UnrealShare
Class WeaponPowerUp

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

class WeaponPowerUp
extends Engine.Pickup

//============================================================================= // WeaponPowerUp. //=============================================================================
Variables
 Sound PowerUpSounds[4]

States
Pickup
State Pickup Function Summary
 void Touch(Actor Other)
 void BeginState()



Source Code


00001	//=============================================================================
00002	// WeaponPowerUp.
00003	//=============================================================================
00004	class WeaponPowerUp extends Pickup;
00005	
00006	#exec MESH IMPORT MESH=WeaponPowerUpMesh ANIVFILE=MODELS\dpower_a.3D DATAFILE=MODELS\dpower_d.3D MLOD=0
00007	#exec MESH ORIGIN MESH=WeaponPowerUpMesh X=0 Y=0 Z=0 YAW=64
00008	#exec MESH SEQUENCE MESH=WeaponPowerUpMesh SEQ=All STARTFRAME=0  NUMFRAMES=20
00009	#exec MESH SEQUENCE MESH=WeaponPowerUpMesh SEQ=AnimEnergy STARTFRAME=0  NUMFRAMES=20
00010	#exec TEXTURE IMPORT NAME=aPower1 FILE=MODELS\dpower.PCX GROUP="Skins"
00011	#exec OBJ LOAD FILE=Textures\fireeffect22.utx PACKAGE=UnrealShare.Effect22
00012	#exec MESHMAP SCALE MESHMAP=WeaponPowerUpMesh X=0.05 Y=0.05 Z=0.10
00013	#exec MESHMAP SETTEXTURE MESHMAP=WeaponPowerUpMesh NUM=1 TEXTURE=aPower1 TLOD=5
00014	#exec MESHMAP SETTEXTURE MESHMAP=WeaponPowerUpMesh NUM=0 TEXTURE=UnrealShare.Effect22.FireEffect22
00015	
00016	#exec AUDIO IMPORT FILE="Sounds\dispersion\number1.WAV" NAME="number1" GROUP="Dispersion"
00017	#exec AUDIO IMPORT FILE="Sounds\dispersion\number2.WAV" NAME="number2" GROUP="Dispersion"
00018	#exec AUDIO IMPORT FILE="Sounds\dispersion\number3.WAV" NAME="number3" GROUP="Dispersion"
00019	#exec AUDIO IMPORT FILE="Sounds\dispersion\number4.WAV" NAME="number4" GROUP="Dispersion"
00020	
00021	var Sound PowerUpSounds[4];
00022	
00023	event float BotDesireability( pawn Bot )
00024	{
00025		local DispersionPistol D;
00026	
00027		D = DispersionPistol(Bot.FindInventoryType(class'DispersionPistol'));
00028		if ( (D == None) || (D.PowerLevel >=4) )
00029			return -1;
00030		else 
00031			return Super.BotDesireability(Bot);
00032	}
00033	
00034	auto state Pickup
00035	{
00036		function BeginState()
00037		{
00038			BecomePickup();
00039			LoopAnim('AnimEnergy',0.4);		
00040		}
00041	  
00042		function Touch( actor Other )
00043		{
00044			local DispersionPistol d;
00045			local Inventory Copy;
00046	
00047			if ( Pawn(Other)!=None && Pawn(Other).bIsPlayer)
00048			{
00049				d = DispersionPistol(Pawn(Other).FindInventoryType(class'DispersionPistol'));
00050				if ( (d != None) && (d.PowerLevel < 4) )
00051					ActivateSound = PowerUpSounds[d.PowerLevel];
00052				Level.Game.PickupQuery(Pawn(Other), Self);
00053			}
00054		}
00055	
00056	}
00057	
00058	defaultproperties
00059	{
00060	     PowerUpSounds(0)=Sound'UnrealShare.Dispersion.number1'
00061	     PowerUpSounds(1)=Sound'UnrealShare.Dispersion.number2'
00062	     PowerUpSounds(2)=Sound'UnrealShare.Dispersion.number3'
00063	     PowerUpSounds(3)=Sound'UnrealShare.Dispersion.number4'
00064	     PickupMessage="You got the Dispersion Pistol Powerup"
00065	     RespawnTime=30.000000
00066	     PickupViewMesh=Mesh'UnrealShare.WeaponPowerUpMesh'
00067	     AnimSequence=AnimEnergy
00068	     Mesh=Mesh'UnrealShare.WeaponPowerUpMesh'
00069	     CollisionRadius=12.000000
00070	}

End Source Code