Class HopMineLight extends Effects transient; var byte ModeIndex; var() Material Dots[3]; simulated final function SetMode( bool bA, bool bB ) { local byte i; if( bB ) i = 2; else if( bA ) i = 1; else i = 0; if( i==ModeIndex ) return; Texture = Dots[i]; ModeIndex = i; if( ModeIndex==0 ) { PlaySound(Sound'ScrnWeaponPack_SND.mine.combine_mine_deactivate1'); AmbientSound = None; } else AmbientSound = Sound'ScrnWeaponPack_SND.mine.combine_mine_active_loop1'; } defaultproperties { Dots(0)=FinalBlend'ScrnWeaponPack_T.mine.FBBlueDot' Dots(1)=FinalBlend'ScrnWeaponPack_T.mine.FBGreenDot' Dots(2)=FinalBlend'ScrnWeaponPack_T.mine.FBRedDot' Texture=FinalBlend'ScrnWeaponPack_T.mine.FBBlueDot' DrawScale=0.035000 bFullVolume=True bHardAttach=True SoundVolume=255 SoundRadius=200.000000 TransientSoundVolume=2.000000 TransientSoundRadius=350.000000 }