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// CHANGENOTE: All changes to this class since v739 are related to the Weapon code updates. class WeaponPickup extends Pickup abstract; var() bool bWeaponStay; event PostBeginPlay() { Super.PostBeginPlay(); SetWeaponStay(); MaxDesireability = 1.2 * class<Weapon>(InventoryType).Default.AIRating; } function SetWeaponStay() { bWeaponStay = bWeaponStay || Level.Game.bCoopWeaponMode; } // tell the bot how much it wants this weapon pickup // called when the bot is trying to decide which inventory pickup to go after next function float BotDesireability( Pawn Bot ) { local Weapon AlreadyHas; local float desire; // bots adjust their desire for their favorite weapons desire = MaxDesireability + Bot.Controller.AdjustDesireFor(self); // see if bot already has a weapon of this type AlreadyHas = Weapon(Bot.FindInventoryType(InventoryType)); if ( AlreadyHas != None ) { if ( (RespawnTime < 10) && ( bHidden || (AlreadyHas.AmmoType == None) || (AlreadyHas.AmmoType.AmmoAmount < AlreadyHas.AmmoType.MaxAmmo)) ) return 0; // can't pick it up if weapon stay is on if ( bWeaponStay && ((Inventory == None) || Inventory.bTossedOut) ) return 0; // bot wants this weapon for the ammo it holds //NEW (mdf) fix for weapons which don't have AmmoType or AmmoType.PickupClass (e.g. takkra) if ( AlreadyHas.HasAmmo() && AlreadyHas.AmmoType != None && AlreadyHas.AmmoType.PickupClass != None ) { /*OLD if ( AlreadyHas.HasAmmo() ) */ return FMax( 0.25 * desire, AlreadyHas.AmmoType.PickupClass.Default.MaxDesireability //NEW MJL: fix so the correct percentage calculation is used * FMin(1, 0.15 * AlreadyHas.AmmoType.AmmoAmount/AlreadyHas.AmmoType.MaxAmmo) ); /*OLD * FMin(1, 0.15 * AlreadyHas.AmmoType.MaxAmmo/AlreadyHas.AmmoType.AmmoAmount) ); */ } else return 0.05; } // incentivize bot to get this weapon if it doesn't have a good weapon already if ( (Bot.Weapon == None) || (Bot.Weapon.AIRating <= 0.4) ) return 2*desire; return desire; } defaultproperties { MaxDesireability=0.500000 RespawnTime=30.000000 PickupMessage="You got a weapon" Texture=Texture'Engine.S_Weapon' UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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