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//============================================================================= // LaserEmitter. //============================================================================= class LaserEmitter extends Effects; #exec OBJ LOAD FILE=Effects var LaserSpot spot[2]; // max of 2 reflections var bool bIsOn; var actor HitActor; var bool bFrozen; // are we out of the player's sight? var bool bRandomBeam; var bool bBlueBeam; // is this beam blue? var bool bHiddenBeam; // is this beam hidden? var LaserProxy proxy; function CalcTrace(float deltaTime) { local vector StartTrace, EndTrace, HitLocation, HitNormal, Reflection; local actor target; local int i, texFlags; local name texName, texGroup; StartTrace = Location; EndTrace = Location + 5000 * vector(Rotation); HitActor = None; // trace the path of the reflected beam and draw points at each hit for (i=0; i<ArrayCount(spot); i++) { 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; } } // draw first beam if (i == 0) { if (LaserIterator(RenderInterface) != None) LaserIterator(RenderInterface).AddBeam(i, Location, Rotation, VSize(Location - HitLocation)); } else { if (LaserIterator(RenderInterface) != None) LaserIterator(RenderInterface).AddBeam(i, StartTrace - HitNormal, Rotator(Reflection), VSize(StartTrace - HitLocation - HitNormal)); } if (spot[i] == None) { spot[i] = Spawn(class'LaserSpot', Self, , HitLocation, Rotator(HitNormal)); if (bBlueBeam && (spot[i] != None)) spot[i].Skin = Texture'LaserSpot2'; } else { spot[i].SetLocation(HitLocation); spot[i].SetRotation(Rotator(HitNormal)); } // don't reflect any more if we don't hit a mirror // 0x08000000 is the PF_Mirrored flag from UnObj.h if ((texFlags & 0x08000000) == 0) { // kill all of the other spots after this one if (i < ArrayCount(spot)-1) { do { i++; if (spot[i] != None) { spot[i].Destroy(); spot[i] = None; if (LaserIterator(RenderInterface) != None) LaserIterator(RenderInterface).DeleteBeam(i); } } until (i>=ArrayCount(spot)-1); } return; } Reflection = MirrorVectorByNormal(Normal(HitLocation - StartTrace), HitNormal); StartTrace = HitLocation + HitNormal; EndTrace = Reflection * 10000; } } function TurnOn() { if (!bIsOn) { bIsOn = True; HitActor = None; CalcTrace(0.0); if (!bHiddenBeam) proxy.bHidden = False; SoundVolume = 128; } } function TurnOff() { local int i; if (bIsOn) { for (i=0; i<ArrayCount(spot); i++) if (spot[i] != None) { spot[i].Destroy(); spot[i] = None; if (LaserIterator(RenderInterface) != None) LaserIterator(RenderInterface).DeleteBeam(i); } HitActor = None; bIsOn = False; if (!bHiddenBeam) proxy.bHidden = True; SoundVolume = 0; } } function Destroyed() { TurnOff(); if (proxy != None) { proxy.Destroy(); proxy = None; } Super.Destroyed(); } function Tick(float deltaTime) { local DeusExPlayer player; // check for visibility player = DeusExPlayer(GetPlayerPawn()); if (bIsOn) { // if we are a weapon's laser sight, do not freeze us if ((Owner != None) && (Owner.IsA('Weapon') || Owner.IsA('ScriptedPawn'))) bFrozen = False; else if (proxy != None) { // if we are close, say 60 feet if (proxy.DistanceFromPlayer < 960) bFrozen = False; else { // can the player see the generator? if (proxy.LastRendered() <= 2.0) bFrozen = False; else bFrozen = True; } } else bFrozen = True; if (bFrozen) return; CalcTrace(deltaTime); } } function PostBeginPlay() { Super.PostBeginPlay(); // create our proxy laser beam if (proxy == None) proxy = Spawn(class'LaserProxy',,, Location, Rotation); } function SetBlueBeam() { bBlueBeam = True; if (proxy != None) proxy.Skin = Texture'LaserBeam2'; } function SetHiddenBeam(bool bHide) { bHiddenBeam = bHide; if (proxy != None) proxy.bHidden = bHide; } defaultproperties { SoundRadius=16 AmbientSound=Sound'Ambient.Ambient.Laser' CollisionRadius=40.000000 CollisionHeight=40.000000 RenderIteratorClass=Class'DeusEx.LaserIterator' } |
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