2016-11-28 22:30:14 +00:00
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// Klaxon Warning Light -----------------------------------------------------
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class KlaxonWarningLight : Actor
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{
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Default
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{
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ReactionTime 60;
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Radius 5;
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+NOBLOCKMAP +AMBUSH
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+SPAWNCEILING +NOGRAVITY
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+FIXMAPTHINGPOS +NOSPLASHALERT
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+SYNCHRONIZED
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}
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States
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{
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Spawn:
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KLAX A 5 A_TurretLook;
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Loop;
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See:
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KLAX B 6 A_KlaxonBlare;
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KLAX C 60;
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Loop;
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}
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}
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// CeilingTurret ------------------------------------------------------------
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class CeilingTurret : Actor
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{
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Default
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{
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Health 125;
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Speed 0;
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Painchance 0;
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Mass 10000000;
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Monster;
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-SOLID
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-CANPASS
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+AMBUSH
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+SPAWNCEILING
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+NOGRAVITY
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+NOBLOOD
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+NOSPLASHALERT
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+DONTFALL
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MinMissileChance 150;
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DeathSound "turret/death";
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}
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States
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{
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Spawn:
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TURT A 5 A_TurretLook;
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Loop;
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See:
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TURT A 2 A_Chase;
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Loop;
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Missile:
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Pain:
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TURT B 4 Slow A_ShootGun;
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TURT D 3 Slow A_SentinelRefire;
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TURT A 4 A_SentinelRefire;
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Loop;
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Death:
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BALL A 6 Bright A_Scream;
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BALL BCDE 6 Bright;
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TURT C -1;
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Stop;
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}
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}
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extend class Actor
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{
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void A_TurretLook()
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{
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if (bInConversation)
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return;
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threshold = 0;
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Actor targ = LastHeard;
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if (targ != NULL && targ.health > 0 && targ.bShootable && !IsFriend(targ))
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{
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target = targ;
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if (bAmbush && !CheckSight (targ))
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{
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return;
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}
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if (SeeSound != 0)
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{
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A_PlaySound (SeeSound, CHAN_VOICE);
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}
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LastHeard = NULL;
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threshold = 10;
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SetState (SeeState);
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}
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}
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void A_KlaxonBlare()
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{
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if (--reactiontime < 0)
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{
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target = NULL;
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reactiontime = Default.reactiontime;
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A_TurretLook();
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if (target == NULL)
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{
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SetIdle();
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}
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else
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{
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reactiontime = 50;
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}
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}
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if (reactiontime == 2)
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{
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// [RH] Unalert monsters near the alarm and not just those in the same sector as it.
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2016-12-11 11:10:05 +00:00
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SoundAlert (NULL, false);
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2016-11-28 22:30:14 +00:00
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}
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else if (reactiontime > 50)
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{
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A_PlaySound ("misc/alarm", CHAN_VOICE);
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}
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}
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}
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