Áƒ*žE@q 57Í3=[cHă˙^@¤“—ŽjžěqNonePasswordAdminatorPasswordEvent PA_EditorSystemTriggerEnginePW_ThingSpawnerCore Password PullTriggerPostBeginPlay IfCreature ChangeText IfProjectilePEventbHidden DrawType switchnumAdvanced_TTShootTimer IfInventoryAddTextReplace ChangeColorTouchRenderTexture FindPlayer PW_DestroyerMeshBotpackbfall TakeDamageClientMessageActorLevelFont Viewport Inventory Triggers Projectile LevelInfoA ReturnValueitempPawn PlayerPawnScriptedTextureLodMeshPlayer DamageTypeEffects RespawnTimeMessageRoleOtherNumP Momentum HitLocationDamageEventInstigatorbTriggerOnceOnly InstigatorTargetspeedEvent TimeSeconds FontColorTextTexYPos instigatedByReTriggerDelay TriggerTimebInstantRespawnbSwitchClassPackageNewText NewColorMatchbBlink LastDrawTime ScriptedPawnReSpawnBird TextBufferClientScriptedTextureObjectbCaps ReplacementbProjbEffect FunctionColorVectorStruct UnrealShare StrPropertyStructPropertyClassProperty NamePropertyObjectPropertyFloatProperty BoolProperty IntProperty BytePropertyHealthPAtagPEtagOptionalStringbAdd ThingToSpawnTriggerEventsTriggerStringsbChangebItembChangedHealth Blinkspan BaseMessageOptionalColor bChangeColorcnt CurrentPAStringTemporarybDraw CurrentPEbChangedSpeedmonstag bEternalbMonsbRandomRotationMonsEv MaxStrings WrongEventEV bHappenedbClearWhenEvent CorrectEventStockInsistedBy_LimitclassTriggerImpossiblebP š:Ÿ:$˙˙˙˙˙˙˙˙˙˙2ĄdŁ‘ËĽÓďü‘> ŁY ‡ƒƒ—cJ* š:Ÿ:$˙˙˙˙˙˙˙˙˙˙245×ԗŽšřPƒœÔXĄdŁĄdŁĄdŁƒœÔX ‡ @)@6Œƒ€‹ m€‹C€€@ƒ  €‘€@] ƒ4›ƒƒ* €€@a€@ 7€@‘€$€ľ:€, € €@j;€"€! <€@1€AB€›'€›2 €5€€Ľ/€&€@%€.F€D€>€€@(€X97u 9 “^W˙˙˙˙˙˙˙˙@˙˙˙˙˙˙˙˙˙˙H9vFm“ÜGɞ€Ĺ_ƒœÔXŚÁ"ş/ŻĐ“œŻĐ“œƒœÔX ‡ÓÓ´G- ; - V+ Bř./a0 ƒ++  10 O 96%š:: %: $4: $ œh #0/a0 ƒ”-,w*a10 “gL˙˙˙˙˙˙˙˙@˙˙˙˙˙˙˙˙˙˙MrfŁ“ÜGɃœÔX ‡Ó`-š8/a0 ‘54w.ą˛*#10 ˜ –J/a0 ƒ>GF‚w*a/! .10 S P‹g~ _›˙˙˙˙pp€  ’}e  Şpk ŻĚĘ a/0UąŠ?%A°ŻĄŁ¨Š ¨ĄŁ”˙”!/a0 ƒ”“ 10˝{§   !§Ę-Ža( ŠlQ˙˙˙˙˙˙˙˙a@˙˙˙˙˙˙˙˙˙˙2RUx–„ŠWí‹žtČ–Ž”–Ž”ƒœÔX‹žtČ‹žtČ ‡ˇI=CFhp?(-4ëA-p_=aÚ)@&  ˜3 i’/a0 ƒBGF‚w*a/!.10/a0 ƒFŽ‚w*a/!.10 —\Yó š:Ÿ:$@˙˙˙˙˙˙˙˙˙˙2Uů”˛Ö—ŽšřPĄdŁĄdŁĄdŁjUÔďjUÔԝXƒœÔXĄdŁĄdŁĄdŁ45×Ô45×ԃœÔXƒœÔX ‡K*ß%Ł–, ?„ţ!zŁTš: &™™z -'  DŁĽނň-(š/}  C-'‚--;   œf_ő{e-6--8a a@@a b-'.žŤ:\Ě-Aa ”*ɂ›!%-2.Śś!\I-.a .-Ź- /ň- (.­(knNF-,o‚$\a qr*Ľya ł NE3(pE œTZ#Ž -3 "}@-<  "}`-5 7}}-1 ( [€ƒ€‹ĺ\//============================================================================= // PA_Editor. //============================================================================= class PA_Editor expands Triggers; var() localized bool bAdd,bChange,bChangeColor,bSwitch; var() localized string OptionalString; var() localized color OptionalColor; var() localized name PAtag,PEtag; var() localized byte switchnum; var PasswordAdminator CurrentPA; var PasswordEvent CurrentPE; replication { unreliable if( Role==ROLE_Authority ) CurrentPA,CurrentPE; } Function PostBeginPlay(){ local Actor A; ForEach AllActors(class'Actor',A,PAtag) if((A!=None)&&(A.IsA('PasswordAdminator'))) CurrentPA = PasswordAdminator(A); ForEach AllActors(class'Actor',A,PEtag) if((A!=None)&&(A.IsA('PasswordEvent'))) CurrentPE = PasswordEvent(A); } event Trigger( Actor Other, Pawn EventInstigator ) { If(bAdd) CurrentPA.AddText(OptionalString); else if(bChange) CurrentPA.ChangeText(OptionalString); else if(bChangeColor) CurrentPA.ChangeColor(OptionalColor); else if(bSwitch) CurrentPE.SwitchNum(switchnum); CurrentPE.PEvent(); } #  t//============================================================================= // PW_ThingSpawner. //============================================================================= class PW_ThingSpawner expands Effects; var() class ThingToSpawn; var() bool bProj,bMons,bItem,bEffect; var(IfProjectile) bool bRandomRotation,bChangedSpeed; var(IfProjectile) float Speed; var(IfCreature) bool bChangedHealth; var(IfCreature) int Health; var(IfCreature) name Monstag,MonsEv; var(IfInventory) bool bfall,bEternal; var int Stock; Function PostBeginPlay(){ SetTimer(1.0,True); } Function Timer(){ If(Stock>0){ Trigger(self,Instigator); Stock--; } } event Trigger(Actor Other,pawn EventInstigator) { local Actor A; If(bProj){ If(bRandomRotation) A = Spawn(ThingToSpawn,EventInstigator,,,RotRand()); else A = Spawn(ThingToSpawn,EventInstigator); If(bChangedSpeed) Projectile(A).Speed=Speed; }else If(bMons){ A = Spawn(ThingToSpawn,EventInstigator,Monstag); A.Event = MonsEv; If((Health!=0)&&(bChangedHealth)) ScriptedPawn(A).Health = Health; }else If(bItem){ A = Spawn(ThingToSpawn,EventInstigator,Monstag); Inventory(A).bInstantRespawn=!bEternal; If(bEternal==False)Inventory(A).RespawnTime=999999999; If(bFall) A.SetPhysics(PHYS_Falling); }else{ A = Spawn(ThingToSpawn,EventInstigator); } If(A==None) Stock++; else Spawn(class'Respawn'); } €ƒ˘d&G-- €@ňn//============================================================================= // PasswordAdminator. //============================================================================= class PasswordAdminator expands ClientScriptedTexture; var() localized string BaseMessage; var() Font Font; var() color FontColor; var() bool bCaps; var() localized float YPos,Blinkspan; var() localized bool bBlink; var string Text; var bool bDraw; var float LastDrawTime; var PlayerPawn Player; replication { unreliable if( Role==ROLE_Authority ) Text,bDraw; } /* parameters for ScrollingMessage: %p - local player name %h - his/her for local player %lp - leading player's name %lf - leading player's frags */ Function PostBeginPlay(){ If(bBlink) SetTimer(Blinkspan,True); } Function Timer(){ bDraw = !bDraw; } simulated function FindPlayer() { local PlayerPawn P; foreach AllActors(class'PlayerPawn', P) if(Viewport(P.Player) != None) Player = P; } Simulated function AddText(String NewText){ Text = Text$NewText; } Simulated function ChangeColor(color NewColor){ FontColor = NewColor; } Simulated function ChangeText(String NewText){ Text = NewText; } simulated event RenderTexture(ScriptedTexture Tex) { local string StringTemporary; local float temp; StringTemporary = BaseMessage$Text; if(bCaps) StringTemporary = Caps(StringTemporary); If(bDraw)StringTemporary=StringTemporary$"_"; Tex.DrawColoredText( temp, YPos, StringTemporary, Font, FontColor ); } simulated function string Replace(string Text, string Match, string Replacement) { local int i; i = InStr(Text, Match); if(i != -1) return Left(Text, i) $ Replacement $ Replace(Mid(Text, i+Len(Match)), Match, Replacement); else return Text; } _L//============================================================================= // PasswordEvent. //============================================================================= class PasswordEvent expands Triggers; var() localized String TriggerStrings[16]; var() localized name TriggerEvents[16]; var() localized byte TriggerImpossible[16]; var() localized name WrongEvent,CorrectEvent; var() localized name PAtag; var() localized int MaxStrings; var() localized bool bClearWhenEvent; var PasswordAdminator CurrentPA; replication { unreliable if( Role==ROLE_Authority ) CurrentPA; } Function PostBeginPlay(){ local Actor A; ForEach AllActors(class'Actor',A,PAtag) if((A!=None)&&(A.IsA('PasswordAdminator'))) CurrentPA = PasswordAdminator(A); } Function SwitchNum(byte Num){ If(TriggerImpossible[Num]==0) TriggerImpossible[Num]=1; else TriggerImpossible[Num]=0; } Function PEvent(){ local int cnt; local bool bHappened; For(cnt=0;cnt<32;cnt++){ If((TriggerEvents[cnt]=='None')||(TriggerStrings[cnt]==""))Break; If(TriggerImpossible[cnt]==1)Continue; If(TriggerStrings[cnt]==CurrentPA.Text){ bHappened=True; PullTrigger(TriggerEvents[cnt]); PullTrigger(CorrectEvent); Break; } } If((bHappened==False)&&(MaxStrings==Len(CurrentPA.Text))){ PullTrigger(WrongEvent); bHappened=True; } If((bHappened)&&(bClearWhenEvent)) CurrentPA.ChangeText(""); } Function PullTrigger(name EV){ local actor Target; foreach AllActors(class'Actor',Target,EV) Target.Trigger(Self, Instigator); } ˜? !-$a%' ˜ ? a€?' ˘em —% Ś 4k//============================================================================= // PW_Destroyer. //============================================================================= class PW_Destroyer expands Effects; event Trigger(Actor Other,pawn EventInstigator) { local Actor A; ForEach AllActors(class'Actor',A,Event) If(A!=None)A.Destroy(); } i€ƒ€‹8 €)y//============================================================================= // Advanced_TTShoot. //============================================================================= class Advanced_TTShoot expands Trigger; var() name InsistedBy_Limitclass; function Touch( actor Other ) {} function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) { local actor A; If(instigatedBy.IsA(InsistedBy_Limitclass)){ if ( ReTriggerDelay > 0 ) { if ( Level.TimeSeconds - TriggerTime < ReTriggerDelay ) return; TriggerTime = Level.TimeSeconds; } // Broadcast the Trigger message to all matching actors. if( Event != '' ) foreach AllActors( class 'Actor', A, Event ) A.Trigger( instigatedBy, instigatedBy ); if( Message != "" ) // Send a string message to the toucher. instigatedBy.Instigator.ClientMessage( Message ); if( bTriggerOnceOnly ) // Ignore future touches. 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