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# AICommon.ShotNotifier

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    ///////////////////////////////////////////////////////////////////////////////
    // The ShotNotifier notifies all registered clients when the Shooter fires a weapon
    // Clients of the ShotNotifier are stored in the NotificationList, and should be registered through the Pawn

    class ShotNotifier extends Core.DeleteableObject
    	native;
    ///////////////////////////////////////////////////////////////////////////////

    /////////////////////////////////////////////////
    /// Private Variables
    /////////////////////////////////////////////////
    var private array<IShotNotification>  NotificationList;
    var private Pawn                      Shooter;

    /////////////////////////////////////////////////
    /// Initialization
    /////////////////////////////////////////////////
    function InitializeShotNotifier(Pawn shooter)
    {
        assert(shooter != None);

        self.Shooter = shooter;
    }

    /////////////////////////////////////////////////
    /// Notifications from Pawn
    /////////////////////////////////////////////////

    // The Shooter's weapon code will call this function when it fires its weapon
    function OnShotFired( Actor projectile )
    {
         NotifyShotFired( projectile );
    }

    // Notify every client on the Notification List that we can see a Pawn
    private function NotifyShotFired( Actor projectile )
    {
        local int i;

        for( i = 0; i < NotificationList.Length; ++i )
        {
            NotificationList[i].OnShooterFiredShot( Shooter, projectile );
        }
    }

    /////////////////////////////////////////////////
    /// Registration functions
    /////////////////////////////////////////////////

    // Register to be notified when the shooter shoots
    function RegisterShotNotification(IShotNotification Registrant)
    {
    	local int i;		// debug

        assert(Registrant != None);

    	if ( IsOnShotNotificationList(Registrant) )
    	{
    		log( "AI ERROR:" @ Registrant @ "has already registered for" @ shooter.name );
    		for( i = 0; i < NotificationList.Length; ++i )
    			log( "   " @ NotificationList[i] );
        }

        assert(! IsOnShotNotificationList(Registrant));

        NotificationList[NotificationList.Length] = Registrant;
    }

    // Unregister to be notified when the shooter shoots
    function UnregisterShotNotification(IShotNotification Registrant)
    {
        local int i;

    	if ( Registrant == None )
    		log( "AI WARNING:" @ self @ "has 'None' Registrant" );
        assert(Registrant != None);

    #if !IG_TRIBES3
    	if ( !IsOnShotNotificationList(Registrant) )
    		log( "AI WARNING:" @ self @ Registrant @ "not on notification list" );
    	assert(IsOnShotNotificationList(Registrant));
    #endif

        for( i = 0; i < NotificationList.Length; ++i )
        {
            if (NotificationList[i] == Registrant)
            {
                NotificationList.Remove(i, 1);
                break;
            }
        }
    }

    /////////////////////////////////////////////////
    /// Shot Notification Private Functions
    /////////////////////////////////////////////////

    // returns true if the Client interface is on the Shot notification list
    // returns false if the Client interface is not on the Shot notification list
    private function bool IsOnShotNotificationList(IShotNotification PossibleRegistrant)
    {
        local int i;

        for( i = 0; i < NotificationList.Length; ++i)
        {
            if ( NotificationList[i] == PossibleRegistrant )
            {
                return true;
            }
        }

        // PossibleRegistrant not found
        return false;
    }

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Class file time: ne 5.9.2004 15:53:02.000 - Creation time: st 23.5.2018 00:10:47.037 - Created with UnCodeX