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U2.EnergyPickup


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class EnergyPickup extends PowerUpPickup;

#exec OBJ LOAD File=..\Textures\343T.utx
#exec OBJ LOAD File=..\StaticMeshes\343M.usx

//-----------------------------------------------------------------------------

auto state Pickup
{
	function bool ValidTouch( actor Other )
	{
		local PowerSuit		PS;
		local EnergyPowerUp	EP;

		PS = PowerSuit(class'UtilGame'.static.GetInventoryItem( Pawn(Other), class'PowerSuit' ));
		EP = EnergyPowerUp(class'UtilGame'.static.GetInventoryItem( Pawn(Other), class'EnergyPowerUp' ));

		if( Pawn(Other) != None && PS != None )
		{
			if( PS.Power < PS.MaxPower )
			{
				if( EP != None )
				{
					// Can only pickup if the PowerSuit is not at max and if any current EnergyPowerups
					// will not bring PowerSuit energy up to max.
					if( (PS.Power + EP.EnergyUnits) < PS.MaxPower )
					{
						if( EnergyUnits > 0 && !bIsStation )
						{
							return Super.ValidTouch( Other );
						}
						else
							return false;
					}
					else
						return false;
				}
				else
					return Super.ValidTouch( Other );
			}
			else
				return false;
		}
		return Super.ValidTouch( Other );
	}
}

//-----------------------------------------------------------------------------

defaultproperties
{
	EnergyUnits=25
	TransferRate=25
	Description="Energy Pickup"
	InventoryType=Class'U2.EnergyPowerUp'
	RespawnTime=30.000000
	PickupMessage="You got an Energy Pickup."
	PickupSound=Sound'U2A.Powerups.EnergyPowerUp'
	DrawType=DT_StaticMesh
	StaticMesh=StaticMesh'343M.Pickups.Energy_Pickup'
	DrawScale=0.350000
	PrePivot=(Y=16.000000)
	CollisionHeight=4.000000
	bNoStaticMeshCollide=true
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Class file time: sk 3-1-2016 10:38:42.000 - Creation time: sk 3-1-2016 10:48:38.707 - Created with UnCodeX