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U2_Atlantis.CableNode


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//=============================================================================
// CableNode.
// Indicates a spot where the Seagoat can chew on a cable.
//=============================================================================
class CableNode extends NavigationPoint;

//#exec AUDIO IMPORT FILE="Sounds\CableSparks1.WAV" NAME="CableSparks1" GROUP="Sparks"

#exec OBJ LOAD File=..\System\ParticleRes\CableSparks.u

var	vector				lookdir;			
var() bool				bAlreadyDamaged;	// determines if the cable is damaged 
var() name				ConnectedDevice;	// actor (with matching tag) that's connected to the cable
var actor				myDevices[8];
var ParticleSalamander	Sal;


event PreBeginPlay()
{
	lookdir = 2000 * vector(Rotation);
	Super.PreBeginPlay();
}


event PostBeginPlay()
{
	local actor Device;
	local bool bSuccess;
	local int i;

	if ( ConnectedDevice != '' )
	{
		ForEach AllActors(class'Actor', Device )
		{
			if( i >= Arraycount(myDevices) )
			{
				warn( "myDevices list is too small!" );
				break;
			}
			if( Device.Tag == ConnectedDevice )
			{
				myDevices[i++] = Device;
				bSuccess = true;
			}	
		}
		if( !bSuccess )
		{
			warn( "Could not find matching actor with the tag " $ ConnectedDevice );
		}
	}
}


event Timer()
{
	local int i;

	if( bAlreadyDamaged )
	{
		GotoState( 'LightState' );
		Sal.trigger( self, Instigator );
		//PlaySound( sound'CableSparks1' );
		for( i = 0; i < arraycount(myDevices) && myDevices[i] != none; i++ )
		{
			myDevices[i].trigger( self, Instigator );
		}
		SetTimer( (FRand() * 6), false );
	}
	else
	{
		Destroyed();
	}
}


event Destroyed()
{
	if( Sal != None )
	{
		Sal.ParticleDestroy();
		Sal.SetPhysics( PHYS_None );
		Sal = None;
	}
	Super.Destroyed();
}


event Touch( actor Other )
{
	if( bAlreadyDamaged )
	{
		if( Pawn(Other) != None && PlayerController(Pawn(Other).Controller) != None )
		{
			DM( "Repairing cable!" );
			bAlreadyDamaged = false;
			Texture = texture'S_Alarm';
		}
	}
	return;
}


function SpawnSparks( pawn Instigator )
{
	local int i;

	Sal = ParticleSalamander(class'ParticleGenerator'.static.CreateNew( Self, ParticleSalamander'CableSparks.ParticleSalamander1', Location ));
	Sal.SetRotation( Rotation );
	Sal.SetBase( Self );
	for( i = 0; i < arraycount(myDevices) && myDevices[i] != none; i++ )
	{
		myDevices[i].trigger( self, Instigator );
	}	
	SetTimer( FRand(), false );
	GotoState( 'LightState' );
}


state LightState
{

	event BeginState()
	{
		LightType = LT_Flicker;
	}


	event EndState()
	{
		LightType = LT_None;
	}


Begin:
	Sleep( Sal.TimerDuration * 2 );
	GotoState( '' );
}

defaultproperties
{
	LightEffect=LE_NonIncidence
	LightBrightness=255
	LightHue=42
	LightSaturation=127
	LightRadius=2
	Texture=Texture'Engine.S_Alarm'
	bDirectional=true
     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 10:38:44.000 - Creation time: sk 3-1-2016 10:48:37.660 - Created with UnCodeX