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# Gameplay.MPTarget

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    class MPTarget extends MPActor;

    var() editdisplay(displayActorLabel)
    	  editcombotype(enumRook)
    	  Rook	target				"The Rook that is to be a target";
    var() bool	bCanComeBackToLife	"Whether or not the Rook can come back to life (if false, a BaseDevice won't be repairable and an AI won't respawn) NOT IMPLEMENTED";
    var() int	teamPointsForDestruction	"The number of team points awarded for destroying this target";
    var() int	teamPointsForDefending		"The number of team points awarded for defending this target for defendPeriod (NOT IMPLEMENTED)";
    var() int	defendPeriod				"The number of seconds that this target must be defended in order for the defenders to score points (NOT IMPLEMENTED)";
    var() MPTarget	nextTarget		"If provided, the nextTarget will be activated when this Target is successfully destroyed (or defended if defendPeriod is provided) (NOT IMPLEMENTED)";
    var() bool	bChooseRandomNextTarget	"If true, overrides nextTarget to choose a random next target to activate from all eligible targets in the map (NOT IMPLEMENTED)";

    // Stats
    var(Stats)	class<Stat>	destroyStat			"Stat awarded for destroying this target";
    var(Stats)	class<Stat> defendPerPeriodStat	"Stat awarded for defending this target per defendPeriod";

    var() bool bActive				"Targets only appear if they're active";

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

    	// Register death message for the target
    	registerMessage(class'MessageDeath', target.label);

    	// Don't allow players on the Target's team to damage it
    	target.teamDamagePercentage = 1.0;
    }

    function registerStats(StatTracker tracker)
    {
    	Super.registerStats(tracker);
    	tracker.registerStat(destroyStat);
    	tracker.registerStat(defendPerPeriodStat);
    }

    // addObjectives
    function addObjectives()
    {
    	//team().objectives.add('Ball objective', 'Throw the ball into an enemy goal', ObjectiveStatus_Active, ObjectiveType_Primary);
    }

    function bool canBeDestroyedBy(Character c)
    {
    	return (c != None && (target.team() == None || team() != c.team()));
    }

    auto state NeverBeenDestroyed
    {
    	function onMessage(Message msg)
    	{
    		local Character killer;

    		// We know this is a MessageDeath message for the target
    		killer = Character(findByLabel(class'Character', MessageDeath(msg).killer));
    		if (canBeDestroyedBy(killer))
    		{
    			awardStat(destroyStat, killer);
    			scoreTeam(teamPointsForDestruction, killer.team());
    			//killer.ClientMessage("You destroyed an enemy target!");
    			//Level.Game.Broadcast(self, "A target was destroyed!");
    			Level.Game.BroadcastLocalized(self, class'MPTargetMessages', 0, killer.tribesReplicationInfo, killer.team());
    			GotoState('AlreadyBeenDestroyed');
    		}
    	}
    }

    state AlreadyBeenDestroyed
    {
    }

    function enumRook(Engine.LevelInfo l, Array<Rook> a)
    {
    	local Rook r;

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

    defaultproperties
    {
    	DrawType				= DT_None
        bUseCylinderCollision	= false

    	bCanComeBackToLife			= false
    	teamPointsForDestruction	= 1
    	teamPointsForDefending		= 1
    	defendPeriod				= 240
    	bActive						= true
    }

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Class file time: ne 5.9.2004 15:53:20.000 - Creation time: st 23.5.2018 00:10:45.978 - Created with UnCodeX