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//============================================================================= // VoiceBox. //============================================================================= class VoiceBox extends Pickup; #exec TEXTURE IMPORT NAME=I_VoiceBox FILE=Textures\Hud\i_voice.pcx GROUP="Icons" MIPS=OFF #exec AUDIO IMPORT FILE="Sounds\Pickups\VOICEB1.wav" NAME="VoiceSnd" GROUP="Pickups" #exec AUDIO IMPORT FILE="Sounds\Automag\Shot.wav" NAME="shot" GROUP="AutoMag" #exec AUDIO IMPORT FILE="Sounds\Stinger\sshot10d.wav" NAME="StingerFire" GROUP="Stinger" #exec AUDIO IMPORT FILE="Sounds\Flak\shot1.wav" NAME="shot1" GROUP="flak" #exec AUDIO IMPORT FILE="Sounds\Flak\Explode1.wav" NAME="Explode1" GROUP="flak" #exec AUDIO IMPORT FILE="Sounds\Flak\expl2.wav" NAME="expl2" GROUP="flak" #exec MESH IMPORT MESH=VoiceBoxMesh ANIVFILE=Models\voice_a.3d DATAFILE=Models\voice_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=VoiceBoxMesh X=0 Y=0 Z=-15 YAW=64 #exec MESH SEQUENCE MESH=VoiceBoxMesh SEQ=All STARTFRAME=0 NUMFRAMES=10 #exec MESH SEQUENCE MESH=VoiceBoxMesh SEQ=Pulse STARTFRAME=0 NUMFRAMES=10 #exec TEXTURE IMPORT NAME=Ainv1 FILE=Models\inv.pcx GROUP="Skins" #exec MESHMAP SCALE MESHMAP=VoiceBoxMesh X=0.04 Y=0.04 Z=0.08 #exec MESHMAP SETTEXTURE MESHMAP=VoiceBoxMesh NUM=1 TEXTURE=Ainv1 var vector X,Y,Z; var() sound BattleSounds[10]; state Activated // Delete from inventory and toss in front of player. { function HitWall (vector HitNormal, actor Wall) { Velocity = 0.5*(( Velocity dot HitNormal ) * HitNormal * (-2.0) + Velocity); // Reflect off Wall w/damping // PlaySound(Sound 'GrenadeFloor', SLOT_Misc, VSize(Velocity)/1300 ); If (VSize(Velocity) < 20) { bBounce = False; bStasis = false; SetPhysics(PHYS_None); GoToState('Playing'); } } Begin: GetAxes(Pawn(Owner).ViewRotation,X,Y,Z); SetLocation(Pawn(Owner).Location+X*10+Y*8-Z*20); Disable('Touch'); bBounce=True; Velocity = Owner.Velocity + Vector(Owner.Rotation) * 150.0; Velocity.z += 240; DesiredRotation = RotRand(); RotationRate.Yaw = 20000*FRand() - 10000; RespawnTime = 0.0; //don't respawn SetPhysics(PHYS_Falling); RemoteRole = ROLE_DumbProxy; BecomePickup(); bCollideWorld = true; Owner.PlaySound(ActivateSound); Pawn(Owner).DeleteInventory(Self); bStasis=false; } state Playing { function Touch(Actor Other) { Super.Touch(Other); } function Timer() { local int i; if( Instigator!=None ) MakeNoise(1.0); for (i=0 ; i<10 ; i++) if (FRand()<0.05 && BattleSounds[i]!=None) PlaySound(BattleSounds[i], SLOT_None, FRand()/2+0.5); Charge--; if (Charge<=0) { spawn(class'SpriteBallExplosion',,,Location + vect(0,0,1)*16); destroy(); } } function BeginState() { bStasis = false; SetTimer(0.1,True); LoopAnim('Pulse'); } } defaultproperties { BattleSounds(0)=Sound'UnrealShare.AutoMag.SHOT' BattleSounds(1)=Sound'UnrealShare.Flak.expl2' BattleSounds(2)=Sound'UnrealShare.AutoMag.SHOT' BattleSounds(3)=Sound'UnrealShare.AutoMag.SHOT' BattleSounds(4)=Sound'UnrealShare.Flak.Explode1' BattleSounds(5)=Sound'UnrealShare.Flak.expl2' BattleSounds(6)=Sound'UnrealShare.Flak.shot1' BattleSounds(7)=Sound'UnrealShare.ASMD.TazerFire' BattleSounds(8)=Sound'UnrealShare.Stinger.Ricochet' BattleSounds(9)=Sound'UnrealShare.AutoMag.SHOT' bActivatable=True bDisplayableInv=True PickupMessage="You picked up the Voice Box" RespawnTime=30.000000 PickupViewMesh=LodMesh'UnrealShare.VoiceBoxMesh' Charge=100 PickupSound=Sound'UnrealShare.Pickups.GenPickSnd' Icon=Texture'UnrealShare.Icons.I_VoiceBox' RemoteRole=ROLE_DumbProxy Mesh=LodMesh'UnrealShare.VoiceBoxMesh' AmbientGlow=64 CollisionRadius=18.000000 CollisionHeight=8.000000 bCollideWorld=True } |
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