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# Gameplay.VehicleFlipTrigger

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    class VehicleFlipTrigger extends UseableObject
    	notplaceable;

    var byte promptIndex;

    var Vehicle ownerVehicle;

    function UsedBy(Pawn user)
    {
    	local Character characterUser;

    	characterUser = Character(user);
    	if (characterUser == None)
    		return;

    	if (Vehicle(owner).flip())
    		super.UsedBy(user);
    }

    // Paul: Can't 'use' the flip trigger if the vehicle
    // is not flipped
    simulated function bool CanBeUsedBy(Pawn User)
    {
    	if(Vehicle(Owner).bSettledUpsideDown)
    		return true;

    	return false;
    }

    static function string getPrompt(byte PromptIndex, class<Actor> dataClass)
    {
    	local class<Vehicle> VehicleClass;

    	if (PromptIndex == 255)
    		return super.getPrompt(PromptIndex, dataClass);

    	VehicleClass = class<Vehicle>(dataClass);
    	if (VehicleClass != None)
    		return VehicleClass.static.getPrompt(PromptIndex);

    	return "";
    }

    function byte GetPromptIndex(Character PotentialUser)
    {
    	if (!Vehicle(Owner).bSettledUpsideDown)
    		return 255;

    	return promptIndex;
    }

    function class<Actor> GetPromptDataClass()
    {
    	return ownerVehicle.class;
    }

    defaultproperties
    {
    	bHardAttach=True
    	bHidden=True
    	bCollideActors=false
    	bStatic=false
    	CollisionRadius=+0080.000000
    	CollisionHeight=+0400.000000
    	bCollideWhenPlacing=False
    	bOnlyAffectPawns=true
    	RemoteRole=ROLE_None
    	bAlwaysUse=true
    	bDoNotPromptWhenNotUseable=true
    }

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Class file time: ne 5.9.2004 15:53:28.000 - Creation time: st 23.5.2018 00:10:50.427 - Created with UnCodeX