SpatialFear.SFSmartVestUpgrade

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//=============================================================================
// Spatial Fear
// Class: SFSmartVestUpgrade
// Description: Subclass of SFPickup, implements an upgrade module for the 
//				smart vest. These can be collected as active items and when
//				activated add their amount of damage protection to the smart
//				vest. 
//				Remark: The smart vest has an upper limit on the upgradable
//				damage protection, so the player cannot get invunerable
//
// Created by: Markus Nuebel
//=============================================================================

class SFSmartVestUpgrade extends SFPickup;

var bool	m_bUsed; // Private: Upgrade has already been used? Default: false

// Style of damage protection
enum EDamageProtection
{
	DP_None,
	DP_Gravity,
	DP_Ballistic,	// shot
	DP_Chemical,	// Corroded
	DP_Fire,		// Burned
	DP_Radiation,	// Radiation
};


var (SpatialFear) EDamageProtection	ProtectionType; // Kind of damage protection, this upgrade protects against. Defautl: DP_None.
var (SpatialFear) float	ProtectionAmount; // A value between 0.0 and 0.5. This is the additional percentage of damage protection the vest provides against a type of damage. 0.1 means 10 percent. Normally the smart vest will sum up damage protections to an upper limit of .5 (50%). Default: 0.1


// Converts from enum to sting, since we cannot pass an
// enum to another function
function string getDamageType()
{
	switch(ProtectionType)
	{
	case DP_Ballistic:
		return "shot";
		break;
	case DP_Fire:
		return "Burned";
		break;
	case DP_Chemical:
		return "Corroded";
		break;
	case DP_Radiation:
		return "Radiation";
		break;
	}

	return "unknown";
}

// Called when the upgrade is activated
// Upgrades the configured proteciton type of the smart vest with
// the configured amount of protection
function Activate()
{

	local SFPlayer	oPlayer;

	// Get the player reference
	oPlayer	= SFPlayer(Owner);
	if(None == oPlayer)
		return;

	// Check, if the player already owns the SmartVest
	if(None == oPlayer.m_oSmartVest)
		return;

	// Upgrade the vest
	oPlayer.m_oSmartVest.upgrade(ProtectionAmount, getDamageType());

	// Call to base class
	Super.Activate();

	// Mark as used
	m_bUsed=true;
}

state Activated
{
	function Endstate()
	{
		bActive = false;		
	}
	
	function BeginState()
	{
		PlaySound(ActivateSound,,4.0);

		// Upgrade already done, remove item from belt
		SFHUD(SFPlayer(Owner).myHUD).removeFromActiveItemBelt(Self);

		UsedUp();
	}
	
Begin:
}

state DeActivated
{
Begin:
}

defaultproperties
{
     ProtectionAmount=0.100000
     bIsActiveItem=True
     bActivatable=True
     CollisionRadius=13.000000
     CollisionHeight=5.000000
}

class file time: 12/7/2003 3:58:24 PM - creation time: 12/7/2003 4:03:45 PM
Created with UnCodeX