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DeusEx.AlarmLight


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//=============================================================================
// AlarmLight.
//=============================================================================
class AlarmLight extends DeusExDecoration;

enum ESkinColor
{
    SC_Red,
    SC_Green,
    SC_Blue,
    SC_Amber
};

var() ESkinColor SkinColor;
var() bool bIsOn;

function SetLightColor(ESkinColor color)
{
    switch (SkinColor)
    {
        case SC_Red:        MultiSkins[1] = Texture'AlarmLightTex2';
                            MultiSkins[2] = Texture'AlarmLightTex3';
                            Texture = Texture'AlarmLightTex3';
                            LightHue = 0;
                            break;
        case SC_Green:      MultiSkins[1] = Texture'AlarmLightTex4';
                            MultiSkins[2] = Texture'AlarmLightTex5';
                            Texture = Texture'AlarmLightTex5';
                            LightHue = 64;
                            break;
        case SC_Blue:       MultiSkins[1] = Texture'AlarmLightTex6';
                            MultiSkins[2] = Texture'AlarmLightTex7';
                            Texture = Texture'AlarmLightTex7';
                            LightHue = 160;
                            break;
        case SC_Amber:      MultiSkins[1] = Texture'AlarmLightTex8';
                            MultiSkins[2] = Texture'AlarmLightTex9';
                            Texture = Texture'AlarmLightTex9';
                            LightHue = 36;
                            break;
    }
}

function BeginPlay()
{
    Super.BeginPlay();

    SetLightColor(SkinColor);

    if (!bIsOn)
    {
        MultiSkins[1] = Texture'BlackMaskTex';
        LightType = LT_None;
        bFixedRotationDir = False;
    }
}

// if we are triggered, turn us on
function Trigger(Actor Other, Pawn Instigator)
{
    if (!bIsOn)
    {
        bIsOn = True;
        SetLightColor(SkinColor);
        LightType = LT_Steady;
        bFixedRotationDir = True;
    }

    Super.Trigger(Other, Instigator);
}

// if we are untriggered, turn us off
function UnTrigger(Actor Other, Pawn Instigator)
{
    if (bIsOn)
    {
        bIsOn = False;
        MultiSkins[1] = Texture'BlackMaskTex';
        LightType = LT_None;
        bFixedRotationDir = False;
    }

    Super.UnTrigger(Other, Instigator);
}

defaultproperties
{
     bIsOn=True
     FragType=Class'DeusEx.PlasticFragment'
     ItemName="Alarm Light"
     bPushable=False
     Physics=PHYS_Rotating
     Texture=Texture'DeusExDeco.Skins.AlarmLightTex3'
     Mesh=LodMesh'DeusExDeco.AlarmLight'
     CollisionRadius=4.000000
     CollisionHeight=6.140000
     LightType=LT_Steady
     LightEffect=LE_Spotlight
     LightBrightness=255
     LightRadius=32
     LightCone=32
     bFixedRotationDir=True
     Mass=20.000000
     Buoyancy=15.000000
     RotationRate=(Yaw=98304)
}

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Class file time: Mon 8/11/2021 16:22:52.000 - Creation time: Mon 8/11/2021 16:31:22.075 - Created with UnCodeX