Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UnrealShare.WeaponPowerUp


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
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
//=============================================================================
// WeaponPowerUp.
//=============================================================================
class WeaponPowerUp extends Pickup;

#exec OBJ LOAD FILE=Detail.utx

#exec MESH IMPORT MESH=WeaponPowerUpMesh ANIVFILE=Models\dpower_a.3d DATAFILE=Models\dpower_d.3d MLOD=0
#exec MESH ORIGIN MESH=WeaponPowerUpMesh X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=WeaponPowerUpMesh SEQ=All STARTFRAME=0  NUMFRAMES=20
#exec MESH SEQUENCE MESH=WeaponPowerUpMesh SEQ=AnimEnergy STARTFRAME=0  NUMFRAMES=20
#exec TEXTURE IMPORT NAME=aPower1 FILE=Models\dpower.pcx GROUP="Skins" DETAIL=Metal
#exec OBJ LOAD FILE=Textures\fireeffect22.utx PACKAGE=UnrealShare.Effect22
#exec MESHMAP SCALE MESHMAP=WeaponPowerUpMesh X=0.05 Y=0.05 Z=0.10
#exec MESHMAP SETTEXTURE MESHMAP=WeaponPowerUpMesh NUM=1 TEXTURE=aPower1 TLOD=5
#exec MESHMAP SETTEXTURE MESHMAP=WeaponPowerUpMesh NUM=0 TEXTURE=UnrealShare.Effect22.FireEffect22

#exec AUDIO IMPORT FILE="Sounds\Dispersion\number1.wav" NAME="number1" GROUP="Dispersion"
#exec AUDIO IMPORT FILE="Sounds\Dispersion\number2.wav" NAME="number2" GROUP="Dispersion"
#exec AUDIO IMPORT FILE="Sounds\Dispersion\number3.wav" NAME="number3" GROUP="Dispersion"
#exec AUDIO IMPORT FILE="Sounds\Dispersion\number4.wav" NAME="number4" GROUP="Dispersion"

var Sound PowerUpSounds[4];

event float BotDesireability( pawn Bot )
{
	local DispersionPistol D;

	D = DispersionPistol(Bot.FindInventoryType(class'DispersionPistol'));
	if ( (D == None) || (D.PowerLevel >=4) )
		return -1;
	else
		return Super.BotDesireability(Bot);
}

auto state Pickup
{
	function BeginState()
	{
		BecomePickup();
		LoopAnim('AnimEnergy',0.4);
	}

	function Touch( actor Other )
	{
		local inventory inv;

		if ( Pawn(Other)!=None && Pawn(Other).bIsPlayer)
		{
			for (inv=other.Inventory; inv!=None; inv=inv.Inventory)
			{
				if (inv.isa('dispersionpistol') && dispersionpistol(inv).powerlevel<4)
				{
					ActivateSound = PowerUpSounds[dispersionpistol(inv).PowerLevel];
					dispersionpistol(inv).handlepickupquery(self);
					return;
				}
			}
			Level.Game.PickupQuery(Pawn(Other), Self); // if we got here, everything else is fully upgraded or we dont have a dispersion pistol somehow.
		}
	}

}

defaultproperties
{
				PowerUpSounds(0)=Sound'UnrealShare.Dispersion.number1'
				PowerUpSounds(1)=Sound'UnrealShare.Dispersion.number2'
				PowerUpSounds(2)=Sound'UnrealShare.Dispersion.number3'
				PowerUpSounds(3)=Sound'UnrealShare.Dispersion.number4'
				PickupMessage="You got the Dispersion Pistol Powerup"
				RespawnTime=30.000000
				PickupViewMesh=Mesh'UnrealShare.WeaponPowerUpMesh'
				AnimSequence="AnimEnergy"
				Mesh=Mesh'UnrealShare.WeaponPowerUpMesh'
				CollisionRadius=12.000000
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: zo 11-11-2012 21:10:28.000 - Creation time: zo 11-11-2012 21:14:23.037 - Created with UnCodeX