Core.Object | +--Engine.Actor | +--Engine.Inventory | +--Engine.Pickup | +--UnrealI.Invisibility
byte
TempVis
void
Invisibility(bool Vis)
BeginState()
Timer()
endstate()
00001 //============================================================================= 00002 // Invisibility. 00003 //============================================================================= 00004 class Invisibility expands PickUp; 00005 00006 #exec TEXTURE IMPORT NAME=I_Invisibility FILE=TEXTURES\HUD\i_Invis.PCX GROUP="Icons" MIPS=OFF 00007 00008 #exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Pickups\Scloak1.WAV" NAME="Invisible" GROUP="Pickups" 00009 00010 #exec MESH IMPORT MESH=InvisibilityMesh ANIVFILE=MODELS\Invis_a.3D DATAFILE=MODELS\Invis_d.3D X=0 Y=0 Z=0 00011 #exec MESH ORIGIN MESH=InvisibilityMesh X=0 Y=0 Z=-15 00012 #exec MESH SEQUENCE MESH=InvisibilityMesh SEQ=All STARTFRAME=0 NUMFRAMES=1 00013 #exec MESH SEQUENCE MESH=InvisibilityMesh SEQ=Still STARTFRAME=0 NUMFRAMES=1 00014 #exec TEXTURE IMPORT NAME=JInvisibility1 FILE=MODELS\Invis.PCX GROUP=Skins 00015 #exec OBJ LOAD FILE=..\UnrealShare\Textures\fireeffect26.utx PACKAGE=UNREALI.Effect26 00016 #exec MESHMAP SCALE MESHMAP=InvisibilityMesh X=0.05 Y=0.05 Z=0.1 00017 #exec MESHMAP SETTEXTURE MESHMAP=InvisibilityMesh NUM=1 TEXTURE=JInvisibility1 00018 #exec MESHMAP SETTEXTURE MESHMAP=InvisibilityMesh NUM=0 TEXTURE=Unreali.Effect26.FireEffect26 00019 00020 var byte TempVis; 00021 00022 00023 function Invisibility (bool Vis) 00024 { 00025 if (Pawn(Owner)==None) Return; 00026 00027 if( Vis ) 00028 { 00029 PlaySound(ActivateSound,,4.0); 00030 if ( PlayerPawn(Owner) != None ) 00031 PlayerPawn(Owner).ClientAdjustGlow(-0.15, vect(156.25,156.25,351.625)); 00032 Pawn(Owner).Visibility = 10; 00033 Pawn(Owner).bHidden=True; 00034 if ( Pawn(Owner).Weapon != None ) 00035 Pawn(Owner).Weapon.bOnlyOwnerSee=False; 00036 } 00037 else 00038 { 00039 PlaySound(DeActivateSound); 00040 if ( PlayerPawn(Owner) != None ) 00041 PlayerPawn(Owner).ClientAdjustGlow(0.15, vect(-156.25,-156.25,-351.625)); 00042 Pawn(Owner).Visibility = Pawn(Owner).Default.Visibility; 00043 if ( Pawn(Owner).health > 0 ) 00044 Pawn(Owner).bHidden=False; 00045 if ( Pawn(Owner).Weapon != None ) 00046 Pawn(Owner).Weapon.bOnlyOwnerSee=True; 00047 } 00048 } 00049 00050 state Activated 00051 { 00052 function endstate() 00053 { 00054 Invisibility(False); 00055 bActive = false; 00056 } 00057 00058 function Timer() 00059 { 00060 Charge -= 1; 00061 Owner.bHidden=True; 00062 Pawn(Owner).Visibility = 10; 00063 if (Charge<-0) 00064 { 00065 Pawn(Owner).ClientMessage(ExpireMessage); 00066 UsedUp(); 00067 } 00068 } 00069 00070 function BeginState() 00071 { 00072 Invisibility(True); 00073 SetTimer(0.5,True); 00074 } 00075 } 00076 00077 state DeActivated 00078 { 00079 Begin: 00080 } 00081 00082 defaultproperties 00083 { 00084 ExpireMessage="Invisibility has worn off." 00085 bAutoActivate=True 00086 bActivatable=True 00087 bDisplayableInv=True 00088 PickupMessage="You have Invisibility" 00089 RespawnTime=100.000000 00090 PickupViewMesh=LodMesh'UnrealI.InvisibilityMesh' 00091 Charge=100 00092 MaxDesireability=1.200000 00093 PickupSound=Sound'UnrealShare.Pickups.GenPickSnd' 00094 ActivateSound=Sound'UnrealI.Pickups.Invisible' 00095 Icon=Texture'UnrealI.Icons.I_Invisibility' 00096 RemoteRole=ROLE_DumbProxy 00097 Mesh=LodMesh'UnrealI.InvisibilityMesh' 00098 AmbientGlow=96 00099 CollisionRadius=15.000000 00100 CollisionHeight=17.000000 00101 }