//============================================================================= // SVehicleTrigger //============================================================================= // General trigger to possess vehicles // This trigger is automatically spawned by the vehicle and cannot be placed // in levels. //============================================================================= class SVehicleTrigger extends Triggers notplaceable native; var() bool bEnabled; var bool BACKUP_bEnabled; // Backup var bool bMarkWithPath; var NavigationPoint myMarker; cpptext { virtual UBOOL ReachedBy(APawn * P, FVector Loc); } function PostBeginPlay() { super.PostBeginPlay(); BACKUP_bEnabled = bEnabled; } event Trigger( Actor Other, Pawn EventInstigator ) { bEnabled = !bEnabled; } function UsedBy( Pawn user ) { if ( !bEnabled ) return; Vehicle(Owner).TryToDrive( User ); } /* Reset() reset actor to initial state - used when restarting level without reloading. */ function Reset() { super.Reset(); bEnabled = BACKUP_bEnabled; } //============================================================================= // defaultproperties //============================================================================= defaultproperties { bEnabled=true bHardAttach=true bHidden=true bCollideActors=false bStatic=false CollisionRadius=+0080.000000 CollisionHeight=+0400.000000 bCollideWhenPlacing=false bOnlyAffectPawns=true RemoteRole=ROLE_None }