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//============================================================================= // ElectricityEmitter. //============================================================================= class ElectricityEmitter extends LaserEmitter; #exec OBJ LOAD FILE=Effects #exec OBJ LOAD FILE=Ambient var() float randomAngle; // random amount to change yaw/pitch var() int damageAmount; // how much damage does this do? var() float damageTime; // how often does this do damage? var() texture beamTexture; // texture for beam var() bool bInitiallyOn; // is this initially on? var() bool bFlicker; // randomly flicker on and off? var() float flickerTime; // how often to check for random flicker? var() bool bEmitLight; // should I cast light, also? var Actor lastHitActor; var float lastDamageTime; var float lastFlickerTime; var bool bAlreadyInitialized; // has this item been init'ed yet? function CalcTrace(float deltaTime) { local vector StartTrace, EndTrace, HitLocation, HitNormal, loc; local Rotator rot; local actor target; local int texFlags; local name texName, texGroup; if (!bHiddenBeam) { // set up the random beam stuff rot.Pitch = Int((0.5 - FRand()) * randomAngle); rot.Yaw = Int((0.5 - FRand()) * randomAngle); rot.Roll = Int((0.5 - FRand()) * randomAngle); StartTrace = Location; EndTrace = Location + 5000 * vector(Rotation + rot); HitActor = None; foreach TraceTexture(class'Actor', target, texName, texGroup, texFlags, HitLocation, HitNormal, EndTrace, StartTrace) { if ((target.DrawType == DT_None) || target.bHidden) { // do nothing - keep on tracing } else if ((target == Level) || target.IsA('Mover')) { break; } else { HitActor = target; break; } } lastDamageTime += deltaTime; // shock whatever gets in the beam if ((HitActor != None) && (lastDamageTime >= damageTime)) { HitActor.TakeDamage(damageAmount, Instigator, HitLocation, vect(0,0,0), 'Shocked'); lastDamageTime = 0; } if (LaserIterator(RenderInterface) != None) LaserIterator(RenderInterface).AddBeam(0, Location, Rotation + rot, VSize(Location - HitLocation)); } } function TurnOn() { Super.TurnOn(); if (bEmitLight) LightType = LT_Steady; } function TurnOff() { Super.TurnOff(); if (bEmitLight) LightType = LT_None; if (LaserIterator(RenderInterface) != None) LaserIterator(RenderInterface).DeleteBeam(0); } function PostPostBeginPlay() { Super.PostPostBeginPlay(); if (bAlreadyInitialized) return; if (proxy != None) proxy.Skin = beamTexture; DrawType = DT_None; if (bInitiallyOn) { bIsOn = False; TurnOn(); } else { bIsOn = True; TurnOff(); } bAlreadyInitialized = True; } function Tick(float deltaTime) { Super.Tick(deltaTime); if (bIsOn && !bFrozen && bFlicker) { lastFlickerTime += deltaTime; if (lastFlickerTime >= flickerTime) { lastFlickerTime = 0; if (FRand() < 0.5) { SetHiddenBeam(True); SoundVolume = 0; if (bEmitLight) LightType = LT_None; } else { SetHiddenBeam(False); SoundVolume = 128; if (bEmitLight) LightType = LT_Steady; } } } } // if we are triggered, turn us on function Trigger(Actor Other, Pawn Instigator) { Super.Trigger(Other, Instigator); TurnOn(); } // if we are untriggered, turn us off function UnTrigger(Actor Other, Pawn Instigator) { Super.UnTrigger(Other, Instigator); TurnOff(); } defaultproperties { randomAngle=8192.000000 DamageAmount=2 damageTime=0.200000 beamTexture=FireTexture'Effects.Electricity.Nano_SFX' bInitiallyOn=True bFlicker=True flickerTime=0.020000 bEmitLight=True bRandomBeam=True bDirectional=True DrawType=DT_Sprite Texture=Texture'Engine.S_Inventory' SoundRadius=64 AmbientSound=Sound'Ambient.Ambient.Electricity4' LightBrightness=128 LightHue=150 LightSaturation=32 LightRadius=6 } |
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