Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 |
//This holds and maintains the list of the local player's enemy pawns for use in AwarenessInteraction //A seperate actor is used to prevent invalid pointer problems since Actor references //in non-Actors don't get set to None automatically when the Actor is destroyed // We just made a few changes to Mysterial's ... but they were in the biggest function class DruidAwarenessEnemyList extends Actor; var array<Pawn> Enemies; var PlayerController PlayerOwner; simulated function PostBeginPlay() { Super.PostBeginPlay(); PlayerOwner = Level.GetLocalPlayerController(); if (PlayerOwner != None) SetTimer(2, true); else Warn("DruidAwarenessEnemyList spawned with no local PlayerController!"); } simulated function Timer() { local Pawn P, PlayerDriver; local bool GoodMonster; local FriendlyMonsterEffect FME; Enemies.length = 0; if (PlayerOwner.Pawn == None || PlayerOwner.Pawn.Health <= 0) return; if (Vehicle(PlayerOwner.Pawn) != None) PlayerDriver = Vehicle(PlayerOwner.Pawn).Driver; foreach DynamicActors(class'Pawn', P) { if (P.IsA('Monster')) { // Assume bad monster. GoodMonster = False; foreach DynamicActors(class'FriendlyMonsterEffect', FME) { // Skip it, not the one we're looking for. if (P != FME.Base) continue; // The one we're looking for, and it's ours. else if (FME.MasterPRI == PlayerOwner.PlayerReplicationInfo) { GoodMonster = True; break; } // The one we're looking for, not ours, but on our team. else if(FME.MasterPRI.Team != None && FME.MasterPRI.Team == PlayerOwner.PlayerReplicationInfo.Team) { GoodMonster = True; break; } // Gotta be a bad guy. else { break; } } // If we haven't found it related to an FME, or the FME says it's not friendly ... if (!GoodMonster) Enemies[Enemies.length] = P; } else if ( P != PlayerOwner.Pawn && P != PlayerDriver && (P.GetTeamNum() == 255 || P.GetTeamNum() != PlayerOwner.GetTeamNum()) && (Vehicle(P) == None || (Vehicle(P).bDriving && P.GetVehicleBase() == None)) ) Enemies[Enemies.length] = P; } } defaultproperties { bHidden=True RemoteRole=ROLE_None bGameRelevant=True bBlockZeroExtentTraces=False bBlockNonZeroExtentTraces=False } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |