SpatialFear.SFGameInfoDreamLand

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
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
//=============================================================================
// Spatial Fear
// Class: SFGameInfoDreamLand
// Description: Changes game behaviour of Spatial Fear MOD
// Custom game type to hide the HUD, etc. for dream- and cut- scenes.
// 
// Author: Markus Nuebel
//=============================================================================

class SFGameInfoDreamLand expands  SFGameInfo config;

var PlayerPawn Player;

event playerpawn Login
(
     string Portal,
     string Options,
     out string Error,
     class<playerpawn> SpawnClass
)
{
	// Call to base class
	Player = Super.Login(Portal, Options, Error, SpawnClass);


	return Player;
}

event PostLogin(PlayerPawn playerpawn)
{
	local SFPlayer	player;

	// Call to base class
	Super.PostLogin(playerpawn);

	// Very silent in dreamland
	SFPlayer(playerpawn).m_fFootstepVolume	= 0.45;
	// Cannot drown in dreamland
	SFPlayer(playerpawn).m_bCannotDrown		=  true;
}

function AddDefaultInventory( pawn PlayerPawn )
{
	local SFPlayer	player;

	// Call to base class
	Super.AddDefaultInventory(PlayerPawn);

	if(!PlayerPawn.IsA('SFPlayer'))
		return;

	player = SFPlayer(PlayerPawn);

	if(None != player.weapon)
	{
		// Remove the weapon
		player.weapon=None;
		// Set dream mode to prevent footsteps, etc.
		player.m_bDreamMode=true;
	}

	Level.bAllowFOV				=true;
	player.FOVAngle				= 120;
	player.DesiredFOV			= 120;
}

//
// Called when pawn has a chance to pick Item up (i.e. when 
// the pawn touches a weapon pickup). Should return true if 
// he wants to pick it up, false if he does not want it.
//
function bool PickupQuery( Pawn Other, Inventory item )
{
	// Does nothing to prevent the player from picking something up.
	return false;
}

// No damage in dreamland
function int ReduceDamage( int Damage, name DamageType, pawn injured, pawn instigatedBy )
{
	return 0;
}

function StartPlayer(PlayerPawn Other)
{
	local Inventory	oInv;

	// Call to base class
	Super.StartPlayer(Other);

	if(None != Other.Inventory)
	{
		oInv	= Other.Inventory;
		while(None != oInv)
		{
log(oInv);
			if(oInv.IsA('SFFlashlight'))
			{
				oInv.Activate();
				return;
			}
			oInv = oInv.Inventory;
		}
	}

}

defaultproperties
{
     HUDType=Class'SpatialFear.SFNullHUD'
}

class file time: 12/7/2003 3:58:24 PM - creation time: 12/7/2003 4:03:44 PM
Created with UnCodeX