UnrealI
Class JumpBoots

source: e:\games\UnrealTournament\UnrealI\Classes\JumpBoots.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Inventory
         |
         +--Engine.Pickup
            |
            +--UnrealI.JumpBoots
Direct Known Subclasses:None

class JumpBoots
extends Engine.Pickup

//============================================================================= // JumpBoots //=============================================================================
Variables
 int TimeCharge

States
DeActivated, Activated

Function Summary
 void OwnerJumped()
 void PickupFunction(Pawn Other)
 void Timer()


State DeActivated Function Summary


State Activated Function Summary
 void endstate()



Source Code


00001	//=============================================================================
00002	// JumpBoots
00003	//=============================================================================
00004	class JumpBoots extends Pickup;
00005	
00006	#exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Pickups\BOOTSA1.WAV" NAME="BootSnd" GROUP="Pickups"
00007	#exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Pickups\BOOTJMP.WAV" NAME="BootJmp" GROUP="Pickups"
00008	
00009	#exec TEXTURE IMPORT NAME=I_Boots FILE=TEXTURES\HUD\i_Boots.PCX GROUP="Icons" MIPS=OFF
00010	
00011	#exec MESH IMPORT MESH=lboot ANIVFILE=MODELS\boot_a.3D DATAFILE=MODELS\boot_d.3D X=0 Y=0 Z=0
00012	#exec MESH LODPARAMS MESH=lboot STRENGTH=0.3 
00013	
00014	#exec MESH ORIGIN MESH=lboot X=-70 Y=150 Z=-50 YAW=64
00015	#exec MESH SEQUENCE MESH=lboot SEQ=All    STARTFRAME=0   NUMFRAMES=1
00016	#exec MESH SEQUENCE MESH=lboot SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00017	#exec TEXTURE IMPORT NAME=Jlboot1 FILE=MODELS\boot.PCX GROUP=Skins
00018	#exec MESHMAP SCALE MESHMAP=lboot X=0.03 Y=0.03 Z=0.06
00019	#exec MESHMAP SETTEXTURE MESHMAP=lboot NUM=1 TEXTURE=Jlboot1 TLOD=5
00020	
00021	var int TimeCharge;
00022	
00023	function PickupFunction(Pawn Other)
00024	{
00025		TimeCharge = 0;
00026		SetTimer(1.0, True);
00027	}
00028	
00029	function OwnerJumped()
00030	{
00031		TimeCharge=0;
00032		if ( Charge <= 0 ) 
00033		{
00034			if ( Owner != None )
00035			{
00036				Owner.PlaySound(DeActivateSound);						
00037				Pawn(Owner).JumpZ = Pawn(Owner).Default.JumpZ * Level.Game.PlayerJumpZScaling();	
00038			}		
00039			UsedUp();
00040		}
00041		else
00042			Owner.PlaySound(sound'BootJmp');						
00043		Charge -= 1;
00044	}
00045	
00046	function Timer()
00047	{
00048		if ( !Pawn(Owner).bAutoActivate )
00049		{	
00050			TimeCharge++;
00051			if (TimeCharge>20) OwnerJumped();
00052		}
00053	}
00054	
00055	state Activated
00056	{
00057		function endstate()
00058		{
00059			Pawn(Owner).JumpZ = Pawn(Owner).Default.JumpZ * Level.Game.PlayerJumpZScaling();
00060			Pawn(Owner).bCountJumps = False;
00061			bActive = false;		
00062		}
00063	Begin:
00064		Pawn(Owner).bCountJumps = True;
00065		Pawn(Owner).JumpZ = Pawn(Owner).Default.JumpZ * 3;
00066		Owner.PlaySound(ActivateSound);		
00067	}
00068	
00069	state DeActivated
00070	{
00071	Begin:		
00072	}
00073	
00074	defaultproperties
00075	{
00076	     ExpireMessage="The Jump Boots have drained"
00077	     bActivatable=True
00078	     bDisplayableInv=True
00079	     PickupMessage="You picked up the jump boots"
00080	     RespawnTime=30.000000
00081	     PickupViewMesh=LodMesh'UnrealI.lboot'
00082	     Charge=3
00083	     MaxDesireability=0.500000
00084	     PickupSound=Sound'UnrealShare.Pickups.GenPickSnd'
00085	     ActivateSound=Sound'UnrealI.Pickups.BootSnd'
00086	     Icon=Texture'UnrealI.Icons.I_Boots'
00087	     RemoteRole=ROLE_DumbProxy
00088	     Mesh=LodMesh'UnrealI.lboot'
00089	     AmbientGlow=64
00090	     CollisionRadius=22.000000
00091	     CollisionHeight=7.000000
00092	}

End Source Code