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//============================================================================= // Translator. //============================================================================= class Translator expands Pickup; #exec AUDIO IMPORT FILE="Sounds\Pickups\HEALTH1.WAV" NAME="HEALTH1" GROUP="Pickups" #exec TEXTURE IMPORT NAME=I_Tran FILE=TEXTURES\HUD\i_TRAN.PCX GROUP="Icons" MIPS=OFF #exec MESH IMPORT MESH=TranslatorMesh ANIVFILE=MODELS\tran_a.3D DATAFILE=MODELS\tran_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=TranslatorMesh X=0 Y=0 Z=0 YAW=0 #exec MESH SEQUENCE MESH=TranslatorMesh SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JTranslator1 FILE=MODELS\tran.PCX GROUP="Skins" #exec MESHMAP SCALE MESHMAP=TranslatorMesh X=0.04 Y=0.04 Z=0.08 #exec MESHMAP SETTEXTURE MESHMAP=TranslatorMesh NUM=1 TEXTURE=JTranslator1 var() string[255] NewMessage; var string[255] OldMessage, OlderMessage, Hint; var bool bNewMessage, bNotNewMessage, bShowHint; replication { // Things the server should send to the client. reliable if( Role==ROLE_Authority && bNetOwner ) NewMessage, bNewMessage, bNotNewMessage; } state Activated { Begin: } state Deactivated { Begin: bShowHint = False; bNewMessage = False; bNotNewMessage = False; } function ActivateTranslator(bool bHint) { if (bHint && Hint=="") { bHint=False; Return; } bShowHint = bHint; Activate(); } |
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