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//============================================================================= // PowerStation.uc //============================================================================= class PowerStation extends PowerUp; #exec OBJ LOAD FILE=..\Sounds\U2A.uax enum EStationTypes { ST_Energy, ST_Health }; var() bool bLimited; // If Limited, the station deactivates when units are consumed, // else stops working when units are consumed, but will recharge // them over time. var() float RechargeRate; // If !bLimited, rate at which units are recharged. var() Texture StationActiveTexture; // Station is active useable var() Texture StationInactiveTexture; // Station is not useable var() Texture StationInUseTexture; // Station is being used var() Sound StationStartUsingSound; // Pawn starts using the station var() Sound StationStopUsingSound; // Pawn stops using the station var() Sound StationInUseSound; // Station is being used by the pawn var() Sound StationErrorSound; // Station cannot be used or stops var() bool bSwapTextures; var float DelayTime; var float LastRechargeTime; var int StartingEnergyUnits; var int StartingHealthUnits; var PowerStationCollisionProxy TouchingCollisionProxy; var float TouchingHeight, TouchingRadius; /* Not used yet var float UseHeight, UseRadius; var float UseXOffset, UseYOffset, UseZOffset; var CollisionProxy UseCollisionProxy; */ var bool bIsUsable; //!!SBB (mdf) remove? //----------------------------------------------------------------------------- event PreBeginPlay() { Super.PreBeginPlay(); if( !bLimited ) { StartingHealthUnits = HealthUnits; StartingEnergyUnits = EnergyUnits; } TouchingCollisionProxy = Spawn( class'PowerStationCollisionProxy' ); TouchingCollisionProxy.CP_SetCollision( true, false, false ); TouchingCollisionProxy.CP_SetLocation( Location ); TouchingCollisionProxy.CP_SetCollisionSize( TouchingRadius, TouchingHeight ); TouchingCollisionProxy.CP_SetTouchTarget( Self ); TouchingCollisionProxy.SetBase( Self ); /* Not used yet UseCollisionProxy = Spawn( class'CollisionProxy' ); UseCollisionProxy.CP_SetCollision( true, false, false ); UseCollisionProxy.CP_SetLocation( Location + vect(1,0,0)*UseXOffset + vect(0,1,0)*UseYOffset + vect(0,0,1)*UseZOffset ); UseCollisionProxy.CP_SetCollisionSize( UseRadius, UseHeight ); UseCollisionProxy.CP_SetTouchTarget( Self ); UseCollisionProxy.SetBase( Self ); */ } //----------------------------------------------------------------------------- // Activates when the pawn 'uses' a station simulated function OnUse( Actor Other ); //----------------------------------------------------------------------------- // Pawn stops using station simulated function OnUnuse( Actor Other ); //----------------------------------------------------------------------------- //!!SBB (mdf) remove? simulated function bool IsUsable( Actor Other ) { return false; } //----------------------------------------------------------------------------- simulated function string GetDescription() { return Description; } //----------------------------------------------------------------------------- simulated function ClearProperties() { AmbientSound = None; TargetPowerSuit = None; PowerUpOwner = None; } //----------------------------------------------------------------------------- // This function occurs when a station is either empty, the pawn's units are // full or potentially if the station is damaged (no determination on this yet). simulated function StationError() { PlaySound( StationErrorSound, SLOT_None ); ClearProperties(); LastRechargeTime = Level.TimeSeconds; //DM( "%%% " $ Self $ ".PowerStation.StationError() LastRechargeTime = " $ LastRechargeTime ); } //----------------------------------------------------------------------------- // Turn station off and set texture back to active simulated function SetStationActiveOff() { if( bSwapTextures ) Skins[0] = StationActiveTexture; ClearProperties(); LastRechargeTime = Level.TimeSeconds; //DM( "%%% " $ Self $ ".PowerStation.SetStationActiveOff() LastRechargeTime = " $ LastRechargeTime ); } //----------------------------------------------------------------------------- // Play in use sound, set ambient sound, change skin to in use and set the // transfer time for the powerup calculation code. simulated function SetStationInUse() { PlaySound( StationStartUsingSound, SLOT_None ); AmbientSound = StationInUseSound; if( bSwapTextures ) Skins[0] = StationInUseTexture; LastTransferTime = Level.TimeSeconds; } //----------------------------------------------------------------------------- simulated function MakeStationEmpty() { if( bSwapTextures ) Skins[0] = StationInactiveTexture; StationError(); } //----------------------------------------------------------------------------- simulated function StopStation() { SetStationActiveOff(); StationError(); } //----------------------------------------------------------------------------- // Set up station for use simulated function ActivateStation( Pawn P ) { TargetPowerSuit = PowerSuit(class'UtilGame'.static.GetInventoryItem( P, class'PowerSuit' )); PowerUpOwner = P; if( TargetPowerSuit == None ) { // Pawn does not have a PowerSuit, but it is a Health Station if( HealthUnits > 0 && P.Health < P.default.Health ) { SetStationInUse(); } else // Container is full { StationError(); } } else { if( HealthUnits > 0 && P.Health < P.default.Health || EnergyUnits > 0 && TargetPowerSuit.Power < TargetPowerSuit.MaxPower ) { SetStationInUse(); } else // Container is full { StationError(); } } } //----------------------------------------------------------------------------- // Resets a stations sounds and textures simulated function DeactivateStation() { if( TargetPowerSuit == None ) { if( PowerUpOwner != None ) { // Pawn does not have a PowerSuit, but it is a Health Station //DM( "*** PowerUpOwner=" $ PowerUpOwner ); if( HealthUnits > 0 && PowerUpOwner.Health < PowerUpOwner.default.Health ) { SetStationActiveOff(); PlaySound( StationStopUsingSound, SLOT_None ); } } } else { if( HealthUnits > 0 && PowerUpOwner.Health < PowerUpOwner.default.Health || EnergyUnits > 0 && TargetPowerSuit.Power < TargetPowerSuit.MaxPower ) { SetStationActiveOff(); PlaySound( StationStopUsingSound, SLOT_None ); } } } //----------------------------------------------------------------------------- function int CalcRecharge( int CalcUnits, float CurrentTime ) { local int ToTransfer; if( RechargeRate == 0 ) { //recharge all ToTransfer = CalcUnits; } else { //DM( "%%% " $ RechargeRate $ " * " $ CurrentTime $ " - " $ LastRechargeTime ); if( LastRechargeTime != 0 ) { ToTransfer = RechargeRate * (CurrentTime - LastRechargeTime); //DM( "%%% " $ Self $ ".ToTransfer = " $ ToTransfer ); if( ToTransfer > CalcUnits ) { ToTransfer = CalcUnits; } } else ToTransfer = 0; } return ToTransfer; } //----------------------------------------------------------------------------- event Touch( Actor Other ); //----------------------------------------------------------------------------- event UnTouch( Actor Other ); //----------------------------------------------------------------------------- function CleanupCollisionProxy( CollisionProxy CP ) { if( CP != None ) { CP.Destroy(); CP = None; } } //----------------------------------------------------------------------------- event Destroyed() { CleanupCollisionProxy( TouchingCollisionProxy ); Super.Destroyed(); } //----------------------------------------------------------------------------- simulated event Tick(float DeltaTime) { local float NewRechargeTime; Super.Tick( DeltaTime ); if( !bLimited ) { if( StartingEnergyUnits > 0 ) { if( EnergyUnits < StartingEnergyUnits && PowerUpOwner == None ) { NewRechargeTime = Level.TimeSeconds; if( NewRechargeTime - LastRechargeTime >= DelayTime ) { //DM( "### " $ Self $ " " $ StartingEnergyUnits $ " - " $ EnergyUnits $ " = " $ StartingEnergyUnits - EnergyUnits ); EnergyUnits += CalcRecharge( StartingEnergyUnits - EnergyUnits, NewRechargeTime ); //DM( "### " $ Self $ ".EnergyUnits = " $ EnergyUnits ); LastRechargeTime = NewRechargeTime; } } } else if( StartingHealthUnits > 0 ) { if( HealthUnits < StartingHealthUnits && PowerUpOwner == None ) { NewRechargeTime = Level.TimeSeconds; if( NewRechargeTime - LastRechargeTime >= DelayTime ) { //DM( "### " $ Self $ " " $ StartingHealthUnits $ " - " $ HealthUnits $ " = " $ StartingHealthUnits - HealthUnits ); HealthUnits += CalcRecharge( StartingHealthUnits - HealthUnits, NewRechargeTime ); //DM( "### " $ Self $ ".HealthUnits = " $ HealthUnits ); LastRechargeTime = NewRechargeTime; } } } } } //----------------------------------------------------------------------------- defaultproperties { bLimited=true RechargeRate=2.000000 DelayTime=1.000000 TouchingHeight=20.000000 TouchingRadius=10.000000 bHidden=false bOnlyOwnerSee=false bAlwaysRelevant=true RemoteRole=ROLE_DumbProxy bMustFace=false bTravel=false bCollideWorld=true bCanMantle=false bFixedRotationDir=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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