// This class is deprecated and kept only for compatibility reasons. // Please migrate to ScrnLaserWeaponAttachment. // (c) PooSH class ScrnLaserDot extends LaserDot; #exec OBJ LOAD FILE=ScrnTex.utx enum ELaserColor { LASER_None, LASER_Red, LASER_Green, LASER_Blue, LASER_Orange, LASER_Destroyed, }; var ELaserColor LaserColor; static function color GetLaserColor(ELaserColor aLaserType) { switch (aLaserType) { case LASER_Green: return class'Canvas'.static.MakeColor(0, 255, 0); case LASER_Blue: // original blue is too dark, so make it a bit lighter return class'Canvas'.static.MakeColor(0, 150, 255); case LASER_Orange: return class'Canvas'.static.MakeColor(255, 150, 0); } return class'Canvas'.static.MakeColor(255, 0, 0); //red } simulated function SetLaserColor(ELaserColor NewLaserColor) { LaserColor = NewLaserColor; switch (NewLaserColor) { case LASER_Red: case LASER_Destroyed: ProjTexture=Texture'ScrnTex.Laser.Laser_Dot_Red'; break; case LASER_Green: ProjTexture=Texture'ScrnTex.Laser.Laser_Dot_Green'; break; case LASER_Blue: ProjTexture=Texture'ScrnTex.Laser.Laser_Dot_Blue'; break; case LASER_Orange: ProjTexture=Texture'ScrnTex.Laser.Laser_Dot_Orange'; break; } } // both ToggleDot() and SetValid() are deprecated. Use SetLaserColor() instead simulated function ToggleDot() { if( ProjTexture== default.ProjTexture ) { ProjTexture = Texture'ScrnTex.Laser.Laser_Dot_Green'; } else { ProjTexture = Texture'ScrnTex.Laser.Laser_Dot_Red'; } } simulated function SetValid(bool bNewValid) { if (bNewValid) SetLaserColor(LASER_Green); else SetLaserColor(LASER_Red); } defaultproperties { ProjTexture=Texture'ScrnTex.Laser.Laser_Dot_Blue' RemoteRole=ROLE_None }