Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 |
class SoundSensor extends Sensor config (USARBot); function String GetData() { local string Outstring; local float Distance,tmpLoudness,tmpDuration; local float Loudness,Duration; local array<USARVictim> Victims; local int i; Outstring=""; Victims = USARDeathMatch(Level.Game).Victims; for (i=0;i<Victims.length;i++) { // no sound if (Victims[i].HelpSound==None) Continue; // not in sound radius Distance = VSize(Victims[i].Location-Location); if (Distance>Victims[i].SoundRadius*100) Continue; // get loudness Distance = Distance/Victims[i].SoundRadius/50; if (Distance<1) tmpLoudness=Victims[i].SoundVolume; else tmpLoudness = Victims[i].SoundVolume / (Distance*Distance); // get duration tmpDuration = GetSoundDuration(Victims[i].HelpSound); // find the loudest sound if (Loudness<tmpLoudness) { Loudness = tmpLoudness; Duration = tmpDuration; } } Loudness += RandRange(-Noise,Noise)*Loudness; Duration += RandRange(-Noise,Noise)*Duration; if (Loudness>0) Outstring=super.GetData()@"{Loudness "$converter.FloatString(Loudness)$"} {Duration "$converter.FloatString(Duration)$"}"; return Outstring; } function String GetConfData() { local string outstring; outstring = Super.GetConfData(); return outstring; } defaultproperties { ItemType="Sound" OutputCurve=(Points=((InVal=0,OutVal=0),(InVal=1000,OutVal=1000))) } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |