Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
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 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 |
//============================================================================== // Created on: 12/29/2003 // A UDamage pickup that has been dropped by a dead player // When picked up, gives player any UDamage time that was left when the original player died // // Written by Ron Prestenback // © 2003, Epic Games, Inc. All Rights Reserved //============================================================================== class UDamageReward extends UDamagePack; var() float FadeTime; // This is a modified version of InitDroppedPickupFor - since UDamagePacks don't have associated inventory, // we don't care about that here....but I *do* need to know how much time is remaining to the UDamage charge function InitDrop( float RemainingCharge ) { // This is when the original UDamage time will expire FadeTime = RemainingCharge + Level.TimeSeconds; // We're falling SetPhysics(PHYS_Falling); GotoState('FallingPickup'); // Only need to know about me if I'm in your area bAlwaysRelevant = false; // set this flag to indicate that this pickup is not on a pickup base (and thus should be destroyed when picked up) bDropped = true; bIgnoreEncroachers = false; // handles case of dropping stuff on lifts etc bIgnoreVehicles = true; // Bots care less about pickups with less udamage time remaining MaxDesireability *= (RemainingCharge / 30); // TODO - what does these do (or why do we need them in dropped pickups) NetUpdateFrequency = RemainingCharge; bUpdateSimulatedPosition = true; bOnlyReplicateHidden = false; LifeSpan = RemainingCharge * 2; } // Simple overrides that modify the amount of UDamage time given to a pawn that runs over this pickup auto state Pickup { function Touch( actor Other ) { local Pawn P; local float NewTime; if ( ValidTouch(Other) ) { NewTime = FadeTime - Level.TimeSeconds; P = Pawn(Other); // Add this pickup's remaining time to any UDamage time the pawn already had if ( xPawn(P) != None ) NewTime += Max( xPawn(P).UDamageTime - Level.TimeSeconds, 0); P.EnableUDamage(NewTime); AnnouncePickup(P); SetRespawn(); } } function BeginState() { if ( bDropped ) { AddToNavigation(); SetTimer(FadeTime - Level.TimeSeconds, false); } } } state FallingPickup { function BeginState() { SetTimer(FadeTime - Level.TimeSeconds,false); } } defaultproperties { RespawnTime=0.000000 } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |