ScriptedLight.ScriptedLight

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//=============================================================================
// ScriptedLight. (version 1.1)
//=============================================================================
//
//
// Copyright © 2001, Lode Vandevenne.
//
//The ScriptedLight Allows you to dynamicly change LightBrightness, LightHue, LightSaturation,   LightRadius, VolumeBrightness, VolumeFog, VolumeRadius, DrawScale, LightType and LightEffect  during  gameplay.  These changes can be done by Waves(WAVE_Sinus, WAVE_DoubleSinus, WAVE_SawTooth,   WAVE_Square,  WAVE_AdvancedSquare, WAVE_Random or WAVE_Constant) or Keys(Up to 4 pre-defined   combinations of settings), and all of this can be controlled by Triggers or by  Father Time.  You   have control over the speed, smoothness, amplitude, phase and much more of the Waves.  And, with the   ScriptedLight, you can make lights  similar to the TriggerLight, but here the corona will be  triggered  on and off too! (the classic, official TriggerLight doesn't do this).  A special effect is   added:  FX_TriggerFlickerOn, to simulate a tubelight that flickers before going on.
//
//A detailed manual and example map should be included.  If you don't have these, you can find them at http://www.planetunreal.com/lode  Also check there for new versions.
//
//Do not distribute any scripts that are based on this script without permission of the   author.  The author of this script is not responsible for any damage caused by this script.
//
//Contact me at lode@altern.org for suggestions, bugs, questions or whatever

class ScriptedLight expands Light;

enum ETriggerAction //For TriggerToggle please set ReTriggerDelay of the trigger to 0.5 or more
{
	TA_IgnoreTrigger, //Ignore any Events
	TA_TriggerTurnsOn, //Light remains on after Event
	TA_TriggerTurnsOff, //Light remains off after Event
	TA_TriggerToggle, //Light toggles on/off for every event
	TA_TriggerControlOn, //light is on while you stand in trigger radius
	TA_TriggerControlOff, //light is off while you stand in trigger radius
	TA_TriggerRandom, //if you touch the trigger the light will go randomly on or off
};

var(SLWave) float A; //Variables for waveformulas.
var(SLWave) float B; //The use of these variables depends on the wavetype.
var(SLWave) float C;
var(SLWave) float D;
var(SLWave) float E;
var(SLWave) float F;
var(SLWave) float G;
var(SLWave) float H;
var(SLWave) byte SquareOffValue; //The values the wave has when the SquareWave, RandomWave 
var(SLWave) byte SquareOnValue; //and SimpleSquareWave get in their "Off" or "On" position
var(SLWave) float FlickerTime; //The time FX_TriggerFlickersOn keeps flickering
var(SLWave) float ScriptedLightPeriod; //This is the length of one TimeCycle

var(SLUse) bool bUseBrightness; //If True, the waves and keys...
var(SLUse) bool bUseHue; //...are used on the chosen lightsettings...
var(SLUse) bool bUseSaturation; //...If False, the settings in Lighting...
var(SLUse) bool bUseRadius; //...and LightColor are kept
var(SLUse) bool bUseVolumeBrightness;
var(SLUse) bool bUseVolumeFog;
var(SLUse) bool bUseVolumeRadius;
var(SLUse) bool bUseDrawScale;
var(SLUse) bool bUseBrightness2; //These are used for the DoubleSinusWave
var(SLUse) bool bUseHue2;
var(SLUse) bool bUseSaturation2;
var(SLUse) bool bUseRadius2;
var(SLUse) bool bUseVolumeBrightness2;
var(SLUse) bool bUseVolumeFog2;
var(SLUse) bool bUseVolumeRadius2;
var(SLUse) bool bUseDrawScale2;
var(SLUse) byte HueStartPoint; //LightHue to start with (you'll rarely need this, if ever)
var(SLUse) bool bUseCorona; //These 3 are only used for "digital" waves such as...
var(SLUse) bool bUseLightEffect; //...SquareWave and RandomWave...
var(SLUse) bool bUseLightType; //...but also for Keys
var(SLUse) float DrawScaleStartPoint;

var(SLTrigger) ETriggerAction TriggerAction; //How a trigger affects the light
var(SLTrigger) bool bInitiallyOff; //If True, the light will be off before triggered.
var(SLTrigger) byte TriggerOffValue; //The values used on Light settings when it's...
var(SLTrigger) byte TriggerOnValue; //...triggered "Off" or "On"
var(SLTrigger) bool bTriggerCoronaToo; //If True, corona is only there when the light is on.
var(SLTrigger) bool bUseEvent;

var(SLKeys) byte KeyBrightness[4]; //These are the settings that you can set for...
var(SLKeys) byte KeyHue[4]; //...Key0, Key1, Key2 and Key3...
var(SLKeys) byte KeySaturation[4]; //...Only if the appropriate bUse___ bool is True...
var(SLKeys) byte KeyRadius[4]; //...These settings are used
var(SLKeys) byte KeyVolumeBrightness[4];
var(SLKeys) byte KeyVolumeFog[4];
var(SLKeys) byte KeyVolumeRadius[4];
var(SLKeys) byte KeyDrawScale[4];
var(SLKeys) float KeyTime[4]; //The time the key remains constant
var(SLKeys) float TransTime[4]; //The time the key needs to smoothly change to the next key
var(SLKeys) int StartKey; //Only for KEY_Trigger: the key the light starts at
var(SLKeys) int NumKeys; //Only for KEY_Trigger: the number of keys (2,3 or 4)
var(SLKeys) ELightType KeyLightType[4]; //These work for the constant parts of the keytransition and...
var(SLKeys) ELightEffect KeyLightEffect[4]; //...are kept constant during smooth transitions
var(SLKeys) byte bKeyCorona[4]; //This is a byte because bools don't support arrays. 1 means True
var(SLKeys) bool bSwapDirection; //Doesn't work (yet) :)

var float SLTicker;
var float TimerControl;
var int ArrayValue;
var float TurnOnTimer;
var int FlickerStatus;
var float RandomValue;
var float SLWave;
var bool bSLWave;
var float SLWave2;

////////////////////////////////
function PostBeginPlay()
{
	TurnOnTimer = 0;
	FlickerStatus = 0;
	ScriptedLightperiod = 1/ScriptedLightPeriod;
	if (bInitiallyOff == True) 
	{
		LightBrightness = TriggerOffValue;
		if (bTriggerCoronaToo) bCorona = False;
	}
}

////////////////////////////////
function TriggerActions()
{
Switch(TriggerAction)
	{
		case TA_IgnoreTrigger:
			break;
		case TA_TriggerTurnsOff:
			LightBrightness = TriggerOffValue;
			if (bTriggerCoronaToo) bCorona = False;
			bInitiallyOff = True;
			break;
		case TA_TriggerTurnsOn:
			LightBrightness = TriggerOnValue;
			if (bTriggerCoronaToo) bCorona = True;
			bInitiallyOff = False;
			break;
		case TA_TriggerToggle:
			Switch ( bInitiallyOff )
			{
				case True:
					LightBrightness = TriggerOnValue;
					if (bTriggerCoronaToo) bCorona = True;
					bInitiallyOff = False;
					break;
				case False:
					LightBrightness = TriggerOffValue;
					if (bTriggerCoronaToo) bCorona = False;
					bInitiallyOff = True;
					break;				
			}
			break;
		case TA_TriggerControlOn:
			LightBrightness = TriggerOnValue;
			if (bTriggerCoronaToo) bCorona = True;
			bInitiallyOff = False;
			break;
		case TA_TriggerControlOff:
			LightBrightness = TriggerOffValue;
			if (bTriggerCoronaToo) bCorona = False;
			bInitiallyOff = True;
			break;
		case TA_TriggerRandom:
			RandomValue = FRand();
			if (RandomValue < 0.5)
			{
				LightBrightness = TriggerOnValue;
				if (bTriggerCoronaToo) bCorona = True;
				bInitiallyOff = False;
			}
			else
			{
				LightBrightness = TriggerOffValue;
				if (bTriggerCoronaToo) bCorona = False;
				bInitiallyOff = True;
				DoEvent();
			}
			break;
	}
}

////////////////////////////////
function UnTriggerActions()
{
Switch( TriggerAction )
	{
		case TA_TriggerControlOn:
			LightBrightness = TriggerOffValue;
			if (bTriggerCoronaToo) bCorona = False;
			bInitiallyOff = True;
			break;
		case TA_TriggerControlOff:
			LightBrightness = TriggerOnValue;
			if (bTriggerCoronaToo) bCorona = True;
			bInitiallyOff = False;
			break;
		default:
			break;
	}
}

////////////////////////////////
function DoEvent()
{
	local actor A;
	if (bUseEvent)
	{
		foreach AllActors( class 'Actor', A, Event ) { if (a!=None) a.Trigger(self, None); }
	}
}

////////////////////////////////
function ApplySettings(float SLApply, bool bApply)
{
		If (bUseBrightness && bInitiallyOff == False) LightBrightness = SLApply;
		If (bUseHue) LightHue = SLApply + HueStartPoint;
		If (bUseSaturation) LightSaturation = SLApply;
		If (bUseRadius) LightRadius = SLApply;
		If (bUseVolumeBrightness) VolumeBrightness = SLApply;
		If (bUseVolumeFog) VolumeFog = SLApply;
		If (bUseVolumeRadius) VolumeRadius = SLApply;
		If (bUseDrawScale) DrawScale = DrawScaleStartPoint*SLApply/255;
		If (bUseCorona && bInitiallyOff == False) bCorona = bApply;
}

////////////////////////////////
function ModifyKeySingle(int Array1)
{
	If (bUseBrightness && bInitiallyOff == False) LightBrightness = KeyBrightness[Array1];
	If (bUseHue) LightHue = KeyHue[Array1] + HueStartPoint;
	If (bUseSaturation) LightSaturation = KeySaturation[Array1];
	If (bUseRadius) LightRadius = KeyRadius[Array1];
	If (bUseVolumeBrightness) VolumeBrightness = KeyVolumeBrightness[Array1];
	If (bUseVolumeFog) VolumeFog = KeyVolumeFog[Array1];
	If (bUseVolumeRadius) VolumeRadius = KeyVolumeRadius[Array1];
	If (bUseDrawScale) DrawScale = KeyDrawScale[Array1]/64;
	If (bUseCorona && bKeyCorona[Array1] == 0) bCorona = False;
	If (bUseCorona && bKeyCorona[Array1] == 1) bCorona = True;
	If (bUseLightType) LightType = KeyLightType[Array1];
	If (bUseLightEffect) LightEffect = KeyLightEffect[Array1];
}

////////////////////////////////
state() WAVE_Sinus
{
	function tick(float DeltaTime)
	{
		SLWave = 255*(D+A*Sin(B*ScriptedLightPeriod*Level.TimeSeconds*2*pi));
		ApplySettings(SLWave, bCorona);
	}

	function Trigger(actor Other, pawn EventInstigator) 
	{
		TriggerActions();
	}

	function UnTrigger(actor Other, pawn EventInstigator)
	{
		UnTriggerActions();
	}

}

////////////////////////////////
state() WAVE_SawTooth
{
	function tick(float deltatime)
	{
		SLTicker = ScriptedLightPeriod*Level.TimeSeconds - TimerControl;
		if (ScriptedLightPeriod*Level.TimeSeconds - TimerControl > 1) 
		{
			TimerControl = ScriptedLightPeriod*Level.TimeSeconds;
		}		
		SLWave = A*SLTicker+B;
		ApplySettings(SLWave, bCorona);
	}

	function Trigger(actor Other, pawn EventInstigator) 
	{
		TriggerActions();
	}

	function UnTrigger(actor Other, pawn EventInstigator)
	{
		UnTriggerActions();
	}
}


/////////////////////////////
state() WAVE_AdvancedSquare
{
	function tick(float DeltaTime)
	{
		SLTicker = ScriptedLightPeriod*Level.TimeSeconds - TimerControl;
		if (ScriptedLightPeriod*Level.TimeSeconds - TimerControl > 1) 
		{
			TimerControl = ScriptedLightPeriod*Level.TimeSeconds;
		}
		If (SLTicker < H) {SLWave = SquareOffValue; bSLWave = False;}
		If (SLTicker < G) {SLWave = SquareOnValue; bSLWave = True;}
		If (SLTicker < F) {SLWave = SquareOffValue; bSLWave = False;}
		If (SLTicker < E) {SLWave = SquareOnValue; bSLWave = True;}
		If (SLTicker < D) {SLWave = SquareOffValue; bSLWave = False;}
		If (SLTicker < C) {SLWave = SquareOnValue; bSLWave = True;}
		If (SLTicker < B) {SLWave = SquareOffValue; bSLWave = False;}
		If (SLTicker < A) {SLWave = SquareOnValue; bSLWave = True;}
		ApplySettings(SLWave, bSLWave);
	}

	function Trigger(actor Other, pawn EventInstigator) 
	{
		TriggerActions();
	}

	function UnTrigger(actor Other, pawn EventInstigator)
	{
		UnTriggerActions();
	}

}

/////////////////////////////
state() WAVE_Square
{
	function tick(float DeltaTime)
	{
		SLTicker = ScriptedLightPeriod*Level.TimeSeconds - TimerControl;
		if (ScriptedLightPeriod*Level.TimeSeconds - TimerControl > 1) 
		{
			TimerControl = ScriptedLightPeriod*Level.TimeSeconds;
		}
		
		If (SLTicker < 0.5)  ApplySettings(SquareOffValue, False);
		If (SLTicker >= 0.5) ApplySettings(SquareOnValue, True);
	}

	function Trigger(actor Other, pawn EventInstigator) 
	{
		TriggerActions();
	}

	function UnTrigger(actor Other, pawn EventInstigator)
	{
		UnTriggerActions();
	}
}

////////////////////////////////
state() WAVE_Random
{
	function tick(float DeltaTime)
	{
		SLTicker = ScriptedLightPeriod*Level.TimeSeconds - TimerControl;
		if (ScriptedLightPeriod*Level.TimeSeconds - TimerControl > 1) 
		{
			TimerControl = ScriptedLightPeriod*Level.TimeSeconds;
			DoRandom();
		}		
	}

	function DoRandom()
	{
		RandomValue = FRand();		
		If (RandomValue < A) ApplySettings(SquareOffValue, False);
		If (RandomValue >= A) ApplySettings(SquareOnValue, True);
	}

	function Trigger(actor Other, pawn EventInstigator) 
	{
		TriggerActions();
	}

	function UnTrigger(actor Other, pawn EventInstigator)
	{
		UnTriggerActions();
	}
}

////////////////////////////////
state() WAVE_DoubleSinus
{
	function tick(float deltatime)
	{
		SLWave = 255*(D+A*Sin(B*ScriptedLightPeriod*Level.TimeSeconds*2*pi + C));
		SLWave2 = 255*(H+E*Sin(F*ScriptedLightPeriod*Level.TimeSeconds*2*pi + G));
	
		If (bUseHue && !bUseHue2) LightHue = SLWave + HueStartPoint;
		If (bUseSaturation && !bUseSaturation2) LightSaturation = SLWave;
		If (bUseRadius && !bUseRadius2) LightRadius = SLWave;
		If (bUseVolumeBrightness && !bUseVolumeBrightness2) VolumeBrightness = SLWave;
		If (bUseVolumeFog && !bUseVolumeFog2) VolumeFog = SLWave;
		If (bUseVolumeRadius && !bUseVolumeRadius2) VolumeRadius = SLWave;
		If (bUseDrawScale && !bUseDrawScale2) DrawScale = DrawScaleStartPoint*SLWave/255;
		If (bUseBrightness && !bUseBrightness2 && bInitiallyOff == False) LightBrightness =  SLWave;


		If (!bUseHue && bUseHue2) LightHue = SLWave2 + HueStartPoint;
		If (!bUseSaturation && bUseSaturation2) LightSaturation = SLWave2;
		If (!bUseRadius && bUseRadius2) LightRadius = SLWave2;
		If (!bUseVolumeBrightness && bUseVolumeBrightness2) VolumeBrightness = SLWave2;
		If (!bUseVolumeFog && bUseVolumeFog2) VolumeFog = SLWave2;
		If (!bUseVolumeRadius && bUseVolumeRadius2) VolumeRadius = SLWave2;
		If (!bUseDrawScale && bUseDrawScale2) DrawScale = DrawScaleStartPoint*SLWave2/255;
		If (!bUseBrightness && bUseBrightness2 && bInitiallyOff == False) LightBrightness =  SLWave2;

		If (bUseHue && bUseHue2) LightHue = (SLWave+SLWave2) + HueStartPoint;
		If (bUseSaturation && bUseSaturation2) LightSaturation = (SLWave+SLWave2);
		If (bUseRadius && bUseRadius2) LightRadius = (SLWave+SLWave2);
		If (bUseVolumeBrightness && bUseVolumeBrightness2) VolumeBrightness =  (SLWave+SLWave2);
		If (bUseVolumeFog && bUseVolumeFog2) VolumeFog = (SLWave+SLWave2);
		If (bUseVolumeRadius && bUseVolumeRadius2) VolumeRadius = (SLWave+SLWave2);
		If (bUseDrawScale && bUseDrawScale2) DrawScale =  DrawScaleStartPoint*(SLWave+SLWave2)/255;
		If (bUseBrightness && bUseBrightness2 && bInitiallyOff == False) LightBrightness =  (SLWave+SLWave2);

	}

	function trigger(actor Other, pawn EventInstigator) 
	{
		TriggerActions();
	}

	function UnTrigger( actor Other, pawn EventInstigator )
	{
		UnTriggerActions();
	}

}

///////////////////////////
state() WAVE_Constant
{
	function trigger(actor Other, pawn EventInstigator) 
	{
		TriggerActions();
	}

	function UnTrigger( actor Other, pawn EventInstigator )
	{
		UnTriggerActions();
	}

}

///////////////////////////////
state() KEY_Timed
{
	function tick(float DeltaTime)
	{
	//	local bool bSLWave;
		SLTicker = ScriptedLightPeriod*Level.TimeSeconds - TimerControl;
		if (ScriptedLightPeriod*Level.TimeSeconds - TimerControl > 1) 
		{
			TimerControl = ScriptedLightPeriod*Level.TimeSeconds;
		}	
		If (SLTicker > KeyTime[0] && SLTicker <= TransTime[0]) ModifyKeySingle(0);
		If (SLTicker > TransTime[0] && SLTicker <= KeyTime[1])  ModifyKeyDouble(0,1,KeyTime[1],SLTicker);
		If (SLTicker > KeyTime[1] && SLTicker <= TransTime[1]) ModifyKeySingle(1);
		If (SLTicker > TransTime[1] && SLTicker <= KeyTime[2])  ModifyKeyDouble(1,2,KeyTime[2],SLTicker);
		If (SLTicker > KeyTime[2] && SLTicker <= TransTime[2]) ModifyKeySingle(2);
		If (SLTicker > TransTime[2] && SLTicker <= KeyTime[3])  ModifyKeyDouble(2,3,KeyTime[3],SLTicker);
		If (SLTicker > KeyTime[3] && SLTicker <= TransTime[3]) ModifyKeySingle(3);
		If (SLTicker > TransTime[3] && SLTicker <= 1-KeyTime[0])  ModifyKeyDouble(3,0,1-KeyTime[0],SLTicker);	
	}

	function ModifyKeyDouble(int Array1, int Array2, float Time2, float Ticker)
	{
		local float Mult1, Mult2, Mult3;
		Mult1 = (Ticker - TransTime[Array1])/(Time2-TransTime[Array1]);
		Mult2 = (Time2 - Ticker)/(Time2-TransTime[Array1]);
		If (bUseHue) LightHue = Mult2*KeyHue[Array1] + Mult1*KeyHue[Array2] + HueStartPoint; 
		If (bUseSaturation) LightSaturation = Mult2*KeySaturation[Array1] +  Mult1*KeySaturation[Array2];
		If (bUseRadius) LightRadius = Mult2*KeyRadius[Array1] + Mult1*KeyRadius[Array2];
		If (bUseVolumeFog) VolumeFog = Mult2*KeyVolumeFog[Array1] +  Mult1*KeyVolumeFog[Array2];
		If (bUseVolumeRadius) VolumeRadius = Mult2*KeyVolumeRadius[Array1] +  Mult1*KeyVolumeRadius[Array2];
		If (bUseDrawScale) DrawScale = (Mult2*KeyDrawScale[Array1] +  Mult1*KeyDrawScale[Array2])/64;
		If (bUseCorona && bKeyCorona[Array1] == 0) bCorona = False;
		If (bUseCorona && bKeyCorona[Array1] == 1) bCorona = True;
		If (bUseLightType) LightType = KeyLightType[Array1];
		If (bUseLightEffect) LightEffect = KeyLightEffect[Array1];
		If (bUseBrightness && bInitiallyOff == False) LightBrightness =  Mult2*KeyBrightness[Array1] + Mult1*KeyBrightness[Array2];
		If (bUseVolumeBrightness) VolumeBrightness = Mult2*KeyVolumeBrightness[Array1] +  Mult1*KeyVolumeBrightness[Array2];
	}

	function Trigger(actor Other, pawn EventInstigator) 
	{
		TriggerActions();
	}

	function UnTrigger(actor Other, pawn EventInstigator)
	{
		UnTriggerActions();
	}
}

/////////////////////////////////
state() KEY_Triggered
{
	function tick(float DeltaTime)
	{
	if (StartKey < 4) ModifyKeySingle(StartKey);
	}

	function trigger(actor Other, pawn EventInstigator) 
	{
		Switch (NumKeys)
		{
			case 2:
				Switch( StartKey )
				{
					case 0:
						StartKey = 1;
						ModifyKeySingle(1);
						break;
					case 1:
						StartKey = 0;
						ModifyKeySingle(0);
						break;
					default:
						StartKey = 0;
						ModifyKeySingle(0);
						break;
				}
				break;
			case 3:
				Switch( StartKey )
				{
					case 0:
						StartKey = 1;
						ModifyKeySingle(1);
						break;
					case 1:
						StartKey = 2;
						ModifyKeySingle(2);
						break;
					case 2:
						StartKey = 0;
						ModifyKeySingle(0);
						break;
					default:
						StartKey = 0;
						ModifyKeySingle(0);
						break;
				}
				break;
			case 4:
				Switch( StartKey )
				{
					case 0:
						StartKey = 1;
						ModifyKeySingle(1);
						break;
					case 1:
						StartKey = 2;
						ModifyKeySingle(2);
						break;
					case 2:
						StartKey = 3;
						ModifyKeySingle(3);
						break;
					case 3:
						StartKey = 0;
						ModifyKeySingle(0);
						break;
					default:
						StartKey = 0;
						ModifyKeySingle(0);
						break;
				}
				break;
			default:
				break;
		}		
	}
}

//////////////////////////////////
state() FX_TriggerFlickersOn
{
	function trigger(actor Other, pawn EventInstigator) 
	{
		Switch(TriggerAction)
		{
			case TA_IgnoreTrigger:
				break;
			case TA_TriggerTurnsOff:
				LightBrightness = TriggerOffValue;
				if (bTriggerCoronaToo) bCorona = False;
				FlickerStatus = 2;
				break;
			case TA_TriggerTurnsOn:
				If (FlickerStatus != 2) {FlickerStatus = 1; bInitiallyOff = False; TurnOnTimer = Level.TimeSeconds;}
				break;
			case TA_TriggerToggle:
				Switch (bInitiallyOff)
				{
					case False:
						LightBrightness = TriggerOffValue;
						if (bTriggerCoronaToo) bCorona = False;
						FlickerStatus = 0;
						bInitiallyOff = True;
						break;
					case True:
						If (FlickerStatus == 0) {FlickerStatus = 1; bInitiallyOff = False; TurnOnTimer = Level.TimeSeconds;}
						break;
					default:
						break;
				}
				break;
		}
	}

	function tick(float deltatime)
	{
		if (FlickerStatus == 1)	
		{
			if (ScriptedLightPeriod*Level.TimeSeconds - TimerControl > 1) 
			{
				TimerControl = ScriptedLightPeriod*Level.TimeSeconds; 
				DoRandom();
			}
		
			if (Level.TimeSeconds - TurnOnTimer > FlickerTime) 
			{
				FlickerStatus = 2;
				If (bUseBrightness) LightBrightness = SquareOnValue;
				If (bUseCorona) bCorona = True;
				DoEvent();
			}
		}
	}

	function DoRandom()
	{
		RandomValue = FRand();		
		If (RandomValue < A) {SLWave = SquareOffValue; bSLWave = False;}
		If (RandomValue >= A) {SLWave = SquareOnValue; bSLWave = True;}	
		If (bUseBrightness) LightBrightness = SLWave;
		If (bUseCorona) bCorona = bSLWave;
	}
}

defaultproperties
{
     bStatic=False
     InitialState=WAVE_Sinus
     Style=STY_Translucent
     bMovable=True
}

class file time: 12/7/2003 3:58:28 PM - creation time: 12/7/2003 4:03:44 PM
Created with UnCodeX