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