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SS_SequenceAction_ToggleRain
#Kismet
Toggle Rain!
Just input On to turn it On, and Off to remove rain!
class SS_SequenceAction_ToggleRain extends SequenceAction; var Actor Player; event Activated() { local Hat_Player plyr, plyVol; local Hat_PlayerController pc; plyVol = Hat_Player(Player); if(plyVol != None && plyVol.IsA('Hat_Player')) { plyr = plyVol; } else { pc = Hat_PlayerController(Player); plyr = Hat_Player(pc.Pawn); } if(!plyr.IsA('Hat_Player')) return; if(InputLinks[0].bHasImpulse) pc.StartRainManager(); if(InputLinks[1].bHasImpulse && pc.RainManager != None) { Hat_RainManager(pc.RainManager).CleanUp(); pc.RainManager = None; } OutputLinks[0].bHasImpulse = true; } final function Print(const string msg) { local WorldInfo wi; wi = class'WorldInfo'.static.GetWorldInfo(); if (wi != None) { if (wi.GetALocalPlayerController() != None) wi.GetALocalPlayerController().TeamMessage(None, msg, 'Event', 6); else wi.Game.Broadcast(wi, msg); } } defaultproperties { ObjName="Toggle Rain"; ObjCategory="World"; InputLinks(0)=(LinkDesc="On"); InputLinks(1)=(LinkDesc="Off"); OutputLinks(0)=(LinkDesc="Out"); VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Player",PropertyName=Player); bAutoActivateOutputLinks = false; }