//=================================================
// Authorizer: This Trigger can replace
// KeyMover (as base I use KeyMover avidible
// form http://chimeric.beyondunreal.com/tutorials/tut11.html).
//=================================================
// by Raven
// http://turniej.unreal.pl/rp
// for The Chosen One SP mod
//=================================================
class Authorizer extends Trigger;
var() class< Inventory > KeyClass;
var() bool bDestroyKey;
var() bool bCheckKeyOnceOnly;
var() bool bShowSuccessMessage;
var() bool bShowFailtureMessage;
var() localized String SuccessMessage;
var() localized String FailtureMessage;
var bool bWasOpened;
replication
{
// Variables the server should send to the client.
reliable if( Role==ROLE_Authority )
bWasOpened;
}
function Touch( actor Other )
{
local Inventory key;
local actor A;
if (Other.IsA('Pawn') && KeyClass != none && !bWasOpened)
{
key = Pawn(Other).FindInventoryType(KeyClass);
if (key != none && Event != '' && !bCheckKeyOnceOnly)
foreach AllActors( class 'Actor', A, Event )
A.Trigger( Other, Other.Instigator );
if(bDestroyKey)
if(!bWasOpened) Pawn(Other).DeleteInventory(key);
if(bCheckKeyOnceOnly)
bWasOpened=true;
}
if(bWasOpened && Event != '')
foreach AllActors( class 'Actor', A, Event )
A.Trigger( Other, Other.Instigator );
if(bShowSuccessMessage && PlayerPawn(Other) != none)
PlayerPawn(Other).ClientMessage(SuccessMessage);
if(bShowFailtureMessage && !bWasOpened)
PlayerPawn(Other).ClientMessage(FailtureMessage);
}
defaultproperties
{
bShowFailtureMessage=True
SuccessMessage="Access granded."
FailtureMessage="You need a key to open this door."
}