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//============================================================================= // MapExit. //============================================================================= class MapExit expands NavigationPoint; // // MapExit transports you to the next map // change bCollideActors to False to make it triggered instead of touched // var() string DestMap; var() bool bPlayTransition; var() name cameraPathTag; var DeusExPlayer Player; function LoadMap(Actor Other) { // use GetPlayerPawn() because convos trigger by who's having the convo Player = DeusExPlayer(GetPlayerPawn()); if (Player != None) { // Make sure we destroy all windows before sending the // player on his merry way. DeusExRootWindow(Player.rootWindow).ClearWindowStack(); if (bPlayTransition) { PlayTransitionPath(); Player.NextMap = DestMap; } else Level.Game.SendPlayer(Player, DestMap); } } function Trigger(Actor Other, Pawn Instigator) { Super.Trigger(Other, Instigator); LoadMap(Other); } function Touch(Actor Other) { Super.Touch(Other); LoadMap(Other); } function PlayTransitionPath() { local InterpolationPoint I; if (Player != None) { foreach AllActors(class 'InterpolationPoint', I, cameraPathTag) { if (I.Position == 1) { Player.SetCollision(False, False, False); Player.bCollideWorld = False; Player.Target = I; Player.SetPhysics(PHYS_Interpolating); Player.PhysRate = 1.0; Player.PhysAlpha = 0.0; Player.bInterpolating = True; Player.bStasis = False; Player.ShowHud(False); Player.PutInHand(None); // if we're in a conversation, set the NextState // otherwise, goto the correct state if (Player.conPlay != None) Player.NextState = 'Interpolating'; else Player.GotoState('Interpolating'); break; } } } } defaultproperties { Texture=Texture'Engine.S_Teleport' bCollideActors=True } |
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