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ActorSpawner
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// ====================================================================
// Class: ActorSpawner
// Parent: Engine.Actor
//
// ActorSpawners generate a series of actors
// ====================================================================
class ActorSpawner extends Actor
abstract
hidecategories(Collision,Force,Karma,LightColor,Lighting,Sound);
enum ActorSpawnerType
{
AST_GenericActor,
AST_Projector
/* These to follow:
AST_Rumble,
AST_CameraShake */
};
struct SpawnInfo
{
var() ActorSpawnerType TypeOfSpawn;
var() class<Actor> ActorToSpawn;
var() class<Projector> ProjectorToSpawn;
};
var() Array<SpawnInfo> StuffToSpawn;
function PostNetBeginPlay()
{
local int i;
// Iterate through our array of guys and spawn stuff
for (i = 0; i < StuffToSpawn.Length; i++)
{
if (StuffToSpawn[i].TypeOfSpawn == AST_GenericActor && StuffToSpawn[i].ActorToSpawn != None)
{
Spawn(StuffToSpawn[i].ActorToSpawn,,,Location,Rotation);
}
else if (StuffToSpawn[i].TypeOfSpawn == AST_Projector && StuffToSpawn[i].ProjectorToSpawn != None)
{
Spawn(StuffToSpawn[i].ProjectorToSpawn,,,Location,rotator(-vector(Rotation)));
}
}
// Note, at some later date, we
Destroy();
}
defaultproperties
{
bHidden=True
bBlockZeroExtentTraces=False
bBlockNonZeroExtentTraces=False
}