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//------------------------------------------------------------------------------ // TriggeredViewFog.uc // $Author: Mfox $ // $Date: 6/25/02 11:38p $ // $Revision: 4 $ // // Description: //------------------------------------------------------------------------------ // How to use this class: // //------------------------------------------------------------------------------ // From the source: // // LUTShade = Fog + ( TextureShade * LightShade * (0.3 + 0.7*GRender->Brightness) * 18.0 * (FlashScale/128.0) ) / 256.0 // // FlashFog = screen fogging: 0=none, 255=fullly saturated fog. // FlashScale = screen scaling: 0=none, 128=normal brightness, 255=2X overbright. // // FlashScale.X = Clamp( FlashScale.X, 0.f, 1.f ); // FlashScale.Y = Clamp( FlashScale.Y, 0.f, 1.f ); // FlashScale.Z = Clamp( FlashScale.Z, 0.f, 1.f ); // FlashFog.X = Clamp( FlashFog.X , 0.f, 1.f ); // FlashFog.Y = Clamp( FlashFog.Y , 0.f, 1.f ); // FlashFog.Z = Clamp( FlashFog.Z , 0.f, 1.f ); // // Make up your mind Tim... Is is 0 to 255 or 0.0 to 1.0? // //------------------------------------------------------------------------------ class TriggeredViewFog extends Effects placeable; var() vector GlowFog; //var() float GlowScale; //var() float FadeInTime; // go from GlowFog to normal. //var() float FadeOutTime; // go from normal to GlowFog. var() float WaitTime; // how long to wait in the colored state. //var float InitialFadeInTime, InitialFadeOutTime; //var float FadeRate; var Pawn Viewer; var float InitialGlowScale; /* //------------------------------------------------------------------------------ simulated event PreBeginPlay() { Super.PreBeginPlay(); InitialFadeInTime = FadeInTime; InitialFadeOutTime = FadeOutTime; } */ //------------------------------------------------------------------------------ auto simulated state Trigerable { simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { if ( Pawn(Other) != None ) BeginEffect( Pawn(Other) ); else if ( EventInstigator != None ) BeginEffect( EventInstigator ); } } //------------------------------------------------------------------------------ simulated function BeginEffect( Pawn InViewer ) { Viewer = InViewer; InitialGlowScale = PlayerController(Viewer.Controller).ConstantGlowScale; PlayerController(Viewer.Controller).ClientAdjustGlow( 0.0, GlowFog ); /* FadeInTime = InitialFadeInTime; FadeOutTime = InitialFadeOutTime; if ( FadeInTime > 0 ) GotoState('FadeIn'); else if ( FadeOutTime > 0 ) GotoState('FadeOut'); else EndEffect(); */ GotoState('Waiting'); } //------------------------------------------------------------------------------ simulated function EndEffect() { PlayerController(Viewer.Controller).ClientAdjustGlow( 0.0, -GlowFog ); PlayerController(Viewer.Controller).ConstantGlowScale = InitialGlowScale; GotoState('Trigerable'); } /* //------------------------------------------------------------------------------ simulated state FadeIn { simulated event BeginState() { FadeRate = GlowScale / FadeInTime; PlayerController(Viewer.Controller).ConstantGlowScale = GlowScale; } simulated event Tick( float DeltaTime ) { Global.Tick( DeltaTime ); PlayerController(Viewer.Controller).ConstantGlowScale -= FadeRate * DeltaTime; if( PlayerController(Viewer.Controller).ConstantGlowScale <= InitialGlowScale ) { PlayerController(Viewer.Controller).ConstantGlowScale = InitialGlowScale; //if( FadeOutTime > 0 ) GotoState('FadeOut'); //else EndEffect(); EndEffect(); } } } //------------------------------------------------------------------------------ simulated state FadeOut { simulated event BeginState() { FadeRate = GlowScale / FadeOutTime; PlayerController(Viewer.Controller).ConstantGlowScale = InitialGlowScale; } simulated event Tick( float DeltaTime ) { Global.Tick( DeltaTime ); PlayerController(Viewer.Controller).ConstantGlowScale += FadeRate * DeltaTime; if( PlayerController(Viewer.Controller).ConstantGlowScale >= GlowScale ) { PlayerController(Viewer.Controller).ConstantGlowScale = GlowScale; FadeInTime = FadeOutTime; if( WaitTime > 0 ) GotoState('Waiting'); else GotoState('FadeIn'); } } } */ //------------------------------------------------------------------------------ simulated state Waiting { simulated event BeginState() { SetTimer( WaitTime, False ); } simulated event Timer() { //GotoState('FadeIn'); EndEffect(); } } defaultproperties { bHidden=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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