Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 |
class Ammunition extends Inventory abstract native nativereplication; var travel int MaxAmmo; var travel int AmmoAmount; // Network replication // /* replication { } */ event Replication() { Super.Replication(); if( bNetOwner ) DOREP('AmmoAmount'); } //NEW //only will be called for our local client, no one else will have Ammo replicated to them simulated function PostRecvOwner() { local Inventory Inv; Super.PostRecvOwner(); if( Pawn(Owner) != None ) for( Inv=Owner.Inventory; Inv!=None; Inv=Inv.Inventory ) if ( Weapon(Inv) != None && Weapon(Inv).AmmoName == Class ) Weapon(Inv).AmmoType = Self; } //OLD simulated function DisplayDebug(Canvas Canvas, out float YL, out float YPos) { Canvas.DrawText("Ammunition "$GetItemName(string(self))$" amount "$AmmoAmount); YPos += YL; Canvas.SetPos(4,YPos); } function bool HandlePickupQuery( pickup Item ) { if ( class == item.InventoryType ) { if (AmmoAmount==MaxAmmo) return true; item.AnnouncePickup(Pawn(Owner)); AddAmmo(Ammo(item).AmmoAmount); return true; } if ( Inventory == None ) return false; return Inventory.HandlePickupQuery(Item); } // This function is called by an actor that wants to use ammo. // Return true if ammo exists // /* //NEW comment: NOT simulated so that we will not switch weapons unless the client knows that it is out of ammo this keeps the client from switching weapons too early (when the server still believes it has ammo) */ function bool UseAmmo(int AmountNeeded) { //NEW (mdf) infinite ammo support //2002.12.19 (mdf) warning fix if( Level.Game.GetInfiniteAmmo() || (Pawn(Owner) != None && Pawn(Owner).GetInfiniteAmmo()) ) return true; //OLD if (AmmoAmount < AmountNeeded) return False; // Can't do it AmmoAmount -= AmountNeeded; return True; } // If we can, add ammo and return true. // If we are at max ammo, return false // function bool AddAmmo(int AmmoToAdd) { If (AmmoAmount >= MaxAmmo) return false; AmmoAmount = Min(MaxAmmo, AmmoAmount+AmmoToAdd); return true; } defaultproperties { UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |