.Location - B.MoveTarget.Location) < B.CollisionRadius) )
            {
                B.MoveTarget = PathList[R+1].End;
                break;
            }
        }
        B.SetAttractionState();
        return true;
    }
    return false;
}

function bool TellBotHowToDisable(Bot B)
{
    if (CoreStage == 4 || CoreStage == 1)
    {
        if ( StandGuard(B) )
            return TooClose(B);

        return B.Squad.FindPathToObjective(B, self);
    }

    if (DefenderTeamIndex == B.Squad.Team.TeamIndex)
        return false;
    if (!PoweredBy(B.Squad.Team.TeamIndex))
    {
        if (B.CanAttack(self))
            return false;
        else
            return B.Squad.FindPathToObjective(B, self);
    }

    //take out defensive turrets first
    if (B.Enemy != None && B.Enemy.bStationary && B.EnemyVisible() && Vehicle(B.Enemy) != None && Vehicle(B.Enemy).bDefensive)
        return false;

    if ( StandGuard(B) )
        return TooClose(B);

    return Super.TellBotHowToDisable(B);
}

function bool KillEnemyFirst(Bot B)
{
    if ( bFinalCore || !bUnderAttack || Health < DamageCapacity * 0.25
         || (Vehicle(B.Pawn) != None && Vehicle(B.Pawn).IndependentVehicle() && Vehicle(B.Pawn).HasOccupiedTurret()) )
        return false;

    if (B.Enemy != None && B.Enemy.Controller != None && B.Enemy.CanAttack(B.Pawn) )
    {
        if ( (B.Aggressiveness > 0.4) || (B.Pawn.IsA('ONSHoverBike') && (Vehicle(B.Enemy) == None) && (VSize(B.Enemy.Location - B.Pawn.Location) < 1500)) )
            return true;

        return (B.LastUnderFire > Level.TimeSeconds - 1);
    }

    if (Level.TimeSeconds - HealingTime < 1 && LastHealedBy != None && LastHealedBy.Pawn != None && LastHealedBy.Pawn.Health > 0)
    {
        //attack enemy healing me
        if ( B.Squad.SetEnemy(B,LastHealedBy.Pawn) && (B.Enemy == LastHealedBy.Pawn) )
            return true;
    }

    return false;
}

function bool NearObjective(Pawn P)
{
    if (P.CanAttack(GetShootTarget()))
        return true;

    return (VSize(Location - P.Location) < BaseRadius && P.LineOfSightTo(self));
}

function CheckTouching()
{
        local Pawn P;

        foreach BasedActors(class'Pawn', P)
        {
            Bump(P);
            return;
        }
}

state NeutralCore
{
    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)
    {
    }

    function Bump(Actor Other)
    {
        if ( (Pawn(Other) == None) || !Pawn(Other).IsPlayerPawn() || Vehicle(Other) != None )
            return;

        if (PoweredBy(Pawn(Other).GetTeamNum()))
        {
            NetUpdateTime = Level.TimeSeconds - 1;
            DefenderTeamIndex = Pawn(Other).GetTeamNum();
            Constructor = Pawn(Other).Controller;
            GotoState('Reconstruction');

            // Update Links
            NotifyUpdateLinks();
        }
        else
            Pawn(Other).ReceiveLocalizedMessage(class'ONSOnslaughtMessage', 6);
    }

    function UsedBy(Pawn User) {}

    event BeginState()
    {
        CheckTouching();
    }

Begin:
    UpdateLinkState(Self);
}

state DestroyedCore
{
Begin:
    sleep(2.0);
    if (bFinalCore)
        SetStaticMesh(DeadStaticMesh);
    else
    {
        CoreStage = 4;
        PowerCoreNeutral();
        GotoState('NeutralCore');
    }

    UpdateLinkState(Self);
}


event Timer()
{
    if (!bSevered || CoreStage == 4)
    {
        UnSever();
        return;
    }

        TakeDamage(SeveredDamagePerSecond, None, vect(0,0,0), vect(0,0,0), None);
}

state Reconstruction
{
    event Timer()
    {
        if (bSevered)
        {
            Global.Timer();
            return;
        }
        if (Level.TimeSeconds < LastAttackTime + 1.0)
            return;

        NetUpdateTime = Level.TimeSeconds - 1;

        ConstructionTimeElapsed += 1.0;
        Health += (1.0 / ConstructionTime) * DamageCapacity;

        if (Health > DamageCapacity)
        {
            SetTimer(0.0, False);
            Health = DamageCapacity;
            CoreStage = 0;
            if (DefenderTeamIndex == 1)
                TriggerEvent(BlueActivationEventName, self, None);
            else
                TriggerEvent(RedActivationEventName, self, None);
            PowerCoreActive();
            if (DefenderTeamIndex == 0)
                BroadcastLocalizedMessage( class'ONSOnslaughtMessage', 2);
            else
                BroadcastLocalizedMessage( class'ONSOnslaughtMessage', 3);
            if (Constructor != None && Constructor.PlayerReplicationInfo != None)
            {
                Constructor.AwardAdrenaline(Score);
            Level.Game.ScoreObjective(Constructor.PlayerReplicationInfo, float(Score) / 2.0);
                Level.Game.ScoreEvent(Constructor.PlayerReplicationInfo, float(Score) / 2.0, ConstructedEvent[DefenderTeamIndex]);
            }
            UnrealMPGameInfo(Level.Game).FindNewObjectives(self);
            GotoState('');
        }
    }

    function BeginState()
    {
        Scorers.length = 0;
    PlaySound(StartConstructionSound, SLOT_Misc, 5.0);
    CoreStage = 5;
    PowerCoreReconstitution();
    }

    function Bump(Actor Other) {}
    function UsedBy(Pawn User) {}
    function UnSever() {}

Begin:
    sleep(2.0);
    CoreStage = 2;
    PowerCoreConstructing();
    ConstructionTimeElapsed = 0.0;
    SetTimer(1.0, True);
}

state DisabledCore
{
    event BeginState()
    {
        NetUpdateTime = Level.TimeSeconds - 1;
        SetCollision(false, false);
        bDisabled = true;
        SetTimer(0, false);
        NetUpdateFrequency = 0.1;
    }

    event EndState()
    {
        NetUpdateTime = Level.TimeSeconds - 1;
        SetCollision(default.bCollideActors, default.bBlockActors);
        bDisabled = false;
        NetUpdateFrequency = default.NetUpdateFrequency;
        UnrealMPGameInfo(Level.Game).FindNewObjectives(self);
    }

Begin:
    UpdateLinkState(Self);
}

simulated function bool HasHealthBar()
{
    return CoreStage == 0 || CoreStage == 2 || CoreStage == 5;
}

simulated singular function UpdateHUDLocation( float ScreenX, float ScreenY, float RadarWidth, float Range, vector Center )
{
    local vector ScreenLocation;
    local float Dist;

    ScreenLocation = Location - Center;
    ScreenLocation.Z = 0;
    Dist = VSize(ScreenLocation);

    HUDLocation.X = ScreenX + ScreenLocation.X * (RadarWidth/Range);
    HUDLocation.Y = ScreenY + ScreenLocation.Y * (RadarWidth/Range);

    if ( NextCore != None )
        NextCore.UpdateHUDLocation(ScreenX, ScreenY, RadarWidth, Range, Center);
}

function SetTeam(byte TeamIndex)
{
    Super.SetTeam(TeamIndex);

    if (CoreStage == 0)
        PowerCoreActive();
}

defaultproperties
{
     ConstructionTime=30.000000
     DeadStaticMesh=StaticMesh'VMStructures.CoreGroup.coreDead'
     DestroyedSound=Sound'ONSVehicleSounds-S.PowerCore.PowerCoreExplosion01'
     ConstructedSound=Sound'ONSVehicleSounds-S.PowerNode.whooshthunk'
     StartConstructionSound=Sound'ONSVehicleSounds-S.PowerNode.PwrNodeBuild02'
     ActiveSound=Sound'ONSVehicleSounds-S.PowerNode.PwrNodeActive01'
     NeutralSound=Sound'ONSVehicleSounds-S.PowerNode.PwrNodeNOTActive01'
     HealingSound=Sound'ONSVehicleSounds-S.PowerNode.PwrNodeStartBuild03'
     HealedSound=Sound'ONSVehicleSounds-S.PowerNode.PwrNodeBuilt01'
     bPowered=True
     bFinalCore=True
     bShowNodeBeams=True
     RedConstructingSkins(0)=FinalBlend'ONSstructureTextures.CoreConstructionRed'
     RedConstructingSkins(1)=FinalBlend'ONSstructureTextures.CoreGroup.InvisibleFinal'
     BlueConstructingSkins(0)=FinalBlend'ONSstructureTextures.CoreConstructionBlue'
     BlueConstructingSkins(1)=FinalBlend'ONSstructureTextures.CoreGroup.InvisibleFinal'
     RedActiveSkins(0)=Texture'ONSstructureTextures.CoreGroup.CoreDiffTEX'
     RedActiveSkins(1)=Shader'ONSstructureTextures.CoreGroup.CoreLightShader'
     BlueActiveSkins(0)=Texture'ONSstructureTextures.CoreGroup.CoreDiffTEX'
     BlueActiveSkins(1)=Shader'ONSstructureTextures.CoreGroup.CoreLightShader'
     LastCoreStage=250
     FinalCoreDistance(0)=255
     FinalCoreDistance(1)=255
     LastAttackExpirationTime=5.000000
     SeveredDamagePerSecond=30.000000
     DestructionMessageIndex=14
     DestroyedEvent(0)="red_powercore_destroyed"
     DestroyedEvent(1)="blue_powercore_destroyed"
     DestroyedEvent(2)="red_constructing_powercore_destroyed"
     DestroyedEvent(3)="blue_constructing_powercore_destroyed"
     ConstructedEvent(0)="red_powercore_constructed"
     ConstructedEvent(1)="blue_powercore_constructed"
     ShieldClass=Class'Onslaught.ONSPowerCoreShield'
     LastDefenderTeamIndex=2
     DamageCapacity=4500
     bMonitorUnderAttack=False
     bPlayCriticalAssaultAlarm=False
     DefensePriority=10
     Score=10
     DestructionMessage=
     ObjectiveStringSuffix=" PowerCore"
     DrawType=DT_StaticMesh
     StaticMesh=StaticMesh'VMStructures.CoreGroup.CoreDivided'
     bHidden=False
     bIgnoreEncroachers=True
     bNotifyLocalPlayerTeamReceived=True
     SoundVolume=128
     SoundRadius=255.000000
     CollisionRadius=120.000000
     CollisionHeight=150.000000
     bCollideWorld=True
     bBlockActors=True
     bBlockKarma=True
     bBlocksTeleport=True
     bNetNotify=True
     bPathColliding=True
}

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Class file time: Wed 7/2/2007 19:12:22.000 - Creation time: Wed 7/2/2007 19:16:47.515 - Created with UnCodeX