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Cloak Sound
Min Distance set to stock 10 100% volume at 10
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@ -33,7 +33,7 @@ datablock AudioDescription(CloakLooping3d)
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isLooping= true;
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isLooping= true;
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is3D = true;
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is3D = true;
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minDistance= 15.0; //Was 10
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minDistance= 10.0;
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MaxDistance= 55.0; //Was 50
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MaxDistance= 55.0; //Was 50
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type = $EffectAudioType;
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type = $EffectAudioType;
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environmentLevel = 1.0;
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environmentLevel = 1.0;
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@ -59,7 +59,7 @@ datablock ShapeBaseImageData(CloakingPackImage)
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stateName[0] = "Idle";
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stateName[0] = "Idle";
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stateTransitionOnTriggerDown[0] = "Activate";
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stateTransitionOnTriggerDown[0] = "Activate";
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stateName[1] = "Activate";
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stateName[1] = "Activate";
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stateScript[1] = "onActivate";
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stateScript[1] = "onActivate";
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stateSequence[1] = "fire";
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stateSequence[1] = "fire";
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@ -105,12 +105,12 @@ function CloakingPackImage::onUnmount(%data, %obj, %node)
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function CloakingPackImage::onActivate(%data, %obj, %slot)
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function CloakingPackImage::onActivate(%data, %obj, %slot)
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{
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{
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if(%obj.reCloak !$= "")
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if(%obj.reCloak !$= "")
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{
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{
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Cancel(%obj.reCloak);
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Cancel(%obj.reCloak);
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%obj.reCloak = "";
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%obj.reCloak = "";
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}
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}
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if(%obj.client.armor $= "Light")
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if(%obj.client.armor $= "Light")
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{
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{
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// can the player currently cloak (function returns "true" or reason for failure)?
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// can the player currently cloak (function returns "true" or reason for failure)?
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if(%obj.canCloak() $= "true")
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if(%obj.canCloak() $= "true")
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@ -127,7 +127,7 @@ function CloakingPackImage::onActivate(%data, %obj, %slot)
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%obj.setImageTrigger(%slot, false);
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%obj.setImageTrigger(%slot, false);
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}
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}
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}
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}
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else
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else
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{
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{
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// hopefully avoid some loopholes
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// hopefully avoid some loopholes
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messageClient(%obj.client, 'MsgCloakingPackInvalid', '\c2Cloaking available for light armors only.');
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messageClient(%obj.client, 'MsgCloakingPackInvalid', '\c2Cloaking available for light armors only.');
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@ -138,11 +138,11 @@ function CloakingPackImage::onActivate(%data, %obj, %slot)
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function CloakingPackImage::onDeactivate(%data, %obj, %slot)
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function CloakingPackImage::onDeactivate(%data, %obj, %slot)
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{
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{
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if(%obj.reCloak !$= "")
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if(%obj.reCloak !$= "")
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{
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{
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Cancel(%obj.reCloak);
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Cancel(%obj.reCloak);
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%obj.reCloak = "";
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%obj.reCloak = "";
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}
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}
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// if pack is not on then dont bother...
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// if pack is not on then dont bother...
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if(%obj.getImageState($BackpackSlot) $= "activate")
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if(%obj.getImageState($BackpackSlot) $= "activate")
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messageClient(%obj.client, 'MsgCloakingPackOff', '\c2Cloaking pack off.');
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messageClient(%obj.client, 'MsgCloakingPackOff', '\c2Cloaking pack off.');
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@ -168,12 +168,12 @@ function Armor::onForceUncloak(%this, %obj, %reason)
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%pack = %obj.getMountedImage($BackpackSlot);
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%pack = %obj.getMountedImage($BackpackSlot);
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if((%pack <= 0) || (%pack.item !$= "CloakingPack"))
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if((%pack <= 0) || (%pack.item !$= "CloakingPack"))
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return;
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return;
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if(%obj.getImageState($BackpackSlot) $= "activate")
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if(%obj.getImageState($BackpackSlot) $= "activate")
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{
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{
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// cancel recloak thread
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// cancel recloak thread
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if(%obj.reCloak !$= "")
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if(%obj.reCloak !$= "")
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{
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{
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Cancel(%obj.reCloak);
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Cancel(%obj.reCloak);
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%obj.reCloak = "";
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%obj.reCloak = "";
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}
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}
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