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UnrealGame.GravityTrigger


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//=============================================================================
// GravityTrigger
//=============================================================================
// Changes gravity ALL physics volumes.
//=============================================================================

class GravityTrigger extends Triggers;

var() float GravityZ;
var() name  VolumeTag;


event Trigger( Actor Other, Pawn EventInstigator )
{
    local PhysicsVolume PV;
    local vector                XYDir;
    local float                 ZDiff, Time;
    local JumpPad               J;
    local NavigationPoint       N;

    if ( Role < Role_Authority )
        return;
    
    ForEach AllActors(class'PhysicsVolume', PV, VolumeTag)
    {
        // Change Physics Volume Gravity
        PV.Gravity.Z = FMax(PV.Gravity.Z, GravityZ);
        PV.NetUpdateTime = Level.TimeSeconds - 1;
        PV.bAlwaysRelevant = true;
        PV.RemoteRole = ROLE_DumbProxy;

        if ( PV.IsA('DefaultPhysicsVolume') )
            Level.DefaultGravity = PV.Gravity.Z; 

        // Adjust JumpPads
        for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint )
            if ( N.IsA('JumpPad') && PV.Encompasses( N ) )
            {
                J = JumpPad(N);
                if ( J != None )
                {
                    XYDir = J.JumpTarget.Location - J.Location;
                    ZDiff = XYDir.Z;
                    Time = 2.5f * J.JumpZModifier * Sqrt(Abs(ZDiff/GravityZ));
                    J.JumpVelocity = XYDir/Time; 
                    J.JumpVelocity.Z = ZDiff/Time - 0.5f * GravityZ * Time;
                }
            }
    }
}

defaultproperties
{
     GravityZ=-300.000000
     bCollideActors=False
}

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Class file time: Mon 23/10/2006 20:38:48.000 - Creation time: Wed 7/2/2007 19:16:40.468 - Created with UnCodeX