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//============================================================================= // SoundSlotTimerListImpl.uc // $Author: Mbaldwin $ // $Date: 9/21/02 5:28p $ // $Revision: 2 $ //============================================================================= class SoundSlotTimerListImpl extends SoundSlotTimerListInterf abstract; // See SoundSlotTimerListInterf.uc for information on how this class works. #exec Texture Import File=Textures\S_SoundSlotTimer.pcx GROUP=Icons Name=S_SoundSlotTimer Mips=Off Masked=1 var(Sounds) array<SoundSlotTimerT> SlotTimers; //----------------------------------------------------------------------------- function Initialize( Actor ContextActor ) { RandomizeSoundSlotTimerList( ContextActor ); } //----------------------------------------------------------------------------- function bool TimeToDoSoundRandom( Actor ContextActor, int SlotIndex ) { local bool bOkToDoSound; bOkToDoSound = false; // FRand determines whether slot played if( FDecision( SlotTimers[SlotIndex].SlotOdds ) ) { // odds met if( SlotTimers[SlotIndex].bReset ) { // play the slot and we will switch to timed control from now on bOkToDoSound = true; } else { // make sure any time constraint is met if( SlotTimers[SlotIndex].MinSecsToNextSound != 0.0 ) { // have to make sure some minimum time has passed since last time sound played if( ContextActor.Level.TimeSeconds >= SlotTimers[SlotIndex].NextSoundTime ) { // play the slot bOkToDoSound = true; // make sure odds are reset to default SlotTimers[SlotIndex].SlotOdds = default.SlotTimers[SlotIndex].SlotOdds; } else { // make sure odds met next time we check if sound should be played SlotTimers[SlotIndex].SlotOdds = 1.0; } } else { // no time constraint -- play the sound bOkToDoSound = true; } } } if( SlotTimers[SlotIndex].bReset ) { // from now on min/max times will be used (even if odds not met above) SlotTimers[SlotIndex].SlotOdds = 0.0; } return bOkToDoSound; } //----------------------------------------------------------------------------- function bool TimeToDoSoundTimed( Actor ContextActor, int SlotIndex ) { local bool bOkToDoSound; bOkToDoSound = false; if( ContextActor.Level.TimeSeconds >= SlotTimers[SlotIndex].NextSoundTime ) { // time is up, return index of slot to reset bOkToDoSound = true; } return bOkToDoSound; } //----------------------------------------------------------------------------- // Returns true if the slot isn't in the timer list. If the slot is in the // timer list, returns false if not enough time has passed to play a sound from // the slot, otherwise returns true and sets SlotIndex to the index of the slot // in the timer list (so this can be used later to reset the timer without // having to search for the correct slot a 2nd time). //function bool TimeToDoSound( Actor ContextActor, name SoundSlot, out int ReturnedSlotIndex ) function bool TimeToDoSound( Actor ContextActor, SoundSlotInterf.ESoundTableSlot SoundSlot, out int ReturnedSlotIndex ) { local int SoundSlotIndex; local SoundSlotInterf.ESoundTableSlot ThisSoundSlot; local bool bMatch; local bool bRetVal; // scan the list of slots for the first matching one: bMatch = false; ReturnedSlotIndex = NullSlotIndex; for( SoundSlotIndex=0; SoundSlotIndex<SlotTimers.Length; SoundSlotIndex++ ) { ThisSoundSlot = SlotTimers[SoundSlotIndex].SoundSlot; if( ThisSoundSlot == SoundSlot ) { bMatch=true; break; } } bRetVal = false; if( !bMatch ) { // slot odds not controlled by SoundSlotTimerList bRetVal = true; } else { // slot is controlled by this SoundSlotTimerList if( SlotTimers[SoundSlotIndex].SlotOdds != 0.0 ) { bRetVal = TimeToDoSoundRandom( ContextActor, SoundSlotIndex ); } else { bRetVal = TimeToDoSoundTimed( ContextActor, SoundSlotIndex ); } if( bRetVal ) { // caller can pass slot to set next sound time ReturnedSlotIndex = SoundSlotIndex; } } return bRetVal; } //----------------------------------------------------------------------------- function RandomizeSoundSlotTimer( Actor ContextActor, int SoundSlotIndex ) { local float TimeToWait; // set up next sound time even if SlotOdds aren't 0.0 in case time is also to be used TimeToWait = RandRange( SlotTimers[SoundSlotIndex].MinSecsToNextSound, SlotTimers[SoundSlotIndex].MaxSecsToNextSound ); SlotTimers[SoundSlotIndex].NextSoundTime = ContextActor.Level.TimeSeconds + TimeToWait; } //----------------------------------------------------------------------------- function RandomizeSoundSlotTimerList( Actor ContextActor ) { local int SoundSlotIndex; for( SoundSlotIndex=0; SoundSlotIndex<SlotTimers.Length; SoundSlotIndex++ ) { if( SlotTimers[SoundSlotIndex].SoundSlot != STS_None ) { RandomizeSoundSlotTimer( ContextActor, SoundSlotIndex ); } } } //----------------------------------------------------------------------------- function Dump( Actor Helper ) { local int i; Helper.DM("SoundSlotTimer (Tag=" $ Tag $ ") Entries:" @ SlotTimers.Length ); for( i=0; i < SlotTimers.Length; i++ ) Helper.DM( "SlotTimers(" $ i $ ")=(SoundSlot='" $ EnumStr(enum'ESoundTableSlot', SlotTimers[i].SoundSlot) $ "',SlotOdds=" $ SlotTimers[i].SlotOdds $ ",MinSecsToNextSound=" $ SlotTimers[i].MinSecsToNextSound $ ",MaxSecsToNextSound=" $ SlotTimers[i].MaxSecsToNextSound $ ")" ); } //----------------------------------------------------------------------------- // only those sound slots which aren't to be played every time need be changed defaultproperties { bHidden=true Texture=Texture'U2.Icons.S_SoundSlotTimer' UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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