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DeusEx.AugLight


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//=============================================================================
// AugLight.
//=============================================================================
class AugLight extends Augmentation;

var Beam b1, b2;

function PreTravel()
{
    // make sure we destroy the light before we travel
    if (b1 != None)
        b1.Destroy();
    if (b2 != None)
        b2.Destroy();
    b1 = None;
    b2 = None;
}

function SetBeamLocation()
{
    local float dist, size, radius, brightness;
    local Vector HitNormal, HitLocation, StartTrace, EndTrace;

    if (b1 != None)
    {
        StartTrace = Player.Location;
        StartTrace.Z += Player.BaseEyeHeight;
        EndTrace = StartTrace + LevelValues[CurrentLevel] * Vector(Player.ViewRotation);

        Trace(HitLocation, HitNormal, EndTrace, StartTrace, True);
        if (HitLocation == vect(0,0,0))
            HitLocation = EndTrace;

        dist       = VSize(HitLocation - StartTrace);
        size       = fclamp(dist/LevelValues[CurrentLevel], 0, 1);
        radius     = size*5.12 + 4.0;
        brightness = fclamp(size-0.5, 0, 1)*2*-192 + 192;
        b1.SetLocation(HitLocation-vector(Player.ViewRotation)*64);
        b1.LightRadius     = byte(radius);
        //b1.LightBrightness = byte(brightness);  // someday we should put this back in again
        b1.LightType       = LT_Steady;
    }
}

function vector SetGlowLocation()
{
    local vector pos;

    if (b2 != None)
    {
        pos = Player.Location + vect(0,0,1)*Player.BaseEyeHeight +
              vect(1,1,0)*vector(Player.Rotation)*Player.CollisionRadius*1.5;
        b2.SetLocation(pos);
    }
}

state Active
{
    function Tick (float deltaTime)
    {
        SetBeamLocation();
        SetGlowLocation();
    }
    
    function BeginState()
    {
        Super.BeginState();

        b1 = Spawn(class'Beam', Player, '', Player.Location);
        if (b1 != None)
        {
            AIStartEvent('Beam', EAITYPE_Visual);
            b1.LightHue = 32;
            b1.LightRadius = 4;
            b1.LightSaturation = 140;
            b1.LightBrightness = 192;
            SetBeamLocation();
        }
        b2 = Spawn(class'Beam', Player, '', Player.Location);
        if (b2 != None)
        {
            b2.LightHue = 32;
            b2.LightRadius = 4;
            b2.LightSaturation = 140;
            b2.LightBrightness = 220;
            SetGlowLocation();
        }
    }

Begin:
}

function Deactivate()
{
    Super.Deactivate();
    if (b1 != None)
        b1.Destroy();
    if (b2 != None)
        b2.Destroy();
    b1 = None;
    b2 = None;
}

defaultproperties
{
     EnergyRate=10.000000
     MaxLevel=0
     Icon=Texture'DeusExUI.UserInterface.AugIconLight'
     smallIcon=Texture'DeusExUI.UserInterface.AugIconLight_Small'
     AugmentationName="Light"
     Description="Bioluminescent cells within the retina provide coherent illumination of the agent's field of view.|n|nNO UPGRADES"
     LevelValues(0)=1024.000000
     AugmentationLocation=LOC_Default
     MPConflictSlot=10
}

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Class file time: Mon 8/11/2021 16:22:50.000 - Creation time: Mon 8/11/2021 16:31:22.625 - Created with UnCodeX