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DeusEx.InterpolateTrigger


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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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Class file time: Mon 8/11/2021 16:22:52.000 - Creation time: Mon 8/11/2021 16:31:27.656 - Created with UnCodeX