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- //=============================================================================
- // ScriptedTriggerController
- // used for playing ScriptedTrigger scripts
- // A ScriptedTriggerController never has a pawn
- //=============================================================================
- class ScriptedTriggerController extends ScriptedController;
-
- function InitializeFor(ScriptedTrigger T)
- {
- SequenceScript = T;
- ActionNum = 0;
- SequenceScript.SetActions(self);
- GotoState('Scripting');
- }
-
- function GameHasEnded() {}
- function ClientGameEnded() {}
-
- function DestroyPawn()
- {
- if ( Instigator != None )
- Instigator.Destroy();
- }
-
- function ClearAnimation() {}
-
- function SetNewScript(ScriptedSequence NewScript)
- {
- SequenceScript = NewScript;
- ActionNum = 0;
- Focus = None;
- SequenceScript.SetActions(self);
- }
-
- state Scripting
- {
- function Trigger( actor Other, pawn EventInstigator )
- {
- Instigator = EventInstigator;
- Super.Trigger(Other,EventInstigator);
- }
-
- function LeaveScripting()
- {
- Destroy();
- }
-
- Begin:
- InitforNextAction();
- if ( bBroken )
- GotoState('Broken');
- if ( CurrentAction.TickedAction() )
- enable('Tick');
- }
-
- // Broken scripted sequence - for debugging
- State Broken
- {
- Begin:
- warn(" Trigger Scripted Sequence BROKEN "$SequenceScript$" ACTION "$CurrentAction);
- }