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//============================================================================= // InterpolateTrigger. //============================================================================= class InterpolateTrigger expands Trigger; // Send an actor on a spline path through the level // Copied and modified from Engine.SpecialEvent // Set this trigger's Event to match the Tag of the target actor // The target actor's Event should match the Tag of the InterpolationPoints function Trigger(Actor Other, Pawn Instigator) { if (SendActorOnPath()) { Super.Trigger(Other, Instigator); if (bTriggerOnceOnly) Destroy(); } } singular function Touch(Actor Other) { if (!IsRelevant(Other)) return; if (SendActorOnPath()) if (bTriggerOnceOnly) Destroy(); } function bool SendActorOnPath() { local InterpolationPoint I; local Actor A; // find the target actors to start on the path foreach AllActors (class'Actor', A, Event) if ((A != None) && !A.IsA('InterpolationPoint')) { foreach AllActors (class'InterpolationPoint', I, A.Event) { if (I.Position == 1) // start at 1 instead of 0 - put 0 at the object's initial position { A.SetCollision(False, False, False); A.bCollideWorld = False; A.Target = I; A.SetPhysics(PHYS_Interpolating); A.PhysRate = 1.0; A.PhysAlpha = 0.0; A.bInterpolating = True; A.bStasis = False; A.GotoState('Interpolating'); break; } } } return True; } defaultproperties { bTriggerOnceOnly=True CollisionRadius=96.000000 } |
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