// Klaxon Warning Light ----------------------------------------------------- class KlaxonWarningLight : Actor { Default { ReactionTime 60; Radius 5; +NOBLOCKMAP +AMBUSH +SPAWNCEILING +NOGRAVITY +FIXMAPTHINGPOS +NOSPLASHALERT +SYNCHRONIZED } States { Spawn: KLAX A 5 A_TurretLook; Loop; See: KLAX B 6 A_KlaxonBlare; KLAX C 60; Loop; } } // CeilingTurret ------------------------------------------------------------ class CeilingTurret : Actor { Default { Health 125; Speed 0; Painchance 0; Mass 10000000; Monster; -SOLID -CANPASS +AMBUSH +SPAWNCEILING +NOGRAVITY +NOBLOOD +NOSPLASHALERT +DONTFALL MinMissileChance 150; DeathSound "turret/death"; } States { Spawn: TURT A 5 A_TurretLook; Loop; See: TURT A 2 A_Chase; Loop; Missile: Pain: TURT B 4 Slow A_ShootGun; TURT D 3 Slow A_SentinelRefire; TURT A 4 A_SentinelRefire; Loop; Death: BALL A 6 Bright A_Scream; BALL BCDE 6 Bright; TURT C -1; Stop; } } extend class Actor { void A_TurretLook() { if (bInConversation) return; threshold = 0; Actor targ = LastHeard; if (targ != NULL && targ.health > 0 && targ.bShootable && !IsFriend(targ)) { target = targ; if (bAmbush && !CheckSight (targ)) { return; } if (SeeSound != 0) { A_PlaySound (SeeSound, CHAN_VOICE); } LastHeard = NULL; threshold = 10; SetState (SeeState); } } void A_KlaxonBlare() { if (--reactiontime < 0) { target = NULL; reactiontime = Default.reactiontime; A_TurretLook(); if (target == NULL) { SetIdle(); } else { reactiontime = 50; } } if (reactiontime == 2) { // [RH] Unalert monsters near the alarm and not just those in the same sector as it. NoiseAlert (NULL, false); } else if (reactiontime > 50) { A_PlaySound ("misc/alarm", CHAN_VOICE); } } }