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UnrealI.Invisibility


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//=============================================================================
// Invisibility.
//=============================================================================
class Invisibility expands PickUp;

#exec TEXTURE IMPORT NAME=I_Invisibility FILE=TEXTURES\HUD\i_Invis.PCX GROUP="Icons" MIPS=OFF

#exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Pickups\Scloak1.WAV" NAME="Invisible" GROUP="Pickups"

#exec MESH IMPORT MESH=InvisibilityMesh ANIVFILE=MODELS\Invis_a.3D DATAFILE=MODELS\Invis_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=InvisibilityMesh X=0 Y=0 Z=-15
#exec MESH SEQUENCE MESH=InvisibilityMesh SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=InvisibilityMesh SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=JInvisibility1 FILE=MODELS\Invis.PCX GROUP=Skins 
#exec OBJ LOAD FILE=..\UnrealShare\Textures\fireeffect26.utx  PACKAGE=UNREALI.Effect26
#exec MESHMAP SCALE MESHMAP=InvisibilityMesh X=0.05 Y=0.05 Z=0.1
#exec MESHMAP SETTEXTURE MESHMAP=InvisibilityMesh NUM=1 TEXTURE=JInvisibility1
#exec MESHMAP SETTEXTURE MESHMAP=InvisibilityMesh NUM=0 TEXTURE=Unreali.Effect26.FireEffect26

var byte TempVis;


function Invisibility (bool Vis)
{ 
    if (Pawn(Owner)==None) Return;

    if( Vis )
    {
        PlaySound(ActivateSound,,4.0);
        if ( PlayerPawn(Owner) != None )        
            PlayerPawn(Owner).ClientAdjustGlow(-0.15, vect(156.25,156.25,351.625));
        Pawn(Owner).Visibility = 10;
        Pawn(Owner).bHidden=True;
        if ( Pawn(Owner).Weapon != None )
            Pawn(Owner).Weapon.bOnlyOwnerSee=False;         
    }
    else
    {
        PlaySound(DeActivateSound);
        if ( PlayerPawn(Owner) != None )        
            PlayerPawn(Owner).ClientAdjustGlow(0.15, vect(-156.25,-156.25,-351.625));   
        Pawn(Owner).Visibility = Pawn(Owner).Default.Visibility;
        if ( Pawn(Owner).health > 0 )
            Pawn(Owner).bHidden=False;
        if ( Pawn(Owner).Weapon != None )
            Pawn(Owner).Weapon.bOnlyOwnerSee=True;
    }
}

state Activated
{
    function endstate()
    {
        Invisibility(False);
        bActive = false;        
    }

    function Timer()
    {
        Charge -= 1;
        Owner.bHidden=True;     
        Pawn(Owner).Visibility = 10;        
        if (Charge<-0) 
        {   
            Pawn(Owner).ClientMessage(ExpireMessage);   
            UsedUp();
        }
    }

    function BeginState()
    {
        Invisibility(True);
        SetTimer(0.5,True);
    }
}

state DeActivated
{
Begin:
}

defaultproperties
{
     ExpireMessage="Invisibility has worn off."
     bAutoActivate=True
     bActivatable=True
     bDisplayableInv=True
     PickupMessage="You have Invisibility"
     RespawnTime=100.000000
     PickupViewMesh=Mesh'UnrealI.InvisibilityMesh'
     Charge=100
     MaxDesireability=1.200000
     PickupSound=Sound'UnrealShare.Pickups.GenPickSnd'
     ActivateSound=Sound'UnrealI.Pickups.Invisible'
     Icon=Texture'UnrealI.Icons.I_Invisibility'
     RemoteRole=ROLE_DumbProxy
     Mesh=Mesh'UnrealI.InvisibilityMesh'
     AmbientGlow=96
     bMeshCurvy=False
     CollisionRadius=15.000000
     CollisionHeight=17.000000
}

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Class file time: Sun 21/2/2010 23:48:42.000 - Creation time: Sun 21/2/2010 23:49:52.133 - Created with UnCodeX