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UnrealShare.Woodruff


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//=============================================================================
// Woodruff.
//=============================================================================
class Woodruff extends Health;

#exec MESH IMPORT MESH=waldmeister ANIVFILE=Models\waldmeister_a.3d DATAFILE=Models\waldmeister_d.3d MLOD=0 LODSTYLE=8
#exec MESH ORIGIN MESH=waldmeister X=0 Y=0 Z=38

#exec MESH SEQUENCE MESH=Waldmeister SEQ=All STARTFRAME=0 NUMFRAMES=7
#exec MESH SEQUENCE MESH=Waldmeister SEQ=Grow STARTFRAME=0 NUMFRAMES=6 Rate=5
#exec MESH SEQUENCE MESH=Waldmeister SEQ=Idle STARTFRAME=6 NUMFRAMES=1

#exec TEXTURE IMPORT NAME=Jwaldmeister1 FILE=Textures\waldmeister1.bmp GROUP=Skins FLAGS=2 // 01 - Default

#exec MESHMAP NEW   MESHMAP=waldmeister MESH=waldmeister
#exec MESHMAP SCALE MESHMAP=waldmeister X=0.2 Y=0.2 Z=0.2

#exec MESHMAP SETTEXTURE MESHMAP=waldmeister NUM=1 TEXTURE=Jwaldmeister1

event float BotDesireability(Pawn Bot)
{
	if ( HealingAmount < 3 )
		return 0;
	return Super.BotDesireability(Bot);
}
auto state Pickup
{
	function Touch( actor Other )
	{
		local int HealMax;

		if ( !ValidTouch(Other) || (HealingAmount==0) )
			Return;

		if (Level.Game.LocalLog != None)
			Level.Game.LocalLog.LogPickup(Self, Pawn(Other));
		if (Level.Game.WorldLog != None)
			Level.Game.WorldLog.LogPickup(Self, Pawn(Other));

		HealMax = Pawn(Other).default.Health;
		if (Pawn(Other).Health < HealMax)
		{
			Pawn(Other).Health += HealingAmount;
			if (Pawn(Other).Health > HealMax) Pawn(Other).Health = HealMax;
			Pawn(Other).ClientMessage(PickupMessage$HealingAmount, 'Pickup');
			PlaySound (PickupSound);
			SetRespawn();
			if ( Level.Game.Difficulty > 1 )
				Other.MakeNoise(0.1 * Level.Game.Difficulty);
		}
	}
Begin:
	HealingAmount = 0;
	PlayAnim('Grow',0.25,0.f);
	Sleep(0.5);
	HealingAmount += 1;
	Sleep(0.5);
	HealingAmount += 2;
	FinishAnim();
	HealingAmount = Default.HealingAmount;
	PlayAnim('Idle',0.1);
}
State Sleeping
{
Begin:
	Sleep( ReSpawnTime );
	// Make no respawn effects.
	GoToState( 'Pickup' );
}

defaultproperties
{
				HealingAmount=5
				PickupMessage="You got some Master of the woods +"
				RespawnTime=10.000000
				PickupViewMesh=Mesh'UnrealShare.waldmeister'
				PickupViewScale=0.500000
				AnimSequence="Idle"
				Mesh=Mesh'UnrealShare.waldmeister'
				DrawScale=0.500000
				PrePivot=(Z=-3.500000)
				CollisionRadius=8.000000
				CollisionHeight=7.500000
}

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Class file time: zo 11-11-2012 21:10:28.000 - Creation time: zo 11-11-2012 21:14:23.084 - Created with UnCodeX