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# Gameplay.Door

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    // An actual door object that opens and closes
    class Door extends Mover implements PathfindingObstacle;

    var()	editdisplay(displayActorLabel)
    		editcombotype(enumBaseInfo)
    		BaseInfo	ownerBase				"baseInfo that this door belongs to";
    var()	bool		bLocked					"Whether the door is able to be opened or not";
    var()	Material	lockedMaterial			"The mesh's standard material defines the material displayed when the door is unlocked; use this variable to set the material displayed when the door is locked";
    var()	int			lockedMaterialIndex		"The index of the material to change on the door when it is locked (typically 0)";

    var bool		bOldLocked;
    var bool		bBumped;
    var bool		bCanClose;
    var Material	unlockedMaterial;
    var bool		bWasPowered;
    var bool		bPowered;
    var bool		bUsesPower;
    var DoorSensor	doorSensor;

    replication
    {
    	reliable if (Role == ROLE_Authority)
    		bLocked;
    }

    // enumBaseInfo
    function enumBaseInfo(Engine.LevelInfo l, Array<BaseInfo> a)
    {
    	local BaseInfo b;

    	ForEach DynamicActors(class'BaseInfo', b)
    	{
    		a[a.length] = b;
    	}
    }

    // displayActorLabel
    function string displayActorLabel(Actor t)
    {
    	return string(t.label);
    }

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

    	// construct sensor if required
    	if (initialState == 'SensorControlled')
    	{
    		doorSensor = spawn(class'DoorSensor');
    		doorSensor.init(self);
    	}

    	prevKeyNum = KeyNum;
    	bOldLocked = bLocked;
    	bCanClose = true;

    	unlockedMaterial = GetCurrentMaterial(lockedMaterialIndex);
    	onLockedChange(bLocked);
    }

    // isPowered
    //
    // If the door does not have a base defined, then it
    // is always powered, otherwise power depends on the base
    function bool isPowered()
    {
    	if (!bUsesPower)
    		return true;

    	if(ownerBase == None)
    		return true;

    	if(ownerBase.isPowered())
    		return true;

    	return false;
    }

    // Tick
    function Tick(float Delta)
    {
    	// change the material if the locked/unlocked state changes
    	if (bOldLocked != bLocked)
    	{
    		onLockedChange(bLocked);
    		bOldLocked = bLocked;
    	}

    	bPowered = isPowered();
    	if(bPowered != bWasPowered && doorSensor != None)
    	{
    		if(bPowered && ! bClosed && touching.Length <= 0)
    		{
    			bCanClose = true;
    			doorSensor.SetTimer(StayOpenTime, false);
    		}
    	}
    	bWasPowered = bPowered;
    }

    // DoOpen
    function DoOpen()
    {
    	if (!bLocked)
    		Super.DoOpen();
    }

    // onLockedChange
    function onLockedChange(bool bVal)
    {
    	if (bVal)
    	{
    		if (lockedMaterial != None)
    			Skins[lockedMaterialIndex] = lockedMaterial;
    	}
    	else
    	{
    		if (unlockedMaterial != None)
    			Skins[lockedMaterialIndex] = unlockedMaterial;
    	}
    }

    // SensorControlled
    //
    // The original default state was BumpOpenTimed. This state was added to have a way of explicitily
    // specifying a sensor controlled door. The rationale for deriving from BumpOpenTimed is that it was the
    // default state prior to adding this one.
    state SensorControlled extends BumpOpenTimed
    {
    	// dont disable the trigger, we want the door
    	// to open if it is in the closing state
    	function DisableTrigger();

    	// Pulled straight from BumpOpenTimed, and modified to
    	// go to the SensorControlled state rather than BumpOpenTimed
    	function Bump( actor Other )
    	{
    		if (!bOpening && !bDelaying)
    		{
    			if ( (BumpType != BT_AnyBump) && (Pawn(Other) == None) )
    				return;
    			if ( (BumpType == BT_PlayerBump) && !Pawn(Other).IsPlayerPawn() )
    				return;
    			if ( (BumpType == BT_PawnBump) && (Other.Mass < 10) )
    				return;
    			Global.Bump( Other );
    			SavedTrigger = None;
    			Instigator = Pawn(Other);
    			// DLB Controller clean pass: removed AI logic Instigator.Controller.WaitForMover(self);
    			GotoState( 'SensorControlled', 'Open' );
    		}
    	}
    }

    function bool canBePassed(name teamName)
    {
    	if(! isPowered())
    	{
    		if(bClosed)
    			return false;
    		else
    			return true;
    	}

    	// if this is a trigger controlled door it can only be passed if opened
    	if ((InitialState == 'TriggerToggle') || (InitialState == 'TriggerControl'))
    		return !bClosed;

    	// if this is a sensor controlled door it can only be passed if unlocked
    	if (InitialState == 'SensorControlled')
    		return !bLocked;

    	warn("door type not handled");

    	return true;
    }

    defaultproperties
    {
    	MoverEncroachType		= ME_IgnoreWhenEncroach
    	InitialState			= SensorControlled

    	bProjTarget	= true
    	bUsesPower	= false
    }

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Class file time: ne 5.9.2004 15:53:16.000 - Creation time: st 23.5.2018 00:10:43.148 - Created with UnCodeX