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# MojoCore.TsMojoController

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    class TsMojoController extends Engine.Controller
    	native;

    const LOCAL_VIEW_FOCUS_EXTENSION = 10000;

    // the controller is ref counted, incase multiple scenes cause it to be created. the last scene to finish
    // will dec the ref count to 0, and cause the old controller to kick in
    var int scene_ref_count;

    var Controller original_controller;
    var vector point;
    var bool localShouldWalk;

    var	TsViewFocus targetViewFocus;
    var	Actor moveViewFocus;

    event TakeControlOf(Pawn P)
    {
    	original_controller = P.Controller;
    	if (original_controller != None)
    		original_controller.Pawn = None;

    	P.PossessedBy(Self);
    	Pawn = P;

    	scene_ref_count = 1;

    	// initialise target view focus
    	targetViewFocus = spawn(class'TsViewFocus');
    }

    event Destroyed()
    {
    	// revert old controller
    	if ((original_controller != None) && (!Pawn.IsInState('Dying')))
    	{
    		Pawn.PossessedBy(original_controller);
    		original_controller.Pawn = Pawn;
    	}

    	// dont need this anymore
    	if (targetViewFocus != None)
    		targetViewFocus.Destroy();

    	Super.Destroyed();
    }

    event AddRef()
    {
    	++scene_ref_count;
    }

    event DecRef()
    {
    	--scene_ref_count;

    	if (scene_ref_count <= 0)
    	{
    		scene_ref_count = 0;
    		Destroy();
    	}
    }

    function bool WeaponFireAgain(float RefireRate, bool bFinishedFire)
    {
    	if (Pawn.PressingFire())
    	{
    //		Pawn.Weapon.BotFire(bFinishedFire);
    		return true;
    	}
    	// DLB Controller clean pass: removed AI logic StopFiring();
    	return false;
    }

    function BeginMoveToPoint(vector p, rotator r, Actor actorVF, vector pointVF, bool nullPointVF,
    						  bool shouldWalk)
    {
    	local vector viewLocWork;

    	Log("BeginMoveToPoint");

    	point = p;
    	localShouldWalk = shouldWalk;

    	// set up the target view focus

    	if ((actorVF == None) && (nullPointVF))
    	{
    		// ... no view focus case
    		viewLocWork = vect(0, 0, 0);
    		viewLocWork.X = LOCAL_VIEW_FOCUS_EXTENSION;
    		viewLocWork = viewLocWork >> r;
    		viewLocWork = viewLocWork + point;
    		targetViewFocus.SetLocation(viewLocWork);
    		moveViewFocus = targetViewFocus;
    	}
    	else if (!nullPointVF)
    	{
    		// ... point view focus case
    		targetViewFocus.SetLocation(pointVF);
    		moveViewFocus = targetViewFocus;
    	}
    	else
    	{
    		// ... actor view focus case
    		moveViewFocus = actorVF;
    	}

    	GotoState('MoveToPoint');
    }

    function bool FinishedState()
    {
    	return false;
    }

    event ResetState()
    {
    	GotoState('');
    }

    state MoveToPoint
    {
    Begin:
    	Pawn.SetPhysics(PHYS_Walking);
    	// DLB Controller clean pass: removed AI logic WaitForLanding();
    //	MoveTo(point, moveViewFocus, , localShouldWalk);
    //	Pawn.SetWalking(false); necessary when using WarCogPlasmaTrooper (?)
    //	FinishRotation();
    	GotoState('Finished');
    }

    state Finished
    {
    	function bool FinishedState()
    	{
    		return true;
    	}
    }

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Class file time: ne 5.9.2004 15:53:36.000 - Creation time: st 23.5.2018 00:10:49.478 - Created with UnCodeX