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//============================================================================= // ForceField. //============================================================================= class ForceField expands Pickup localized; #exec AUDIO IMPORT FILE="Sounds\Pickups\FFIELDA3.WAV" NAME="FieldSnd" GROUP="Pickups" #exec AUDIO IMPORT FILE="Sounds\Pickups\FFIELDh2.WAV" NAME="fFieldh2" GROUP="Pickups" #exec TEXTURE IMPORT NAME=I_ForceField FILE=TEXTURES\HUD\i_force.PCX GROUP="Icons" MIPS=OFF #exec MESH IMPORT MESH=ForceFieldPick ANIVFILE=MODELS\force2_a.3D DATAFILE=MODELS\force2_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=ForceFieldPick X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=ForceFieldPick SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=aforce1 FILE=MODELS\force2.PCX GROUP="Skins" #exec OBJ LOAD FILE=Textures\fireeffect27.utx PACKAGE=UNREALI.Effect27 #exec MESHMAP SCALE MESHMAP=ForceFieldPick X=0.07 Y=0.07 Z=0.14 #exec MESHMAP SETTEXTURE MESHMAP=ForceFieldPick NUM=1 TEXTURE=aforce1 #exec MESHMAP SETTEXTURE MESHMAP=ForceFieldPick NUM=0 TEXTURE=Unreali.Effect27.FireEffect27 var vector X,Y,Z; var ForceFieldProj r; var() localized String[64] M_NoRoom; state Activated { function BeginState() { bStasis = false; GetAxes(Pawn(Owner).ViewRotation,X,Y,Z); r = Spawn(class'ForceFieldProj', Owner, '', Pawn(Owner).Location + 90.0 * X - 0 * Y - 0 * Z ); if (r == None) { Owner.PlaySound(DeActivateSound); Pawn(Owner).ClientMessage(M_NoRoom); GoToState('DeActivated'); } else { r.Charge = Charge; Pawn(Owner).NextItem(); if (Pawn(Owner).SelectedItem == Self) Pawn(Owner).SelectedItem=None; Owner.PlaySound(ActivateSound); Pawn(Owner).DeleteInventory(Self); } } } state DeActivated { Begin: } |
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