Core.Object | +--Engine.Actor | +--Engine.Inventory | +--Engine.Pickup | +--UnrealI.Dampener
void
EndState()
Timer()
00001 //============================================================================= 00002 // Dampener. 00003 //============================================================================= 00004 class Dampener extends PickUp; 00005 00006 #exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Pickups\Dampndea.WAV" NAME="dampndea" GROUP="Pickups" 00007 #exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Pickups\DAMPNER1.WAV" NAME="DampSnd" GROUP="Pickups" 00008 00009 #exec TEXTURE IMPORT NAME=I_Dampener FILE=TEXTURES\HUD\i_Damp.PCX GROUP="Icons" MIPS=OFF 00010 00011 #exec MESH IMPORT MESH=DampenerM ANIVFILE=MODELS\acoust_a.3D DATAFILE=MODELS\acoust_d.3D X=0 Y=0 Z=0 00012 #exec MESH ORIGIN MESH=DampenerM X=0 Y=0 Z=-50 YAW=64 00013 #exec MESH SEQUENCE MESH=DampenerM SEQ=All STARTFRAME=0 NUMFRAMES=1 00014 #exec TEXTURE IMPORT NAME=Ainv1 FILE=..\unrealshare\MODELS\inv.PCX GROUP="Skins" 00015 #exec MESHMAP SCALE MESHMAP=DampenerM X=0.03 Y=0.03 Z=0.06 00016 #exec MESHMAP SETTEXTURE MESHMAP=DampenerM NUM=1 TEXTURE=Ainv1 00017 00018 // 00019 // Player has activated the item. 00020 // 00021 // Count down the charge, turn acoustic damping on. If charge runs out, remove from 00022 // inventory and destroy, resetting sound to normal 00023 // 00024 state Activated 00025 { 00026 function Timer() 00027 { 00028 Charge -= 1; 00029 if (Charge<=0) { 00030 if ( Owner != None ) 00031 { 00032 Owner.PlaySound(DeActivateSound); 00033 if ( Owner.IsA('Pawn') ) 00034 Pawn(Owner).SoundDampening = 1.0; 00035 } 00036 UsedUp(); 00037 } 00038 } 00039 function EndState() 00040 { 00041 if ( Owner.IsA('Pawn') ) 00042 Pawn(Owner).SoundDampening = 1.0; 00043 bActive = false; 00044 } 00045 Begin: 00046 SetTimer(0.1,True); 00047 Owner.PlaySound(ActivateSound); 00048 Pawn(Owner).SoundDampening = 0.1; 00049 } 00050 00051 state DeActivated 00052 { 00053 Begin: 00054 if ( Owner != None ) 00055 { 00056 Owner.PlaySound(DeActivateSound); 00057 if ( Owner.IsA('Pawn') ) 00058 Pawn(Owner).SoundDampening = 1.0; 00059 } 00060 } 00061 00062 defaultproperties 00063 { 00064 ExpireMessage="Acoustic dampener has run out." 00065 bAutoActivate=True 00066 bActivatable=True 00067 bDisplayableInv=True 00068 PickupMessage="You got the Acoustic Dampener" 00069 RespawnTime=30.000000 00070 PickupViewMesh=LodMesh'UnrealI.DampenerM' 00071 Charge=200 00072 PickupSound=Sound'UnrealShare.Pickups.GenPickSnd' 00073 ActivateSound=Sound'UnrealI.Pickups.dampndea' 00074 DeActivateSound=Sound'UnrealI.Pickups.DampSnd' 00075 Icon=Texture'UnrealI.Icons.I_Dampener' 00076 RemoteRole=ROLE_DumbProxy 00077 Mesh=LodMesh'UnrealI.DampenerM' 00078 AmbientGlow=69 00079 CollisionRadius=15.000000 00080 CollisionHeight=10.000000 00081 }