Core.Object | +--Engine.Actor | +--Engine.Inventory | +--Engine.Pickup | +--UnrealI.ForceField
String
M_NoRoom
vector
X,Y,Z
ForceFieldProj
r
void
BeginState()
00001 //============================================================================= 00002 // ForceField. 00003 //============================================================================= 00004 class ForceField extends Pickup; 00005 00006 #exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Pickups\FFIELDA3.WAV" NAME="FieldSnd" GROUP="Pickups" 00007 #exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Pickups\FFIELDh2.WAV" NAME="fFieldh2" GROUP="Pickups" 00008 00009 #exec TEXTURE IMPORT NAME=I_ForceField FILE=TEXTURES\HUD\i_force.PCX GROUP="Icons" MIPS=OFF 00010 00011 #exec MESH IMPORT MESH=ForceFieldPick ANIVFILE=MODELS\force2_a.3D DATAFILE=MODELS\force2_d.3D X=0 Y=0 Z=0 00012 #exec MESH ORIGIN MESH=ForceFieldPick X=0 Y=0 Z=0 YAW=64 00013 #exec MESH SEQUENCE MESH=ForceFieldPick SEQ=All STARTFRAME=0 NUMFRAMES=1 00014 #exec TEXTURE IMPORT NAME=aforce1 FILE=MODELS\force2.PCX GROUP="Skins" 00015 #exec OBJ LOAD FILE=..\UnrealShare\Textures\fireeffect27.utx PACKAGE=UNREALI.Effect27 00016 #exec MESHMAP SCALE MESHMAP=ForceFieldPick X=0.07 Y=0.07 Z=0.14 00017 #exec MESHMAP SETTEXTURE MESHMAP=ForceFieldPick NUM=1 TEXTURE=aforce1 00018 #exec MESHMAP SETTEXTURE MESHMAP=ForceFieldPick NUM=0 TEXTURE=Unreali.Effect27.FireEffect27 00019 00020 var vector X,Y,Z; 00021 var ForceFieldProj r; 00022 var() localized String M_NoRoom; 00023 00024 state Activated 00025 { 00026 function BeginState() 00027 { 00028 bStasis = false; 00029 GetAxes(Pawn(Owner).ViewRotation,X,Y,Z); 00030 r = Spawn(class'ForceFieldProj', Owner, '', Pawn(Owner).Location + 90.0 * X - 0 * Y - 0 * Z ); 00031 if (r == None) 00032 { 00033 Owner.PlaySound(DeActivateSound); 00034 Pawn(Owner).ClientMessage(M_NoRoom); 00035 GoToState('DeActivated'); 00036 } 00037 else 00038 { 00039 r.Charge = Charge; 00040 Pawn(Owner).NextItem(); 00041 if (Pawn(Owner).SelectedItem == Self) Pawn(Owner).SelectedItem=None; 00042 Owner.PlaySound(ActivateSound); 00043 Pawn(Owner).DeleteInventory(Self); 00044 } 00045 } 00046 } 00047 00048 state DeActivated 00049 { 00050 Begin: 00051 } 00052 00053 defaultproperties 00054 { 00055 M_NoRoom="No room to activate force field." 00056 bActivatable=True 00057 bDisplayableInv=True 00058 PickupMessage="You picked up the Force Field" 00059 RespawnTime=20.000000 00060 PickupViewMesh=LodMesh'UnrealI.ForceFieldPick' 00061 Charge=130 00062 PickupSound=Sound'UnrealShare.Pickups.GenPickSnd' 00063 ActivateSound=Sound'UnrealI.Pickups.FieldSnd' 00064 DeActivateSound=Sound'UnrealI.Pickups.fFieldh2' 00065 Icon=Texture'UnrealI.Icons.I_ForceField' 00066 RemoteRole=ROLE_DumbProxy 00067 Mesh=LodMesh'UnrealI.ForceFieldPick' 00068 AmbientGlow=78 00069 CollisionRadius=8.000000 00070 CollisionHeight=22.000000 00071 }