538 lines
12 KiB
Plaintext
538 lines
12 KiB
Plaintext
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#include common_scripts\utility;
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#include maps\_utility;
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is_light_entity( ent )
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{
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return ent.classname == "light_spot" || ent.classname == "light_omni" || ent.classname == "light";
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}
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// This function never returns.
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flickerLight( color0, color1, minDelay, maxDelay )
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{
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toColor = color0;
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delay = 0.0;
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for ( ;; )
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{
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fromColor = toColor;
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toColor = color0 + ( color1 - color0 ) * randomfloat( 1.0 );
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if ( minDelay != maxDelay )
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delay += randomfloatrange( minDelay, maxDelay );
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else
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delay += minDelay;
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colorDeltaPerTime = ( fromColor - toColor ) * ( 1 / delay );
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while ( delay > 0 )
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{
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self setLightColor( toColor + colorDeltaPerTime * delay );
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wait 0.05;
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delay -= 0.05;
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}
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}
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}
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generic_pulsing()
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{
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//ChrisC wants the lights off when probes are done
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if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
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{
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self setLightIntensity( 0 );
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return;
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}
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on = self getLightIntensity();
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off = .05;
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curr = on;
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transition_on = .3;
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transition_off = .6;
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increment_on = ( on - off ) / ( transition_on / .05 );
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increment_off = ( on - off ) / ( transition_off / .05 );
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for ( ;; )
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{
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//ramp down
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time = 0;
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while ( ( time < transition_off ) )
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{
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curr -= increment_off;
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curr = clamp( curr, 0, 100 );
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self setLightIntensity( curr );
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time += .05;
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wait( .05 );
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}
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//off wait time
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wait( 1 );
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//ramp up
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time = 0;
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while ( time < transition_on )
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{
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curr += increment_on;
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curr = clamp( curr, 0, 100 );
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self setLightIntensity( curr );
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time += .05;
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wait( .05 );
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}
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//on wait time
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wait( .5 );
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}
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}
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generic_double_strobe()
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{
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//ChrisC wants the lights off when probes are done
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if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
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{
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self setLightIntensity( 0 );
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return;
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}
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on = self getLightIntensity();
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off = .05;
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linked_models = false;
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lit_model = undefined;
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unlit_model = undefined;
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linked_lights = false;
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linked_light_ents = [];
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if ( isdefined( self.script_noteworthy ) )
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{
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linked_things = getentarray( self.script_noteworthy, "targetname" );
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for ( i = 0; i < linked_things.size; i++ )
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{
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if ( is_light_entity( linked_things[ i ] ) )
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{
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linked_lights = true;
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linked_light_ents[ linked_light_ents.size ] = linked_things[ i ];
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}
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if ( linked_things[ i ].classname == "script_model" )
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{
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lit_model = linked_things[ i ];
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unlit_model = getent( lit_model.target, "targetname" );
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linked_models = true;
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}
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}
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//if (! isdefined ( lit_model ) )
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// assertmsg( "primary light has lit model but not unlit model ( " + lit_model.origin + " ) " );
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}
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for ( ;; )
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{
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//off wait time
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self setLightIntensity( off );
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if ( linked_models )
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{
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lit_model hide();
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unlit_model show();
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}
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wait( .8 );
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//first flash
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self setLightIntensity( on );
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if ( linked_models )
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{
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lit_model show();
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unlit_model hide();
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}
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wait( .1 );
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//pause
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self setLightIntensity( off );
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if ( linked_models )
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{
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lit_model hide();
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unlit_model show();
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}
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wait( .12 );
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//second flash
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self setLightIntensity( on );
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if ( linked_models )
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{
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lit_model show();
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unlit_model hide();
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}
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wait( .1 );
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}
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}
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getclosests_flickering_model( origin )
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{
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//stuff in prefabs bleh. non of this script_noteworthy or linkto stuff works there. so doing closest thing with the light_flicker_model targetname
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array = getentarray( "light_flicker_model", "targetname" );
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return_array = [];
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model = getclosest( origin, array );
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if ( isdefined( model ) )
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return_array[ 0 ] = model;
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return return_array;// I'm losing my mind
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}
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generic_flickering()
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{
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//ChrisC wants the lights off when probes are done
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if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
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{
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self setLightIntensity( 0 );
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return;
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}
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self endon( "stop_dynamic_light_behavior" );
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self endon( "death" );
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self.linked_models = false;
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self.lit_model = undefined;
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self.unlit_model = undefined;
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self.linked_lights = false;
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self.linked_light_ents = [];
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self.linked_prefab_ents = undefined;
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self.linked_things = [];
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//prefabs need to support targetnames and script_linkTos to so that lights can be set up
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//by simply linking them to a prefab containing the on/off models instead of jumping through hoops (currently bugged)
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if ( isdefined( self.script_LinkTo ) )
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{
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self.linked_prefab_ents = self get_linked_ents();
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assertex( self.linked_prefab_ents.size == 2, "Dynamic light at " + self.origin + " needs to script_LinkTo a prefab that contains both on and off light models" );
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foreach( ent in self.linked_prefab_ents )
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{
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if ( ( isdefined( ent.script_noteworthy ) ) && ( ent.script_noteworthy == "on" ) )
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{
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self.lit_model = ent;
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continue;
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}
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if ( ( isdefined( ent.script_noteworthy ) ) && ( ent.script_noteworthy == "off" ) )
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{
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self.unlit_model = ent;
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continue;
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}
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if ( is_light_entity( ent ) )
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{
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self.linked_lights = true;
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self.linked_light_ents[ self.linked_light_ents.size ] = ent;
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}
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}
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assertex( isdefined( self.lit_model ), "Dynamic light at " + self.origin + " needs to script_LinkTo a prefab contains a script_model light with script_noteworthy of 'on' " );
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assertex( isdefined( self.unlit_model ), "Dynamic light at " + self.origin + " needs to script_LinkTo a prefab contains a script_model light with script_noteworthy of 'on' " );
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self.linked_models = true;
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}
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//----------old way of getting linked lights and models....still supported--------------//
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if ( isdefined( self.script_noteworthy ) )
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self.linked_things = getentarray( self.script_noteworthy, "targetname" );
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if ( ( ! self.linked_things.size ) && ( !isdefined( self.linked_prefab_ents ) ) )
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self.linked_things = getclosests_flickering_model( self.origin );
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for ( i = 0; i < self.linked_things.size; i++ )
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{
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if ( is_light_entity( self.linked_things[ i ] ) )
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{
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self.linked_lights = true;
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self.linked_light_ents[ self.linked_light_ents.size ] = self.linked_things[ i ];
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}
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if ( self.linked_things[ i ].classname == "script_model" )
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{
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self.lit_model = self.linked_things[ i ];
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self.unlit_model = getent( self.lit_model.target, "targetname" );
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self.linked_models = true;
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}
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}
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//if (! isdefined ( self.lit_model ) )
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// assertmsg( "primary light has lit model but not unlit model ( " + self.lit_model.origin + " ) " );
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//----------old way of getting linked lights and models....still supported--------------//
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self thread generic_flicker();
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}
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generic_flicker()
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{
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self endon( "stop_dynamic_light_behavior" );
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self endon( "death" );
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min_flickerless_time = .2;
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max_flickerless_time = 1.5;
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on = self getLightIntensity();
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off = 0;
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curr = on;
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num = 0;
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//Make the light flicker
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while( isdefined( self ) )
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{
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num = randomintrange( 1, 10 );
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while ( num )
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{
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wait( randomfloatrange( .05, .1 ) );
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if ( curr > .2 )
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{
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curr = randomfloatrange( 0, .3 );
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if ( self.linked_models )
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{
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self.lit_model hide();
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self.unlit_model show();
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}
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}
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else
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{
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curr = on;
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if ( self.linked_models )
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{
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self.lit_model show();
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self.unlit_model hide();
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}
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}
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self setLightIntensity( curr );
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if ( self.linked_lights )
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{
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for ( i = 0; i < self.linked_light_ents.size; i++ )
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self.linked_light_ents[ i ] setLightIntensity( curr );
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}
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num -- ;
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}
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self setLightIntensity( on );
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if ( self.linked_lights )
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{
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for ( i = 0; i < self.linked_light_ents.size; i++ )
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self.linked_light_ents[ i ] setLightIntensity( on );
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}
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if ( self.linked_models )
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{
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self.lit_model show();
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self.unlit_model hide();
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}
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wait( randomfloatrange( min_flickerless_time, max_flickerless_time ) );
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}
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}
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flickerLightIntensity( minDelay, maxDelay )
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{
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on = self getLightIntensity();
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off = 0;
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curr = on;
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num = 0;
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for ( ;; )
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{
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num = randomintrange( 1, 10 );
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while ( num )
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{
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wait( randomfloatrange( .05, .1 ) );
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if ( curr > .2 )
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curr = randomfloatrange( 0, .3 );
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else
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curr = on;
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self setLightIntensity( curr );
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num -- ;
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}
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self setLightIntensity( on );
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wait( randomfloatrange( minDelay, maxDelay ) );
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}
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}
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burning_trash_fire()
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{
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full = self getLightIntensity();
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old_intensity = full;
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for ( ;; )
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{
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intensity = randomfloatrange( full * 0.7, full * 1.2 );
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timer = randomfloatrange( 0.3, 0.6 );
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timer *= 20;
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for ( i = 0; i < timer; i++ )
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{
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new_intensity = intensity * ( i / timer ) + old_intensity * ( ( timer - i ) / timer );
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self setLightIntensity( new_intensity );
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wait( 0.05 );
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}
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old_intensity = intensity;
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}
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}
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// This function never returns.
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strobeLight( intensity0, intensity1, period, kill_flag )
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{
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frequency = 360 / period;
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time = 0;
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while ( 1 )
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{
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interpolation = sin( time * frequency ) * 0.5 + 0.5;
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self setLightIntensity( intensity0 + ( intensity1 - intensity0 ) * interpolation );
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wait 0.05;
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time += 0.05;
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if ( time > period )
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time -= period;
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if( isdefined( kill_flag ) )
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{
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if( flag( kill_flag ) )
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return;
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}
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}
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}
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// This function is non - blocking. It will probably need to be moved to code if scripted lights are needed in multiplayer.
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changeLightColorTo( targetColor, totalTime, accelTime, decelTime )
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{
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if ( !isdefined( accelTime ) )
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accelTime = 0;
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if ( !isdefined( decelTime ) )
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decelTime = 0;
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self thread changeLightColorToWorkerThread( targetColor, totalTime, accelTime, decelTime );
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}
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// Don't call directly; use 'changeLightColorTo' instead
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changeLightColorToWorkerThread( targetColor, totalTime, accelTime, decelTime )
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{
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// Interpolation goes from 0 to 1 over totalTime, with const acceleration and deceleration given by their respective times.
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// The descriptive equations are:
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// midTime = totalTime - accelTime - decelTime
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// fracAccel = 0.5 * accelRate * accelTime^2
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// fracConst = velConst * midTime
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// fracDecel = velConst * decelTime - 0.5 * decelRate * decelTime^2
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// fracAccel + fracConst + fracDecel = 1
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// velConst = accelRate * accelTime
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// velConst = decelRate * decelTime
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// The unknowns are fracAccel, fracConst, fracDecel, accelRate, decelRate, and velConst. We have six equations and six unknowns.
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// So, these can be solved to give the following:
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// accelRate = 2 / ( accelTime * ( totalTime + midTime ) )
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// decelRate = 2 / ( decelTime * ( totalTime + midTime ) )
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// velConst = 2 / ( totalTime + midTime )
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// fracAccel = accelTime / ( totalTime + midTime )
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// fracDecel = decelTime / ( totalTime + midTime )
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// fracConst = 2 * midTime / ( totalTime + midTime )
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startColor = self getLightColor();
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timeFactor = 1 / ( totalTime * 2 - ( accelTime + decelTime ) );
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time = 0;
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if ( time < accelTime )
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{
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halfRate = timeFactor / accelTime;
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while ( time < accelTime )
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{
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fraction = halfRate * time * time;
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self setLightColor( vectorlerp( startColor, targetColor, fraction ) );
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wait 0.05;
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time += 0.05;
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}
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}
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while ( time < totalTime - decelTime )
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{
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fraction = timeFactor * ( 2 * time - accelTime );
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self setLightColor( vectorlerp( startColor, targetColor, fraction ) );
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wait 0.05;
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time += 0.05;
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}
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time = totalTime - time;
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if ( time > 0 )
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{
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halfRate = timeFactor / decelTime;
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while ( time > 0 )
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{
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fraction = 1 - halfRate * time * time;
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self setLightColor( vectorlerp( startColor, targetColor, fraction ) );
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wait 0.05;
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time -= 0.05;
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}
|
||
|
}
|
||
|
|
||
|
self setLightColor( targetColor );
|
||
|
}
|
||
|
|
||
|
|
||
|
television()
|
||
|
{
|
||
|
thread tv_changes_intensity();
|
||
|
thread tv_changes_color();
|
||
|
}
|
||
|
|
||
|
tv_changes_intensity()
|
||
|
{
|
||
|
self endon( "light_off" );
|
||
|
full = self getLightIntensity();
|
||
|
old_intensity = full;
|
||
|
|
||
|
for ( ;; )
|
||
|
{
|
||
|
intensity = randomfloatrange( full * 0.7, full * 1.2 );
|
||
|
timer = randomfloatrange( 0.3, 1.2 );
|
||
|
timer *= 20;
|
||
|
|
||
|
for ( i = 0; i < timer; i++ )
|
||
|
{
|
||
|
new_intensity = intensity * ( i / timer ) + old_intensity * ( ( timer - i ) / timer );
|
||
|
|
||
|
self setLightIntensity( new_intensity );
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
|
||
|
old_intensity = intensity;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
tv_changes_color()
|
||
|
{
|
||
|
self endon( "light_off" );
|
||
|
|
||
|
range = 0.5;
|
||
|
base = 0.5;
|
||
|
rgb = [];
|
||
|
old_rgb = [];
|
||
|
|
||
|
for ( i = 0; i < 3; i++ )
|
||
|
{
|
||
|
rgb[ i ] = 0;
|
||
|
old_rgb[ i ] = 0;
|
||
|
}
|
||
|
|
||
|
for ( ;; )
|
||
|
{
|
||
|
for ( i = 0; i < rgb.size; i++ )
|
||
|
{
|
||
|
old_rgb[ i ] = rgb[ i ];
|
||
|
rgb[ i ] = randomfloat( range ) + base;
|
||
|
}
|
||
|
|
||
|
timer = randomfloatrange( 0.3, 1.2 );
|
||
|
timer *= 20;
|
||
|
|
||
|
for ( i = 0; i < timer; i++ )
|
||
|
{
|
||
|
new_rgb = [];
|
||
|
for ( p = 0; p < rgb.size; p++ )
|
||
|
{
|
||
|
new_rgb[ p ] = rgb[ p ] * ( i / timer ) + old_rgb[ p ] * ( ( timer - i ) / timer );
|
||
|
}
|
||
|
|
||
|
self setLightColor( ( new_rgb[ 0 ], new_rgb[ 1 ], new_rgb[ 2 ] ) );
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
}
|
||
|
}
|