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# Engine.LineOfSightTrigger

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    //=============================================================================
    // LineOfSightTrigger
    // triggers its event when player looks at it from close enough
    // ONLY WORKS IN SINGLE PLAYER (or for the local client on a listen server)
    // You could implement a multiplayer version using a tick function and PlayerCanSeeMe(),
    // but that would have more performance cost
    //=============================================================================
    class LineOfSightTrigger extends Triggers
    	native;

    var() float MaxViewDist;	// maximum distance player can be from this trigger to trigger it
    var   float OldTickTime;
    var() bool  bEnabled;
    var	  bool  bTriggered;
    var() name	SeenActorTag;	// tag of actor which triggers this trigger when seen
    var	  actor SeenActor;
    var() int MaxViewAngle;		// how directly a player must be looking at SeenActor center (in degrees)
    var float RequiredViewDir;	// how directly player must be looking at SeenActor - 1.0 = straight on, 0.75 = barely on screen

    function PostBeginPlay()
    {
    	Super.PostBeginPlay();

    	RequiredViewDir = Cos(MaxViewAngle * Pi/180);
    	if ( SeenActorTag != '' )
    		ForEach AllActors(class'Actor',SeenActor,SeenActorTag)
    			break;
    }

    event PlayerSeesMe(PlayerController P)
    {
    	TriggerEvent(Event,self,P.Pawn);
    	bTriggered = true;
    }

    function Trigger( actor Other, Pawn EventInstigator )
    {
    	bEnabled = true;
    }

    defaultproperties
    {
    	MaxViewDist=+3000.0
    	bEnabled=true
        bCollideActors=false
    	MaxViewAngle=15
    }

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Class file time: ne 5.9.2004 16:01:26.000 - Creation time: st 23.5.2018 00:10:45.023 - Created with UnCodeX