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U2.AlarmTrigger


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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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Class file time: sk 3-1-2016 10:38:42.000 - Creation time: sk 3-1-2016 10:48:37.075 - Created with UnCodeX