XIDPawn
Class AwakeSoldiers

source: C:\XIII\XIDPawn\Classes\AwakeSoldiers.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Triggers
         |
         +--XIDPawn.AwakeSoldiers
Direct Known Subclasses:None

class AwakeSoldiers
extends Engine.Triggers

//----------------------------------------------------------- // //-----------------------------------------------------------
Variables
 array ActorsToAwake


Function Summary
 void AwakeSoldiers()
     
//_____________________________________________________________________________



Source Code


00001	//-----------------------------------------------------------
00002	//
00003	//-----------------------------------------------------------
00004	class AwakeSoldiers extends Triggers;
00005	
00006	var() array<BaseSoldier> ActorsToAwake;
00007	
00008	//_____________________________________________________________________________
00009	function AwakeSoldiers()
00010	{
00011	    local int i;
00012	
00013	    for (i=0; i<ActorsToAwake.Length; i++)
00014	      if ( ActorsToAwake[i] != none )
00015	      {
00016	        Log("@@@ making "$ActorsToAwake[i]$" Awake");
00017	        ActorsToAwake[i].controller.bStasis=false;
00018	        ActorsToAwake[i].bStasis=false;
00019	        ActorsToAwake[i].SetPhysics(PHYS_Walking);
00020	        ActorsToAwake[i].SetCollision(true,true,true);
00021	        ActorsToAwake[i].SetDrawType(DT_Mesh);
00022	        if (Iacontroller(ActorsToAwake[i].Controller).NiveauAlerte==1)
00023	        {
00024	           level.incAlerte();
00025	           level.decattente();
00026	        }
00027	        else if (Iacontroller(ActorsToAwake[i].Controller).NiveauAlerte==2)
00028	        {
00029	           level.incAttaque();
00030	           level.decattente();
00031	        }
00032	        ActorsToAwake[i].RefreshDisplaying();
00033	     }
00034	    Destroy();
00035	}
00036	
00037	//_____________________________________________________________________________
00038	event Touch(actor other)
00039	{
00040	    if ( Pawn(Other).IsPlayerPawn() )
00041	      AwakeSoldiers();
00042	}
00043	
00044	//_____________________________________________________________________________
00045	event Trigger(actor other, pawn eventinstigator)
00046	{
00047	    if ( EventInstigator.IsPlayerPawn() )
00048	      AwakeSoldiers();
00049	
00050	}
00051	
00052	
00053	
00054	defaultproperties
00055	{
00056	}

End Source Code