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//============================================================================= // LaserTrigger. //============================================================================= class LaserTrigger extends Trigger; var LaserEmitter emitter; var() bool bIsOn; var() bool bNoAlarm; // if True, does NOT sound alarm var actor LastHitActor; var bool bConfused; // used when hit by EMP var float confusionTimer; // how long until trigger resumes normal operation var float confusionDuration; // how long does EMP hit last? var int HitPoints; var int minDamageThreshold; var float lastAlarmTime; // last time the alarm was sounded var int alarmTimeout; // how long before the alarm silences itself var actor triggerActor; // actor which last triggered the alarm var vector actorLocation; // last known location of actor that triggered alarm singular function Touch(Actor Other) { // does nothing when touched } function BeginAlarm() { AmbientSound = Sound'Klaxon2'; SoundVolume = 128; SoundRadius = 64; lastAlarmTime = Level.TimeSeconds; AIStartEvent('Alarm', EAITYPE_Audio, SoundVolume/255.0, 25*(SoundRadius+1)); // make sure we can't go into stasis while we're alarming bStasis = False; } function EndAlarm() { AmbientSound = None; lastAlarmTime = 0; AIEndEvent('Alarm', EAITYPE_Audio); // reset our stasis info bStasis = Default.bStasis; } function Tick(float deltaTime) { local Actor A; local AdaptiveArmor armor; local bool bTrigger; if (emitter != None) { // shut off the alarm if the timeout has expired if (lastAlarmTime != 0) { if (Level.TimeSeconds - lastAlarmTime >= alarmTimeout) EndAlarm(); } // if we've been EMP'ed, act confused if (bConfused && bIsOn) { confusionTimer += deltaTime; // randomly turn on/off the beam if (FRand() > 0.95) emitter.TurnOn(); else emitter.TurnOff(); if (confusionTimer > confusionDuration) { bConfused = False; confusionTimer = 0; emitter.TurnOn(); } return; } emitter.SetLocation(Location); emitter.SetRotation(Rotation); if (!bNoAlarm) { if ((emitter.HitActor != None) && (LastHitActor != emitter.HitActor)) { // TT_PlayerProximity actually works with decorations, too if (IsRelevant(emitter.HitActor) || ((TriggerType == TT_PlayerProximity) && emitter.HitActor.IsA('Decoration'))) { bTrigger = True; if (emitter.HitActor.IsA('DeusExPlayer')) { // check for adaptive armor - makes the player invisible foreach AllActors(class'AdaptiveArmor', armor) if ((armor.Owner == emitter.HitActor) && armor.bActive) { bTrigger = False; break; } } if (bTrigger) { // now, the trigger sounds its own alarm if (AmbientSound == None) { triggerActor = emitter.HitActor; actorLocation = emitter.HitActor.Location - vect(0,0,1)*(emitter.HitActor.CollisionHeight-1); BeginAlarm(); } // play "beam broken" sound PlaySound(sound'Beep2',,,, 1280, 3.0); } } } } LastHitActor = emitter.HitActor; } } // if we are triggered, turn us on function Trigger(Actor Other, Pawn Instigator) { if (bConfused) return; if (emitter != None) { if (!bIsOn) { emitter.TurnOn(); bIsOn = True; LastHitActor = None; MultiSkins[1] = Texture'LaserSpot1'; } } Super.Trigger(Other, Instigator); } // if we are untriggered, turn us off function UnTrigger(Actor Other, Pawn Instigator) { if (bConfused) return; if (emitter != None) { if (bIsOn) { emitter.TurnOff(); bIsOn = False; LastHitActor = None; MultiSkins[1] = Texture'BlackMaskTex'; EndAlarm(); } } Super.UnTrigger(Other, Instigator); } function BeginPlay() { Super.BeginPlay(); LastHitActor = None; emitter = Spawn(class'LaserEmitter'); if (emitter != None) { emitter.TurnOn(); bIsOn = True; // turn off the sound if we should if (SoundVolume == 0) emitter.AmbientSound = None; } else bIsOn = False; } function TakeDamage(int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType) { local MetalFragment frag; if (DamageType == 'EMP') { confusionTimer = 0; if (!bConfused) { bConfused = True; PlaySound(sound'EMPZap', SLOT_None,,, 1280); } } else if ((DamageType == 'Exploded') || (DamageType == 'Shot')) { if (Damage >= minDamageThreshold) HitPoints -= Damage; if (HitPoints <= 0) { frag = Spawn(class'MetalFragment', Owner); if (frag != None) { frag.Instigator = EventInstigator; frag.CalcVelocity(Momentum,0); frag.DrawScale = 0.5*FRand(); frag.Skin = GetMeshTexture(); } Destroy(); } } } function Destroyed() { if (emitter != None) { emitter.Destroy(); emitter = None; } Super.Destroyed(); } defaultproperties { bIsOn=True confusionDuration=10.000000 HitPoints=50 minDamageThreshold=50 alarmTimeout=30 TriggerType=TT_AnyProximity bHidden=False bDirectional=True DrawType=DT_Mesh Mesh=LodMesh'DeusExDeco.LaserEmitter' CollisionRadius=2.500000 CollisionHeight=2.500000 } |
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