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//============================================================================= // xTeamBanner. //============================================================================= class xTeamBanner extends Decoration; // todo: the white texture used for dom2 neutral state needs to be a shader so it can be 2-sided!!! var() byte Team; var GameReplicationInfo GRI; simulated function PostBeginPlay() { LoopAnim('AnimFlag'); SetAnimFrame(FRand()); Super.PostBeginPlay(); } simulated function UpdateForTeam() { if (Team == 0) Skins[0] = Shader'XGameShaders.RedBannerShader'; else if ( Team > 1 ) Skins[0] = Default.Skins[0]; //Shader'XGameShaders.TeamBannerShadder'; else Skins[0] = Shader'XGameShaders.BlueBannerShader'; if ( (GRI != None) && (Team < 2) && (GRI.TeamSymbols[Team] != None) ) TexScaler(Combiner(Shader(Skins[0]).Diffuse).Material2).Material = GRI.TeamSymbols[Team]; } simulated function SetGRI(GameReplicationInfo NewGRI) { GRI = NewGRI; UpdateForTeam(); } simulated function PostNetBeginPlay() { Super.PostNetBeginPlay(); if ( Level.Game != None ) SetGRI(Level.Game.GameReplicationInfo); } simulated function Trigger( actor Other, pawn EventInstigator ) { local DominationPoint DPoint; DPoint = DominationPoint(Other); if ( DPoint != None ) { // is the point disabled? if (!DPoint.bControllable) Team = 254; else if (DPoint.ControllingTeam == None) Team = 255; else Team = DPoint.ControllingTeam.TeamIndex; UpdateForTeam(); } } defaultproperties { bStatic=False bNoDelete=True bStasis=False RemoteRole=ROLE_None Mesh=VertMesh'XGame_rc.TeamBannerMesh' Tag="'" DrawScale=1.700000 Skins(0)=Shader'XGameShaders.TeamBannerShader' bUnlit=True CollisionRadius=48.000000 CollisionHeight=90.000000 bCollideActors=True bCollideWorld=True bNetNotify=True } |
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