Botpack
Class UT_ShieldBeltEffect

source: e:\games\UnrealTournament\Botpack\Classes\UT_ShieldBeltEffect.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Effects
         |
         +--Botpack.UT_ShieldBeltEffect
Direct Known Subclasses:None

class UT_ShieldBeltEffect
extends Engine.Effects

//============================================================================= // UT_ShieldBeltEffect. //=============================================================================
Variables
 int FatnessOffset
 Texture LowDetailTexture


Function Summary
 
simulated
Destroyed()
 
simulated
PostBeginPlay()
 
simulated
Tick(float DeltaTime)
 
simulated
Timer()



Source Code


00001	//=============================================================================
00002	// UT_ShieldBeltEffect.
00003	//=============================================================================
00004	class UT_ShieldBeltEffect extends Effects;
00005	
00006	var Texture LowDetailTexture;
00007	var int FatnessOffset;
00008	
00009	simulated function Destroyed()
00010	{
00011		if ( bHidden && (Owner != None) )
00012		{
00013			if ( Level.NetMode == NM_Client )
00014			{
00015				Owner.Texture = Owner.Default.Texture;
00016				Owner.bMeshEnviromap = Owner.Default.bMeshEnviromap;
00017			}
00018			else
00019				Owner.SetDefaultDisplayProperties();
00020		}
00021		Super.Destroyed();
00022	}
00023	
00024	simulated function PostBeginPlay()
00025	{
00026		if ( !Level.bHighDetailMode && ((Level.NetMode == NM_Standalone) || (Level.NetMode == NM_Client)) )
00027		{
00028			Timer();
00029			bHidden = true;
00030			SetTimer(1.0, true);
00031		}
00032	}
00033	
00034	simulated function Timer()
00035	{
00036		local int TeamNum;
00037	
00038		bHidden = true;
00039		if ( Pawn(Owner) == None )
00040			return;
00041		if ( Pawn(Owner).PlayerReplicationInfo == None )
00042			TeamNum = 3;
00043		else
00044			TeamNum = Min(3, Pawn(Owner).PlayerReplicationInfo.Team);
00045		LowDetailTexture = class'UT_Shieldbelt'.Default.TeamTextures[TeamNum];
00046		if ( Level.NetMode == NM_Client )
00047		{
00048			Owner.Texture = LowDetailTexture;
00049			Owner.bMeshEnviromap = true;
00050		}
00051		else
00052			Owner.SetDisplayProperties(Owner.Style, LowDetailTexture, false, true);
00053	}
00054	
00055	simulated function Tick(float DeltaTime)
00056	{
00057		local int IdealFatness;
00058	
00059		if ( bHidden || (Level.NetMode == NM_DedicatedServer) || (Owner == None) )
00060		{
00061			Disable('Tick');
00062			return;
00063		}
00064	
00065		IdealFatness = Owner.Fatness; // Convert to int for safety.
00066		IdealFatness += FatnessOffset;
00067	
00068		if ( Fatness > IdealFatness )
00069			Fatness = Max(IdealFatness, Fatness - 130 * DeltaTime);
00070		else
00071			Fatness = Min(IdealFatness, 255);
00072	}
00073	
00074	defaultproperties
00075	{
00076	     LowDetailTexture=Texture'UnrealShare.Belt_fx.ShieldBelt.newgold'
00077	     FatnessOffset=29
00078	     bAnimByOwner=True
00079	     bOwnerNoSee=True
00080	     bNetTemporary=False
00081	     bTrailerSameRotation=True
00082	     Physics=PHYS_Trailer
00083	     RemoteRole=ROLE_SimulatedProxy
00084	     DrawType=DT_Mesh
00085	     Style=STY_Translucent
00086	     Texture=FireTexture'UnrealShare.Belt_fx.ShieldBelt.N_Shield'
00087	     ScaleGlow=0.500000
00088	     AmbientGlow=64
00089	     Fatness=157
00090	     bUnlit=True
00091	     bMeshEnviroMap=True
00092	}

End Source Code