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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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