Core.Object | +--Engine.Actor | +--Engine.Triggers | +--XIDPawn.AwakeSoldiers
array
ActorsToAwake
void
AwakeSoldiers()
//_____________________________________________________________________________
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 }