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 | //============================================================================= // Spatial Fear // Class: SFSmartVest // Description: Subclass of SFDamageProtection, implements an intellegent armor power up. // // Created by: Scott Sutherland // Modified by: Markus Nuebel //============================================================================= class SFSmartVest extends SFDamageProtection; var (SpatialFear) Sound ActivatedSound; // Sound played during usage (health upgrade) var (SpatialFear) Sound EmptySound; // Sound played when an empty vest is tried to be activated. var (SpatialFear) Sound NotNeededSound; // Sound played when a vest activation is tried in a state of 100% health or more #exec MESH IMPORT MESH=SFSmartVest ANIVFILE=MODELS\SFSmartVest_a.3d DATAFILE=MODELS\SFSmartVest_d.3d X=0 Y=0 Z=0 MLOD=0 #exec MESH ORIGIN MESH=SFSmartVest X=-245 Y=270 Z=-200 #exec MESH SEQUENCE MESH=SFSmartVest SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=SFSmartVest SEQ=SFSmartVest STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JSFSmartVest0 FILE=TEXTURES\SFSmartVest0.PCX GROUP=Skins FLAGS=2 #exec MESHMAP NEW MESHMAP=SFSmartVest MESH=SFSmartVest #exec MESHMAP SCALE MESHMAP=SFSmartVest X=0.02 Y=0.02 Z=0.04 #exec MESHMAP SETTEXTURE MESHMAP=SFSmartVest NUM=0 TEXTURE=JSFSmartVest0 // Called when the smart vest is activated function Activate() { local int fHealth; fHealth = Pawn(Owner).Health; // Max health reached if(100 <= fHealth) { PlaySound(NotNeededSound); return; } // Some health left? if( 0 == HealingAmount) { PlaySound(EmptySound); return; } // Play usage sound PlaySound(ActivatedSound); // Increase by amount of reservoir fHealth += HealingAmount; // You will not get more than 100 points, sorry ;) if(100 < fHealth) fHealth = 100; // Update player health Pawn(Owner).Health = fHealth; // Reset healing amount HealingAmount = 0; // Call to base class Super.Activate(); } defaultproperties { ActivatedSound=Sound'SpatialFear.SpatialFear.hiss4' EmptySound=Sound'SpatialFear.SpatialFear.hiss2' NotNeededSound=Sound'UnrealShare.Generic.Beep' ItemDescription="SmartVest:\nA Personal Protection Unit.\nThis is a semi-sentient vest that provides partial protection against all known forms of physical dangers. " ItemIcon=Texture'SfResource1.Icons.SmartVestIco' bIsActiveItem=True ItemName="SmartVest" PlayerViewMesh=Mesh'SFItem.SFSmartVest' PickupViewMesh=Mesh'SFItem.SFSmartVest' PickupSound=Sound'Botpack.Pickups.UTHealth' Mesh=Mesh'SFItem.SFSmartVest' CollisionRadius=25.000000 CollisionHeight=15.000000 } |