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# Engine.LadderVolume

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    /*=============================================================================
    // LadderVolumes, when touched, cause ladder supporting actors to use Phys_Ladder.
    // note that underwater ladders won't be waterzones (no breathing problems)
    ============================================================================= */

    class LadderVolume extends PhysicsVolume
    	native;

    var() name ClimbingAnimation, TopAnimation;	// name of animation to play when climbing this ladder
    var() rotator WallDir;
    var vector LookDir;
    var vector ClimbDir;	// pawn can move in this direction (or reverse)
    var const Ladder LadderList;		// list of Ladder actors associated with this LadderVolume
    var() bool	bNoPhysicalLadder;	// if true, won't push into/keep player against geometry in lookdir
    var() bool	bAutoPath;			// add top and bottom ladders automatically
    var Pawn PendingClimber;

    simulated function PostBeginPlay()
    {
    	local Ladder L, M;
    	local vector Dir;

    	Super.PostBeginPlay();
    	LookDir = vector(WallDir);
    	if ( !bAutoPath && (LookDir.Z != 0) )
    	{
    		ClimbDir = vect(0,0,1);
    		for ( L=LadderList; L!=None; L=L.LadderList )
    			for ( M=LadderList; M!=None; M=M.LadderList )
    				if ( M != L )
    				{
    					Dir = Normal(M.Location - L.Location);
    					if ( (Dir Dot ClimbDir) < 0 )
    						Dir *= -1;
    					ClimbDir += Dir;
    				}

    		ClimbDir = Normal(ClimbDir);
    		if ( (ClimbDir Dot vect(0,0,1)) < 0 )
    			ClimbDir *= -1;
    	}
    }

    function bool InUse(Pawn Ignored)
    {
    	local Pawn StillClimbing;

    	ForEach TouchingActors(class'Pawn',StillClimbing)
    	{
    		if ( (StillClimbing != Ignored) && StillClimbing.bCollideActors && StillClimbing.bBlockActors )
    			return true;
    	}

    	// DLB Controller clean pass: removed AI logic
    	/*if ( PendingClimber != None )
    	{
    		if ( (PendingClimber.Controller == None)
    			|| !PendingClimber.bCollideActors || !PendingClimber.bBlockActors
    			|| (Ladder(PendingClimber.Controller.MoveTarget) == None)
    			|| (Ladder(PendingClimber.Controller.MoveTarget).MyLadder != self) )
    				PendingClimber = None;
    	}*/
    	return ( (PendingClimber != None) && (PendingClimber != Ignored) );
    }

    simulated event PawnEnteredVolume(Pawn P)
    {
    	local rotator PawnRot;

    	Super.PawnEnteredVolume(P);
    	if ( !P.CanGrabLadder() )
    		return;

    	PawnRot = P.Rotation;
    	PawnRot.Pitch = 0;
    	if ( (vector(PawnRot) Dot LookDir > 0.9)/* // DLB Controller clean pass: removed AI logic
    		|| ( (AIController(P.Controller) != None) && (Ladder(P.Controller.MoveTarget) != None))*/ )
    		P.ClimbLadder(self);
    	else if ( !P.bDeleteMe && (P.Controller != None) )
    		spawn(class'PotentialClimbWatcher',P);
    }

    simulated event PawnLeavingVolume(Pawn P)
    {
    //	local Controller C;

    	if ( P.OnLadder != self )
    		return;
    	Super.PawnLeavingVolume(P);
    	P.OnLadder = None;
    	// DLB Controller clean pass: removed AI logic P.EndClimbLadder(self);
    	if ( P == PendingClimber )
    		PendingClimber = None;

    	// tell all waiting pawns, if not in use
    // DLB Controller clean pass: removed AI logic
    /*	if ( !InUse(P) )
    	{
    		for ( C=Level.ControllerList; C!=None; C=C.NextController )
    			if ( C.bPreparingMove && (Ladder(C.MoveTarget) != None)
    				&&(Ladder(C.MoveTarget).MyLadder == self) )
    			{
    				C.bPreparingMove = false;
    				PendingClimber = C.Pawn;
    				return;
    			}
    	}*/
    }

    simulated event PhysicsChangedFor(Actor Other)
    {
    	if ( (Other.Physics == PHYS_Falling) || (Other.Physics == PHYS_Ladder) || Other.bDeleteMe || (Pawn(Other) == None) || (Pawn(Other).Controller == None) )
    		return;
    	spawn(class'PotentialClimbWatcher',Other);
    }

    defaultproperties
    {
    	RemoteRole=ROLE_SimulatedProxy
    	ClimbDir=(X=+0.0,Y=+0.0,Z=+1.0)
    	bAutoPath=true
    }

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Class file time: ne 5.9.2004 16:01:26.000 - Creation time: st 23.5.2018 00:10:44.972 - Created with UnCodeX