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# Gameplay.SwitchStation

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    class SwitchStation extends BaseDevice
    	native;

    var() float useableObjectCollisionHeight;
    var() float useableObjectCollisionRadius;

    cpptext
    {
    	virtual UBOOL canBeSeenBy(APawn* pawn) {return false;}	// AI's can't see SwitchStation's
    }

    function PostBeginPlay()
    {
    	local SwitchStationUseableObject ssuo;

    	ssuo = Spawn(class'SwitchStationUseableObject', self,, Location, Rotation);

    	ssuo.SetCollisionSize(useableObjectCollisionRadius, useableObjectCollisionHeight);

    	UseablePoints[0] = ssuo.GetUseablePoint();
    	UseablePointsValid[0] = UP_Valid;
    }

    //
    // Useable points wil only be displayed if the switch is on the opposing team
    //
    simulated function bool CanBeUsedBy(Character CharacterUser)
    {
    	return (ownerBase != None) && ownerBase.team.IsFriendly(CharacterUser.team());
    }

    function useSwitch(Pawn user)
    {
    	local Character char;
    	local TeamInfo newTeam;

    	char = Character(user);

    	// do nothing if used by non-character
    	if (char == None)
    		return;

    	if (ownerBase == None)
    	{
    		log("Switch "$label$" cannot be used as it has no base");
    	}

    	// switch ownership of all devices in our owner base (includes us) to the team of the user
    	newTeam = char.team();
    	if (ownerBase.team != newTeam)
    	{
    		PlayBDAnim('Switch');
    		ownerBase.team = char.team();
    	}
    }

    defaultproperties
    {
    	useableObjectCollisionHeight = 80
    	useableObjectCollisionRadius = 150

    	bCanBeDamaged	= false
    	bAIThreat		= false
    }

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Class file time: ne 5.9.2004 15:53:24.000 - Creation time: st 23.5.2018 00:10:47.475 - Created with UnCodeX