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# Gameplay.MPArea

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    class MPArea extends MPActor implements IMPAreaTriggerable;

    var() editinline class<MPAreaTrigger> areaTriggerClass		"An MPAreaTrigger that defines an area";
    var MPAreaTrigger	areaTrigger;
    var() Vector areaOffset										"The spawned area will be offset by this amount from the actor's pivot";

    // PostBeginPlay
    simulated function PostBeginPlay()
    {
    	Super.PostBeginPlay();

    	if (Level.NetMode != NM_Client)
    	{
    		// Create trigger here
    		areaTrigger = spawn(areaTriggerClass, self,,location+areaOffset);
    		areaTrigger.listener = self;
    	}
    }

    function cleanup()
    {
    	Super.cleanup();

    	// Force destruction of the areaTrigger so that territories are properly
    	// filtered on map load
    	if (areaTrigger != None)
    		areaTrigger.Destroy();
    }

    function OnAreaEntered(Character c)
    {
    	c.ReceiveLocalizedMessage( class'MPAreaMessages', 1 );
    }

    function OnAreaExited(Character c)
    {
    	c.ReceiveLocalizedMessage( class'MPAreaMessages', 2 );
    }

    function OnAreaEnteredByActor(Actor a)
    {
    }

    function OnAreaExitedByActor(Actor a)
    {
    }

    function OnAreaTick()
    {
    	// Do nothing
    }

    defaultproperties
    {
    	DrawType				= DT_StaticMesh
    	StaticMesh				= StaticMesh'Editor_res.TexPropCube'
    	bCollideActors			= true
    	bCollideWorld			= true
    //	bBlockActors			= true
    	bMovable				= false

    	CollisionRadius			= 200
    	CollisionHeight			= 200

    	areaTriggerClass		= class'MPAreaTrigger'
    }

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Class file time: ne 5.9.2004 15:53:18.000 - Creation time: st 23.5.2018 00:10:45.778 - Created with UnCodeX