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UT2k4Assault.Trigger_ASTurretControlPanel


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//=============================================================================
// Trigger_ASTurretControlPanel
//=============================================================================
//	Created by Laurent Delayen
//	© 2003, Epic Games, Inc.  All Rights Reserved
//=============================================================================
// Specific "Turret Controller" version of the trigger.
// Features default mesh and special effects.
//=============================================================================

class Trigger_ASTurretControlPanel extends Trigger_ASUseAndPossess
    placeable;

#exec obj load file=Dom-Goose.utx

var(MonitorEffects) Material StatusTex[4];

var byte Status, OldStatus;

var FX_TurretControlPanel_Lights    LightFX;
var FX_DamageSmoke                  DamageEffect;

replication
{
    unreliable if ( bNetDirty && (Role==ROLE_Authority) )
        Status;
}

simulated event PostBeginPlay()
{
    super.PostBeginPlay();

    // Setup for skin work

    Skins.Length    = 2;
    Skins[0]        = None;
    Skins[1]        = StatusTex[0];

    UpdateCapacity();
}

simulated event Destroyed()
{
    if ( LightFX != None )
        LightFX.Destroy();

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

    super.Destroyed();
}


event VehicleSpawned()
{
    UpdateCapacity();
}

event VehicleDestroyed()
{
    UpdateCapacity();
}

event VehiclePossessed()
{
    UpdateCapacity();
}

event VehicleUnPossessed()
{
    UpdateCapacity();
}


function UpdateCapacity()
{
    local Vehicle   V;
    local bool      bOldCapacity, bdead;
    local int       i;

    bOldCapacity    = bFullCapacity;
    bFullCapacity   = true;
    bDead           = true;

    // Check if there is a Pawn left to possess...
    for (i=0; i<FactoryList.Length; i++)
    {
        V = FactoryList[i].Child;
        if ( V != None )
        {
            if ( V.Health>0 && !V.bDeleteMe )
            {
                bDead = false;
                if ( V.Controller == None || !V.Controller.IsA('PlayerController') )
                    bFullCapacity = false;
            }
        }
    }

    if ( bEnabled )
    {
        if ( !bDead )
        {
            if ( bOldCapacity != bFullCapacity )
                NotifyAvailability( !bFullCapacity );
        }
        else
            ChangeStatus( 1 );  // Dead
    }
    else
        ChangeStatus( 0 );      // Disabled;

}


/* Called when the controller changes its status from "FULL or DISABLED" to "AVAILABLE" */
event NotifyAvailability( bool bAvailableSpace )
{
    if ( bAvailableSpace )
        TriggerEvent( EventNonFull, Self, None);
    else
        TriggerEvent( EventFull, Self, None);

    if ( bAvailableSpace )
        ChangeStatus( 2 );      // Has Space
    else
        ChangeStatus( 3 );      // Full
}

function ChangeStatus(byte NewStatus)
{
    if ( Status == NewStatus )
        return;

    Status = NewStatus;
    if ( Level.NetMode != NM_DedicatedServer )      // Fake replication on a listen server
        PostNetReceive();
}

simulated function PostNetReceive()
{
    local Rotator   R;
    local vector    v;

    if ( Level.NetMode != NM_DedicatedServer && Status != OldStatus )
    {
        if ( Status <= 1 )  // Disabled or Dead
        {
            if ( LightFX != None )
            {
                LightFX.Destroy();
                LightFX = None;
            }

            if ( Status == 1 )
            {
                V = Location + (vect(40,0,0) << Rotation);
                if ( DamageEffect == None )
                    DamageEffect = Spawn(class'FX_DamageSmoke', Self,, V, Rotation);
            }

        }
        else if ( LightFX == None )
        {
            R = Rotation;
            R.Yaw = R.Yaw + 32768;
            LightFX = Spawn(class'FX_TurretControlPanel_Lights',,, Location, R);

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

        }

        if ( Status == 2 )   // Space Available
        {
            if ( LightFX != None )  
                LightFX.SetColorGreen();
        }

        if ( Status == 3 )  // Full
        {
            if ( LightFX != None )
                LightFX.SetColorRed();
        }

        OldStatus   = Status;
        Skins[1]    = StatusTex[Status];

    }
}

function Reset()
{
    super.Reset();

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

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

    Status = 0;
    UpdateCapacity();
}



//=============================================================================
// defaultproperties
//=============================================================================

defaultproperties
{
     StatusTex(0)=Texture'Engine.BlackTexture'
     StatusTex(1)=Combiner'dom-goose.Anim.monitor-screen'
     StatusTex(2)=Shader'UT2004Weapons.Shaders.PowerPulseShader'
     StatusTex(3)=Shader'UT2004Weapons.Shaders.PowerPulseShaderRed'
     DrawType=DT_StaticMesh
     StaticMesh=StaticMesh'AS_Weapons_SM.Turret.TurretPanel'
     bHidden=False
     bOnlyAffectPawns=False
     bReplicateMovement=False
     bSkipActorPropertyReplication=True
     bOnlyDirtyReplication=True
     RemoteRole=ROLE_DumbProxy
     DrawScale=0.500000
     PrePivot=(X=-48.000000,Z=160.000000)
     AmbientGlow=32
     bMovable=False
     CollisionHeight=80.000000
     bCollideWorld=True
     bBlockActors=True
     bBlockKarma=True
     bNetNotify=True
     bEdShouldSnap=True
}

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Class file time: Tue 24/10/2006 17:00:14.000 - Creation time: Wed 7/2/2007 19:16:55.109 - Created with UnCodeX