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//============================================================================= // AlarmTrigger: //============================================================================= class AlarmTrigger extends Trigger; #exec Texture Import File=Textures\AlarmTrigger.pcx Name=S_AlarmTrigger Mips=Off MASKED=1 //!!sbb (mdf): tbd #exec AUDIO IMPORT FILE="Sounds\Alarm0.wav" var() localized string AlarmMessage; // message string var() localized array<string> AlarmMessages;// more text var() float MessageTime; // how long to display our message var() bool bBroadcast; // whether to broadcast the message to all players var() bool bInitiallyOn; // whether alarm is on initially var() bool bToggleable; // whether alarm can be toggled with subsequent triggers var() bool bAmbient; // whether alarm uses ambient sound (default) var() bool bLetterboxText; // Display the message in the lower right corner of the screen var() string KeyBinding; // sound stuff-- used if alarm not bAmbient (sound will stop when out of range) var() Sound AlarmSound; var() ESoundSlot AlarmSoundSlot; var() float AlarmSoundVolume; var() bool AlarmSoundNoOverride; var() float AlarmSoundRadius; var() float AlarmSoundPitch; var private bool bEnabled; // set when alarm is on var private bool bDidFirst; // set after first toggled //----------------------------------------------------------------------------- event PostBeginPlay() { Super.PostBeginPlay(); if( AlarmSoundSlot == SLOT_None ) AlarmSoundSlot = SLOT_Misc; // so sound can be turned off if( bInitiallyOn ) ToggleAlarm( Self, None ); } //----------------------------------------------------------------------------- function ToggleAlarm( Actor Other, Pawn Instigator ) { local int i; if( !bDidFirst || bToggleable ) { if( bEnabled ) { if( bAmbient ) AmbientSound = None; else StopSoundSlot( AlarmSoundSlot ); } else { if( bAmbient ) { AmbientSound = AlarmSound; } else { PlaySound( AlarmSound, AlarmSoundSlot, AlarmSoundVolume, AlarmSoundNoOverride, AlarmSoundRadius, AlarmSoundPitch ); } // NEW (mw) if( AlarmMessage != "" ) SendMessage(AlarmMessage); for(i=0;i<AlarmMessages.length;i++) SendMessage(AlarmMessages[i]); /* OLD if( Message != "" ) { // Fix ARL: Hook into UI better. if( bBroadcast ) { // broadcast message to all players BM( Message ); } else if( Instigator!=None ) { // send message to instigator only Instigator.ClientMessage( Message ); } */ } bDidFirst = true; bEnabled = !bEnabled; // DM( "ToggleAlarm: " $ bEnabled ); } } function SendMessage( string Message ) { if( bLetterboxText ) class'UIConsole'.static.BroadcastStatusMessage( Self, Message , MessageTime , /*font*/, /*color*/, /*sound*/, /*volume*/, /*pitch*/, "LetterboxTextHolder", false /*clear existing*/ ); else if( KeyBinding!="" ) class'UIConsole'.static.BroadcastStatusMessage( Self, Message @ GetPlayer().ConsoleCommand("GETKEYS INDEX=0 BINDING="$KeyBinding) , MessageTime , /*font*/, /*color*/, /*sound*/, /*volume*/, /*pitch*/, "AlarmMessageHolder", false /*clear existing*/, 640 ); else class'UIConsole'.static.BroadcastStatusMessage( Self, Message , MessageTime , /*font*/, /*color*/, /*sound*/, /*volume*/, /*pitch*/, "AlarmMessageHolder", false /*clear existing*/, 640 ); } function PlayerController GetPlayer() { local Controller C; for(C=Level.ControllerList;C?;C=C.nextController) if(PlayerController(C)? && PlayerController(C).Player?) return PlayerController(C); return None; } //----------------------------------------------------------------------------- // external trigger function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { ToggleAlarm( Other, Instigator ); } //----------------------------------------------------------------------------- // internal trigger protected function TriggerActors( Actor TriggerSrc, class<Actor> TriggerClass, Actor Other, Pawn Instigator, name TriggerEvent, bool bTriggerNPCs ) { ToggleAlarm( Other, Instigator ); } //----------------------------------------------------------------------------- defaultproperties { bToggleable=true bAmbient=true AlarmSound=Sound'U2.Alarm0' AlarmSoundVolume=1.000000 AlarmSoundNoOverride=true AlarmSoundPitch=1.000000 Texture=Texture'U2.S_AlarmTrigger' SoundRadius=128.000000 SoundVolume=150 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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