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class HealthPickup 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 Pawn P; local HealthPowerUp HP; HP = HealthPowerUp(class'UtilGame'.static.GetInventoryItem( Pawn(Other), class'HealthPowerUp' )); P = Pawn(Other); if( P != None ) { if( P.Health < P.default.Health ) { if( HP != None ) { //DM( "### (" $ P.Health $ " + " $ HP.HealthUnits $ ") < " $ P.default.Health $ " = " $ (P.Health + HP.HealthUnits) < P.default.Health ); // Can only pickup if owner is not at full health and if any current HealthPowerups // will not bring Health up to full. if( (P.Health + HP.HealthUnits) < P.default.Health ) { if( HealthUnits > 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 { HealthUnits=25 TransferRate=25 Description="Health Pickup" InventoryType=Class'U2.HealthPowerUp' RespawnTime=30.000000 PickupMessage="You got a Health Pickup." PickupSound=Sound'U2A.Powerups.HealthPowerUp' DrawType=DT_StaticMesh StaticMesh=StaticMesh'343M.Pickups.Health_Pickup' CollisionHeight=15.000000 bNoStaticMeshCollide=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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