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UnrealShare.ShieldBelt


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//=============================================================================
// ShieldBelt.
//=============================================================================
class ShieldBelt expands Pickup;

#exec AUDIO IMPORT FILE="Sounds\Pickups\SBELTA1.WAV"  NAME="BeltSnd"       GROUP="Pickups"
#exec AUDIO IMPORT FILE="Sounds\Pickups\pSBELTA2.WAV"  NAME="PSbelta2"       GROUP="Pickups"
#exec AUDIO IMPORT FILE="Sounds\Pickups\SBELThe2.WAV"  NAME="Sbelthe2"       GROUP="Pickups"

#exec TEXTURE IMPORT NAME=I_ShieldBelt FILE=TEXTURES\HUD\i_belt.PCX GROUP="Icons" MIPS=OFF
#exec TEXTURE IMPORT NAME=GoldSkin FILE=models\gold.PCX GROUP="None"
#exec TEXTURE IMPORT NAME=RedSkin FILE=MODELS\ChromR.PCX GROUP=Skins FLAGS=2 // skin
#exec TEXTURE IMPORT NAME=BlueSkin FILE=MODELS\ChromB.PCX GROUP=Skins FLAGS=2 // skin

#exec MESH IMPORT MESH=ShieldBeltMesh ANIVFILE=MODELS\belt_a.3D DATAFILE=MODELS\belt_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=ShieldBeltMesh X=0 Y=120 Z=110 YAW=64
#exec MESH SEQUENCE MESH=ShieldBeltMesh SEQ=All    STARTFRAME=0  NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Abelt1 FILE=MODELS\belt.PCX GROUP="Skins"
#exec MESHMAP SCALE MESHMAP=ShieldBeltMesh X=0.025 Y=0.025 Z=0.05
#exec MESHMAP SETTEXTURE MESHMAP=ShieldBeltMesh NUM=1 TEXTURE=Abelt1

function Timer()
{
}

function ArmorImpactEffect(vector HitLocation)
{ 
    if ( Owner.IsA('PlayerPawn') )
    {
        PlayerPawn(Owner).ClientFlash(-0.05,vect(400,400,400));
        PlayerPawn(Owner).PlaySound(DeActivateSound, SLOT_None, 2.7*PlayerPawn(Owner).SoundDampening);
    }
}


function PickupFunction(Pawn Other)
{
    if ( Level.Game.bTeamGame )
    {
        if (Other.PlayerReplicationInfo == None )
        {
            Other.Texture = texture'GoldSkin';
            Other.bMeshEnviroMap = True;
            SetTimer(1.0, true);
            return;
        }
        switch (Other.PlayerReplicationInfo.Team)
        {
            case 0:
                Other.Texture = texture'RedSkin';
                break;
            case 1:
                Other.Texture = texture'BlueSkin';
                break;
            default:
                Other.Texture = texture'GoldSkin';
                break;
        }
        Other.bMeshEnviroMap = True;
    } else {
        Other.Texture = texture'GoldSkin';
        Other.bMeshEnviroMap = True;
    }
    SetTimer(1.0,True);
}

function Destroyed()
{
    if ( Owner != None )
        Owner.bMeshEnviroMap = False;
    Super.Destroyed();
}

defaultproperties
{
     bDisplayableInv=True
     PickupMessage="You got the Shield Belt"
     RespawnTime=60.000000
     PickupViewMesh=Mesh'UnrealShare.ShieldBeltMesh'
     ProtectionType1=ProtectNone
     ProtectionType2=ProtectNone
     Charge=100
     ArmorAbsorption=100
     bIsAnArmor=True
     AbsorptionPriority=10
     PickupSound=Sound'UnrealShare.Pickups.BeltSnd'
     DeActivateSound=Sound'UnrealShare.Pickups.Sbelthe2'
     Icon=Texture'UnrealShare.Icons.I_ShieldBelt'
     RemoteRole=ROLE_DumbProxy
     Mesh=Mesh'UnrealShare.ShieldBeltMesh'
     AmbientGlow=64
     bMeshCurvy=False
     CollisionRadius=20.000000
     CollisionHeight=5.000000
}

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Class file time: Sun 21/2/2010 23:48:40.000 - Creation time: Sun 21/2/2010 23:49:53.521 - Created with UnCodeX