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# Engine.Door

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    /*=============================================================================
     Door.
     Used to mark a door on the Navigation network (a door is a mover that may act
     as an obstruction).
    =============================================================================
    */
    class Door extends NavigationPoint
    	placeable
    	native;

    var() name DoorTag;				// tag of mover associated with this node
    var	 mover MyDoor;
    var() name DoorTrigger;			// recommended trigger to use (if door is triggerable)
    var actor RecommendedTrigger;
    var() bool bInitiallyClosed;	// if true, means that the initial position of the mover blocks navigation
    var() bool bBlockedWhenClosed;	// don't even try to go through this path if door is closed
    var bool bDoorOpen;
    var bool bTempNoCollide;		// used during path building

    function PostBeginPlay()
    {
    	local vector Dist;

    	if ( DoorTrigger != '' )
    	{
    		ForEach AllActors(class'Actor', RecommendedTrigger, DoorTrigger )
    			break;
    		// ignore recommended trigger if door is within its radius
    		// (DoorTrigger shouldn't have been set)
    		if ( RecommendedTrigger != None )
    		{
    			Dist = Location - RecommendedTrigger.Location;
    			if ( Abs(Dist.Z) < RecommendedTrigger.CollisionHeight )
    			{
    				Dist.Z = 0;
    				if ( VSize(Dist) < RecommendedTrigger.CollisionRadius )
    					RecommendedTrigger = None;
    			}
    		}
    	}
    	bBlocked = ( bInitiallyClosed && bBlockedWhenClosed );
    	bDoorOpen = !bInitiallyClosed;
    	Super.PostBeginPlay();
    }

    function MoverOpened()
    {
    	bBlocked = ( !bInitiallyClosed && bBlockedWhenClosed );
    	bDoorOpen = bInitiallyClosed;
    }

    function MoverClosed()
    {
    	bBlocked = ( bInitiallyClosed && bBlockedWhenClosed );
    	bDoorOpen = !bInitiallyClosed;
    }

    /* SpecialHandling is called by the navigation code when the next path has been found.
    It gives that path an opportunity to modify the result based on any special considerations
    */

    function Actor SpecialHandling(Pawn Other)
    {
    	if ( MyDoor == None )
    		return self;

    	if ( MyDoor.BumpType == BT_PlayerBump && !Other.IsPlayerPawn() )
    		return None;

    	if ( bInitiallyClosed == (bDoorOpen || MyDoor.bOpening || MyDoor.bDelaying) )
    		return self;

    	if ( RecommendedTrigger != None )
    		return RecommendedTrigger;

    	return self;
    }

    // DLB Controller clean pass: removed AI logic
    /*function bool ProceedWithMove(Pawn Other)
    {
    	if ( MyDoor.bDamageTriggered && (Other.Controller.Focus == MyDoor) )
    		Other.Controller.StopFiring();

    	if ( bDoorOpen || !MyDoor.bDamageTriggered )
    		return true;

    	// door still needs to be shot
    	Other.SetRotation(rotator(MyDoor.Location - Other.Location));
    	Other.Controller.Focus = MyDoor;
    	Other.ShootSpecial(MyDoor);
    	MyDoor.Trigger(Other,Other);
    	Other.Controller.WaitForMover(MyDoor);
    	return false;
    }*/

    // DLB Controller clean pass: removed AI logic
    /*
    event bool SuggestMovePreparation(Pawn Other)
    {
    	if ( bDoorOpen )
    		return false;
    	if ( MyDoor.bOpening || MyDoor.bDelaying )
    	{
    		Other.Controller.WaitForMover(MyDoor);
    		return true;
    	}
    	if ( MyDoor.bDamageTriggered )
    	{
    		// handle shootable doors
    		Other.SetRotation(rotator(MyDoor.Location - Other.Location));
    		Other.Controller.Focus = MyDoor;
    		Other.ShootSpecial(MyDoor);
    		MyDoor.Trigger(Other,Other);
    		Other.Controller.WaitForMover(MyDoor);
    		return true;
    	}

    	return false;
    }*/

    defaultproperties
    {
    	Texture=Texture'Engine_res.S_Door'
    	RemoteRole=ROLE_None
    	bNoDelete=true
    	ExtraCost=100
    	bInitiallyClosed=true
    	bSpecialMove=true
    }

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Class file time: ne 5.9.2004 16:01:20.000 - Creation time: st 23.5.2018 00:10:43.142 - Created with UnCodeX