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UnrealShare.AlarmPoint


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//=============================================================================
// AlarmPoint.
//=============================================================================
class AlarmPoint extends NavigationPoint;

#exec Texture Import File=Textures\SiteLite.pcx Name=S_Alarm Mips=Off Flags=2

var() name NextAlarm; //next point to go to
var() float pausetime; //how long to pause here
var() float ducktime; //how long to pause after playing anim before starting attack while paused
var  vector lookdir; //direction to look while stopped
var() name AlarmAnim;
var() bool bStrafeTo;
var() bool bAttackWhilePaused;
var() bool bNoFail;
var() bool bStopIfNoEnemy;
var() bool bKillMe; // tells event triggered creatures to kill alarm triggerer, even if not normally
                    // hate
var() bool bDestroyAlarmTriggerer;
var() name ShootTarget;
var() sound AlarmSound;
var actor   NextAlarmObject;

function PreBeginPlay()
{
    if ( !bAttackWhilePaused && (pausetime > 0.0) )
        lookdir = 2000 * vector(Rotation);

    if ( NextAlarm != '' )
        foreach AllActors(class 'Actor', NextAlarmObject, NextAlarm)
            break; 
    
    Super.PreBeginPlay();
}

defaultproperties
{
     bDirectional=True
     Texture=Texture'UnrealShare.S_Alarm'
}

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Class file time: za 22-4-2006 13:00:12.000 - Creation time: za 22-4-2006 13:01:30.843 - Created with UnCodeX