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DeusEx.DataLinkTrigger


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//=============================================================================
// DataLinkTrigger.
//=============================================================================
class DataLinkTrigger extends Trigger;

//
// Triggers a DataLink event when touched
//
// * datalinkTag is matched to the conversation file which has all of
//   the DataLink events in it.
//
// We might possibly need to monitor a flag and trigger a DataLink event
// when that flag changes during the mission.  This could be done in the
// individual mission's script file update loop.
//

var() name datalinkTag;
var() name checkFlag;
var() bool bCheckFalse;

var bool  bStartedViaTrigger;
var bool  bStartedViaTouch;
var bool  bCheckFlagTimer;
var float checkFlagTimer;

var DeusExPlayer player;
var Actor        triggerOther;
var Pawn         triggerInstigator;

// ----------------------------------------------------------------------
// Timer()
// ----------------------------------------------------------------------

function Timer()
{
    if ((bCheckFlagTimer) && (EvaluateFlag()) && (player != None))
        player.StartDataLinkTransmission(String(datalinkTag), Self);
}

// ----------------------------------------------------------------------
// Trigger()
// ----------------------------------------------------------------------

singular function Trigger(Actor Other, Pawn Instigator)
{
    // Only set the player if the player isn't already set and 
    // the "bCheckFlagTimer" variable is false
    if ((player == None) || ((player != None) && (bCheckFlagTimer == False)))
        player = DeusExPlayer(Instigator);

    // only works for DeusExPlayers
    if (player == None)
        return;

    if (EvaluateFlag())
    {
        if (player.StartDataLinkTransmission(String(datalinkTag), Self) == True)
        {
            bStartedViaTrigger = True;
            triggerOther       = Other;
            triggerInstigator  = Instigator;
        }
    }
    else if (checkFlag != '')
    {
        bStartedViaTrigger = True;
        triggerOther       = Other;
        triggerInstigator  = Instigator;
    }
}

// ----------------------------------------------------------------------
// Touch()
// ----------------------------------------------------------------------

singular function Touch(Actor Other)
{
    // Only set the player if the player isn't already set and 
    // the "bCheckFlagTimer" variable is false
    if ((player == None) || ((player != None) && (bCheckFlagTimer == False)))
        player = DeusExPlayer(Other);

    // only works for DeusExPlayers
    if (player == None)
        return;

    if (EvaluateFlag())
    {
        if (player.StartDataLinkTransmission(String(datalinkTag), Self) == True)
        {
            bStartedViaTouch = True;
            triggerOther     = Other;
        }
    }
    else if (checkFlag != '')
    {
        bStartedViaTouch   = True;
        triggerOther       = Other;
    }
}

// ----------------------------------------------------------------------
// UnTouch()
// 
// Used to monitor the state of the "checkFlag" variable if it's set.
// This is so a player can be sitting inside the radius of a trigger
// and if the "checkFlag" suddenly is valid, the trigger will play.
// ----------------------------------------------------------------------

function UnTouch( actor Other )
{
    bCheckFlagTimer = False;
    Super.UnTouch(Other);
}

// ----------------------------------------------------------------------
// EvaluateFlag()
// ----------------------------------------------------------------------

function bool EvaluateFlag()
{
    local bool bSuccess;

    if (checkFlag != '')
    {
        if ((player != None) && (player.flagBase != None))
        {
            if (!player.flagBase.GetBool(checkFlag))
                bSuccess = bCheckFalse;
            else
                bSuccess = !bCheckFalse;

            // If the flag check fails, then make sure the Tick() event 
            // is active so we can continue to check the flag while 
            // the player is inside the radius of the trigger.

            if (!bSuccess)
            {
                bCheckFlagTimer = True;
                SetTimer(checkFlagTimer, False);
            }
        }
        else
        {
            bSuccess = False;
        }
    }
    else
    {
        bSuccess = True;
    }

    return bSuccess;
}

// ----------------------------------------------------------------------
// DatalinkFinished()
// ----------------------------------------------------------------------

function DatalinkFinished()
{
    if (bStartedViaTrigger)
        Super.Trigger(triggerOther, triggerInstigator);
    else if (bStartedViaTouch)
        Super.Touch(triggerOther);
}

// ----------------------------------------------------------------------
// ----------------------------------------------------------------------

defaultproperties
{
     checkFlagTimer=1.000000
     bTriggerOnceOnly=True
     CollisionRadius=96.000000
}

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Class file time: Mon 8/11/2021 16:22:52.000 - Creation time: Mon 8/11/2021 16:31:25.248 - Created with UnCodeX