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Engine.Armor


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class Armor extends Powerups
    abstract;

var() class<DamageType>       ProtectionType;     // Protects against DamageType (None if non-armor).
var() int         ArmorAbsorption;    // Percent of damage item absorbs 0-100.
var() int         AbsorptionPriority; // Which items absorb damage first (higher=first).
var   armor       NextArmor;          // Temporary list created by Armors to prioritize damage absorption.

//
// Absorb damage.
//
function int ArmorAbsorbDamage(int Damage, class<DamageType> DamageType, vector HitLocation, out vector Momentum)
{
    local int ArmorDamage;

    if ( DamageType.default.bArmorStops )
        ArmorImpactEffect(HitLocation);
    if( (DamageType!=None) && (ProtectionType==DamageType) )
        return 0;
    
    if ( !DamageType.default.bArmorStops ) Return Damage;
    
    ArmorDamage = (Damage * ArmorAbsorption) / 100;
    if( ArmorDamage >= Charge )
    {
        ArmorDamage = Charge;
        Destroy();
    }
    else 
        Charge -= ArmorDamage;
    return (Damage - ArmorDamage);
}

//
// Return armor value.
//
function int ArmorPriority(class<DamageType> DamageType)
{
    if ( DamageType.default.bArmorStops )
        return 0;
    if( (DamageType!=None) && (ProtectionType==DamageType) )
        return 1000000;

    return AbsorptionPriority;
}

//
// This function is called by ArmorAbsorbDamage and displays a visual effect 
// for an impact on an armor.
//
function ArmorImpactEffect(vector HitLocation);

state Activated
{
    function BeginState()
    {
        Super.BeginState();
        if ( ProtectionType != None )
            Pawn(Owner).ReducedDamageType = ProtectionType;
    }

    function EndState()
    {
        Super.EndState();
        if ( (Pawn(Owner) != None) && (ProtectionType != Pawn(Owner).ReducedDamageType) )
            Pawn(Owner).ReducedDamageType = None;
    }
}

//
// Return the best armor to use.
//
function armor PrioritizeArmor( int Damage, class<DamageType> DamageType, vector HitLocation )
{
    local Armor FirstArmor, InsertAfter;

    if ( Inventory != None )
        FirstArmor = Inventory.PrioritizeArmor(Damage, DamageType, HitLocation);
    else
        FirstArmor = None;

    if ( FirstArmor == None )
    {
        nextArmor = None;
        return self;
    }

    // insert this armor into the prioritized armor list
    if ( FirstArmor.ArmorPriority(DamageType) < ArmorPriority(DamageType) )
    {
        nextArmor = FirstArmor;
        return self;
    }
    InsertAfter = FirstArmor;
    while ( (InsertAfter.nextArmor != None) 
        && (InsertAfter.nextArmor.ArmorPriority(DamageType) > ArmorPriority(DamageType)) )
        InsertAfter = InsertAfter.nextArmor;

    nextArmor = InsertAfter.nextArmor;
    InsertAfter.nextArmor = self;

    return FirstArmor;
}

defaultproperties
{
}

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Class file time: Fri 3/10/2008 19:00:56.000 - Creation time: Tue 27/4/2010 03:12:43.619 - Created with UnCodeX