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Text File  |  2006-10-17  |  1.2 KB  |  38 lines

  1.     function bool IsRelevant( actor Other ){
  2.     local Actor Inst;
  3.         local bool Relevance;
  4.     
  5.        Inst = FindInstigator( Other );
  6.  
  7.     if( !bInitiallyActive ){
  8.            Relevance = false;
  9.         } 
  10.     
  11.         // class data member defined by Properties 
  12.     switch( TriggerType )
  13.     {
  14.         case TT_HumanPlayerProximity:
  15.             Relevance = ( Pawn(Other) != None) 
  16.                                      && Pawn(Other).IsHumanControlled();
  17.                         break;
  18.         case TT_PlayerProximity:
  19.             Relevance = (Pawn(Other) != None) 
  20.                                      && (Pawn(Other).IsPlayerPawn() 
  21.                                      || Pawn(Other).WasPlayerPawn());
  22.                        break;
  23.         case TT_LivePlayerProximity:
  24.             Relevance = (Pawn(Other) != None) 
  25.                                      && Pawn(Other).IsPlayerPawn();
  26.                         break;
  27.         // Lines left out 
  28.                 case TT_AnyProximity:
  29.                        Relevance = true;
  30.                         break;
  31.         case TT_Shoot:
  32.             Relevance = ( (Projectile(Other) != None) 
  33.                                       && (Projectile(Other).Damage >= DamageThreshold) );
  34.                         break;
  35.     }
  36.         return Relevance;
  37.     }
  38.