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DeusEx.AlarmUnit


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//=============================================================================
// AlarmUnit.
//=============================================================================
class AlarmUnit extends HackableDevices;

#exec OBJ LOAD FILE=Ambient

var() int alarmTimeout;
var localized string msgActivated;
var localized string msgDeactivated;
var bool bActive;
var float curTime;
var Pawn alarmInstigator;
var Vector alarmLocation;
var() name Alliance;
var Pawn associatedPawn;
var bool bDisabled;
var bool bConfused;             // used when hit by EMP
var float confusionTimer;       // how long until unit resumes normal operation
var float confusionDuration;    // how long does EMP hit last?

function UpdateAIEvents()
{
    if (bActive)
    {
        // Make noise and light
        AIStartEvent('Alarm', EAITYPE_Audio, SoundVolume/255.0, 25*(SoundRadius+1));
    }
    else
    {
        // Stop making noise and light
        AIEndEvent('Alarm', EAITYPE_Audio);
    }
}

function UpdateGroup(Actor Other, Pawn Instigator, bool bActivated)
{
    local AlarmUnit unit;

    // Only do this if we have a group tag set
    if (Tag != '')
    {
        // Trigger (or untrigger) every alarm with the same tag
        foreach AllActors(Class'AlarmUnit', unit, Tag)
        {
            if (bActivated)
                unit.Trigger(Other, Instigator);
            else
                unit.UnTrigger(Other, Instigator);
        }
    }
}

function HackAction(Actor Hacker, bool bHacked)
{
    Super.HackAction(Hacker, bHacked);

    if (bHacked)
    {
        if (bActive)
        {
            UnTrigger(Hacker, Pawn(Hacker));
            bDisabled = True;
            LightType = LT_None;
            MultiSkins[1] = Texture'BlackMaskTex';
        }
/*      else        // don't actually ever set off the alarm
        {
            Trigger(Hacker, Pawn(Hacker));
            bDisabled = False;
            LightType = LT_None;
            MultiSkins[1] = Texture'PinkMaskTex';
        }*/
    }
}

function Tick(float deltaTime)
{
    Super.Tick(deltaTime);

    if (bDisabled)
        return;

    // if we've been EMP'ed, act confused
    if (bConfused)
    {
        confusionTimer += deltaTime;

        // randomly flash the light
        if (FRand() > 0.95)
            MultiSkins[1] = Texture'AlarmUnitTex2';
        else
            MultiSkins[1] = Texture'PinkMaskTex';

        if (confusionTimer > confusionDuration)
        {
            bConfused = False;
            confusionTimer = 0;
            MultiSkins[1] = Texture'AlarmUnitTex2';
        }

        return;
    }

    if (bActive)
    {
        curTime += deltaTime;
        if (curTime >= alarmTimeout)
        {
            UnTrigger(Self, None);
            return;
        }

        // flash the light and texture
        if ((Level.TimeSeconds % 0.5) > 0.25)
        {
            LightType = LT_Steady;
            MultiSkins[1] = Texture'AlarmUnitTex2';
        }
        else
        {
            LightType = LT_None;
            MultiSkins[1] = Texture'PinkMaskTex';
        }
    }
}

function Trigger(Actor Other, Pawn Instigator)
{
    local Actor A;

    if (bConfused || bDisabled)
        return;

    Super.Trigger(Other, Instigator);

    if (!bActive)
    {
        if (Instigator != None)
            Instigator.ClientMessage(msgActivated);
        bActive = True;
        AmbientSound = Sound'Klaxon2';
        SoundRadius = 64;
        SoundVolume = 128;
        curTime = 0;
        LightType = LT_Steady;
        MultiSkins[1] = Texture'AlarmUnitTex2';
        alarmInstigator = Instigator;
/* taken out for now...
        if (Instigator != None)
            alarmLocation = Instigator.Location-vect(0,0,1)*(Instigator.CollisionHeight-1);
        else
*/
            alarmLocation = Location;
        UpdateAIEvents();
        UpdateGroup(Other, Instigator, true);

        // trigger the event
        if (Event != '')
            foreach AllActors(class'Actor', A, Event)
                A.Trigger(Self, Instigator);

        // make sure we can't go into stasis while we're alarming
        bStasis = False;
    }
}

function UnTrigger(Actor Other, Pawn Instigator)
{
    if (bConfused || bDisabled)
        return;

    Super.UnTrigger(Other, Instigator);

    if (bActive)
    {
        if (Instigator != None)
            Instigator.ClientMessage(msgDeactivated);
        bActive = False;
        AmbientSound = Default.AmbientSound;
        SoundRadius = 16;
        SoundVolume = 192;
        curTime = 0;
        LightType = LT_None;
        MultiSkins[1] = Texture'PinkMaskTex';
        UpdateAIEvents();
        UpdateGroup(Other, Instigator, false);

        // reset our stasis info
        bStasis = Default.bStasis;
    }
}

auto state Active
{
    function TakeDamage(int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType)
    {
        if (DamageType == 'EMP')
        {
            confusionTimer = 0;
            if (!bConfused)
            {
                curTime = alarmTimeout;
                bConfused = True;
                PlaySound(sound'EMPZap', SLOT_None,,, 1280);
                UnTrigger(Self, None);
            }
            return;
        }

        Super.TakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType);
    }
}

defaultproperties
{
     alarmTimeout=30
     msgActivated="Alarm activated"
     msgDeactivated="Alarm deactivated"
     confusionDuration=10.000000
     HitPoints=50
     minDamageThreshold=50
     bInvincible=False
     ItemName="Alarm Sounder Panel"
     Mesh=LodMesh'DeusExDeco.AlarmUnit'
     MultiSkins(1)=Texture'DeusExItems.Skins.PinkMaskTex'
     SoundRadius=16
     SoundVolume=192
     AmbientSound=Sound'DeusExSounds.Generic.AlarmUnitHum'
     CollisionRadius=9.720000
     CollisionHeight=9.720000
     LightBrightness=255
     LightRadius=1
     Mass=10.000000
     Buoyancy=5.000000
}

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Class file time: Mon 8/11/2021 16:22:50.000 - Creation time: Mon 8/11/2021 16:31:22.084 - Created with UnCodeX